This repository has been archived on 2019-12-09. You can view files and clone it, but cannot push or open issues or pull requests.
pacman2/casse-briques.py

145 lines
3.7 KiB
Python
Executable File
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#!/bin/python3
from pygame import Surface, draw, Rect, key, image, transform
from pygame.locals import K_SPACE, K_LEFT, K_RIGHT
from engine.game import Game
from engine.scene import Scene
from engine.entity import Entity
from engine.components.collide_rect import CollideRect
from engine.components.sprite import Sprite
from engine.servers.graphics import GraphicsServer
from engine.scene_manager import SceneManager
W = 400
H = 600
def clamp(val, a, b):
return min(max(a, val), b)
class Level(Entity):
def __init__(self):
super().__init__('level')
def load(self):
surf = Surface((W, H))
surf.fill((0, 40, 0))
GraphicsServer().resize((W, H))
self.add(Sprite(surf, 0))
class PlatForm(Entity):
W = 60
H = 20
def __init__(self):
super().__init__('platform')
self.x = PlatForm.W//2 - 30
self.y = H - PlatForm.H
self.script = PlatForm.update
def load(self):
surf = Surface((PlatForm.W, PlatForm.H))
surf.fill((0, 255, 138))
self.add(Sprite(surf, 2))
self.phys = self.add(CollideRect(
Rect(self.x, self.y, PlatForm.W, PlatForm.H),
static=False,
solid=True))
def update(self):
inputs = key.get_pressed()
self.phys.vx = 0
if inputs[K_LEFT] and self.x > 0:
self.phys.vx = -4
if (inputs[K_RIGHT]
and self.x + PlatForm.W < W):
self.phys.vx = 4
if inputs[K_SPACE]:
ball = SceneManager().scene.entities['ball']
if ball.attached:
ball.attached = False
ball.phys.vy = -Ball.SPEED
class Block(Entity):
SIZE = 20
surf = Surface((SIZE, SIZE))
surf.fill((20, 136, 165))
draw.rect(surf, (20, 65, 75), Rect(1, 1, SIZE-2, SIZE-2))
def __init__(self, x, y):
super().__init__(self.__repr__())
self.x = x
self.y = y
def load(self):
self.add(Sprite(Block.surf, 1))
self.add(CollideRect(
Rect(self.x, self.y, self.SIZE, self.SIZE),
solid=True,
cb=self.cb))
def cb(self, c):
self.unregister()
class Ball(Entity):
SPEED = 5
SIZE = 20
surf = Surface((SIZE, SIZE))
surf.fill((0, 160, 255))
def __init__(self, x, y):
super().__init__('ball')
self.script = Ball.update
self.x = x
self.y = y
self.attached = True
self.last_col = 0
def load(self):
self.add(Sprite(Ball.surf, 3))
self.phys = self.add(CollideRect(
Rect(self.x, self.y,
Ball.SIZE, Ball.SIZE),
static=False, cb=self.cb, friction=1))
def cb(self, c):
if c.parent.name == 'platform':
plat_center = c.parent.x + PlatForm.W//2
center = self.x + Ball.SIZE//2
self.phys.vx = (center - plat_center) // 8
if Game.cur_tick == self.last_col:
return
self.last_col = Game.cur_tick
def update(self):
if self.attached:
plat = SceneManager().scene.entities['platform']
self.x = plat.x + PlatForm.W//2 - Ball.SIZE//2
if self.x < 0 or self.x > W - Ball.SIZE:
self.phys.vx = -self.phys.vx
if self.y + Ball.SIZE < 0 or self.y > H:
print('Perdu!')
exit(0)
self.phys.vx = clamp(self.phys.vx, -5, 5)
class BreakOut(Scene):
def load(self):
self.add(Level())
p = self.add(PlatForm())
self.add(Ball(p.x + PlatForm.W//2 - Ball.SIZE//2,
p.y - Ball.SIZE))
for y in range(0, 10*Block.SIZE, Block.SIZE):
for x in range(0, W, Block.SIZE):
self.add(Block(x, y))
super().load()
Game(BreakOut()).run()