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authorLuiz Irber <luiz.irber@gmail.com>2008-04-19 20:16:34 (GMT)
committer Luiz Irber <luiz.irber@gmail.com>2008-04-19 20:16:34 (GMT)
commit12e7421fb1d54ceedd555148685f595eccfc1a43 (patch)
treeff0cae5ade487fd968b51a928118119ffbb2ca2d
parent1f261f263f863b623d10bd980f7acb0735e890d8 (diff)
Renamed variables and inserted whitespaces, to increase readability.
-rw-r--r--Gambiarra/command.py2
-rw-r--r--Gambiarra/gambiarra.py47
-rw-r--r--Gambiarra/gamemenu.py43
-rw-r--r--Gambiarra/levels.py66
-rw-r--r--Gambiarra/objects/animals.py2
-rw-r--r--Gambiarra/objects/esteira.py4
-rw-r--r--Gambiarra/objects/things.py14
7 files changed, 88 insertions, 90 deletions
diff --git a/Gambiarra/command.py b/Gambiarra/command.py
index 694f251..4508d6c 100644
--- a/Gambiarra/command.py
+++ b/Gambiarra/command.py
@@ -32,7 +32,7 @@ class Command(pygame.sprite.Sprite):
def draw(self, screen, pos):
# temos a imagem na variavel <img> e
# o 'zero' (ponto onde deve ser desenhado <pos>
- screen.blit(self.image, (pos[0],pos[1]))
+ screen.blit(self.image, (pos[0], pos[1]))
class Play(Command):
def __init__(self):
diff --git a/Gambiarra/gambiarra.py b/Gambiarra/gambiarra.py
index acbbc31..31ec76d 100644
--- a/Gambiarra/gambiarra.py
+++ b/Gambiarra/gambiarra.py
@@ -51,14 +51,14 @@ class Game(object):
screen = None
menu = None
congrats = None
- congratsSnd = None
+ congrats_snd = None
def __init__(self, play_sounds=True):
pygame.init()
self.play_sounds = play_sounds
if self.play_sounds:
pygame.mixer.init()
- self.screen = pygame.display.set_mode((1200,900)) #omitindo flags
+ self.screen = pygame.display.set_mode((1200, 900)) #omitindo flags
pygame.display.flip()
self.running = True
self.playing = False
@@ -87,7 +87,7 @@ class Game(object):
# executa a simulacao
objs = check_collision(self.levels[self.level].simulator.objects,
- self.levels[self.level].simulator.staticObjs)
+ self.levels[self.level].simulator.static_objs)
self.levels[self.level].simulator.objects = objs
for obj in self.levels[self.level].simulator.objects:
obj.update()
@@ -96,35 +96,31 @@ class Game(object):
if self.selected_element.editable:
self.selected_element.rect.center = pygame.mouse.get_pos()
- def mouse_event(self, mousePos):
+ def mouse_event(self, mouse_pos):
if not self.selected_element:
- collided = False
- mouseMove = (0,0)
- mouseMove = pygame.mouse.get_rel()
+ mouse_move = (0, 0)
+ mouse_move = pygame.mouse.get_rel()
for element in self.levels[self.level].simulator.objects:
- if element.rect.collidepoint(mousePos):
- collided = True
+ if element.rect.collidepoint(mouse_pos):
self.selected_element = element
break
if not self.selected_element:
- for element in self.levels[self.level].simulator.staticObjs:
- if element.rect.collidepoint(mousePos):
- collided = True
+ for element in self.levels[self.level].simulator.static_objs:
+ if element.rect.collidepoint(mouse_pos):
self.selected_element = element
- if isinstance(element,Esteira) and element.editable:
+ if isinstance(element, Esteira) and element.editable:
self.count += 1
if self.count == 1:
- element.sentido=-element.sentido
+ element.sentido = -element.sentido
self.count = 0
break
if not self.selected_element: #se nao encontrou no for anterior
for element in self.levels[self.level].objbar.objects:
- if element.rect.collidepoint(mousePos):
- collided = True
+ if element.rect.collidepoint(mouse_pos):
element.remove(self.levels[self.level].objbar.objects)
self.levels[self.level].simulator.add(element)
self.selected_element = element
@@ -132,15 +128,16 @@ class Game(object):
if not self.selected_element: #se nao encontrou no for anterior
for element in self.levels[self.level].cmdbar.commands:
- if element.rect.collidepoint(mousePos):
+ if element.rect.collidepoint(mouse_pos):
if isinstance(element, Play):
element.image = pygame.transform.flip(element.image,
True, False)
