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added a brickout-game in pygame + uml digramm
I added a brickout-game in pygame + uml diagram for representing the classes and its relations.
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Christian Bender
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Jan 26, 2018
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# Brickout-Game in pygame | ||
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This is a simple brickout-game. It's includes ball, paddle, brick wall | ||
and additional collision detection between this objects. Furthermore logic for winning and losing and | ||
scoring. The game is written in **Python 2**. | ||
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You start the game with ```python game.py``` | ||
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The game runs with 60 frames per second. | ||
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I used a code sample for the basic structure of pygame from this site [http://programarcadegames.com/](http://programarcadegames.com/) | ||
The site contains a comprehensive introduction in Python and Pygame. In addition many many examples. | ||
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""" | ||
Pygame base template for opening a window | ||
Sample Python/Pygame Programs | ||
Simpson College Computer Science | ||
http://programarcadegames.com/ | ||
http://simpson.edu/computer-science/ | ||
Explanation video: http://youtu.be/vRB_983kUMc | ||
------------------------------------------------- | ||
Author for the Brickout game is Christian Bender | ||
That includes the classes Ball, Paddle, Brick, and BrickWall. | ||
""" | ||
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import pygame | ||
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# Define some colors | ||
BLACK = (0, 0, 0) | ||
WHITE = (255, 255, 255) | ||
GREEN = (0, 255, 0) | ||
RED = (255, 0, 0) | ||
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pygame.init() | ||
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# Set the width and height of the screen [width, height] | ||
size = (700, 500) | ||
screen = pygame.display.set_mode(size) | ||
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""" | ||
This is a simple Ball class for respresenting a ball | ||
in the game. | ||
""" | ||
class Ball(object): | ||
def __init__ (self, screen, radius,x,y): | ||
self.__screen = screen | ||
self._radius = radius | ||
self._xLoc = x | ||
self._yLoc = y | ||
self.__xVel = 5 | ||
self.__yVel = -3 | ||
w, h = pygame.display.get_surface().get_size() | ||
self.__width = w | ||
self.__height = h | ||
def draw(self): | ||
""" | ||
draws the ball onto screen. | ||
""" | ||
pygame.draw.circle(screen,(255, 0, 0) , (self._xLoc,self._yLoc), self._radius) | ||
def update(self, paddle, brickwall): | ||
""" | ||
moves the ball at the screen. | ||
contains some collision detection. | ||
""" | ||
self._xLoc += self.__xVel | ||
self._yLoc += self.__yVel | ||
if self._xLoc == self._radius: | ||
self.__xVel *= -1 | ||
elif self._xLoc >= self.__width - self._radius: | ||
self.__xVel *= -1 | ||
if self._yLoc == self._radius: | ||
self.__yVel *= -1 | ||
elif self._yLoc >= self.__height - self._radius: | ||
return True | ||
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# for bouncing off the bricks. | ||
if brickwall.collide(self): | ||
self.__yVel *= -1 | ||
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# collision deection between ball and paddle | ||
paddleX = paddle._xLoc | ||
paddleY = paddle._yLoc | ||
paddleW = paddle._width | ||
paddleH = paddle._height | ||
ballX = self._xLoc | ||
ballY = self._yLoc | ||
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if ((ballX + self._radius) >= paddleX and ballX <= (paddleX + paddleW)) \ | ||
and ((ballY + self._radius) >= paddleY and ballY <= (paddleY + paddleH)): | ||
self.__yVel *= -1 | ||
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return False | ||
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""" | ||
Simple class for representing a paddle | ||
""" | ||
class Paddle (object): | ||
def __init__ (self, screen, width, height,x,y): | ||
self.__screen = screen | ||
self._width = width | ||
self._height = height | ||
self._xLoc = x | ||
self._yLoc = y | ||
w, h = pygame.display.get_surface().get_size() | ||
self.__W = w | ||
self.__H = h | ||
def draw(self): | ||
""" | ||
draws the paddle onto screen. | ||
""" | ||
pygame.draw.rect(screen, (0,0,0), (self._xLoc,self._yLoc,self._width,self._height),0) | ||
def update(self): | ||
""" | ||
moves the paddle at the screen via mouse | ||
""" | ||
x,y = pygame.mouse.get_pos() | ||
if x >= 0 and x <= (self.__W - self._width): | ||
self._xLoc = x | ||
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""" | ||
This class represents a simple Brick class. | ||
For representing bricks onto screen. | ||
""" | ||
class Brick (pygame.sprite.Sprite): | ||
def __init__(self, screen, width, height, x,y): | ||
self.__screen = screen | ||
self._width = width | ||
self._height = height | ||
self._xLoc = x | ||
self._yLoc = y | ||
w, h = pygame.display.get_surface().get_size() | ||
self.__W = w | ||
self.__H = h | ||
self.__isInGroup = False | ||
def draw(self): | ||
""" | ||
draws the brick onto screen. | ||
color: rgb(56, 177, 237) | ||
""" | ||
pygame.draw.rect(screen, (56, 177, 237), (self._xLoc,self._yLoc,self._width,self._height),0) | ||
def add (self, group): | ||
""" | ||
adds this brick to a given group. | ||
""" | ||
group.add(self) | ||
self.__isInGroup = True | ||
def remove(self, group): | ||
""" | ||
removes this brick from the given group. | ||
""" | ||
group.remove(self) | ||
self.__isInGroup = False | ||
def alive(self): | ||
""" | ||
returns true when this brick is belong to the brick wall. | ||
otherwise false | ||
""" | ||
return self.__isInGroup | ||
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def collide(self, ball): | ||
""" | ||
collision deection between ball and this brick | ||
""" | ||
brickX = self._xLoc | ||
brickY = self._yLoc | ||
brickW = self._width | ||
brickH = self._height | ||
ballX = ball._xLoc | ||
ballY = ball._yLoc | ||
radius = ball._radius | ||
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if ((ballX + radius) >= brickX and ballX <= (brickX + brickW)) \ | ||
and ((ballY + radius) >= brickY and ballY <= (brickY + brickH)): | ||
return True | ||
