Exemplo n.º 1
0
    def move_ball(self):
        if self.ball.y == 10 or self.ball.y == 490:
            self.ball.bounce_off_wall()
            self.hit_wall_sound.play()

        if self.ball.x == 30 and abs(self.leftPaddle.y -
                                     self.ball.y) < self.leftPaddle.size / 2:
            self.ball.bounce_off_paddle()
            self.hit_paddle_sound.play()

        if self.ball.x == 970 and abs(self.rightPaddle.y -
                                      self.ball.y) < self.rightPaddle.size / 2:
            self.ball.bounce_off_paddle()
            self.hit_paddle_sound.play()

        if self.ball.x < 0:
            self.ball = Ball(Config.ball_left_start_x,
                             Config.ball_left_start_y, Config.ball_size, 0, 0)
            self.serve = self.serve_left
            self.score.increment_right()

        if self.ball.x > 1000:
            self.ball = Ball(Config.ball_right_start_x,
                             Config.ball_right_start_y, Config.ball_size, 0, 0)
            self.serve = self.serve_right
            self.score.increment_left()

        self.ball.move()
Exemplo n.º 2
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    def test_bounce_ball_against_bottom_wall(self):
        hit_wall = pygame.mixer.Sound('../sounds/pong_wall.wav')
        hit_paddle = pygame.mixer.Sound('../sounds/pong_wall.wav')
        pong = Pong(hit_wall, hit_paddle)

        pong.ball = Ball(Config.ball_left_start_x, 500 - 20, 5, 5)
        pong.move_ball()
        self.assertEqual(pong.ball.vx, 5)
        self.assertEqual(pong.ball.vy, -5)
Exemplo n.º 3
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    def test_bounce_ball_against_right_paddle(self):
        hit_wall = pygame.mixer.Sound('../sounds/pong_wall.wav')
        hit_paddle = pygame.mixer.Sound('../sounds/pong_wall.wav')
        pong = Pong(hit_wall, hit_paddle)

        pong.ball = Ball(960, 250, 5, 5)
        pong.move_ball()
        self.assertEqual(pong.ball.vx, -5)
        self.assertEqual(pong.ball.vy, 5)
Exemplo n.º 4
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 def __init__(self):
     self.ball_in_pallet = True
     self.clock = pygame.time.Clock()
     self.point: Point = Point()
     self.live: Live = Live()
     self.ball: Ball = Ball()
     self.pallet: Pallet = Pallet()
     self.wall: Wall = Wall()
     self.window = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
Exemplo n.º 5
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    def test_ball_missed_on_left(self):
        hit_wall = pygame.mixer.Sound('../sounds/pong_wall.wav')
        hit_paddle = pygame.mixer.Sound('../sounds/pong_wall.wav')
        pong = Pong(hit_wall, hit_paddle)

        pong.ball = Ball(-5, 250, -5, -5)
        pong.move_ball()
        self.assertEqual(pong.ball.x, Config.ball_left_start_x)
        self.assertEqual(pong.ball.y, Config.ball_left_start_y)
        self.assertEqual(pong.ball.vx, 0)
        self.assertEqual(pong.ball.vy, 0)
Exemplo n.º 6
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def main():
    arena = Arena(surf=DISPLAY_SURF)

    player_1 = Player(name=settings.PLAYER_ONE,
                      surf=DISPLAY_SURF,
                      pos=get_player_default_pos(num=settings.PLAYER_ONE))

    player_2 = Player(name=settings.PLAYER_TWO,
                      surf=DISPLAY_SURF,
                      pos=get_player_default_pos(num=settings.PLAYER_TWO))

    ball = Ball(surf=DISPLAY_SURF,
                pos=get_ball_default_pos(),
                speed=settings.EASY)

    clock = Clock(surf=DISPLAY_SURF)
    clock.start()

    # Stack used to maintain render order
    game_objects = [
        arena,
        player_1,
        player_2,
        ball,
        clock,
    ]

