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add unfinished breakout clone

Thomas Buck 10 maanden geleden
bovenliggende
commit
1e68125634
1 gewijzigde bestanden met toevoegingen van 189 en 0 verwijderingen
  1. 189
    0
      breakout.py

+ 189
- 0
breakout.py Bestand weergeven

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+#!/usr/bin/env python3
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+
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+# ----------------------------------------------------------------------------
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+# "THE BEER-WARE LICENSE" (Revision 42):
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+# <xythobuz@xythobuz.de> wrote this file.  As long as you retain this notice
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+# you can do whatever you want with this stuff. If we meet some day, and you
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+# think this stuff is worth it, you can buy me a beer in return.   Thomas Buck
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+# ----------------------------------------------------------------------------
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+
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+from scroll import ScrollText
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+import time
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+import random
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+import math
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+
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+class Breakout:
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+    def __init__(self, g, i, ts = 0.1, to = 60.0):
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+        self.gui = g
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+        self.input = i
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+        self.timestep = ts
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+        self.timeout = to
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+
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+        self.paddle_width = 9
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+
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+        self.winText = ScrollText(self.gui, "You Won!", "uushi",
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+                                  2, 50, (0, 255, 0))
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+        self.loseText = ScrollText(self.gui, "Game Over!", "uushi",
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+                                   2, 50, (255, 0, 0))
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+        self.scoreText = ScrollText(self.gui, "Score:", "uushi",
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+                                    2, 50, (255, 255, 255))
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+
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+        random.seed()
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+        self.restart()
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+
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+    def place(self):
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+        self.player = int(self.gui.width / 2)
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+        self.ball = [
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+            self.player, # x
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+            self.gui.height - 2, # y
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+            1, # v x
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+            -1, # v y
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+        ]
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+
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+    def restart(self):
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+        self.start = time.time()
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+        self.last = time.time()
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+        self.lives = 3
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+        self.score = 0
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+        self.direction = ""
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+
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+        self.data = [[(0, 0, 0) for y in range(self.gui.height)] for x in range(self.gui.width)]
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+
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+        for x in range(self.gui.width - 2):
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+            for y in range(5):
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+                self.data[x + 1][y] = (0, 255, 0)
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+
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+        self.place()
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+
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+        self.old_keys = {
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+            "left": False,
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+            "right": False,
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+            "up": False,
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+            "down": False,
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+            "a": False,
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+            "b": False,
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+            "x": False,
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+            "y": False,
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+            "l": False,
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+            "r": False,
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+            "start": False,
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+            "select": False,
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+        }
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+
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+    def finished(self):
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+        if self.input == None:
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+            # backup timeout for "AI"
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+            if (time.time() - self.start) >= self.timeout:
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+                return True
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+
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+        if self.lives < 0:
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+            # game over screen
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+            return self.scoreText.finished()
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+
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+        return False
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+
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+    def buttons(self):
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+        keys = self.input.get()
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+
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+        if keys["left"] and (not self.old_keys["left"]) and (not self.old_keys["select"]):
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+            self.direction = "l"
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+        elif keys["right"] and (not self.old_keys["right"]) and (not self.old_keys["select"]):
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+            self.direction = "r"
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+        elif (keys["select"] and keys["start"] and (not self.old_keys["start"])) or (keys["start"] and keys["select"] and (not self.old_keys["select"])):
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+            self.restart()
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+
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+        self.old_keys = keys.copy()
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+
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+    def step(self):
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+        # TODO check for collisions with pieces
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+
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+        # move ball
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+        self.ball[0] += self.ball[2]
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+        self.ball[1] += self.ball[3]
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+
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+        # check for collision with left wall
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+        if self.ball[0] <= 0:
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+            self.ball[2] = -self.ball[2]
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+
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+        # check for collision with right wall
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+        if self.ball[0] >= self.gui.width - 1:
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+            self.ball[2] = -self.ball[2]
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+
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+        # check for collision with ceiling
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+        if self.ball[1] <= 0:
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+            self.ball[3] = -self.ball[3]
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+
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+        # check for collision with paddle
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+        if (self.ball[1] == self.gui.height - 2) and (self.ball[0] >= (self.player - int(self.paddle_width / 2))) and (self.ball[0] <= (self.player + int(self.paddle_width / 2))):
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+            # TODO angle
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+            self.ball[3] = -self.ball[3]
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+
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+        # check for collision with floor
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+        if self.ball[1] >= self.gui.height - 1:
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+            self.place()
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+            self.lives -= 1
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+
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+    def finishedEndScreen(self):
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+        if self.score >= self.gui.width * self.gui.height:
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+            return self.winText.finished()
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+        else:
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+            return self.loseText.finished()
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+
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+    def drawEndScreen(self):
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+        if self.score >= self.gui.width * self.gui.height:
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+            self.winText.draw()
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+        else:
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+            self.loseText.draw()
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+
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+    def drawScoreScreen(self):
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+        self.scoreText.draw()
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+
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+    def draw(self):
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+        if self.input != None:
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+            self.buttons()
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+        else:
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+            # TODO "AI"
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+            pass
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+
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+        if self.lives < 0:
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+            if self.finishedEndScreen():
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+                self.drawScoreScreen()
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+            else:
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+                self.drawEndScreen()
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+                self.scoreText.restart()
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+            return
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+
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+        if self.direction == "l":
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+            self.player = max(self.player - 1, 0)
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+        elif self.direction == "r":
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+            self.player = min(self.player + 1, self.gui.width - 1)
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+        self.direction = ""
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+
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+        now = time.time()
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+        if (now - self.last) >= self.timestep:
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+            self.last = now
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+            self.step()
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+
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+            if self.lives < 0:
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+                self.scoreText.setText("Score: " + str(self.score), "uushi")
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+                self.winText.restart()
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+                self.loseText.restart()
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+                self.scoreText.restart()
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+
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+        for x in range(0, self.gui.width):
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+            for y in range(0, self.gui.height):
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+                self.gui.set_pixel(x, y, self.data[x][y])
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+
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+        for x in range(0, self.paddle_width):
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+            self.gui.set_pixel(x + self.player - int(self.paddle_width / 2), self.gui.height - 1, (255, 255, 255))
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+
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+        self.gui.set_pixel(self.ball[0], self.ball[1], (255, 0, 0))
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+
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+if __name__ == "__main__":
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+    import util
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+    # Need to import InputWrapper before initializing RGB Matrix on Pi
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+    i = util.getInput()
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+    t = util.getTarget(i)
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+
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+    d = Breakout(t, i)
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+    util.loop(t, d.draw)

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