diff options
author | slm <jtmengel@gmail.com> | 2010-08-05 18:21:45 (GMT) |
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committer | slm <jtmengel@gmail.com> | 2010-08-05 18:21:45 (GMT) |
commit | 725c625e6f129e7972177483b59295e9e3d8b0a9 (patch) | |
tree | 0e7c72bb56b5695acc7faeac18b5af9ca64f0dec /devtools/CompleteTestKit | |
parent | 04334feb88aa124afca62dec8f4f742539c90e3e (diff) |
Added files which I had previously forgotten to add
Diffstat (limited to 'devtools/CompleteTestKit')
156 files changed, 1706 insertions, 0 deletions
diff --git a/devtools/CompleteTestKit/.to-do/AnimatedSprite.py b/devtools/CompleteTestKit/.to-do/AnimatedSprite.py new file mode 100755 index 0000000..03fcfcd --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/AnimatedSprite.py @@ -0,0 +1,148 @@ +import pygame + +class Spritesheet: + """ + Class from http://www.scriptedfun.com/transcript-2-using-sprite-sheets-and-drawing-the-background/ + + This class can be used to seporate images from the sprite sheet + """ + def __init__(self, filename): + self.sheet = pygame.image.load(filename)#.convert() + + def imgat(self, rect): + rect = pygame.Rect(rect) + image = pygame.Surface(rect.size)#.convert() + image.blit(self.sheet, (0, 0), rect) + return image + + def imgsat(self, rects): + imgs = [] + for rect in rects: + imgs.append(self.imgat(rect)) + return imgs + + def img_extract( self, cols, rows, width, height ): + rect_list = [] + for y in range(0, rows): + for x in range(0, cols): + rect_list.append( (width*x, height*y, width, height) ) + return self.imgsat( rect_list) + + +class AnimatedSprite(pygame.sprite.Sprite): + """ + http://shinylittlething.com/2009/07/21/pygame-and-animated-sprites/ + """ + + def __init__(self,images,textfileName,fps = 10): + pygame.sprite.Sprite.__init__(self) + self._images = images + + # Track the time we started, and the time between updates. + # Then we can figure out when we have to switch the image. + self._start = pygame.time.get_ticks() + self._delay = 1000 / fps + self._last_update = 0 + self._frame = 0 + self.animations = {} + + if textfileName != '': + f = open(textfileName, 'r') + currentLine = f.readline() + while currentLine != '': + animValues = currentLine.split(",") + #This is a list called animations that at each position contains a list of two values. the first value is the start position + #of the given animation and the second is the end position of the given animation + self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])] + currentLine = f.readline() + + # Call update to set our first image. + #self.update(pygame.time.get_ticks()) + + def addImages(self, images): + + self._images.extend(images) + + def update(self, t): + # This method updates the animation in a situation where there is only one animation contained within the object. + + #calculates the amount of time that has passed since the last update + timePassed = t - self._last_update + #checks if enough time has passed that it would need to update the frame of the animation + if timePassed > self._delay: + #since enough time has passed, it will determine how many times the frame was supposed to change since the last update + frameChanges = int(timePassed/self._delay) + #goes to the frame that it should be at right now and skips any frames that would have already been over and done with + self._frame += frameChanges + #checks if the current frame is past the final frame and continues to check over and over until it is not + while self._frame >= len(self._images): + #since we are past the final frame it is now figuring out how many frames past the final frame we have actually gone + framesPast = self._frame - len(self._images) + #sets the current frame to the frame it should be at + self._frame = framesPast - 1 + #sets the current image to the image associated with the current frame + self.image = self._images[self._frame] + #sets the last update value to the current time so that at the next update the time change is accurate + self._last_update = t + + def updateAnimation(self, t, animName): + # This method updates the animation based on the start and end frame of the specific animation you are on. + #This means that if your object contains multiple animations, you can use this method to reference the exact + #animation that you are using. + + #calculates the amount of time that has passed since the last update + timePassed = t - self._last_update + + #checks if enough time has passed that it would need to update the frame of the animation + if timePassed > self._delay: + + #Checks to make sure that the current frame is actually set to a position within the animation + if self._frame < self.animations.get(animName)[0] or self._frame > self.animations.get(animName)[1]: + #corrects the position of the current frame + self._frame = self.animations.get(animName)[0] + + #since enough time has passed, it will determine how many times the frame was supposed to change since the last update + frameChanges = int(timePassed/self._delay) + + #goes to the frame that it should be at right now and skips any frames that would have already been over and done with + self._frame += frameChanges + + #checks if the current frame is past the final frame of the current animation and continues to check over and over + #until it is not + while self._frame >= self.animations.get(animName)[1]: + #Determines how many frames past the final frame of the animation it is + framesPast = self._frame - self.animations.get(animName)[1] + + #Sets the current frame to the frame it should be at + self._frame = framesPast - 1 + self.animations.get(animName)[0] + + #sets the current image to the image associated with the current frame + self.image = self._images[self._frame] + + #sets the last update value to the current time so that at the next update the time change is accurate + self._last_update = t + + def nextFrame(self): + # This definition is designed to simply move to the next frame. + # All of the other definitions only move to the nex frame if + # enough time has passed based on the framerate. With this + # definition I can go right to the next frame allowing me to + # see how fast a framerate I can get to and not be limited by + # what I define. + + self._frame += 1 + if self._frame >= len(self._images): + framesPast = self._frame - len(self._images) + self._frame = framesPast + self.image = self._images[self._frame] + + def nextAnimFrame(self, animName): + # This definition is designed to simply move to the next frame of the specified animation. + if self._frame < self.animations[animName][0]: + self._frame = self.animations[animName][0] + + self._frame += 1 + if self._frame > self.animations[animName][1]: + framesPast = self._frame - self.animations[animName][1] + self._frame = framesPast - 1 + self.animations[animName][0] + self.image = self._images[self._frame] diff --git a/devtools/CompleteTestKit/.to-do/AnimatedSpriteTest.py b/devtools/CompleteTestKit/.to-do/AnimatedSpriteTest.py new file mode 100755 index 0000000..1be0d6a --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/AnimatedSpriteTest.py @@ -0,0 +1,309 @@ +#! /usr/bin/env python + +from AnimatedSprite import Spritesheet +from AnimatedSprite import AnimatedSprite +import pygame +import time + +pygame.init() +make=input("How many images would you like to load? ") +img={} +ft="" #filetype +r=0 #frame refreshes +i=1 #cycles images +SIZE = WIDTH, HEIGHT = 600,400 #screen sizes +t=0 #trial number + +BACKGROUNDR=152 +BACKGROUNDG=0 +BACKGROUNDB=152 + +AnimPerLineArr=[ + [".bmp","art/BMP16/multiAnimSheet/"] , + [".bmp","art/BMP24/multiAnimSheet/"] , + [".gif", "art/GIF/multiAnimSheet/" ] , + [".gif", "art/GIFT/multiAnimSheet/"] , + [".png", "art/PNGI/multiAnimSheet/"] , + [".png", "art/PNGT/multiAnimSheet/"] ] + +OneSheetArr=[ + [".bmp","art/BMP16/singleAnimSheet/"] , + [".bmp","art/BMP24/singleAnimSheet/"] , + [".gif", "art/GIF/singleAnimSheet/" ] , + [".gif", "art/GIFT/singleAnimSheet/"] , + [".png", "art/PNGI/singleAnimSheet/"] , + [".png", "art/PNGT/singleAnimSheet/"] ] + +IndivFrameArr=[ + [".bmp","art/BMP16/"] , + [".bmp","art/BMP24/"] , + [".gif", "art/GIF/" ] , + [".gif", "art/GIFT/"] , + [".png", "art/PNGI/"] , + [".png", "art/PNGT/"] ] + +screen = pygame.display.set_mode(SIZE) #Screen Set 600x400 + +screen.fill((BACKGROUNDR, BACKGROUNDG, BACKGROUNDB)) + +"""Reading Individual Frames +""" + +def readIndivFrames(fileType, path): + switch1 = [ + [pygame.image.load("%sa1/1%s"%(path,fileType))], + [pygame.image.load("%sa1/2%s"%(path,fileType))], + [pygame.image.load("%sa1/3%s"%(path,fileType))], + [pygame.image.load("%sa1/4%s"%(path,fileType))], + [pygame.image.load("%sa1/5%s"%(path,fileType))], + [pygame.image.load("%sa1/6%s"%(path,fileType))], + [pygame.image.load("%sa1/7%s"%(path,fileType))], + [pygame.image.load("%sa1/8%s"%(path,fileType))], + [pygame.image.load("%sa1/9%s"%(path,fileType))] + ] + + switch2 = [ + [pygame.image.load("%sa2/1%s"%(path,fileType))], + [pygame.image.load("%sa2/2%s"%(path,fileType))], + [pygame.image.load("%sa2/3%s"%(path,fileType))], + [pygame.image.load("%sa2/4%s"%(path,fileType))], + [pygame.image.load("%sa2/5%s"%(path,fileType))], + [pygame.image.load("%sa2/6%s"%(path,fileType))], + [pygame.image.load("%sa2/7%s"%(path,fileType))], + [pygame.image.load("%sa2/8%s"%(path,fileType))], + [pygame.image.load("%sa2/9%s"%(path,fileType))] + ] + + instances= [] + + cnt = make + + while cnt > 0: + animatedSprites = [] + animatedSprites.append([AnimatedSprite(switch1,'',10),[(40*cnt),0,2,2]]) + + animatedSprites.append([AnimatedSprite(switch2,'',10),[(40*cnt),40,2,2]]) + + instances.append(animatedSprites) + + cnt = cnt - 1 + + trials = 0 + while trials < 5: + + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + changes = 0 + start = time.time() + while changes < 500: + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextFrame() + instances[groups][1][0].nextFrame() + + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > WIDTH - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > HEIGHT - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > WIDTH - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > HEIGHT - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + screen.blit(instances[groups][0][0].image[0], (instances[groups][0][0].image[0].get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image[0], (instances[groups][1][0].image[0].get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + groups = groups - 1 + pygame.display.flip() + screen.fill((BACKGROUNDR,BACKGROUNDG,BACKGROUNDB)) + changes = changes + 1 + trials = trials + 1 + print(trials) + print(1/((time.time() -start)/500)) + +#----------------------------------------------------------------- + +def readPerLine(fileType, path): + + spriteSheet1 = Spritesheet(("%sButtons.%s"%(path,fileType))) + + instances= [] + + cnt = make + while cnt > 0: + animatedSprites = [] + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) + + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) + + instances.append(animatedSprites) + + cnt = cnt - 1 + + trials = 0 + while trials < 5: + + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + changes = 0 + start = time.time() + while changes < 500: + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextAnimFrame("anim1") + instances[groups][1][0].nextAnimFrame("anim2") + + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > WIDTH - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > HEIGHT - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > WIDTH - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > HEIGHT - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + groups = groups - 1 + pygame.display.flip() + screen.fill((BACKGROUNDR,BACKGROUNDG,BACKGROUNDB)) + changes = changes + 1 + trials = trials + 1 + print(trials) + print(1/((time.time() -start)/500)) + +#----------------------------------------------------------------- +def readIndivSheet(fileType, path): + + spriteSheet1 = Spritesheet(("%s1%s"%(path,fileType))) + spriteSheet2 = Spritesheet(("%s2%s"%(path,fileType))) + + instances= [] + + cnt = make + while cnt > 0: + animatedSprites = [] + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) + animatedSprites[0][0].addImages(spriteSheet2.img_extract(9,1,40,40)) + + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) + animatedSprites[1][0].addImages(spriteSheet2.img_extract(9,1,40,40)) + + instances.append(animatedSprites) + + cnt = cnt - 1 + trials = 0 + + while trials < 5: + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + changes = 0 + start = time.time() + while changes < 500: + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextAnimFrame("anim1") + instances[groups][1][0].nextAnimFrame("anim2") + + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > WIDTH - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > HEIGHT - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > WIDTH - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > HEIGHT - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + groups = groups - 1 + pygame.display.flip() + + screen.fill((BACKGROUNDR,BACKGROUNDG,BACKGROUNDB)) + changes = changes + 1 + trials = trials + 1 + print(trials) + print(1/((time.time() -start)/500)) + + +#----------------------------------------------------------------- +iterator = 0 +print "\nTesting One Sheet Per Animation" +print "" +while iterator < len(AnimPerLineArr): + + print "" + print OneSheetArr[iterator][1] + readIndivSheet(OneSheetArr[iterator][0],OneSheetArr[iterator][1]) + iterator += 1 + +iterator = 0 +print "" +print "Testing One Animation Per Line" +print "" +while iterator < len(OneSheetArr): + + print "" + print AnimPerLineArr[iterator][1] + readPerLine(AnimPerLineArr[iterator][0],AnimPerLineArr[iterator][1]) + iterator += 1 + +iterator = 0 +print "" +print "Testing Individual Frames" +print "" +while iterator < len(IndivFrameArr): + + print "" + print IndivFrameArr[iterator][1] + readIndivFrames(IndivFrameArr[iterator][0],IndivFrameArr[iterator][1]) + iterator += 1 diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimTestMod.py b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimTestMod.py new file mode 100755 index 0000000..2626357 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimTestMod.py @@ -0,0 +1,361 @@ +from AnimatedSprite import Spritesheet, AnimatedSprite +import sys, pygame, time +pygame.init() + +print "Full Test - Authors Dave Silverman and Scott Mengel" +print "Set size to 600 x 400 px" +print "Running..." + +#-------------------------------------------------------------- +#CONSTANTS AND VARIABLES + +make=input("How many instances of each animation would you like to load? ") +img={} +ft="" #filetype +r=0 #frame refreshes +i=1 #cycles images +size = width, height = 600,400 #screen sizes +t=0 #trial number + +#These are arrays of file types and paths to the corresponding folders so that later I can just iterate through this array and grab +#the path my images are in and the file type of the images in that folder. We have one array for each type of sprite sheet that we are testing. +AnimPerLineArr=[ ["bmp","AnimationPerLine/bmp16/"] , ["bmp","AnimationPerLine/bmp24/"] , ["gif","AnimationPerLine/gif/"] , ["gif","AnimationPerLine/gift/"] , ["png","AnimationPerLine/png/"] , ["png","AnimationPerLine/pngt/"] ] +OneSheetArr=[ ["bmp","OneSheetPerAnimation/bmp16/"] , ["bmp","OneSheetPerAnimation/bmp24/"] , ["gif","OneSheetPerAnimation/gif/"] , ["gif","OneSheetPerAnimation/gift/"] , ["png","OneSheetPerAnimation/png/"] , ["png","OneSheetPerAnimation/pngt/"] ] +IndivFrameArr=[ ["bmp","IndividualFrames/bmp16/"] , ["bmp","IndividualFrames/bmp24/"] , ["gif","IndividualFrames/gif/"] , ["gif","IndividualFrames/gift/"] , ["png","IndividualFrames/png/"] , ["png","IndividualFrames/pngt/"] ] + +screen = pygame.display.set_mode(size) #Screen Set 600x400 +backgroundR = 152 +backgroundG = 0 +backgroundB = 152 +screen.fill((backgroundR, backgroundG, backgroundB))#setting the background color to purple. +#----------------------------------------------------------------- +#Reading Individual Frames + +def readIndivFrames(fileType, path): +# This definition is used to read in the images that each only have one frame of animation on them and to display their animations + + #This list holds the frames for the first animation + images1 = [ + [pygame.image.load("%sa1/1.