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pong.py
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from time import sleep
import os
import pygame
import sys
import random
import argparse
import logging
rgb_colors = {
"red": (255, 0, 0),
"green": (0, 255, 0),
"blue": (0, 0, 255),
"yellow": (255, 255, 0),
"purple": (128, 0, 128),
"orange": (255, 165, 0),
"pink": (255, 192, 203),
"cyan": (0, 255, 255),
"lime": (0, 255, 0),
"teal": (0, 128, 128),
"navy": (0, 0, 128),
"maroon": (128, 0, 0),
"olive": (128, 128, 0),
"brown": (165, 42, 42),
"gray": (128, 128, 128),
"black": (0, 0, 0),
"white": (255, 255, 255),
"silver": (192, 192, 192),
"gold": (255, 215, 0),
"violet": (238, 130, 238),
"indigo": (75, 0, 130),
"turquoise": (64, 224, 208),
"lavender": (230, 230, 250),
"crimson": (220, 20, 60),
"coral": (255, 127, 80),
"skyblue": (135, 206, 235),
"magenta": (255, 0, 255),
"chartreuse": (127, 255, 0),
"sienna": (160, 82, 45),
"plum": (221, 160, 221),
"khaki": (240, 230, 140),
"darkgreen": (0, 100, 0),
"deepskyblue": (0, 191, 255),
"limegreen": (50, 205, 50),
"tomato": (255, 99, 71),
"salmon": (250, 128, 114),
"goldrod": (218, 165, 32),
"darkorchid": (153, 50, 204),
"peru": (205, 133, 63),
"orchid": (218, 112, 214),
"royalblue": (65, 105, 225),
"indianred": (205, 92, 92),
"yellowgreen": (154, 205, 50),
"lightgrey" : (200, 200, 200)
}
log_file = "pong_log.log"
if os.path.exists(os.path.abspath(log_file)):
os.remove(os.path.abspath(log_file))
# Configure main logger
pong_log = logging.getLogger("Pong logger")
pong_log.setLevel(logging.DEBUG)
# Configure console handler
console_handler = logging.StreamHandler()
console_handler.setLevel(logging.DEBUG) # Imposta il livello a INFO o altro a tuo piacere
# Configure file handler
file_handler = logging.FileHandler(log_file)
file_handler.setLevel(logging.DEBUG)
# Set format
formatter = logging.Formatter('[%(asctime)s] - [%(levelname)s] - %(message)s')
console_handler.setFormatter(formatter)
file_handler.setFormatter(formatter)
# Add handler to logger
pong_log.addHandler(console_handler)
pong_log.addHandler(file_handler)
def get_random(limit: int):
num_rand = random.randint(-limit, limit)
while num_rand == 0:
num_rand = random.randint(-limit, limit)
return num_rand
class Ball():
def __init__(self,
center_x: int,
center_y: int,
radius: int,
color: tuple,
display_width: int,
display_high: int,
speed_x: int = 0,
speed_y: int = 0,) -> None:
self.center_x = center_x
self.center_y = center_y
self.radius = radius
self.speed_x = speed_x
self.speed_y = speed_y
self.color = color
self.display_width = display_width
self.display_high = display_high
def update_pos(self) -> None:
if self.center_y - self.radius <= 0 or self.center_y + self.radius >= self.display_high:
self.invert_move(invert_y=True)
if self.speed_x != 0:
self.center_x += self.speed_x
if self.speed_y != 0:
self.center_y += self.speed_y
def set_speed(self, speed_x: int | float, speed_y: int | float) -> None:
if speed_x != 0:
if self.speed_x < 0:
self.speed_x = -speed_x
else:
self.speed_x = speed_x
if speed_y != 0:
if self.speed_y < 0:
self.speed_y = -speed_y
else:
self.speed_y = speed_y
def invert_move(self, invert_x=False, invert_y=False):
if invert_x:
self.speed_x *= -1
if invert_y:
self.speed_y *= -1
def get_speed(self) -> tuple:
return (self.speed_x, self.speed_y)
def draw(self, display: pygame.Surface) -> None:
self.surface = display
pygame.draw.circle(self.surface, self.color,
(self.center_x, self.center_y), self.radius)
def reset(self) -> None:
self.speed_x = 0
self.speed_y = 0
self.center_x = self.display_width / 2
self.center_y = self.display_high / 2
self.draw(self.surface)
def get_borders(self) -> dict:
return {
'left': self.center_x - self.radius,
'right': self.center_x + self.radius,
'top': self.center_y - self.radius,
'bott': self.center_y + self.radius,
'center_x': self.center_x,
'center_y': self.center_y
}
class Gamer:
def __init__(self, top_x: int,
top_y: int,
width: int,
high: int,
color: tuple,
player_name : str,
display_width: int,
display_high: int) -> None:
self.init_top_x = top_x
self.init_top_y = top_y
self.width = width
self.high = high
self.color = color
self.rect = pygame.Rect(top_x, top_y, width, high)
self.speed_y = 0
self.disp_w = display_width
self.disp_h = display_high
self.name = player_name
def draw(self, display: pygame.Surface) -> None:
pygame.draw.rect(display, self.color, self.rect)
