Difference between revisions of "Lemonade Stand"

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(Releases)
(Removed code, now in repo, updated links)
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==Links and Resources==
 
==Links and Resources==
Coming soon!
+
* [http://activities.sugarlabs.org/en-US/sugar/addon/4321/ Activity Page]
 
+
  * [http://gitorious.org/lemonade-stand-olpc/lemonade-stand-olpc Git Repository]
==Code so far==
+
* [https://fedorahosted.org/fossrit/wiki/LemonadeStand Project Trac]
<pre>
 
#!/usr/env python
 
# -*- coding: cp1252 -*-
 
import random
 
from counting import play_Money
 
 
 
 
 
 
 
#Generisize the names of supplys to make it easily editable
 
#[0] = name of the stand, [1] = first supply, [2] = second supply, [3] = third supply, [4] = the object that is being sold
 
variables = ['Lemonade Stand','cups','lemons','sugar','cups']
 
 
 
print 'Welcome to ' + variables[0]
 
 
 
#Random weather event, if its a hot day all stock will sell,
 
# if its a normal day, 90% will sell, and if its a raining day 80% will sell
 
 
 
def weather_Change( ):
 
    global weather
 
    weather = random.randint( -1, 1 )
 
   
 
    if weather == -1:
 
        print "It looks like its going to rain tomorrow"
 
    elif weather == 0:
 
        print "Its a normal day tomorrow"
 
    elif weather == 1:
 
        print "Tomorrow looks to be very hot"
 
 
 
#Format the input text, and make it return a 0 if input is incorrect
 
def take_input(text, default = 0):
 
    try:
 
        in_text = input(text+" ["+`default`+"]: ")
 
    except:
 
        return default
 
    if in_text < 0:
 
        in_text = 0
 
   
 
    return in_text
 
 
 
#Declare a random event, More events can be added easily by building a new case statment
 
def random_Event():
 
    global stored_sugar, stored_lemons, stored_cups
 
    event = random.randint(0, 10) 
 
   
 
    if event == 0:
 
       
 
        if stored_sugar > 10:
 
            stored_sugar -= 10
 
            print 'Ants steal your supplies!'
 
        else:
 
            stored_sugar = 0
 
           
 
    elif event == 1:
 
 
 
        print 'A lemon truck crashes in front of your stand!'
 
        stored_lemons += 10
 
       
 
    elif event == 2:
 
 
 
        print 'It starts raining cups!'
 
        stored_cups += 10
 
 
 
    print ""
 
 
 
 
 
#Decreases currently the supply's by 10% each day
 
def supply_Decay():
 
    global stored_sugar, stored_lemons, stored_cups
 
    if stored_sugar > 0:
 
        stored_sugar -= 10 % stored_sugar
 
    if stored_lemons > 0:
 
        stored_lemons -= 10 % stored_lemons
 
    if stored_cups > 0:
 
        stored_cups -= 10% stored_cups
 
 
 
    return -1
 
   
 
# default values
 
cup_price = .25
 
lemon_price = 1.00
 
sugar_price = .05
 
weather = 0
 
product_price = 1.50
 
 
 
#starting resources
 
bank = 100
 
 
 
stored_cups = 0
 
stored_lemons = 0
 
stored_sugar = 0
 
 
 
# take in input
 
num_days = take_input("How many days would you like to play for?", 30)
 
 
 
for day in range(1, num_days + 1):
 
 
 
   
 
 
 
 
 
    print ""
 
    print "____________________"
 
    print "    Day number " + `day`
 
    print "¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯"
 
    print ""
 
 
 
    random_Event()
 
 
 
 
 
    print "You have "+`stored_cups`+ " " + variables[1] + ", " +`stored_lemons`+ " " + variables[2] + ", and "+`stored_sugar`+ " " + variables[3] + " left."
 
