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game.py
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import pyglet
import pymunk
from pyglet.gl import *
import functions
import ball
import bat
import obstaculos
from pymunk import pyglet_util
func = functions.Functions()
#posições iniciais
#Bola
xB = 505 #505
yB = 55 #55
#Bastoes
xE = 222
yE = 49
xD = 372
yD = 49
collision_types = {
"ball": 1,
"mola": 2,
"Parede": 3,
"objects": 4
}
class Game:
pontos = 0
vidas = 2
#defnindo variaveis do pymunk
space = pymunk.Space()
space.gravity = (0.0, -500) # -500 é toop
#definindo a taxa de atualisacão
TIME_INTERVAL = 0.01
time = 0
#definindo o fundo e caracteristicas da janela
fundo = pyglet.resource.image('resources/images/Arte fundo - baixo.png')
windowWidth = fundo.width
windowHeight = fundo.height
#definindo a imagem de gameover
go = pyglet.image.load('resources/images/gameOver.gif')
go = func.ancorar(go, 'center')
gameOver = pyglet.sprite.Sprite(go, windowWidth // 2, windowHeight // 2)
#definindo array para objetos que podem colidir
physicalObjects = []
# Bordas
borders = [pymunk.Segment(space.static_body, (495, 45), (515, 45), 1.0), #tubo/dreita
pymunk.Segment(space.static_body, (515, 45), (515, 400), 1.0),
pymunk.Segment(space.static_body, (515, 400), (510, 500), 1.0), #circulo/topo
pymunk.Segment(space.static_body, (510, 500), (505, 545), 1.0),
pymunk.Segment(space.static_body, (505, 545), (495, 570), 1.0),
pymunk.Segment(space.static_body, (495, 570), (480, 600), 1.0),
pymunk.Segment(space.static_body, (480, 600), (420, 660), 1.0),
pymunk.Segment(space.static_body, (420, 660), (350, 693), 1.0),
pymunk.Segment(space.static_body, (350, 693), (300, 697), 1.0), #metade do
pymunk.Segment(space.static_body, (300, 697), (250, 693), 1.0), #semi circulo
pymunk.Segment(space.static_body, (250, 693), (180, 660), 1.0),
pymunk.Segment(space.static_body, (180, 660), (120, 600), 1.0),
pymunk.Segment(space.static_body, (120, 600), (105, 570), 1.0),
pymunk.Segment(space.static_body, (105, 570), (95, 545), 1.0),
pymunk.Segment(space.static_body, (95, 545), (90, 500), 1.0),
pymunk.Segment(space.static_body, (90, 500), (100, 400), 1.0), #lado esquerdo
pymunk.Segment(space.static_body, (100, 400), (130, 200), 1.0),
pymunk.Segment(space.static_body, (130, 200), (214, 60), 1.0),
pymunk.Segment(space.static_body, (380, 60), (460, 200), 1.0), #lado direito
pymunk.Segment(space.static_body, (460, 200), (495, 400), 1.0),
pymunk.Segment(space.static_body, (495, 400), (495, 45), 1.0), #tubo lado esquerdo
pymunk.Segment(space.static_body, (495, 400), (490, 500), 1.0),
pymunk.Segment(space.static_body, (490, 500), (485, 540), 1.0),
pymunk.Segment(space.static_body, (485, 540), (475, 565), 1.0),
pymunk.Segment(space.static_body, (475, 565), (460, 590), 1.0)
]
removiveis = []
#iniciando os elementos do jogo
def __init__(self):
#adicionando as formas(obstaculos)
self.Circulo_0 = obstaculos.Circulo(385,583, 39, collision_types)
self.Circulo_1 = obstaculos.Circulo(257,302, 39, collision_types)
self.space.add(self.Circulo_0.circulo_body, self.Circulo_1.circulo_body)
self.space.add(self.Circulo_0.circulo, self.Circulo_1.circulo)
self.Triangulo1_0 = obstaculos.Triangulo1(270, 444, 42, collision_types)
self.Triangulo1_1 = obstaculos.Triangulo1(181, 560, 42, collision_types)
self.Triangulo1_2 = obstaculos.Triangulo1(413, 385, 42, collision_types)
self.space.add(self.Triangulo1_0.triangulo1_body, self.Triangulo1_1.triangulo1_body, self.Triangulo1_2.triangulo1_body)
self.space.add(self.Triangulo1_0.triangulo1, self.Triangulo1_1.triangulo1, self.Triangulo1_2.triangulo1)
self.Triangulo2_0 = obstaculos.Triangulo2(210, 121, 40, 90, -40, collision_types)
self.Triangulo2_1 = obstaculos.Triangulo2(385, 121, -40, 90, 40, collision_types)
self.space.add(self.Triangulo2_0.triangulo2_body, self.Triangulo2_1.triangulo2_body)
self.space.add(self.Triangulo2_0.triangulo2, self.Triangulo2_1.triangulo2)
self.Criaremov()
#Criando os bastoes
aux = func.ancorar(pyglet.image.load('resources/images/bastao1.png'), 'esq')
self.batE = bat.Bat(-1, aux, xE, yE)
self.space.add(self.batE.body, self.batE.shape) #adicionando os elementos a simulação fisica do pymunk
self.space.add(self.batE.j, self.batE.s)