    # Main loop
    while True:
        # Events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                exit_game()

            elif event.type == pygame.MOUSEMOTION:
                player_1.move((0, event.pos[1] - player_1.y))

        # Logic
        game_over = check_point_scored(ball)
        if game_over:
            SoundController.play_game_over()
            clock.stop()
            elapsed = clock.get_elapsed_seconds()
            show_game_over_screen(DISPLAY_SURF, FPS_CLOCK, elapsed)
            clock.reset()
            clock.start()

            ball.reset_velocity()
            ball.reposition(get_ball_default_pos())

        handle_ball_movement(ball, player_1, player_2)
        handle_player_movement(player_2, ball)

        # Rendering
        render_game_objects(game_objects)
        pygame.display.update()
        FPS_CLOCK.tick(settings.FPS)
Exemplo n.º 7
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 def serve_right(self):
     self.ball = Ball(Config.ball_right_start_x, Config.ball_right_start_y,
                      Config.ball_size, Config.ball_serve_right_vx,
                      Config.ball_serve_right_vy)
Exemplo n.º 8
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 def serve_left(self):
     self.ball = Ball(Config.ball_left_start_x, Config.ball_left_start_y,
                      Config.ball_size, Config.ball_serve_left_vx,
                      Config.ball_serve_left_vy)
Exemplo n.º 9
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from config import Config

# Set up Pygame
pygame.init()
hit_wall = pygame.mixer.Sound('sounds/pong_wall.wav')
hit_paddle = pygame.mixer.Sound('sounds/pong_wall.wav')
screen = pygame.display.set_mode((Config.width, Config.height))
clock = pygame.time.Clock()

# Set up Models
leftPaddle = Paddle(Config.paddle_left_start_x, Config.paddle_left_start_y,
                    Config.paddle_upper_limit, Config.paddle_lower_limit)
rightPaddle = Paddle(Config.paddle_right_start_x, Config.paddle_right_start_y,
                     Config.paddle_upper_limit, Config.paddle_lower_limit)

ball = Ball(Config.ball_left_start_x, Config.ball_left_start_y,
            Config.ball_size)
score = Score()
pong = Pong(leftPaddle, rightPaddle, ball, score, hit_wall, hit_paddle,
            Config.color)

# Game Loop
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    keys = pygame.key.get_pressed()
    if keys[pygame.K_q]:
        pong.move_left_up()

    if keys[pygame.K_a]:
Exemplo n.º 10
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from enums.size import Size
from models.ball import Ball
from models.car import Car
from models.doll import Doll
from models.figures import Figures
from models.child import Child
from enums.age_group import AgeGroup


manager = GameRoomManager()
game_room = GameRoom(money_available=12000, age_group=AgeGroup.SCHOOL_AGE_UNDER_12, playground_area=124)


# Checking sorting

ball = Ball(price=100, size=Size.SMALL)
car = Car(price=80, size=Size.SMALL)
doll = Doll(price=140, size=Size.SMALL)
figures = Figures(price=90, size=Size.SMALL)

manager.buy_toy(game_room, ball)
manager.buy_toy(game_room, car)
manager.buy_toy(game_room, doll)
manager.buy_toy(game_room, figures)

toys = game_room.toys
print("\there are all toys in game room:")
for toy in toys:
    print(str(toys.index(toy) + 1) + ". " + str(toy))
print("\n")
Exemplo n.º 11
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def main():

    pygame.init()

