[0, 0],
]

floor_image = pygame.image.load("./assets/wall.png")
wall_image = pygame.image.load("./assets/wall.png")

pitch = Pitch(floor_image, wall_image, x, y, tile_size, level_layout)

print("==Pitch Unit Test==")

test1 = "Pass" if pitch.x == x else "Fail"
print(f"1. pitch.x initialises correctly: {test1:>5}")

test2 = "Pass" if pitch.y == y else "Fail"
print(f"2. pitch.y initialises correctly: {test2:>5}")

test3 = "Pass" if pitch.getWidth() == 2 else "Fail"
print(f"3. pitch.getWidth(): {test3:>18}")

test4 = "Pass" if pitch.getHeight() == 2 else "Fail"
print(f"4. pitch.getHeight(): {test4:>17}")

test5 = "Pass" if pitch.isInBounds(1, 1) else "Fail"
print(f"5. pitch.isInBounds(): {test5:>16}")

test6 = "Pass" if pitch.isWall(1, 0) else "Fail"
print(f"6. pitch.isWall(): {test6:>20}")

test7 = "Pass" if pitch.isFloor(0, 1) else "Fail"
print(f"7. pitch.isFloor(): {test7:>19}")
Exemple #2
0
class Game:
    """Top Level Class."""
    def __init__(self):
        """Constructor method for the top level class. Initialises pygame and loads sprites and text."""
        self.title = "Quidditch"
        self.width = 400
        self.height = 400
        self.tile_size = 32
        self.fps = 60
        self.background = (0, 0, 0)
        self.text_colour = (255, 255, 255)

        self.level = 1

        # Each level is defined with a 2d array of values. 0 is a floor, 1 is a wall
        self.level1_layout = [
            [1, 1, 1, 1, 1, 1, 1, 1, 1],
            [1, 1, 0, 0, 0, 0, 0, 1, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 1, 0, 0, 0, 0, 0, 1, 1],
            [1, 1, 1, 1, 1, 1, 1, 1, 1],
        ]
        self.level2_layout = [
            [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
            [1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1],
            [1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1],
            [1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1],
            [1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1],
            [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
        ]
        self.player1_score = 10
        self.player2_score = 10

        # Initialise pygame and setup the screen to display
        pygame.init()
        pygame.display.set_caption(self.title)
        self.screen = pygame.display.set_mode((self.width, self.height))

        # Define standard font
        try:
            self.font = pygame.font.SysFont("Verdana", 30)
        except:
            self.font = pygame.font.SysFont(None, 30)

        # Load images
        self.player1_image = pygame.image.load("./assets/player1.png")
        self.player2_image = pygame.image.load("./assets/player2.png")
        self.golden_snitch_image = pygame.image.load(
            "./assets/golden_snitch.png")
        self.wall_image = pygame.image.load("./assets/wall.png")
        self.floor_image = self.createBlankImage(self.tile_size)

        # Create a sprite group which will be responsible for rendering the sprites
        self.sprites = pygame.sprite.Group()

        # Create game objects - A pitch, 2 players and a golden snitch
        self.pitch = Pitch(self.floor_image, self.wall_image, 0, 0,
                           self.tile_size, self.level1_layout)
        self.pitch.render()
        self.player1 = Player(self.sprites, self.player1_image, 1, 2,
                              self.tile_size)
        self.player2 = Player(self.sprites, self.player2_image, 6, 5,
                              self.tile_size)
        self.golden_snitch = GoldenSnitch(self.sprites,
                                          self.golden_snitch_image, 4, 3,
                                          self.tile_size)

        # Start the game loop. Check for events and draw to screen
        self.clock = pygame.time.Clock()
        while True:
            self.clock.tick(self.fps)  # Set frame rate
            self.eventHandler()  # Check for events
            self.draw()  # Draw to screen

    def createBlankImage(self, tile_size):
        """Create a transparent image of a given tile size."""
        return pygame.Surface((tile_size, tile_size), pygame.SRCALPHA,
                              32).convert_alpha()

