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pong_game.py
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import logging
import math as mh
import random as rd
import webbrowser as wb
from typing import Callable, List, Optional, Tuple, Union
import pygame as pg
from assets.images import sprite_sheet as sp_sh
from assets.sounds import sounds
from assets.source.switch_case import switch, case
from client import Client
pg.display.init()
logger = logging.getLogger(__name__)
handler = logging.StreamHandler()
logger.addHandler(handler)
handler = logging.FileHandler(filename="pong.long.log")
logger.addHandler(handler)
handler = logging.FileHandler(filename="pong.log", mode="w")
logger.addHandler(handler)
def multiply_vec(vec1: pg.Vector2, vec2: pg.Vector2):
return pg.Vector2(vec1.x * vec2.x, vec1.y * vec2.y)
class App:
all_keycodes = tuple(getattr(pg.constants, key_str) for key_str in
filter(lambda k: k.startswith("K_"), dir(pg.constants)))
fps = 30
def __init__(self):
self.client = Client()
self.game = Game(self)
self.menu = Menu(self)
self.tutorial = Tutorial(self)
self._scene: Scene = ...
self.screen: pg.Surface = ...
self.done = True
self.clock = pg.time.Clock()
self.scene = self.menu
self.bgm = sounds.get_song("pong_bgm.wav")
@property
def scene(self) -> "Scene":
return self._scene
@scene.setter
def scene(self, value: "Scene"):
self._scene = value
if not self.done:
self._scene.initialize()
self.update_screen()
@property
def scene_scale(self):
return self.scene.settings["scale"][0] / self.scene.settings["size"][0], self.scene.settings["scale"][1] / \
self.scene.settings["size"][1]
def update_screen(self):
pg.display.set_mode(self.scene.settings["scale"])
pg.display.set_caption(self.scene.settings["title"])
if self.scene.settings["icon"]:
pg.display.set_icon(self.scene.settings["icon"])
self.screen = pg.display.get_surface()
def get_scene_screen(self):
return pg.Surface(self.scene.settings["size"])
def draw(self):
self.screen.blit(pg.transform.scale(self.scene.draw(), self.scene.settings["scale"]), (0, 0))
pg.display.update()
def update(self):
self.scene.update()
def run(self):
self.bgm.play(-1)
self.done = False
self._scene.initialize()
while not self.done:
self.update()
self.draw()
self.handle_events()
self.handle_input()
self.clock.tick(self.fps)
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
break
if "events_filter" not in self.scene.settings or event.type in self.scene.settings["events_filter"]:
self.scene.handle_event(event)
def handle_input(self):
self.handle_mouse_press()
keys_pressed = pg.key.get_pressed()
for keycode in self.all_keycodes:
if keys_pressed[keycode]:
self.scene.handle_input(keycode)
def handle_mouse_press(self):
pressed = pg.mouse.get_pressed(3)
mouse_pos = self.get_mouse_pos()
for key in range(3):
if pressed[key]:
self.scene.handle_mouse_press(key, (int(mouse_pos[0]), int(mouse_pos[1])))
def get_mouse_pos(self):
return pg.mouse.get_pos()[0] // self.scene_scale[0], pg.mouse.get_pos()[1] // self.scene_scale[1]
class Player(pg.sprite.Sprite):
friction = 0.9
up_force = pg.Vector2(y=-10)
down_force = pg.Vector2(y=10)
def __init__(self, pos: pg.Vector2, hit_box: pg.Rect, image: pg.Surface, walls: pg.Rect, control_delay: int):
super().__init__()
self.pos = pos
self.vel = pg.Vector2()
self._hit_box = hit_box
self.hit_box_offset = pg.Vector2(hit_box.x, hit_box.y)
self.image = image
self.size = self.image.get_size()
self.walls = walls
self.control_delay = control_delay
self.last_press = 0
self.move_buffer = 0
self.ball_bounce = pg.Vector2(-1, 1)
@property
def hit_box(self):
return pg.Rect(*(self.pos + self.hit_box_offset), self._hit_box.w, self._hit_box.h)
@property
def rect(self):
return pg.Rect(*self.pos, *self.size)
def update(self, *args, **kwargs) -> None:
self.pos += self.vel
self.vel *= self.friction
self.clamp_pos()