    WIDTH = 800
    HEIGHT = 600
    WALL_WIDTH = 20
    PADDING = 10

    BALL_VELOCITY = 0.2
    PADDLE_VELOCITY = 0.2

    BLOCK_COLS = 5
    BLOCK_ROWS = 10

    screen = pygame.display.set_mode((WIDTH, HEIGHT))

    walls = {
        'top': Wall(0, 0, WIDTH, WALL_WIDTH),
        'left': Wall(0, 0, WALL_WIDTH, HEIGHT),
        'bottom': Wall(0, HEIGHT - WALL_WIDTH, WIDTH, WALL_WIDTH),
    }

    lose_wall = Wall(WIDTH, 0, WALL_WIDTH,
                     HEIGHT)  # behind the paddle, hit this wall to lose

    paddle = Paddle(WIDTH - WALL_WIDTH, HEIGHT / 2)

    ball = Ball(WIDTH / 2, HEIGHT / 2, BALL_VELOCITY, 0)

    blocks = []
    block_width = 20
    block_height = (HEIGHT - (2 * WALL_WIDTH) - PADDING) / BLOCK_ROWS
    for nx in range(BLOCK_COLS):
        for ny in range(BLOCK_ROWS):
            x = WALL_WIDTH + PADDING + (nx * (block_width + PADDING))
            y = WALL_WIDTH + PADDING + (ny * block_height)
            blocks.append(Block(x, y, block_width, block_height - PADDING))

    done = False

    while not done:
        # event handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

        # keyboard handling
        pressed = pygame.key.get_pressed()
        if pressed[pygame.K_UP] and paddle.detectCollision(
                walls['top']) == Side.NONE:
            paddle.y -= PADDLE_VELOCITY
        if pressed[pygame.K_DOWN] and paddle.detectCollision(
                walls['bottom']) == Side.NONE:
            paddle.y += PADDLE_VELOCITY

        # physics stuff
        ball.update()
        paddle.update()

        # wall collisions
        for wall in walls:
            side = ball.detectCollision(walls[wall])
            if side != Side.NONE:
                ball.bounce(side)

        # paddle collision
        side = ball.detectCollision(paddle)
        if side != Side.NONE:
            ball.bounce(side)
            offset_normalized = (ball.y - paddle.y - (paddle.height / 2)) / (
                paddle.height / 2)  # -1 to 1, offset from center of paddle
            ball.vy = offset_normalized * BALL_VELOCITY  # steer ball by hitting off-center

        # block collisions
        for i in range(len(blocks) - 1, -1, -1):
            block = blocks[i]
            side = block.detectCollision(ball)
            if side != Side.NONE:
                ball.bounce(side)
                # block.alive = False
                del blocks[i]

        # lose condition
        if ball.detectCollision(lose_wall) != Side.NONE:
            # reset ball position
            ball.x = WIDTH / 2
            ball.y = HEIGHT / 2
            ball.vx = BALL_VELOCITY
            ball.vy = 0

