diff options
Diffstat (limited to 'devtools/CompleteTestKit')
-rw-r--r-- | devtools/CompleteTestKit/DrawableFontObject.py | 2 | ||||
-rw-r--r-- | devtools/CompleteTestKit/DrawableObject.py | 175 | ||||
-rw-r--r-- | devtools/CompleteTestKit/DynamicDrawableObject.py | 114 | ||||
-rw-r--r-- | devtools/CompleteTestKit/Scene.py | 10 |
4 files changed, 103 insertions, 198 deletions
diff --git a/devtools/CompleteTestKit/DrawableFontObject.py b/devtools/CompleteTestKit/DrawableFontObject.py index f06e514..56783f1 100644 --- a/devtools/CompleteTestKit/DrawableFontObject.py +++ b/devtools/CompleteTestKit/DrawableFontObject.py @@ -7,7 +7,7 @@ class DrawableFontObject(DrawableObject, pygame.sprite.Sprite): self.font = font
self.textImage = font.render(text, 1, (255,255,255))
- #self._image = self.textImage
+
DrawableObject.__init__(self, [self.textImage], '', fps, x, y, xVelocity, yVelocity)
def changeText(self, newText):
diff --git a/devtools/CompleteTestKit/DrawableObject.py b/devtools/CompleteTestKit/DrawableObject.py index 0fd430c..fca2d02 100644 --- a/devtools/CompleteTestKit/DrawableObject.py +++ b/devtools/CompleteTestKit/DrawableObject.py @@ -1,57 +1,26 @@ import pygame
class DrawableObject(pygame.sprite.Sprite):
- -# I removed the parameter for FPS, x and y velocities, and the text file reference -# since this is not a dynamic object -
- def __init__(self,images, x = 0, y = 0,):
- pygame.sprite.Sprite.__init__(self) - - # - # My question is why do drawable objects take the form of a List? - # it seems that every object takes lists, but then why encapsulate? - # I believe that we can collapse these objects - # JT Jul 2010 -
-#self._originals = images
-#self._images = images -
- self._images = [] - self._origImages = [] - -# -# Made the below while loop more efficient and quicker -# JT Jul 28 2010
+
+ def __init__(self,images, textfileName, 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())
self._origImages.append(images[i].convert())
- - self._start = pygame.time.get_ticks()
+
self.image = self._images[0]
-# -# This went away since it was relient on FPS which DO's don't have -""" self._delay = 1000 / fps """ -# JT Jul 28 2010
- - 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.xSpeed = xVelocity
- self.ySpeed = yVelocity
self.myAngle = 0
- self.xSize = 40 # <--
- self.ySize = 40 # <--
+ self.xSize = images[0].get_width()
+ self.ySize = images[0].get_width()
self.rect.topleft = (x,y)
-# -# Since there will be no animation in a static object I removed the code that -# read the animFile since it was an unecessary slowdown -# - """
+
if textfileName != '':
f = open(textfileName, 'r')
@@ -61,37 +30,37 @@ class DrawableObject(pygame.sprite.Sprite): animValues = currentLine.split(",")
self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])]
currentLine = f.readline()
- """
def addImages(self, images):
- self._images.extend(images)
- #self._originals.extend(images)
+ for i in range(len(images)):
+ self._images.append(images[i].convert())
+ self._origImages.append(images[i].convert())
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] - -# -# Again I took out default values because I don't want the primary function -# of the method to be effectively overridable and have a method that can -# do nothing without raising flags -# I also conformed the parameter naming convention so that it conforms with the -# other methods' naming convention in this object + self.image = self._images[self._frame]
+
+#
+# Again I took out default values because I don't want the primary function
+# of the method to be effectively overridable and have a method that can
+# do nothing without raising flags
+# I also conformed the parameter naming convention so that it conforms with the
+# other methods' naming convention in this object
# JT Jul 28 2010
def nudge(self, x, y):
self.xPos += x
self.yPos += y
self.rect.right += x
self.rect.top += y
- -# -# reworked the loop for efficiency and the if statement logic +
+#
+# reworked the loop for efficiency and the if statement logic
# JT Jul 28 2010
- def scale(self, x=None, y=None): - if type(x).__name__=='int': self.xSize = x - if type(y).__name__=='int': self.ySize = 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))