def update_pos(self) -> None:
if self.speed_y != 0:
self.rect.y += self.speed_y
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= self.disp_h:
self.rect.bottom = self.disp_h
def set_speed(self, speed_y: int | float) -> None:
if speed_y == 0:
self.speed_y = 0
else:
self.speed_y += speed_y
def get_speed(self):
return self.speed_y
def reset(self) -> None:
self.rect.x = self.init_top_x
self.rect.y = self.init_top_y
def get_borders(self) -> dict:
return {
'top': self.rect.top,
'right': self.rect.right,
'bott': self.rect.bottom,
'left': self.rect.left,
'center_x': self.rect.centerx,
'center_y': self.rect.centery
}
class GameField:
def __init__(self, display_w: int, display_h: int, bg_color: str, line_color: tuple, caption: str) -> None:
self.disp_w = display_w
self.disp_h = display_h
self.screen = pygame.display.set_mode((display_w, display_h))
self.bg_color = pygame.Color(bg_color)
self.caption = caption
self.line_color = line_color
pygame.display.set_caption(caption)
def get_screen(self) -> pygame.Surface:
return self.screen
def fill_screen(self):
self.screen.fill(self.bg_color)
def draw_borders(self):
pygame.draw.aaline(self.screen, self.line_color,
(self.disp_w / 2, 0), (self.disp_w / 2, self.disp_h))
class PongGame:
def __init__(self, game_field: GameField,
ball: Ball,
player: Gamer,
computer: Gamer,
max_score: int = 100,
fps: int = 120) -> None:
self._period = 1 / fps
self._max_ball_time_4_travel = 3
self._max_gamer_time_4_travel = 2
self._pong_pygame = pygame
self._game_field = game_field
self._ball = ball
self._player = player
self._computer = computer
self._pong_pygame.init()
self._clock = self._pong_pygame.time.Clock()
self._stat = {"player_score": 0, "cpu_score": 0,
"last_diff": 0, "level": 1, "max_score": max_score}
self._fps = fps
self._BALL_SPEED_X_DFLT = (self._game_field.disp_w) / (self._max_ball_time_4_travel * self._fps)
self._BALL_SPEED_Y_DFLT = (self._game_field.disp_h) / (self._max_ball_time_4_travel * self._fps)
self._CPU_SPEED_DFLT = (self._game_field.disp_h) / (self._max_gamer_time_4_travel * self._fps)
self._cpu_speed_increment = 1
self._ball_speed_increment = 0.5
self._player_speed = (self._game_field.disp_h) / (self._max_gamer_time_4_travel * self._fps)
self._cpu_speed = self._CPU_SPEED_DFLT
def _reset_game(self):
self._update_game_speed()
self._ball.reset()
self._player.reset()
self._computer.reset()
def _check_collision(self):
ball_coord = self._ball.get_borders()
if ball_coord['left'] <= self._computer.get_borders()['left']:
pong_log.debug("Player score +1")
self._stat['player_score'] += 1
self._reset_game()
if ball_coord['right'] >= self._player.get_borders()['right']:
pong_log.debug("CPU score +1")
self._stat['cpu_score'] += 1
self._reset_game()
if ball_coord['right'] > self._game_field.disp_w / 2 and ball_coord['right'] >= self._player.get_borders()['left']:
if ball_coord['top'] <= self._player.get_borders()['bott'] and ball_coord['bott'] >= self._player.get_borders()['top']:
self._ball.invert_move(invert_x=True)
if ball_coord['left'] < self._game_field.disp_w / 2 and ball_coord['left'] <= self._computer.get_borders()['right']:
if ball_coord['top'] <= self._computer.get_borders()['bott'] and ball_coord['bott'] >= self._computer.get_borders()['top']:
self._ball.invert_move(invert_x=True)
# Update game speed after a reset due to cpu error
def _update_game_speed(self):
score_diff = self._stat['player_score'] - self._stat['cpu_score']
if score_diff > 0 and score_diff > self._stat['last_diff']:
self._ball.set_speed(abs(self._ball.get_speed()[
0]) + self._cpu_speed_increment, abs(self._ball.get_speed()[1]) + self._cpu_speed_increment)
self._computer.set_speed(
self._cpu_speed + self._cpu_speed_increment)
self._stat['last_diff'] = score_diff
self._stat['level'] += 1
pong_log.debug(
f"Update speed, score diff = {score_diff}, last diff {self._stat['last_diff']}, level: {self._stat['level']}")
# Move computer to follow the ball after half of the game field
def _move_computer(self):
if self._ball.get_borders()['right'] < self._game_field.disp_w / 2:
if self._computer.get_borders()['center_y'] < self._ball.get_borders()['center_y']:
self._computer.set_speed(self._cpu_speed)
else:
self._computer.set_speed(-self._cpu_speed)
else:
self._computer.set_speed(0)
# Based on incoming keyboard event, move the player
def _move_player(self, event: pygame.event):
if event.type == self._pong_pygame.KEYDOWN:
