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breakout.py
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import sys, pygame, random
#import numpy as np
import breakodb, gameui as gui, breakoutils as utils, powerups as pups
class Game(object):
XP_EVENT = 10
XP_LEVEL = 4000
numLives = 3
fps = 120
fSpeed = 4
size = width, height = gui.Brick.width * 12, 840
version = "1.8"
rmRUN= 2** 0
rmSTATS=2** 1
rmPAUSE=2** 2
rmQUIT= 2**10
def __init__(self, idUser):
self.db = breakodb.Db()
eventTypes = self.db.getEventDict()
self.events=utils.Events(self.onAddEvent, eventTypes)
if idUser:
self.users=self.db.getUser(idUser)
else:
self.users=self.db.getUsers()
self.userIndex = 0
self.idUser = self.users[self.userIndex][0]
self.userName=self.users[self.userIndex][1]
self.idSession = self.db.newSession(self.idUser)
pygame.init()
pygame.mouse.set_visible(0)
self.screen = pygame.display.set_mode(Game.size)
image = pygame.image.load("img/PowerupBoxMultiBall.png")
image = pygame.transform.scale(image,(32, 32))
pygame.display.set_icon(image)
self.bgColor = gui.colors["gray10"]
pygame.display.set_caption('Break Out, go ahead and give it to me')
self.fontHuge = pygame.font.Font(pygame.font.get_default_font(), 24)
self.fontLarge = pygame.font.Font(pygame.font.get_default_font(), 20)
self.font = pygame.font.SysFont("calibri", 14)
self.fontSmall = pygame.font.SysFont("SegoeUI", 9)
self.clock = pygame.time.Clock()
self.pupSpawnRates = pups.PowerUps.setSpawnFactors(self)
self.levelThreshold = 0.9
#self.levelThreshold = 0.03
# gFont = pygame.freetype.Font("Comic Sans MS", 24)
# text_surface = font.render('Hello world', antialias=True, color=(255, 0, 0))
def updateProgressBar(self):
top=2
percent = (self.totalBricks -
len(self.bricks)) / (self.hitThisManyBricksForNextLevel + 1)
if percent>1:
percent=1
barWidth = self.paddle.rect.width * percent
progressDone = self.paddle.image.subsurface((0,top,barWidth,2))
progressDone.fill(gui.fadeColor(self.paddle.color, gui.colors["navy"], percent))
# returns true if still alive
def updateLives(self, delta=0):
self.lives += delta
if self.lives < 1 and not self.newGameWait:
self.endGame(self.events.evDict["NoLives"][0])
self.idGame = 0
self.newGameWait = True
# self.waitList.add(4*1000, self.newGame)
return False
size = 3
pad = 4
top = 6
b = self.paddle.image.subsurface((0, top, self.paddle.rect.width, size))
b.fill(self.paddle.color)
for v in range(self.lives - 1):
x = pad + v*(size+pad)
if (x + size < self.paddle.rect.width):
b = self.paddle.image.subsurface((x,top,size,size))
b.fill(gui.fadeColor(self.paddle.color, gui.colors["gray15"], 50))
return True
def endGame(self, endTrigger):
# self.db.saveEvents(self.idGame, self.events.details)
self.endLevel()
self.db.endGame(self.idGame, self.level, endTrigger)
def newGame(self):
self.setXP()
self.events.gameCache = {}
self.idGame = self.db.newGame(self.idSession, self.events.evDict["AbnormalEnd"][0])
self.lives = Game.numLives
self.level = 0
# self.level = random.randint(1, 50)
self.newLevel()
def setXP(self):
#careerEvents = game.db.getUserStats(self.idUser)
careerEvents = self.db.getUserStats(self.idUser)
evCount = 0
for i in range(len(careerEvents)):
evCount += int(careerEvents[i][1])
self.xpDict = self.db.getXPDict(self.idUser)
self.xp = (
1000 * self.xpDict["Sessions"]
+ 2000 * self.xpDict["Games"]
+ Game.XP_LEVEL * self.xpDict["Levels"]
+ Game.XP_EVENT * evCount
)
def newLevel(self):
self.level += 1
self.xp += Game.XP_LEVEL
self.events.levelCache = {}
self.idLevel = self.db.newLevel(self.idGame, self.level)
self.levelPauseDuration = 0
self.maxBalls = 1
