Ejemplo n.º 1
0
class Pong(Engine):
    def __init__(self):
        Engine.__init__(self, 320, 240, (00, 150, 150))
        self.fps_text = None
        self.scoreP1_text = None
        self.scoreP1 = 0
        self.scoreP2_text = None
        self.scoreP2 = 0
        self.ball = None
        self.playerOne = None
        self.playerTwo = None
        self.fps_update = 0
        self.fps_count = 0

        self.sfx_beep = None
        self.sfx_padOne = None
        self.sfx_padTwo = None
        self.music_bg = None

        self.winner_text = None
        self.start_game_text = None
        self.max_score = 7

    def on_init(self):
        Engine.on_init(self)

        self.winner_text = Text(self.width/4, 80, str(""), 30)
        self.add(self.winner_text)
        self.start_game_text = Text(self.width/3, 120, str("Press START"), 30)
        self.add(self.start_game_text)

        self.scoreP1_text = Text(self.width/4, 30, str(self.scoreP1), 50)
        self.scoreP2_text = Text(self.width - self.width/4, 30, str(self.scoreP2), 50)
        self.add(self.scoreP1_text)
        self.add(self.scoreP2_text)

        self.fps_text = Text(280, 220, "30")
        self.add(self.fps_text)
        self.ball = Ball(self.width/2, self.height/2, "ball.png")
        self.add(self.ball)
        self.playerOne = Paddle(20, self.height/2, "paddle.png")
        self.add(self.playerOne)
        self.playerTwo = Paddle(320 - 20, self.height/2, "paddle.png")
        self.add(self.playerTwo)

        self.sfx_padOne = soundEffect("blip1.wav")
        self.sfx_padTwo = soundEffect("blip2.wav")
        self.music_bg = musicPlayer("UGH1.wav", -1)
        self.music_bg.play()

        self.start_game(False)

    def start_game(self, active):
        self.fps_text.set_active(active)
        self.scoreP1_text.set_active(active)
        self.scoreP1 = 0
        self.scoreP2_text.set_active(active)
        self.scoreP2 = 0
        self.ball.set_active(active)
        self.playerOne.set_active(active)
        self.playerTwo.set_active(active)
        self.fps_update = 0
        self.fps_count = 0
        self.start_game_text.set_active(not active)
        self.winner_text.set_active(not active)

    def show_end_game(self):
        self.ball.set_active(False)
        self.playerOne.set_active(True)
        self.playerTwo.set_active(True)
        self.fps_update = 0
        self.fps_count = 0
        self.winner_text.set_active(True)
        self.start_game_text.set_active(True)
        if self.scoreP1 > self.scoreP2:
            self.winner_text.set_text("Player 1 Wins")
        else:
            self.winner_text.set_text("Player 2 Wins")

    def update(self, delta_time):
        self.fps_update += 1
        self.fps_count += self.delta_time
        if self.fps_update >= 20:
            self.fps_count /= 20
            self.fps_text.set_text(str(int(1.0/(float(self.fps_count)/1000))))
            self.fps_count = 0
            self.fps_update = 0
        self.handleInput()

        if self.scoreP1 == self.max_score or self.scoreP2 == self.max_score:
            self.show_end_game()
        else:
            self.checkCollision()

    def checkCollision(self):
        if self.ball.checkCollision(self.playerOne.getRect()):
            self.sfx_padOne.play_sound()
            self.ball.negateXVel()
        if self.ball.checkCollision(self.playerTwo.getRect()):
            self.sfx_padTwo.play_sound()
            self.ball.negateXVel()
        # p2 scores
        if self.ball.getX() < 0:
            self.ball.setPosition([self.width/2, self.height/2])
            self.ball.negateXVel()
            self.scoreP2 += 1
            self.scoreP2_text.set_text(str(self.scoreP2))

        # p1 scores
        if self.ball.getX() > self.width:
            self.ball.setPosition([self.width/2, self.height/2])
            self.ball.negateXVel()
            self.scoreP1 += 1
            self.scoreP1_text.set_text(str(self.scoreP1))

    def handleInput(self):
        # quitting
        if pygame.key.get_pressed()[pygame.K_ESCAPE] != 0:
            sys.exit()

        if pygame.key.get_pressed()[pygame.K_RETURN] != 0:
            self.start_game(True)
        # playerone
        if pygame.key.get_pressed()[pygame.K_UP] != 0:
            self.playerOne.setVelocity([0, -.2])
        elif pygame.key.get_pressed()[pygame.K_DOWN] != 0:
            self.playerOne.setVelocity([0, .2])
        else:
            self.playerOne.setVelocity([0, 0])

        # playertwo
        if pygame.key.get_pressed()[pygame.K_SPACE] != 0:
            self.playerTwo.setVelocity([0, -.2])
        elif pygame.key.get_pressed()[pygame.K_LALT] != 0:
            self.playerTwo.setVelocity([0, .2])
        else:
            self.playerTwo.setVelocity([0, 0])