151 lines
9.1 KiB
Python
151 lines
9.1 KiB
Python
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import pygame, math, random, entity
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def load_image(path):
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surface = pygame.image.load(path)
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surface.convert()
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pygame.surfarray.pixels3d(surface)[:,:,0:1:] = 0
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return surface
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def line_line_intersect(x1, y1, x2, y2, x3, y3, x4, y4):
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# Taken from http://paulbourke.net/geometry/lineline2d/
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# Denominator for ua and ub are the same, so store this calculation
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d = float((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1))
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# n_a and n_b are calculated as seperate values for readability
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n_a = float((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3))
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n_b = float((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3))
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# Make sure there is not a division by zero - this also indicates that
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# the lines are parallel.
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# If n_a and n_b were both equal to zero the lines would be on top of each
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# other (coincidental). This check is not done because it is not
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# necessary for this implementation (the parallel check accounts for this).
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if d == 0:
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return False
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# Calculate the intermediate fractional point that the lines potentially intersect.
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ua = n_a / d
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ub = n_b / d
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# The fractional point will be between 0 and 1 inclusive if the lines
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# intersect. If the fractional calculation is larger than 1 or smaller
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# than 0 the lines would need to be longer to intersect.
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if ua >= 0. and ua <= 1. and ub >= 0. and ub <= 1.:
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return [x1 + (ua * (x2 - x1)), y1 + (ua * (y2 - y1))]
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return False
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class Game(object):
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def __init__(self, player_left, player_right, configuration):
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self.player_left = player_left
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self.player_right = player_right
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self.configuration = configuration
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self.background = pygame.Surface(configuration['screen_size'])
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self.sprites = pygame.sprite.OrderedUpdates()
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line = entity.Line(load_image(configuration['line_image']), self.sprites)
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line.rect.topleft = ((configuration['screen_size'][0]-line.rect.width)/2, 0)
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paddle_image = load_image(configuration['paddle_image'])
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self.paddle_left = entity.Paddle(configuration['paddle_velocity'], paddle_image, configuration['paddle_bounds'], self.sprites)
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self.paddle_right = entity.Paddle(configuration['paddle_velocity'], paddle_image, configuration['paddle_bounds'], self.sprites)
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self.paddle_left.rect.topleft = (self.configuration['paddle_left_position'], (self.configuration['screen_size'][1]-self.paddle_left.rect.height)/2)
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self.paddle_right.rect.topleft = (self.configuration['paddle_right_position'], (self.configuration['screen_size'][1]-self.paddle_left.rect.height)/2)
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digit_images = [load_image(configuration['digit_image'] % n) for n in xrange(10)]
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self.score_left = entity.Score(digit_images, self.sprites)
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self.score_left.rect.topleft = configuration['score_left_position']
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self.score_right = entity.Score(digit_images, self.sprites)
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self.score_right.rect.topleft = configuration['score_right_position']
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ball_image = load_image(configuration['ball_image'])
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self.ball = entity.Ball(self.configuration['ball_velocity'], ball_image, self.sprites)
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self.bounds = pygame.Rect(20, 0, configuration['screen_size'][0]-ball_image.get_width()-20, configuration['screen_size'][1]-ball_image.get_height())
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self.sound_missed = pygame.mixer.Sound(configuration['sound_missed'])
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self.sound_paddle = pygame.mixer.Sound(configuration['sound_paddle'])
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self.sound_wall = pygame.mixer.Sound(configuration['sound_wall'])
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self.reset_game(random.random()<0.5)
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self.running = True
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def play_sound(self, sound):
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if self.configuration['sound']:
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sound.play()
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def reset_game(self, serveLeft=True):
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y = self.configuration['screen_size'][1] - self.ball.rect.height
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self.ball.position_x = (self.configuration['screen_size'][0]-self.ball.rect.width)/2.0
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self.ball.position_y = y * random.random()
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self.ball.velocity = self.configuration['ball_velocity']
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a = random.random() * math.pi / 2. - math.pi / 4.
