added "smooth" movement
added function {start,stop}_move and separate detection of key press and release
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parent
9acc2876cd
commit
8360689edb
1 changed files with 45 additions and 24 deletions
55
pyshoot.py
55
pyshoot.py
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@ -55,7 +55,6 @@ class Object(pygame.sprite.Sprite):
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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.move_ip(self.speed)
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@ -94,6 +93,20 @@ class Player(Object):
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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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def start_move(self, vector):
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""" initiate moving sequence """
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globals.moving_objects.add(self)
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self.speed = (self.speed[0] + vector[0], self.speed[1] + vector[1])
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if not globals.moving_objects.has(self):
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print "error should contain self after start_move"
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def stop_move(self):
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""" stop moving sequence """
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globals.moving_objects.remove(self)
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self.speed = (0, 0)
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if globals.moving_objects.has(self):
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print "error should NOT contain self after stop_move"
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def init_gfx():
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"""graphics initialisation"""
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@ -135,21 +148,31 @@ def wait_keypress():
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def process_key(event, player):
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""" process keyboard input """
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if event.type == KEYDOWN:
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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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player.start_move((0, -1))
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elif event.key == K_DOWN:
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player.move(0, 10)
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player.start_move((0, 1))
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elif event.key == K_LEFT:
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player.move(-10, 0)
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player.start_move((-1, 0))
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elif event.key == K_RIGHT:
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player.move(10, 0)
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player.start_move((1, 0))
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elif event.key == K_x:
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player.shoot()
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player.start_shoot()
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if event.type == KEYUP:
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if event.key == K_UP:
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player.stop_move()
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elif event.key == K_DOWN:
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player.stop_move()
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elif event.key == K_LEFT:
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player.stop_move()
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elif event.key == K_RIGHT:
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player.stop_move()
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elif event.key == K_x:
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player.stop_shoot()
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##
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# Main
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@ -179,12 +202,9 @@ while not globals.die:
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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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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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@ -200,12 +220,13 @@ while not globals.die:
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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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for event in pygame.event.get():
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if event.type == KEYDOWN or event.type == KEYUP:
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process_key(event, player)
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# reinitializing moving objects list
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globals.moving_objects = pygame.sprite.RenderUpdates()
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#globals.moving_objects = pygame.sprite.RenderUpdates()
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print "frames : %d" % nbframe
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