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"""Main Blocku game logic class
import every thing that the activity needs and run game code
Authored by Fran Rogers and Ariel Zamparini
"""
#!/usr/bin/python
import pygame, random, os.path
from pygame.locals import *
from pygame import *
try: import gtk
except ImportError: gtk = None
#see if we can load more than standard BMP
if not pygame.image.get_extended():
raise SystemExit, "Sorry, extended image module required"
#game constants
SCREENRECT = Rect(0, 0, 640, 480)
KEYBOARDMOVESPEED = 10
def load_image(file):
"loads an image, prepares it for play"
file = os.path.join('data', file)
try:
surface = pygame.image.load(file)
except pygame.error:
raise SystemExit, 'Could not load image "%s" %s'%(file, pygame.get_error())
return surface.convert()
def load_images(*files):
imgs = []
for file in files:
imgs.append(load_image(file))
return imgs
class dummysound:
def play(self): pass
def load_sound(file):
if not pygame.mixer: return dummysound()
file = os.path.join('data', file)
try:
sound = pygame.mixer.Sound(file)
return sound
except pygame.error:
print 'Warning, unable to load,', file
return dummysound()
class Block(pygame.sprite.Sprite):
images = []
def __init__(self, north=None, east=None, south=None, west=None):
pygame.sprite.Sprite.__init__(self, self.containers)
self.image = self.images[0]
self.rect = self.image.get_rect().move(200, 200)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('red')
self.update()
self.north = north
self.east = east
self.south = south
self.west = west
def update(self):
self.rect = self.rect.clamp(SCREENRECT)
# game logic here for snapping to grid ...?
def move(self, direction):
# up = 0, right = 1, down = 2, left = 3
if direction == 0:
self.rect.move_ip(0,-KEYBOARDMOVESPEED)
if direction == 1:
self.rect.move_ip(KEYBOARDMOVESPEED,0)
if direction == 2:
self.rect.move_ip(0,KEYBOARDMOVESPEED)
if direction == 3:
self.rect.move_ip(-KEYBOARDMOVESPEED,0)
#keep the block on the screen
def grab(self, pos):
x, y = pos;
#print x , y
#print self.rect.left, self.rect.top
#self.rect = self.rect.move(x, y)
self.rect.left = x-32
self.rect.top = y-32
class Puzzle:
def __init__(self):
#self.rule = rule
self.blocks = {}
def add_block(self, block, coords):
self.blocks[coords] = block
def get_blocks(self):
return self.blocks
def shuffle(self):
pass
class Game:
def __init__(self):
# Set up a clock for managing the frame rate.
self.clock = pygame.time.Clock()
self.puzzle = Puzzle()
self.paused = False
def set_paused(self, paused):
self.paused = paused
# Called to save the state of the game to the Journal.
def write_file(self, file_path):
pass
# Called to load the state of the game from the Journal.
def read_file(self, file_path):
pass
# The main game loop.
def run(self):
self.running = True
if pygame.mixer and not pygame.mixer.get_init():
print 'Warning, no sound'
pygame.mixer = None
#set the screen up
winstyle = 0 # |FULLSCREEN
bestdepth = pygame.display.mode_ok(SCREENRECT.size, winstyle, 32)
screen = pygame.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
# load images here
# for gifs img = load_image('filename.gif')
# for bmps img = pygame.image.load('filename.bmp') but our function handles that for us
# a note for graphics blit means copy pixels from screen.blit()
iconImg = load_image('blocku.png')
background = load_image('background.png')
# load images to pipe to the sprite classes
blockImg = load_image('block.png')
Block.images = [blockImg]
# the test will need rects and positions i sugest make some kind of default
# this information can be held by each block as they are created but is made here
#get the image and screen in the same format
if background.get_bitsize() == 8:
screen.set_palette(background.get_palette())
else:
background = background.convert()
screen.blit(background,(0,0))
pygame.display.flip()
#to set the icon up and to decorate the game window
icon = pygame.transform.scale(iconImg, (32, 32))
pygame.display.set_icon(icon)
pygame.display.set_caption('Blocku')
#this next call is sort of like sprite batch . draw
spriteBatch = pygame.sprite.RenderUpdates()
#main blocku code structs
blocks = pygame.sprite.Group()
Block.containers = blocks,spriteBatch
aBlock = Block()
#see if there is a sprite font
if pygame.font:
spriteBatch.add(Text(''))
spriteBatch.add(mouseUpdate())
# it is important to note that like xna the origin is 0,0
# the top left of the current window
# and increases as you go down and to the right
# pygame has a collision detector under pygame.sprite.spritecollide(group,group,dokill)
# this will return a list of colliders, dokill will remove the colliders from the parrent group if true
while self.running:
# Pump GTK messages.
while gtk and gtk.events_pending():
gtk.main_iteration()
# Pump PyGame messages.
for e in event.get():
if e.type == QUIT or \
(e.type == KEYDOWN and e.key == K_ESCAPE):
return
elif e.type == pygame.VIDEORESIZE:
pygame.display.set_mode(e.size, pygame.RESIZABLE)
if e.type == MOUSEBUTTONDOWN:
event.set_grab(1)
elif e.type == MOUSEBUTTONUP:
event.set_grab(0)
# get the state of the keyboard for input
keystate = pygame.key.get_pressed()
# for key test use keystate[key] and a return of true will occur when key down
# clear/erase the last drawn sprites
spriteBatch.clear(screen, background)
# update all the sprites
spriteBatch.update()
# handle player input
if keystate[K_UP]:
aBlock.move(0)
if keystate[K_RIGHT]:
aBlock.move(1)
if keystate[K_DOWN]:
aBlock.move(2)
if keystate[K_LEFT]:
aBlock.move(3)
#for block in blocks:
x, y = mouse.get_pos()
#blockx, blocky = block.rect
if event.get_grab():
if aBlock.rect.collidepoint(x,y):
aBlock.grab(mouse.get_pos())
# note random here is random.random()
# note foreach here is for object in
# draw call for the screen
draw = spriteBatch.draw(screen)
pygame.display.update(draw)
# Try to stay at 30 FPS
self.clock.tick(30)
class Text(pygame.sprite.Sprite):
text = ''
def __init__(self,txt):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(55, 80)
self.text = txt
def update(self):
msg = 'Drawing call test ' + self.text
self.image = self.font.render(msg, 0, self.color)
class mouseUpdate(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.font = pygame.font.Font(None, 20)
self.font.set_italic(1)
self.color = Color('blue')
self.update()
self.rect = self.image.get_rect().move(50, 220)
def update(self):
msg = 'Mouse Position %s, %s' % mouse.get_pos()
self.image = self.font.render(msg, 0, self.color)
# This function is called when the game is run directly from the command line:
# ./TestGame.py
def main():
# Initialize pygame
pygame.init()
# Initializa game
game = Game()
# Run the game
game.run()
#call the "main" function if python is running this script
if __name__ == '__main__':
main()
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