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return False | ||
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""" | ||
This is a simple class for representing a | ||
brick wall. | ||
""" | ||
class BrickWall (pygame.sprite.Group): | ||
def __init__ (self,screen, x, y, width, height): | ||
self.__screen = screen | ||
self._x = x | ||
self._y = y | ||
self._width = width | ||
self._height = height | ||
self._bricks = [] | ||
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X = x | ||
Y = y | ||
for i in range(3): | ||
for j in range(4): | ||
self._bricks.append(Brick(screen,width,height,X,Y)) | ||
X += width + (width/ 7.0) | ||
Y += height + (height / 7.0) | ||
X = x | ||
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def add(self,brick): | ||
""" | ||
adds a brick to this BrickWall (group) | ||
""" | ||
self._bricks.append(brick) | ||
def remove(self,brick): | ||
""" | ||
removes a brick from this BrickWall (group) | ||
""" | ||
self._bricks.remove(brick) | ||
def draw(self): | ||
""" | ||
draws all bricks onto screen. | ||
""" | ||
for brick in self._bricks: | ||
if brick != None: | ||
brick.draw() | ||
def update(self, ball): | ||
""" | ||
checks collision between ball and bricks. | ||
""" | ||
for i in range(len(self._bricks)): | ||
if ((self._bricks[i] != None) and self._bricks[i].collide(ball)): | ||
self._bricks[i] = None | ||
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# removes the None-elements from the brick list. | ||
for brick in self._bricks: | ||
if brick == None: | ||
self._bricks.remove(brick) | ||
def hasWin(self): | ||
""" | ||
Has player win the game? | ||
""" | ||
return len(self._bricks) == 0 | ||
def collide (self, ball): | ||
""" | ||
check collisions between the ball and | ||
any of the bricks. | ||
""" | ||
for brick in self._bricks: | ||
if brick.collide(ball): | ||
return True | ||
return False | ||
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# The game objects ball, paddle and brick wall | ||
ball = Ball(screen,25,350,250) | ||
paddle = Paddle(screen,100,20,250,450) | ||
brickWall = BrickWall(screen,25,25,150,50) | ||
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isGameOver = False # determines whether game is lose | ||
gameStatus = True # game is still running | ||
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score = 0 # score for the game. | ||
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pygame.display.set_caption("Brickout-game") | ||
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# Loop until the user clicks the close button. | ||
done = False | ||
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# Used to manage how fast the screen updates | ||
clock = pygame.time.Clock() | ||
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# for displaying text in the game | ||
pygame.font.init() # you have to call this at the start, | ||
# if you want to use this module. | ||
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# message for game over | ||
mgGameOver = pygame.font.SysFont('Comic Sans MS', 60) | ||
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# message for winning the game. | ||
mgWin = pygame.font.SysFont('Comic Sans MS', 60) | ||
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# message for score | ||
mgScore = pygame.font.SysFont('Comic Sans MS', 60) | ||
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textsurfaceGameOver = mgGameOver.render('Game Over!', False, (0, 0, 0)) | ||
textsurfaceWin = mgWin.render("You win!",False,(0,0,0)) | ||
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0)) | ||
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# -------- Main Program Loop ----------- | ||
while not done: | ||
# --- Main event loop | ||
for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
done = True | ||
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# --- Game logic should go here | ||
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# --- Screen-clearing code goes here | ||
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# Here, we clear the screen to white. Don't put other drawing commands | ||
# above this, or they will be erased with this command. | ||
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# If you want a background image, replace this clear with blit'ing the | ||
# background image. | ||
screen.fill(WHITE) | ||
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# --- Drawing code should go here | ||
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""" | ||
Because I use OOP in the game logic and the drawing code, | ||
are both in the same section. | ||
""" | ||
if gameStatus: | ||
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# first draws ball for appropriate displaying the score. | ||
brickWall.draw() | ||
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# for counting and displaying the score | ||
if brickWall.collide(ball): | ||
score += 10 | ||
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0)) | ||
screen.blit(textsurfaceScore,(300,0)) | ||
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# after scoring. because hit bricks are removed in the update-method | ||
brickWall.update(ball) | ||
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paddle.draw() | ||
paddle.update() | ||
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if ball.update(paddle, brickWall): | ||
isGameOver = True | ||
gameStatus = False | ||
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if brickWall.hasWin(): | ||
gameStatus = False | ||
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ball.draw() | ||
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else: # game isn't running. | ||
if isGameOver: # player lose | ||
screen.blit(textsurfaceGameOver,(0,0)) | ||
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0)) | ||
screen.blit(textsurfaceScore,(300,0)) | ||
elif brickWall.hasWin(): # player win | ||
screen.blit(textsurfaceWin,(0,0)) | ||
textsurfaceScore = mgScore.render("score: "+str(score),False,(0,0,0)) | ||
screen.blit(textsurfaceScore,(300,0)) | ||
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# --- Go ahead and update the screen with what we've drawn. | ||
pygame.display.flip() | ||
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# --- Limit to 60 frames per second | ||
clock.tick(60) | ||
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# Close the window and quit. | ||
pygame.quit() |
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