@@ -102,9 +71,9 @@ class DrawableObject(pygame.sprite.Sprite): def getYSize(self):
return self.ySize
- -# -# I changed rotate to utilize a for instead of a counter/while loop for speed +
+#
+# I changed rotate to utilize a for instead of a counter/while loop for speed
# JT - Jul 28 2010
def rotate(self,angle):
self.myAngle += angle
@@ -113,15 +82,15 @@ class DrawableObject(pygame.sprite.Sprite): def getRotation(self):
return self.myAngle
- -# -# I don't recommend forcing people to keep images within the screen -# a common trick in bullet hells is to temporarily move image objects off- -# screen when they die so the game isn't constantly loading a new instance of -# a common enemy +
+#
+# I don't recommend forcing people to keep images within the screen
+# a common trick in bullet hells is to temporarily move image objects off-
+# screen when they die so the game isn't constantly loading a new instance of
+# a common enemy
# JT - Jul 28 2010
def setPosition(self, x = None, y = None):
- if type(x).__name__=='int': self.xPos = x + if type(x).__name__=='int': self.xPos = x
if type(y).__name__=='int': self.yPos = y
self.rect.topleft = (self.xPos, self.yPos)
@@ -130,9 +99,9 @@ class DrawableObject(pygame.sprite.Sprite): def getYPos(self):
return self.yPos
- -# -# Added defaul values in case someone wants their color key to be taken from bot.right corner, eg +
+#
+# Added defaul values in case someone wants their color key to be taken from bot.right corner, eg
# JT Jul 28 2010
def calcColorKey(self, x=0, y=0):
myColorKey = images[0].get_at((x,y))
@@ -141,68 +110,14 @@ class DrawableObject(pygame.sprite.Sprite): def setColorKey(self, aColor):
for i in range(len(self._images)):
self._images[i].set_colorkey(aColor)
-# -# Set default value to allow the method to be called empty (since t does nothing atm) +#
+# Set default value to allow the method to be called empty (since t does nothing atm)
# JT Jul 28 2010
def update(self, t=None):
pass
- -# -# removed current animation method -#
+
def nextFrame(self):
pass
def nextCurrentAnimFrame(self):
- pass - - - - - - - - - - - - - - - - - - - -# -# Removed this because it took into account the depreciated velocity concept that was -# contrary to the projected use of the drawable object -# This would be more useful in a Dynamic Drawable Object -# JT Jul 28 2010 -"""
- def move(self):
- self.xPos += self.xSpeed
- self.yPos += self.ySpeed
- self.rect.right += self.xSpeed
- self.rect.top += self.ySpeed
-""" - -# -# I removed velocity because a static object should not have variables pertaining to movement -# That is not instructed manually; velocity, being displacement over time, is easily perceived -# as an exaple of autonomous motion since it's dictated by the passage of time -# JT Jul 28 2010 -"""
- 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
-""" + pass
\ No newline at end of file diff --git a/devtools/CompleteTestKit/DynamicDrawableObject.py b/devtools/CompleteTestKit/DynamicDrawableObject.py index b7fe90f..8705fa7 100644 --- a/devtools/CompleteTestKit/DynamicDrawableObject.py +++ b/devtools/CompleteTestKit/DynamicDrawableObject.py @@ -1,72 +1,58 @@ -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): - - DrawableObject.__init__(self, images, textfileName, fps, x, y, xVelocity, yVelocity) - def addImages(self, images): +import pygame
+from DrawableObject import DrawableObject
- self._images.extend(images)
+class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite):
+
+ def __init__(self,images,textfileName, fps = 10, x = 0, y = 0, xVelocity = 0, yVelocity = 0):
-# def update(self, t):
-#
-# timePassed = t + self._last_update
-# if timePassed > self._delay:
-#
-# self._frame += timePassed/self._delay
-# while self._frame >= len(self._images):
-#
-# framesPast = self._frame - len(self._images)
-# self._frame = framesPast - 1
-#
-# self.image = self._images[self._frame]
-# self._last_update = timePassed%self._delay
-# self._last_update = timePassed
-
- def updateWithMovement(self, right, bottom): # causes objects to move and collide with walls
-
-# If we're at the top or bottom of the screen, switch directions.
