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author | Gabriel Eirea <gabriel@castalia.(none)> | 2009-10-10 15:29:12 (GMT) |
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committer | Gabriel Eirea <gabriel@castalia.(none)> | 2009-10-10 15:29:12 (GMT) |
commit | 6eafa5cc4f1ed340e3094e80f2693c3a6cedc4f5 (patch) | |
tree | a778fba34410ee61d102157f95452293c63fa958 |
119 files changed, 1667 insertions, 0 deletions
@@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. You can apply it to +your programs, too. + + When we speak of free software, we are referring to freedom, not +price. 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Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +<http://www.gnu.org/licenses/>. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +<http://www.gnu.org/philosophy/why-not-lgpl.html>. diff --git a/data/entity/Thumbs.db b/data/entity/Thumbs.db Binary files differnew file mode 100755 index 0000000..fb83901 --- /dev/null +++ b/data/entity/Thumbs.db diff --git a/data/entity/_sprite/Thumbs.db b/data/entity/_sprite/Thumbs.db Binary files differnew file mode 100755 index 0000000..08d8543 --- /dev/null +++ b/data/entity/_sprite/Thumbs.db diff --git a/data/entity/_sprite/_player.png b/data/entity/_sprite/_player.png Binary files differnew file mode 100755 index 0000000..1a04bfb --- /dev/null +++ b/data/entity/_sprite/_player.png diff --git a/data/entity/alien/Thumbs.db b/data/entity/alien/Thumbs.db Binary files differnew file mode 100755 index 0000000..cdf5c23 --- /dev/null +++ b/data/entity/alien/Thumbs.db diff --git a/data/entity/alien/alien back001.png b/data/entity/alien/alien back001.png Binary files differnew file mode 100755 index 0000000..8878f8e --- /dev/null +++ b/data/entity/alien/alien 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+ * w = ancho_de_la_grilla / nro_columnas
+ * h = alto_de_la_grilla / nro_filas
+ * y = (indice_grafico / nro_columnas) * h
+ * x = (indice_grafico % nro_filas) * w
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diff --git a/data/menu/Thumbs.db b/data/menu/Thumbs.db Binary files differnew file mode 100755 index 0000000..79d38fe --- /dev/null +++ b/data/menu/Thumbs.db diff --git a/data/menu/bichito.png b/data/menu/bichito.png Binary files differnew file mode 100755 index 0000000..f1be45b --- /dev/null +++ b/data/menu/bichito.png diff --git a/data/menu/cursor.png b/data/menu/cursor.png Binary files differnew file mode 100755 index 0000000..29ac8c6 --- /dev/null +++ b/data/menu/cursor.png diff --git a/data/menu/fondo.png b/data/menu/fondo.png Binary files differnew file mode 100755 index 0000000..b1e8948 --- /dev/null +++ b/data/menu/fondo.png diff --git a/data/menu/logo.png b/data/menu/logo.png Binary files differnew file mode 100755 index 0000000..d2044f0 --- /dev/null +++ b/data/menu/logo.png diff --git a/data/textures/0.png b/data/textures/0.png Binary files differnew file mode 100755 index 0000000..6617576 --- /dev/null +++ b/data/textures/0.png diff --git a/data/textures/1.png b/data/textures/1.png Binary files differnew file mode 100755 index 0000000..2e7b468 --- /dev/null +++ b/data/textures/1.png diff --git a/data/textures/2.png b/data/textures/2.png Binary files differnew file mode 100755 index 0000000..359f847 --- /dev/null +++ b/data/textures/2.png diff --git a/data/textures/3.png b/data/textures/3.png Binary files differnew file mode 100755 index 0000000..f4691e5 --- /dev/null +++ b/data/textures/3.png diff --git a/data/textures/4.png b/data/textures/4.png Binary files differnew file mode 100755 index 0000000..0271c10 --- /dev/null +++ b/data/textures/4.png diff --git a/data/textures/5.png b/data/textures/5.png Binary files differnew file mode 100755 index 0000000..0271c10 --- /dev/null +++ b/data/textures/5.png diff --git a/data/textures/6.png b/data/textures/6.png Binary files differnew file mode 100755 index 0000000..0271c10 --- /dev/null +++ b/data/textures/6.png diff --git a/data/textures/7.png b/data/textures/7.png Binary files differnew file mode 100755 index 0000000..0271c10 --- /dev/null +++ b/data/textures/7.png diff --git a/data/textures/Thumbs.db b/data/textures/Thumbs.db Binary files differnew file mode 100755 index 0000000..e9b02fc --- /dev/null +++ b/data/textures/Thumbs.db diff --git a/data/textures/backup0.png b/data/textures/backup0.png Binary files differnew file mode 100755 index 0000000..618072a --- /dev/null +++ b/data/textures/backup0.png diff --git a/entity.py b/entity.py new file mode 100755 index 0000000..5b95a61 --- /dev/null +++ b/entity.py @@ -0,0 +1,86 @@ +# -*- coding: utf-8 -*-
+# filename: entity.py
+#
+# Ceibal Rol
+# Copyright (C) 2008,2009 Gabriel Balbuena
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+#
+# Contact information:
+# Ceibal Jam http://ceibaljam.org
+
+import pygame
+from pygame.locals import *
+
+#direction constants
+EAST = 0
+NORTHEAST = 1
+NORTH = 2
+NORTHWEST = 3
+WEST = 4
+SOUTHWEST = 5
+SOUTH = 6
+SOUTHEAST = 7
+
+class Entity(pygame.sprite.Sprite):
+ def __init__(self):
+ self.id = "id1"
+
+class Player(Entity):
+
+ def __init__(self, map):
+ pygame.sprite.Sprite.__init__(self)
+
+ self.map = map
+ self.image = pygame.image.load('./data/entity/ogre/stopped 0000.png').convert_alpha()
+
+ self.rect = self.image.get_rect()
+ self.rect.move_ip(50, 50) # posicion inicial
+
+ self.pos_xi = 0 # posicion x
+ self.pos_yi = 0 # posicion y
+
+ self.is_running = True
+
+ def update(self):
+ " Realiza el movimiento del Player en el Map "
+ teclas_pulsadas = pygame.key.get_pressed()
+ dx = 0
+ dy = 0
+
+ if teclas_pulsadas[K_UP]:
+ dy = -1
+
+ elif teclas_pulsadas[K_DOWN]:
+ dy = 1
+
+ if teclas_pulsadas[K_LEFT]:
+ dx = -1
+
+ elif teclas_pulsadas[K_RIGHT]:
+ dx = 1
+
+ if not self.map.is_walkable(self.rect.x + dx, self.rect.y):
+ dx = 0
+
+ if not self.map.is_walkable(self.rect.x, self.rect.y + dy):
+ dy = 0
+
+ self.rect.move_ip(dx, dy) # cambia la posicion del Player
+ self.map.mirar_a(self.rect) # centra la atencion de la camara en el
+
+ def _print(self, screen):
+ x = self.rect.x - self.map.camara_x - self.pos_xi
+ y = self.rect.y - self.map.camara_y - self.pos_yi
+ screen.blit(self.image, (x, y))
@@ -0,0 +1,153 @@ +# -*- coding: utf-8 -*-
+# filename: menu.py
+#
+# Ceibal Rol
+# Copyright (C) 2008,2009 Gabriel Balbuena
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+#
+# Contact information:
+# Ceibal Jam http://ceibaljam.org
+
+
+import random
+import pygame
+from pygame.locals import *
+
+class Logo():
+ " Representa el logo principal de el juego y sus propiedades "
+ def __init__(self):
+ pass
+
+
+class Menu:
+ "Representa un menu con opciones para el juego"
+ def __init__(self, opciones):
+ self.opciones = []
+ fuente = pygame.font.Font('./data/fonts/slammertag.ttf', 36)
+ x = 405
+ y = 305
+ paridad = 1
+
+ self.cursor = Cursor(x - 30, y, 30)
+
+ for titulo, funcion in opciones:
+ self.opciones.append(Opcion(fuente, titulo, x, y, paridad, funcion))
+ y += 30
+ if paridad == 1:
+ paridad = -1
+ else:
+ paridad = 1
+
+ self.seleccionado = 0
+ self.total = len(self.opciones)
+ self.mantiene_pulsado = False
+
+ def update(self):
+ """Altera el valor de 'self.seleccionado' con los direccionales."""
