-
Notifications
You must be signed in to change notification settings - Fork 322
Expand file tree
/
Copy pathboing.py
More file actions
475 lines (379 loc) · 21.9 KB
/
Copy pathboing.py
File metadata and controls
475 lines (379 loc) · 21.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
import pgzero, pgzrun, pygame
import math, sys, random
from enum import Enum
# Check Python version number. sys.version_info gives version as a tuple, e.g. if (3,7,2,'final',0) for version 3.7.2.
# Unlike many languages, Python can compare two tuples in the same way that you can compare numbers.
if sys.version_info < (3,6):
print("This game requires at least version 3.6 of Python. Please download it from www.python.org")
sys.exit()
# Check Pygame Zero version. This is a bit trickier because Pygame Zero only lets us get its version number as a string.
# So we have to split the string into a list, using '.' as the character to split on. We convert each element of the
# version number into an integer - but only if the string contains numbers and nothing else, because it's possible for
# a component of the version to contain letters as well as numbers (e.g. '2.0.dev0')
# We're using a Python feature called list comprehension - this is explained in the Bubble Bobble/Cavern chapter.
pgzero_version = [int(s) if s.isnumeric() else s for s in pgzero.__version__.split('.')]
if pgzero_version < [1,2]:
print(f"This game requires at least version 1.2 of Pygame Zero. You have version {pgzero.__version__}. Please upgrade using the command 'pip3 install --upgrade pgzero'")
sys.exit()
# Set up constants
WIDTH = 800
HEIGHT = 480
TITLE = "Boing!"
HALF_WIDTH = WIDTH // 2
HALF_HEIGHT = HEIGHT // 2
PLAYER_SPEED = 6
MAX_AI_SPEED = 6
def normalised(x, y):
# Return a unit vector
# Get length of vector (x,y) - math.hypot uses Pythagoras' theorem to get length of hypotenuse
# of right-angle triangle with sides of length x and y
# todo note on safety
length = math.hypot(x, y)
return (x / length, y / length)
def sign(x):
# Returns -1 or 1 depending on whether number is positive or negative
return -1 if x < 0 else 1
# Class for an animation which is displayed briefly whenever the ball bounces
class Impact(Actor):
def __init__(self, pos):
super().__init__("blank", pos)
self.time = 0
def update(self):
# There are 5 impact sprites numbered 0 to 4. We update to a new sprite every 2 frames.
self.image = "impact" + str(self.time // 2)
# The Game class maintains a list of Impact instances. In Game.update, if the timer for an object
# has gone beyond 10, the object is removed from the list.
self.time += 1
class Ball(Actor):
def __init__(self, dx):
super().__init__("ball", (0,0))
self.x, self.y = HALF_WIDTH, HALF_HEIGHT
# dx and dy together describe the direction in which the ball is moving. For example, if dx and dy are 1 and 0,
# the ball is moving to the right, with no movement up or down. If both values are negative, the ball is moving
# left and up, with the angle depending on the relative values of the two variables. If you're familiar with
# vectors, dx and dy represent a unit vector. If you're not familiar with vectors, see the explanation in the
# book.
self.dx, self.dy = dx, 0
self.speed = 5
def update(self):
# Each frame, we move the ball in a series of small steps - the number of steps being based on its speed attribute
for i in range(self.speed):
