crashtest-r0ket/tools/game/py-pong/pypong/entity.py

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2011-12-15 20:08:02 +00:00
import pygame, math
from pygame.sprite import Sprite
class Paddle(Sprite):
def __init__(self, velocity, image, bounds_y, *groups):
Sprite.__init__(self, *groups)
self.image = image
self.rect = self.image.get_rect()
self.direction = 0
self.velocity = velocity
self.bounds_y = bounds_y
# Like original pong, we break this up into 8 segments from the edge angle (acute_angle) to pi/2 at the center
# Changing acute_angle lets us change the extreme edge angle of the paddle.
acute_angle = .125
# Build the angles from acute_angle to the first 0.5 center value then append the values going from the
# second center 0.5 value by using the values we just calculated reversed.
angles = [acute_angle + (0.5-acute_angle)/3.0 * n for n in xrange(4)]
angles += map(lambda x: 1 + x * -1, reversed(angles))
# Final table is the output vector (x,y) of each angle
self.bounce_table = [(math.cos(n*math.pi-math.pi/2.0), math.sin(n*math.pi-math.pi/2.0)) for n in angles]
def update(self):
self.rect.y = max(self.bounds_y[0], min(self.bounds_y[1]-self.rect.height, self.rect.y + self.direction * self.velocity))
def calculate_bounce(self, delta):
return self.bounce_table[int(round(delta * (len(self.bounce_table)-1)))]
class Line(Sprite):
def __init__(self, image, *groups):
Sprite.__init__(self, *groups)
self.image = image
self.rect = self.image.get_rect()
class Ball(Sprite):
def __init__(self, velocity, image, *groups):
Sprite.__init__(self, *groups)
self.velocity = velocity
self.image = image
self.rect = self.image.get_rect()
self.position_vec = [0., 0.]
self.velocity_vec = [0., 0.]
def update(self):
self.position_vec[0] += self.velocity_vec[0]
self.position_vec[1] += self.velocity_vec[1]
self.rect.x = self.position_vec[0]
self.rect.y = self.position_vec[1]
def set_position_x(self, value):
self.position_vec[0] = value
self.rect.left = value
position_x = property(lambda self: self.position_vec[0], set_position_x)
def set_position_y(self, value):
self.position_vec[1] = value
self.rect.top = value
position_y = property(lambda self: self.position_vec[1], set_position_y)
class Score(Sprite):
def __init__(self, image_list, *groups):
Sprite.__init__(self, *groups)
self.image_list = image_list
self.image = None
self.rect = pygame.Rect(0,0,0,0)
self.score = 0
def get_score(self):
return self.score_value
def set_score(self, value):
self.score_value = value
digit_spacing = 8
digit_width = self.image_list[0].get_width()
digit_height = self.image_list[0].get_height()
values = map(int, reversed(str(self.score_value)))
surface_width = len(values) * digit_width + (len(values)-1) * digit_spacing
if not self.image or self.image.get_width() < surface_width:
self.image = pygame.Surface((surface_width, digit_height))
self.image.fill((0,0,0))
self.rect.width = self.image.get_width()
self.rect.height = self.image.get_height()
offset = self.image.get_width()-digit_width
for i in values:
self.image.blit(self.image_list[i], (offset, 0))
offset = offset - (digit_width + digit_spacing)
score = property(get_score, set_score)