self.allsprites = pygame.sprite.Group()
self.bricks = pygame.sprite.Group()
self.balls = pygame.sprite.Group()
self.powerUps = pygame.sprite.Group()
self.paddle = gui.Paddle(self)
self.allsprites.add(self.paddle)
self.updateLives()
self.waitList = utils.WaitList()
self.totalBricks = gui.Wall.render(self)
self.hitThisManyBricksForNextLevel = int(self.totalBricks*self.levelThreshold)
self.waitList.add(1000, self.addBall)
self.newGameWait = False
self.invinciBalls = False
self.grantLife()
def delayNewLevel(self):
for b in self.balls:
b.fSpeed = 0.5
b.alive = False
self.waitList.add(3 * 1000, self.newLevel)
self.endLevel()
@staticmethod
def getNumCols():
return int(Game.width/gui.Brick.width)
def endLevel(self):
self.db.endLevel(self.idLevel, self.maxBalls,
int(self.levelPauseDuration / 1000 + 0.5))
self.db.saveEvents(self.idLevel, self.events.details)
self.events.clear()
def endPause(self):
pauseDuration = pygame.time.get_ticks() - self.pauseStart
self.waitList.addPauseDuration(pauseDuration)
self.events.add("EndPause")
for b in self.balls:
b.waitList.addPauseDuration(pauseDuration)
self.levelPauseDuration += pauseDuration
def showStats(self):
userStatsSurf = pygame.Surface([200, Game.height - 150])
userStatsSurf.fill(self.bgColor)
gameStatsSurf = userStatsSurf.copy()
levelStatsSurf = userStatsSurf.copy()
gameWaitTop = self.renderData(self.xpDict, userStatsSurf, heading="User Stats")
gameWaitTop = self.renderData(self.db.getUserStats(self.idUser),
userStatsSurf, top=gameWaitTop+15)
# gameWaitTop = self.renderData(game.db.getUserStats(self.idUser),
# userStatsSurf, heading="User Stats")
# gameWaitTop = self.renderData(game.xpDict, userStatsSurf, top=gameWaitTop+15)
self.screen.blit(userStatsSurf, (50,50))
self.showGameStats(gameStatsSurf)
self.showLevelStats(levelStatsSurf)
if self.newGameWait:
self.renderText("Game Over. Press Enter for new game, Esc to quit",
self.screen, gameWaitTop + 70, self.fontHuge, gui.colors["orangered"] )
s = "Version %s. © 2021, 2022 Rado Shaq Enterprises. All rights reserved. Any retransmission or rebroadcast of this game is strictly encouraged. Your mileage may vary. Similarities to real life are purely coincidental." % Game.version
self.renderText(s, self.screen, Game.height - 20,
self.fontSmall, gui.colors["peachpuff3"] )
def showGameStats(self, gameSurf):
curTop = self.renderData(self.events.gameCache, gameSurf, heading="Game Stats")
# TODO: show sysStats via flag set by hotkey?
sysStats = [
["Frames per second", self.fps],
["Speed factor", self.fSpeed],
["Bricks needed threshold", self.levelThreshold],
]
curTop = self.renderData(sysStats, gameSurf, curTop + 40, font=self.fontSmall)
curTop = self.renderData(self.pupSpawnRates, gameSurf, curTop, font=self.fontSmall)
self.screen.blit(gameSurf, (50+225,50))
def showLevelStats(self, levelSurf):
curTop = self.renderData(self.events.levelCache, levelSurf,
heading="Level " + str(self.level) + " Stats")
levelStats=[
["Bricks remaning", len(self.bricks)],
["Bricks to hit", self.hitThisManyBricksForNextLevel + len(self.bricks)
- self.totalBricks],
["Balls in Play", len(self.balls)],
["Maximum Balls", self.maxBalls],
]
curTop = self.renderData(levelStats, levelSurf, curTop)
self.screen.blit(levelSurf, (50+225*2,50))
return curTop
def showUserLevelOnClearScreen(self):
self.screen.fill(self.bgColor)
s = self.userName + " Level " + str(self.level)
userColor = gui.colors["cadetblue2"]
self.renderText(s, self.screen, 0, self.fontHuge, userColor)
self.renderText("XP: " + str(self.xp), self.screen, 0, self.fontLarge,
userColor, rightJustify=True)