if self.last_press > 0:
self.last_press -= 1
def up(self):
self.vel += self.up_force
def down(self):
self.vel += self.down_force
def control(self, mode: int):
if self.last_press:
self.move_buffer = mode
else:
if mode == 1:
self.up()
self.last_press += self.control_delay
self.move_buffer = 0
elif mode == 2:
self.down()
self.last_press += self.control_delay
self.move_buffer = 0
def clamp_pos(self):
if self.hit_box.left < self.walls.left:
self.pos.x = self.walls.left + 1
if self.hit_box.right > self.walls.right:
self.pos.x = self.walls.right - self.hit_box.w - 1
if self.hit_box.top < self.walls.top:
self.pos.y = self.walls.top + 1
if self.hit_box.bottom > self.walls.bottom:
self.pos.y = self.walls.bottom - self.hit_box.h - 1
class Ball(pg.sprite.Sprite):
friction = 0.99
horizontal = pg.Vector2(-1, 1)
vertical = pg.Vector2(1, -1)
def __init__(self, pos: pg.Vector2, vel: pg.Vector2, hit_box: pg.Rect, image: pg.Surface,
walls: pg.Rect, bounce_interval: int, pads_bounce_interval: int):
super().__init__()
self.pos = pos
self.vel = vel
self._hit_box = hit_box
self.hit_box_offset = pg.Vector2(hit_box.x, hit_box.y)
self.image = image
self.size = self.image.get_size()
self.walls = walls
self.bounce_interval = bounce_interval
self.bounce_elapse = 0
self.pads_bounce_interval = pads_bounce_interval
self.pads_bounce_elapse = 0
@property
def hit_box(self):
return pg.Rect(*(self.pos + self.hit_box_offset), self._hit_box.w, self._hit_box.h)
@property
def rect(self):
return pg.Rect(*self.pos, *self.size)
def update(self, *args, **kwargs) -> None:
self.pos += self.vel
self.bounce()
self.clamp_pos()
if self.bounce_elapse > 0:
self.bounce_elapse -= 1
if self.pads_bounce_elapse > 0:
self.pads_bounce_elapse -= 1
if "pads" in kwargs:
pads: pg.sprite.Group = kwargs["pads"]
pad: Player
for pad in pads:
if self.hit_box.colliderect(pad.hit_box) and self.pads_bounce_elapse == 0:
si_x, si_y = multiply_vec(self.vel, pad.ball_bounce)
diff = pg.Vector2(self.hit_box.center) - pg.Vector2(pad.hit_box.center)
if diff.length():
v_x, v_y = diff / diff.length() * 10
else:
v_x, v_y = 8, 6
if v_x == 0:
v_x = 1
self.vel = pg.Vector2(mh.copysign(v_x, si_x), mh.copysign(v_y, si_y))
self.pads_bounce_elapse += self.pads_bounce_interval
if "goals" in kwargs:
goals: List[BallGoal] = kwargs["goals"]
for goal in goals:
goal.collide(self.hit_box)
def bounce(self):
if self.bounce_elapse > 0:
return
if self.hit_box.left < self.walls.left:
self.vel = multiply_vec(self.vel, self.horizontal)
self.pos += self.vel
self.bounce_elapse += self.bounce_interval
if self.hit_box.right > self.walls.right:
self.vel = multiply_vec(self.vel, self.horizontal)
self.pos += self.vel
self.bounce_elapse += self.bounce_interval
if self.hit_box.top < self.walls.top:
self.vel = multiply_vec(self.vel, self.vertical)
self.pos += self.vel
self.bounce_elapse += self.bounce_interval
if self.hit_box.bottom > self.walls.bottom:
self.vel = multiply_vec(self.vel, self.vertical)
self.pos += self.vel
self.bounce_elapse += self.bounce_interval
def clamp_pos(self):
if self.hit_box.left < self.walls.left:
self.pos.x = self.walls.left + 21
if self.hit_box.right > self.walls.right:
self.pos.x = self.walls.right + self.hit_box.w
if self.hit_box.top < self.walls.top:
self.pos.y = self.walls.top + self.vel.y
if self.hit_box.bottom > self.walls.bottom:
self.pos.y = self.walls.bottom + self.hit_box.h
class BallGoal:
def __init__(self, rect: pg.Rect, on_collide: Callable):
self.rect = rect
self.on_collide = on_collide
def collide(self, other: pg.Rect):
if self.rect.colliderect(other):
self.on_collide()
class Scene:
app = None
settings = {"size": (0, 0), "scale": (0, 0), "title": "", "icon": ...}
settings["icon"]: Optional[pg.Surface]
def __init__(self, app):
self.app = self.app or app
self.initialized = False
self.font: sp_sh.SpriteSheet = ...
