All the previous files

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bendtherules
2014-02-05 10:44:04 +05:30
commit 12135f9a60
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import math;
import pygame;
from pygame.locals import *
pygame.init()
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
#c=pygame.time.Clock();
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
#c.tick();
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from SimpleCV import Camera, Display, Image;
cam=Camera();
disp=Display();
img=cam.getImage();
img.sample_points(disp);
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# all imports
import math;
import pygame;
from pygame.locals import *
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
#custom image-loading function
def load_image(self,sprite_filename=None,alpha=None):
'''Load correct image with convert calls'''
if sprite_filename!=None:
self.spr=pygame.image.load(sprite_filename);
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width()-1,self.spr.get_height()-1)));
elif alpha==2:
self.spr=self.spr.convert_alpha();
self.image=self.spr;#spr and image point to the same surface, to be checked
else:
self.image=self.spr=None;
class obj(pygame.sprite.Sprite):
'''Can be inherited as a base class'''
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename=None,alpha=None):
''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
super(obj,self).__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
self.hspeed=0;
self.vspeed=0;
global load_image;
load_image(self,sprite_filename,alpha);
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(self);
#obj.list.append(self);
def draw_self(self):
surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
def update(self):
''' Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
self.xprevious=self.x;
self.yprevious=self.y;
self.x+=self.hspeed;
self.y+=self.vspeed;
self.speed=int(math.sqrt(self.hspeed**2+self.vspeed**2));
self.rect=self.image.get_rect(center=(self.x,self.y));
#custom-made functions
def update_inside(group_name):
'''e.g. group_name=a.all_instances.
Calls group_name.update only when sprite.image is within screen, else delete it.'''
temp=None;
for temp in group_name.sprites():
if (temp.x-temp.image.get_width()/2<surf.get_width()):
temp.update();
else:
group_name.remove(temp);
# creating new classes
class player(obj):
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha)
player.all_instances.add(self);
a1=player(surf.get_width()/2,surf.get_height()/2,"a.png",alpha=1)
a1.vspeed=.1;
a2=player(100,100,"a.png",alpha=1)
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# all imports
import math;
import pygame;
from pygame.locals import *
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
#custom image-loading function
def load_image(self,sprite_filename=None,alpha=None):
'''Load correct image with convert calls'''
if sprite_filename!=None:
self.spr=pygame.image.load(sprite_filename);
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width()-1,self.spr.get_height()-1)));
elif alpha==2:
self.spr=self.spr.convert_alpha();
self.image=self.spr;#spr and image point to the same surface, to be checked
else:
self.image=self.spr=None;
class obj(pygame.sprite.Sprite):
'''Can be inherited as a base class'''
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename=None,alpha=None):
''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
super().__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
self.hspeed=0;
self.vspeed=0;
global load_image;
load_image(self,sprite_filename,alpha);
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(self);
#obj.list.append(self);
def draw_self(self):
surf.blit(self.image,(self.x-self.image.get_width()/2,self.y-self.image.get_height()/2));
def update(self):
''' Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
self.xprevious=self.x;
self.yprevious=self.y;
self.x+=self.hspeed;
self.y+=self.vspeed;
self.speed=int(math.sqrt(self.hspeed**2+self.vspeed**2));
self.rect=self.image.get_rect(center=(self.x,self.y));
#custom-made functions
def update_inside(group_name):
'''e.g. group_name=a.all_instances.
Calls group_name.update only when sprite.image is within screen, else delete it.'''
temp=None;
for temp in group_name.sprites():
if (temp.x-temp.image.get_width()/2<surf.get_width()):
temp.update();
else:
group_name.remove(temp);
del temp;
# creating new classes
#create two instances player_down and player_up and specific clear functions
class player_down(obj):
#lower player
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha)
player_down.all_instances.add(self);
class player_above(obj):
#upper player
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha)
player_above.all_instances.add(self);
class obj_static(obj):
#objects like obstacles and spikes
#They have to be drawn only once i.e. at the start of the game when the level is loaded
#So, they don't have any draw or update method,but a destroy method when it clears the background it
#was covering with appropiate colour fill...
all_instances=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha);
obj_static.all_instances.add(self);
def destroy(self):
self.kill(); #internal method to remove it from all groups
#temp_surf=None;
#temp_surf=pygame.Surface(self.image.get_width(),self.image.get_width());
#temp_surf.fill(get_colour(self.x,self.y));#get_colour to be implemented, returns appropiate colour- white or bloack depending upon position
temp_rect=self.image.get_rect(center=(self.x,self.y));
surf.fill(self.get_colour(),rect=temp_rect);#fill the area with appropiate colour
#get_colour to be implemented, returns appropiate colour- white or bloack depending upon position
pygame.display.update(temp_rect);#update that part of the screen only.
del temp_rect;
def get_colour(self):
return pygame.Color(255,255,255);#returns white colour, to be implemented later.
