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import pygame.draw
from setup import *
class Ball:
radius = 15
gravity = 9.81 / 1000
def __init__(self, pos, vel, collide_list):
self.position = pygame.Vector2(pos)
self.velocity = pygame.Vector2(vel)
self.acceleration = pygame.Vector2(0, self.gravity)
self.angle = 0
self.shot_taken = False
self.on_ground = False
self.collide_list = collide_list
def get_input(self):
if pygame.mouse.get_pressed(3)[0]:
self.shoot()
def shoot(self):
if not self.shot_taken:
self.shot_taken = True
self.velocity, self.angle = self.get_initial()
def get_initial(self):
mouse_position = pygame.Vector2(pygame.mouse.get_pos())
velocity = pygame.Vector2(
mouse_position.x - self.position.x, mouse_position.y - self.position.y).normalize()
distance = math.sqrt(pow(mouse_position.x - self.position.x, 2) + pow(mouse_position.y - self.position.y, 2))
# print(distance)
distance /= 45
distance = min(distance, 12)
velocity.x *= distance
velocity.y *= distance
# angle = math.atan((mouse_position.y - self.position.y) / (mouse_position.x - self.position.x)) # radians
angle = 0
return velocity, angle
def update(self, delta):
self.get_input()
if self.shot_taken:
self.position, self.velocity = self.get_movement(delta, self.collide_list)
def get_movement(self, delta, collide_list):
position, velocity = self.position.copy(), self.velocity.copy()
self.on_ground = False
position.y += velocity.y
for thing in collide_list:
if thing.get_rect().colliderect(self.get_rect(position.x, position.y)):
if velocity.y > 0:
position.y = thing.position.y - self.radius
self.on_ground = True
else:
position.y = thing.position.y + thing.height + self.radius
velocity.y *= -0.7
velocity.y += self.acceleration.y * delta
if self.on_ground and abs(velocity.y) < 0.6:
velocity.y = 0
position.x += velocity.x
for thing in collide_list:
if thing.get_rect().colliderect(self.get_rect(position.x, position.y)):
if velocity.x > 0:
position.x = thing.position.x - self.radius
else:
position.x = thing.position.x + thing.width + self.radius
velocity.x *= -0.7
velocity.x += self.acceleration.x * delta
if self.on_ground:
velocity.x *= 0.9
if self.on_ground and abs(velocity.x) < 0.1:
velocity.x = 0
return position, velocity
def get_rect(self, x=None, y=None):
if x is None:
x = self.position.x
if y is None:
y = self.position.y
return pygame.Rect(x - self.radius, y - self.radius, self.radius * 2, self.radius * 2)
def draw(self, surf):
pygame.draw.circle(surf, Colour.ORANGE, self.position, self.radius)
class BallPath(Ball):
num_dots = 5
# separation_distance = 0 gets too long to calc when bounce on floor
separation_counts = 6
radius = Ball.radius * 0.85
def __init__(self, pos, vel, collide_list):
super().__init__(pos, vel, collide_list)
self.path = []
self.initial_position = pygame.Vector2(pos)
def update(self, delta):
self.position = self.initial_position.copy()
self.velocity, self.angle = self.get_initial()
self.path = [self.position]
time = (1000 / fps) # for a smoother result
dots = 0
counter = 0
while (-self.radius < self.position.x < SCREEN_WIDTH + self.radius and
self.position.y < SCREEN_HEIGHT + self.radius):
self.position, self.velocity = self.get_movement(time, self.collide_list)
counter += 1
if counter % self.separation_counts == 0:
# if len(self.path) == 0 or (
# pow(self.path[-1].y - self.position.y, 2) + pow(self.path[-1].x - self.position.x, 2) > pow(
# self.separation_distance, 2)):
self.path.append(self.position)
dots += 1
if dots == self.num_dots:
break
# print(self.path, self.position, self.velocity)
def draw(self, surf):
for pos in self.path:
pygame.draw.circle(surf, Colour.LIGHT_GRAY, pos, self.radius)
class Net:
width, height = Ball.radius * 2 * 2, Ball.radius * 3
rim_width = 2
pole_width = 30
