Pygame/Tom's Pong
< Pygame
#!/usr/bin/python
# coding: utf-8
#
# Tom's Pong
# A simple pong game with realistic physics and AI
# http://tom.acrewoods.net/projects/pong
#
# Released under the GNU General Public License
#
VERSION = "0.4"
try:
import sys
import random
import math
import os
import getopt
import pygame
from socket import *
from pygame.locals import *
except ImportError, err:
print "Impossible de charger le module. %s" % (err)
sys.exit(2)
def load_png(name):
"""Charge une image et retourne un objet image"""
fullname = os.path.join('data', name)
try:
image = pygame.image.load(fullname)
if image.get_alpha is None:
image = image.convert()
else:
image = image.convert_alpha()
except pygame.error, message:
print "Impossible de charger l'image : ", fullname
raise SystemExit, message
return image, image.get_rect()
class Ball(pygame.sprite.Sprite):
"""Une balle qui se déplace sur lécran
Retourne: objet ball
Fonctions: update, calcnewpos
Attributs: area, vector"""
def __init__(self, (xy), vector):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_png('ball.png')
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.vector = vector
self.hit = 0
def update(self):
newpos = self.calcnewpos(self.rect,self.vector)
self.rect = newpos
(angle,z) = self.vector
if not self.area.contains(newpos):
tl = not self.area.collidepoint(newpos.topleft)
tr = not self.area.collidepoint(newpos.topright)
bl = not self.area.collidepoint(newpos.bottomleft)
br = not self.area.collidepoint(newpos.bottomright)
if tr and tl or (br and bl):
angle = -angle
if tl and bl:
#self.offcourt()
angle = math.pi - angle
if tr and br:
angle = math.pi - angle
#self.offcourt()
else:
# Réduire les rectangles pour ne pas frapper la balle derrière les raquettes
player1.rect.inflate(-3, -3)
player2.rect.inflate(-3, -3)
# Est-ce que la raquette et la balle entre en collision ?
# Notez que je mets dans une règle à part qui définit self.hit à 1 quand ils entrent en collision
# et à 0 à la prochaine itération. C'est pour stopper un comportement étrange de la balle
# lorsqu'il trouve une collision *à l'intérieur* de la raquette, la balle s'inverse, et est
# toujours à l'intérieur de la raquette et donc rebondit à l'intérieur.
# De cette façon, la balle peut toujours s'échapper et rebondir correctement
if self.rect.colliderect(player1.rect) == 1 and not self.hit:
angle = math.pi - angle
self.hit = not self.hit
elif self.rect.colliderect(player2.rect) == 1 and not self.hit:
angle = math.pi - angle
self.hit = not self.hit
elif self.hit:
self.hit = not self.hit
self.vector = (angle,z)
def calcnewpos(self,rect,vector):
(angle,z) = vector
(dx,dy) = (z*math.cos(angle),z*math.sin(angle))
return rect.move(dx,dy)
class Bat(pygame.sprite.Sprite):
"""Raquette mobile qui peut frapper la balle
Retourne: objet bat
Méthode: reinit, update, moveup, movedown
Attributs: which, speed"""
def __init__(self, side):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_png('bat.png')
screen = pygame.display.get_surface()
self.area = screen.get_rect()
self.side = side
self.speed = 10
self.state = "still"
self.reinit()
def reinit(self):
self.state = "still"
self.movepos = [0,0]
if self.side == "left":
self.rect.midleft = self.area.midleft
elif self.side == "right":
self.rect.midright = self.area.midright
def update(self):
newpos = self.rect.move(self.movepos)
if self.area.contains(newpos):
self.rect = newpos
pygame.event.pump()
def moveup(self):
self.movepos[1] = self.movepos[1] - (self.speed)
self.state = "moveup"
def movedown(self):
self.movepos[1] = self.movepos[1] + (self.speed)
self.state = "movedown"
def main():
# Initialisation de la fenêtre d'affichage
pygame.init()
screen = pygame.display.set_mode((640, 480))
pygame.display.set_caption('Basic Pong')
# Remplissage de l'arrière-plan
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((0, 0, 0))
# Initialisation des joueurs
global player1
global player2
player1 = Bat("left")
player2 = Bat("right")
# Initialisation de la balle
speed = 13
rand = ((0.1 * (random.randint(5,8))))
ball = Ball((0,0),(0.47,speed))
# Initialisation des sprites
playersprites = pygame.sprite.RenderPlain((player1, player2))
ballsprite = pygame.sprite.RenderPlain(ball)
# Blitter le tout dans la fenêtre
screen.blit(background, (0, 0))
pygame.display.flip()
# Initialisation de l'horloge
clock = pygame.time.Clock()
# Boucle d'évènements
while 1:
# S'assurer que le jeu ne fonctionne pas à plus de 60 images par secondes
clock.tick(60)
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
if event.key == K_a:
player1.moveup()
if event.key == K_z:
player1.movedown()
if event.key == K_UP:
player2.moveup()
if event.key == K_DOWN:
player2.movedown()
elif event.type == KEYUP:
if event.key == K_a or event.key == K_z:
player1.movepos = [0,0]
player1.state = "still"
if event.key == K_UP or event.key == K_DOWN:
player2.movepos = [0,0]
player2.state = "still"
screen.blit(background, ball.rect, ball.rect)
screen.blit(background, player1.rect, player1.rect)
screen.blit(background, player2.rect, player2.rect)
ballsprite.update()
playersprites.update()
ballsprite.draw(screen)
playersprites.draw(screen)
pygame.display.flip()
if __name__ == '__main__': main()