def draw(self) -> pg.Surface:
pass
def update(self):
pass
def handle_input(self, k_id: int):
pass
def handle_mouse_press(self, key: int, pos: Tuple[int, int]):
pass
def handle_event(self, event):
pass
def init(self):
if not self.initialized:
self.initialize()
self.initialized = True
def initialize(self):
pass
def render_text(self, surface: pg.Surface, text: Union[List[str], str], pos: Tuple[int, int], right_offset: int,
down_offset: int, font: Optional[sp_sh.SpriteSheet] = None, calculate_offset: bool = False,
space_offset: int = 0, enter_offset: int = 0):
text += "\n"
font = font or self.font
cur_pos = pos
last_letter: Optional[pg.Surface] = None
biggest_width = 0
for letter in text:
if letter == "\n":
if biggest_width < cur_pos[0]:
biggest_width = cur_pos[0]
if calculate_offset:
cur_pos = pos[0], cur_pos[1] + (enter_offset if not last_letter else last_letter.get_height()) \
+ down_offset
else:
cur_pos = pos[0], cur_pos[1] + down_offset
elif letter == " ":
if calculate_offset:
cur_pos = cur_pos[0] + (space_offset if not last_letter else last_letter.get_width()), cur_pos[1]
else:
cur_pos = cur_pos[0] + right_offset, cur_pos[1]
else:
last_letter = font.get(letter)
surface.blit(last_letter, cur_pos)
if calculate_offset:
cur_pos = cur_pos[0] + last_letter.get_width() + right_offset, cur_pos[1]
else:
cur_pos = cur_pos[0] + right_offset, cur_pos[1]
width = biggest_width - pos[0]
height = cur_pos[1] - pos[1]
return pg.Rect(pos, (width, height))
class Game(Scene):
settings = {"size": (512, 256), "scale": (1024, 512), "title": "Pong Game", "icon": None,
"events_filter": {pg.MOUSEBUTTONDOWN, pg.KEYDOWN, pg.KEYUP}}
def __init__(self, app: App):
super(Game, self).__init__(app)
self.pl_img = pg.Surface((10, 50), pg.SRCALPHA)
self.pl_img.fill((255, 255, 255))
self.pl_disabled_img = pg.Surface((10, 50), pg.SRCALPHA)
self.pl_disabled_img.fill((255, 255, 255, 100))
self.bl_img = pg.Surface((10, 10), pg.SRCALPHA)
pg.draw.circle(self.bl_img, (255, 255, 255), (5, 5), 5)
self.bounds = pg.Rect(20, 15, 482, 221)
self.player = Player(pg.Vector2(30, 128), pg.Rect(0, 0, 10, 50), self.pl_img, self.bounds, 10)
self.bot = Player(pg.Vector2(472, 128), pg.Rect(0, 0, 10, 50), self.pl_img, self.bounds, 10)
self.ball: Ball = ...
self.max_bounds = pg.Rect(self.bounds.x - 20, self.bounds.y - 20, self.bounds.width + 20,
self.bounds.height + 20)
self.players_group = pg.sprite.Group(self.player, self.bot)
self.balls_group = pg.sprite.Group()
self.left_goal = BallGoal(pg.Rect(20, 0, 10, 256), self.left_collide)
self.right_goal = BallGoal(pg.Rect(492, 0, 10, 256), self.right_collide)
self.goals = [self.left_goal, self.right_goal]
self.player_score = 0
self.bot_score = 0
self.scoring_delay = 10
self.scoring_elapse = 0
self.respawn_ball()
self.sheet = sp_sh.load_sprite_sheet("alphabet.png", "sprite_sheet.json", "box", 6)
self.background = pg.Surface(self.settings["size"])
self.background.fill((0, 0, 0))
self.screen: pg.Surface = ...
