Example #1
0
class PvP:
    def __init__(self, screen):
        self.screen = screen
        self.clock = pygame.time.Clock()
        self.running = True
        self.scoreA = 0
        self.scoreB = 0
        self.load_data()

    def draw_text(self, text, font_name, size, color, x, y, align="nw"):
        font = pygame.font.Font(font_name, size)
        text_surface = font.render(text, True, color)
        text_rect = text_surface.get_rect()
        if align == "nw":
            text_rect.topleft = (x, y)
        if align == "ne":
            text_rect.topright = (x, y)
        if align == "sw":
            text_rect.bottomleft = (x, y)
        if align == "se":
            text_rect.bottomright = (x, y)
        if align == "n":
            text_rect.midtop = (x, y)
        if align == "s":
            text_rect.midbottom = (x, y)
        if align == "e":
            text_rect.midright = (x, y)
        if align == "w":
            text_rect.midleft = (x, y)
        if align == "center":
            text_rect.center = (x, y)
        self.screen.blit(text_surface, text_rect)

    def load_data(self):
        self.font = pygame.font.Font(None, 34)
        self.paddleA = Paddle(WHITE, 20, 100)
        self.paddleA.rect.x = 10
        self.paddleA.rect.y = 200

        self.paddleB = Paddle(WHITE, 20, 100)
        self.paddleB.rect.x = 670
        self.paddleB.rect.y = 200

        self.ball = Ball(WHITE, 10, 10)
        self.ball.rect.x = 345
        self.ball.rect.y = 195

        # This will be a list that will contain all the sprites we intend to use in our game.
        self.all_sprites_list = pygame.sprite.Group()
        self.liste1 = pygame.sprite.Group()
        self.liste2 = pygame.sprite.Group()

        self.liste1.add(self.paddleA)
        self.liste2.add(self.paddleB)
        # Add the car to the list of objects
        self.all_sprites_list.add(self.paddleA)
        self.all_sprites_list.add(self.paddleB)
        self.all_sprites_list.add(self.ball)

    def events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.running = False

        keys = pygame.key.get_pressed()
        if keys[pygame.K_w]:
            self.paddleA.moveUp(5)
        if keys[pygame.K_s]:
            self.paddleA.moveDown(5)
        if keys[pygame.K_UP]:
            self.paddleB.moveUp(5)
        if keys[pygame.K_DOWN]:
            self.paddleB.moveDown(5)

    def update(self):
        self.all_sprites_list.update()
        if self.ball.rect.x >= 680:
            self.scoreA += 1
            self.ball.velocity[0] = -self.ball.velocity[0]
        if self.ball.rect.x <= 10:
            self.scoreB += 1
            self.ball.velocity[0] = -self.ball.velocity[0]
        if self.ball.rect.y > 490:
            self.ball.velocity[1] = -self.ball.velocity[1]
        if self.ball.rect.y < 0:
            self.ball.velocity[1] = -self.ball.velocity[1]

            # Detect collisions between the ball and the paddles
        if pygame.sprite.spritecollide(self.ball, self.liste1, False) and self.ball.velocity[0] < 0:
            print("LEFT  --", self.ball.velocity)
            self.ball.bounce()

        if pygame.sprite.spritecollide(self.ball, self.liste2, False) and self.ball.velocity[0] > 0:
            print("RIGHT  --", self.ball.velocity)
            self.ball.bounce()

    def draw(self):
        self.screen.fill(DARKBLUE)
        pygame.draw.line(self.screen, WHITE, [349, 0], [349, 500], 5)
        self.all_sprites_list.draw(self.screen)

        self.draw_text(f"{self.scoreA}", None, 50, WHITE, 250, 10)
        self.draw_text(f"{self.scoreB}", None, 50, WHITE, 420, 10)

        pygame.display.update()

    def run(self):
        while self.running:
            self.dt = self.clock.tick(FPS) / 1000.0
            self.events()
            self.update()
            self.draw()
Example #2
0
        if event.type == QUIT:
            loop = False
        # This event handles when the user quits
        if event.type == MOUSEBUTTONDOWN:
            mousePos = pygame.math.Vector2(event.pos)
            acc = (mousePos - b.pos).normalize()
            acc *= 3
            b.accelerate(acc)
            strokes += 1

    screen.fill((
        0, 127,
        50))  # set a background on top of everything that was drawn last frame

    # Update the physics
    b.bounce(walls)
    b.move()
    g.hit(b)

    # Draw all the objects
    g.draw()
    for wall in walls:
        wall.draw()
    b.draw()
    if g.hit(b):
        sheet.drawSheet(strokes)
    # Update the screen and wait for the next frame (without the delay the game runs way too fast)
    pygame.display.update()
    pygame.time.delay(
        int(1000 / framerate)
    )  # The delay function takes a time in milliseconds, the framerate is in frames per second so the delay time t = 1000/ framerate
Example #3
0
class PvE:
    def __init__(self, screen):
        self.screen = screen
        self.clock = pygame.time.Clock()
        self.running = True
        self.countdown = True
        self.end = False
        self.timer_color = WHITE
        self.count = 4
        self.time = 5
        self.scoreA = 0
        self.scoreB = 0
        self.load_data()