+ k = pygame.key.get_pressed()
+
+ if not self.mantiene_pulsado:
+ if k[K_UP]:
+ self.seleccionado -= 1
+ elif k[K_DOWN]:
+ self.seleccionado += 1
+ elif k[K_RETURN]:
+ # Invoca a la función asociada a la opcion.
+ self.opciones[self.seleccionado].activar()
+
+ # procura que el cursor este entre las opciones permitidas
+ if self.seleccionado < 0:
+ self.seleccionado = 0
+ elif self.seleccionado > self.total - 1:
+ self.seleccionado = self.total - 1
+
+ self.cursor.seleccionar(self.seleccionado)
+
+ # indica si el usuario mantiene pulsada alguna tecla.
+ self.mantiene_pulsado = k[K_UP] or k[K_DOWN] or k[K_RETURN]
+
+ self.cursor.actualizar()
+
+ for o in self.opciones:
+ o.actualizar()
+
+ def _print(self, screen):
+ """Imprime sobre 'screen' el texto de cada opción del menú."""
+
+ self.cursor.imprimir(screen)
+
+ for opcion in self.opciones:
+ opcion.imprimir(screen)
+
+
+
+class Opcion:
+
+ def __init__(self, fuente, titulo, x, y, paridad, funcion_asignada):
+ self.imagen_normal = fuente.render(titulo, 1, (0, 0, 0))
+ self.imagen_destacada = fuente.render(titulo, 1, (200, 0, 0))
+ self.image = self.imagen_normal
+ self.rect = self.image.get_rect()
+ self.rect.x = 500 * paridad
+ self.rect.y = y
+ self.funcion_asignada = funcion_asignada
+ self.x = float(self.rect.x)
+
+ def actualizar(self):
+ destino_x = 405
+ self.x += (destino_x - self.x) / 5.0
+ self.rect.x = int(self.x)
+
+ def imprimir(self, screen):
+ screen.blit(self.image, self.rect)
+
+ def destacar(self, estado):
+ if estado:
+ self.image = self.imagen_destacada
+ else:
+ self.image = self.imagen_normal
+
+ def activar(self):
+ self.funcion_asignada()
+
+
+class Cursor:
+
+ def __init__(self, x, y, dy):
+ self.image = pygame.image.load('./data/menu/bichito.png').convert_alpha()
+
+ self.rect = self.image.get_rect()
+ self.rect.x = x -60
+
+ self.y_inicial = y -40
+
+ self.dy = dy
+
+ self.y = 0
+
+ self.seleccionar(0)
+
+ def actualizar(self):
+ self.y += (self.to_y - self.y) / 10.0
+ self.rect.y = int(self.y)
+
+ def seleccionar(self, indice):
+ self.to_y = self.y_inicial + indice * self.dy
+
+ def imprimir(self, screen):
+ screen.blit(self.image, self.rect)
+
+
+
diff --git a/music.py b/music.py new file mode 100755 index 0000000..6e0b1d0 --- /dev/null +++ b/music.py @@ -0,0 +1,185 @@ +#!/usr/bin/env python + +""" +Conch.py, a music toolkit. +By Kris Schnee, borrowing heavily from Pygame's docs and examples. + +License: Free software; use as you please. Credit appreciated. +Requirements: Just Python and Pygame. Put all sound and music files +in subdirectories called "sound" and "music". +Notes: These are easy functions for using music and sound in Python/Pygame, +just wrappers around Pygame's functions. The Jukebox class keeps track of a +set of loaded sound effects and paths for songs, with keys so you can just +call 'j.PlaySong("Battle Music")' to access an obscurely named song file +neatly stored in a subdirectory. So, to use this code you just LoadSong for +whatever songs you like, giving the filename and a nickname, then PlaySong +to play. Same for sound effects, though behind the scenes the sounds are +actually loaded once and kept in memory instead of just the paths. + +Example: +j = Jukebox() +j.LoadSong("battle00.mid","Battle Music") +j.PlaySong("Battle Music") +j.StopMusic() +""" + + +import pygame ## Pygame toolkit for sound (and many other things); pygame.org +import os ## File system +import time + +try: + pygame.mixer.init() +except Exception, e: + print e + print "Warning: sound disabled" + +MODULE_NAME = "Conch" +MODULE_VERSION = "2006.8.9" + +DEFAULT_MUSIC_EXTENSION = ".mp3" +DEFAULT_SOUND_EXTENSION = ".wav" +SOUND_DIRECTORY = "sfx" +MUSIC_DIRECTORY = "music" + +JUKEBOX_COMMENTS = False + +## You can change these options to have sound/music muted by default. +MUSIC_ON = True +SOUND_ON = True + + +class Jukebox: + def __init__(self,dir=MUSIC_DIRECTORY): + """Load and play sounds and music, referenced by name. + Create one of these to put audio in your game. + One is created automatically when the module loads, so + there's not really a need to make another.""" + self.name = "Jukebox" + self.comments = JUKEBOX_COMMENTS + + self.music_on = MUSIC_ON + self.sound_on = SOUND_ON + + self.songs = {} ## eg. {"Battle Theme":"battle01.ogg"} + + self.music_directory = MUSIC_DIRECTORY + self.sound_directory = SOUND_DIRECTORY + + self.sounds = {} + + def Comment(self,what): + if self.comments: + print "["+self.name+"] " + str(what) + + def ToggleMusic(self,on=True): + self.music_on = on + + def ToggleSound(self,on=True): + self.sound_on = on + + def StopMusic(self): + """Stops music without turning it off; another song may get cued.""" + if not pygame.mixer.get_init(): + return + pygame.mixer.music.stop() + + def QuitMusic(self): + """Shuts off Pygame's music code. + This probably isn't necessary.""" + pygame.mixer.music.stop() + pygame.mixer.quit() + + def MusicGetPos(self): + if pygame.mixer.get_init(): + return pygame.mixer.music.get_pos() + return 0 + + def MusicVol(self, vol): + try: + pygame.mixer.music.set_volume(vol) + except: + pass + + def LoadSong(self,songname,key=""): + """Add name, including directory location, to songlist. + You can give the song a key, too, for easy reference. + Note that rather than actually loading the song, we store only + the path to it. Contrast with sound loading.""" + new_song_path = os.path.join(self.music_directory,songname) + if key: + self.songs[ key ] = new_song_path + + def ResetSongData(self): + self.songs = {} + + def PlaySong(self,cue_name,loops = 0, vol= 1.0, interrupt=False): + """Cue this song. If interrupt, the song will start even + if one is already playing.""" + if not pygame.mixer.get_init(): + return + path = self.songs.get( cue_name ) + if path: + if not self.music_on: + return ## Never mind. + + if not interrupt: + if pygame.mixer.music.get_busy(): + return ## It's busy; go away. + + ## OK, we can play. First stop whatever's playing. + pygame.mixer.music.stop() + + ## Now load and play. + try: + pygame.mixer.music.load(path) + except: + print "Couldn't load song '"+cue_name+"'." + return + try: + pygame.mixer.music.set_volume(vol) + pygame.mixer.music.play(loops) + self.Comment("Cue music: '"+cue_name+"'") + except: + print "Couldn't play song '"+cue_name+"'." + + def FadeoutMusic(self, time): + if not pygame.mixer.get_init(): + return + pygame.mixer.music.fadeout(time) + def LoadSound(self,filename,cue_name=None): + """Load a sound into memory, not just its name, for quick use.""" + if not pygame.mixer.get_init(): + return + if not "." in filename: + filename += DEFAULT_SOUND_EXTENSION + new_sound = pygame.mixer.Sound( os.path.join(SOUND_DIRECTORY,filename) ) + if not cue_name: + cue_name = filename + self.sounds[ cue_name ] = new_sound + + def PlaySound(self,cue_name): + ## How to check whether sound player is