# 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---------------------------------------------------#