    def draw_text(self, text, font_name, size, color, x, y, align="nw"):
        font = pygame.font.Font(font_name, size)
        text_surface = font.render(text, True, color)
        text_rect = text_surface.get_rect()
        if align == "nw":
            text_rect.topleft = (x, y)
        if align == "ne":
            text_rect.topright = (x, y)
        if align == "sw":
            text_rect.bottomleft = (x, y)
        if align == "se":
            text_rect.bottomright = (x, y)
        if align == "n":
            text_rect.midtop = (x, y)
        if align == "s":
            text_rect.midbottom = (x, y)
        if align == "e":
            text_rect.midright = (x, y)
        if align == "w":
            text_rect.midleft = (x, y)
        if align == "center":
            text_rect.center = (x, y)
        self.screen.blit(text_surface, text_rect)

    def load_data(self):
        try:
            self.score = SCORE["player"]
        except:
            SCORE["player"] = 0
            self.score = SCORE["player"]

        self.score_box = Box(self.screen, 10, (100, 10, 400, 50), RED, 4)

        self.font = pygame.font.Font(None, 34)
        self.paddleA = Paddle(WHITE, 20, 100)
        self.paddleA.rect.x = 10
        self.paddleA.rect.y = 200

        self.paddleB = Paddle(WHITE, 20, 100)
        self.paddleB.rect.x = 670
        self.paddleB.rect.y = 200

        self.ball = Ball(WHITE, 10, 10)
        self.ball.rect.x = 345
        self.ball.rect.y = 195

        # This will be a list that will contain all the sprites we intend to use in our game.
        self.all_sprites_list = pygame.sprite.Group()
        self.liste1 = pygame.sprite.Group()
        self.liste2 = pygame.sprite.Group()

        self.liste1.add(self.paddleA)
        self.liste2.add(self.paddleB)
        # Add the car to the list of objects
        self.all_sprites_list.add(self.paddleA)
        self.all_sprites_list.add(self.paddleB)
        self.all_sprites_list.add(self.ball)

    def events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.running = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.running = False

        if not self.end:
            keys = pygame.key.get_pressed()
            if keys[pygame.K_w]:
                self.paddleA.moveUp(5)
            if keys[pygame.K_s]:
                self.paddleA.moveDown(5)

        else:
            SCORE["player"] = self.scoreA, self.scoreB

    def update(self):
        self.all_sprites_list.update()
        if self.ball.rect.x >= 680:
            self.scoreA += 1
            self.ball.velocity[0] = -self.ball.velocity[0]
        if self.ball.rect.x <= 10:
            self.scoreB += 1
            self.ball.velocity[0] = -self.ball.velocity[0]
        if self.ball.rect.y > 490:
            self.ball.velocity[1] = -self.ball.velocity[1]
        if self.ball.rect.y < 0:
            self.ball.velocity[1] = -self.ball.velocity[1]

        # Here Comes the Bot
        if self.paddleB.rect.y >= self.ball.rect.y:
            self.paddleB.moveUp(5)
        elif self.paddleB.rect.y <= self.ball.rect.y:
            self.paddleB.moveDown(5)

            # Detect collisions between the ball and the paddles
        if pygame.sprite.spritecollide(self.ball, self.liste1,
                                       False) and self.ball.velocity[0] < 0:
            print("LEFT  --", self.ball.velocity)
            self.ball.bounce()

        if pygame.sprite.spritecollide(self.ball, self.liste2,
                                       False) and self.ball.velocity[0] > 0:
            print("RIGHT  --", self.ball.velocity)
            self.ball.bounce()

    def draw(self):
        self.screen.fill(DARKBLUE)
        if not self.countdown:
            self.draw_text(
                f"{int((self.time-self.time_remaining)/60)} : {int(self.time-self.time_remaining)%60}",
                None, 70, self.timer_color, 300, 20)
            if not self.end:
                pygame.draw.line(self.screen, WHITE, [349, 80], [349, 500], 5)
        if not self.end:
            self.all_sprites_list.draw(self.screen)
        if self.countdown:
            self.draw_text(f"{int(self.count-self.seconds)} ", None, 100,
                           WHITE, 330, 100)

        self.draw_text(f"{self.scoreA}", None, 50, WHITE, 220, 10)
        self.draw_text(f"{self.scoreB}", None, 50, WHITE, 450, 10)

        if self.end:
            self.score_box.draw()

        pygame.display.update()

    def run(self):
        self.start_ticks = pygame.time.get_ticks()
        while self.running:
            self.dt = self.clock.tick(FPS) / 1000.0
            self.events()
            if not self.countdown and not self.end:

                self.update()
            else:
                self.seconds = (pygame.time.get_ticks() -
                                self.start_ticks) / 1000
                if self.seconds > self.count:
                    self.countdown = False
            if not self.end:
                self.time_remaining = (pygame.time.get_ticks() -
                                       self.start_ticks) / 1000

            if self.time - self.time_remaining < 0:
                self.end = True
            if (self.time - self.time_remaining - 10) <= 0:
                self.timer_color = RED
            self.draw()