a1=player_down(surf.get_width()/2,surf.get_height()/2,"a.png",alpha=1)
a1.hspeed=1;
a2=player_above(100,100,"a.png",alpha=1)
a2.vspeed=1
b=obj_static(300,300,"a.png",alpha=1);
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# all imports
import math;
import pygame;
from pygame.locals import *
import sys
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
class obj(pygame.sprite.Sprite):
'''Can be inherited as a base class'''
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename,alpha=None):
''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
super(obj,self).__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
# set correct spr attribute
self.spr=pygame.image.load(sprite_filename).convert();
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width(),self.spr.get_height())));
elif alpha==2:
self.spr=self.spr.convert_alpha();
self.image=self.spr;#spr and image point to the same surface, to be checked
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(self);
#obj.list.append(self);
def get_speed(self):
return int(math.sqrt(self.get_hspeed()**2+self.get_vspeed*()*2));
def get_hspeed(self):
return (self.x-self.xprevious);
def get_vspeed(self):
return (self.y-self.yprevious);
def draw_self(self):
surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
def update(self):
''' Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
self.x+=1;
#self.y+=1;
self.xprevious=self.x;
self.yprevious=self.y;
self.rect=self.image.get_rect(center=(self.x,self.y));
# creating new classes
class a(obj):
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super(a,self).__init__(x,y,sprite_filename,alpha=None)
a.all_instances.add(self);
# wow=True;
#class b(obj):
#wow=False;
a1=a(surf.get_width()/2,surf.get_height()/2,"ball.bmp")
a2=a(100,100,"ball.bmp")
# game startup code
#c=pygame.time.Clock();
surf.fill((255,0,255));
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
sys.exit();
# c.tick();
#pygame.display.set_caption(str(c.get_fps()));
#pygame.display.update();
a.all_instances.update();
for b in a.all_instances.sprites():
if b.x>=surf.get_width():
a.all_instances.remove(b);
#del(b);
print(5)
print(a.all_instances.sprites())
if len(a.all_instances)>0:
pygame.display.update(a.all_instances.draw(surf))
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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# all imports
import math;
import pygame;
from pygame.locals import *
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
'''class obj(pygame.sprite.Sprite):
Can be inherited as a base class
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename,alpha=None):
alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)
super(obj,self).__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
# set correct spr attribute
self.spr=pygame.image.load(sprite_filename).convert();
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width(),self.spr.get_height())));
elif alpha==2:
self.spr=self.spr.convert_alpha();
self.image=self.spr;#spr and image point to the same surface, to be checked
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(self);
#obj.list.append(self);
def get_speed(self):
return int(math.sqrt(self.get_hspeed()**2+self.get_vspeed*()*2));
def get_hspeed(self):
return (self.x-self.xprevious);
def get_vspeed(self):
return (self.y-self.yprevious);
def draw_self(self):
surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
def update(self):
Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work
self.x+=1;
#self.y+=1;
self.xprevious=self.x;
self.yprevious=self.y;
self.rect=self.image.get_rect(center=(self.x,self.y));'''
# creating new classes
'''class a(obj):
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha=None)
a.all_instances.add(self);'''
# wow=True;
#class b(obj):
#wow=False;
#a1=a(surf.get_width()/2,surf.get_height()/2,"ball.bmp")
#a2=a(100,100,"ball.bmp")
# game startup code
c=pygame.time.Clock();
#surf.fill((255,0,255))
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
c.tick();
# pygame.display.set_caption(str(c.get_fps()));
#
''' for b in a.all_instances.sprites():
if b.x+b.image.get_width()<surf.get_width():
b.update()
else:
a.all_instances.remove(b);
print(12)'''
#pygame.display.update(a.all_instances.draw(surf));
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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# all imports
import math;
import pygame;
from pygame.locals import *
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
#custom image-loading function
def load_image(self,sprite_filename=None,alpha=None):
'''Load correct image with convert calls'''
if sprite_filename!=None:
self.spr=pygame.image.load(sprite_filename);
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width()-1,self.spr.get_height()-1)));
elif alpha==2:
self.spr=self.spr.convert_alpha();
self.image=self.spr;#spr and image point to the same surface, to be checked
else:
self.image=self.spr=None;
class obj(pygame.sprite.Sprite):
'''Can be inherited as a base class'''
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename=None,alpha=None):
''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
super(obj,self).__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
self.hspeed=0;
self.vspeed=0;
global load_image;
load_image(self,sprite_filename,alpha);
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(self);
#obj.list.append(self);
def draw_self(self):
surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
def update(self):
''' Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
self.xprevious=self.x;
self.yprevious=self.y;
self.x+=self.hspeed;
self.y+=self.vspeed;
self.speed=int(math.sqrt(self.hspeed**2+self.vspeed**2));
self.rect=self.image.get_rect(center=(self.x,self.y));
#custom-made functions
def update_inside(group_name):
'''e.g. group_name=a.all_instances.