%s"%(path,fileType))], + [pygame.image.load("%sa1/2.%s"%(path,fileType))], + [pygame.image.load("%sa1/3.%s"%(path,fileType))], + [pygame.image.load("%sa1/4.%s"%(path,fileType))], + [pygame.image.load("%sa1/5.%s"%(path,fileType))], + [pygame.image.load("%sa1/6.%s"%(path,fileType))], + [pygame.image.load("%sa1/7.%s"%(path,fileType))], + [pygame.image.load("%sa1/8.%s"%(path,fileType))], + [pygame.image.load("%sa1/9.%s"%(path,fileType))] + ] + + #This list holds the frames for the second animation. + images2 = [ + [pygame.image.load("%sa2/1.%s"%(path,fileType))], + [pygame.image.load("%sa2/2.%s"%(path,fileType))], + [pygame.image.load("%sa2/3.%s"%(path,fileType))], + [pygame.image.load("%sa2/4.%s"%(path,fileType))], + [pygame.image.load("%sa2/5.%s"%(path,fileType))], + [pygame.image.load("%sa2/6.%s"%(path,fileType))], + [pygame.image.load("%sa2/7.%s"%(path,fileType))], + [pygame.image.load("%sa2/8.%s"%(path,fileType))], + [pygame.image.load("%sa2/9.%s"%(path,fileType))] + ] + + #instances is an array of all the instances of each of the two animations. + instances = [] + + #cnt represents how many times both animations need to be made + cnt = make + while cnt > 0: + #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation. + animatedSprites = [] + #Each position in animatedSprites contains a list that has an actual animatedSprite object, and a list that contains all of that animatedSprite + #object's position and speed values + animatedSprites.append([AnimatedSprite(images1,'',10),[(40*cnt),0,2,2]]) + + animatedSprites.append([AnimatedSprite(images2,'',10),[(40*cnt),40,2,2]]) + + #Adds the animatedSprites list to the instances list. + instances.append(animatedSprites) + + #Increments the cnt object + cnt = cnt - 1 + + #trials represents the number of trials that is perfor,ed for each test. + trials = 0 + while trials < 5: + + #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they + #are not all directly on top of each other. + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + #changes is a variable that is used to track how many frames have rendered. + changes = 0 + #start represents the time the test starts + start = time.time() + #This is the loop that goes through until 500 frames have passed + while changes < 500: + #This loop goes through the first level of the instances list so that every group of animations is updated + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextFrame() + instances[groups][1][0].nextFrame() + + #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + + #These two statements update the position of the first animation based on its velocity + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + #These two statements update the position of the second animation based on its velocity + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + #blits the new position of both animations + screen.blit(instances[groups][0][0].image[0], (instances[groups][0][0].image[0].get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image[0], (instances[groups][1][0].image[0].get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + #iterates group object to next one to update + groups = groups - 1 + #flips the display so that the new frames show up + pygame.display.flip() + #fills the screen with the background coor + screen.fill((backgroundR,backgroundG,backgroundB)) + #iterates the changes object + changes = changes + 1 + #iterates the trials object + trials = trials + 1 + #prints what trial we are on and the frame rate. + print(trials) + print(1/((time.time() -start)/500)) + +#----------------------------------------------------------------- + +def readPerLine(fileType, path): + + spriteSheet1 = Spritesheet(("%sButtons.%s"%(path,fileType))) + + instances= [] + + cnt = make + while cnt > 0: + animatedSprites = [] + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) + + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) + + instances.append(animatedSprites) + + cnt = cnt - 1 + + #trials represents the number of trials that is perfor,ed for each test. + trials = 0 + while trials < 5: + + #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they + #are not all directly on top of each other. + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + #changes is a variable that is used to track how many frames have rendered. + changes = 0 + #start represents the time the test starts + start = time.time() + #This is the loop that goes through until 500 frames have passed + while changes < 500: + #This loop goes through the first level of the instances list so that every group of animations is updated + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextFrame() + instances[groups][1][0].nextFrame() + + #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + + #These two statements update the position of the first animation based on its velocity + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + #These two statements update the position of the second animation based on its velocity + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + #blits the new position of both animations + screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + #iterates group object to next one to update + groups = groups - 1 + #flips the display so that the new frames show up + pygame.display.flip() + #fills the screen with the background coor + screen.fill((backgroundR,backgroundG,backgroundB)) + #iterates the changes object + changes = changes + 1 + #iterates the trials object + trials = trials + 1 + #prints what trial we are on and the frame rate. + print(trials) + print(1/((time.time() -start)/500)) + +#----------------------------------------------------------------- +def readIndivSheet(fileType, path): + + #creates instances of the spritesheet object witht he given sprite sheet images + spriteSheet1 = Spritesheet(("%s1.%s"%(path,fileType))) + spriteSheet2 = Spritesheet(("%s2.%s"%(path,fileType))) + + instances= [] + + #Increments the cnt object + cnt = make + while cnt > 0: + #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation. + animatedSprites = [] + + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]]) + animatedSprites[0][0].addImages(spriteSheet2.img_extract(9,1,40,40)) + + animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]]) + animatedSprites[1][0].addImages(spriteSheet2.img_extract(9,1,40,40)) + + instances.append(animatedSprites) + + cnt = cnt - 1 + + #trials represents the number of trials that is perfor,ed for each test. + trials = 0 + while trials < 5: + + #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they + #are not all directly on top of each other. + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][1][0] = 40 * groups + instances[groups][0][1][1] = 0 + instances[groups][1][1][0] = 40 * groups + instances[groups][1][1][1] = 40 + groups = groups - 1 + + #changes is a variable that is used to track how many frames have rendered. + changes = 0 + #start represents the time the test starts + start = time.time() + #This is the loop that goes through until 500 frames have passed + while changes < 500: + #This loop goes through the first level of the instances list so that every group of animations is updated + groups = len(instances) - 1 + while groups >= 0: + instances[groups][0][0].nextFrame() + instances[groups][1][0].nextFrame() + + #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40: + instances[groups][0][1][2] = instances[groups][0][1][2] * -1 + + if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40: + instances[groups][0][1][3] = instances[groups][0][1][3] * -1 + + #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back + if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40: + instances[groups][1][1][2] = instances[groups][1][1][2] * -1 + + if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40: + instances[groups][1][1][3] = instances[groups][1][1][3] * -1 + + + #These two statements update the position of the first animation based on its velocity + instances[groups][0][1][0] += instances[groups][0][1][2] + instances[groups][0][1][1] += instances[groups][0][1][3] + + #These two statements update the position of the second animation based on its velocity + instances[groups][1][1][0] += instances[groups][1][1][2] + instances[groups][1][1][1] += instances[groups][1][1][3] + + #blits the new position of both animations + screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1]))) + screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1]))) + + #iterates group object to next one to update + groups = groups - 1 + #flips the display so that the new frames show up + pygame.display.flip() + #fills the screen with the background coor + screen.fill((backgroundR,backgroundG,backgroundB)) + #iterates the changes object + changes = changes + 1 + #iterates the trials object + trials = trials + 1 + #prints what trial we are on and the frame rate. + print(trials) + print(1/((time.time() -start)/500)) + + +#----------------------------------------------------------------- +iterator = 0 +print"" +print "Testing One Sheet Per Animation" +print "" +while iterator < len(AnimPerLineArr): + + print"" + print OneSheetArr[iterator][1] + readIndivSheet(OneSheetArr[iterator][0],OneSheetArr[iterator][1]) + iterator += 1 + +iterator = 0 +print"" +print "Testing One Animation Per Line" +print "" +while iterator < len(OneSheetArr): + + print "" + print AnimPerLineArr[iterator][1] + readPerLine(AnimPerLineArr[iterator][0],AnimPerLineArr[iterator][1]) + iterator += 1 + +iterator = 0 +print "" +print "Testing Individual Frames" +print "" +while iterator < len(IndivFrameArr): + + print "" + print IndivFrameArr[iterator][1] + readIndivFrames(IndivFrameArr[iterator][0],IndivFrameArr[iterator][1]) + iterator += 1 diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimatedSprite.py b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimatedSprite.py new file mode 100755 index 0000000..e4a3e3b --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimatedSprite.py @@ -0,0 +1,169 @@ +import pygame + +class Spritesheet: + """ + Class from http://www.scriptedfun.com/transcript-2-using-sprite-sheets-and-drawing-the-background/ + + This class is used to seperate sprite sheets into the individual frames contained on them and put them into an array of images. + """ + + def __init__(self, filename): + #This is the constructor. You pass in a file that contains your frames and it sets it to the sheet property. + + self.sheet = pygame.image.load(filename)#.convert() + + def imgat(self, rect): + #This definition is called by imgsat and takes an individual frame and creates a seperate image out of it + + rect = pygame.Rect(rect) + image = pygame.Surface(rect.size)#.convert() + image.blit(self.sheet, (0, 0), rect) + return image + + def imgsat(self, rects): + #This definition is called by img_extract. It takes the array of frames and passes them into imgat so they can be turned into usable images. + #It then takes the returned images and adds them to the final array of frames. + + imgs = [] + for rect in rects: + imgs.append(self.imgat(rect)) + return imgs + + def img_extract( self, cols, rows, width, height ): + #This definition begins the chain rection of calling all of the other definitions by sending the list of rectangles that are the images + #into imgsat. + + rect_list = [] + for y in range(0, rows): + for x in range(0, cols): + rect_list.append( (width*x, height*y, width, height) ) + return self.imgsat( rect_list) + + +class AnimatedSprite(pygame.sprite.Sprite): + """ + http://shinylittlething.com/2009/07/21/pygame-and-animated-sprites/ + + This class is meant to hold the array of images/frames for animation so they can be used to animate. + """ + + def __init__(self,images,textfileName,fps = 10): + #This is the consrtuctor for the class. It takes in the array of imnages/frames, a text file that explains what frames belong + #to each animation, and a frame rateat which the animations should run. + + pygame.sprite.Sprite.__init__(self) + self._images = images + + # Track the time we started, and the time between updates. + # Then we can figure out when we have to switch the image. + self._start = pygame.time.get_ticks() + self._delay = 1000 / fps + self._last_update = 0 + self._frame = 0 + self.animations = {} + + #This tests to see if the text file is being used. In a situation where something only has one animation you have + #no need for the text file and can pass in an empty string to signify this. + if textfileName != '': + f = open(textfileName, 'r') + currentLine = f.readline() + #This while loop goes through and as long as you have not reached an empty line it continues to read the formatted lines + while currentLine != '': + #The lines of text are formatted to contain the name, start frame, and end frame, of each animation + animValues = currentLine.split(",") + #animations is a dictionary that uses the name of each animation as the reference and then has a two item list at each + #position containing the start and end frame of the corresponding animation + self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])] + currentLine = f.readline()#Moving on to the next line. + + def addImages(self, images): + #This definition simply allows you to add more images to your array of images. + + self._images.extend(images) + + def update(self, t): + # This method updates the animation in a situation where there is only one animation contained within the object. + + #calculates the amount of time that has passed since the last update + timePassed = t - self._last_update + #checks if enough time has passed that it would need to update the frame of the animation + if timePassed > self._delay: + #since enough time has passed, it will determine how many times the frame was supposed to change since the last update + frameChanges = int(timePassed/self._delay) + #goes to the frame that it should be at right now and skips any frames that would have already been over and done with + self._frame += frameChanges + #checks if the current frame is past the final frame and continues to check over and over until it is not + while self._frame >= len(self._images): + #since we are past the final frame it is now figuring out how many frames past the final frame we have actually gone + framesPast = self._frame - len(self._images) + #sets the current frame to the frame it should be at + self._frame = framesPast - 1 + #sets the current image to the image associated with the current frame + self.image = self._images[self._frame] + #sets the last update value to the current time so that at the next update the time change is accurate + self._last_update = t + + def updateAnimation(self, t, animName): + # This method updates the animation based on the start and end frame of the specific animation you are on. + #This means that if your object contains multiple animations, you can use this method to reference the exact + #animation that you are using. + + #calculates the amount of time that has passed since the last update + timePassed = t - self._last_update + #checks if enough time has passed that it would need to update the frame of the animation + if timePassed > self._delay: + #Checks to make sure that the current frame is actually set to a position within the animation + if self._frame < self.animations.get(animName)[0] or self._frame > self.animations.get(animName)[1]: + #corrects the position of the current frame + self._frame = self.animations.get(animName)[0] + #since enough time has passed, it will determine how many times the frame was supposed to change since the last update + frameChanges = int(timePassed/self._delay) + #goes to the frame that it should be at right now and skips any frames that would have already been over and done with + self._frame += frameChanges + #checks if the current frame is past the final frame of the current animation and continues