Convert to python3

This commit is contained in:
kleph 2022-01-18 02:08:18 +01:00
parent fb8a00a1da
commit 4d8cccd288

View file

@ -14,6 +14,7 @@ from math import sqrt,pow,ceil,floor
SCREEN_X = 640 SCREEN_X = 640
SCREEN_Y = 480 SCREEN_Y = 480
class Globals: class Globals:
def __init__(self): def __init__(self):
self.screen = None self.screen = None
@ -32,7 +33,8 @@ class Globals:
self.player = None self.player = None
self.players_list = pygame.sprite.RenderUpdates() self.players_list = pygame.sprite.RenderUpdates()
class Event_Spawn:
class EventSpawn:
def __init__(self, enemy_type, pos): def __init__(self, enemy_type, pos):
self.time = 0 self.time = 0
self.enemy_type = 0 self.enemy_type = 0
@ -43,6 +45,7 @@ class Event_Spawn:
globals.enemies_list.add(e) globals.enemies_list.add(e)
globals.enemies_active_list.add(e) globals.enemies_active_list.add(e)
class Object(pygame.sprite.Sprite): class Object(pygame.sprite.Sprite):
def __init__(self, frames, pos, speed): def __init__(self, frames, pos, speed):
pygame.sprite.Sprite.__init__(self) pygame.sprite.Sprite.__init__(self)
@ -67,8 +70,7 @@ class Object(pygame.sprite.Sprite):
self.rect.move_ip(self.speed) self.rect.move_ip(self.speed)
class BulletFactory:
class BulletFactory():
""" BulletFactory, create bullets """ """ BulletFactory, create bullets """
def create(self, type, pos, wavepos): def create(self, type, pos, wavepos):
@ -96,8 +98,8 @@ class BulletFactory():
temporary laser type """ temporary laser type """
filename = 'laser' + str(wavepos + 1) + '.bmp' filename = 'laser' + str(wavepos + 1) + '.bmp'
#print "filename: " + filename # print "filename: " + filename
#filename = 'laser1.bmp' # filename = 'laser1.bmp'
bullet = Bullet([filename], 0, pos) bullet = Bullet([filename], 0, pos)
bullet.speed = (10,0) bullet.speed = (10,0)
bullet.damage = 10 bullet.damage = 10
@ -141,6 +143,7 @@ class Bullet(Object):
""" detect if bullet is in the screen """ """ detect if bullet is in the screen """
return self.rect.colliderect(globals.screen.get_rect()) return self.rect.colliderect(globals.screen.get_rect())
class Player(Object): class Player(Object):
def __init__(self, frames, pos, speed): def __init__(self, frames, pos, speed):
Object.__init__(self, frames, pos, speed) Object.__init__(self, frames, pos, speed)
@ -200,8 +203,8 @@ class EnemyFactory:
def __init__(self): def __init__(self):
pass pass
def create(self, type, pos): def create(self, enemy_type, pos):
if type == 0: if enemy_type == 0:
return self.create_type0(pos) return self.create_type0(pos)
def create_type0(self, pos): def create_type0(self, pos):
@ -255,10 +258,10 @@ class Enemy(Object):
norm = sqrt(pow(direction[0], 2) + pow(direction[1], 2)) norm = sqrt(pow(direction[0], 2) + pow(direction[1], 2))
speed = (direction[0] / norm, direction[1] / norm) speed = (direction[0] / norm, direction[1] / norm)
speed2 = (ceil(speed[0] * localspeed), floor(speed[1]) * localspeed) speed2 = (ceil(speed[0] * localspeed), floor(speed[1]) * localspeed)
print "direction: " + str(direction) print("direction: " + str(direction))
print "norm: " + str(norm) print("norm: " + str(norm))
print "speed: " + str(speed) print( "speed: " + str(speed))
print "speed2: " + str(speed2) print("speed2: " + str(speed2))
print print
return speed2 return speed2
@ -267,7 +270,6 @@ class Enemy(Object):
return self.aim_player() return self.aim_player()
# return (-10, 0) # return (-10, 0)
def die(self): def die(self):