busy? + if not pygame.mixer: + return + + if self.sounds.has_key( cue_name ): + a = self.sounds[ cue_name ].play() + if cue_name == "Explode": + while not a: + time.sleep(0.1) + a = self.sounds[ cue_name ].play() + else: + self.Comment("Tried to play sound '"+cue_name+"' without loading it.") + pass + + +##### AUTORUN ##### +if __name__ == '__main__': + ## This code runs if this file is run by itself. + print "Running "+MODULE_NAME+", v"+MODULE_VERSION+"." + +else: + print "Loaded: "+MODULE_NAME + + j = Jukebox() ## You can now just refer to "j" in your own program. @@ -0,0 +1,220 @@ +#!/usr/bin/env python +# -*- coding: utf-8 -*- +# filename: ogre.py +# +# Ceibal Rol +# Copyright (C) 2008,2009 Gabriel Balbuena +# +# This program is free software: you can redistribute it and/or modify +# it under the terms of the GNU General Public License as published by +# the Free Software Foundation, either version 3 of the License, or +# (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program. If not, see <http://www.gnu.org/licenses/>. +# +# Contact information: +# Ceibal Jam http://ceibaljam.org + +""" +Ogre in Rol Ceibal + +""" + +import pygame +from pygame import * +pygame.init() + +#const direccionales +EAST = 0 +NORTHEAST = 1 +NORTH = 2 +NORTHWEST = 3 +WEST = 4 +SOUTHWEST = 5 +SOUTH = 6 +SOUTHEAST = 7 + +class Ogre(pygame.sprite.Sprite): + + def __init__(self, screen): + pygame.sprite.Sprite.__init__(self) + + self.screen = screen + self.image = pygame.image.load("./data/entity/ogre/stopped 0000.png") + + #self.image = self.image.convert_alpha() + tranColor = self.image.get_at((1, 1)) + self.image.set_colorkey(tranColor) + + self.rect = self.image.get_rect() + self.rect.center = (320, 240) + + # - - - - - - - - - - - - - - - - + self.pos_xi = 0 # posicion x + self.pos_yi = 0 # posicion y + # - - - - - - - - - - - - - - - - + + self.imgList = [] # lista de frames + self.loadPics() + + self.dir = EAST + + self.frame = 0 + self.delay = 3 + self.pause = self.delay + self.speed = 0 + + self.dxVals = (1, .7, 0, -.7, -1, -.7, 0, .7) + self.dyVals = (0, -.7, -1, -.7, 0, .7, 1, .7) + + self.moving = True + + + def loadPics(self): + fileBase = [ + "./data/entity/ogre/walking e000", + "./data/entity/ogre/walking ne000", + "./data/entity/ogre/walking n000", + "./data/entity/ogre/walking nw000", + "./data/entity/ogre/walking w000", + "./data/entity/ogre/walking sw000", + "./data/entity/ogre/walking s000", + "./data/entity/ogre/walking se000"] + for dir in range(8): + tempList = [] + tempFile = fileBase[dir] + for frame in range(8): + imgName = "%s%d.png" % (tempFile, frame) + tmpImg = pygame.image.load(imgName) + + #tmpImg.convert_alpha() + tmpImg.convert() + tranColor = tmpImg.get_at((0, 0)) + tmpImg.set_colorkey(tranColor) + + tempList.append(tmpImg) + self.imgList.append(tempList) + + def update(self): + self.pause -= 1 + if self.pause <= 0: + self.pause = self.delay + self.frame += 1 + if self.frame > 7: + self.frame = 0 + + self.calcVector() + + if self.moving == False: + if self.dir == NORTH: + self.image = pygame.image.load("./data/entity/ogre/stopped 0003.png") + if self.dir == WEST: + self.image = pygame.image.load("./data/entity/ogre/stopped 0002.png") + if self.dir == EAST: + self.image = pygame.image.load("./data/entity/ogre/stopped 0001.png") + if self.dir == SOUTH: + self.image = pygame.image.load("./data/entity/ogre/stopped 0000.png") + else: + self.image = self.imgList[self.dir][self.frame] + + self.rect.centerx += self.dx + self.rect.centery += self.dy + + + self.screen.mirar_a(self.rect) + + def calcVector(self): # calculo vector segun direccion. + self.dx = self.dxVals[self.dir] + self.dy = self.dyVals[self.dir] + + self.dx *= self.speed /(3)*2 # sacar /2 + self.dy *= self.speed /(3)*2 + + def turnUp(self): + self.dir = NORTH + + def turnLeft(self): + self.dir = WEST + + def turnRight(self): + self.dir = EAST + + def turnDown(self): + self.dir = SOUTH + + def _print(self, screen): # maallll no respeta la camara + "Imprime el personaje en la pantalla respetando la camara." + #x = self.rect.x - self.screen.camara_x + #y = self.rect.y - self.screen.camara_y + #screen.blit(self.image, (x, y)) +def main(): + print "screen init" + #screen = pygame.display.set_mode((640, 480)) + screen = pygame.display.set_mode((640,480),FULLSCREEN) + pygame.display.set_caption(".... TESTING ....") + + background = pygame.Surface(screen.get_size()) + background.fill((200, 255, 200)) + screen.blit(background, (0, 0)) + + + ogre = Ogre(screen) + + # Probando grupos de sprites para manejo de coliciones. + allSprites = pygame.sprite.Group(ogre) + + # probando time + clock = pygame.time.Clock() + + run = True + + while run: + clock.tick(30) + for event in pygame.event.get(): + if event.type == pygame.QUIT: + run = False + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_UP: + ogre.moving = True + ogre.speed += 10 + ogre.turnUp() + if event.key == pygame.K_DOWN: + ogre.moving = True + ogre.speed += 10 + ogre.turnDown() + if event.key == pygame.K_LEFT: + ogre.moving = True + ogre.speed += 10 + ogre.turnLeft() + if event.key == pygame.K_RIGHT: + ogre.moving = True + ogre.speed += 10 + ogre.turnRight() + + print "ogre speed:", ogre.speed + + if ogre.speed > 0: + if ogre.speed >= 35: + ogre.speed = 35 + + ogre.speed = ogre.speed - 1 + + if ogre.speed == 0: + ogre.moving = False + + allSprites.clear(screen, background) + allSprites.update() + allSprites.draw(screen) + + + pygame.display.flip() + + +if __name__ == "__main__": + main() @@ -0,0 +1,164 @@ +#! /usr/bin/env python
+# -*- coding: utf-8 -*-
+# filename: run.py
+#
+# Ceibal Rol
+# Copyright (C) 2008,2009 Gabriel Balbuena
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+#
+# Contact information:
+# Ceibal Jam http://ceibaljam.org
+
+import pygame
+from pygame.locals import *
+
+from universe import Map
+from entity import Player
+from menu import Menu
+
+from ogre import Ogre
+
+SCREEN_SIZE = (640, 480)
+
+
+def start_game():
+
+ fullscreen = False
+
+ pygame.display.init()
+ screen = pygame.display.set_mode(SCREEN_SIZE) # re init screen
+ clock = pygame.time.Clock()
+
+ #--------------------------------------------------------------------
+ map = Map('./data/maps/map1.level')
+ player = Player(map)
+
+ ogre = Ogre(map)
+ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ allSprites = pygame.sprite.Group(ogre)
+ #--------------------------------------------------------------------
+
+ exit = False
+
+ #----------------------------------------------------------------------------------------------------- - - -
+ while not exit:
+ clock.tick(60)
+ #--------------------------------------------------------------------
+ for event in pygame.event.get():
+ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ if event.type == QUIT:
+ exit()
+ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ elif event.type == KEYDOWN:
+ if event.key == K_f:
+ fullscreen = not fullscreen
+ if fullscreen:
+ screen = pygame.display.set_mode(SCREEN_SIZE,0,32)
+ else:
+ screen = pygame.display.set_mode(SCREEN_SIZE,FULLSCREEN,32)
+ if event.key == pygame.K_UP:
+ ogre.moving = True
+ ogre.speed += 50/3
+ ogre.turnUp()
+ elif event.key == pygame.K_DOWN:
+ ogre.moving = True
+ ogre.speed += 50/3
+ ogre.turnDown()
+ elif event.key == pygame.K_LEFT:
+ ogre.moving = True
+ ogre.speed += 50/3
+ ogre.turnLeft()
+ elif event.key == pygame.K_RIGHT:
+ ogre.moving = True
+ ogre.speed += 50/3
+ ogre.turnRight()
+
+ if ogre.speed > 0:
+ if ogre.speed > 25:
+ ogre.speed = 25
+
+ ogre.speed = ogre.speed - 1
+
+ if ogre.speed == 0:
+ ogre.moving = False
+
+ #map = map.mirar_a(ogre.rect) re implementar
+ #--------------------------------------------------------------------
+ map.update()
+ # actualiza la posicion de la camara
+ # se actualiza el personaje todo el tiempo,
+ # de modo que este pueda alterar la posicionn de la camara.
+ #player.update()
+ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ map.imprimir(screen)
+ #player._print(screen)
+ #ogre._print(screen)
+ #--------------------------------------------------------------------
+ allSprites.clear(screen, map.field)
+ allSprites.update()
+ allSprites.draw(screen)
+ # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+
+ pygame.display.update()
+ #--------------------------------------------------------------------
+ #----------------------------------------------------------------------------------------------------- - - -
+def show_options(): print " menu de opciones "
+
+def creditos(): print " desplegando creditos "
+
+def exit_game():
+ import sys
+ sys.exit(0)
+
+if __name__ == '__main__':
+
+ exit = False
+
+ options = [
+ ("Jugar", start_game),
+ ("Opciones", show_options),
+ ("Creditos", creditos),
+ ("Salir", exit_game)
+ ]
+
+ pygame.init()
+ pygame.display.set_caption("Ceibal Rol - PreAlpha 0.0.8")
+
+ screen = pygame.display.set_mode(SCREEN_SIZE) # init screen
+
+ background = pygame.image.load("./data/menu/fondo.png").convert()
+ background = pygame.transform.scale(background, SCREEN_SIZE)
+ #background = pygame.transform.smoothscale(background, SCREEN_SIZE)
+
+ logo = pygame.image.load("./data/menu/logo.png").convert_alpha()
+
+
+ menu = Menu(options)
+
+ while not exit:
+ for e in pygame.event.get():
+ if e.type == QUIT:
+ exit = True
+
+ #-Menu - - - - - - - - - - - - - - - -
+ screen.blit(background, (0, 0))
+ screen.blit(logo, (30, 0))
+
+ menu.update()
+ menu._print(screen)
+ #- - - - - - - - - - - - - - - - - - -
+
+ pygame.display.flip()
+ pygame.time.delay(10)
diff --git a/universe.py b/universe.py new file mode 100755 index 0000000..333333f --- /dev/null +++ b/universe.py @@ -0,0 +1,128 @@ +#!/usr/bin/env python
+# -*- coding: utf-8 -*-
+# filename: universe.py
+#
+# Ceibal Rol
+# Copyright (C) 2008,2009 Gabriel Balbuena
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+#
+# Contact information:
+# Ceibal Jam http://ceibaljam.org
+
+import pygame
+
+SCREENSIZE = (640,480)
+WIDTH = 640
+HEIGHT = 480
+
+class World:
+ def __init__(self):
+ pass
+
+class Map:
+ def __init__(self,path):
+ self.level = self._loadlevel(path) # matriz del nivel
+ self.tiles = self._loadtiles() # matriz de bloques del nivel
+ self.field = self._loadfield() # crea el fondo
+
+ self._MapFactory()
+
+ # coordenada superior izquierda de la cámara.