to check over and over + #until it is not + while self._frame >= self.animations.get(animName)[1]: + #Determines how many frames past the final frame of the animation it is + framesPast = self._frame - self.animations.get(animName)[1] + #Sets the current frame to the frame it should be at + self._frame = framesPast - 1 + self.animations.get(animName)[0] + #sets the current image to the image associated with the current frame + self.image = self._images[self._frame] + #sets the last update value to the current time so that at the next update the time change is accurate + self._last_update = t + + def nextFrame(self): + # This definition is designed to simply move to the next frame. + # All of the other definitions only move to the next frame if + # enough time has passed based on the framerate. With this + # definition I can go right to the next frame allowing me to + # see how fast a framerate I can get to and not be limited by + # what I define. + + #Iterates to the next frame in the animation + self._frame += 1 + #Checks to make sure it has not gone past the final frame of the animation + if self._frame >= len(self._images): + #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it. + framesPast = self._frame - len(self._images) + self._frame = framesPast + #Finally sets the image to the current frame + self.image = self._images[self._frame] + + def nextAnimFrame(self, animName): + # This definition is designed to simply move to the next frame of the specified animation. + + #Checks to make sure that it is actually in the range of the animation's frames + if self._frame < self.animations[animName][0] or self.frame > self.animations[animName][1]: + self._frame = self.animations[animName][0] + + #Iterates to the next frame in the animation + self._frame += 1 + #Checks to make sure it has not gone past the final frame of the animation + if self._frame > self.animations[animName][1]: + #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it. + framesPast = self._frame - self.animations[animName][1] + self._frame = framesPast - 1 + self.animations[animName][0] + #Finally sets the image to the current frame + self.image = self._images[self._frame] + diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp Binary files differnew file mode 100755 index 0000000..7edcb3c --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp16/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp Binary files differnew file mode 100755 index 0000000..a96ed6b --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/bmp24/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/Buttons.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/Buttons.gif Binary files differnew file mode 100755 index 0000000..8725ade --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/Buttons.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gif/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/Buttons.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/Buttons.gif Binary files differnew file mode 100755 index 0000000..4be81f6 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/Buttons.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/gift/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/Buttons.png b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/Buttons.png Binary files differnew file mode 100755 index 0000000..83bff0c --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/Buttons.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/png/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/Buttons.png b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/Buttons.png Binary files differnew file mode 100755 index 0000000..cb6766f --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/Buttons.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/AnimationPerLine/pngt/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
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a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp16/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp16/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp16/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/1.bmp b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/1.bmp Binary files differnew file mode 100755 index 0000000..7ff69f4 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/1.bmp diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/2.bmp b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/2.bmp Binary files differnew file mode 100755 index 0000000..a771b04 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/2.bmp diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/bmp24/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/1.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/1.gif Binary files differnew file mode 100755 index 0000000..223321b --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/1.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/2.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/2.gif Binary files differnew file mode 100755 index 0000000..56c1a0f --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/2.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gif/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/1.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/1.gif Binary files differnew file mode 100755 index 0000000..895ff39 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/1.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/2.gif b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/2.gif Binary files differnew file mode 100755 index 0000000..61d6302 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/2.gif diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/gift/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/1.png b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/1.png Binary files differnew file mode 100755 index 0000000..99f9800 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/1.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/2.png b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/2.png Binary files differnew file mode 100755 index 0000000..41b01d4 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/2.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/png/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/1.png b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/1.png Binary files differnew file mode 100755 index 0000000..37d045a --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/1.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/2.png b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/2.png Binary files differnew file mode 100755 index 0000000..b7a00a1 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/2.png diff --git a/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/text.txt b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/text.txt new file mode 100755 index 0000000..dc66dbe --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Animation Styles/OneSheetPerAnimation/pngt/text.txt @@ -0,0 +1,2 @@ +anim1,0,8
+anim2,9,17
\ No newline at end of file diff --git a/devtools/CompleteTestKit/.to-do/Scene.py b/devtools/CompleteTestKit/.to-do/Scene.py new file mode 100644 index 0000000..6101696 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/Scene.py @@ -0,0 +1,6 @@ +#! /usr/bin/env python + +class Scene(pygame.sprite.Sprite): + def __init__(self): + + diff --git a/devtools/CompleteTestKit/.to-do/dirtyTest.py b/devtools/CompleteTestKit/.to-do/dirtyTest.py new file mode 100755 index 0000000..94c24a7 --- /dev/null +++ b/devtools/CompleteTestKit/.to-do/dirtyTest.py @@ -0,0 +1,122 @@ +#! /usr/bin/env python +import pygame
+from pygame.locals import *
+from boxes import BouncingBox
