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game_blocks.py
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game_blocks.py
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from wonder import *
class Paddle(GameObject):
DISTANCE = 20
SPEED = 120
def __init__(self):
super().__init__()
self.sprite_renderer = self.add(SpriteRenderer(self, load_from_file='res_blocks/paddleBlu.png'))
self.transform.position = Vector2(Game.instance.width//4*3//2,
Game.instance.height - self.sprite_renderer.rect.height - self.DISTANCE)
self.rigidbody = self.add(Rigidbody(self,DYNAMIC_BODY))
self.rigidbody.fixed_rotation = True
self.add(BoxCollider(self,self.rigidbody,box=(self.sprite_renderer.rect.width,
self.sprite_renderer.rect.height)))
def update(self, delta_time):
direction = 0.0
keys=pygame.key.get_pressed()
if keys[pygame.K_RIGHT]:
direction = 1
elif keys[pygame.K_LEFT]:
direction = -1
if keys[pygame.K_ESCAPE]:
Game.instance.debug_physic_system_tag = not Game.instance.debug_physic_system_tag
self.rigidbody.velocity = Vector2(1,0) * direction * self.SPEED
@property
def width(self)->int:
return self.sprite_renderer.rect.width
class Ball(GameObject):
SPEED = 240
def __init__(self):
super().__init__()
sprite_renderer = self.add(SpriteRenderer(self, load_from_file='res_blocks/ballGrey.png'))
self.transform.position = Vector2(Game.instance.width//4*3//2, Game.instance.height//2)
self.rigidbody:Rigidbody = self.add(Rigidbody(self,DYNAMIC_BODY))
self.add(CircleCollider(self,self.rigidbody,radius=sprite_renderer.rect.width//2,restitution=1.0,friction=0))
self.rigidbody.velocity = Vector2(0,0) * self.SPEED
self.rigidbody.mass = 0.2
self.limit = Game.instance.height //4 * 5
def start(self):
self.rigidbody.velocity = Vector2(0,-1) * self.SPEED
def restart(self):
self.transform.position = Vector2(Game.instance.width//4*3//2, Game.instance.height//2)
self.rigidbody.velocity = Vector2(0,0)
def on_collision_enter(self, collider, impulse):
if isinstance(collider,Paddle):
factor = self.hit_factor(self.transform.position, collider.transform.position,collider.width)
direction = Vector2(factor,1).normalize()
self.rigidbody.velocity = direction * self.SPEED
def hit_factor(self, ball_position, paddle_position, paddle_width):
return (ball_position.x - paddle_position.x) / float(paddle_width)
def update(self, delta_time: float):
if self.transform.position.y > self.limit:
get_object(ScoreManager).restart()
class Block(GameObject):
def __init__(self, file_name):
super().__init__()
self.sprite_renderer = self.add(SpriteRenderer(self,load_from_file=file_name))
self.rigidbody = self.add(Rigidbody(self,DYNAMIC_BODY))
self.rigidbody.fixed_rotation = True
self.add(BoxCollider(self,self.rigidbody,box=(self.sprite_renderer.rect.width,self.sprite_renderer.rect.height)))
def on_collision_enter(self, collider, impulse):
get_object(ScoreManager).add(80)
destroy(self)
class Border(GameObject):
HEIGHT = 20
def __init__(self, width, height, position):
super().__init__()
image = pygame.Surface((width, height))
image.fill(GRAY)
self.add(SpriteRenderer(self, image=image))
self.transform.position = position
rigidbody = self.add(Rigidbody(self,STATIC_BODY))
self.add(BoxCollider(self, rigidbody, box=(width,height)))
class BlockManager(GameObject):
FILES = ['res_blocks/element_blue_rectangle.png',
