stupidpythonprojects/arcadegame/main.py

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2016-09-12 15:19:48 +02:00
#!/usr/bin/python
import pygame
import math
from pygame.locals import *
from sys import exit
from ball import *
from bat import *
from eventhandler import *
import eventhandler
pygame.init();
#spielvariablen:
PLAYER_SPEED = 8
KI_SPEED = 12
GAMESPEED = 1.0
MAXSPEED = 3.0
SPEEDFAKTOR = 1.2
PADHEIGHT = 100.0
FPS = 60
#hole infos ueber die derzeitige displaykonfiguration
dinfo = pygame.display.Info();
#mache einen neuen Bildschirm in vollbild
screen = pygame.display.set_mode(( dinfo.current_w, dinfo.current_h),FULLSCREEN | HWSURFACE,dinfo.bitsize);
#screen = pygame.display.set_mode(( 800, 600),HWSURFACE,dinfo.bitsize);
font = pygame.font.SysFont("arial", 30);
myball = ball(1050,50,-5,5)
batleft = bat(20,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, PLAYER_SPEED, dinfo.current_h)
batright = bat(dinfo.current_w-50,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, KI_SPEED, dinfo.current_h)
e_handler=EventHandler()
keys = KeyHandler()
keys.registerKey(K_ESCAPE)
keys.registerKey(K_UP)
keys.registerKey(K_DOWN)
clock = pygame.time.Clock()
speed = GAMESPEED;
pointleft = 0
pointright = 0
error_counter = 0
ticktime = 0.0
realFps = 0
fpsCounter = 0
lastFps = 0
while True:
#timer:
ticktime = clock.tick(FPS)
#zeichenoperationen:
if (ticktime<1000.0/FPS+10):
screen.fill((0,0,0))
myball.draw(screen)
batleft.draw(screen)
batright.draw(screen)
screen.blit( font.render(str(""+str(pointleft)+" : "+str(pointright)), True, (255, 255, 255)), (dinfo.current_w/2-30, 20) )
screen.blit( font.render(str(lastFps), True, (255, 255, 255)), (dinfo.current_w/2-30, 60) )
pygame.display.update()
realFps +=1
#logik:
e_handler.update()
keys.update(e_handler)
fpsCounter +=1
if fpsCounter >= FPS:
lastFps = realFps
fpsCounter = 0
realFps = 0
#spieler:
if keys.getKeyState(K_UP) == KEY_HOLD:
batleft.moveUp()
if keys.getKeyState(K_DOWN) == KEY_HOLD:
batleft.moveDown()
#computer:
if myball.getY() < batright.getY()+20:
batright.moveUp()
if myball.getY() > batright.getY()+PADHEIGHT-20:
batright.moveDown()
#kollisionsabfragen:
if batleft.checkCollision(myball.getX(), myball.getY()) and myball.getDx() <0:
x = myball.getX()
y = myball.getY()
y2 = batleft.getY()
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
dx = 7.5-math.fabs(dy)
myball.setDx(dx*speed)
myball.setDy(dy*speed)
speed *= SPEEDFAKTOR
if batright.checkCollision(myball.getX(), myball.getY()) and myball.getDx()>0:
x = myball.getX()
y = myball.getY()
y2 = batright.getY()
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
dx = 7.5-math.fabs(dy)
myball.setDx(-dx*speed)
myball.setDy(dy*speed)
speed *= SPEEDFAKTOR
if speed > MAXSPEED:
speed = MAXSPEED
if myball.getY()-10<0 or myball.getY()+10>dinfo.current_h:
myball.setDy(-myball.getDy())
myball.update()
if myball.getX() < 0:
pointright +=1
speed = GAMESPEED
myball.setX(dinfo.current_w/2)
myball.setY(dinfo.current_h/2)
myball.setDx(-6)
myball.setDy(0)
if myball.getX() > dinfo.current_w:
pointleft +=1
speed = GAMESPEED
myball.setX(dinfo.current_w/2)
myball.setY(dinfo.current_h/2)
myball.setDx(6)
myball.setDy(0)
if keys.getKeyState(K_ESCAPE) != KEY_INACTIVE:
exit()