293 lines
8.7 KiB
Python
293 lines
8.7 KiB
Python
import pygame
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from random import randint
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from datetime import datetime
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OBJ_OVER = "GameOver"
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OBJ_BALL = "Ball"
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OBJ_PADDLE = "Paddle"
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OBJ_COUNTER = "Counter"
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OBJ_HIGHSCORE = "Highscore"
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###############################################################################
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class GameObject():
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"""
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Oberklasse für alle Objekte im Spiel
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Jedes Objekt sollte sich selbst aktualisieren und darstellen können
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"""
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def update(self, game_objects):
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pass
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def draw(self, window):
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pass
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def signal_is_over(self, game_objects):
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pass
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###############################################################################
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class Window(GameObject):
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"""
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Das eigentliche Fenster für das Spiel
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Stellt den schwarzen Hintergrund dar und wird daher als erstes gezeichnet
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Steuert auch die Spielgeschwindigkeit
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"""
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def __init__(self):
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self.width = 640
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self.height = 480
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self.title = "Pong"
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pygame.init()
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pygame.display.set_caption(self.title)
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self.size = (self.width, self.height)
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self.screen = pygame.display.set_mode(self.size)
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self.clock = pygame.time.Clock()
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def update(self, game_objects):
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self.clock.tick(50)
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def draw(self, window=None):
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black = (0, 0, 0)
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self.screen.fill(black)
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###############################################################################
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class GameOverLabel(GameObject):
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"""
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Boolsches "Objekt", das festhält, ob das Spiel verloren wurde
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Stellt in diesem Fall die Game Over Schrift bereit
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"""
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def __init__(self, window):
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font = pygame.font.Font(None, 36)
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self.image = font.render('Game Over', 1, (255, 255, 255))
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self.rect = self.image.get_rect(centerx=window.width // 2,
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centery=window.height // 2)
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self.is_over = False
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def signal_is_over(self, game_objects):
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self.is_over = True
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def draw(self, window):
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if self.is_over:
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window.screen.blit(self.image, self.rect)
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###############################################################################
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class Counter(GameObject):
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"""
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Zähler
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"""
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def __init__(self, window):
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self.window = window
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self.counter = 0
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def increment(self):
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self.counter += 10
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def draw(self, window):
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font = pygame.font.Font(None, 36)
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self.image = font.render(f'{self.counter}', 1, (255, 255, 255))
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self.rect = self.image.get_rect(right=window.width-10 , top=10)
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window.screen.blit(self.image, self.rect)
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###############################################################################
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class Highscore(GameObject):
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"""
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Verwaltung der Highscore-Liste
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"""
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def __init__(self, window):
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self.window = window
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self.visible = False
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self.font = pygame.font.Font(None, 24)
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self.scores = {}
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self.last_score = None
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### TODO: Hier müssen die Highscores eingelesen werden
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def signal_is_over(self, game_objects):
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self.last_score = game_objects[OBJ_COUNTER].counter
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self.scores[self.last_score] = datetime.now().strftime("%Y-%m-%d %H:%M:%S")
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### TODO: Hier müssen die Highscores gesichert werden
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self.visible = True
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def draw(self, window):
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if self.visible:
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sorted_scores = sorted(self.scores.keys())
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sorted_scores.reverse()
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line_no = 1
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for index, key in enumerate(sorted_scores):
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if index < 4 or key == self.last_score:
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color = (255, 0, 0) if key == self.last_score else (255, 255, 255)
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image = self.font.render(f'{key} Punkte am {self.scores[key]}', 1, color)
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rect = image.get_rect(centerx=window.width // 2, top=window.height // 2 + line_no * 30)
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line_no += 1
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window.screen.blit(image, rect)
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###############################################################################
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class BouncingBall(GameObject):
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"""
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Das wandernde Ohm-Zeichen
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Abprallen wird im Rahmen der Aktualisierung berechnet
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Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
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"""
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def __init__(self, window):
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self.window = window
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self.image = pygame.image.load('A9/ohm.png')
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self.rect = self.image.get_rect()
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self.rect.left = window.width // 2 - self.rect.width // 2
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self.rect.top = window.height // 2 - self.rect.height // 2
