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March 4, 2019 17:34
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From: Сергей
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| import random | |
| from datetime import datetime, timedelta | |
| import os | |
| import time | |
| import pygame | |
| from pygame.rect import Rect | |
| import config as c | |
| from ball import Ball | |
| from brick import Brick | |
| from button import Button | |
| from game import Game | |
| from paddle import Paddle | |
| from text_object import TextObject | |
| import colors | |
| special_effects = dict( | |
| long_paddle=(colors.ORANGE, | |
| lambda g: g.paddle.bounds.inflate_ip(c.paddle_width // 2, 0), | |
| lambda g: g.paddle.bounds.inflate_ip(-c.paddle_width // 2, 0)), | |
| slow_ball=(colors.AQUAMARINE2, | |
| lambda g: g.change_ball_speed(-1), | |
| lambda g: g.change_ball_speed(1)), | |
| tripple_points=(colors.DARKSEAGREEN4, | |
| lambda g: g.set_points_per_brick(3), | |
| lambda g: g.set_points_per_brick(1)), | |
| extra_life=(colors.GOLD1, | |
| lambda g: g.add_life(), | |
| lambda g: None)) | |
| assert os.path.isfile('sound_effects/brick_hit.wav') | |
| class Breakout(Game): | |
| def __init__(self): | |
| Game.__init__(self, 'Breakout', c.screen_width, c.screen_height, c.background_image, c.frame_rate) | |
| self.sound_effects = {name: pygame.mixer.Sound(sound) for name, sound in c.sounds_effects.items()} | |
| self.reset_effect = None | |
| self.effect_start_time = None | |
| self.score = 0 | |
| self.lives = c.initial_lives | |
| self.start_level = False | |
| self.paddle = None | |
| self.bricks = None | |
| self.ball = None | |
| self.menu_buttons = [] | |
| self.is_game_running = False | |
| self.create_objects() | |
| self.points_per_brick = 1 | |
| def add_life(self): | |
| self.lives += 1 | |
| def set_points_per_brick(self, points): | |
| self.points_per_brick = points | |
| def change_ball_speed(self, dy): | |
| self.ball.speed = (self.ball.speed[0], self.ball.speed[1] + dy) | |
| def create_menu(self): | |
| def on_play(button): | |
| for b in self.menu_buttons: | |
| self.objects.remove(b) | |
| self.is_game_running = True | |
| self.start_level = True | |
| def on_quit(button): | |
| self.game_over = True | |
| self.is_game_running = False | |
| self.game_over = True | |
| for i, (text, click_handler) in enumerate((('PLAY', on_play), ('QUIT', on_quit))): | |
| b = Button(c.menu_offset_x, | |
| c.menu_offset_y + (c.menu_button_h + 5) * i, | |
| c.menu_button_w, | |
| c.menu_button_h, | |
| text, | |
| click_handler, | |
| padding=5) | |
| self.objects.append(b) | |
| self.menu_buttons.append(b) | |
| self.mouse_handlers.append(b.handle_mouse_event) | |
| def create_objects(self): | |
| self.create_bricks() | |
| self.create_paddle() | |
| self.create_ball() | |
| self.create_labels() | |
| self.create_menu() | |
| def create_labels(self): | |
| self.score_label = TextObject(c.score_offset, | |
| c.status_offset_y, | |
| lambda: f'SCORE: {self.score}', | |
| c.text_color, | |
| c.font_name, | |
| c.font_size) | |
| self.objects.append(self.score_label) | |
| self.lives_label = TextObject(c.lives_offset, | |
| c.status_offset_y, | |
| lambda: f'LIVES: {self.lives}', | |
| c.text_color, | |
| c.font_name, | |
| c.font_size) | |
| self.objects.append(self.lives_label) | |
| def create_ball(self): | |
| speed = (random.randint(-2, 2), c.ball_speed) | |
| self.ball = Ball(c.screen_width // 2, | |
| c.screen_height // 2, | |
| c.ball_radius, | |
| c.ball_color, | |
| speed) | |
| self.objects.append(self.ball) | |
| def create_paddle(self): | |
| paddle = Paddle((c.screen_width - c.paddle_width) // 2, | |
| c.screen_height - c.paddle_height * 2, | |
| c.paddle_width, | |
| c.paddle_height, | |
| c.paddle_color, | |
| c.paddle_speed) | |
| self.keydown_handlers[pygame.K_LEFT].append(paddle.handle) | |
| self.keydown_handlers[pygame.K_RIGHT].append(paddle.handle) | |
| self.keyup_handlers[pygame.K_LEFT].append(paddle.handle) | |
| self.keyup_handlers[pygame.K_RIGHT].append(paddle.handle) | |
| self.paddle = paddle | |
| self.objects.append(self.paddle) | |
| def create_bricks(self): | |
| w = c.brick_width | |
| h = c.brick_height | |
| brick_count = c.screen_width // (w + 1) | |