self.physicalObjects.append(self.batE)
aux = func.ancorar(pyglet.image.load('resources/images/bastao-1.png'), 'dir')
self.batD = bat.Bat(1, aux, xD, yD)
self.space.add(self.batD.body, self.batD.shape) #adicionando os elementos a simulação fisica do pymunk
self.space.add(self.batD.j, self.batD.s)
self.physicalObjects.append(self.batD)
first = 0
for line in self.borders:
line.elasticity = 0.7
line.group = 1
if first == 0:
line.collision_type = collision_types["mola"]
first += 1
line.elasticity = 0
else:
line.collision_type = collision_types["Parede"]
self.space.add(line)
self.status = 'BEGINING'
h = self.space.add_collision_handler(
collision_types["mola"],
collision_types["ball"])
h.begin = self.iniciando
hobj = self.space.add_collision_handler(
collision_types["ball"],
collision_types["objects"]
)
hobj.post_solve = self.col_post
def col_post (self, arbiter, space, data):
self.pontos += 10
print(self.pontos)
def iniciando(self, arbiter, space, data):
self.status = 'BEGINING'
print(self.status)
return True
def Criaremov (self):
aux = func.ancorar(pyglet.image.load('resources/images/trigira.png'), 'center')
self.Trigira_0 = obstaculos.Trigira(150, 300, 30, collision_types, aux)
self.Trigira_1 = obstaculos.Trigira(190, 360, 30, collision_types, aux)
self.Trigira_2 = obstaculos.Trigira(160, 400, 30, collision_types, aux)
self.Trigira_3 = obstaculos.Trigira(140, 450, 30, collision_types, aux)
self.space.add(self.Trigira_0.trigira, self.Trigira_0.trigira_body,
self.Trigira_1.trigira, self.Trigira_1.trigira_body,
self.Trigira_2.trigira, self.Trigira_2.trigira_body,
self.Trigira_3.trigira, self.Trigira_3.trigira_body)
self.space.add(self.Trigira_0.j, self.Trigira_1.j, self.Trigira_2.j, self.Trigira_3.j)
# Criando a bola
self.mass = 1
self.radius = 9
aux = func.ancorar(pyglet.image.load('resources/images/bola.png'), 'center')
self.ball = ball.Bola(self.mass, self.radius, xB, yB, collision_types, aux)
self.space.add(self.ball.circle_body, self.ball.circle_shape)
self.removiveis = [self.Trigira_0.trigira, self.Trigira_0.trigira_body,
self.Trigira_1.trigira, self.Trigira_1.trigira_body,
self.Trigira_2.trigira, self.Trigira_2.trigira_body,
self.Trigira_3.trigira, self.Trigira_3.trigira_body,
self.Trigira_0.j, self.Trigira_1.j, self.Trigira_2.j, self.Trigira_3.j,
self.ball.circle_body, self.ball.circle_shape]
self.physicalObjects.extend([self.Trigira_0, self.Trigira_1, self.Trigira_2, self.Trigira_3])
def reset(self):
self.space.remove(self.removiveis)
self.physicalObjects.remove(self.Trigira_0)
self.physicalObjects.remove(self.Trigira_1)
self.physicalObjects.remove(self.Trigira_2)
self.physicalObjects.remove(self.Trigira_3)
self.Criaremov()
self.status = "BEGINING"
def time_count(self):
if self.status == 'BEGINING':
self.charge_time = self.game_end_time - self.game_start_time
if self.charge_time > 1:
self.charge_time = 1
self.ball.go(self.charge_time)
self.status = "PLAYING"
#desenhando na tela os elementos do jogo
def draw(self):
self.fundo.blit(0, 0)
if self.status == 'GAME OVER':
self.gameOver.draw()
elif self.status == 'REINICIAR':
self.gameOver.draw()
fim = pyglet.text.Label(str("A pontuacao final e: "),
font_name='Arial',
font_size=20,
x = self.windowHeight/2, y = self.windowWidth/2 + 30,
color=(255, 100, 0, 255))
pontosf = pyglet.text.Label(str(self.pontos),
font_name='Arial',
font_size=20,
x = self.windowHeight/2, y = self.windowWidth/2,
color=(255, 100, 0, 255))
pontosf.draw()
fim.draw()
elif self.status == 'PLAYING' or self.status == 'BEGINING':
self.ball.draw()
for obj in self.physicalObjects:
obj.draw()
pontos = pyglet.text.Label(str(self.pontos),
font_name='Arial',
font_size=16,
x=570, y=600,
color=(255, 100, 0, 255))
pontos.draw()
vidas = pyglet.text.Label(str(self.vidas),
font_name='Arial',
font_size=16,
x=570, y=520,
color=(255, 100, 0, 255))
vidas.draw()
#verificando status do jogo e mudando pos da bola
def update(self, dt):
dt = Game.TIME_INTERVAL
self.space.step(dt)
if self.status == "PLAYING" or self.status == "BEGINING":
if self.ball.y < 0:
self.status = 'GAME OVER'
self.vidas = self.vidas - 1
if self.vidas <= 0:
self.status = 'REINICIAR'
else:
self.time += dt
self.ball.update(dt)
for obj in self.physicalObjects:
obj.update(dt)