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gyropong.py
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#! usr/bin/python
# PongClone- A Python and Pygame version of the classic arcade game.
# Copyright (C) 2011 T. S. Hayden Dennison
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# UPDATE 01/08/2011: added two player mode, updated menu
# UPDATE 01/09/2011: updated ball physics, fixed second player and enemy having unfair adventage by being closer to the wall
# ball is now smaller, with randomized speeds when someone scores.
# UPDATE 01/11/2011: added code to stop ball from resetting its speed to 0
# UPDATE 01/19/2011: added sound effects and better menu.
import pygame, sys, time, random, os
from pygame.locals import *
import thread
# Gyro controle
import bluepy
from bluepy import sensortag
import math
pygame.init()
size = width, height = 640, 480
screen = pygame.display.set_mode(size, DOUBLEBUF)
screen.set_alpha(None)
pygame.display.set_caption('PongClone')
white = [255, 255, 255]
black = [0, 0, 0]
clock = pygame.time.Clock()
# Event declaration
XDATA = pygame.USEREVENT + 0
KILLXDATA = pygame.USEREVENT + 1
pygame.event.set_allowed([XDATA, KILLXDATA])
###################################################################################################################################################################
# This is a menu class module. You can make text-based menus of any length with it
# SimMen - menu class module with example
# Copyright (C) 2011 T. S. Hayden Dennison
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>
# UPDATE 01/14/2011: fixed window being too big.
# UPDATE 01/15/2011: added mouse control, rewrote most of the menu.update() code.
# UPDATE 01/18/2011: Fixed some syntax and run-time bugs.
# Menu.run() needs the latest event to stop it interfering with your program's event que. You DON'T have to paint over the menu, it takes care of that itself.
# Spent more time (once again) fixing that elusive "maxsize" glitch.
def dist(a,b):
return math.sqrt((a*a)+(b*b))
def get_y_rotation(x,y,z):
radians = math.atan2(x, dist(y,z))
return -math.degrees(radians)
def get_x_rotation(x,y,z):
radians = math.atan2(y, dist(x,z))
return math.degrees(radians)
def movementEvent():
print "Start!"
# Accelerator controle
tag = sensortag.SensorTag("24:71:89:BD:10:01")
tag.accelerometer.enable()
time.sleep(1.0)
running = True
while running:
ax,ay,az = tag.accelerometer.read()
rotation_x = get_x_rotation(ax,ay,az)
#rotation_y = get_y_rotation(accel_scaled_x, accel_scaled_y, accel_scaled_z)
my_event = pygame.event.Event(XDATA, angle=rotation_x)
xdataE = 0
for event in pygame.event.get():
if event.type == XDATA:
print "XDATA Found"
xdataE+=1
elif event.type == KILLXDATA:
print "Kill!"
running = False
if xdataE == 0:
pygame.event.post(my_event)
tag.disconnect()
del tag
print "Exit!"
