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"""
bricka (a breakout clone)
Original version developed by Leonel Machava <leonelmachava@gmail.com> http://codentronix.com
pyIrrlicht version - Maxim Kolosov <pyirrlicht@gmail.com>
"""
import os, sys
#~ os.environ['IRRLICHT_C_LIBRARY'] = 'irrlicht_c_173'
from pyirrlicht import *
try:
from cellular import Cellular
except:
class Cellular:
def __init__(self, *args, **kwargs):
pass
def get_texture(self):
return None
#~ driverType = EDT_NULL
#~ driverType = EDT_SOFTWARE
#~ driverType = EDT_BURNINGSVIDEO
#~ driverType = EDT_DIRECT3D8
driverType = EDT_DIRECT3D9
#~ driverType = EDT_OPENGL
# Object dimensions
BALL_DIAMETER = 16
BALL_RADIUS = BALL_DIAMETER / 2
ball_delta = BALL_RADIUS / 2
PADDLE_STEP = 10
# State constants
STATE_BALL_IN_PADDLE = 0
STATE_PLAYING = 1
STATE_WON = 2
STATE_GAME_OVER = 3
def _(value):
return value
class event_receiver(IEventReceiver):
game = None
stop = False
def OnEvent(self, evt):
if self.game.help_dialog:
try:
self.game.help_dialog.getID()
except:
self.game.help_dialog = None
event = SEvent(evt)
if event.EventType is EET_KEY_INPUT_EVENT:
pressed_down = event.KeyInput.PressedDown
if not self.game.help_dialog:
self.check_input(event.KeyInput.Key)
return False
def help(self):
if not self.game.help_dialog:
self.game.help_dialog = self.game.gui_environment.addMessageBox(_('Help'), _('Copyright (C) Leonel Machava') + '\n' + _('pyIrrlicht version - Maxim Kolosov') + '\n' + _('F1 - help; ESC - exit') + '\n' + _('press space to launch the ball') + '\n' + _('left/right to move paddle') + '\n' + _('resize window before new game'))
def check_input(self, key):
if key == KEY_LEFT:
self.game.offset_x(self.game.paddle, -PADDLE_STEP)
if self.game.paddle.UpperLeftCorner.X < 0:
self.game.set_paddle_x(0)
if key == KEY_RIGHT:
self.game.offset_x(self.game.paddle, PADDLE_STEP)
if self.game.paddle.UpperLeftCorner.X > self.game.max_paddle_x:
self.game.set_paddle_x(self.game.max_paddle_x)
if key == KEY_SPACE and self.game.state == STATE_BALL_IN_PADDLE:
self.game.ball_vel = self.game.ball_vel_default
self.game.state = STATE_PLAYING
elif key == KEY_RETURN and (self.game.state == STATE_GAME_OVER or self.game.state == STATE_WON):
self.game.use_cellular_paddle = not self.game.use_cellular_paddle
self.game.use_cellular_brick = not self.game.use_cellular_brick
self.game.init_game()
elif key == KEY_F1:
self.help()
elif key == KEY_ESCAPE:
self.stop = True
class Bricka:
def __init__(self, driver_type = driverType, width = 320, height = 240):
self.use_cellular_paddle = False
self.use_cellular_brick = False
self.font_height = 20
self.back_color = SColor(255, 80, 80, 80)
self.white = SColor(255, 255, 255, 255)
self.brick_color = SColor(255, 200, 200, 0)
self.ball_vel_default = position2di(2, -2)
self.texture_paddle = None
self.texture_brick = None
self.help_dialog = None
self.video_driver = None
self.scene_manager = None
self.gui_environment = None
self.font_text = None
self.font_chess = None
self.skin = None
p = SIrrlichtCreationParameters()
p.DriverType = driverType
p.WindowSize = dimension2du(width, height)
p.AntiAlias = True
p.WithAlphaChannel = True
self.device = createDeviceEx(p)
if self.device:
self.device.setResizable(True)
self.device.setWindowCaption('bricka (a breakout clone by codeNtronix.com)')
self.video_driver = self.device.getVideoDriver()
self.scene_manager = self.device.getSceneManager()
self.gui_environment = self.device.getGUIEnvironment()
# icon
if is_frozen():
self.video_driver.SetIcon(101)
else:
self.video_driver.SetIcon()
# skin
self.skin = self.gui_environment.getSkin()
for i in range(EGDC_COUNT):
col = self.skin.getColor(i)
col.setAlpha(200)
self.skin.setColor(i, col)
if (i + 2) > EGDC_COUNT:
break
# font
self.font = CGUITTFont(self.gui_environment, os.environ['SYSTEMROOT']+'/Fonts/arial.ttf', self.font_height)
if self.font:
self.skin.setFont(self.font)
# add 3d ball
#~ self.ball3d = self.scene_manager.addSphereSceneNode(float(BALL_DIAMETER))
