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gamedat.py
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gamedat.py
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import sys
import pygame
from pygame.sprite import Sprite
from pygame import Rect, Color
from vec2d import vec2d
from widgets import MsgBoard
'''
Created on 21.6.2011
@author: RAdo
'''
class Bat(Sprite):
def __init__(self, screen, field, game, image, side):
"""
screen: obrazovka na ktoru sa bude vykraslovat
field: rect v ktorom sa odohrava hra
game: objekt hry
image: ibrazok pre palku
side: (left / right) urcuje na ktorej strane je palka
"""
Sprite.__init__(self)
self.screen = screen
self.game = game
self.field = field
self.side = side
self.speed = 5
self.movement = 0
self.image = image
self.rect = image.get_rect()
self.lives = 3
if side == "left":
self.pos = [self.field.left + 10, self.field.centery]
else:
self.pos = [(self.field.width - 10 - self.rect.width),
self.field.centery]
self.rect = self.rect.move(self.pos)
def update(self):
self.rect = self.rect.move(0, self.movement)
if self.rect.top < self.field.top:
self.rect.top = self.field.top
elif self.rect.bottom > self.field.bottom:
self.rect.bottom = self.field.bottom
def draw(self):
self.screen.blit(self.image, self.rect)
def move_up(self):
self.movement -= self.speed
def move_down(self):
self.movement += self.speed
def stop(self):
self.movement = 0
class Ball(Sprite):
def __init__(self, screen, field, game,
image, init_pos, init_direction):
"""
screen: obrazovka na ktoru sa bude vykraslovat
field: rect v ktorom sa odohrava hra
game: objekt hry
image: ibrazok pre loptu
init_direction = smer lopty na zaciatku
"""
Sprite.__init__(self)
self.screen = screen
self.field = field
self.game = game
self.image = image
self.pos = vec2d(init_pos)
self.direction = vec2d(init_direction).normalized()
self.speed = 0.35
self.rect = self.image.get_rect()
self.rect.center = self.pos
def update(self, time_passed):
displacement = vec2d(
self.direction.x * self.speed * time_passed,
self.direction.y * self.speed * time_passed)
self.pos += displacement
self.rect.center = self.pos
if self.rect.top < self.field.top or self.rect.bottom > self.field.bottom:
self.direction[1] = -self.direction[1]
if (self.rect.colliderect(self.game.bat_r.rect.inflate(-7, 0))):
# otaca smerovy vektor podla toho ako zasiahla lopta palku
# ak na kraji uhol je vacsi ak v strede uhol sa nemeni
self.direction.rotate((self.rect.centery - self.game.bat_r.rect.centery) * 2)
self.direction[0] = -self.direction[0]
elif(self.rect.colliderect(self.game.bat_l.rect.inflate(-7, 0))):
# otaca smerovy vektor podla toho ako zasiahla lopta palku
# ak na kraji uhol je vacsi ak v strede uhol sa nemeni
self.direction.rotate(-(self.rect.centery - self.game.bat_l.rect.centery) * 2)
self.direction[0] = -self.direction[0]
# Ak lopta prejde za obrazovku odcita zivot
if self.rect.left < (self.field.left - 10):
self.game.bat_l.lives -= 1
self.game.new_ball()
self.kill()
self.game.paused = not self.game.paused
elif self.rect.right > (self.field.right + 10):
self.game.bat_r.lives -= 1
self.game.new_ball()
self.kill()
self.game.paused = not self.game.paused
def draw(self):
self.screen.blit(self.image, self.rect)
class Game(object):
def __init__(self, screen, screen_width, screen_height,
fiel_rect, bg_color):
self.SCREEN_WIDTH = screen_width
self.SCREEN_HEIGHT = screen_height
self.FIELD_RECT = Rect(0, 50, self.SCREEN_WIDTH,
self.SCREEN_HEIGHT - 50)
self.BG_COLOR = bg_color
self.screen = screen
self.bat_image = pygame.image.load("images/bat.png").convert_alpha()
self.ball_image = pygame.image.load("images/ball.png").convert_alpha()
self.bat_l = Bat(self.screen, self.FIELD_RECT, self, self.bat_image, "left")
self.bat_r = Bat(self.screen, self.FIELD_RECT, self, self.bat_image, "right")
self.score = (self.bat_l.lives, self.bat_r.lives)
self.score_board = MsgBoard(self.screen, Rect(0, 0, self.SCREEN_WIDTH, 50),
"{0} : {1}".format(*self.score),
Color("green"),Color("black"),
2, Color("green"))
self.fps_board = MsgBoard(self.screen, Rect(0, 0, 150, 50), "0", Color("green"),
Color("black"), 2, Color("green"))
self.new_ball()
self.clock = pygame.time.Clock()
self.paused = False
def new_ball(self):
self.ball = Ball(self.screen, self.FIELD_RECT, self,
self.ball_image, (100, 100),(5, 3) )
def win_check(self):
if self.score[0] <= 0 or self.score[1] <= 0:
win_text = "Left player win!"
if self.score[0] <= 0:
win_text = "Right player win!"
win_msg = MsgBoard(self.screen, self.FIELD_RECT, win_text,
Color("green"), Color("black"),
2, Color("green"))
win_msg.draw()
self.paused = True
def run(self):
while True:
time_passed = self.clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.bat_r.move_up()
elif event.key == pygame.K_DOWN:
self.bat_r.move_down()
elif event.key == pygame.K_w:
self.bat_l.move_up()
elif event.key == pygame.K_s:
self.bat_l.move_down()
elif event.key == pygame.K_SPACE:
self.paused = not self.paused
elif event.key == pygame.K_ESCAPE:
return 0
elif event.type == pygame.KEYUP:
if (event.key == pygame.K_UP) or (event.key == pygame.K_DOWN):
self.bat_r.stop()
elif (event.key == pygame.K_w) or (event.key == pygame.K_s):
self.bat_l.stop()
if not self.paused:
# update
self.bat_l.update()
self.bat_r.update()
self.ball.update(time_passed)
self.score = (self.bat_l.lives, self.bat_r.lives)
self.score_board.update("{0} : {1}".format(*self.score))
self.fps_board.update(str(int(self.clock.get_fps())))
# draw
self.screen.fill(self.BG_COLOR)
self.score_board.draw()
self.fps_board.draw()
self.bat_l.draw()
self.bat_r.draw()
self.ball.draw()
self.win_check()
pygame.display.flip()
"""
if __name__ == '__main__':
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 400
FIELD_RECT = Rect(0, 50, SCREEN_WIDTH, SCREEN_HEIGHT - 50)
BG_COLOR = Color("black")
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT),0, 32)
game = Game(screen, SCREEN_WIDTH, SCREEN_HEIGHT, FIELD_RECT, BG_COLOR)
game.run()
"""