pyshoot/pyshoot.py

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2009-08-15 02:27:58 +02:00
#!/usr/bin/python
# -*- coding: iso8859-15 -*-
# first shoot'em um prototype
# may be ported to DS later
# it will use pygame (at least at the beginning) for input handling, graphics and sound
import pygame
from pygame.locals import *
import os
# constants
SCREEN_X = 640
SCREEN_Y = 480
class Globals:
def __init__(self):
self.screen = None
self.background = None
self.level_event_list = []
self.clock = None
self.event_type = {}
self.die = False
self.moving_objects = pygame.sprite.RenderUpdates()
self.bullets_list = pygame.sprite.RenderUpdates()
self.bulletfactory = BulletFactory()
class Event:
def __init__(self):
self.time = 0
self.type = 0
class Object(pygame.sprite.Sprite):
def __init__(self, frames, pos, speed):
pygame.sprite.Sprite.__init__(self)
self.speed = speed
self.frames = frames
self.image = None
self.load()
self.rect = self.image.get_rect().move(pos)
self.dx = 0
self.dy = 0
def load(self):
""" load sprite list """
index = 0
for f in self.frames:
image = pygame.image.load(os.path.join('data', f)).convert()
image.set_colorkey(pygame.Color(255,255,255, 0))
self.frames[index] = image
index += 1
self.image = self.frames[0]
# def draw(self):
# # self.image.blit
# globals.screen.blit(self.image, self.rect)
def move(self, dx, dy):
""" move the object by adding deltas passed """
self.speed = (dx, dy)
globals.moving_objects.add(self)
def update(self):
# self.rect = self.rect.move(self.dx, self.dy)
self.rect.move_ip(self.speed)
def shoot(self):
""" create a bullet and add it to the global bullet list"""
bullet = globals.bulletfactory.create(0, self.rect.midright)
globals.bullets_list.add(bullet)
class BulletFactory():
""" BulletFactory, create bullets """
def create(self, type, pos):
""" create bullt of type type """
if type == 0:
return self.create_type0(pos)
def create_type0(self, pos):
""" create a bullet of type 0
temporary linear type """
bullet = Bullet(['bullet.bmp'], 0, pos)
bullet.speed = (10,0)
bullet.damage = 10
return bullet
class Bullet(Object):
def __init__(self, frames, type, pos):
Object.__init__(self, frames, pos, (0, 0))
self.type = type
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class Player(Object):
def __init__(self, frames, pos, speed):
Object.__init__(self, frames, pos, speed)
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def init_gfx():
"""graphics initialisation"""
globals.screen = pygame.display.set_mode((SCREEN_X, SCREEN_Y))
globals.screen.fill(0)
pygame.display.flip()
def init_sound():
"""sound initialisation"""
pass
def init():
""" general initialisation"""
pygame.init()
init_gfx()
globals.clock = pygame.time.Clock()
#globals.event_type = {'create_enemeny' : create_enemey, 'vanish_object': vanish_object()}
def create_enemy(type):
""" create an enemy """
pass
def create_level():
""" phony level one"""
# create events
# dict events string => function
# for e in keys(globals.events_type):
pass
def wait_keypress():
""" wait for a keypress and then return """
next = 0
while next != 1:
for event in pygame.event.get():
if event.type == KEYDOWN:
next = 1
def process_key(event, player):
""" process keyboard input """
if event.key == K_ESCAPE:
globals.die = True
elif event.key == K_n:
player.move(0, 10)
pass
elif event.key == K_UP:
player.move(0, -10)
elif event.key == K_DOWN:
player.move(0, 10)
elif event.key == K_LEFT:
player.move(-10, 0)
elif event.key == K_RIGHT:
player.move(10, 0)
elif event.key == K_x:
player.shoot()
##
# Main
##
globals = Globals()
init()
wait_keypress()
nbframe = 0
# create_player
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# player = Object(['player1_1.bmp'], (50, 50), (0, 0))
player = Player(['player1_1.bmp'], (50, 50), (0, 0))
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# background
globals.background = pygame.image.load(os.path.join('data', 'background.bmp')).convert()
background_rect = globals.background.get_rect()
globals.screen.blit(globals.background, background_rect)
pygame.display.flip()
# draw initial sprite
globals.moving_objects.add(player)
while not globals.die:
# erase player
#globals.screen.blit(background, player.rect, player.rect)
# draw player
#globals.screen.blit(player.image, player.pos)
#globals.moving_objects.clear(globals.screen, globals.background)
#globals.bullets_list.clear(globals.screen, globals.background)
for event in pygame.event.get():
if event.type == KEYDOWN:
process_key(event, player)
# erase moving objects
globals.moving_objects.update()
rectlist = globals.moving_objects.draw(globals.screen)
# bullets handling
globals.bullets_list.update()
rectlist.extend(globals.bullets_list.draw(globals.screen))
#for o in globals.moving_objects:
# o.update()
# o.draw()
pygame.display.update(rectlist)
# pygame.display.flip()
nbframe = nbframe + 1
globals.clock.tick(60)
globals.moving_objects.clear(globals.screen, globals.background)
globals.bullets_list.clear(globals.screen, globals.background)
# reinitializing moving objects list
globals.moving_objects = pygame.sprite.RenderUpdates()
print "frames : %d" % nbframe
# TODO:
# + Objects / Sprites
# --> convert my Objects to pygame.sprite.Sprite
# --> convert moving_objects list to Group
# + Input
# --> handle continuous keypress
# + Movving Sprites
# --> handle continous player move (related to Input)
# --> Sprites (non related to player input) movement vector, etc...