# add camera for 3d view
self.camera = self.scene_manager.addCameraSceneNode(position = vector3df(0,0,-400))
#~ self.camera = self.scene_manager.addCameraSceneNodeMaya(distance = 400)
# initialize first level
self.init_game()
def offset_x(self, rect, value):
rect.UpperLeftCorner.X += value
rect.LowerRightCorner.X += value
def offset_y(self, rect, value):
rect.UpperLeftCorner.Y += value
rect.LowerRightCorner.Y += value
def offset(self, rect, x, y):
self.offset_x(rect, x)
self.offset_y(rect, y)
def set_ball_x(self, value):
self.ball.UpperLeftCorner.X = value
self.ball.LowerRightCorner.X = value + BALL_DIAMETER
def set_ball_y(self, value):
self.ball.UpperLeftCorner.Y = value
self.ball.LowerRightCorner.Y = value + BALL_DIAMETER
def set_paddle_x(self, value):
self.paddle.UpperLeftCorner.X = value
self.paddle.LowerRightCorner.X = value + self.paddle_width
def set_paddle_y(self, value):
self.paddle.UpperLeftCorner.Y = value
self.paddle.LowerRightCorner.Y = value + self.paddle_height
def init_game(self):
screen_size = self.video_driver.getScreenSize()
self.brick_width = abs(screen_size.X / 11)
self.brick_height = abs(screen_size.X / 32)
self.paddle_width = 60
self.paddle_height = 12
self.max_paddle_x = screen_size.X - self.paddle_width
self.max_ball_x = screen_size.X - BALL_DIAMETER
self.max_ball_y = screen_size.Y - BALL_DIAMETER
# Paddle X,Y coordinate
self.paddle_x = (screen_size.X - self.paddle_width) / 2
self.paddle_y = screen_size.Y - self.paddle_height - 10
# ball X,Y coordinate
self.ball_x = self.paddle_x
self.ball_y = self.paddle_y - BALL_DIAMETER
self.lives = 3
self.score = 0
self.state = STATE_BALL_IN_PADDLE
self.paddle = recti(self.paddle_x, self.paddle_y, self.paddle_x + self.paddle_width, self.paddle_y + self.paddle_height)
self.ball = recti(self.ball_x, self.ball_y, self.ball_x + BALL_DIAMETER, self.ball_y + BALL_DIAMETER)
self.ball_vel = self.ball_vel_default
#~ self.ball3d.setPosition(vector3df(self.ball_x, self.ball_y, 0))
# cellular texture generator
self.cell_paddle = Cellular(self.video_driver, self.paddle_width, self.paddle_height, 128)
self.cell_brick = Cellular(self.video_driver, self.brick_width, self.brick_height, 128)
if not self.texture_paddle:
self.texture_paddle = self.cell_paddle.get_texture()
else:
self.texture_paddle = self.cell_paddle.get_new_texture(cellSize = 8, density = 4.0, rand_range_count = 25)
if not self.texture_brick:
self.texture_brick = self.cell_brick.get_texture()
else:
self.texture_brick = self.cell_brick.get_new_texture(mFact = .5, lPower = .5)
self.create_bricks()
def show_stats(self):
if self.font:
text = 'SCORE: %d LIVES: %d' % (self.score, self.lives)
screen_size = self.video_driver.getScreenSize()
text_dimension = self.font.getDimension(text)
self.font.draw(text, recti((screen_size.X - text_dimension.Width) / 2, 5, text_dimension.Width, self.font_height), self.white)
def show_message(self, message):
if self.font:
screen_size = self.video_driver.getScreenSize()
delta_y = 0
for text in message:
text_dimension = self.font.getDimension(text)
self.font.draw(text, recti((screen_size.X - text_dimension.Width) / 2, screen_size.Y / 2 + delta_y, text_dimension.Width, (screen_size.Y - text_dimension.Height) / 2 + delta_y), self.white)
delta_y += text_dimension.Height
def create_bricks(self):
screen_size = self.video_driver.getScreenSize()
x_delta = self.brick_width + 10
count_rows = abs(screen_size.Y / 68)
count_columns = abs(screen_size.X / x_delta - 1)
x1 = (screen_size.X - x_delta * count_columns) / 2
y_ofs = 35
self.bricks = []
for i in range(count_rows):
x_ofs = x1
for j in range(count_columns):
self.bricks.append(recti(x_ofs, y_ofs, x_ofs + self.brick_width, y_ofs + self.brick_height))
x_ofs += x_delta
y_ofs += self.brick_height + 5
def draw_bricks(self):
for brick in self.bricks:
if self.texture_brick and self.use_cellular_brick:
self.video_driver.draw2DImage(self.texture_brick, brick.UpperLeftCorner)
else:
self.video_driver.draw2DRectangle(self.brick_color, brick)
def move_ball(self):
