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bendtherules
2014-02-05 10:44:04 +05:30
commit 12135f9a60
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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---------------------------------------------------#