Calls group_name.update only when sprite.image is within screen, else delete it.'''
temp=None;
for temp in group_name.sprites():
if (temp.x-temp.image.get_width()/2<surf.get_width()):
temp.update();
else:
group_name.remove(temp);
# creating new classes
class player(obj):
all_instances=pygame.sprite.RenderUpdates();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha)
player.all_instances.add(self);
a1=player(surf.get_width()/2,surf.get_height()/2,"a.png",alpha=1)
a1.vspeed=.1;
a2=player(100,100,"a.png",alpha=1)
# game startup code
c=pygame.time.Clock();
#pygame.display.update()
pygame.display.update(surf.fill((0,0,0)))
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
c.tick();
pygame.display.set_caption(str(c.get_fps()));
update_inside(player.all_instances);
player.all_instances.clear(surf,pygame.Surface((400,400)))
pygame.display.update(player.all_instances.draw(surf));
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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# all imports
import math;
import pygame;
from pygame.locals import *
from class_definition import *
# game startup code
c=pygame.time.Clock();
#pygame.display.update()
pygame.display.update(surf.fill((0,0,0)))
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
c.tick();
pygame.display.set_caption(str(c.get_fps()));
update_inside(player.all_instances);
player.all_instances.clear(surf,pygame.Surface((400,400)))
pygame.display.update(player.all_instances.draw(surf));
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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# all imports
import math;
import pygame;
from pygame.locals import *
from class_definition import *
#from class_definition import player_down
# game startup code
c=pygame.time.Clock();
#pygame.display.update()
pygame.display.update(surf.fill((55,55,55)))
steps=0;
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
c.tick(30);
steps+=1;
if steps==4000:
b.destroy();
pygame.display.set_caption(str(c.get_fps()));
update_inside(player_down.all_instances);
update_inside(player_above.all_instances);
# code to clear both player_down and player_above
if player_down.all_instances:
temp_instance=(player_down.all_instances.sprites())[0];
temp_surf=None;
temp_surf=pygame.Surface((temp_instance.image.get_width(),temp_instance.image.get_height()));
temp_surf.fill(pygame.Color(255,0,0));
print(1)
player_down.all_instances.clear(surf,temp_surf);
del temp_surf;
if player_above.all_instances:
temp_instance=(player_above.all_instances.sprites())[0];
temp_surf=None;
temp_surf=pygame.Surface((temp_instance.image.get_width(),temp_instance.image.get_height()));
temp_surf.fill(pygame.Color(0,255,255));
print(2)
player_above.all_instances.clear(surf,temp_surf);
del temp_surf;
#"clear code" done
a=player_down.all_instances.draw(surf)
b=player_above.all_instances.draw(surf)
print(a)
print(b)
pygame.display.update();
#pygame.display.update(b);
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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# all imports
import math;
import pygame;
from pygame.locals import *
# init
pygame.init()
# setting display
surf=pygame.display.set_mode((400,400))
pygame.display.set_caption("Wtf is this??")
class obj(pygame.sprite.Sprite):
'''Can be inherited as a base class'''
#all_obj_derived=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename,alpha=None):
''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
super().__init__();
self.x=x;
self.y=y;
self.xprevious=x;
self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
# set correct spr attribute
self.spr=pygame.image.load(sprite_filename).convert();
if alpha==None:
self.spr=self.spr.convert();
elif alpha==1:
self.spr=self.spr.convert();
self.spr.set_colorkey(self.spr.get_at((self.spr.get_width(),self.spr.get_height())));
elif alpha==2:
self.spr=self.spr.convert_alpha();
# as it is a derived class of Sprite, it can be directly added to gr group
#obj.all_obj_derived.add(super());
#obj.list.append(self);
def get_speed(self):
return int(math.sqrt(self.get_hspeed()**2+self.get_vspeed*()*2));
def get_hspeed(self):
return (self.x-self.xprevious);
def get_vspeed(self):
return (self.y-self.yprevious);
def draw_self(self):
surf.blit(self.sprite,(self.x-self.sprite.get_width()/2,self.y-self.sprite.get_height()/2));
def update(self):
''' Should be called after draw_self (or as the last method) to update xprevious.
If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
self.xprevious=self.x;
# creating new classes
class a(obj):
all=pygame.sprite.Group();
def __init__(self,x,y,sprite_filename,alpha=None):
super().__init__(x,y,sprite_filename,alpha=None)
a.all.add(self);
wow=True;
class b(obj):
wow=False;
a1=a(0,0,"a.png")
a2=b(0,0,"a.png")
# game startup code
c=pygame.time.Clock();
# main game loop
while True:
# event check
for event in pygame.event.get():
if event.type == QUIT:
exit();
c.tick();
pygame.display.set_caption(str(c.get_fps()));
pygame.display.update();
#Events here
#--------------------------------------------------------- end---------------------------------------------------#
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