+from time import time +pygame.init() + +FRAME=3000 +screenWidth = 600 +screenHeight = 400 +numImages = 5 +maxTrial = 1 # multiple trials, but hard coded in this test +dirtyList=[] +""" +try: + f=preferences[0][9] +except: + f=preferences[0][9]=open('./logs/Test Results - %s.csv' + %str(datetime.now()),'a') +f.write("\n\nSpeed Test - "+str(datetime.now())) +f.write(",Width (pixels)"+','+"Height (pixels)"+','+ + "Trial Runs"+','+"Image Objects Drawn") +f.write("\n,"+str(screenWidth)+','+str(screenHeight)+','+ + str(maxTrial)+','+str(numImages)) +f.write("\nFile Type"+','+"Time taken to load images to memory"+ + ','+"Trials (frames per second)") +""" +print "width,height", +print screenWidth, +print ",", +print screenHeight + +screen = pygame.display.set_mode( [int(screenWidth), + int(screenHeight)] ) #Screen Set 600x400 +pygame.display.set_caption("Sprite Speed Test Window") +GREEN = 0, 192, 0 # green +background = pygame.Surface( (screenWidth,screenHeight) ) +background.fill(GREEN) +screen.blit(background,[0,0]) +pygame.display.flip() +start = time() +frameList = [
+ pygame.image.load("./art/BMP24/1.bmp").convert(),
+ pygame.image.load("./art/BMP24/2.bmp").convert(),
+ pygame.image.load("./art/BMP24/3.bmp").convert(),
+ pygame.image.load("./art/BMP24/4.bmp").convert(),
+ pygame.image.load("./art/BMP24/5.bmp").convert(),
+ pygame.image.load("./art/BMP24/6.bmp").convert(),
+ pygame.image.load("./art/BMP24/7.bmp").convert(),
+ pygame.image.load("./art/BMP24/8.bmp").convert(),
+ pygame.image.load("./art/BMP24/9.bmp").convert(),
+] + +#make our groups +group1=pygame.sprite.RenderUpdates( BouncingBox(frameList,(0,0)) ) +group2=pygame.sprite.RenderUpdates(BouncingBox(frameList,(40,40)) ) +group3=pygame.sprite.RenderUpdates(BouncingBox(frameList,(80,80)) ) +group4=pygame.sprite.RenderUpdates(BouncingBox(frameList,(120,120)) ) +group5=pygame.sprite.RenderUpdates(BouncingBox(frameList,(160,160)) ) + +print (time()-start) , +print " -- Time to load" + +groups=[group1,group2,group3,group4,group5] + +"""while 1: + try:ft=ftArr[t] + except: + print "\nTest Complete\n" + break + f.seek(0,2) + f.write(str('\n'+ft[1]+' Speed Test')) + f.seek(0,2) + start=time.time() + + f.write(',') + f.write(str(time.time()-start)) +""" +print time()-start + +for aTrial in range(maxTrial): + for frame in range(FRAME): + dirtyList=[] + for image in range(numImages): + #move / collision detection + groups[image].update( screenWidth,screenHeight ) + + #individually blit each image group - add to list for update + dirtyList.extend(groups[image].draw(screen)) + + #draw the images flip/update + pygame.display.update(dirtyList)
+ for image in range(numImages): + groups[image].clear(screen, background)
+ + + print 1/((time()-start)/FRAME) +"""f.seek(0,2) + f.write(','+str(1/((time.time()-start)/r))) + + +screen = pygame.display.set_mode([1200, 900]) +boxesTwo.add(UpDownBox([pygame.image.load("goblin.png")], (0,300))) +background = pygame.image.load("Room.gif")
+#background.fill(pygame.image.load("Room.gif"))
+screen.blit(background, [0, 0])
+pygame.display.flip() +
+boxesTwo.update(pygame.time.get_ticks(), 700)
+rectlist = boxesTwo.draw(screen)
+pygame.display.update(rectlist)
+start = time()
+for i in range(2000):
+ boxes.update(pygame.time.get_ticks(), 700)
+ boxesTwo.update(pygame.time.get_ticks(), 700)
+ rectlist = boxesTwo.draw(screen)
+ rectlist.extend(boxes.draw(screen))
+ pygame.display.update(rectlist)
+ boxesTwo.clear(screen, background)
+ boxes.clear(screen, background)
+
+print 2000/(time() - start)
""" diff --git a/devtools/CompleteTestKit/DrawableObjectTest.py b/devtools/CompleteTestKit/DrawableObjectTest.py new file mode 100644 index 0000000..3b85423 --- /dev/null +++ b/devtools/CompleteTestKit/DrawableObjectTest.py @@ -0,0 +1,66 @@ +#2345678911234567892123456789312345678941234567895123456789612345678971234567898 +#! /usr/bin/env python +import pygame +from pygame.locals import * +import time +from Scene import Scene +from DrawableObject import DrawableObject +from DynamicDrawableObject import DynamicDrawableObject + +pygame.init() + +screenWidth = 600 # screen width +screenHeight= 400 # screen height + +maxFrame = 10000 # Number of frame refreshes per trial run +maxImage = 5 # " Animated images to create +maxScene = 1 # " Scenes to load simultaneously +maxTrial = 5 # " Trials to loop through + +# 'Constants' that would otherwise be passed in declared ^^ +# Begin creating test variables + +screen = pygame.display.set_mode( (screenWidth,screenHeight) ) +background = pygame.image.load("./art/GIF/Room.gif").convert() +clock=pygame.time.Clock() + +#2345678911234567892123456789312345678941234567895123456789612345678971234567898 +surfaceList = [ + pygame.image.load("./art/GIF/1.gif").convert(), + pygame.image.load("./art/GIF/2.gif").convert(), + pygame.image.load("./art/GIF/3.gif").convert(), + pygame.image.load("./art/GIF/4.gif").convert(), + pygame.image.load("./art/GIF/5.gif").convert(), + pygame.image.load("./art/GIF/6.gif").convert(), + pygame.image.load("./art/GIF/7.gif").convert(), + pygame.image.load("./art/GIF/8.gif").convert(), + pygame.image.load("./art/GIF/9.gif").convert()] + +#2345678911234567892123456789312345678941234567895123456789612345678971234567898 +# Make the screen and the background image +pygame.display.set_caption("Sprite Speed Test Window") +screen.blit( background,(0,0) ) +pygame.display.flip() + +# Make the DDO's to use in the screen +aDDO = DynamicDrawableObject( surfaceList,'', 1, 0, 0,2,2 ) +bDDO = DynamicDrawableObject( surfaceList,'', 8, 40, 40,2,2 ) +cDDO = DynamicDrawableObject( surfaceList,'',12, 80, 80,2,2 ) +dDDO = DynamicDrawableObject( surfaceList,'',24,120,120,2,2 ) +eDDO = DynamicDrawableObject( surfaceList,'',72,160,160,2,2 ) + +myScene = Scene(aDDO) # creating my scenes +myScene.addObjects( [ bDDO , cDDO , dDDO , eDDO ] ) + +for trial in range(maxTrial): + clock.tick() + for frame in range(maxFrame): + dirtyList = [] + + myscene.moveObjects() + myScene.update( clock.get_time() ) + pygame.display.update( myScene.draw(screen) ) + + clock.tick() + +#2345678911234567892123456789312345678941234567895123456789612345678971234567898 diff --git a/devtools/CompleteTestKit/animObj/DrawableFontObject.py b/devtools/CompleteTestKit/animObj/DrawableFontObject.py new file mode 100644 index 0000000..92f641f --- /dev/null +++ b/devtools/CompleteTestKit/animObj/DrawableFontObject.py @@ -0,0 +1,19 @@ +import pygame
+from DrawableObject import DrawableObject
+
+class DrawableFontObject(DrawableObject, pygame.sprite.Sprite):
+
+ def __init__(self,text,font, x = 0, y = 0):
+
+ self.font = font
+ self.textImage = font.render(text, 1, (255,255,255))
+ self.text = text
+ DrawableObject.__init__(self, [self.textImage], '')
+
+ def changeText(self, newText, color=(0,0,0)):
+ self.text = newText
+ self._images[0] = self.font.render(str(newText), True, color)
+ self.image = self._images[0]
+
+ def getText(self):
+ return str(self.text)
diff --git a/devtools/CompleteTestKit/animObj/DrawableObject.py b/devtools/CompleteTestKit/animObj/DrawableObject.py new file mode 100644 index 0000000..96bb8ef --- /dev/null +++ b/devtools/CompleteTestKit/animObj/DrawableObject.py @@ -0,0 +1,157 @@ +import pygame
+
+class DrawableObject(pygame.sprite.Sprite):
+
+ def __init__(self, images, textfileName, transparent = False, x = 0, y = 0):
+ pygame.sprite.Sprite.__init__(self)
+
+ self._images = []
+ self._origImages = []
+ for i in range(len(images)):
+ self._images.append(images[i].convert_alpha())
+ self._origImages.append(images[i].convert_alpha())
+
+ blank = pygame.Surface((0,0))
+
+ if(transparent):
+ for i in range(len(images)):
+ self._images[i] = blank
+
+ self._start = pygame.time.get_ticks()
+ self.image = self._images[0]
+ self._last_update = 0
+ self._frame = 0
+ self.animations = {}
+ self._current_anim = ""
+ self.rect = self.image.get_rect()
+ self.xPos = x
+ self.yPos = y
+ self.myAngle = 0
+ self.xSize = self.image.get_width()
+ self.ySize = self.image.get_height()
+ self.rect.topleft = (x,y)
+
+ if textfileName != '':
+
+ f = open(textfileName, 'r')
+ currentLine = f.readline()
+ while currentLine != '':
+
+ animValues = currentLine.split(",")
+ self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])]
+ currentLine = f.readline()
+
+ else:
+
+ self.animations["anim1"] = [0, len(self._images)]
+ self.goToAnim("anim1")
+
+ self.makeTransparent(transparent)