    def eventHandler(self):
        """Checks for system events such as keyboard presses."""
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.quit()
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    self.quit()
                elif event.key == pygame.K_a:  # Player 1 Left
                    self.movePlayerLeft(self.player1)
                elif event.key == pygame.K_d:  # Player 1 Right
                    self.movePlayerRight(self.player1)
                elif event.key == pygame.K_w:  # Player 1 Up
                    self.movePlayerUp(self.player1)
                elif event.key == pygame.K_s:  # Player 1 Down
                    self.movePlayerDown(self.player1)
                elif event.key == pygame.K_j:  # Player 2 Left
                    self.movePlayerLeft(self.player2)
                elif event.key == pygame.K_l:  # Player 2 Right
                    self.movePlayerRight(self.player2)
                elif event.key == pygame.K_i:  # Player 2 Up
                    self.movePlayerUp(self.player2)
                elif event.key == pygame.K_k:  # Player 2 Down
                    self.movePlayerDown(self.player2)

    def draw(self):
        """Redraws the screen with the updated sprite positions and text."""
        # Clear the screen
        self.screen.fill(self.background)

        # Draw the Pitch and Sprites
        self.pitch.draw(self.screen)
        self.sprites.draw(self.screen)

        # Draw Text
        self.player1_score_text = self.font.render(
            f"Player 1: {self.player1_score - self.player1.getMoveCounter()}",
            True, self.text_colour)
        self.player2_score_text = self.font.render(
            f"Player 2: {self.player2_score - self.player2.getMoveCounter()}",
            True, self.text_colour)
        self.screen.blit(self.player1_score_text, (20, 300))
        self.screen.blit(self.player2_score_text, (20, 350))

        # Update the display to show the changes
        pygame.display.flip()

    def quit(self):
        """Clean shutdown of the game."""
        pygame.quit()
        sys.exit()

    def isSnitch(self, x, y):
        """Check whether a co-ordinate contains a Golden Snitch."""
        return self.golden_snitch.getX() == x and self.golden_snitch.getY(
        ) == y

    def isPlayer(self, x, y):
        """Check whether a co-ordinate contains a Player."""
        return (self.player1.getX() == x
                and self.player1.getY() == y) or (self.player2.getX() == x
                                                  and self.player2.getY() == y)

    def movePlayerLeft(self, player):
        """Move a player left, checking for walls, the world bounds, and the Golden Snitch."""
        player.turnLeft()
        if self.pitch.isFloor(player.getX() - 1, player.getY()):
            player.moveLeft()
            self.checkForSnitch(player)

    def movePlayerRight(self, player):
        """Move a player right, checking for walls, the world bounds, and the Golden Snitch."""
        player.turnRight()
        if self.pitch.isFloor(player.getX() + 1, player.getY()):
            player.moveRight()
            self.checkForSnitch(player)

    def movePlayerUp(self, player):
        """Move a player up, checking for walls, the world bounds, and the Golden Snitch."""
        if self.pitch.isFloor(player.getX(), player.getY() - 1):
            player.moveUp()
            self.checkForSnitch(player)

    def movePlayerDown(self, player):
        """Move a player down, checking for walls, the world bounds, and the Golden Snitch."""
        if self.pitch.isFloor(player.getX(), player.getY() + 1):
            player.moveDown()
            self.checkForSnitch(player)

    def moveSnitch(self):
        """Move the Golden Snitch in a random direction, checking for walls, the world bounds, and Players."""
        x, y = self.golden_snitch.getRandomDirection()
        if self.pitch.isFloor(x, y) and not self.isPlayer(x, y):
            self.golden_snitch.setPosition(x, y)

    def checkForSnitch(self, player):
        """Check if a player has moved onto the Golden Snitch, catching it. Add 150 to their team's score and load the next level."""
        if self.isSnitch(player.getX(), player.getY()):
            if self.player1 == player:
                self.player1_score += 150
            else:
                self.player2_score += 150
            self.loadNextLevel()
        else:
            if self.level > 1:
                self.moveSnitch()

    def loadNextLevel(self):
        """Load the layout for the next level and reposition the Players and Golden Snitch. If all levels have been played then exit the game."""
        self.level += 1
        if self.level == 2:
            self.pitch.loadTiles(self.level2_layout)
            self.player1.setPosition(1, 2)
            self.player2.setPosition(8, 7)
            self.golden_snitch.setPosition(5, 4)
        else:
            self.quit()