if event.key == self._pong_pygame.K_UP:
self._player.set_speed(-self._player_speed)
if event.key == self._pong_pygame.K_DOWN:
self._player.set_speed(self._player_speed)
if event.type == self._pong_pygame.KEYUP:
if event.key == self._pong_pygame.K_UP:
self._player.set_speed(self._player_speed)
if event.key == self._pong_pygame.K_DOWN:
self._player.set_speed(-self._player_speed)
def _write_score(self):
font_size = 30
font = self._pong_pygame.font.SysFont("freemono", font_size)
img = font.render(
f'{self._stat["cpu_score"]} {self._stat["player_score"]}', True, self._game_field.line_color)
scor_str_len = len(
str(f'{self._stat["cpu_score"]} {self._stat["player_score"]}')) * font_size
self._game_field.screen.blit(
img, (((self._game_field.disp_w - scor_str_len) / 2) + 35, 10))
def _write_win(self, winner_name: str):
font_size = 30
font = self._pong_pygame.font.SysFont("freemono", font_size)
img = font.render(
f'{winner_name} wins!', True, self._game_field.line_color)
win_name_str = len(
str(f'{winner_name} wins!')) * font_size
self._game_field.screen.blit(
img, (((self._game_field.disp_w - win_name_str) / 2) + 35, 10))
self._pong_pygame.display.flip()
# Check if cpu or player wins
def _check_end_game(self):
if self._stat['cpu_score'] == self._stat['max_score']:
self._game_field.fill_screen()
pong_log.info("End game, CPU wins!")
self._write_win("CPU")
sleep(2)
self._pong_pygame.quit()
sys.exit()
if self._stat['player_score'] == self._stat['max_score']:
self._game_field.fill_screen()
pong_log.info(f"End game, {self._player.name} wins!")
self._write_win(self._player.name)
sleep(2)
self._pong_pygame.quit()
sys.exit()
# Check for events like quit game, key press or game reset
def _update_events(self):
self._check_end_game()
for event in self._pong_pygame.event.get():
if event.type == self._pong_pygame.QUIT:
self._pong_pygame.quit()
sys.exit()
# After a ball reset, waits for a player keypress to restart the ball
if event.type == self._pong_pygame.KEYDOWN or event.type == self._pong_pygame.KEYUP:
start_speed_x = get_random(1) * (self._BALL_SPEED_X_DFLT + (self._cpu_speed_increment * self._stat['level']))
start_speed_y = self._BALL_SPEED_Y_DFLT + (self._cpu_speed_increment * self._stat['level'])
if self._ball.get_speed()[0] == 0 and self._ball.get_speed()[1] == 0:
self._ball.set_speed(start_speed_x, start_speed_y)
self._move_player(event)
def run_game(self):
pong_log.info("Game start!")
while True:
self._check_collision()
self._move_computer()
self._update_events()
self._game_field.fill_screen()
self._ball.update_pos()
self._player.update_pos()
self._computer.update_pos()
self._ball.draw(self._game_field.get_screen())
self._player.draw(self._game_field.get_screen())
self._computer.draw(self._game_field.get_screen())
self._game_field.draw_borders()
self._write_score()
self._pong_pygame.display.flip()
self._clock.tick(self._fps)
def main():
os.remove(os.path.abspath(log_file))
parser = argparse.ArgumentParser(description='Pong Game')
parser.add_argument('-dw','--width', type=int, default=320, help='Width of the display (dflt 320)')
parser.add_argument('-dh','--height', type=int, default=240, help='Height of the display (dflt 240)')
parser.add_argument('-n','--name', type=str, default="player 1", help='Player name')
parser.add_argument('-c', '--color', type=str, default="lightgrey", help='Game color (dflt light grey)')
parser.add_argument('--fps', type=int, default=120, help='Framerate (dflt 120)')
parser.add_argument('--max_score', type=int, default=10, help='Max score to win (dflt 10)')
args = parser.parse_args()
screen_width = args.width
screen_height = args.height
fps = args.fps
max_score = args.max_score
color = args.color
player_name = args.name
if color not in rgb_colors.keys():
pong_log.error(f"Color {color} not found, setting light grey")
color = "lightgrey"
# Il resto del tuo codice rimane invariato
game_field = GameField(screen_width, screen_height,
"black", rgb_colors[color], "Pong")
ball = Ball(screen_width / 2, screen_height / 2, 5,
rgb_colors[color], screen_width, screen_height)
player = Gamer(screen_width - 30, (screen_height / 2) - 40,
10, 40, rgb_colors[color], player_name, screen_width, screen_height)
computer = Gamer(20, (screen_height / 2) - 40, 10, 40,
rgb_colors[color], "CPU",screen_width, screen_height)
pong = PongGame(game_field, ball, player, computer, fps=fps, max_score=max_score)
pong.run_game()
if __name__ == '__main__':
main()