aboutsummaryrefslogtreecommitdiff
path: root/src/splitscreen_duo/games/breakout.py
blob: ef369de58d439e9e8c1c59f3f71bd7e425fad6a7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
import pygame
import random
from ..command import Command
from .game_base import GameBase
import logging

BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
PADDLE_WIDTH = 100
PADDLE_HEIGHT = 10
BALL_SIZE = 10
BRICK_WIDTH = 80
BRICK_HEIGHT = 30
BRICK_ROWS = 5
BRICK_COLS = 10
SPEED = 5

logger = logging.getLogger(__name__)


class Breakout(GameBase):
    def __init__(self, screen, serial, instance, is_joint_mode=False):
        super().__init__(screen, serial, instance, is_joint_mode)
        self.screen_width = screen.get_width()
        self.screen_height = screen.get_height()

        self.reset()

    def reset(self):
        self.paddle = [
            self.screen_width // 2 - PADDLE_WIDTH // 2,
            self.screen_height - 40,
        ]
        self.ball = [self.screen_width // 2, self.screen_height // 2]
        self.ball_dx = SPEED
        self.ball_dy = -SPEED
        self.bricks = []

        for row in range(BRICK_ROWS):
            for col in range(BRICK_COLS):
                self.bricks.append(
                    [
                        col * (BRICK_WIDTH + 5) + 5,
                        row * (BRICK_HEIGHT + 5) + 5,
                        BRICK_WIDTH,
                        BRICK_HEIGHT,
                    ]
                )

        self.score = 0

    def move_paddle(self, dx):
        self.paddle[0] += dx

        if self.paddle[0] < 0:
            self.paddle[0] = 0
        if self.paddle[0] > self.screen_width - PADDLE_WIDTH:
            self.paddle[0] = self.screen_width - PADDLE_WIDTH

    def move_ball(self):
        self.ball[0] += self.ball_dx
        self.ball[1] += self.ball_dy

        if self.ball[0] <= BALL_SIZE or self.ball[0] >= self.screen_width - BALL_SIZE:
            self.ball_dx *= -1

        if self.ball[1] <= BALL_SIZE:
            self.ball_dy *= -1

        paddle_rect = pygame.Rect(
            self.paddle[0], self.paddle[1], PADDLE_WIDTH, PADDLE_HEIGHT
        )
        ball_rect = pygame.Rect(
            self.ball[0] - BALL_SIZE,
            self.ball[1] - BALL_SIZE,
            BALL_SIZE * 2,
            BALL_SIZE * 2,
        )

        if ball_rect.colliderect(paddle_rect) and self.ball_dy > 0:
            self.ball_dy *= -1
            hit_pos = (self.ball[0] - self.paddle[0]) / PADDLE_WIDTH
            self.ball_dx = SPEED * (hit_pos - 0.5) * 2

        for brick in self.bricks[:]:
            brick_rect = pygame.Rect(brick[0], brick[1], brick[2], brick[3])

            if ball_rect.colliderect(brick_rect):
                self.bricks.remove(brick)

                self.score += 1

                self.send_stats(self.score)

                self.ball_dy *= -1

                logger.debug(f"brick hit, score: {self.score}")

                break

    def check_game_over(self):
        if self.ball[1] >= self.screen_height:
            return "lose"

        if not self.bricks:
            return "win"

        return None

    def main_loop(self):
        clock = pygame.time.Clock()

        while self.is_running:
            result = self.update()

            if result is not None:
                return result

            if not (self.waiting or self.score_display_time):
                for event in pygame.event.get():
                    result = self.handle_common_events(event)
                    action = self.input_handler.get_input(event)

                    if result is not None:
                        return result
                    elif event.type == pygame.KEYDOWN:
                        if action == "LEFT":
                            self.move_paddle(-20)
                        elif action == "RIGHT":
                            self.move_paddle(20)

                self.paddle[0] = pygame.mouse.get_pos()[0] - PADDLE_WIDTH // 2

                self.move_paddle(0)
                self.check_serial()
                self.move_ball()

                game_over = self.check_game_over()

                if game_over:
                    self.end_game(self.score)

                    continue

                self.screen.fill(BLACK)
                pygame.draw.rect(
                    self.screen,
                    BLUE,
                    [self.paddle[0], self.paddle[1], PADDLE_WIDTH, PADDLE_HEIGHT],
                )
                pygame.draw.circle(
                    self.screen,
                    WHITE,
                    [int(self.ball[0]), int(self.ball[1])],
                    BALL_SIZE,
                )

                for brick in self.bricks:
                    pygame.draw.rect(self.screen, RED, brick)

                if not self.is_joint_mode or self.instance != "primary":
                    score_text = self.font.render(f"Score: {self.score}", True, WHITE)

                    self.screen.blit(score_text, (10, 10))

                pygame.display.flip()
                clock.tick(60)

        return None