backboard_height = Ball.radius * 5
def __init__(self, pos):
self.position = pygame.Vector2(pos)
self.can_score = False
self.left_wall = Wall((self.position.x - self.rim_width / 2, self.position.y), self.rim_width, self.height,
Colour.WHITE)
self.right_wall = Wall((self.position.x + self.width - self.rim_width / 2, self.position.y), self.rim_width,
self.height, Colour.WHITE)
self.pole = Wall((self.right_wall.position.x + self.rim_width, self.position.y - self.backboard_height),
self.pole_width, SCREEN_HEIGHT - self.position.y, Colour.DARK_GRAY)
self.scored = False
def update(self, ball):
if not self.can_score and ball.position.y < self.position.y:
self.can_score = True
if self.can_score and self.get_rect().colliderect(ball.get_rect()):
self.scored = True
return self.scored
def get_rect(self):
return pygame.Rect(self.position.x, self.position.y, self.width, self.height)
def draw(self, surf):
pygame.draw.rect(surf, Colour.WHITE, self.get_rect())
class Wall:
def __init__(self, pos, width, height, colour):
self.position = pygame.Vector2(pos)
self.width = width
self.height = height
self.colour = colour
def get_rect(self):
return pygame.Rect(self.position, (self.width, self.height))
def draw(self, surf):
pygame.draw.rect(surf, self.colour, self.get_rect())
class Game:
font = pygame.font.Font('Main/gomarice_no_continue.ttf', 64)
small_font = pygame.font.Font('Main/gomarice_no_continue.ttf', 32)
points = 0
attempts = 0
def __init__(self):
self.net = Net((SCREEN_WIDTH * 4 / 5, SCREEN_HEIGHT / 3))
self.collision_list = [self.net.left_wall, self.net.right_wall, self.net.pole,
Wall((0, SCREEN_HEIGHT * 4 / 5), SCREEN_WIDTH, SCREEN_HEIGHT / 5, Colour.TAN)]
self.ball = Ball((random.randint(SCREEN_WIDTH/10, SCREEN_WIDTH/1.5), SCREEN_HEIGHT * 2 / 3), (0, 0), self.collision_list)
self.ball_path = BallPath(self.ball.position, self.ball.velocity, self.collision_list)
self.scored = False
self.points_added = False
self.attempt_added = False
self.game_over = False
self.timer = 2000
def update(self, delta):
self.ball.update(delta)
if not self.ball.shot_taken:
self.ball_path.update(delta)
self.scored = self.net.update(self.ball)
if not self.points_added and self.scored:
self.points += 1
self.points_added = True
if not self.attempt_added and pygame.mouse.get_pressed(3)[0]:
self.attempts += 1
self.attempt_added = True
if not self.game_over and self.ball.shot_taken and (self.ball.velocity == pygame.Vector2(0, 0) or not (
-self.ball.radius < self.ball.position.x < SCREEN_WIDTH + self.ball.radius and
self.ball.position.y < SCREEN_HEIGHT + self.ball.radius)):
self.game_over = True
if self.game_over:
self.timer -= delta
if self.timer <= 0:
self.__init__()
def draw(self, surf):
surf.fill(Colour.BLUE)
if not self.ball.shot_taken:
self.ball_path.draw(surf)
for thing in self.collision_list:
thing.draw(surf)
# self.net.draw(surf)
self.ball.draw(surf)
if self.game_over:
if self.scored:
text = self.font.render("YOU SCORED", True, Colour.WHITE)
text_rect = text.get_rect(center=center)
text2 = self.font.render("YOU SCORED", True, Colour.DARK_GRAY)
text_rect2 = text.get_rect(center=center-pygame.Vector2(-10,-10))
else:
text = self.font.render("YOU MISSED", True, Colour.WHITE)
text_rect = text.get_rect(center=center)
text2 = self.font.render("YOU SCORED", True, Colour.DARK_GRAY)
text_rect2 = text.get_rect(center=center-pygame.Vector2(-10,-10))
surf.blit(text2, text_rect2)
surf.blit(text, text_rect)
text3 = self.small_font.render(f"POINTS: {self.points}", True, Colour.WHITE)
text_rect3 = text3.get_rect()
surf.blit(text3, text_rect3)
text4 = self.small_font.render(f"ATTEMPT #{self.attempts}", True, Colour.WHITE)
text_rect4 = text4.get_rect(top = text_rect3.height)
surf.blit(text4, text_rect4)
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