Sem4SE/A9/pong-oo-highscore-aufgabe.py
2026-05-21 16:04:32 +02:00

293 lines
8.7 KiB
Python

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