        # win condition
        if len(blocks) == 0:
            print("win yey")

        # clear screen
        screen.fill((0, 0, 0))

        # draw walls
        for side in walls:
            walls[side].draw(screen)

        # draw paddle
        paddle.draw(screen)

        # draw ball
        ball.draw(screen)

        # draw blocks
        for block in blocks:
            block.draw(screen)

        pygame.display.flip()
Exemplo n.º 12
0
def data_to_match(filename):
    '''
    Convert YAML T20/ODI data to Match object
    '''
    global WIDE_EXTRAS
    with open(filename, 'r') as stream:
        match_data = yaml.load(stream)
        # Get Match Info
        team_1 = match_data['info']['teams'][0]
        team_2 = match_data['info']['teams'][1]
        gender = match_data['info']['gender']
        date = match_data['info']['dates'][0]
        season = date.year
        comp = match_data['info']['competition']
        venue = match_data['info']['venue']
        city = match_data['info']['city']
        toss_winner = match_data['info']['toss']['winner']
        toss_decision = match_data['info']['toss']['decision']
        if toss_decision == 'field':
            batting_team, bowling_team = team_1 if team_1 != toss_winner else team_2, toss_winner
        else:
            bowling_team, batting_team = team_1 if team_1 != toss_winner else team_2, toss_winner
        pom = match_data['info']['player_of_match'][0]
        umpire_1 = match_data['info']['umpires'][0]
        umpire_2 = match_data['info']['umpires'][1]
        winner = match_data['info']['outcome']['winner']
        balls_1, balls_2 = [], []
        # 1st innings ball information
        for delivery in match_data['innings'][0]['1st innings']['deliveries']:
            for d in delivery.items():
                over = Over(str(d[0]))
                batsman_runs = d[1]['runs']['batsman']
                batsman = Batsman(d[1]['batsman'], batting_team)
                bowler = Bowler(d[1]['bowler'], '', bowling_team)
                extras = d[1]['runs']['extras']
                if extras > 0:
                    method_of_extras = d[1]['extras'].keys()[0]
                else:
                    method_of_extras = ''
                # Reset the wides
                if over.first_ball():
                    WIDE_EXTRAS = 0
                # Repeat ball due to wides
                for i in range(WIDE_EXTRAS):
                    over = over.prev()
                if extras > 0 and method_of_extras == 'wides':
                    WIDE_EXTRAS += 1
                non_striker = Batsman(d[1]['non_striker'], batting_team)
                # If a wicket took place
                if 'wicket' in d[1].keys():
                    method_of_out = d[1]['wicket']['kind']
                    out_batsman = d[1]['wicket']['player_out']
                else:
                    method_of_out = None
                    out_batsman = None
                balls_1.append(
                    Ball(1, over, batting_team, batsman, non_striker, bowler,
                         batsman_runs, extras, method_of_extras, method_of_out,
                         out_batsman))
        # 2nd innings ball information
        for delivery in match_data['innings'][1]['2nd innings']['deliveries']:
            for d in delivery.items():
                over = Over(str(d[0]))
                batsman_runs = d[1]['runs']['batsman']
                batsman = Batsman(d[1]['batsman'], bowling_team)
                bowler = Bowler(d[1]['bowler'], '', batting_team)
                extras = d[1]['runs']['extras']
                if extras > 0:
                    method_of_extras = d[1]['extras'].keys()[0]
                else:
                    method_of_extras = ''
                # Reset the wides
                if over.first_ball():
                    WIDE_EXTRAS = 0
                # Repeat ball due to wides
                for i in range(WIDE_EXTRAS):
                    over = over.prev()
                if extras > 0 and method_of_extras == 'wides':
                    WIDE_EXTRAS += 1
                non_striker = Batsman(d[1]['non_striker'], batting_team)
                # If a wicket took place
                if 'wicket' in d[1].keys():
                    method_of_out = d[1]['wicket']['kind']
                    out_batsman = d[1]['wicket']['player_out']
                else:
                    method_of_out = None
                    out_batsman = None
                balls_2.append(
                    Ball(1, over, batting_team, batsman, non_striker, bowler,
                         batsman_runs, extras, method_of_extras, 0,
                         method_of_out, out_batsman))
        # Get batter and bowler information now
        balls_1, batsmen_1 = balls_to_batsmen(balls_1)
        balls_2, batsmen_2 = balls_to_batsmen(balls_2)
        balls_1, bowlers_1 = balls_to_bowlers(balls_1)
        balls_2, bowlers_2 = balls_to_bowlers(balls_2)
        return Match(team_1,
                     team_2,
                     season,
                     date,
                     comp,
                     venue,
                     city,
                     toss_winner,
                     toss_decision,
                     pom,
                     umpire_1,
                     umpire_2,
                     winner,
                     balls={
                         batting_team: balls_1,
                         bowling_team: balls_2
                     },
                     batsmen={
                         batting_team: batsmen_1,
                         bowling_team: batsmen_2
                     },
                     bowlers={
                         batting_team: bowlers_2,
                         bowling_team: bowlers_1
                     })
Exemplo n.º 13
0
def game():
    """Main game function. Initializes and loads game assets and handles
    events."""
    # Initialize screen
    pygame.init()
    screen = pygame.display.set_mode((800, 600))
    pygame.display.set_caption('Breakout')

    # Initialize background
    background_path = os.path.join('assets', 'backgrounds', 'space.png')
    background = load_png(background_path)

