231 lines
5.2 KiB
Python
Executable file
231 lines
5.2 KiB
Python
Executable file
#!/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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class Player(Object):
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def __init__(self, frames, pos, speed):
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Object.__init__(self, frames, pos, speed)
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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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player = Player(['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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