# Store the previous x position
original_x = self.x
# Move the ball based on dx and dy
self.x += self.dx
self.y += self.dy
# Check to see if ball needs to bounce off a bat
# To determine whether the ball might collide with a bat, we first measure the horizontal distance from the
# ball to the centre of the screen, and check to see if its edge has gone beyond the edge of the bat.
# The centre of each bat is 40 pixels from the edge of the screen, or to put it another way, 360 pixels
# from the centre of the screen. The bat is 18 pixels wide and the ball is 14 pixels wide. Given that these
# sprites are anchored from their centres, when determining if they overlap or touch, we need to look at
# their half-widths - 9 and 7. Therefore, if the centre of the ball is 344 pixels from the centre of the
# screen, it can bounce off a bat (assuming the bat is in the right position on the Y axis - checked
# shortly afterwards).
# We also check the previous X position to ensure that this is the first frame in which the ball crossed the threshold.
if abs(self.x - HALF_WIDTH) >= 344 and abs(original_x - HALF_WIDTH) < 344:
# Now that we know the edge of the ball has crossed the threshold on the x-axis, we need to check to
# see if the bat on the relevant side of the arena is at a suitable position on the y-axis for the
# ball collide with it.
if self.x < HALF_WIDTH:
new_dir_x = 1
bat = game.bats[0]
else:
new_dir_x = -1
bat = game.bats[1]
difference_y = self.y - bat.y
if difference_y > -64 and difference_y < 64:
# Ball has collided with bat - calculate new direction vector
# To understand the maths used below, we first need to consider what would happen with this kind of
# collision in the real world. The ball is bouncing off a perfectly vertical surface. This makes for a
# pretty simple calculation. Let's take a ball which is travelling at 1 metre per second to the right,
# and 2 metres per second down. Imagine this is taking place in space, so gravity isn't a factor.
# After the ball hits the bat, it's still going to be moving at 2 m/s down, but it's now going to be
# moving 1 m/s to the left instead of right. So its speed on the y-axis hasn't changed, but its
# direction on the x-axis has been reversed. This is extremely easy to code - "self.dx = -self.dx".
# However, games don't have to perfectly reflect reality.
# In Pong, hitting the ball with the upper or lower parts of the bat would make it bounce diagonally
# upwards or downwards respectively. This gives the player a degree of control over where the ball
# goes. To make for a more interesting game, we want to use realistic physics as the starting point,
# but combine with this the ability to influence the direction of the ball. When the ball hits the
# bat, we're going to deflect the ball slightly upwards or downwards depending on where it hit the
# bat. This gives the player a bit of control over where the ball goes.
# Bounce the opposite way on the X axis
self.dx = -self.dx
# Deflect slightly up or down depending on where ball hit bat
self.dy += difference_y / 128
# Limit the Y component of the vector so we don't get into a situation where the ball is bouncing
# up and down too rapidly
self.dy = min(max(self.dy, -1), 1)
# Ensure our direction vector is a unit vector, i.e. represents a distance of the equivalent of
# 1 pixel regardless of its angle
self.dx, self.dy = normalised(self.dx, self.dy)
# Create an impact effect
game.impacts.append(Impact((self.x - new_dir_x * 10, self.y)))
# Increase speed with each hit
self.speed += 1
# Add an offset to the AI player's target Y position, so it won't aim to hit the ball exactly
# in the centre of the bat
game.ai_offset = random.randint(-10, 10)
# Bat glows for 10 frames
bat.timer = 10
# Play hit sounds, with more intense sound effects as the ball gets faster
game.play_sound("hit", 5) # play every time in addition to:
if self.speed <= 10:
game.play_sound("hit_slow", 1)
elif self.speed <= 12:
game.play_sound("hit_medium", 1)
elif self.speed <= 16:
game.play_sound("hit_fast", 1)
else:
game.play_sound("hit_veryfast", 1)
# The top and bottom of the arena are 220 pixels from the centre
if abs(self.y - HALF_HEIGHT) > 220:
# Invert vertical direction and apply new dy to y so that the ball is no longer overlapping with the
# edge of the arena
self.dy = -self.dy
self.y += self.dy
# Create impact effect
game.impacts.append(Impact(self.pos))
# Sound effect
game.play_sound("bounce", 5)
game.play_sound("bounce_synth", 1)
def out(self):
# Has ball gone off the left or right edge of the screen?
return self.x < 0 or self.x > WIDTH
class Bat(Actor):
def __init__(self, player, move_func=None):
x = 40 if player == 0 else 760
y = HALF_HEIGHT
super().__init__("blank", (x, y))
self.player = player
self.score = 0
# move_func is a function we may or may not have been passed by the code which created this object. If this bat
# is meant to be player controlled, move_func will be a function that when called, returns a number indicating
# the direction and speed in which the bat should move, based on the keys the player is currently pressing.
# If move_func is None, this indicates that this bat should instead be controlled by the AI method.
if move_func != None:
self.move_func = move_func
else:
self.move_func = self.ai
# Each bat has a timer which starts at zero and counts down by one every frame. When a player concedes a point,
# their timer is set to 20, which causes the bat to display a different animation frame. It is also used to
# decide when to create a new ball in the centre of the screen - see comments in Game.update for more on this.
# Finally, it is used in Game.draw to determine when to display a visual effect over the top of the background
self.timer = 0
def update(self):
self.timer -= 1
# Our movement function tells us how much to move on the Y axis
y_movement = self.move_func()
# Apply y_movement to y position, ensuring bat does not go through the side walls
self.y = min(400, max(80, self.y + y_movement))
