Files
pytry/I'm the villian/class_definition.py
2014-02-05 10:44:04 +05:30

120 lines
4.5 KiB
Python

# 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);