| offset_x = (c.screen_width - brick_count * (w + 1)) // 2 | |
| bricks = [] | |
| for row in range(c.row_count): | |
| for col in range(brick_count): | |
| effect = None | |
| brick_color = c.brick_color | |
| index = random.randint(0, 10) | |
| if index < len(special_effects): | |
| brick_color, start_effect_func, reset_effect_func = list(special_effects.values())[index] | |
| effect = start_effect_func, reset_effect_func | |
| brick = Brick(offset_x + col * (w + 1), | |
| c.offset_y + row * (h + 1), | |
| w, | |
| h, | |
| brick_color, | |
| effect) | |
| bricks.append(brick) | |
| self.objects.append(brick) | |
| self.bricks = bricks | |
| def handle_ball_collisions(self): | |
| def intersect(obj, ball): | |
| edges = dict(left=Rect(obj.left, obj.top, 1, obj.height), | |
| right=Rect(obj.right, obj.top, 1, obj.height), | |
| top=Rect(obj.left, obj.top, obj.width, 1), | |
| bottom=Rect(obj.left, obj.bottom, obj.width, 1)) | |
| collisions = set(edge for edge, rect in edges.items() if ball.bounds.colliderect(rect)) | |
| if not collisions: | |
| return None | |
| if len(collisions) == 1: | |
| return list(collisions)[0] | |
| if 'top' in collisions: | |
| if ball.centery >= obj.top: | |
| return 'top' | |
| if ball.centerx < obj.left: | |
| return 'left' | |
| else: | |
| return 'right' | |
| if 'bottom' in collisions: | |
| if ball.centery >= obj.bottom: | |
| return 'bottom' | |
| if ball.centerx < obj.left: | |
| return 'left' | |
| else: | |
| return 'right' | |
| # Hit paddle | |
| s = self.ball.speed | |
| edge = intersect(self.paddle, self.ball) | |
| if edge is not None: | |
| self.sound_effects['paddle_hit'].play() | |
| if edge == 'top': | |
| speed_x = s[0] | |
| speed_y = -s[1] | |
| if self.paddle.moving_left: | |
| speed_x -= 1 | |
| elif self.paddle.moving_left: | |
| speed_x += 1 | |
| self.ball.speed = speed_x, speed_y | |
| elif edge in ('left', 'right'): | |
| self.ball.speed = (-s[0], s[1]) | |
| # Hit floor | |
| if self.ball.top > c.screen_height: | |
| self.lives -= 1 | |
| if self.lives == 0: | |
| self.game_over = True | |
| else: | |
| self.create_ball() | |
| # Hit ceiling | |
| if self.ball.top < 0: | |
| self.ball.speed = (s[0], -s[1]) | |
| # Hit wall | |
| if self.ball.left < 0 or self.ball.right > c.screen_width: | |
| self.ball.speed = (-s[0], s[1]) | |
| # Hit brick | |
| for brick in self.bricks: | |
| edge = intersect(brick, self.ball) | |
| if not edge: | |
| continue | |
| self.sound_effects['brick_hit'].play() | |
| self.bricks.remove(brick) | |
| self.objects.remove(brick) | |
| self.score += self.points_per_brick | |
| if edge in ('top', 'bottom'): | |
| self.ball.speed = (s[0], -s[1]) | |
| else: | |
| self.ball.speed = (-s[0], s[1]) | |
| if brick.special_effect is not None: | |
| # Reset previous effect if any | |
| if self.reset_effect is not None: | |
| self.reset_effect(self) | |
| # Trigger special effect | |
| self.effect_start_time = datetime.now() | |
| brick.special_effect[0](self) | |
| # Set current reset effect function | |
| self.reset_effect = brick.special_effect[1] | |
| def update(self): | |
| if not self.is_game_running: | |
| return | |
| if self.start_level: | |
| self.start_level = False | |
| self.show_message('GET READY!', centralized=True) | |
| if not self.bricks: | |
| self.show_message('YOU WIN!!!', centralized=True) | |
| self.is_game_running = False | |
| self.game_over = True | |
| return | |
| # Reset special effect if needed | |
| if self.reset_effect: | |
| if datetime.now() - self.effect_start_time >= timedelta(seconds=c.effect_duration): | |
| self.reset_effect(self) | |
| self.reset_effect = None | |
| self.handle_ball_collisions() | |
| super().update() | |
| if self.game_over: | |
| self.show_message('GAME OVER!', centralized=True) | |
| def show_message(self, text, color=colors.WHITE, font_name='Arial', font_size=20, centralized=False): | |
| message = TextObject(c.screen_width // 2, c.screen_height // 2, lambda: text, color, font_name, font_size) | |
| self.draw() | |
| message.draw(self.surface, centralized) | |
| pygame.display.update() | |
| time.sleep(c.message_duration) | |
| def main(): | |
| Breakout().run() | |
| if __name__ == '__main__': | |
| main() |
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