# Choose the appropriate sprite. There are 3 sprites per player - e.g. bat00 is the left-hand player's
# standard bat sprite, bat01 is the sprite to use when the ball has just bounced off the bat, and bat02
# is the sprite to use when the bat has just missed the ball and the ball has gone out of bounds.
# bat10, 11 and 12 are the equivalents for the right-hand player
frame = 0
if self.timer > 0:
if game.ball.out():
frame = 2
else:
frame = 1
self.image = "bat" + str(self.player) + str(frame)
def ai(self):
# Returns a number indicating how the computer player will move - e.g. 4 means it will move 4 pixels down
# the screen.
# To decide where we want to go, we first check to see how far we are from the ball.
x_distance = abs(game.ball.x - self.x)
# If the ball is far away, we move towards the centre of the screen (HALF_HEIGHT), on the basis that we don't
# yet know whether the ball will be in the top or bottom half of the screen when it reaches our position on
# the X axis. By waiting at a central position, we're as ready as it's possible to be for all eventualities.
target_y_1 = HALF_HEIGHT
# If the ball is close, we want to move towards its position on the Y axis. We also apply a small offset which
# is randomly generated each time the ball bounces. This is to make the computer player slightly less robotic
# - a human player wouldn't be able to hit the ball right in the centre of the bat each time.
target_y_2 = game.ball.y + game.ai_offset
# The final step is to work out the actual Y position we want to move towards. We use what's called a weighted
# average - taking the average of the two target Y positions we've previously calculated, but shifting the
# balance towards one or the other depending on how far away the ball is. If the ball is more than 400 pixels
# (half the screen width) away on the X axis, our target will be half the screen height (target_y_1). If the
# ball is at the same position as us on the X axis, our target will be target_y_2. If it's 200 pixels away,
# we'll aim for halfway between target_y_1 and target_y_2. This reflects the idea that as the ball gets closer,
# we have a better idea of where it's going to end up.
weight1 = min(1, x_distance / HALF_WIDTH)
weight2 = 1 - weight1
target_y = (weight1 * target_y_1) + (weight2 * target_y_2)
# Subtract target_y from our current Y position, then make sure we can't move any further than MAX_AI_SPEED
# each frame
return min(MAX_AI_SPEED, max(-MAX_AI_SPEED, target_y - self.y))
class Game:
def __init__(self, controls=(None, None)):
# Create a list of two bats, giving each a player number and a function to use to receive
# control inputs (or the value None if this is intended to be an AI player)
self.bats = [Bat(0, controls[0]), Bat(1, controls[1])]
# Create a ball object
self.ball = Ball(-1)
# Create an empty list which will later store the details of currently playing impact
# animations - these are displayed for a short time every time the ball bounces
self.impacts = []
# Add an offset to the AI player's target Y position, so it won't aim to hit the ball exactly
# in the centre of the bat
self.ai_offset = 0
def update(self):
# Update all active objects
for obj in self.bats + [self.ball] + self.impacts:
obj.update()
# Remove any expired impact effects from the list. We go through the list backwards, starting from the last
# element, and delete any elements those time attribute has reached 10. We go backwards through the list
# instead of forwards to avoid a number of issues which occur in that scenario. In the next chapter we will
# look at an alternative technique for removing items from a list, using list comprehensions.
for i in range(len(self.impacts) - 1, -1, -1):
if self.impacts[i].time >= 10:
del self.impacts[i]
# Has ball gone off the left or right edge of the screen?
if self.ball.out():