+
+ def repopulateImages(self, newImages):
+
+ self._images = []
+ self._origImages = []
+ for i in range(len(newImages)):
+ self._images.append(newImages[i].convert_alpha())
+ self._origImages.append(newImages[i].convert_alpha())
+
+ self.image = self._images[0]
+ self._frame = 0
+ self.xSize = self.image.get_width()
+ self.ySize = self.image.get_height()
+
+ def addImages(self, images):
+ self._images.extend(images)
+ self._origImages.extend(images)
+
+ def goToAnim(self, animName):
+ if self.animations.get(animName, 0) != 0:
+ self._current_anim = animName
+ self._frame = self.animations[animName][0]
+ self.image = self._images[self._frame]
+
+ def goToFrame(self, frame):
+
+ if frame <= len(self._images):
+ self._frame = frame
+ self.image = self._images[self._frame]
+
+ def nudge(self, x, y):
+ self.xPos += x
+ self.yPos += y
+ self.rect.right += x
+ self.rect.top += y
+
+ def scale(self, x=None, y=None):
+ if type(x).__name__=='int': self.xSize = x
+ if type(y).__name__=='int': self.ySize = y
+
+ for i in range(len(self._images)):
+ self._origImages[i] = pygame.transform.scale(self._origImages[i], (self.xSize, self.ySize))
+ self._images[i] = self._origImages[i]
+
+ def fill(self, color):
+ for i in range(len(self._images)):
+ #print "filling with ", color
+ self._origImages[i].fill(color)
+ self._images[i].fill(color)
+
+ def getXSize(self):
+ return self.xSize
+
+ def getYSize(self):
+ return self.ySize
+
+ def rotate(self,angle):
+ self.myAngle += angle
+ for i in range(len(self._images)):
+ self._images[i] = pygame.transform.rotate(self._origImages[i], self.myAngle)
+
+ def getRotation(self):
+ return self.myAngle
+
+ def setPosition(self, x = None, y = None):
+ if type(x).__name__=='int': self.xPos = x
+ if type(y).__name__=='int': self.yPos = y
+ self.rect.topleft = (self.xPos, self.yPos)
+
+ def getXPos(self):
+ return self.xPos
+
+ def getYPos(self):
+ return self.yPos
+
+ def calcColorKey(self, x=0, y=0):
+ myColorKey = images[0].get_at((x,y))
+ setColorKey(myColorKey)
+
+ def makeTransparent(self, bool = True):
+ if bool == True:
+ surf = pygame.Surface((0,0))
+ for i in range(len(self._images)):
+ self._images[i] = surf
+ else:
+ for i in range(len(self._images)):
+ self._images[i] = self._origImages[i]
+ self.image = self._images[self._frame]
+
+ def setColorKey(self, aColor):
+ for i in range(len(self._images)):
+ self._images[i].set_colorkey(aColor)
+
+ def update(self, t=None):
+ timePassed = t + self._last_update
+
+ if (timePassed) > 200:
+
+ self.image = self._images[self._frame]
+ self._last_update = timePassed%1000
+ else:
+ self._last_update = timePassed
+
+ def nextFrame(self):
+ pass
+
+ def nextCurrentAnimFrame(self):
+ pass
diff --git a/devtools/CompleteTestKit/animObj/DynamicDrawableObject.py b/devtools/CompleteTestKit/animObj/DynamicDrawableObject.py new file mode 100644 index 0000000..7dcb831d --- /dev/null +++ b/devtools/CompleteTestKit/animObj/DynamicDrawableObject.py @@ -0,0 +1,74 @@ +import pygame
+from DrawableObject import DrawableObject
+
+class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite):
+
+ def __init__(self,images,textfileName,fps = 10, x = 0, y = 0, xVelocity = 0, yVelocity = 0):
+
+ self._delay = 1000/fps
+ DrawableObject.__init__(self, images, textfileName, x, y)
+
+ def addImages(self, images):
+
+ self._images.extend(images)
+
+ def setSpeed(self, xVelocity = None, yVelocity = None):
+
+ if xVelocity != None: self.xSpeed = xVelocity
+ if yVelocity != None: self.ySpeed = yVelocity
+
+ def getXSpeed(self):
+
+ return self.xSpeed
+
+ def getYSpeed(self):
+
+ return self.ySpeed
+
+ def move(self):
+ self.xPos += self.xSpeed
+ self.yPos += self.ySpeed
+ self.rect.right += self.xSpeed
+ self.rect.top += self.ySpeed
+
+ def update(self, t):
+
+ timePassed = t + self._last_update
+
+ if (timePassed) > self._delay:
+ if self._frame < self.animations.get(self._current_anim)[0] or self._frame > self.animations.get(self._current_anim)[1]:
+ self._frame = self.animations.get(self._current_anim)[0] - 1
+
+ self._frame += timePassed/self._delay
+
+ if self._frame >= self.animations.get(self._current_anim)[1]:
+ self._frame = self._frame%(self.animations.get(self._current_anim)[1])
+
+ self.image = self._images[self._frame]
+ self._last_update = timePassed%self._delay
+ else:
+ self._last_update = timePassed
+
+ def nextFrame(self):
+ self._frame += 1
+ if self._frame >= len(self._images):
+ framesPast = self._frame - len(self._images)
+ self._frame = framesPast
+
+ self.image = self._images[self._frame]
+
+ def nextCurrentAnimFrame(self):
+
+ for cnt in range(len(animations)):
+
+ if animations[cnt] == self._current_anim:
+ if self._frame < self.animations[self._current_anim][0] or self._frame > self.animations[self._current_anim][1]:
+ self._frame = self.animations[self._current_anim][0]
+
+ else: self._frame += 1
+
+ if self._frame > self.animations[self._current_anim][1]:
+ framesPast = self._frame - self.animations[self._current_anim][1]
+ self._frame = framesPast - 1 + self.animations[self._current_anim][0]
+
+ self.image = self._images[self._frame]
diff --git a/devtools/CompleteTestKit/animObj/Scene.py b/devtools/CompleteTestKit/animObj/Scene.py new file mode 100644 index 0000000..d2e50a9 --- /dev/null +++ b/devtools/CompleteTestKit/animObj/Scene.py @@ -0,0 +1,186 @@ +import pygame
+from pygame.sprite import RenderUpdates
+
+class Scene(pygame.sprite.RenderUpdates):
+
+ def __init__(self, sprites):
+
+ self._spritelist = [[sprites, sprites.getXPos(), sprites.getYPos()]]
+ #self._spritelist.append([sprites, sprites.getXPos(), sprites.getYPos()])
+ RenderUpdates.__init__(self, sprites)
+
+ self.xPos = 0
+ self.yPos = 0
+ self.xSize = 0
+ self.ySize = 0
+
+ self.calcPosition()
+ self.calcSize()
+ self.setRelativePositions()
+
+ def calcPosition(self):
+
+ lowestX = 9000
+ lowestY = 9000
+
+ for i in range(len(self._spritelist)):
+ if self._spritelist[i][0].getXPos() < lowestX: lowestX = self._spritelist[i][0].getXPos()
+ if self._spritelist[i][0].getYPos() < lowestY: lowestY = self._spritelist[i][0].getYPos()
+
+ self.xPos = lowestX
+ self.yPos = lowestY
+
+ def calcSize(self):
+
+ highestX = 0
+ highestY = 0
+
+ for i in range(len(self._spritelist)):
+ if (self._spritelist[i][0].getXPos() + self._spritelist[i][0].getXSize()) > highestX: highestX = self._spritelist[i][0].getXPos() + self._spritelist[i][0].getXSize()
+ if (self._spritelist[i][0].getYPos() + self._spritelist[i][0].getYSize()) > highestY: highestY = self._spritelist[i][0].getYPos() + self._spritelist[i][0].getYSize()
+
+ self.xSize = highestX - self.xPos
+ self.ySize = highestY - self.yPos
+
+ def addObject(self, newDrawableObject):
+ RenderUpdates.add_internal(self, newDrawableObject)
+ self._spritelist.insert(len(self._spritelist) - 1, [newDrawableObject, newDrawableObject.getXPos(), newDrawableObject.getYPos()])
+
+ def addObjects(self, newDrawableObjects):
+ for sprite in newDrawableObjects:
+ RenderUpdates.add_internal(self, sprite)
+ self._spritelist.insert(len(self._spritelist) - 1, [sprite, sprite.getXPos(), sprite.getYPos()])
+
+ def setRelativePositions(self):
+
+ for i in range(len(self._spritelist)):
+ self._spritelist[i][1] = self._spritelist[i][0].getXPos() - self.xPos
+ self._spritelist[i][2] = self._spritelist[i][0].getYPos() - self.yPos
+
+ def removeObject(self, sprite):
+
+ for i in self._spritelist:
+ if i[0] == sprite:
+ self._spritelist.remove(i)
+ break
+ RenderUpdates.remove_internal(self, sprite)
+
+ def getObject(self, index):
+
+ if index < len(self._spritelist):
+ return self._spritelist[index][0]
+
+ def getListSize(self):
+
+ return len(self._spritelist)
+
+ def getList(self):
+
+ return list(self._spritelist)
+
+ def moveObjects(self):
+
+ for i in range(len(self._spritelist)):
+ self._spritelist[i][0].move()
+
+ self.calcPosition()
+ self.calcSize()
+ self.setRelativePositions()
+
+ def moveScene(self, xNudge = 0, yNudge = 0):
+
+
+ for i in range(len(self._spritelist)):
+
+ self._spritelist[i][0].nudge(xNudge, yNudge)
+
+
+ self.calcPosition()
+
