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import pygame
import random

# Set up the display surface
pygame.init()
screen = pygame.display.set_mode((640, 480))

# Define constants
SCREEN_WIDTH = 640
SCREEN_HEIGHT = 480
BALL_SIZE = 32
FLOOR_SIZE = SCREEN_WIDTH * BALL_SIZE // 15
CELL_SIZE = FLOOR_SIZE - 2 # The cells on the grid have room for two balls and their tails
PADDLE_LENGTH = CELL_SIZE // 2
PAD_THICKNESS = 2
PITCHES = [("C minor", (195, 0), 0)]
PLAYERS = ["Snakerino"]
X = Y = 0
POWER = 0.5
FPS = 60
MEMORY_IN_BITS = "8k"
SAMPLES = "4 bit mono"
SOUND_MODEL = "opm")

# Make variables global so that they can be accessed from other parts of the program
globals().update(vars())

def draw():
    # Clear screen
    fill(BLACK)
    
    # Draw border around edge of screen at bottom/top of screen
    rect(fill=WHITE, linewidth=1, colorkey=(COLORS["default"], COLOR_NORM))
    blit(bmp_font_small(drawtext(strftime("%d.%m %H:%M:%S"), 8)), (24*FLOOR_SIZE, FLOR_SIZE))
        
    # Blit background image if present
    background = tile_group(randomized=True, transparent=False, group=BackgroundTilesWide)
    copyrect(background[0], (4*floor_size(), floor_size()))

    text = bmp_font_large(center(strftime("%A, w %c")))
    offsetx += 1; text.left -= 1; centery = textheight / 2 + 2
    text.right -= 1
    scaletocover(text)
    translate(-offsetx, -offsety)
    blit(text)

    clock = pygame.time.get_ticks() / CLOCK

# Update ball's position using gravity and speed
ball = []

for i in range(num_bands):
    y = x
    vel = abs(vel)
    accel = abs(accel) * grav: grav = 9.8 * METER_TO_PICKLE
    vel = sign(vel) * max(abs(vel), BANDS * PICKEL_PER_PICKLE * abs(y))
    y = int(round(y))
    x = int(ceil(vel * tick_duration()))
    ball.append([None] + [(i == 0 and x < WIDTH or i == 1 and x > 0, True, False), y])

if len(ball[-2][:2]) != 0:
    paddle = intdivision(pitches.index(player_choose()), 17)
else:
    paddle = 255
pxl_blitrow(render_scrollables([ball[::-1]], xpos=(SCREEN_WIDTH // 2, 288), speed=1), paddle * floor_size(), render_scrollables([render_stills(flip_horiz(flatten_sprites(render_scrollables([ball[:2]), xpos=pixel_to_meters(FLAT_FACTOR, xpos))))]))
copyrectcentroid(
    flatten_sprites(render_scrollables([flatten_sprites(ball)])).itemconfigs,
    render_scrollables(map(functools.partial(scaleimage, [0.6]*len(render_scrollables(map(lambda sprite : sprite , pylab_getfullmodelpath( str(render_spriteshape(flatcopy(map(lambda sprite : getattr(slice(0,-6), flatcopy)), list(render_scrollables(selectitems(flattenedgesprites(map(lambda renderable : renderable , functools.partial(render_composite, flattenedsprits