# Work out which player gained a point, based on whether the ball
# was on the left or right-hand side of the screen
scoring_player = 1 if self.ball.x < HALF_WIDTH else 0
losing_player = 1 - scoring_player
# We use the timer of the player who has just conceded a point to decide when to create a new ball in the
# centre of the level. This timer starts at zero at the beginning of the game and counts down by one every
# frame. Therefore, on the frame where the ball first goes off the screen, the timer will be less than zero.
# We set it to 20, which means that this player's bat will display a different animation frame for 20
# frames, and a new ball will be created after 20 frames
if self.bats[losing_player].timer < 0:
self.bats[scoring_player].score += 1
game.play_sound("score_goal", 1)
self.bats[losing_player].timer = 20
elif self.bats[losing_player].timer == 0:
# After 20 frames, create a new ball, heading in the direction of the player who just missed the ball
direction = -1 if losing_player == 0 else 1
self.ball = Ball(direction)
def draw(self):
# Draw background
screen.blit("table", (0,0))
# Draw 'just scored' effects, if required
for p in (0,1):
if self.bats[p].timer > 0 and game.ball.out():
screen.blit("effect" + str(p), (0,0))
# Draw bats, ball and impact effects - in that order. Square brackets are needed around the ball because
# it's just an object, whereas the other two are lists - and you can't directly join an object onto a
# list without first putting it in a list
for obj in self.bats + [self.ball] + self.impacts:
obj.draw()
# Display scores - outer loop goes through each player
for p in (0,1):
# Convert score into a string of 2 digits (e.g. "05") so we can later get the individual digits
score = f"{self.bats[p].score:02d}"
# Inner loop goes through each digit
for i in (0,1):
# Digit sprites are numbered 00 to 29, where the first digit is the colour (0 = grey,
# 1 = blue, 2 = green) and the second digit is the digit itself
# Colour is usually grey but turns red or green (depending on player number) when a
# point has just been scored
colour = "0"
other_p = 1 - p
if self.bats[other_p].timer > 0 and game.ball.out():
colour = "2" if p == 0 else "1"
image = "digit" + colour + str(score[i])
screen.blit(image, (255 + (160 * p) + (i * 55), 46))
def play_sound(self, name, count=1, menu_sound=False):
# Some sounds have multiple varieties. If count > 1, we'll randomly choose one from those
# We don't play any in-game sound effects if player 0 is an AI player - as this means we're on the menu
# Updated Jan 2022 - some Pygame installations have issues playing ogg sound files. play_sound can skip sound
# errors without stopping the game, but it previously couldn't be used for menu-only sounds
if self.bats[0].move_func != self.bats[0].ai or menu_sound:
# Pygame Zero allows you to write things like 'sounds.explosion.play()'
# This automatically loads and plays a file named 'explosion.wav' (or .ogg) from the sounds folder (if
# such a file exists)
# But what if you have files named 'explosion0.ogg' to 'explosion5.ogg' and want to randomly choose
# one of them to play? You can generate a string such as 'explosion3', but to use such a string
# to access an attribute of Pygame Zero's sounds object, we must use Python's built-in function getattr
try:
getattr(sounds, name + str(random.randint(0, count - 1))).play()
except Exception as e:
pass
def p1_controls():
move = 0
if keyboard.z or keyboard.down:
move = PLAYER_SPEED
elif keyboard.a or keyboard.up:
move = -PLAYER_SPEED
return move
def p2_controls():
move = 0
if keyboard.m:
move = PLAYER_SPEED
elif keyboard.k:
move = -PLAYER_SPEED
return move
class State(Enum):
MENU = 1
PLAY = 2
GAME_OVER = 3
num_players = 1
# Is space currently being held down?
space_down = False
# Pygame Zero calls the update and draw functions each frame
def update():
global state, game, num_players, space_down
# Work out whether the space key has just been pressed - i.e. in the previous frame it wasn't down,
# and in this frame it is.
space_pressed = False
if keyboard.space and not space_down:
space_pressed = True
space_down = keyboard.space
if state == State.MENU:
if space_pressed:
# Switch to play state, and create a new Game object, passing it the controls function for
# player 1, and if we're in 2 player mode, the controls function for player 2 (otherwise the
# 'None' value indicating this player should be computer-controlled)
state = State.PLAY
controls = [p1_controls]
controls.append(p2_controls if num_players == 2 else None)
game = Game(controls)
else:
# Detect up/down keys
if num_players == 2 and keyboard.up:
game.play_sound("up", menu_sound=True)
num_players = 1
elif num_players == 1 and keyboard.down:
game.play_sound("down", menu_sound=True)
num_players = 2
# Update the 'attract mode' game in the background (two AIs playing each other)
game.update()
elif state == State.PLAY:
# Has anyone won?
if max(game.bats[0].score, game.bats[1].score) > 9:
state = State.GAME_OVER
else:
game.update()
elif state == State.GAME_OVER:
if space_pressed:
# Reset to menu state
state = State.MENU
num_players = 1
# Create a new Game object, without any players
game = Game()
def draw():
game.draw()
if state == State.MENU:
menu_image = "menu" + str(num_players - 1)
screen.blit(menu_image, (0,0))
elif state == State.GAME_OVER:
screen.blit("over", (0,0))
# The mixer allows us to play sounds and music
try:
pygame.mixer.quit()
pygame.mixer.init(44100, -16, 2, 1024)
music.play("theme")
music.set_volume(0.3)
except Exception:
# If an error occurs (e.g. no sound device), just ignore it
pass
# Set the initial game state
state = State.MENU
# Create a new Game object, without any players
game = Game()
# Tell Pygame Zero to start - this line is only required when running the game from an IDE such as IDLE or PyCharm
pgzrun.go()