pg.draw.rect(self.background, (255, 255, 255), pg.Rect(10, 10, 10, self.settings["size"][1] - 20))
pg.draw.rect(self.background, (255, 255, 255), pg.Rect(10, 10, self.settings["size"][0] - 20, 10))
pg.draw.rect(self.background, (255, 255, 255), pg.Rect(self.settings["size"][0] - 20, 10, 10,
self.settings["size"][1] - 20))
pg.draw.rect(self.background, (255, 255, 255), pg.Rect(10, self.settings["size"][1] - 20,
self.settings["size"][0] - 20, 10))
pg.draw.rect(self.background, (255, 255, 255), pg.Rect(self.settings["size"][0] // 2 - 5, 10, 10,
self.settings["size"][1] - 20))
self.pl_score_rect = pg.Rect(256, 30, 0, 0)
self.bt_score_rect = pg.Rect(256, 30, 0, 0)
self.left_side = pg.Rect(20, 20, self.settings["size"][0] // 2 - 25, self.settings["size"][1] - 40)
self.right_side = pg.Rect(self.settings["size"][0] // 2 + 5, 20, self.settings["size"][0] // 2 - 25,
self.settings["size"][1] - 40)
self.title = "pong"
def draw(self):
self.screen.fill((0, 0, 0))
self.screen.blit(self.background, (0, 0))
self.players_group.draw(self.screen)
self.balls_group.draw(self.screen)
self.draw_text(self.screen)
return self.screen
def initialize(self):
self.sheet.generate()
self.screen = self.app.get_scene_screen()
self.settings["icon"] = self.sheet.get("logo")
self.app.update_screen()
self.generate_score_pos()
def generate_score_pos(self, reset_pos: Optional[Tuple[int, int]] = None,
reset_pos2: Optional[Tuple[int, int]] = None, back: bool = True):
reset_pos = reset_pos if reset_pos else (256, 30) if back else self.pl_score_rect.topleft
reset_pos2 = reset_pos2 if reset_pos2 else (256, 30) if back else self.bt_score_rect.topleft
self.pl_score_rect.topleft = reset_pos
self.pl_score_rect = self.render_text(self.screen, str(self.player_score), self.pl_score_rect.topleft, 8, 0,
self.sheet, True)
if back:
# noinspection SpellCheckingInspection
self.pl_score_rect.topleft = (self.pl_score_rect.x - self.pl_score_rect.w - 30, self.pl_score_rect.y)
self.bt_score_rect.topleft = reset_pos2
self.bt_score_rect = self.render_text(self.screen, str(self.player_score), self.bt_score_rect.topleft, 8, 0,
self.sheet, True)
if back:
# noinspection SpellCheckingInspection
self.bt_score_rect.topleft = (self.bt_score_rect.x + 38, self.bt_score_rect.y)
def draw_text(self, surface: pg.Surface):
self.render_text(surface, str(self.player_score), self.pl_score_rect.topleft, 8, 0,
self.sheet, True)
self.render_text(surface, str(self.bot_score), self.bt_score_rect.topleft, 8, 0,
self.sheet, True)
return
# pl_score_len = len(str(self.player_score)) * self.sheet.scale * 4
# # noinspection PyUnusedLocal
# bot_score_len = len(str(self.bot_score)) * self.sheet.scale * 4
# start_x = 256 - pl_score_len - 30
# for letter in str(self.player_score):
# surface.blit(self.sheet.get(letter), (start_x, 30))
# start_x += self.sheet.scale * 5
#
# start_x = 256 + 30
# for letter in str(self.bot_score):
# surface.blit(self.sheet.get(letter), (start_x, 30))
# start_x += self.sheet.scale * 5
def respawn_ball(self):
if isinstance(self.ball, Ball):
self.ball.kill()
ball_vec = pg.Vector2(rd.random() * 20 - 10, rd.random() * 20 - 10)
ball_vec_l = ball_vec.length()
if ball_vec_l and ball_vec.x:
ball_vec = ball_vec / ball_vec_l * 10
else:
ball_vec = pg.Vector2(8, 9)
self.ball = Ball(pg.Vector2(256, 128), ball_vec, pg.Rect(0, 0, 10, 10), self.bl_img, self.bounds, 0, 5)
self.ball.add(self.balls_group)
def update(self):
if not self.max_bounds.contains(self.ball.hit_box):
self.respawn_ball()
self.players_group.update()
self.balls_group.update(pads=self.players_group, goals=self.goals)
# bot control
self.control_bot()
if self.scoring_elapse > 0:
self.scoring_elapse -= 1
if self.left_side.contains(self.bt_score_rect) and self.right_side.contains(self.pl_score_rect):
raise RuntimeError("Do not fake your score!")