self.playing = not self.playing
if not self.playing:
- for element in self.levels[self.level].simulator.objects:
- element.speed = [0,0]
- element.rect.topleft = element.initialPosition
+ objs = self.levels[self.level].simulator.objects
+ for obj in objs:
+ obj.speed = [0, 0]
+ obj.rect.topleft = obj.initial_pos
elif isinstance(element, Help):
self.levels[self.level].show_help(self.screen)
elif isinstance(element, Quit):
@@ -149,18 +146,18 @@ class Game(object):
else:
if self.selected_element.editable and not self.playing:
- mouseMove = pygame.mouse.get_rel()
- if mouseMove != (0,0):
+ mouse_move = pygame.mouse.get_rel()
+ if mouse_move != (0, 0):
self.count -= 1
self.selected_element.rect.center = pygame.mouse.get_pos()
- #self.selected_element.rect = self.selected_element.rect.move(mouseMove)
- self.selected_element.initialPosition = self.selected_element.rect.topleft
+ new_pos = self.selected_element.rect.topleft
+ self.selected_element.initial_pos = new_pos
self.selected_element = None
def show_congratulations(self):
if self.play_sounds:
pygame.mixer.stop()
- self.congratsSnd.play()
+ self.congrats_snd.play()
self.screen.blit(self.congrats, (600 - self.congrats.get_width()/2,
450 - self.congrats.get_height()/2) )
diff --git a/Gambiarra/gamemenu.py b/Gambiarra/gamemenu.py
index 744f3cf..3488af2 100644
--- a/Gambiarra/gamemenu.py
+++ b/Gambiarra/gamemenu.py
@@ -40,7 +40,7 @@ class GameMenu(object):
self.start = StartButton(520)
def run(self):
- self.screen.blit(self.background, (0,0))
+ self.screen.blit(self.background, (0, 0))
# self.level.draw(self.screen)
self.start.draw(self.screen)
pygame.display.flip()
@@ -65,15 +65,16 @@ class GameMenu(object):
# self.level.clicked = False
def event_handler(self):
- validEventFound = False
while True:
for event in pygame.event.get():
- if event.type == MOUSEMOTION:
- if self.start.current_img.get_rect(topleft = self.start.position).collidepoint(pygame.mouse.get_pos()):
+ if event.type == pygame.MOUSEMOTION:
+ img = self.start.current_img
+ rect = img.get_rect(topleft = self.start.position)
+ if rect.collidepoint(pygame.mouse.get_pos()):
if self.start.current == 0 :
# if self.level.current == 1:
# self.level.current = 0
-# self.level.current_img = self.level.img[self.level.current]
+# self.level.current_img = self.level.img[0]
self.start.current = 1
self.start.current_img = self.start.img[self.start.current]
return MOUSEMOTION
@@ -115,21 +116,21 @@ class LevelButton(object):
level = None
current = None
current_img = None
- numberOfLevels = None
+ levels_number = None
current_level_img = None
clicked = None
- def __init__(self, position, numberOfLevels = 1):
- nonHover = pygame.image.load(
- abspath("data/images/nivel_normal.png") )
- hover = pygame.image.load(
- abspath("data/images/nivel_hover.png") )
- self.img = [nonHover,hover]
- self.position = [600 - nonHover.get_width()/2, position]
+ def __init__(self, position, levels_number = 1):
+ img = abspath("data/images/nivel_normal.png")
+ non_hover = pygame.image.load(img)
+ img = abspath("data/images/nivel_hover.png")
+ hover = pygame.image.load(img)
+ self.img = [non_hover, hover]
+ self.position = [600 - non_hover.get_width()/2, position]
self.level = 0
self.current = 0
self.current_img = self.img[self.current]
- self.numberOfLevels = numberOfLevels
+ self.levels_number = levels_number
self.current_level_img = None # Precisa 'renderizar' o numero do nivel
self.clicked = False
@@ -139,7 +140,7 @@ class LevelButton(object):
def click(self):
self.clicked = True
self.level += 1
- if self.level == self.numberOfLevels :
+ if self.level == self.levels_number :
self.level = 0
class StartButton(object):
@@ -150,12 +151,12 @@ class StartButton(object):
clicked = None
def __init__(self, position):
- nonHover=pygame.image.load(
- abspath("data/images/iniciar_normal.png") )
- hover = pygame.image.load(
- abspath("data/images/iniciar_hover.png") )
