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main.py
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#!/usr/bin/env python3
"""The RCade Ball Game!"""
import sys
import sdl2
import sdl2.ext
import random
import math
BACKGROUND = sdl2.ext.Color(0, 0, 0)
RC_GREEN = sdl2.ext.Color(61, 192, 108)
WHITE = sdl2.ext.Color(255, 255, 255)
P_HEIGHT = 10
W_HEIGHT = 750
W_WIDTH = 600
G_HEIGHT = 300
G_WIDTH = 400
width_shift = 100
height_shift = 100
static_components = []
UPRATE = -1
DOWNRATE = 3
HORIZ_SPEED = 2
class MovementSystem(sdl2.ext.Applicator):
def __init__(self, minx, miny, maxx, maxy, player=None, rects=[]):
super(MovementSystem, self).__init__()
self.componenttypes = Velocity, sdl2.ext.Sprite
self.minx = minx
self.miny = miny
self.maxx = maxx
self.maxy = maxy
self.player = player
self.rects = rects
def will_collide(self, velocity):
pleft, ptop, pright, pbottom = self.player.sprite.area
for rect in self.rects:
left, top, right, bottom = rect.sprite.area
if (
pleft + velocity.vx < right
and pright + velocity.vx > left
and ptop + velocity.vy < bottom
and pbottom + velocity.vy > top
):
return rect
return None
def process(self, world, componentsets):
for comp in componentsets:
velocity, sprite = comp
swidth, sheight = sprite.size
_, posy = sprite.position
if not sprite == self.player.sprite:
sprite.x += velocity.vx
sprite.y += velocity.vy
else:
velocity.vy = DOWNRATE
if not self.will_collide(velocity):
sprite.x += velocity.vx
sprite.y += velocity.vy
else:
velocity.vy = UPRATE
if not self.will_collide(velocity):
for y in reversed(range(UPRATE, DOWNRATE)):
velocity.vy = y
if not self.will_collide(velocity):
sprite.y += velocity.vy
sprite.x += velocity.vx
break
else:
vx = velocity.vx
velocity.vx = 0
if not self.will_collide(velocity):
sprite.y += velocity.vy
if sprite not in static_components:
sprite.x = max(self.minx, sprite.x)
sprite.y = max(self.miny, sprite.y)
if sprite.x + swidth > self.maxx:
sprite.x = self.maxx - swidth
if not sprite == self.player.sprite:
if sprite.y + sheight > self.maxy:
sprite.y = self.maxy - sheight
else:
if sprite.y + sheight > (self.maxy - 10):
sprite.y = self.maxy - 10 - sheight
class SoftwareRenderSystem(sdl2.ext.SoftwareSpriteRenderSystem):
def __init__(self, window):
super(SoftwareRenderSystem, self).__init__(window)
def render(self, components):
sdl2.ext.fill(self.surface, BACKGROUND)
super(SoftwareRenderSystem, self).render(reversed(components))
class TextureRenderSystem(sdl2.ext.TextureSpriteRenderSystem):
def __init__(self, renderer):
super(TextureRenderSystem, self).__init__(renderer)
self.renderer = renderer
def render(self, components):
tmp = self.renderer.color
self.renderer.color = BACKGROUND
self.renderer.clear()
self.renderer.color = tmp
super(TextureRenderSystem, self).render(reversed(components))
class Velocity(object):
def __init__(self):
super(Velocity, self).__init__()
self.vx = 0
self.vy = 0
class Player(sdl2.ext.Entity):
def __init__(self, world, sprite, posx=0, posy=0, score=0):
self.sprite = sprite
self.sprite.position = posx, posy
self.playerscore = score
self.velocity = Velocity()
class Rect(sdl2.ext.Entity):
def __init__(self, world, sprite, posx=0, posy=0):
self.sprite = sprite
self.sprite.position = posx, posy
self.velocity = Velocity()
def generate_row(movement, world, factory, y=G_HEIGHT // 100):
num_gaps = random.randint(1, 5)
r_width = 0
for j in range(0, num_gaps):
min_x = j * G_WIDTH // num_gaps
gap_width = 20 + random.randint(0, 10)
l_padding = random.randint(1, G_WIDTH // num_gaps - gap_width - 1)
movement.rects.append(
Rect(
world,
factory.from_color(RC_GREEN, size=(l_padding + r_width, P_HEIGHT)),
min_x + width_shift - r_width,
y * 100 + height_shift + 50,
)
)
r_width = G_WIDTH // num_gaps - l_padding - gap_width
if j == num_gaps - 1:
movement.rects.append(
Rect(
world,
factory.from_color(RC_GREEN, size=(r_width, P_HEIGHT)),
min_x + l_padding + gap_width + width_shift,
y * 100 + height_shift + 50,
)
)
def run():
sdl2.ext.init()
window = sdl2.ext.Window("RCade Falldown!", size=(W_WIDTH, W_HEIGHT))
window.show()
if "-software" in sys.argv:
print("Using software rendering")
factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE)
else:
print("(Default) Using hardware acceleration")
renderer = sdl2.ext.Renderer(window)
factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer)
world = sdl2.ext.World()
movement = MovementSystem(
width_shift, -10 + height_shift, 400 + width_shift, 310 + height_shift
)
if factory.sprite_type == sdl2.ext.SOFTWARE:
spriterenderer = SoftwareRenderSystem(window)
else:
spriterenderer = TextureRenderSystem(renderer)
world.add_system(movement)
world.add_system(spriterenderer)
outer_top = Rect(world, factory.from_color(WHITE, size=(600, 10)), 0, 0)
static_components.append(outer_top.sprite)
outer_bottom = Rect(world, factory.from_color(WHITE, size=(600, 10)), 0, 740)
static_components.append(outer_bottom.sprite)
outer_left = Rect(world, factory.from_color(WHITE, size=(10, 750)), 0, 0)
static_components.append(outer_left.sprite)
outer_right = Rect(world, factory.from_color(WHITE, size=(10, 750)), 590, 0)
static_components.append(outer_right.sprite)
border_rect_top = Rect(world, factory.from_color(WHITE, size=(500, 50)), 50, 50)
static_components.append(border_rect_top.sprite)
border_rect_bottom = Rect(world, factory.from_color(WHITE, size=(500, 50)), 50, 400)
static_components.append(border_rect_bottom.sprite)
border_rect_left = Rect(world, factory.from_color(WHITE, size=(50, 300)), 50, 100)
static_components.append(border_rect_left.sprite)
border_rect_right = Rect(world, factory.from_color(WHITE, size=(50, 300)), 500, 100)
static_components.append(border_rect_right.sprite)
base_mid_left = Rect(world, factory.from_color(WHITE, size=(175, 50)), 0, 500)
static_components.append(base_mid_left.sprite)
base_mid_right = Rect(world, factory.from_color(WHITE, size=(175, 50)), 425, 500)
static_components.append(base_mid_right.sprite)
base_mid_left2 = Rect(world, factory.from_color(WHITE, size=(50, 50)), 550, 550)
static_components.append(base_mid_left2.sprite)
base_mid_right2 = Rect(world, factory.from_color(WHITE, size=(50, 50)), 0, 550)
static_components.append(base_mid_right2.sprite)
letter0 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 150, 605)
static_components.append(letter0.sprite)
letter1 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 240, 605)
static_components.append(letter1.sprite)
letter2 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 330, 605)
static_components.append(letter2.sprite)
letter3 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 420, 605)
static_components.append(letter3.sprite)
letter4 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 105, 650)
static_components.append(letter4.sprite)
letter5 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 195, 650)
static_components.append(letter5.sprite)
letter6 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 285, 650)
static_components.append(letter6.sprite)
letter7 = Rect(world, factory.from_color(WHITE, size=(45, 45)), 375, 650)
static_components.append(letter7.sprite)
player = Player(
world,
factory.from_color(WHITE, size=(10, 10)),
200 + width_shift,
300 + height_shift,
)
movement.player = player
for y in range(0, (G_HEIGHT) // 100):
generate_row(movement, world, factory, y)
running = True
time = 0
last_score = 0
while running:
for event in sdl2.ext.get_events():
if event.type == sdl2.SDL_QUIT:
running = False
break
if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_LEFT:
player.velocity.vx = -HORIZ_SPEED
elif event.key.keysym.sym == sdl2.SDLK_RIGHT:
player.velocity.vx = HORIZ_SPEED
elif event.type == sdl2.SDL_KEYUP:
if event.key.keysym.sym in (sdl2.SDLK_LEFT, sdl2.SDLK_RIGHT):
player.velocity.vx = 0
for rect in movement.rects:
rect.velocity.vy = UPRATE
_, posy = rect.sprite.position
if posy == height_shift - 10:
world.delete(rect)
movement.rects.remove(rect)
time += 1
if time % 50 == 0:
generate_row(movement, world, factory)
if not last_score == time // 10:
print("Score: {}".format(last_score))
last_score = time // 10
if player.sprite.position[1] == height_shift:
running = False
print("You graduated :(")
sdl2.SDL_Delay(10)
world.process()
if __name__ == "__main__":
sys.exit(run())