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171 lines
5.4 KiB
171 lines
5.4 KiB
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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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 screen |
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W, H = 900, 800 |
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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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N_BALLS = 18 |
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# List of ball types: [(radius, speed, color, points)] |
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BALL_TYPES = [(25, 0.035, (185, 20, 50), 10), (18, 0.055, (220, 0, 0), 30), (20, 0.05, (60, 0, 160), 20)] |
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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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""" |
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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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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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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 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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for i in range(len(self.balls)): |
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if self.balls[i].is_point_inside(x, y): |
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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 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 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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@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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""" |
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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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@classmethod |
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def new_random(cls) -> Ball: |
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radius, speed, color, points = 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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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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pygame.draw.circle(screen, self.color, self.position.tolist(), 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(self.position[0] - text_surface.get_rect().width / 2), |
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round(self.position[1] - text_surface.get_rect().height / 2) |
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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 circle (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[0] - x) ** 2 + (self.position[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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# create the display surface object |
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screen = pygame.display.set_mode((W, H)) |
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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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# clear the screen |
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screen.fill((40, 46, 70)) |
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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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