- self.img = [nonHover,hover]
- self.position = [600 - nonHover.get_width()/2 - 50, position]
+ img = abspath("data/images/iniciar_normal.png")
+ non_hover = pygame.image.load(img)
+ img = abspath("data/images/iniciar_hover.png")
+ hover = pygame.image.load(img)
+ self.img = [non_hover, hover]
+ self.position = [600 - non_hover.get_width()/2 - 50, position]
self.current = 0
self.current_img = self.img[self.current]
self.clicked = False
diff --git a/Gambiarra/levels.py b/Gambiarra/levels.py
index 1fbc7d4..72a4951 100644
--- a/Gambiarra/levels.py
+++ b/Gambiarra/levels.py
@@ -39,20 +39,20 @@ class SimulationView(object):
def __init__(self, objects):
self.running = False
self.background = pygame.Surface((1200, 770))
- self.background.fill([99,157,237])
+ self.background.fill([99, 157, 237])
self.objects = pygame.sprite.RenderPlain()
- self.staticObjs = []
+ self.static_objs = []
for obj in objects.values():
if obj.mobility:
obj.add(self.objects)
else:
- self.staticObjs.append(obj)
+ self.static_objs.append(obj)
- self.staticObjs.append(LeftWall())
- self.staticObjs.append(RightWall())
- self.staticObjs.append(UpWall())
- self.staticObjs.append(DownWall())
+ self.static_objs.append(LeftWall())
+ self.static_objs.append(RightWall())
+ self.static_objs.append(UpWall())
+ self.static_objs.append(DownWall())
def draw(self, pos = None):
screen = pygame.display.get_surface()
@@ -61,7 +61,7 @@ class SimulationView(object):
else:
screen.blit(self.background, (0, 0))
- for obj in self.staticObjs:
+ for obj in self.static_objs:
obj.draw(screen, obj.rect)
for item in self.objects:
@@ -71,14 +71,14 @@ class SimulationView(object):
if obj.mobility:
obj.add(self.objects)
else:
- self.staticObjs.append(obj)
+ self.static_objs.append(obj)
class ObjectBar(object):
""" This widget contains the objects available for the problem. """
def __init__(self, objects):
self.background = pygame.Surface((1000, 130))
- self.background.fill([0,255,0]) #TODO: achar uma cor melhor =D
+ self.background.fill([0, 255, 0])
self.objects = pygame.sprite.RenderPlain(objects.values())
def draw(self, pos = None):
@@ -103,7 +103,7 @@ class CommandBar(object):
def __init__(self):
self.background = pygame.Surface((200, 130))
self.width, self.height = self.background.get_size()
- self.background.fill([0,0,255]) #TODO: achar uma cor melhor =D
+ self.background.fill([0, 0, 255])
self.commands = [ Play(), Help(), Quit() ]
def draw(self, pos=None):
@@ -127,12 +127,12 @@ class Level(object):
on the screen"""
objects = None
- def __init__(self, objInPlace, objToAdd, goals, helpImage):
- self.simulator = SimulationView(objInPlace)
- self.objbar = ObjectBar(objToAdd)
+ def __init__(self, obj_in_place, obj_to_add, goals, help_img):
+ self.simulator = SimulationView(obj_in_place)
+ self.objbar = ObjectBar(obj_to_add)
self.cmdbar = CommandBar()
self.goals = goals
- self.helpImage = helpImage
+ self.help_img = help_img
def goal_reached(self):
for obj, goal in self.goals:
@@ -146,8 +146,8 @@ class Level(object):
self.cmdbar.draw()
def show_help(self, screen):
- screen.blit(self.helpImage, (600 - self.helpImage.get_width()/2,
- 450 - self.helpImage.get_height()/2) )
+ screen.blit(self.help_img, (600 - self.help_img.get_width()/2,
+ 450 - self.help_img.get_height()/2) )
pygame.display.flip()
while True:
for event in pygame.event.get():
@@ -162,12 +162,12 @@ def load_levels():
files = os.listdir(level_dir)
levels = []
for level_file in sorted(f for f in files if f.split(".")[-1] == "level"):
- fp = open(os.path.join(level_dir, level_file))
+ raw = open(os.path.join(level_dir, level_file))
try:
- level = json.load(fp)
- except ValueError, e:
- print level_file, "-> invalid json file: ", e
- fp.close()
+ level = json.load(raw)
+ except ValueError, error:
+ print level_file, "-> invalid json file: ", error
+ raw.close()
else:
lvl = load_level(level, level_dir, level_file)
if lvl:
@@ -180,24 +180,24 @@ def load_level(level, level_dir, level_name):
for obj in level["placed"]:
try:
klass = globals()[obj["type"]]
- except KeyError, e:
- print level_name, "-> Invalid type for object:", e
+ except KeyError, error:
+ print level_name, "-> Invalid type for object:", error
return None
- o = klass( ( int(obj["xpos"]), int(obj["ypos"]) ), editable=False)
- objs[obj["name"]] = o
+ new = klass( ( int(obj["xpos"]), int(obj["ypos"]) ), editable=False)
+ objs[obj["name"]] = new
toadd = {}
for obj in level["available"]:
try:
klass = globals()[obj["type"]]
- except KeyError, e:
- print level_name, "-> Invalid type for object:", e
+ except KeyError, error:
+ print level_name, "-> Invalid type for object:", error
return None
try:
toadd[obj["name"]] = klass()
- except KeyError, e:
+ except KeyError:
print level_name, "-> Object name not available"
return None
@@ -205,11 +205,11 @@ def load_level(level, level_dir, level_name):
for goal in level["goals"]:
try:
proj = objs[ goal[0] ]
- target = objs[ goal[1] ]
- except KeyError:
- print level_name, "-> Object not available:", e
+ trg = objs[ goal[1] ]
+ except KeyError, error:
+ print level_name, "-> Object not available:", error
return None
- goals.append( (proj, target) )
+ goals.append( (proj, trg) )
img_file = os.path.join(level_dir, level['help'])
if os.path.isfile(img_file):
diff --git a/Gambiarra/objects/animals.py b/Gambiarra/objects/animals.py
index b22f146..8ce1d41 100644
--- a/Gambiarra/objects/animals.py
+++ b/Gambiarra/objects/animals.py
@@ -34,4 +34,4 @@ class Penguin(Thing):
editable, snd,
initial_pos, elasticity = 100, mobility = True,
gravity = 5)
- self.speed=[5,0]
+ self.speed = [5, 0]
diff --git a/Gambiarra/objects/esteira.py b/Gambiarra/objects/esteira.py
index cb2812c..02a3316 100644
--- a/Gambiarra/objects/esteira.py
+++ b/Gambiarra/objects/esteira.py
@@ -41,9 +41,9 @@ class Esteira(Thing):
# temos a imagem na variavel <img> e
# o 'zero' (ponto onde deve ser desenhado <pos>
if self.sentido == 1:
- screen.blit(self.image_dir, (pos[0],pos[1]))
+ screen.blit(self.image_dir, (pos[0], pos[1]))
elif self.sentido == -1:
- screen.blit(self.image_esq, (pos[0],pos[1]))
+ screen.blit(self.image_esq, (pos[0], pos[1]))
def collide(self, obj):
if obj.rect.colliderect(self.rect):
diff --git a/Gambiarra/objects/things.py b/Gambiarra/objects/things.py
index f39ba36..7d8ac79 100644
--- a/Gambiarra/objects/things.py
+++ b/Gambiarra/objects/things.py
@@ -63,7 +63,7 @@ class Thing(pygame.sprite.Sprite):
self.rect.topleft = initial_pos[0], initial_pos[1]
self.elasticity = elasticity
self.editable = editable
- self.speed = [0,0]
+ self.speed = [0, 0]
self.mobility = mobility
self.gravity = gravity
self.snd = snd
@@ -71,7 +71,7 @@ class Thing(pygame.sprite.Sprite):
def draw(self, screen, pos ):
# temos a imagem na variavel <img> e
# o 'zero' (ponto onde deve ser desenhado <pos>
- screen.blit(self.image, (pos[0],pos[1]))
+ screen.blit(self.image, (pos[0], pos[1]))
def play(self):
if self.snd and pygame.mixer.get_init():
@@ -80,7 +80,7 @@ class Thing(pygame.sprite.Sprite):
def collide(self, obj):
''' Very basic implementation of elastic collision'''
#TODO: verify mobility attribute
- hitbox = self.rect.inflate(5,5)
+ hitbox = self.rect.inflate(5, 5)
if hitbox.colliderect(obj.rect):
if self.rect.left < obj.rect.right:
self.speed[0], obj.speed[0] = obj.speed[0], self.speed[0]
@@ -99,7 +99,7 @@ class Thing(pygame.sprite.Sprite):
def update(self):
if self.mobility:
- newpos = self.rect.move((self.speed[0],self.speed[1]))
+ newpos = self.rect.move((self.speed[0], self.speed[1]))
self.rect = newpos
self.speed[0] *= 0.99
if self.speed[1] <= self.rect[3]*0.04 and self.speed[1] > 0:
@@ -118,10 +118,10 @@ def check_collision(sprite_list, wall_list):
# obj.play()
# s.play()
- for w in wall_list:
- if w.collide(obj):
+ for wall in wall_list:
+ if wall.collide(obj):
obj.play()
- w.play()
+ wall.play()
return new_objects