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maxspeed = 10
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self.dx = randint(2, maxspeed)
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self.dy = randint(2, maxspeed)
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def update(self, game_objects):
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self.is_visible = not game_objects[OBJ_OVER].is_over
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if self.is_visible:
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self.rect.left += self.dx
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self.rect.top += self.dy
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self.bounce(game_objects)
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def bounce(self, game_objects):
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if self.rect.left < 0 or self.rect.right > self.window.width:
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self.dx *= -1
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has_hit = self.hit(game_objects[OBJ_PADDLE])
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if has_hit:
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game_objects[OBJ_COUNTER].increment()
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if self.rect.top < 0 or has_hit:
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self.dy *= -1
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if self.rect.bottom > self.window.height:
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if not game_objects[OBJ_OVER].is_over:
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for obj in game_objects.values():
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obj.signal_is_over(game_objects)
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def hit(self, paddle):
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if self.dy < 0:
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return False
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return paddle.rect.colliderect(self.rect)
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def draw(self, window):
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if self.is_visible:
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window.screen.blit(self.image, self.rect)
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###############################################################################
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class Paddle(GameObject):
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"""
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Der Schläger
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Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
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"""
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def __init__(self, window):
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self.width = 100
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self.height = 10
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x = window.width // 2 - self.width // 2
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y = window.height - 2 * self.height
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self.rect = pygame.Rect(x, y, self.width, self.height)
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self.color = (255, 0, 0), # rot
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self.speed = 10
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self.dx = 0
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self.dy = 0
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def update(self, game_objects):
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self.is_visible = not game_objects[OBJ_OVER].is_over
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if self.is_visible:
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self.rect.left += self.dx
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self.rect.top += self.dy
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def draw(self, window):
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if self.is_visible:
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pygame.draw.rect(window.screen, self.color, self.rect)
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###############################################################################
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def main():
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"""
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Main-Funktion mit Game-Loop
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Hostet die beiden zentralen Variablen "window" und "game_objects"
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"""
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window = Window()
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game_objects = dict()
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init(window, game_objects)
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running = True
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while running:
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running = user_input(window, game_objects)
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update(window, game_objects)
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draw(window, game_objects)
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def init(window, game_objects):
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"""
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Anlegen aller Objekte des Spiels
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"""
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game_objects[OBJ_OVER] = GameOverLabel(window)
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game_objects[OBJ_BALL] = BouncingBall(window)
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game_objects[OBJ_PADDLE] = Paddle(window)
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game_objects[OBJ_COUNTER] = Counter(window)
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game_objects[OBJ_HIGHSCORE] = Highscore(window)
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def user_input(window, game_objects):
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"""
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Abarbeiten aller Events
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:return: False, falls das Spiel beendet wird, sonst Truepong-oo.py
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"""
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def process_event():
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"""
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Verarbeitung eines Events
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"""
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if event.type == pygame.QUIT:
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return False
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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return False
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if event.key == pygame.K_SPACE and game_objects[OBJ_OVER].is_over:
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init(window, game_objects)
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if event.key == pygame.K_LEFT:
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game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
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if event.key == pygame.K_RIGHT:
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game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
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if event.type == pygame.KEYUP:
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if event.key == pygame.K_LEFT:
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game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
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if event.key == pygame.K_RIGHT:
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game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
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return True
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result = True
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for event in pygame.event.get():
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result = result and process_event()
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return result
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def update(window, game_objects):
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"""
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Aktualisierung aller Objekt
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"""
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window.update(game_objects)
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for o in game_objects.values():
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o.update(game_objects)
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def draw(window, game_objects):
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"""
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Zeichnen aller Objekte
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"""
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window.draw()
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for o in game_objects.values():
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o.draw(window)
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pygame.display.flip()
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if __name__ == "__main__":
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main()
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