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Framework.py
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Framework.py
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import module_manager
module_manager.review()
import pygame
import Boardmaker
import Box
import Player
import random
'''
pygamegame.py
created by Lukas Peraza
for 15-112 F15 Pygame Optional Lecture, 11/11/15
use this code in your term project if you want
- CITE IT
- you can modify it to your liking
- BUT STILL CITE IT
- you should remove the print calls from any function you aren't using
- you might want to move the pygame.display.flip() to your redrawAll function,
in case you don't need to update the entire display every frame (then you
should use pygame.display.update(Rect) instead)
'''
class PygameGame(object):
def init(self):
self.board = Boardmaker.makeBoard(20, Boardmaker.obstacles)
self.sizex = self.width // 10
self.sizey = self.height // 10
self.scrollx = 0
self.scrolly = 0
self.xOffset = 100
self.yOffset = 100
self.entities = pygame.sprite.Group()
self.obstacles = pygame.sprite.Group()
self.bullets = pygame.sprite.Group()
self.clock = 0
self.enemy = Player.Enemy("", self.width - 20, self.height - 20)
self.mike = Player.Players("kimchee.jpg", self.width // 2, self.height // 2)
self.entities.add(self.mike)
self.entities.add(self.enemy)
self.display = None
def mousePressed(self, x, y):
self.mike.color = (255, 0, 0)
def mouseReleased(self, x, y):
self.mike.color = (0, 0, 0)
def mouseMotion(self, x, y):
self.mike.lookingAt = [x, y]
self.mike.look(x, y)
def mouseDrag(self, x, y):
self.mike.lookingAt = [x, y]
self.mike.look(x, y)
def keyPressed(self, keyCode, modifier):
pass
def generateEnemy(self):
x = random.randint(0, self.width)
y = random.randint(0, self.height)
newEnemy = Player.Enemy("", x, y)
self.entities.add(newEnemy)
def keyReleased(self, keyCode, modifier):
pass
def moveMap(self):
if self.isKeyPressed(119):
self.scrolly = self.mike.speed
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.center[1] += 5
elif self.isKeyPressed(115):
self.scrolly = -self.mike.speed
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.center[1] -= 5
else:
self.scrolly = 0
if self.isKeyPressed(97):
self.scrollx = self.mike.speed
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.center[0] += 5
elif self.isKeyPressed(100):
self.scrollx = -self.mike.speed
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.center[0] -= 5
else:
self.scrollx = 0
self.enemy.velocity[0] = 0
def timerFired(self, dt):
# self.image = pygame.image.load(image).convert()
self.clock += 1
self.moveMap()
self.xOffset += self.scrollx
self.yOffset += self.scrolly
if self.xOffset > 290:
self.xOffset -= self.mike.speed
elif self.xOffset < -900:
self.xOffset += self.mike.speed
if self.yOffset > 290:
self.yOffset -= self.mike.speed
elif self.yOffset < -900:
self.yOffset += self.mike.speed
if self.clock % 60 == 0:
self.generateEnemy()
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.chase(self.width // 2, self.height // 2, self.scrollx//2, self.scrolly//2)
sprite.update()
if self.display != None:
for sprite in self.entities:
if type(sprite) == Player.Enemy:
sprite.updateRect(self.display)
for sprite in self.entities:
if type(sprite) == Player.Enemy:
collided = pygame.sprite.collide_rect(self.mike, sprite)
if collided == 1: self.mike.alive = False
def redrawAll(self, screen):
self.display = screen
pygame.draw.rect(screen, (0,0, 0), (self.xOffset, self.yOffset, self.width*2, self.height*2),4)
for i in range(20):
for j in range(20):
X = j * self.sizex + self.xOffset
Y = i * self.sizey + self.yOffset
if self.board[i][j] == 1:
obs = Box.Box(X, Y, self.sizex, self.sizey)
Box.Box.draw(obs, screen)
self.obstacles.add(obs)
self.display = screen
self.enemy.updateRect(screen)
for sprite in self.entities:
if sprite.alive:
sprite.draw(screen)
def isKeyPressed(self, key):
''' return whether a specific key is being held '''
return self._keys.get(key, False)
def __init__(self, width=600, height=600, fps=60, title="112 Pygame Game"):
self.width = width
self.height = height
self.fps = fps
self.title = title
self.bgColor = (255, 255, 255)
pygame.init()
def run(self):
clock = pygame.time.Clock()
screen = pygame.display.set_mode((self.width, self.height))
# set the title of the window
pygame.display.set_caption(self.title)
# stores all the keys currently being held down
self._keys = dict()
# call game-specific initialization
self.init()
playing = True
while playing:
time = clock.tick(self.fps)
self.timerFired(time)
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
self.mousePressed(*(event.pos))
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
self.mouseReleased(*(event.pos))
elif (event.type == pygame.MOUSEMOTION and
event.buttons == (0, 0, 0)):
self.mouseMotion(*(event.pos))
elif (event.type == pygame.MOUSEMOTION and
event.buttons[0] == 1):
self.mouseDrag(*(event.pos))
elif event.type == pygame.KEYDOWN:
self._keys[event.key] = True
self.keyPressed(event.key, event.mod)
elif event.type == pygame.KEYUP:
self._keys[event.key] = False
self.keyReleased(event.key, event.mod)
elif event.type == pygame.QUIT:
playing = False
screen.fill(self.bgColor)
self.redrawAll(screen)
pygame.display.flip()
pygame.quit()
def main():
game = PygameGame()
game.run()
if __name__ == '__main__':
main()