def control_bot(self):
if self.bot.hit_box.centery > self.ball.hit_box.centery:
self.bot.control(1)
if self.bot.hit_box.centery < self.ball.hit_box.centery:
self.bot.control(2)
def handle_input(self, k_id: int):
with switch(k_id):
# noinspection PyCallingNonCallable
if case(pg.K_w):
self.player.control(1)
# noinspection PyCallingNonCallable
if case(pg.K_s):
self.player.control(2)
def handle_mouse_press(self, key: int, pos: Tuple[int, int]):
if key == 0:
if self.pl_score_rect.collidepoint(pos):
# noinspection PyTypeChecker
fix_pos: Tuple[int, int] = (*(pg.Vector2(pos) - pg.Vector2(self.pl_score_rect.center) +
pg.Vector2(self.pl_score_rect.topleft)),)
self.generate_score_pos(fix_pos, back=False)
if self.bt_score_rect.collidepoint(pos):
# noinspection PyTypeChecker
fix_pos: Tuple[int, int] = (*(pg.Vector2(pos) - pg.Vector2(self.bt_score_rect.center) +
pg.Vector2(self.bt_score_rect.topleft)),)
self.generate_score_pos(reset_pos2=fix_pos, back=False)
def left_collide(self):
if self.scoring_elapse:
return
self.bot_score += 1
self.scoring_elapse += self.scoring_delay
def right_collide(self):
if self.scoring_elapse:
return
self.player_score += 1
self.scoring_elapse += self.scoring_delay
class Menu(Scene):
settings = {"size": (512, 256), "scale": (1024, 512), "title": "Pong Menu", "icon": None,
"events_filter": {pg.MOUSEBUTTONDOWN, pg.KEYDOWN, pg.KEYUP}}
def __init__(self, app):
super(Menu, self).__init__(app)
self.screen: pg.Surface = ...
self.font = sp_sh.load_sprite_sheet("alphabet.png", "sprite_sheet.json", "box", 8)
self.small_font = sp_sh.load_sprite_sheet("alphabet.png", "sprite_sheet.json", "box", 4)
self.really_small_font = sp_sh.load_sprite_sheet("alphabet.png", "sprite_sheet.json", "box", 2)
self.title_rect: pg.Rect = pg.Rect(0, 0, 0, 0)
self.play_rect: pg.Rect = pg.Rect(0, 0, 0, 0)
self.tutorial_rect: pg.Rect = pg.Rect(0, 0, 0, 0)
self.quit_rect: pg.Rect = pg.Rect(0, 0, 0, 0)
self.pygame_rect: pg.Rect = pg.Rect(0, 0, 0, 0)
self.option_selected: int = ...
