fix bug in movement handling when only one of the directions was stopped
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parent
8360689edb
commit
b1b585515c
1 changed files with 52 additions and 13 deletions
63
pyshoot.py
63
pyshoot.py
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@ -7,7 +7,7 @@
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import pygame
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import pygame
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from pygame.locals import *
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from pygame.locals import *
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import os
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import os
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import random
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# constants
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# constants
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@ -97,20 +97,24 @@ class Player(Object):
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""" initiate moving sequence """
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""" initiate moving sequence """
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globals.moving_objects.add(self)
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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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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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def stop_move(self, vector):
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""" stop moving sequence """
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""" stop moving sequence """
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self.speed = (self.speed[0] - vector[0], self.speed[1] - vector[1])
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if self.speed == (0, 0):
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globals.moving_objects.remove(self)
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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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def start_shoot(self):
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print "error should NOT contain self after stop_move"
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self.shoot()
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def stop_shoot(self):
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pass
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def init_gfx():
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def init_gfx():
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"""graphics initialisation"""
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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 = pygame.display.set_mode((SCREEN_X, SCREEN_Y), HWSURFACE|DOUBLEBUF)
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globals.screen.fill(0)
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globals.screen.fill(0)
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pygame.display.flip()
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pygame.display.flip()
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@ -123,9 +127,11 @@ def init():
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pygame.init()
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pygame.init()
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init_gfx()
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init_gfx()
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globals.clock = pygame.time.Clock()
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globals.clock = pygame.time.Clock()
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random.seed()
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#globals.event_type = {'create_enemeny' : create_enemey, 'vanish_object': vanish_object()}
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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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def create_enemy(type):
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""" create an enemy """
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""" create an enemy """
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pass
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pass
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@ -163,17 +169,48 @@ def process_key(event, player):
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player.start_shoot()
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player.start_shoot()
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if event.type == KEYUP:
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if event.type == KEYUP:
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if event.key == K_UP:
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if event.key == K_UP:
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player.stop_move()
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player.stop_move((0, -1))
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elif event.key == K_DOWN:
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elif event.key == K_DOWN:
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player.stop_move()
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player.stop_move((0, 1))
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elif event.key == K_LEFT:
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elif event.key == K_LEFT:
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player.stop_move()
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player.stop_move((-1, 0))
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elif event.key == K_RIGHT:
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elif event.key == K_RIGHT:
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player.stop_move()
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player.stop_move((1,0))
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elif event.key == K_x:
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elif event.key == K_x:
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player.stop_shoot()
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player.stop_shoot()
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def transition(type):
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""" transition selector """
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if type == 0:
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transition_disintegrate()
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elif type == 1:
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transition_fade_to_black()
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elif type == 2:
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transition_fade_to_white()
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def transition_disintegrate():
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""" put black pixels at randoom location"""
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for i in range(0, 200000):
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x = random.randint(0, SCREEN_X)
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y = random.randint(0, SCREEN_Y)
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globals.screen.set_at((x, y), (0,0,0, 255))
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if i % 1000 == 0 :
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pygame.display.update()
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globals.screen.fill((0, 0, 0))
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pygame.display.update()
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def transition_fade_to_black():
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""" darken every pixels on screen """
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array = pygame.PixelArray(globals.screen)
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pass
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def transition_fade_to_white():
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""" lighten every pixels on screen """
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pass
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##
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##
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# Main
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# Main
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##
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##
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@ -228,6 +265,8 @@ while not globals.die:
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# reinitializing moving objects list
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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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# transition(0)
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print "frames : %d" % nbframe
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print "frames : %d" % nbframe
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