 
 
    print variables[1] + " price: $" + `cup_price` + "    " + variables[2] + " price: $"+ "%.2f" % lemon_price + "    " + variables[3] + " price: $"+ "%.2f" % sugar_price
 
 
 
    expenses = 0
 
 
 
    cost_over = 1
 
 
 
 
 
    #Checks to make sure you dont go over your bank amount while buying.
 
 
 
    while cost_over == 1:
 
 
 
        potential_expense = 0
 
        in_num = take_input("How many " + variables[1])
 
        potential_expense = expenses + (in_num * cup_price)
 
 
 
        if potential_expense < bank:
 
            cost_over = -1
 
            expenses += in_num * cup_price
 
            stored_cups += in_num
 
        else:
 
            print 'You cant afford that many ' + variables[1]
 
 
 
    cost_over = 1
 
 
 
    while cost_over == 1:
 
 
 
        potential_expense = 0
 
        in_num = take_input("How many " + variables[2])
 
        potential_expense = expenses + (in_num * cup_price)
 
 
 
        if potential_expense < bank:
 
            cost_over = -1
 
            expenses += in_num * lemon_price
 
            stored_lemons += in_num
 
        else:
 
            print 'You cant afford that many ' + variables[2]
 
 
 
    cost_over = 1
 
 
 
    while cost_over == 1:
 
 
 
      potential_expense = 0
 
      in_num = take_input("How much " + variables[3])
 
      potential_expense = expenses + (in_num * cup_price)
 
 
 
      if potential_expense < bank:
 
          cost_over = -1
 
          expenses += in_num * sugar_price
 
          stored_sugar += in_num
 
 
 
      else:
 
          print 'You can not afford that many ' + variables[3]
 
 
 
 
 
 
 
    # Find the lowest amount of supplys, and make that many of lemonade that day
 
    sales = max(min(stored_cups, stored_lemons, stored_sugar),0)
 
 
 
    # Option 2: make as many as requested
 
    stored_cups -= sales
 
    stored_lemons -= sales
 
    stored_sugar -= sales
 
   
 
    if weather == 0:
 
        sales -= 10 % sales
 
    elif weather == -1:
 
        sales -= 20 % sales
 
 
 
 
 
   
 
    print `sales`+ ' ' + variables[4]+ " made for $"+ "%.2f" % expenses
 
 
 
    profit = sales * product_price
 
    print `sales`+ " " + variables[4] +" were sold today for $"+ "%.2f" % profit
 
   
 
    print "You made $"+ "%.2f" % (profit - expenses)+" today."
 
   
 
   
 
    if (profit - expenses) <= 0:
 
   
 
        print "You lost money today"
 
       
 
    else:   
 
   
 
        #If you didnt lose money that day, play the small money game to put away your change
 
        #If you put away change right, you get to keep the profit, otherwise you lose it
 
 
 
        print "You go to put profits away"
 
                 
 
        if play_Money( int(profit - expenses) ) == 1:
 
            print "you put the money away correctly"
 
            bank += profit - expenses
 
        else:
 
            print "You lost the money when putting it away"
 
   
 
   
 
    print "Current funds: $"+ "%.2f" % bank
 
   
 
    #Decrease the supply's by 10%
 
    #Warn for the next days weather
 
 
 
    supply_Decay()
 
    weather_Change()
 
   
 
   
 
    print
 
   
 
print "Done!"
 
 
 
 
 
</pre>
 
 
 
Counting code
 
 
 
<pre>
 
 
 
 
 
dollar = 1
 
quarter = .25
 
dime = .10
 
nickel = .05
 
penny = .01
 
 
 
 
 
 
 
def take_input(text, default = 0):
 
    try:
 
        in_text = input(text+" ["+`default`+"]: ")
 
    except:
 
        return default
 
    if in_text < 0:
 
        in_text = 0
 
   
 
    return in_text
 
 
 
 
 
def play_Money( money_Find ):
 
 
    global quarter, dime, nickel, penny
 
   
 
    total = 0
 
   
 
    #Takes the amount of money
 
    total += dollar*take_input( "How many dollars? ")
 
