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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