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

from sugar3.graphics.style import Color
from sugar3 import profile

def get_profile_colors():
    profile_color = profile.get_color()
    fill = Color(profile_color.get_fill_color()).get_rgba()
    stroke = Color(profile_color.get_stroke_color()).get_rgba()

    fill = [i * 255  for i in fill]
    stroke = [i * 255  for i in stroke]
    return fill, stroke

BALL_COLOR_FILL, BALL_COLOR_STROKE = get_profile_colors()
GROUND_COLOR = 0, 0, 0
BACKGROUND_COLOR = 180, 180, 180
BALL_SIZE = 20


class AccelerometerDevice(object):
    # http://wiki.laptop.org/go/Accelerometer
    ACCELEROMETER_DEVICE = '/sys/devices/platform/lis3lv02d/position'
    SPEED = (0.0, 0.0)
    FRICTION = 0.993

    def __init__(self, acceleration=0.05):
        self._device = open(self.ACCELEROMETER_DEVICE, 'r')
        self.acceleration = acceleration

    def reseek(self):
        self._device.seek(0)

    def read(self):
        self.reseek()
        x, y, z = self.parse(self._device.read())
        return x, y, z

    def parse(self, data):
        # discard parentheses from the data
        data = data[1:-2]
        x, y, z = map(int, data.split(','))
        return x, y, z

    def close(self):
        self._device.close()


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

    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, vx, vy):
        self._x += vx
        self._y += vy

    def draw(self, surface):
        pygame.draw.circle(surface, BALL_COLOR_STROKE, (self._x, self._y),
                           BALL_SIZE)
        pygame.draw.circle(surface, BALL_COLOR_FILL, (self._x, self._y),
                           BALL_SIZE - 3)


class Level(object):
    def __init__(self, hardness, parent_width, parent_height):

        # FIXME, use the hardness value to make random levels of
        # different difficulty
        self._hardness = hardness
        self._parent_width = parent_width
        self._parent_height = parent_height

        self._rects = []
        self._ball_start = None
        self._ball_end = None
        self.calculate_level()

    def set_hole(self, x, y):
        self._ball_end = (x, y)

    def calculate_level(self):
        rect = pygame.Rect((0, 0),
                           (self._parent_width, self._parent_height))
        self._rects.append(rect)
        self._ball_start = self._parent_width / 2, self._parent_height / 2
        self._ball_end = self._parent_width / 3, self._parent_height / 3

    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_FILL,
                           self._ball_end, BALL_SIZE, 3)


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

        # TODO: add a button to switch this
        self.show_axis = True

        self.accelerometer = AccelerometerDevice()

    def setup(self):
        self._level = Level(0.5, *self._screen.get_size())
        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

        font = pygame.font.Font(pygame.font.get_default_font(), 22)

        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:
                # Get the position of the accelerometer
                x, y, z = self.accelerometer.read()
                if self.show_axis:
                    surface_x = font.render('X: %s' % x, True, (255, 0, 0))
                    surface_y = font.render('Y: %s' % y, True, (0, 255, 0))
                    surface_z = font.render('Z: %s' % z, True, (0, 0, 255))

                if self._level.is_on_hole(self._ball.get_position()):
                    # Success! Restart
                    self._ball.set_position(*self._level.get_ball_start())
                    x, y = self._screen.get_size()
                    self._level.set_hole(random.randint(0 ,x),
                                         random.randint(0, y))

                if self._level.is_on_ground(self._ball.get_position()):
                    vx = int(x * self.accelerometer.acceleration)
                    vy = int(y * self.accelerometer.acceleration)
                    self._ball.update(vx, vy)
                else:
                    # Fail! Restart
                    self._ball.set_position(*self._level.get_ball_start())

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

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

            # Draw the accelerometer data
            self._screen.blit(surface_x, (15, 15))
            self._screen.blit(surface_y, (15, surface_x.get_height() + 15))
            self._screen.blit(surface_z,
                              (15, surface_x.get_height() * 2 + 15))

            # Flip Display
            pygame.display.flip()

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

        # Close the device before leave
        self.accelerometer.close()


# 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()