+ def setPosition(self, newXPos = None, newYPos = None):
+
+ if newXPos != None: self.xPos = newXPos
+ if newYPos != None: self.yPos = newYPos
+
+ for i in range(len(self._spritelist)):
+
+ self._spritelist[i][0].setPosition(self.xPos + self._spritelist[i][1], self.yPos + self._spritelist[i][2])
+
+ def getXPos(self):
+ return self.xPos
+
+ def getYPos(self):
+ return self.yPos
+
+ def getXSize(self):
+ return self.xSize
+
+ def getYSize(self):
+ return self.ySize
+
+ def scaleObjects(self, newXSize = None, newYSize = None):
+
+
+ for i in range(len(self._spritelist)):
+ self._spritelist[i][0].scale(newXSize, newYSize)
+
+ def scaleScene(self, newXSize = None, newYSize = None):
+
+ self.calcPosition()
+ self.calcSize()
+
+ xScale = 1
+ yScale = 1
+
+ if newXSize != None: xScale = (newXSize * 1.0)/self.xSize
+ if newYSize != None: yScale = (newYSize * 1.0)/self.ySize
+
+ for i in range(len(self._spritelist)):
+ self._spritelist[i][0].scale(xScale * self._spritelist[iaw][0].getXSize(), yScale * self._spritelist[i][0].getYSize())
+ self._spritelist[i][1] = xScale * self._spritelist[i][1]
+ self._spritelist[i][2] = yScale * self._spritelist[i][2]
+
+ self.calcPosition()
+ self.calcSize()
+ self.setPosition()
+
+ def update(self, t):
+
+ for s in self._spritelist: s[0].update(t);
+
+ def draw(self, surface):
+ spritedict = self.spritedict
+ surface_blit = surface.blit
+ dirty = self.lostsprites
+ self.lostsprites = []
+ dirty_append = dirty.append
+ for s in self._spritelist:
+ r = spritedict[s[0]]
+ newrect = surface_blit(s[0].image, s[0].rect)
+ if r is 0:
+ dirty_append(newrect)
+ else:
+ if newrect.colliderect(r):
+ dirty_append(newrect.union(r))
+ else:
+ dirty_append(newrect)
+ dirty_append(r)
+ spritedict[s[0]] = newrect
+ return dirty
+
+ def drawEntireScene(self, surface):
+ spritedict = self.spritedict
+ surface_blit = surface.blit
+ dirty = self.lostsprites
+ self.lostsprites = []
+ dirty_append = dirty.append
+ for s in self._spritelist:
+ dirty_append(spritedict[s[0]])
+ dirty_append(surface_blit(s[0].image, s[0].rect))
+ return dirty
+
+ def nextFrame(self):
+
+ for i in range(len(self._spritelist)):
+
+ self._spritelist[i][0].nextFrame()
diff --git a/devtools/CompleteTestKit/animObj/__init__.py b/devtools/CompleteTestKit/animObj/__init__.py new file mode 100644 index 0000000..00a713b --- /dev/null +++ b/devtools/CompleteTestKit/animObj/__init__.py @@ -0,0 +1,16 @@ +# FortuneEngine 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. +# +# FortuneEngine 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 the FortuneEngine. If not, see <http://www.gnu.org/licenses/>. +# +# Engine Author: Justin Lewis <jlew.blackout@gmail.com> +# +# Test Author: Scott JT Mengel <jtmengel@gmail.com> diff --git a/devtools/CompleteTestKit/art/GIF/Room.gif b/devtools/CompleteTestKit/art/GIF/Room.gif Binary files differnew file mode 100644 index 0000000..798ebf1 --- /dev/null +++ b/devtools/CompleteTestKit/art/GIF/Room.gif diff --git a/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:18.522454.csv b/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:18.522454.csv new file mode 100644 index 0000000..b801465 --- /dev/null +++ b/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:18.522454.csv @@ -0,0 +1,11 @@ +Speed Test - 2010-08-04 11:25:18.597314,Width (pixels),Height (pixels),Trial Runs,Image Objects Drawn +,600,400,5,5 +File Type,Time taken to load images to memory (seconds),Trial 1 (frames per second),Trial 2 (frames per second),Trial 3 (frames per second),Trial 4 (frames per second),Trial 5 (frames per second) +./art/BMP16/ Speed Test,0.000819206237793,525.594364794,516.793715928,496.984774694,586.237964054,528.422243528 +./art/BMP24/ Speed Test,0.00243401527405,515.792510508,534.0084218,954.347975468,1013.78737919,448.510953182 +./art/BMP32/ Speed Test,0.00272297859192,936.763028192,1021.21012176,1287.42485194,601.72453171,975.76037025 +./art/GIF/ Speed Test,0.00124001502991,743.861635448,577.345153598,893.578165379,841.398120171,1316.63498266 +./art/GIFT/ Speed Test,0.00151014328003,709.602215071,654.188185413,871.210591691,1376.8455911,630.567845776 +./art/JPG1/ Speed Test,0.0426681041718,517.664738503,514.796819734,538.680464655,535.498801279,544.754282193 +./art/JPG2/ Speed Test,0.0432670116425,504.074487051,557.794877755,490.880398181,553.90487842,685.650989381 +./art/JPG3/ Speed Test,0.00783705711365,387.460492333,497.238829238
\ No newline at end of file diff --git a/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:58.338450.csv b/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:58.338450.csv new file mode 100644 index 0000000..69126dd --- /dev/null +++ b/devtools/CompleteTestKit/logs/Test Results - 2010-08-04 11:25:58.338450.csv @@ -0,0 +1,28 @@ +Speed Test - 2010-08-04 11:25:58.338949,Width (pixels),Height (pixels),Trial Runs,Image Objects Drawn +,600,400,1,1 +File Type,Time taken to load images to memory (seconds),Trial 1 (frames per second) +./art/BMP16/ Speed Test,0.000369071960449,1259.21496009 +./art/BMP24/ Speed Test,0.000561952590942,1179.40039963 +./art/BMP32/ Speed Test,0.000652074813843,898.70368069 +./art/GIF/ Speed Test,0.000795125961304,1123.17383671 +./art/GIFT/ Speed Test,0.00184679031372,908.555748007 +./art/JPG1/ Speed Test,0.00170016288757,572.034582535 +./art/JPG2/ Speed Test,0.00154709815979,656.792011833 +./art/JPG3/ Speed Test,0.00372791290283,619.124573479 +./art/JPG4/ Speed Test,0.0396318435669,843.848959972 +./art/PNGI/ Speed Test,0.00243997573853,1096.77773635 +./art/PNGT/ Speed Test,0.00467014312744,799.515064639 + +Using .convert() +File Type,Time taken to load images to memory (seconds),Trial 1 (frames per second) +./art/BMP16/ Speed convert() Test,0.000694990158081,1113.0157143 +./art/BMP24/ Speed convert() Test,0.00110793113708,639.263543739 +./art/BMP32/ Speed convert() Test,0.00073504447937,825.826613395 +./art/GIF/ Speed convert() Test,0.000856161117554,902.965188199 +./art/GIFT/ Speed convert() Test,0.000815868377686,1086.76322975 +./art/JPG1/ Speed convert() Test,0.00338506698608,1070.47306171 +./art/JPG2/ Speed convert() Test,0.00183987617493,871.391228797 +./art/JPG3/ Speed convert() Test,0.00433397293091,600.348216806 +./art/JPG4/ Speed convert() Test,0.00243592262268,950.111653813 +./art/PNGI/ Speed convert() Test,0.00196480751038,770.145634009 +./art/PNGT/ Speed convert() Test,0.00233697891235,719.110986753
\ No newline at end of file diff --git a/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:06:40.515476.csv b/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:06:40.515476.csv new file mode 100644 index 0000000..faf33e5 --- /dev/null +++ b/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:06:40.515476.csv @@ -0,0 +1,4 @@ +Speed Test - 2010-08-05 13:06:40.515955,Width (pixels),Height (pixels),Trial Runs,Image Objects Drawn +,1200,700,5,5 +File Type,Time taken to load images to memory (seconds),Trial 1 (frames per second),Trial 2 (frames per second),Trial 3 (frames per second),Trial 4 (frames per second),Trial 5 (frames per second) +./art/BMP16/ Speed Test,0.000890970230103
\ No newline at end of file diff --git a/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:09:49.989341.csv b/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:09:49.989341.csv new file mode 100644 index 0000000..21acbdc --- /dev/null +++ b/devtools/CompleteTestKit/logs/Test Results - 2010-08-05 13:09:49.989341.csv @@ -0,0 +1,6 @@ +Speed Test - 2010-08-05 13:09:49.989796,Width (pixels),Height (pixels),Trial Runs,Image Objects Drawn +,1200,700,5,5 +File Type,Time taken to load images to memory (seconds),Trial 1 (frames per second),Trial 2 (frames per second),Trial 3 (frames per second),Trial 4 (frames per second),Trial 5 (frames per second) +./art/BMP16/ Speed Test,0.000768899917603,44.0083168641,42.3103949267,44.1073942464,43.9749214752,43.94628481 +./art/BMP24/ Speed Test,0.00132417678833,44.2620538185,44.2331046006,44.6153115629,44.2639026493,44.1436522724 +./art/BMP32/ Speed Test,0.00127100944519,40.9949337688,43.5377828352,43.9068723386
\ No newline at end of file |