# controller.py # YOUR NAME(S) AND NETID(S) HERE # DATE COMPLETED HERE """Primary module for Breakout application This module contains the controller class for the Breakout application. There should not be any need for additional classes in this module. If you need more classes, 99% of the time they belong in the model module. If you are ensure about where a new class should go, post a question on Piazza.""" from constants import * from game2d import * from model import * class Breakout(Game): """Instance is a Breakout Application This class extends Game and implements the various methods necessary for running the game. Method init starts up the game. Method update updates the model objects (e.g. move ball, remove bricks) Method draw displays all of the models on the screen Because of some of the weird ways that Kivy works, you do not need to make an initializer __init__ for this class. Any initialization should be done in the init method instead. Most of the work handling the game is actually provided in the class Model. Model should have a method called moveBall() that moves the ball and processes all of the game physics. This class should simply call that method in update(). The primary purpose of this class is managing the game state: when is the game started, paused, completed, etc. It keeps track of that in an attribute called _state. Instance Attributes: view: the game view, used in drawing [Immutable instance of GView, it is inherited from Game] _state: the current state of the game [one of STATE_INACTIVE, STATE_COUNTDOWN, STATE_PAUSED, STATE_ACTIVE, or STATE_COMPLETE] _model: the game model, which stored the paddle, ball, and bricks [GModel, or None if there is no game currently active It is only None if _state is STATE_INACTIVE] You may have more attributes if you wish (you might need an attribute to store any text messages you display on the screen). If you add new attributes, they need to be documented here. LIST MORE ATTRIBUTES (AND THEIR INVARIANTS) HERE IF NECESSARY """ # DO NOT MAKE A NEW INITIALIZER! # METHODS def init(self): """Initialize the game state. This method is distinct from the built-in initializer __init__. This method is called once the game is running. You should use it to initialize any game specific attributes. This method should initialize any state attributes as necessary to statisfy invariants. When done, set the _state to STATE_INACTIVE and create a message saying that the user should press to play a game.""" # IMPLEMENT ME pass def update(self,dt): """Animate a single frame in the game. It is the method that does most of the work. Of course, it should rely on helper methods in order to keep the method short and easy to read. Some of the helper methods belong in this class, and others belong in class Model. The first thing this method should do is to check the state of the game. We recommend that you have a helper method for every single state: STATE_INACTIVE, STATE_COUNTDOWN, STATE_PAUSED, STATE_ACTIVE. The game does different things in each state. In STATE_INACTIVE, the method checks to see if the player clicks the mouse. If so, it starts the game and switches to STATE_COUNTDOWN. STATE_PAUSED is similar to STATE_INACTIVE. However, instead of restarting the game, it simply switches to STATE_COUNTDOWN. In STATE_COUNTDOWN, the game counts down until the ball is served. The player is allowed to move the paddle, but there is no ball. This state should delay at least one second. In STATE_ACTIVE, the game plays normally. The player can move the paddle and the ball moves on its own about the board. Both of these should be handled by methods inside of class Model (not in the class). While in STATE_ACTIVE, if the ball goes off the screen and there are tries left, it switches to STATE_PAUSED. If the ball is lost with no tries left, or there are no bricks left on the screen, the game is over and it switches to STATE_COMPLETE. While in STATE_COMPLETE, this method does nothing. You are allowed to add more states if you wish. Should you do so, you should describe them here. Precondition: dt is the time since last update (a float). This parameter can be safely ignored. It is only relevant for debugging if your game is running really slowly.""" # IMPLEMENT ME pass def draw(self): """Draws the game objects to the view. Every single thing you want to draw in this game is a GObject. To draw a GObject g, simply use the method g.draw(view). It is that easy! Many of the GObjects (such as the paddle, ball, and bricks) are attributes in Model. In order to draw them, you either need to add getters for these attributes or you need to add a draw method to class Model. Which one you do is up to you.""" # IMPLEMENT ME pass