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120 lines
4.5 KiB
Python
120 lines
4.5 KiB
Python
# all imports
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import math;
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import pygame;
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from pygame.locals import *
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# init
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pygame.init()
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# setting display
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surf=pygame.display.set_mode((400,400))
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pygame.display.set_caption("Wtf is this??")
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#custom image-loading function
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def load_image(self,sprite_filename=None,alpha=None):
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'''Load correct image with convert calls'''
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if sprite_filename!=None:
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self.spr=pygame.image.load(sprite_filename);
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if alpha==None:
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self.spr=self.spr.convert();
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elif alpha==1:
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self.spr=self.spr.convert();
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self.spr.set_colorkey(self.spr.get_at((self.spr.get_width()-1,self.spr.get_height()-1)));
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elif alpha==2:
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self.spr=self.spr.convert_alpha();
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self.image=self.spr;#spr and image point to the same surface, to be checked
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else:
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self.image=self.spr=None;
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class obj(pygame.sprite.Sprite):
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'''Can be inherited as a base class'''
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#all_obj_derived=pygame.sprite.Group();
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def __init__(self,x,y,sprite_filename=None,alpha=None):
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''' alpha may have values None(no alpha set),1(set_colorkey as the bottom-right corner),2(per-pixel alpha)'''
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super().__init__();
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self.x=x;
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self.y=y;
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self.xprevious=x;
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self.yprevious=y; #ToDO : Make way for acceleration ("force" model) and setting speed
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self.hspeed=0;
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self.vspeed=0;
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global load_image;
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load_image(self,sprite_filename,alpha);
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# as it is a derived class of Sprite, it can be directly added to gr group
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#obj.all_obj_derived.add(self);
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#obj.list.append(self);
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def draw_self(self):
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surf.blit(self.image,(self.x-self.image.get_width()/2,self.y-self.image.get_height()/2));
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def update(self):
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''' Should be called after draw_self (or as the last method) to update xprevious.
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If not called, get_speed(),get_hspeed(),get_vspeed() won't work'''
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self.xprevious=self.x;
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self.yprevious=self.y;
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self.x+=self.hspeed;
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self.y+=self.vspeed;
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self.speed=int(math.sqrt(self.hspeed**2+self.vspeed**2));
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self.rect=self.image.get_rect(center=(self.x,self.y));
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#custom-made functions
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def update_inside(group_name):
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'''e.g. group_name=a.all_instances.
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Calls group_name.update only when sprite.image is within screen, else delete it.'''
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temp=None;
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for temp in group_name.sprites():
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if (temp.x-temp.image.get_width()/2<surf.get_width()):
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temp.update();
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else:
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group_name.remove(temp);
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del temp;
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# creating new classes
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#create two instances player_down and player_up and specific clear functions
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class player_down(obj):
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#lower player
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all_instances=pygame.sprite.RenderUpdates();
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def __init__(self,x,y,sprite_filename,alpha=None):
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super().__init__(x,y,sprite_filename,alpha)
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player_down.all_instances.add(self);
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class player_above(obj):
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#upper player
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all_instances=pygame.sprite.RenderUpdates();
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def __init__(self,x,y,sprite_filename,alpha=None):
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super().__init__(x,y,sprite_filename,alpha)
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player_above.all_instances.add(self);
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class obj_static(obj):
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#objects like obstacles and spikes
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#They have to be drawn only once i.e. at the start of the game when the level is loaded
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#So, they don't have any draw or update method,but a destroy method when it clears the background it
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#was covering with appropiate colour fill...
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all_instances=pygame.sprite.Group();
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def __init__(self,x,y,sprite_filename,alpha=None):
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super().__init__(x,y,sprite_filename,alpha);
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obj_static.all_instances.add(self);
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def destroy(self):
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self.kill(); #internal method to remove it from all groups
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#temp_surf=None;
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#temp_surf=pygame.Surface(self.image.get_width(),self.image.get_width());
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#temp_surf.fill(get_colour(self.x,self.y));#get_colour to be implemented, returns appropiate colour- white or bloack depending upon position
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temp_rect=self.image.get_rect(center=(self.x,self.y));
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surf.fill(self.get_colour(),rect=temp_rect);#fill the area with appropiate colour
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#get_colour to be implemented, returns appropiate colour- white or bloack depending upon position
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pygame.display.update(temp_rect);#update that part of the screen only.
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del temp_rect;
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def get_colour(self):
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return pygame.Color(255,255,255);#returns white colour, to be implemented later.
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a1=player_down(surf.get_width()/2,surf.get_height()/2,"a.png",alpha=1)
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a1.hspeed=1;
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a2=player_above(100,100,"a.png",alpha=1)
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a2.vspeed=1
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b=obj_static(300,300,"a.png",alpha=1);
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