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GUI.py
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GUI.py
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# ------------------------------------------
# DESCRIPTION OF MODULE
# ------------------------------------------
"""
CamPong GUI module
Takes charge of creating and handling the graphical elements and scores
Elements:
- Screen
- Bat1: left
- Bat2: right
- Ball
- Score text
"""
# ------------------------------------------
# IMPORTS
# ------------------------------------------
try:
import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import pygame.locals
import pygame.time
import math
from Constants import *
import GUI_Mobile_Object
import GUI_Ball
import GUI_Bat
import GUI_Score
import Keyboard
import IA
import Cam
import GUI_Bat_Projection
except ImportError as err:
print ("Error: couldn't load module" + str(err) + ". Exiting...")
exit()
# ------------------------------------------
# GLOBAL CONSTANTS
# ------------------------------------------
# ------------------------------------------
# GLOBAL VARIABLES
# ------------------------------------------
# ------------------------------------------
# FUNCTIONS DEFINITIONS
# ------------------------------------------
def decode_misc_events():
exit = False
for event in pygame.event.get():
if event.type == pygame.locals.QUIT:
exit = True
return exit
def new_score(player_score_nb, bat1, bat2):
if (player_score_nb == SCORE_BAT1):
bat1.score += 1
elif (player_score_nb == SCORE_BAT2):
bat2.score += 1
def new_ball(screen, background, ball, bat1, bat2, score):
screen.blit(background, (0, 0))
ball.reinit(screen, background)
bat1.reinit(screen, background)
bat2.reinit(screen, background)
score.update(bat1.score, bat2.score, screen, background)
pygame.display.flip()
pygame.time.wait(1)
def get_cam_events(bat, proj_y):
bat_event = BAT_STILL
if ( proj_y - bat.rect.centery > CAM_OFFSET_SHAK ):
bat_event = BAT_GO_DOWN_ID
elif ( proj_y - bat.rect.centery < -CAM_OFFSET_SHAK):
bat_event = BAT_GO_UP_ID
return bat_event
# ------------------------------------------
# MAIN FLOW
# ------------------------------------------
def gui_pong(t0_exit, t1_queue, nb_players=NB_PLAYERS_DEF, player_control=CONTROLLER_DEF):
clock = pygame.time.Clock()
prev_time_ms = 0
# Initialise screen
pygame.init()
screen = pygame.display.set_mode((SCREEN_W, SCREEN_H))
pygame.display.set_caption('CamPong')
# Fill background
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill(BACKG_COL)
# Nb of players and type of control
if (nb_players == 2):
bat1_controller = player_control
bat2_controller = player_control
elif (nb_players == 1):
bat1_controller = player_control
bat2_controller = CONTROLLER_IA
elif (nb_players == 0):
bat1_controller = CONTROLLER_IA
bat2_controller = CONTROLLER_IA
# Scores and text
score = GUI_Score.Score((SCREEN_W/2, round(SCREEN_H*2/100)))
# Create mobile objects
mob_objs_dic = {}
# Ball
ball = GUI_Ball.Ball(speed_angle_init=math.pi/4)
mob_objs_dic[BALL_ID] = ball
# Two bats
bat1 = GUI_Bat.Bat(pos_init=1)
mob_objs_dic[BAT1_ID] = bat1
bat2 = GUI_Bat.Bat(pos_init=2)
mob_objs_dic[BAT2_ID] = bat2
# Blit everything to the screen
screen.blit(background, (0, 0))
pygame.display.flip()
pygame.time.delay(1000)
# Pointers (position of circles detected by cam)
if (bat1_controller == CONTROLLER_CAM):
bat1_pointer = GUI_Bat_Projection.Bat_Projection(colour=COLOUR_RED)
if (bat2_controller == CONTROLLER_CAM):
bat2_pointer = GUI_Bat_Projection.Bat_Projection(colour=COLOUR_GREEN)
# Cam (temperary here)
Cam.cam_init()
# GUI elements updated in loop
while(1):
# Check errors
if (decode_misc_events() == True):
t0_exit.put((EXIT_SUC, ""))
# Background
screen.blit(background, (0, 0))
# Bat events
bat1_events = None
bat2_events = None
key_events = Keyboard.get_key_events() # Keyboard
# Get positions from cam if necessary
if (player_control == CONTROLLER_CAM):
while (not t1_queue.empty()):
(bat1_x, bat1_y, bat2_x, bat2_y, state) = t1_queue.get()
# Get events from the corresponding controller / IA
if (bat1_controller == CONTROLLER_KEYB):
bat1_events = key_events[0]
elif (bat1_controller == CONTROLLER_IA):
bat1_events = IA.ia_get_event(bat1,BAT1_ID,ball)
elif (bat1_controller == CONTROLLER_CAM):
if (bat1_x != None or bat1_y != None):
bat1_events = get_cam_events(bat1, bat1_y)
bat1_pointer.update(screen, background, bat1_x, bat1_y)
if (bat2_controller == CONTROLLER_KEYB):
bat2_events = key_events[1]
elif (bat2_controller == CONTROLLER_IA):
bat2_events = IA.ia_get_event(bat2,BAT2_ID,ball)
elif (bat2_controller == CONTROLLER_CAM):
if (bat2_x != None or bat2_y != None):
bat2_events = get_cam_events(bat2, bat2_y)
bat2_pointer.update(screen, background, bat2_x, bat2_y)
# Ball
score_ret = ball.update(screen,background,mob_objs_dic)
# Bats
bat1.update(screen,background,mob_objs_dic,bat1_events)
bat2.update(screen,background,mob_objs_dic,bat2_events)
# Score
screen.blit(background, score.rect, score.rect)
if (score_ret != SCORE_NONE): # Some player got a score
new_score(score_ret, bat1, bat2)
new_ball(screen, background, ball, bat1, bat2, score)
else:
score.update(bat1.score, bat2.score, screen, background)
# Other operations
pygame.display.flip()
# Timing
clock.tick(FPS)
if (SHOW_REAL_FPS):
real_fps = int(1000 / (pygame.time.get_ticks() - prev_time_ms))
print("GUI fps: " + str(real_fps))
prev_time_ms = pygame.time.get_ticks()