    # Initialize player Paddle
    paddle = Paddle()
    paddle_sprite = pygame.sprite.Group(paddle)

    # Initialize the ball
    ball = Ball()
    ball_sprite = pygame.sprite.Group(ball)

    # Initialize the bricks
    bricks = Brick.init_bricks()
    brick_sprites = pygame.sprite.Group(bricks)

    # Blit everything onto the screen
    screen.blit(background, (0, 0))
    pygame.display.flip()

    # Initialize c**k
    clock = pygame.time.Clock()

    # Event loop
    while True:
        # Make sure the game doesn't run at more than 60 fps
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    paddle.move_left()
                elif event.key == pygame.K_RIGHT:
                    paddle.move_right()
                if event.key == pygame.K_SPACE:
                    ball.fire()
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    paddle.stop(event.key)

        # Blit all objects onto background.
        screen.blit(background, paddle.rect, paddle.rect)
        screen.blit(background, ball.rect, ball.rect)
        for brick in bricks:
            screen.blit(background, brick.rect, brick.rect)
        screen.blit(background, (0, 0))

        # Update all sprites.
        paddle_sprite.update()
        ball_sprite.update(paddle, bricks)
        brick_sprites.update()

        # Check for win
        if len(bricks) == 0:
            game_over(background, paddle, ball, bricks, 'You Win!')

        # Check for loss
        if ball.state == 'deleted':
            game_over(background, paddle, ball, bricks, 'Game Over.')

        # Draw all sprites.
        paddle_sprite.draw(screen)
        ball_sprite.draw(screen)
        brick_sprites.draw(screen)

        # Flip the display.
        pygame.display.flip()
Exemplo n.º 14
0
 def setUp(self):
     super(BallTestCase, self).setUp()
     self.ball = Ball(surf=self.display_surface,
                      pos=self.default_pos,
                      speed=settings.DEFAULT_SPEED)
Exemplo n.º 15
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class BallTestCase(ModelTestCase):
    def setUp(self):
        super(BallTestCase, self).setUp()
        self.ball = Ball(surf=self.display_surface,
                         pos=self.default_pos,
                         speed=settings.DEFAULT_SPEED)

    def test_hits_top_edge_returns_true(self):
        self.ball.top = settings.TOP_EDGE
        self.assertTrue(self.ball.hits_top_edge())

    def test_hits_top_edge_returns_false(self):
        self.ball.top = settings.TOP_EDGE + 1
        self.assertFalse(self.ball.hits_top_edge())

    def test_hits_bottom_edge_returns_true(self):
        self.ball.bottom = settings.BOTTOM_EDGE
        self.assertTrue(self.ball.hits_bottom_edge())

    def test_hits_bottom_edge_returns_false(self):
        self.ball.bottom = settings.BOTTOM_EDGE - 1
        self.assertFalse(self.ball.hits_bottom_edge())

    def test_reset_velocity_sets_to_default_speed(self):
        self.ball.velocity = (200, 200)
        self.ball.reset_velocity()
        default_velocity = [settings.DEFAULT_SPEED, settings.DEFAULT_SPEED]
        self.assertEqual(self.ball.velocity, default_velocity)

    def test_is_moving_left_when_velocity_x_less_than_zero(self):
        self.ball.velocity[0] = -1
        self.assertTrue(self.ball.is_moving_left())

    def test_not_moving_left_when_velocity_x_zero_or_greater(self):
        self.ball.velocity[0] = 0
        self.assertFalse(self.ball.is_moving_left())

        self.ball.velocity[0] = 1
        self.assertFalse(self.ball.is_moving_left())

    def test_is_moving_left_after_velocity_reset(self):
        self.ball.reset_velocity()
        self.assertTrue(self.ball.is_moving_left())

    def test_is_moving_right_when_velocity_x_greater_than_zero(self):
        self.ball.velocity[0] = 1
        self.assertTrue(self.ball.is_moving_right())

    def test_not_moving_right_when_velocity_x_less_than_zero(self):
        self.ball.velocity[0] = 0
        self.assertFalse(self.ball.is_moving_right())

        self.ball.velocity[0] = -1
        self.assertFalse(self.ball.is_moving_right())