self.title = "pong"
self.description_open: bool = False
self.epilepsy_warning = False
def initialize(self):
self.font.generate()
self.small_font.generate()
self.screen = self.app.get_scene_screen()
self.settings["icon"] = self.font.get("logo")
self.app.update_screen()
def draw(self) -> pg.Surface:
self.screen.fill((0, 0, 0))
if self.description_open:
if self.epilepsy_warning:
self.screen.fill((rd.randint(0, 255), rd.randint(0, 255), rd.randint(0, 255)))
text = "welcome to pong, the game where you need\nto bounce ball and gain score.\n" \
"\nrequirements:\n" \
"- python 3.8 or higher\n" \
"- pygame\n" \
"\ndescription:\n" \
"this game was made by me and 'mio coder'\nfor summer 2021 pygame game jam\n" \
"theme was: remake old game with a twist\n" \
"twist for this game:" \
"it is possible that we hid\nsome 'secrets'\n" \
"to this game"
self.render_text(self.screen, text, (0, 0), 6, 2, self.really_small_font, True, 40)
else:
if self.epilepsy_warning:
self.screen.fill((rd.randint(0, 255), rd.randint(0, 255), rd.randint(0, 255)))
self.title_rect = self.render_text(self.screen, self.title, (0, 0), 8, 0, self.font, True, 40)
self.play_rect = self.render_text(self.screen, "play", (0, 75), 8, 0, self.small_font, True, 40)
self.tutorial_rect = self.render_text(self.screen, "tutorial", (0, 125), 8, 0, self.small_font, True, 40)
self.quit_rect = self.render_text(self.screen, "quit", (0, 175), 8, 0, self.small_font, True, 40)
self.pygame_rect = self.render_text(self.screen, [*list("made with "), ":pygame:", *list("pygame")],
(325, 225), 2, 0, self.really_small_font, True, 40)
if not isinstance(self.option_selected, int):
pass
elif self.option_selected == 0:
pg.draw.rect(self.screen, (255, 255, 255), self.play_rect, 5)
elif self.option_selected == 1:
pg.draw.rect(self.screen, (255, 255, 255), self.tutorial_rect, 5)
elif self.option_selected == 2:
pg.draw.rect(self.screen, (255, 255, 255), self.quit_rect, 5)
else:
self.option_selected %= 3
return self.screen
def update(self):
mouse_pos = self.app.get_mouse_pos()
if self.play_rect.collidepoint(mouse_pos):
self.option_selected = 0
elif self.tutorial_rect.collidepoint(mouse_pos):
self.option_selected = 1
elif self.quit_rect.collidepoint(mouse_pos):
self.option_selected = 2
def pong_title_easter_egg(self):
if rd.randint(0, 5) == 5:
self.title = "pang"
self.app.game.title = "pang"
self.app.tutorial.title = "pang"
self.settings["title"] = "Pang Menu"
self.app.game.settings["title"] = "Pang Game"
self.app.update_screen()
def play(self):
self.app.scene = self.app.game
def tutorial(self):
self.app.scene = self.app.tutorial
def quit(self):
self.app.done = True
def about(self):
wb.open("pygame.org")
self.description_open = True
def handle_event(self, event):
if self.description_open:
if event.type == pg.MOUSEBUTTONDOWN:
self.description_open = False
elif event.type == pg.KEYDOWN:
if event.key == pg.K_ESCAPE:
self.epilepsy_warning = True
else:
self.description_open = False
elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
self.epilepsy_warning = False
else:
if event.type == pg.MOUSEBUTTONDOWN:
mouse_pos = self.app.get_mouse_pos()
if self.title_rect.collidepoint(mouse_pos):
self.pong_title_easter_egg()
if self.play_rect.collidepoint(mouse_pos):
self.play()
if self.tutorial_rect.collidepoint(mouse_pos):
self.tutorial()
if self.quit_rect.collidepoint(mouse_pos):
self.quit()
if self.pygame_rect.collidepoint(mouse_pos):
self.about()
elif event.type == pg.KEYDOWN:
if not isinstance(self.option_selected, int):
self.option_selected = 0
if event.key == pg.K_DOWN or event.key == pg.K_s:
