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