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path: root/src/splitscreen_duo/games/breakout.py
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import pygame
import random
from ..command import Command
import logging
import json

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:
    def __init__(self, screen_width, screen_height):
        self.screen_width = screen_width
        self.screen_height = screen_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.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(screen, serial, instance):
    clock = pygame.time.Clock()
    breakout = Breakout(screen.get_width(), screen.get_height())
    font = pygame.font.Font(None, 36)
    is_running = True
    opponent_dead = False
    my_score = 0
    opponent_score = 0
    waiting = False
    score_display_time = 0

    while is_running:
        if waiting:
            screen.fill(BLACK)

            text = font.render("waiting for opponent ...", True, WHITE)

            screen.blit(
                text,
                (
                    screen.get_width() // 2 - text.get_width() // 2,
                    screen.get_height() // 2,
                ),
            )
            pygame.display.flip()

            if serial.in_waiting() > 0:
                data = serial.readline().decode("utf-8").strip()
                message = json.loads(data)

                if message.get("command") == Command.SCORE.value:
                    opponent_score = message.get("value", 0)
                    waiting = False
                    score_display_time = pygame.time.get_ticks()
                elif message.get("command") == Command.QUIT.value:
                    return {
                        "command": Command.QUIT.value,
                        "action": None,
                        "value": None,
                    }
        elif score_display_time:
            screen.fill(BLACK)

            my_text = font.render(f"Your Score: {my_score}", True, WHITE)
            opp_text = font.render(
                f"Your Opponent's Score: {opponent_score}", True, WHITE
            )

            screen.blit(
                my_text,
                (
                    screen.get_width() // 2 - my_text.get_width() // 2,
                    screen.get_height() // 2 - 20,
                ),
            )
            screen.blit(
                opp_text,
                (
                    screen.get_width() // 2 - opp_text.get_width() // 2,
                    screen.get_height() // 2 + 20,
                ),
            )
            pygame.display.flip()

            if pygame.time.get_ticks() - score_display_time > 3000:
                return None
        else:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    return {
                        "command": Command.QUIT.value,
                        "action": None,
                        "value": None,
                    }
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        breakout.move_paddle(-20)
                    elif event.key == pygame.K_RIGHT:
                        breakout.move_paddle(20)
                    elif event.key == pygame.K_ESCAPE:
                        return None

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

            breakout.move_paddle(0)

            if serial.in_waiting() > 0:
                data = serial.readline().decode("utf-8").strip()
                message = json.loads(data)

                if message.get("command") == Command.SCORE.value:
                    opponent_dead = True
                    opponent_score = message.get("value", 0)

            breakout.move_ball()

            game_over = breakout.check_game_over()

            if game_over:
                my_score = breakout.score

                serial.write(
                    json.dumps(
                        {
                            "command": Command.SCORE.value,
                            "action": None,
                            "value": my_score,
                        }
                    ).encode("utf-8")
                )

                if opponent_dead:
                    score_display_time = pygame.time.get_ticks()
                else:
                    waiting = True
                continue

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

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

            score_text = font.render(f"Score: {breakout.score}", True, WHITE)

            screen.blit(score_text, (10, 10))
            pygame.display.flip()
            clock.tick(60)

    return None