 
 
   
 
    total += quarter*take_input( "How many quarters? ")
 
 
 
    total += dime*take_input( "How many dimes? ")
 
 
 
    total += nickel*take_input( "How many nickels? ")
 
 
 
    total += penny*take_input( "How many pennies? ")
 
           
 
    if total == money_Find:
 
        return 1
 
           
 
    else:
 
        return -1
 
       
 
 
 
</pre>
 

Revision as of 13:50, 20 July 2010

Description

This is your basic "Lemonade Stand" style game, where the player manages a lemonade stand (or similar such store) and tries to make as much money as possible. The game is designed to incorporate money and fractional math skills to teach basic operations.

Localization will be implemented in the final phase, with the stand being written to use more regional ingredients and products.

Project Status

The project has just been re-written and should be a bit easier to localized in the future.

Any interest in helping can be directed towards project leader Nathaniel Case as well as the other listed members below, under contacts. Lemonade Stand is to be considered an open project, with updates varying based on availability. Nathaniel will continue to have interest in the project and will continue to provide assistance and input as time allows.

Releases

Goals

We're looking to create a workable prototype with the ability to buy materials and sell a product.However, the most important goal is to have a working game. While possibly not feature complete, the game should have basic functions working.

Additional Ideas & Features

(Based on available time)

Completed

- Creating a GUI based game
- Incorporating counting of money (bills and coins) to make change
- Cool Random Events: Ants steal your supplies

   -10% sugar

A lemon truck crashes in front of your stand

   +10 lemons
In progress

- Creating seasons to vary prices and product demand
- Weather patterns impacting sales
- Making materials perishable to increase difficulty
- Making the program more intuitive so that it can be easily learned

Wishlist

- Advanced mode: changing the recipe for your "lemonade"
- Implementing Bargaining / Haggling
- Random events that may influence supplies and/or cost and/or customers
- Potential use of network, competitive, or cooperative modes
- Choosing location of Lemonade Stand within the town, would influence sales, cost of supplies, etc.

Potential Problems

Localization is likely to be a big problem in this game. Not simply translating the words, but also translating the idea, ie. finding out what kind of shop would be reasonable to open in a country, what it might stock, etc.

This becomes even more difficult when moving to a graphical environment. For every localized region we will need a different set of graphics depending on what the stand is selling.

Updates and Milestones

Updates:

4/28: Wiki reorganized, content added 12/03: 1.1 release imminent

Milestones:

4/24: Have everyone look at the current implementations.

5/1: produce a basic 'sugarized' build to work from. Implement price fluctuations.

5/8: Move to a 'graphical interface' based off of pyGTK or pygame. Add any art we have managed to collect where it seems appropriate.

5/15: Finishing code sugarization

Design Decisions

Is lemonade made at the beginning of the day (make all available lemonade at once) or on the fly (a customer asks for lemonade and it is made for them)? This is important as it impacts the resources from day to day. In the former, normally non-perishable objects like cups will be used if they can make another drink (even beyond demand), however in the latter, it makes the game easy if you stock up on resources and slowly sell them each day. This is usually mitigated by having perishable resources (lemons, etc) and variable prices.

Educational Standards

Standards found here

4.N.4 Select, use, and explain models to relate common fractions and mixed numbers (1/2, 1/3, 1/4, 1/5, 1/6, 1/8, 1/10, 1/12, and 11/2), find equivalent fractions, mixed numbers, and decimals, and order fractions

4.N.6 Exhibit an understanding of the base ten number system by reading, naming, and writing decimals between 0 and 1 up to the hundredths.

4.N.10 Select and use appropriate operations (addition, subtraction, multiplication, and division) to solve problems, including those involving money.

4.D.3 Construct, draw conclusions, and make predictions from various representations of data sets, including tables, bar graphs, pictographs, line graphs, line plots, and tallies

Contacts

Links and Resources

* Activity Page
* Git Repository
* Project Trac