+ # estas variables intentan alcanzar el valor de las variables
+ # 'destino_camara_x' y 'destino_camara_y'.
+ self.camara_x = 0
+ self.camara_y = 0
+
+ # indican la posición a la que debe llegar la cámara
+ self.destino_camara_x = 0
+ self.destino_camara_y = 0
+
+
+
+ def _loadlevel(self, path): #def _cargar_grilla(self, ruta):
+ datafile = file(path, 'rt')
+ level = datafile.readlines()
+ datafile.close()
+ return level
+
+ def _loadtiles(self): # Carga las texturas y les asigna un id.
+ tiles = []
+ for n in range(5):
+ tiles.append(pygame.image.load('./data/textures/%d.png' %n).convert_alpha())
+ return tiles
+
+ def _loadfield(self): # establece el campo de el mapa, osea el surface reservado para que el factory lo defina.
+ filas = len(self.level)
+ columnas = len(self.level[0]) - 1
+ ancho = columnas * 96
+ alto = filas * 96
+ return pygame.Surface((ancho, alto)).convert()
+
+
+
+ def _MapFactory(self): # crea el Surface del mapa, por eso lo de factory (fabrica)
+ row_lenght = len(self.level)
+ col_lenght = len(self.level[0]) - 1
+
+ self.field.fill((0, 0, 0))
+
+ for row in range(row_lenght): # iteracion renglones verticalmente
+ for col in range(col_lenght): # iteracion columnas horizontalmente
+ try:
+ index = int(self.level[row][col]) # Index es el valor del nivel en una determinada cordenada
+ except ValueError, strerror:
+ index = int( 0 ) # Si no existe un valor asignado asume que es vacio ese bloque del mapa
+
+ pos_x = (col) * ((96/4)*2)#(col-row) * (96/3)
+ pos_y = (row) * ((96/4)*2)#(col+row) * (96/3)
+ self.field.blit(self.tiles[index], (pos_x, pos_y+100))
+
+
+ def imprimir(self, screen): # imprime en pantalla
+ origen = (self.camara_x, self.camara_y, WIDTH, HEIGHT)
+ destino = ( 0, 0, WIDTH, HEIGHT)
+ screen.blit(self.field, destino, origen)
+
+
+ def update(self):
+ self.camara_x += (self.destino_camara_x - self.camara_x) / 80.0
+ self.camara_y += (self.destino_camara_y - self.camara_y) / 80.0
+
+ def mover(self, dx, dy):
+ self.destino_camara_x += dx
+ self.destino_camara_y += dy
+ self._aplicar_limites()
+
+ def mirar_a(self, rect):
+ self.destino_camara_x = rect.x - WIDTH / 2
+ self.destino_camara_y = rect.y - HEIGHT / 2
+ self._aplicar_limites()
+
+ def _aplicar_limites(self):
+ if self.destino_camara_x < 0:
+ self.destino_camara_x = 0
+ if self.destino_camara_y < 0:
+ self.destino_camara_y = 0
+
+ if self.destino_camara_x + WIDTH > self.field.get_width():
+ self.destino_camara_x = self.field.get_width() - WIDTH
+
+ if self.destino_camara_y + HEIGHT > self.field.get_height():
+ self.destino_camara_y = self.field.get_height() - HEIGHT
+ pass
+
+ def is_walkable(self, x, y):
+ return True
+
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