Sem4SE/A8/pong-oo_aufgabe.py
2026-05-21 15:52:16 +02:00

261 lines
7.3 KiB
Python
Executable File

import pygame
from random import randint
OBJ_OVER = "GameOver"
OBJ_BALL = "Ball"
OBJ_PADDLE = "Paddle"
OBJ_SCORE = "Score"
###############################################################################
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
###############################################################################
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 draw(self, window):
if self.is_over:
window.screen.blit(self.image, self.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.size = [window.width, window.height]
self.object_image = pygame.image.load('A8/ohm.png')
self.object_size = (50, 50)
self.object_position = [window.width / 2 - self.object_size[0] / 2, window.height /2 - self.object_size[1]]
# self.object_speed = [randint(1,7), randint(1,7)]
self.object_speed = [5,5]
self.rect = pygame.Rect(self.object_position[0],
self.object_position[1],
self.object_size[0],
self.object_size[1])
def update(self, game_objects):
if game_objects[OBJ_OVER].is_over:
return
for dim in [0, 1]:
# Bewegung des Objekts
self.object_position[dim] += self.object_speed[dim]
# Bouncing?
if self.object_position[dim] < 0:
self.object_speed[dim] *= -1
end = self.object_position[dim] + self.object_size[dim]
if end > self.size[dim]:
self.object_speed[dim] *= -1
if self.object_position[1] + self.object_size[1] > self.size[1]:
game_objects[OBJ_OVER].is_over = True
## rect aktualisieren, damit die Kollision stimmt ##
self.rect.x = self.object_position[0]
self.rect.y = self.object_position[1]
## Bouncing bei Schlägertreff ##
paddle = game_objects[OBJ_PADDLE]
if self.rect.colliderect(paddle.rect):
self.object_speed[1] *= -1
game_objects[OBJ_SCORE].increment()
def draw(self, window):
window.screen.blit(self.object_image, self.object_position)
###############################################################################
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.rect.x += self.dx
self.rect.y += self.dy
def draw(self, window):
pygame.draw.rect(window.screen, self.color, self.rect)
###############################################################################
class Score(GameObject):
def __init__(self, window):
self.window = window
self.score = 0
self.font = pygame.font.Font(None, 36)
def increment(self):
self.score += 10
def draw(self, window):
text = self.font.render(
f"Score: {self.score}",
True,
(255, 255, 255)
)
window.screen.blit(text, (10, 10))
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 : 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_SCORE] = Score(window)
def user_input(window, game_objects):
"""
Abarbeiten aller Events
:return: False, falls das Spiel beendet wird, sonst True
"""
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()