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from __future__ import annotations
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import pygame
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import sys
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from dataclasses import dataclass, field
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import time
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import numpy as np
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import typing
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import json
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import os
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from random import uniform, choice
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if typing.TYPE_CHECKING:
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from nptyping import NDArray
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pygame.init()
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# width and height of the main part of the screen + vertical offset for general info
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W, H, OFFSET = 900, 800, 50
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# ball's lifetime (seconds)
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DEFAULT_TTL = 3
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# ball's radius (default)
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DEFAULT_RADIUS = 20
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# time delta, ms
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dt = 10
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# load the font
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font = pygame.font.Font('orbitron-medium.otf', 15)
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font_large = pygame.font.Font('orbitron-medium.otf', 25)
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font_even_larger = pygame.font.Font('orbitron-medium.otf', 40)
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# Orbitron doesn't support unicode, so I have to get another font for the scoreboard
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unicode_font_large = pygame.font.Font('IntroRust.otf', 25)
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N_BALLS = 18
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ENDGAME_BUTTON_RECT = (850, 15, 20, 20)
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BGCOLOR = (40, 46, 70)
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# List of ball types: [(radius, speed, color, points, shape, deviation_radius)]
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BALL_TYPES = [
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(25, 0.035, (185, 20, 50), 10, 'circle', 0),
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(20, 0.05, (60, 0, 160), 20, 'circle', 0),
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(18, 0.055, (220, 0, 0), 30, 'circle', 0),
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(30, 0.055, (220, 0, 0), 40, 'triangle', 30),
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]
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@dataclass
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class Game:
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"""
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Class for everything connected to the game
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:param score: user's score
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:param balls: the list of balls
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:param target_ball_number: the target number of balls on screen at a given time
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:param game_end_time: the timeout of the game
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:param game_ended: true if the game has ended
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:param user_name: user's name for the scoreboard
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"""
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score: int = 0
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balls: typing.List[Ball] = field(default_factory=lambda: [Ball.new_random() for _ in range(N_BALLS)])
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target_ball_number: int = N_BALLS
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game_end_time: float = field(default_factory=lambda: time.time() + 30)
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game_ended: bool = False
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scoreboard: typing.List[typing.Tuple[str, int]] = field(default_factory=lambda: list()
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if not os.path.exists('scoreboard.json')
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else json.load(open('scoreboard.json')))
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user_name: str = ''
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def draw_everything(self, screen: pygame.Surface):
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"""
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Draw everything (for example, balls) on screen
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:param screen: the screen
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"""
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for ball in self.balls:
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ball.draw_the_ball(screen)
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if not self.game_ended:
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pygame.draw.rect(screen, (255, 255, 255), pygame.Rect(0, 0, W, OFFSET))
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text_surface = font_large.render(f'Score: {self.score}', True, (0, 0, 0))
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screen.blit(text_surface, (360, 15))
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time_left = self.game_end_time - time.time()
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time_text_surface = font_large.render(
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f'{int(time_left / 60)}:{int(time_left % 60):02}', False,
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(0, 0, 0) if time_left > 10 else (220, 0, 0))
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screen.blit(time_text_surface, (760, 15))
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# draw the button to end game (which is a red rect)
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pygame.draw.rect(screen, (255, 0, 0), ENDGAME_BUTTON_RECT)
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else:
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screen.fill((*BGCOLOR, 150), None, pygame.BLEND_RGBA_MULT)
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game_over_text = font_even_larger.render(f'Game over', True, (255, 0, 0))
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score_text = font_even_larger.render(f'Score: {self.score}', True, (255, 255, 255))
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screen.blit(game_over_text, (W / 2 - game_over_text.get_width() / 2,
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-180 + H / 2 - game_over_text.get_height() / 2))
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screen.blit(score_text, (W / 2 - score_text.get_width() / 2, -120 + H / 2 - score_text.get_height() / 2))
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y = H / 2
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if len(self.scoreboard):
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scoreboard_title = font_large.render('Scoreboard:', False, (255, 255, 255))
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screen.blit(scoreboard_title, (W / 2 - scoreboard_title.get_width() / 2,
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-40 + H / 2 - scoreboard_title.get_height() / 2))
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y = -30 + H / 2 + scoreboard_title.get_height() / 2
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# Zip with a range of 5 instead of enumerating so that we show only the first 5 records
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for i, record in zip(range(5), sorted(self.scoreboard, key=lambda record: -record[1])):
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text = unicode_font_large.render(f'{i + 1}. {record[0]} - {record[1]}', True, (255, 255, 255))
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y += 10 + text.get_height()
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screen.blit(text, (200, y))
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username_prompt = font_large.render('Your name:', False, (255, 255, 255))
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screen.blit(username_prompt, (200, y + 100))
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username_current = unicode_font_large.render(self.user_name, False, (255, 255, 255))
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pygame.draw.rect(
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screen,
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[int(v * 0.5 + 255 * 0.5) for v in BGCOLOR],
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(200 + username_prompt.get_width() + 30, y + 80, max(400, username_current.get_width() + 20),
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username_current.get_height() + 20))
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screen.blit(username_current, (200 + username_prompt.get_width() + 40, y + 90))
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def process_click(self, x: float, y: float):
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"""
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Process mouse click, check if the user clicked on a ball or the endgame button and process it
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:param x: click's x coordinate
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:param y: click's y coordinate
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"""
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e_x = ENDGAME_BUTTON_RECT[0] <= x <= ENDGAME_BUTTON_RECT[0] + ENDGAME_BUTTON_RECT[2]
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e_y = ENDGAME_BUTTON_RECT[1] <= y <= ENDGAME_BUTTON_RECT[1] + ENDGAME_BUTTON_RECT[3]
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if e_x and e_y:
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self.game_ended = True
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self.user_name = ''
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return
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if self.game_ended:
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return
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for i in range(len(self.balls)):
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if self.balls[i].is_point_inside(x, y - OFFSET):
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self.score += self.balls[i].points
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self.balls.pop(i)
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break
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def process_keypress(self, event):
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"""
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Process keypress for name input
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:param event: the keypress event
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"""
