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#!/usr/bin/python
import math
import pygame
from gi.repository import Gtk

BALL_COLOR = 255, 255, 255
GROUND_COLOR = 0, 0, 0
BACKGROUND_COLOR = 180, 180, 180
BALL_SIZE = 20


class Ball(object):
    def __init__(self, initial_x, initial_y):
        self._x = initial_x
        self._y = initial_y

        # FIXME, this should be modified by the accelerometer
        self._vx = 5
        self._vy = 2

    def get_position(self):
        return self._x, self._y

    def set_position(self, new_x, new_y):
        self._x = new_x
        self._y = new_y

    def update(self):
        self._x += self._vx
        self._y += self._vy

    def draw(self, surface):
        pygame.draw.circle(surface, BALL_COLOR, (self._x, self._y), BALL_SIZE)


class Level(object):
    def __init__(self, hardness):
        self._hardness = hardness
        self._rects = []
        self._ball_start = None
        self._ball_end = None
        self.calculate_level()

    def calculate_level(self):
        rect = pygame.Rect((10, 10), (250, 180))
        self._rects.append(rect)
        self._ball_start = 100, 100
        self._ball_end = 200, 150

    def get_ball_start(self):
        return self._ball_start

    def is_on_hole(self, ball_position):
        """Test if the ball is on the hole."""
        distance_x = ball_position[0] - self._ball_end[0]
        distance_y = ball_position[1] - self._ball_end[1]
        distance = math.hypot(distance_x, distance_y)
        return distance < BALL_SIZE / 2


    def is_on_ground(self, ball_position):
        """Test if the ball is on the ground."""
        for rect in self._rects:
            if rect.collidepoint(ball_position):
                return True
        return False

    def draw(self, surface):
        # draw ground:
        for rect in self._rects:
            pygame.draw.rect(surface, GROUND_COLOR, rect)

        # draw hole:
        pygame.draw.circle(surface, BALL_COLOR, self._ball_end, BALL_SIZE, 2)


class TiltGame(object):
    def __init__(self):
        # Set up a clock for managing the frame rate.
        self.clock = pygame.time.Clock()

        self._level = None
        self._ball = None

        self._running = False
        self._paused = False
        self._screen = None

    def setup(self):
        self._level = Level(0.5)
        ball_x, ball_y = self._level.get_ball_start()
        self._ball = Ball(ball_x, ball_y)

    def set_paused(self, paused):
        self._paused = paused

    # Called to save the state of the game to the Journal.
    def write_file(self, file_path):
        pass

    # Called to load the state of the game from the Journal.
    def read_file(self, file_path):
        pass

    # The main game loop.
    def run(self):

        self._screen = pygame.display.get_surface()
        self.setup()
        self._running = True

        while self._running:
            # Pump GTK messages.
            while Gtk.events_pending():
                Gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return
                elif event.type == pygame.VIDEORESIZE:
                    pygame.display.set_mode(event.size, pygame.RESIZABLE)

            # Move the ball
            if not self._paused:
                if self._level.is_on_hole(self._ball.get_position()):
                    # Success! Restart
                    self._ball.set_position(*self._level.get_ball_start())

                if self._level.is_on_ground(self._ball.get_position()):
                    self._ball.update()
                else:
                    # Fail! Restart
                    self._ball.set_position(*self._level.get_ball_start())

            # Clear Display
            self._screen.fill(BACKGROUND_COLOR)

            # Draw the level
            self._level.draw(self._screen)

            # Draw the ball
            self._ball.draw(self._screen)

            # Flip Display
            pygame.display.flip()

            # Try to stay at 30 FPS
            self.clock.tick(30)


# This function is called when the game is run directly from the command line:
# ./game.py
def main():
    pygame.init()
    pygame.display.set_mode((0, 0), pygame.RESIZABLE)
    game = TiltGame()
    game.run()

if __name__ == '__main__':
    main()