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self.ball.velocity_vec[0] = self.ball.velocity * math.cos(a)
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self.ball.velocity_vec[1] = self.ball.velocity * math.sin(a)
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if random.random() < 0.5:
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self.ball.velocity_vec[1] = -self.ball.velocity_vec[1]
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if serveLeft:
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self.ball.velocity_vec[0] *= -1
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def update(self):
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# Store previous ball position for line-line intersect test later
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ball_position_x = self.ball.position_x
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ball_position_y = self.ball.position_y
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# Update sprites and players
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self.sprites.update()
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self.player_left.update(self.paddle_left, self)
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self.player_right.update(self.paddle_right, self)
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# Paddle collision check. Could probably just do a line-line intersect but I think I prefer having the pixel-pefect result of a rect-rect intersect test as well.
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if self.ball.rect.x < self.bounds.centerx:
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# Left side bullet-through-paper check on ball and paddle
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if self.ball.velocity_vec[0] < 0:
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intersect_point = line_line_intersect(
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self.paddle_left.rect.right, self.paddle_left.rect.top,
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self.paddle_left.rect.right, self.paddle_left.rect.bottom,
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ball_position_x-self.ball.rect.width/2, ball_position_y+self.ball.rect.height/2,
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self.ball.position_x-self.ball.rect.width/2, self.ball.position_y+self.ball.rect.height/2
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)
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if intersect_point:
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self.ball.position_y = intersect_point[1]-self.ball.rect.height/2
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if intersect_point or (self.paddle_left.rect.colliderect(self.ball.rect) and self.ball.rect.right > self.paddle_left.rect.right):
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self.ball.position_x = self.paddle_left.rect.right
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velocity = self.paddle_left.calculate_bounce(min(1,max(0,(self.ball.rect.centery - self.paddle_left.rect.y)/float(self.paddle_left.rect.height))))
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self.ball.velocity = min(self.configuration['ball_velocity_max'], self.ball.velocity * self.configuration['ball_velocity_bounce_multiplier'])
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self.ball.velocity_vec[0] = velocity[0] * self.ball.velocity
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self.ball.velocity_vec[1] = velocity[1] * self.ball.velocity
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self.player_left.hit()
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self.play_sound(self.sound_paddle)
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else:
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# Right side bullet-through-paper check on ball and paddle.
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if self.ball.velocity_vec[0] > 0:
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intersect_point = line_line_intersect(
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self.paddle_right.rect.left, self.paddle_right.rect.top,
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self.paddle_right.rect.left, self.paddle_right.rect.bottom,
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ball_position_x-self.ball.rect.width/2, ball_position_y+self.ball.rect.height/2,
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self.ball.position_x-self.ball.rect.width/2, self.ball.position_y+self.ball.rect.height/2
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)
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if intersect_point:
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self.ball.position_y = intersect_point[1]-self.ball.rect.height/2
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if intersect_point or (self.paddle_right.rect.colliderect(self.ball.rect) and self.ball.rect.x < self.paddle_right.rect.x):
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self.ball.position_x = self.paddle_right.rect.x - self.ball.rect.width
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velocity = self.paddle_right.calculate_bounce(min(1,max(0,(self.ball.rect.centery - self.paddle_right.rect.y)/float(self.paddle_right.rect.height))))
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self.ball.velocity = min(self.configuration['ball_velocity_max'], self.ball.velocity * self.configuration['ball_velocity_bounce_multiplier'])
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self.ball.velocity_vec[0] = -velocity[0] * self.ball.velocity
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self.ball.velocity_vec[1] = velocity[1] * self.ball.velocity
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self.player_right.hit()
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self.play_sound(self.sound_paddle)
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# Bounds collision check
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if self.ball.rect.y < self.bounds.top:
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self.ball.position_y = float(self.bounds.top)
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self.ball.velocity_vec[1] = -self.ball.velocity_vec[1]
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self.play_sound(self.sound_wall)
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elif self.ball.rect.y > self.bounds.bottom:
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self.ball.position_y = float(self.bounds.bottom)
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self.ball.velocity_vec[1] = -self.ball.velocity_vec[1]
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self.play_sound(self.sound_wall)
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# Check the ball is still in play
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if self.ball.rect.x < self.bounds.x:
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self.player_left.lost()
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self.player_right.won()
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self.score_right.score += 1
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self.reset_game(False)
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self.play_sound(self.sound_missed)
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if self.ball.rect.x > self.bounds.right:
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self.player_left.won()
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self.player_right.lost()
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self.score_left.score += 1
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self.reset_game(True)
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self.play_sound(self.sound_missed)
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def draw(self, display_surface):
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self.sprites.clear(display_surface, self.background)
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return self.sprites.draw(display_surface)
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