self.option_selected += 1
if event.key == pg.K_UP or event.key == pg.K_w:
self.option_selected -= 1
if event.key == pg.K_RETURN:
if self.option_selected == 0:
self.play()
elif self.option_selected == 1:
self.tutorial()
elif self.option_selected == 2:
self.quit()
if event.key == pg.K_ESCAPE:
self.epilepsy_warning = True
elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
self.epilepsy_warning = False
class TutorialDialogue:
def __init__(self, game: "Tutorial"):
self.game = game
self.stage = "0"
self.dialogues: dict = {}
self.generate_dialogues()
self.dialogue_rect = None
def is_paused(self):
self.check_stage()
if self.stage in {"0", "1", "2.get_easy", "2.get_hard", "2.get_long", "2.long_info", "4", "4.bad", "back1",
"return", "return2", "return3", "return4"}:
self.game.screen.fill((0, 0, 0))
return True
return False
def generate_dialogues(self):
self.dialogues = {"0": f"welcome to {self.game.title}\n[press enter to continue]",
"1": "to move, use keys 'w' and 's'", "2": "",
"2.get_easy": "at the moment bot is easy\nlet make it harder",
"2.get_hard": "hard to win? ok i'll make bot slower",
"2.get_long": "nearly tie?\nmake it more interesting!",
"2.long_info": "now you can shoot[space], when bullet\nhits pallet. pallet can't move for a\n"
"bit of time",
"3.1": "", "3.2": "", "3.3": "",
"4": "excellent, now you can play normal game",
"4.bad": "maybe try again?",
"return": "why did you return\nyou don't need tutorial anymore",
"return2": "i don't get it\nplay main game and enjoy your skills",
"return3": "it's getting boring, stop it!",
"return4": "ok you wanted this",
"close": ""}
def get_text(self) -> str:
return self.dialogues[self.stage]
def update_stage(self):
move_dict = {"0": "1", "1": "2", "2.get_easy": "3.1", "2.get_hard": "3.2", "2.get_long": "2.long_info",
"2.long_info": "3.3", "4": "back1", "4.bad": "back", "back1": "return", "return": "ret12",
"ret12": "return2", "return2": "ret23", "ret23": "return3", "return3": "ret34", "ret34": "return4",
"return4": "close"}
if self.stage in move_dict:
self.stage = move_dict[self.stage]
def check_stage(self):
if self.stage == "2":
if self.game.player_score * 2 <= self.game.bot_score and self.game.bot_score >= 5:
self.stage = "2.get_hard"
self.game.bot.up_force = pg.Vector2(y=-5)
self.game.bot.down_force = pg.Vector2(y=5)
self.game.bot.up_force = pg.Vector2(y=-5)
self.game.bot.down_force = pg.Vector2(y=5)
self.game.bot.control_delay = 2
elif self.game.player_score >= self.game.bot_score * 2 and self.game.player_score >= 7:
self.stage = "2.get_easy"
self.game.bot.up_force = pg.Vector2(y=-5)
self.game.bot.down_force = pg.Vector2(y=5)
self.game.bot.control_delay = 2
elif self.game.bot_score >= 10:
self.stage = "2.get_long"
elif self.stage in {"3.1", "3.2", "3.3"}:
if self.game.player_score > 10:
if self.game.bot_score <= 10:
self.stage = "4"
elif self.game.bot_score > 10:
self.stage = "4.bad"
elif self.stage == "back1":
self.game.app.scene = self.game.app.menu
self.stage = "return"
elif self.stage == "back":
self.game.app.scene = self.game.app.menu
self.game.player_score = 0
self.game.bot_score = 0
self.stage = "1"
elif self.stage == "close":
import sys
sys.stdout.close()
print("Did you want this?")
elif self.stage in {"ret12", "ret23", "ret34"}:
self.game.app.scene = self.game.app.menu
self.update_stage()
class Tutorial(Game):
def __init__(self, app):
super().__init__(app)
self.font = sp_sh.load_sprite_sheet("alphabet.png", "sprite_sheet.json", "box", 2)
self.dialogue = TutorialDialogue(self)
self.screen: pg.Surface = ...