""" make the enemy dying """ """ make the enemy dying """
self.dying = True self.dying = True
@ -284,21 +286,24 @@ def init_gfx():
globals.screen.fill(0) globals.screen.fill(0)
pygame.display.flip() pygame.display.flip()
def init_sound(): def init_sound():
"""sound initialisation""" """sound initialisation"""
pass pass
def init(): def init():
""" general initialisation""" """ general initialisation"""
pygame.init() pygame.init()
pygame.display.set_caption('Pyshoot') pygame.display.set_caption('Pyshoot')
pygame.mouse.set_visible(0) pygame.mouse.set_visible(False)
init_gfx() init_gfx()
globals.clock = pygame.time.Clock() globals.clock = pygame.time.Clock()
random.seed() random.seed()
#globals.event_type = {'create_enemeny' : create_enemey, 'vanish_object': vanish_object()} # globals.event_type = {'create_enemeny' : create_enemey, 'vanish_object': vanish_object()}
class Level():
class Level:
""" Level holder """ """ Level holder """
def __init__(self): def __init__(self):
self.event_list = [] self.event_list = []
@ -312,14 +317,14 @@ class Level():
# create events # create events
# dict events string => function # dict events string => function
# for e in keys(globals.events_type): # for e in keys(globals.events_type):
self.event_list.insert(0, (50, Event_Spawn(0, (500,200)) ) ) self.event_list.insert(0, (50, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (150, Event_Spawn(0, (500,100)) ) ) self.event_list.insert(0, (150, EventSpawn(0, (500, 100))))
self.event_list.insert(0, (150, Event_Spawn(0, (500,200)) ) ) self.event_list.insert(0, (150, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (250, Event_Spawn(0, (500,100)) ) ) self.event_list.insert(0, (250, EventSpawn(0, (500, 100))))
self.event_list.insert(0, (250, Event_Spawn(0, (500,200)) ) ) self.event_list.insert(0, (250, EventSpawn(0, (500, 200))))
self.event_list.insert(0, (250, Event_Spawn(0, (500,300)) ) ) self.event_list.insert(0, (250, EventSpawn(0, (500, 300))))
self.next_event, event = self.event_list[-1] self.next_event, event = self.event_list[-1]
print "next : " + str(self.next_event) print("next : " + str(self.next_event))
def update(self, nbframe): def update(self, nbframe):
# print "(next, frame) : (" + str(self.next_event) + ", " + str(self.next_event) + ")" # print "(next, frame) : (" + str(self.next_event) + ", " + str(self.next_event) + ")"
@ -328,7 +333,7 @@ class Level():
frame, event = event_tuple frame, event = event_tuple
event.activate() event.activate()
self.past_event_list.append(event) self.past_event_list.append(event)
#self.event_list.remove(event_tuple) # self.event_list.remove(event_tuple)
if len(self.event_list) > 0: if len(self.event_list) > 0:
self.next_event, event = self.event_list[-1] self.next_event, event = self.event_list[-1]
else: else:
@ -340,6 +345,7 @@ class Level():
""" end of level """ """ end of level """
pass pass
def wait_keypress(): def wait_keypress():
""" wait for a keypress and then return """ """ wait for a keypress and then return """
next = 0 next = 0
@ -348,6 +354,7 @@ def wait_keypress():
if event.type == KEYDOWN: if event.type == KEYDOWN:
next = 1 next = 1
def process_key(event, player): def process_key(event, player):
""" process keyboard input """ """ process keyboard input """
if event.type == KEYDOWN: if event.type == KEYDOWN:
@ -364,7 +371,8 @@ def process_key(event, player):
elif event.key == K_x: elif event.key == K_x:
player.start_shoot() player.start_shoot()