self.offset(self.ball, self.ball_vel.X, self.ball_vel.Y)
if self.ball.UpperLeftCorner.X <= 0:
self.set_ball_x(0)
self.ball_vel.X = -self.ball_vel.X
elif self.ball.UpperLeftCorner.X >= self.max_ball_x:
self.set_ball_x(self.max_ball_x)
self.ball_vel.X = -self.ball_vel.X
if self.ball.UpperLeftCorner.Y < 0:
self.set_ball_y(0)
self.ball_vel.Y = -self.ball_vel.Y
elif self.ball.UpperLeftCorner.Y >= self.max_ball_y:
self.set_ball_y(self.max_ball_y)
self.ball_vel.Y = -self.ball_vel.Y
def handle_collisions(self):
result = None
for brick in self.bricks:
if self.ball.isRectCollided(brick):
self.score += 3
self.ball_vel.Y = -self.ball_vel.Y
self.bricks.remove(brick)
result = brick
break
if len(self.bricks) == 0:
self.state = STATE_WON
if self.ball.isRectCollided(self.paddle):
self.set_ball_y(self.paddle_y - BALL_DIAMETER)
self.ball_vel.Y = -self.ball_vel.Y
elif self.ball.UpperLeftCorner.Y > self.paddle.UpperLeftCorner.Y:
self.lives -= 1
if self.lives > 0:
self.state = STATE_BALL_IN_PADDLE
else:
self.state = STATE_GAME_OVER
return result
def run(self):
destroyed_brick = None
destroyed_color1 = SColor(255, 0, 255, 0)
destroyed_color2 = SColor(255, 255, 255, 0)
destroyed_color3 = SColor(255, 0, 0, 255)
destroyed_color4 = SColor(255, 255, 0, 0)
color_red = SColor(255, 200, 0, 0)
color_yellow = SColor(255, 200, 200, 0)
color_green = SColor(255, 0, 200, 0)
color_blue = SColor(255, 0, 0, 200)
i_event_receiver = event_receiver()
i_event_receiver.game = self
self.device.setEventReceiver(i_event_receiver)
self.device.getTimer().setSpeed(10.0)
while self.device.run():
if self.device.isWindowActive():
if i_event_receiver.stop:
break
if self.video_driver.beginScene(True, True, self.back_color):
if self.state == STATE_PLAYING:
if not self.help_dialog:
if self.device.getTimer().getTime() > 100:
self.move_ball()
self.device.getTimer().setTime(0)
pos = self.handle_collisions()
if pos:
destroyed_brick = pos
if destroyed_brick:
if self.use_cellular_brick:
self.video_driver.draw2DRectangle(destroyed_color1, destroyed_brick)
else:
self.video_driver.draw2DRectangle(destroyed_brick, destroyed_color1, destroyed_color2, destroyed_color3, destroyed_color4)
destroyed_color2.a = destroyed_color2.a - 25
destroyed_color3.a = destroyed_color3.a - 25
destroyed_color4.a = destroyed_color4.a - 25
destroyed_color1.a = destroyed_color1.a - 25
if destroyed_color1.a < 50:
destroyed_brick = None
destroyed_color1.a = 255
if not self.use_cellular_brick:
destroyed_color2.a = 255
destroyed_color3.a = 255
destroyed_color4.a = 255
elif self.state == STATE_BALL_IN_PADDLE:
self.set_ball_x(self.paddle.UpperLeftCorner.X + self.paddle.getWidth() / 2)
self.set_ball_y(self.paddle.UpperLeftCorner.Y - self.ball.getHeight())
self.show_message(('PRESS SPACE', 'TO LAUNCH THE BALL', 'F1 - help, ESC - exit'))
elif self.state == STATE_GAME_OVER:
self.show_message(('GAME OVER', 'PRESS ENTER TO PLAY AGAIN'))
elif self.state == STATE_WON:
self.show_message(('YOU WON!', 'PRESS ENTER TO PLAY AGAIN'))
self.draw_bricks()
# Draw paddle
if self.texture_paddle and self.use_cellular_paddle:
self.video_driver.draw2DImage(self.texture_paddle, self.paddle.UpperLeftCorner)
else:
self.video_driver.draw2DRectangle(self.paddle, color_yellow, color_red, color_green, color_blue)
# Draw ball
#~ self.video_driver.draw2DRectangle(self.white, self.ball)
x1, y1 = self.ball.UpperLeftCorner.get_XY()
x2, y2 = self.ball.LowerRightCorner.get_XY()
self.video_driver.draw2DPolygon(recti(x1 + ball_delta, y1 + ball_delta, x2 + ball_delta, y2 + ball_delta), BALL_RADIUS, self.white)
#~ ball_draw = self.ball + ball_delta
#~ self.video_driver.draw2DPolygon(ball_draw, BALL_RADIUS, self.white)
#~ self.ball3d.setPosition(vector3df(x1 + ball_delta, y1 + ball_delta, 0))
#~ self.scene_manager.drawAll()
self.show_stats()
if self.help_dialog:
self.gui_environment.drawAll()
self.video_driver.endScene()
self.device.sleep(1)
else:
self.device._yield()
self.device.closeDevice()
self.device.drop()
if __name__ == "__main__":
Bricka().run()