#!/usr/bin/env python3 # ---------------------------------------------------------------------------- # "THE BEER-WARE LICENSE" (Revision 42): # wrote this file. As long as you retain this notice # you can do whatever you want with this stuff. If we meet some day, and you # think this stuff is worth it, you can buy me a beer in return. Thomas Buck # ---------------------------------------------------------------------------- from scroll import ScrollText import time import random import math import util class Breakout: def __init__(self, g, i, ts = 0.04, to = 60.0): self.gui = g self.input = i self.timestep = ts self.timeout = to self.paddle_width = 9 self.winText = ScrollText(self.gui, "You Won!", "uushi", 2, 50, (0, 255, 0)) self.loseText = ScrollText(self.gui, "Game Over!", "uushi", 2, 50, (255, 0, 0)) self.scoreText = ScrollText(self.gui, "Score:", "uushi", 2, 50, (255, 255, 255)) self.bg_c = (0, 0, 0) self.fg_c = (0, 255, 0) self.ball_c = (255, 0, 0) self.paddle_c = (255, 255, 255) self.text_c = (0, 0, 255) random.seed() self.restart() def place(self): self.player = int(self.gui.width / 2) self.ball = [ self.player, # x self.gui.height - 2, # y math.sqrt(.5), # v x -math.sqrt(.5), # v y ] def restart(self): self.start = time.time() self.last = time.time() self.lives = 3 self.score = 0 self.direction = "" self.data = [[self.bg_c for y in range(self.gui.height)] for x in range(self.gui.width)] self.maxScore = 0 for x in range(5,self.gui.width - 5): for y in range(5,10): self.data[x][y] = self.fg_c self.maxScore += 1 # TODO easy mode self.nothing_to_lose = False DrawText = util.getTextDrawer() self.text = DrawText(self.gui, self.text_c) self.place() self.old_keys = { "left": False, "right": False, "up": False, "down": False, "a": False, "b": False, "x": False, "y": False, "l": False, "r": False, "start": False, "select": False, } def finished(self): if self.input == None: # backup timeout for "AI" if (time.time() - self.start) >= self.timeout: return True if self.lives < 0: # game over screen return self.scoreText.finished() return False def buttons(self, next_step=False): keys = self.input.get() if keys["left"] and (not self.old_keys["left"] or next_step) and (not self.old_keys["select"]): self.direction = "l" elif keys["right"] and (not self.old_keys["right"] or next_step) and (not self.old_keys["select"]): self.direction = "r" elif (keys["select"] and keys["start"] and (not self.old_keys["start"])) or (keys["start"] and keys["select"] and (not self.old_keys["select"])): self.restart() self.old_keys = keys.copy() def step(self): # move ball old_ball = self.ball.copy() self.ball[0] += self.ball[2] self.ball[1] += self.ball[3] # check for collision with left wall if self.ball[0] <= 0: self.ball[2] = -self.ball[2] self.ball[0] = 0 # check for collision with right wall if self.ball[0] >= self.gui.width - 1: self.ball[2] = -self.ball[2] self.ball[0] = self.gui.width - 1 # check for collision with ceiling if self.ball[1] <= 0: self.ball[3] = -self.ball[3] # check for collisions with pieces grid_pos_x = int(self.ball[0]) grid_pos_y = int(self.ball[1]) if self.data[grid_pos_x][grid_pos_y] != self.bg_c: self.data[grid_pos_x][grid_pos_y] = self.bg_c self.score += 1 old_grid_pos_x = int(old_ball[0]) old_grid_pos_y = int(old_ball[1]) # horizontal collision if old_grid_pos_y == grid_pos_y: self.ball[2] = -self.ball[2] # vertical collision elif old_grid_pos_x == grid_pos_x: self.ball[3] = -self.ball[3] # "diagonal" collision with horizontal obstacle elif self.data[old_grid_pos_x-1][old_grid_pos_y] != self.bg_c or self.data[old_grid_pos_x+1][old_grid_pos_y] != self.bg_c: self.ball[2] = -self.ball[2] # "diagonal" collision with vertical obstacle elif self.data[old_grid_pos_x][old_grid_pos_y-1] != self.bg_c or self.data[old_grid_pos_x][old_grid_pos_y+1] != self.bg_c: self.ball[3] = -self.ball[3] # "diagonal" collision without obstacle else: self.ball[2] = -self.ball[2] self.ball[3] = -self.ball[3] # check for collision with floor if self.ball[1] >= self.gui.height - 1: if self.nothing_to_lose: # TODO should this bounce with an angle? self.ball[3] = -self.ball[3] else: self.place() self.lives -= 1 # check for collision with paddle elif self.ball[1] >= self.gui.height - 2: pos_on_paddle = self.player - self.ball[0] if abs(pos_on_paddle) > self.paddle_width/2: return # if hit exactly in the middle the direction of the angle depens on the x-direction in came from if pos_on_paddle == 0: pos_on_paddle = -0.5 if self.ball[3] > 0 else 0.5 # small angles in the middle, big angles at the end of the paddle (angle measured against the orthogonal of the paddle) angle_degree = 80 * pos_on_paddle / (self.paddle_width/2) self.ball[2] = -1 * math.sin(angle_degree/180*3.14159) self.ball[3] = -1 * math.cos(angle_degree/180*3.14159) def finishedEndScreen(self): if self.score >= self.maxScore: return self.winText.finished() else: return self.loseText.finished() def drawEndScreen(self): if self.score >= self.maxScore: self.winText.draw() else: self.loseText.draw() def drawScoreScreen(self): self.scoreText.draw() def draw(self): now = time.time() # handle / generate player inputs if self.input != None: self.buttons((now - self.last) >= self.timestep) else: # TODO "AI" pass # only draw end-cards when game is over if (self.lives < 0) or (self.score >= self.maxScore): if self.finishedEndScreen(): self.drawScoreScreen() else: self.drawEndScreen() self.scoreText.restart() return # move paddle according to player input if self.direction == "l": self.player = max(self.player - 1, 0) elif self.direction == "r": self.player = min(self.player + 1, self.gui.width - 1) self.direction = "" # run next iteration now = time.time() if (now - self.last) >= self.timestep: self.last = now self.step() # end game when all lives lost or when won if (self.lives < 0) or (self.score >= self.maxScore): self.scoreText.setText("Score: " + str(self.score), "uushi") self.winText.restart() self.loseText.restart() self.scoreText.restart() # draw targets on playing area for x in range(0, self.gui.width): for y in range(0, self.gui.height): self.gui.set_pixel(x, y, self.data[x][y]) # draw score self.text.setText(str(self.score), "tom-thumb") self.text.draw(-1, self.gui.height / 2 - 2) # draw lives self.text.setText(str(self.lives), "tom-thumb") self.text.draw(-self.gui.width + 4, self.gui.height / 2 - 2) # draw paddle for x in range(0, self.paddle_width): self.gui.set_pixel(x + self.player - int(self.paddle_width / 2), self.gui.height - 1, self.paddle_c) # draw ball self.gui.set_pixel(int(self.ball[0]), int(self.ball[1]), self.ball_c) if __name__ == "__main__": # Need to import InputWrapper before initializing RGB Matrix on Pi i = util.getInput() t = util.getTarget(i) d = Breakout(t, i) # example color modifications d.fg_c = (0, 150, 0) d.ball_c = (150, 0, 0) d.paddle_c = (150, 150, 150) d.text_c = (0, 0, 150) d.restart() # re-gen with new colors util.loop(t, d.draw)