elif event.key == K_e: elif event.key == K_e:
e = Enemy(['enemy1_1.bmp', 'enemy1_2.bmp', 'enemy1_3.bmp', 'enemy1_4.bmp', 'enemy1_5.bmp', 'enemy1_6.bmp'], 0, (500, 200)) e = Enemy(['enemy1_1.bmp', 'enemy1_2.bmp', 'enemy1_3.bmp', 'enemy1_4.bmp', 'enemy1_5.bmp', 'enemy1_6.bmp'],
0, (500, 200))
globals.enemies_list.add(e) globals.enemies_list.add(e)
globals.enemies_active_list.add(e) globals.enemies_active_list.add(e)
elif event.key == K_SPACE: elif event.key == K_SPACE:
@ -393,12 +401,13 @@ def transition(type):
elif type == 2: elif type == 2:
transition_fade_to_white() transition_fade_to_white()
def transition_disintegrate(): def transition_disintegrate():
""" put black pixels at randoom location""" """ put black pixels at randoom location"""
for i in range(0, 200000): for i in range(0, 200000):
x = random.randint(0, SCREEN_X) x = random.randint(0, SCREEN_X)
y = random.randint(0, SCREEN_Y) y = random.randint(0, SCREEN_Y)
globals.screen.set_at((x, y), (0,0,0, 255)) globals.screen.set_at((x, y), (0, 0, 0, 255))
if i % 1000 == 0 : if i % 1000 == 0 :
pygame.display.update() pygame.display.update()
globals.screen.fill((0, 0, 0)) globals.screen.fill((0, 0, 0))
@ -410,21 +419,24 @@ def transition_fade_to_black():
array = pygame.PixelArray(globals.screen) array = pygame.PixelArray(globals.screen)
pass pass
def transition_fade_to_white(): def transition_fade_to_white():
""" lighten every pixels on screen """ """ lighten every pixels on screen """
pass pass
def handle_enemies_collisions(collisions): def handle_enemies_collisions(collisions):
""" take the returned dictionnary from pygame.sprite.groupcollide()""" """ take the returned dictionnary from pygame.sprite.groupcollide()"""
for bullet, enemies in collisions.iteritems(): for bullet, enemies in collisions.items():
if enemies != []: if enemies != []:
for e in enemies: for e in enemies:
e.die() e.die()
globals.bullets_list_player.remove(bullet) globals.bullets_list_player.remove(bullet)
def handle_player_collisions(collisions): def handle_player_collisions(collisions):
""" take the returned dictionnary from pygame.sprite.groupcollide()""" """ take the returned dictionnary from pygame.sprite.groupcollide()"""
for bullet, enemies in collisions.iteritems(): for bullet, enemies in collisions.items():
# show some player reaction ;-) # show some player reaction ;-)
globals.bullets_list.remove(bullet) globals.bullets_list.remove(bullet)
@ -432,6 +444,7 @@ def handle_player_collisions(collisions):
# Main # Main
## ##
globals = Globals() globals = Globals()
init() init()
@ -474,7 +487,6 @@ while not globals.die:
ret = pygame.sprite.groupcollide(globals.bullets_list, globals.players_list, False, False) ret = pygame.sprite.groupcollide(globals.bullets_list, globals.players_list, False, False)
handle_player_collisions(ret) handle_player_collisions(ret)
# add player (if it's not already in the group). ugly, but ok for now. # add player (if it's not already in the group). ugly, but ok for now.
globals.moving_objects.add(player) globals.moving_objects.add(player)
@ -499,11 +511,11 @@ while not globals.die:
process_key(event, player) process_key(event, player)
# reinitializing moving objects list # reinitializing moving objects list
#globals.moving_objects = pygame.sprite.RenderUpdates() # globals.moving_objects = pygame.sprite.RenderUpdates()
#transition(0) # transition(0)
print "frames : %d" % nbframe print("frames : %d" % nbframe)