self.player_bullets: List[pg.Rect] = []
self.bot_bullets: List[pg.Rect] = []
self.player_stunned = 0
self.bot_stunned = 0
self.player_reload = 0
self.bot_reload = 0
self.stun_time = 90
self.reload_time = 30
self.escape_message = False
self.dialogue.generate_dialogues()
# uncomment for auto tutorial
# self.player_score = 3
# self.bot_score = 7
@staticmethod
def add_bullet(set_to_add: List[pg.Rect], thrower: pg.Rect):
bullet = pg.Rect(0, 0, 5, 5)
bullet.center = thrower.center
set_to_add.append(bullet)
def player_shoot(self):
if self.player_reload == 0:
self.add_bullet(self.player_bullets, self.player.rect)
self.player_reload += self.reload_time
def bot_shoot(self):
if self.bot_reload == 0:
self.add_bullet(self.bot_bullets, self.bot.rect)
self.bot_reload += self.reload_time
def initialize(self):
super(Tutorial, self).initialize()
self.font.generate()
self.screen = self.app.get_scene_screen()
self.settings["icon"] = self.sheet.get("logo")
self.app.update_screen()
def control_bot(self):
if self.dialogue.stage == "3.3":
if self.bot.rect.centerx - self.ball.hit_box.centerx <= 255:
if self.bot_stunned > 0:
return
if self.bot.hit_box.centery > self.ball.hit_box.centery:
self.bot.control(1)
if self.bot.hit_box.centery < self.ball.hit_box.centery:
self.bot.control(2)
# offensive
else:
# defensive
if self.bot.hit_box.centery > self.player.hit_box.centery:
self.bot.control(1)
self.bot_shoot()
if self.bot.hit_box.centery < self.player.hit_box.centery:
self.bot.control(2)
self.bot_shoot()
else:
super(Tutorial, self).control_bot()
def update(self):
if self.dialogue.is_paused():
self.dialogue.generate_dialogues()
else:
super(Tutorial, self).update()
for pl_b_index in range(len(self.player_bullets)):
if self.bot.hit_box.colliderect(self.player_bullets[pl_b_index]):
self.bot_stunned += self.stun_time
self.player_bullets.pop(pl_b_index)
break
self.player_bullets[pl_b_index].x += 5
if not self.max_bounds.contains(self.player_bullets[pl_b_index]):
self.player_bullets.pop(pl_b_index)
break
for bt_b_index in range(len(self.bot_bullets)):
if self.player.hit_box.colliderect(self.bot_bullets[bt_b_index]):
self.player_stunned += self.stun_time
self.bot_bullets.pop(bt_b_index)
break
self.bot_bullets[bt_b_index].x -= 5
if not self.max_bounds.contains(self.bot_bullets[bt_b_index]):
self.bot_bullets.pop(bt_b_index)
break
if self.player_reload > 0:
self.player_reload -= 1
if self.bot_reload > 0:
self.bot_reload -= 1
if self.player_stunned > 0:
self.player_stunned -= 1
self.player.image = self.pl_disabled_img
else:
self.player.image = self.pl_img
if self.bot_stunned > 0:
self.bot_stunned -= 1
self.bot.image = self.pl_disabled_img
else:
self.bot.image = self.pl_img
def draw(self):
if self.dialogue.is_paused():
if self.escape_message:
self.screen.fill((rd.randint(0, 255), rd.randint(0, 255), rd.randint(0, 255)))
self.dialogue.dialogue_rect = self.render_text(
surface=self.screen,
text=self.dialogue.get_text(),
pos=(0, 0),
right_offset=6, down_offset=2,
font=self.font,
calculate_offset=True,
space_offset=40
)
return self.screen
else:
ret = super(Tutorial, self).draw()
for pl_bullet in self.player_bullets:
pg.draw.rect(ret, (255, 0, 0), pl_bullet)
for bt_bullet in self.bot_bullets:
pg.draw.rect(ret, (255, 0, 0), bt_bullet)
return ret
# noinspection PyCallingNonCallable
def handle_input(self, k_id: int):
if not self.dialogue.is_paused():
if self.dialogue.stage == "3.3":
if self.player_stunned == 0:
super(Tutorial, self).handle_input(k_id)
else:
super(Tutorial, self).handle_input(k_id)
else:
pass
def handle_mouse_press(self, key: int, pos: Tuple[int, int]):
super(Tutorial, self).handle_mouse_press(key, pos)
# noinspection PyCallingNonCallable
def handle_event(self, event):
if not self.dialogue.is_paused():
super(Tutorial, self).handle_event(event)
if event.type == pg.KEYDOWN:
if event.key == pg.K_SPACE:
if self.dialogue.stage == "3.3":
self.player_shoot()
else:
with switch(event.type):
if case(pg.KEYDOWN):
if event.key == pg.K_RETURN:
self.dialogue.update_stage()
elif event.key == pg.K_ESCAPE:
self.escape_message = True
elif case(pg.KEYUP):
if event.key == pg.K_ESCAPE:
self.escape_message = False
elif case(pg.MOUSEBUTTONDOWN):
self.dialogue.update_stage()