class Menu():
# Menu class definition
# need a position to init, minimum
# Provides some limited cusomizability
# Uses system font so it's compatible with anything
def __init__(self, pos, data=[], textsize=32,\
wordcolor=[255, 255, 0], backcolor=[0, 0, 255], selectedcolor=[0, 255, 255], lprn=20):
import pygame
self.rect = pygame.Rect((pos), (0, 0))
self.data = data
self.textrects = []
self.textsurfs = []
self.cursorpos = 0
self.pos = pos
self.font = pygame.font.SysFont(None, 32)
self.wordcolor = wordcolor
self.backcolor = backcolor
self.selectedcolor = selectedcolor
self.textsize = textsize
self.looprun = lprn#looprun
self.scroll = False
self.selected = False
for word in self.data:
self.textsurfs.append(self.font.render(str(word), True, self.wordcolor))
rect = self.font.render(str(word), True, self.wordcolor).get_rect()
self.textrects.append(rect)
def add(self, words):
# add one or more elements of data
self.data.extend(words)
for word in words:
self.textrects.append(self.font.render(str(word), True, self.wordcolor).get_rect())
self.textsurfs.append(self.font.render(str(word), True, self.wordcolor))
def remove(self, item=False):
if not item:
# Remove the last element of data
self.data.pop()
self.textrects.pop()
self.textsurfs.pop()
else:
thingpop = self.data.index(item)
self.data.pop(thingpop)
self.textrects.pop(thingpop)
self.textsurfs.pop(thingpop)
def update(self, screen, event):
import pygame
# Blit and updated the text box, check key presses
height = 0
curpos = []# Stop python from making curpos and self.pos point to the same list
for n in self.pos:
curpos.append(n)
curpos[0] += 1
self.rect.height = len(self.data)*self.textsize# Define the max height of the text box
if self.rect.height > screen.get_height():
self.scroll = True
else:
self.scroll = False
# Define the max width of the text box based on the word length it holds
maxsize = sorted(self.data)
maxsize = len(maxsize[0])
self.rect.width = maxsize*self.textsize/2
pygame.draw.rect(screen, self.backcolor, self.rect)# Draw the text box
pygame.draw.rect(screen, self.wordcolor, self.rect, 1)# Draw the text box outline
# Update rects and surfaces
for surf in self.textsurfs:
if not self.textsurfs.index(surf) == self.cursorpos:
screen.blit(surf, curpos)
self.textrects[self.textsurfs.index(surf)].topleft = curpos
else:
rect = self.textrects[self.textsurfs.index(surf)]
rect.topleft = curpos
surf = self.font.render(str(self.data[self.textsurfs.index(surf)]), True, self.selectedcolor)
screen.blit(surf, curpos)
curpos[1] += self.textsize
e = event
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_UP:
if self.cursorpos > 0:
self.cursorpos -= 1
elif e.key == pygame.K_DOWN:
if self.cursorpos < len(self.data)-1:
self.cursorpos += 1
elif e.key == pygame.K_SPACE:
self.selected = self.data[self.cursorpos]
elif e.type == pygame.MOUSEMOTION:
mousepos = pygame.mouse.get_pos()
for rect in self.textrects:
if rect.collidepoint(mousepos):
self.cursorpos = self.textrects.index(rect)
elif e.type == pygame.MOUSEBUTTONDOWN:
self.selected = self.data[self.cursorpos]
elif e.type == pygame.QUIT:
self.selected = pygame.QUIT
return
################################################################################################################################################################
class dummysound():
def play(self):
pass
try:
phase = pygame.mixer.Sound('cool_phase.ogg')
except pygame.error:
phase = dummysound()
print 'Error: can\'t load phase.ogg'
try:
spap = pygame.mixer.Sound('spap.ogg')
except pygame.error:
spap = dummysound()
print 'Error: can\'t load spap.ogg'
try:
die = pygame.mixer.Sound('die.ogg')
except:
die = dummysound()
print 'Error: can\'t load die.ogg'
def menu():
global screen, black, white, clock, Menu