- if (self.yPos + self.ySize) >= bottom or self.yPos < 0: - self.ySpeed = self.ySpeed * -1
- if (self.yPos + self.ySize) >= bottom and self.ySpeed > 0: - self.ySpeed = self.ySpeed * -1
- if self.yPos < 0 and self.ySpeed < 0: - self.ySpeed = self.ySpeed * -1
- -#2345678911234567892123456789312345678941234567895123456789612345678971234567898 -
-# If we're at the right or left of the screen, switch directions.
- if (self.xPos + self.xSize) >= right or self.xPos < 0: - self.xSpeed = self.xSpeed * -1
- if (self.xPos + self.xSize) >= right and self.xSpeed > 0: - self.xSpeed = self.xSpeed * -1
- if self.xPos < 0 and self.xSpeed < 0: - self.xSpeed = self.xSpeed * -1
-
- self.move()
-
- if self._frame < len(self._images) - 1:
- self._frame += 1
+ if fps > 0:
+ self._delay = 1000 / fps
else:
- self._frame = 0
-
- self.image = self._images[self._frame]
+ self._delay = 1000
+
+ self.xSpeed = xVelocity
+ self.ySpeed = yVelocity
+
+ self._start = pygame.time.get_ticks()
+ self._last_update = 0
+ self._frame = 0
+ self.animations = {}
+ self._current_anim = ""
+
+ 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): # just updates the frame / object
- ##print "Last update:", self._last_update,
-#getting the time since the last time I updated my frame and adding it to the time that I last updated my frame +
timePassed = t + self._last_update
- ##print " Time since:", timePassed, - -#checking if I am in the animation and putting me there if I am not
+
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]
self._frame += timePassed/self._delay
- ##print " On frame:", self._frame,"\n"
while self._frame >= self.animations.get(self._current_anim)[1]:
framesPast = self._frame - self.animations.get(self._current_anim)[1]
@@ -77,7 +63,7 @@ class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite): else:
self._last_update = timePassed
- def nextFrame(self): # push to next frame
+ def nextFrame(self):
self._frame += 1
if self._frame >= len(self._images):
framesPast = self._frame - len(self._images)
@@ -85,14 +71,14 @@ class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite): self.image = self._images[self._frame]
- def nextCurrentAnimFrame(self): # push to the next frame of curr animation
- + 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]:
@@ -100,5 +86,3 @@ class DynamicDrawableObject(DrawableObject, pygame.sprite.Sprite): self._frame = framesPast - 1 + self.animations[self._current_anim][0]
self.image = self._images[self._frame]
-
-# cnt = len(anmiations) <-- why was this here? diff --git a/devtools/CompleteTestKit/Scene.py b/devtools/CompleteTestKit/Scene.py index 9727177..320246b 100644 --- a/devtools/CompleteTestKit/Scene.py +++ b/devtools/CompleteTestKit/Scene.py @@ -13,7 +13,7 @@ class Scene(pygame.sprite.RenderUpdates): self.yPos = 0
self.xSize = 0
self.ySize = 0
-
+
self.calcPosition()
self.calcSize()
self.setRelativePositions()
@@ -46,6 +46,11 @@ class Scene(pygame.sprite.RenderUpdates): self.xSize = highestX - self.xPos
self.ySize = highestY - self.yPos
+ def addObject(self, newDrawableObject):
+
+ RenderUpdates.add_internal(self, newDrawableObject)
+ self._spritelist.append([newDrawableObject, newDrawableObject.getXPos(), newDrawableObject.getYPos()])
+
def addObjects(self, newDrawableObjects):
for sprite in newDrawableObjects:
RenderUpdates.add_internal(self, sprite)
@@ -61,7 +66,8 @@ class Scene(pygame.sprite.RenderUpdates): def removeObject(self, sprite):
RenderUpdates.remove_internal(self, sprite)
- self._spritelist.remove(sprite)
+ #self._spritelist.remove(sprite)
+
def getObject(self, index):
|