'res_blocks/element_green_rectangle.png',
'res_blocks/element_red_rectangle.png',
'res_blocks/element_yellow_rectangle.png']
SPACE = 10
def __init__(self, scene:Scene) -> None:
super().__init__()
self.scene = scene
self.count = 0
def make(self, block_pattern) -> None:
for i, value in enumerate(block_pattern):
for j, file_nr in enumerate(value):
self.count += 1
block = self.scene.add(Block(self.FILES[file_nr]))
block.transform.position = Vector2(Border.HEIGHT+self.SPACE+block.sprite_renderer.rect.width*(j+0.5)+self.SPACE*j,
Border.HEIGHT+self.SPACE+block.sprite_renderer.rect.height*(i+0.5)+self.SPACE*i)
class ScoreManager(GameObject,MixinDraw):
def __init__(self):
super().__init__()
self.init()
self.text_in_play_field = Vector2(Game.instance.width//4*3//2,Game.instance.height//4*3)
self.text_right = Vector2(Game.instance.width//4*3+Game.instance.width//4//2, Game.instance.height//8)
self.text_space = 40
def init(self):
self.score = 0
self.level = 1
self.ball = 48
self.block_manager = GetObject(BlockManager)
self.start_tag = True
def update(self, delta_time: float):
if self.start_tag:
keys=pygame.key.get_pressed()
if keys[pygame.K_SPACE]:
self.start_tag = False
Game.instance.get_object(Ball).start()
def draw(self, screen: pygame.Surface):
if self.start_tag:
draw_text(screen, 'press space to start game',48, ORANGE,self.text_in_play_field,alignment=TEXT_ALIGNMENT_MID)
draw_text(screen, f'Score {self.score}',48, ORANGE,self.text_right,alignment=TEXT_ALIGNMENT_MID)
draw_text(screen, f'Level {self.level}',48, ORANGE,Vector2(self.text_right.x, self.text_right.y+self.text_space),alignment=TEXT_ALIGNMENT_MID)
draw_text(screen, f'Ball {self.ball}',48, ORANGE,Vector2(self.text_right.x, self.text_right.y+2*self.text_space),alignment=TEXT_ALIGNMENT_MID)
def add(self, value):
self.score += value
self.block_manager.count -=1
#print(self.block_manager.count)
if self.block_manager.count == 0:
Game.instance.load_scene(self.level)
self.level += 1
self.ball += 2
def restart(self):
self.ball -=1
if self.ball >= 0:
self.start_tag = True
get_object(Ball).restart()
else:
Game.instance.load_scene(0)
self.init()
class Level(Scene):
def create_level(self,pattern):
self.background_color = WHITE
Game.instance.physic_system.gravity = (0.0,0.0)
score_manager = Game.instance.get_object(ScoreManager)
if not score_manager:
score_manager = self.add(ScoreManager())
self.dont_destroy_on_load(score_manager)
self.add(Paddle())
three_quarter = Game.instance.width//4*3
self.add(Border(three_quarter, Border.HEIGHT, Vector2(three_quarter//2,Border.HEIGHT//2)))
self.add(Border(Border.HEIGHT, Game.instance.height-Border.HEIGHT,Vector2(Border.HEIGHT//2, (Game.instance.height+Border.HEIGHT)//2) ))
self.add(Border(Border.HEIGHT, Game.instance.height-Border.HEIGHT,Vector2(three_quarter-Border.HEIGHT//2, (Game.instance.height+Border.HEIGHT)//2) ))
self.add(Ball())
block_manager = self.add(BlockManager(self))
block_manager.make(pattern)
class Level1(Level):
def create(self) -> None:
self.create_level([[0,1,2,3,0,1,2,3],
[0,1,2,3,0,1,2,3],
[0,1,2,3,0,1,2,3],
[0,1,2,3,0,1,2,3]])
class Level2(Level):
def create(self):
self.create_level([[0,1,2,3,2,1,2,0],
[0,1,2,0,0,1,2,0],
[0,1,0,3,1,0,2,0],
[0,0,2,3,1,1,0,0]])
if __name__ == "__main__":
game = Game(width=860,height=600,name='game_blocks.py',scenes=[Level1(), Level2()])
game.quit()