titlemenu = Menu([20, 65], wordcolor=[255, 0, 0], selectedcolor=[255, 255, 0], data=['1-Player game', '2-Player game', 'Quit'])
screen.fill(black)
font = pygame.font.Font(None, 32)
screen.blit(font.render('The controls are: Up-Down for Player 1', True, white, black), [0, 0])
screen.blit(font.render('W-S for Player 2. Solo: Up-Down', True, white, black), [0, 32])
pygame.display.flip()
while not titlemenu.selected:
titlemenu.update(screen, pygame.event.poll())
clock.tick(30)
pygame.display.flip()
if titlemenu.selected == '1-Player game':
newGame()
elif titlemenu.selected == '2-Player game':
newGame(True)
else:
pygame.quit()
sys.exit()
def newGame(twoplayer=False):
global white, black
class Paddle():
def __init__(self, upkey, downkey):
global screen
self.area = [screen.get_width(), screen.get_height()]
self.pos = [20, self.area[1]/2]
self.rect = Rect((self.pos), (10, 40))
self.speed = 5
self.score = 0
self.upkey, self.downkey = upkey, downkey
self.now = time.time()
def update(self):
global screen, white
keys = pygame.key.get_pressed()
if keys[self.upkey]:
if self.rect.top > 20:
self.rect.top -= self.speed
elif keys[self.downkey]:
if self.rect.bottom < self.area[1]-20:
self.rect.bottom += self.speed
for event in pygame.event.get():
if event.type == XDATA:
#print time.time() - self.now, " ", repr(event.angle)
if(event.angle > 0):
self.rect.top = (((round(event.angle) * -1) * 20) + 240)
elif(event.angle < 0):
self.rect.bottom = (((round(event.angle) * -1) * 20) + 240)
elif event.type == KILLXDATA:
pygame.event.post(pygame.event.Event(KILLXDATA))
pygame.draw.rect(screen, white, self.rect)
return
class Enemy():
def __init__(self):
global screen
self.area = [screen.get_width(), screen.get_height()]
self.pos = [self.area[0]-30, self.area[1]/2]
self.rect = Rect((self.pos), (10, 40))
self.speed = 5
self.score = 0
def update(self, ball):
global screen, white
if ball.rect.centery < self.rect.centery:
if self.rect.top > 20:
self.rect.centery -= self.speed
if ball.rect.centery > self.rect.centery:
if self.rect.bottom < self.area[1]-20:
self.rect.centery += self.speed
pygame.draw.rect(screen, white, self.rect)
return
class Ball():
def __init__(self):
global screen
self.pos = [screen.get_width()/2, screen.get_height()/2]
self.center = self.pos
self.rect = Rect((self.pos), (15, 15))
self.speed = [random.randint(-2, 2), random.randint(-2, 2)]
while self.speed[0] == 0:
self.speed[0] = random.randint(-4, 4)
while self.speed[1] == 0:
self.speed[1] = random.randint(-4, 4)
self.area = [screen.get_width(), screen.get_height()]
self.paddlecols = 0
def update(self, paddle, enemy):
global screen, white, phase, spap, die
if self.rect.top <= 0 or self.rect.bottom >= self.area[1]:
phase.play()
self.speed[1] = -self.speed[1]
if self.speed[1] < 0:
self.speed[1] -= 1
elif self.speed[1] > 0:
self.speed[1] += 1
if self.rect.right >= self.area[0]:
die.play()
paddle.score += 1
self.rect.center = self.center
self.speed[0] = 0
self.speed[1] = 0
while self.speed[0] == 0:
self.speed[0] = random.randint(-2, 2)
while self.speed[1] == 0:
self.speed[1] = random.randint(-2, 2)
elif self.rect.left <= 0:
die.play()
enemy.score += 1
self.rect.center = self.center
self.speed[0] = 0
self.speed[1] = 0
while self.speed[0] == 0:
self.speed[0] = random.randint(-2, 2)
while self.speed[1] == 0:
self.speed[1] = random.randint(-2, 2)
if self.rect.colliderect(paddle.rect) or self.rect.colliderect(enemy.rect):
self.paddlecols += 1
if self.paddlecols > 1:
if self.rect.colliderect(paddle.rect):
self.rect.right += 7
elif self.rect.colliderect(enemy.rect):
self.rect.left -= 7
else:
spap.play()
self.speed[0] = -self.speed[0]
if self.speed[0] < 0:
self.speed[0] -= 1
elif self.speed[0] > 0:
self.speed[0] += 1
else:
self.paddlecols = 0
if self.speed[0] > 6:
self.speed[0] = 6
elif self.speed[0] < -6:
self.speed[0] = -6
self.rect = self.rect.move(self.speed)
pygame.draw.rect(screen, white, self.rect)
return
ball = Ball()
paddle = Paddle(pygame.K_UP, pygame.K_DOWN)
paddle_two = Paddle(pygame.K_w, pygame.K_s)
paddle_two.pos = [screen.get_width()-30, screen.get_height()/2]
paddle_two.rect.center = paddle_two.pos
enemy = Enemy()
gameLoop(paddle, enemy, ball, twoplayer, paddle_two)
startOver()
def gameLoop(paddle, enemy, ball, twoplayer, paddle_two):
global screen, white, black, clock
paddlescore = pygame.font.Font(None, 32)
enemyscore = pygame.font.Font(None, 32)
topscore = 0
t = thread.start_new_thread(movementEvent,())
screen.fill(black)
screen.blit(paddlescore.render('3', True, white), ball.center)
pygame.display.flip()
time.sleep(1)
screen.fill(black)
screen.blit(paddlescore.render('2', True, white), ball.center)
pygame.display.flip()
time.sleep(1)
screen.fill(black)
screen.blit(paddlescore.render('1', True, white), ball.center)
pygame.display.flip()
time.sleep(1)
screen.fill(black)
screen.blit(paddlescore.render('GO!', True, white), ball.center)
pygame.display.flip()
time.sleep(0.5)
while not topscore > 3:
screen.fill(black)
paddle.update()
if twoplayer:
paddle_two.update()
ball.update(paddle, paddle_two)
else:
enemy.update(ball)
ball.update(paddle, enemy)
pygame.draw.line(screen, white, [screen.get_width()/2, 0], [screen.get_width()/2, screen.get_height()])
if twoplayer:
scores = [paddle.score, paddle_two.score]
else:
scores = [paddle.score, enemy.score]
topscore = sorted(scores, reverse=True)
topscore = topscore[0]
screen.blit(paddlescore.render(str(paddle.score), True, white), [270, 0])
if twoplayer:
screen.blit(enemyscore.render(str(paddle_two.score), True, white), [360, 0])
else:
screen.blit(enemyscore.render(str(enemy.score), True, white), [360, 0])
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
clock.tick(60)
pygame.display.flip()
pygame.event.post(pygame.event.Event(KILLXDATA))
print "Command to Kill!!!"
screen.fill(black)
if not twoplayer:
if paddle.score == topscore:
screen.blit(paddlescore.render('You Won! You beat the machine, proving that YOU', True, white, black), [0, 0])
screen.blit(paddlescore.render('are the Master Pong Player! Well, not really.', True, white, black), [0, 32])
screen.blit(paddlescore.render('But it was a nice thought. (Press any key to', True, white, black), [0, 64])
screen.blit(paddlescore.render('return to the menu).', True, white, black), [0, 98])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
menu()
elif event.type == KILLXDATA:
pygame.event.post(pygame.event.Event(KILLXDATA))
else:
screen.blit(paddlescore.render('You Lost! This bucket of bolts beat a smart human like', True, white, black), [0, 0])
screen.blit(paddlescore.render('yourself! Too bad! Press any key to return to menu.', True, white, black), [0, 32])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
menu()
elif event.type == KILLXDATA:
pygame.event.post(pygame.event.Event(KILLXDATA))
else:
if paddle.score == topscore:
screen.blit(paddlescore.render('Player 1 won! (left side). Press any key to', True, white, black), [0, 0])
screen.blit(paddlescore.render('to menu.', True, white, black), [0, 32])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
menu()
elif event.type == KILLXDATA:
pygame.event.post(pygame.event.Event(KILLXDATA))
else:
screen.blit(paddlescore.render('Player 2 won! (right side). Press any key to', True, white, black), [0, 0])
screen.blit(paddlescore.render('to menu.', True, white, black), [0, 32])
pygame.display.flip()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
menu()
elif event.type == KILLXDATA:
pygame.event.post(pygame.event.Event(KILLXDATA))
if __name__ == '__main__':
menu()