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if event.key == pygame.K_BACKSPACE:
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self.user_name = self.user_name[:-1]
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else:
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self.user_name += event.unicode
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self.write_scoreboard()
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def tick(self, dt: float):
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"""
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Progress for some time
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dt: time period, ms
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"""
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if time.time() > self.game_end_time and not self.game_ended:
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self.game_ended = True
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self.user_name = ''
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if len(self.balls) < self.target_ball_number:
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n_balls = round((self.target_ball_number - len(self.balls))) # * (1 - 0.9 ** dt))
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self.balls.extend([Ball.new_random() for _ in range(n_balls)])
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for ball in self.balls:
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ball.tick(dt)
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def write_scoreboard(self):
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"""
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Save scoreboard (`self.scoreboard`) to scoreboard.json as JSON with the new record
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"""
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if not self.user_name:
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return
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with open('scoreboard.json', 'w') as f:
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f.write(json.dumps(sorted(self.scoreboard + [(self.user_name, self.score)], key=lambda record: -record[1])))
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@dataclass
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class Ball:
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"""
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The ball the user has to catch
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:param points: the number of points the user gets for catching this ball
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:param position: ball's position on the screen
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:param velocity: ball's velocity, px/ms
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:param time_of_death: the time when this ball will be destroyed. Its death is pre-determined, which is probably
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very sad and depressing
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:param radius: the radius of the ball on screen in pixels
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:param color: ball's color
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:param shape: shape of the ball (circle, triangle)
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:param deviation_radius: if the radius is >0, the ball will be rotating arond its actual trajectory
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:param deviation_angle: the phase of the ball's rotation
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"""
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points: int = 10
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position: NDArray[(2,), float] = field(default_factory=lambda: np.array([uniform(0, W), uniform(0, H)]))
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velocity: NDArray[(2,), float] = field(default_factory=lambda: np.array([0, 0]))
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time_of_death: float = field(default_factory=lambda: time.time() + DEFAULT_TTL)
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radius: float = DEFAULT_RADIUS
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color: typing.Tuple[int, int, int] = (255, 0, 0)
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shape: str = 'circle'
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deviation_radius: float = 0
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deviation_angle: float = 0
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@classmethod
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def new_random(cls) -> Ball:
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radius, speed, color, points, shape, deviation_radius = choice(BALL_TYPES)
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angle = uniform(0, np.pi)
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return cls(points, radius=radius, color=color, velocity=speed * np.array([np.sin(angle), np.cos(angle)]),
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shape=shape, deviation_radius=deviation_radius)
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def draw_the_ball(self, screen: pygame.Surface):
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"""
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Just draw the ball on the screen
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:param screen: the screen, obviously
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"""
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x, y = self.position_with_shift()[0], self.position_with_shift()[1] + OFFSET
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if self.shape == 'triangle':
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angles = [0, np.pi * 2 / 3, np.pi * 4 / 3]
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pygame.draw.polygon(screen, self.color, [
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(
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x + self.radius * np.sin(angle + self.deviation_angle),
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y + self.radius * np.cos(angle + self.deviation_angle)
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) for angle in angles])
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else:
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pygame.draw.circle(screen, self.color, [x, y], self.radius)
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text_surface = font.render(str(self.points), False, (0, 0, 0))
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screen.blit(text_surface, (
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round(x - text_surface.get_rect().width / 2),
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round(y - text_surface.get_rect().height / 2)
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))
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def position_with_shift(self) -> typing.Tuple[float, float]:
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"""
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Get position including deviation (rotation arond the true center)
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"""
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return (
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self.position[0] + self.deviation_radius * np.cos(self.deviation_angle),
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self.position[1] + self.deviation_radius * np.sin(self.deviation_angle)
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)
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def is_point_inside(self, x: float, y: float) -> bool:
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"""
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Check if a given point is inside this ball (to handle click events)
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:param x: point's x coordinate
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:param y: point's y coordinate
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"""
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return (self.position_with_shift()[0] - x) ** 2 + (self.position_with_shift()[1] - y) ** 2 <= self.radius ** 2
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def tick(self, dt: float):
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"""
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Progress for time dt (move the ball according to speed)
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dt: time in ms
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"""
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self.position += self.velocity * dt
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if self.position[0] - self.radius < 0:
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self.position[0] = self.radius
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self.velocity[0] *= -1
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if self.position[0] >= W - self.radius:
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self.position[0] = W - self.radius
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self.velocity[0] *= -1
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if self.position[1] < self.radius:
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self.position[1] = self.radius
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self.velocity[1] *= -1
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if self.position[1] >= H - self.radius:
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self.position[1] = H - self.radius
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self.velocity[1] *= -1
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self.deviation_angle += dt * 2 * np.pi / 2000
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# create the display surface object
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screen = pygame.display.set_mode((W, H + OFFSET))
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game = Game()
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# set the window name
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pygame.display.set_caption("Capture the ball!")
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# the main loop
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while True:
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# time delay of dt
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pygame.time.delay(dt)
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# iterate over the list of Event objects
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# that was returned by pygame.event.get() method.
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit(0)
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if event.type == pygame.MOUSEBUTTONUP:
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game.process_click(*pygame.mouse.get_pos())
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if event.type == pygame.KEYDOWN:
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game.process_keypress(event)
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# clear the screen
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screen.fill(BGCOLOR)
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game.tick(dt)
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game.draw_everything(screen)
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pygame.display.update()
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