def renderData(self, data, destSurf=None, top=None, color=gui.colors["peachpuff"],
font=None, heading=None ):
padding = 4
if font is None:
font = self.font
if destSurf==None:
destSurf = self.screen
if top==None:
top=0
curTop = top
if heading is not None:
rect = self.renderText(heading, destSurf, top, self.fontLarge, color)
curTop += rect.height + padding
if type(data) is str:
self.renderText(data, destSurf, top, font, color)
elif type(data) is list:
for i in range(len(data)):
self.renderText(data[i][0], destSurf, curTop, font, color)
rect = self.renderText(str(data[i][1]), destSurf, curTop,
font, color, rightJustify=True)
curTop += rect.height + padding
elif type(data) is dict:
for k, v in data.items():
self.renderText(k, destSurf, curTop, font, color)
rect = self.renderText(str(v), destSurf, curTop, font, color, rightJustify=True)
curTop += rect.bottom + padding
return curTop
def renderText(self, s, destSurf, top, font, color, rightJustify=False):
tSurface = font.render(s, True, color, self.bgColor)
tRect = tSurface.get_rect()
if rightJustify:
tRect.right = destSurf.get_rect().right
else:
tRect.x = destSurf.get_rect().x
tRect.y = top
destSurf.blit(tSurface, tRect)
return tSurface.get_rect()
def addBall(self, fSpeed=None):
ball = gui.Ball(self, fSpeed)
self.allsprites.add(ball)
self.balls.add(ball)
self.maxBalls = max(self.maxBalls, len(self.balls))
return ball
def addBallRandomSpeed(self):
ball = self.addBall(random.random()*4 + 1)
def grantLife(self):
if self.level > 0:
if random.random() < 0.2 + 1/(self.level+1):
delay = gui.Ball.deathDelay + (random.random()*4.5 + 0.5)*1000
self.waitList.add(delay-0.5*1000,
lambda: gui.Wall.sunsetGlow(self))
self.waitList.add(delay,
# lambda: pups.PowerUps.spawn(game, globals()["PUpExtraLife"]))
lambda: pups.PowerUps.spawn(self, pups.PUpExtraLife))
pass
def spawnRandomPup(self, x, y):
pups.PowerUps.spawnRandom(self, x, y)
def onAddEvent(self):
self.xp += Game.XP_EVENT
def processGameEvents(self, runMode):
for event in pygame.event.get():
if event.type == pygame.MOUSEMOTION:
pygame.mouse.set_visible(1)
self.mouseVisibleKill = pygame.time.get_ticks()+3*1000
if event.type == pygame.QUIT:
if runMode==Game.rmSTATS:
self.endPause()
runMode=Game.rmQUIT
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if runMode==Game.rmSTATS and not self.newGameWait:
self.endPause()
self.newGameWait = False
runMode=Game.rmQUIT
if event.key == pygame.K_u:
#self.level += 1
self.newLevel()
if event.key == pygame.K_d:
self.level -= 2
self.newLevel()
if event.key == pygame.K_RETURN:
if self.newGameWait:
runMode=Game.rmRUN
self.newGame()
else:
if runMode==Game.rmRUN:
self.pauseStart = pygame.time.get_ticks()
runMode=Game.rmSTATS
self.events.add("StartPause")
else:
self.endPause()
runMode=Game.rmRUN
return runMode
def runGame(self):
self.paddle.handle_keys()
self.balls.update()
self.powerUps.update()
self.bricks.update()
self.waitList.process()
self.allsprites.draw(self.screen)
def run(self):
self.newGame()
#runMode="r"
runMode=Game.rmRUN
self.pauseStart = 0
self.mouseVisibleKill = 0
while runMode != Game.rmQUIT:
self.clock.tick(Game.fps)
if pygame.time.get_ticks() > self.mouseVisibleKill:
pygame.mouse.set_visible(0)
self.mouseVisibleKill = 0
runMode=self.processGameEvents(runMode)
self.showUserLevelOnClearScreen()
if self.newGameWait:
runMode = Game.rmSTATS
if runMode == Game.rmRUN:
self.runGame()
elif runMode==Game.rmSTATS:
self.showStats()
pygame.display.flip()
self.endGame(self.events.evDict["UserQuit"][0])
self.db.endSession(self.idSession)
@staticmethod
def play(idUser=None):
Game(idUser).run()
if __name__ == '__main__':
Game.play()
pygame.quit()
sys.exit()