    @mock.patch('pygame.draw.rect')
    def test_render_draws_rectangle(self, mock_draw):
        self.ball.render()
        mock_draw.assert_called_with(self.ball.surf, self.ball.color,
                                     self.ball.rect)
Exemplo n.º 16
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class Pong:
    def __init__(self, leftPaddle, rightPaddle, ball, score, hit_wall_sound,
                 hit_paddle_sound, color):
        self.color = color
        self.score = score

        self.leftPaddle = leftPaddle
        self.rightPaddle = rightPaddle
        self.ball = ball

        self.serve = self.serve_left
        self.hit_wall_sound = hit_wall_sound
        self.hit_paddle_sound = hit_paddle_sound

    def move_left_up(self):
        self.leftPaddle.move_up()

    def move_left_down(self):
        self.leftPaddle.move_down()

    def move_right_up(self):
        self.rightPaddle.move_up()

    def move_right_down(self):
        self.rightPaddle.move_down()

    def serve_left(self):
        self.ball = Ball(Config.ball_left_start_x, Config.ball_left_start_y,
                         Config.ball_size, Config.ball_serve_left_vx,
                         Config.ball_serve_left_vy)

    def serve_right(self):
        self.ball = Ball(Config.ball_right_start_x, Config.ball_right_start_y,
                         Config.ball_size, Config.ball_serve_right_vx,
                         Config.ball_serve_right_vy)

    def move_ball(self):
        if self.ball.y == 10 or self.ball.y == 490:
            self.ball.bounce_off_wall()
            self.hit_wall_sound.play()

        if self.ball.x == 30 and abs(self.leftPaddle.y -
                                     self.ball.y) < self.leftPaddle.size / 2:
            self.ball.bounce_off_paddle()
            self.hit_paddle_sound.play()

        if self.ball.x == 970 and abs(self.rightPaddle.y -
                                      self.ball.y) < self.rightPaddle.size / 2:
            self.ball.bounce_off_paddle()
            self.hit_paddle_sound.play()

        if self.ball.x < 0:
            self.ball = Ball(Config.ball_left_start_x,
                             Config.ball_left_start_y, Config.ball_size, 0, 0)
            self.serve = self.serve_left
            self.score.increment_right()

        if self.ball.x > 1000:
            self.ball = Ball(Config.ball_right_start_x,
                             Config.ball_right_start_y, Config.ball_size, 0, 0)
            self.serve = self.serve_right
            self.score.increment_left()

        self.ball.move()

    def draw(self, screen):
        def clear_screen(screen):
            screen.fill((0, 0, 0))

        def draw_court(screen):
            rectangle = (495, 0, 10, 500)
            pygame.draw.rect(screen, self.color, rectangle)

        clear_screen(screen)
        draw_court(screen)

        self.ball.draw(screen, self.color)
        self.leftPaddle.draw(screen, self.color)
        self.rightPaddle.draw(screen, self.color)
        self.score.draw(screen, self.color)

        pygame.display.update()
Exemplo n.º 17
0
tk = Tk()
tk.title('Game')
tk.resizable(0, 0)
# window always in top position
tk.wm_attributes('-topmost', 1)

# main canvas of the game 500X400
canvas = Canvas(tk, width=500, height=400, bg='lightblue')
canvas.pack()

# update the main window with the canvas
tk.update()

score = Score(canvas, 'green')
paddle = Paddle(canvas, 'white')
ball = Ball(canvas, paddle, score, 'yellow')

# while the ball doesn't hit bottom
while not ball.hit_bottom:

    # if game started and paddle can move
    if paddle.started:
        # move the ball
        ball.draw()
        # move the paddle
        paddle.draw()

    # update the main window after drawing
    tk.update_idletasks()
    tk.update()