3 <title>tutorial on how to add Sprite collision hit handlers, custom painting</title>
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105 <a href='http://www.imitationpickles.org/pgu/'><img src='skin/logo.gif' alt="Phil's pyGame Utilities" border=0></a>
106 <td style='font-size:48px'>Documentation
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113 <table width='100%'><tr><td valign=top width=120 style='padding-right:6px;border-right: 1px solid black;'>
114 <a href='index.html'>Overview</a><br><br>
115 <strong>Scripts</strong><br>
116 <a href="tileedit.html">tileedit</a>
117 | <a href="leveledit.html">leveledit</a>
118 | <a href="tganew.html">tganew</a>
119 | <a href="levelfancy.html">levelfancy</a>
121 <strong>Reference</strong><br>
122 <a href="algo.html">algo</a>
123 | <a href="ani.html">ani</a>
124 | <a href="engine.html">engine</a>
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131 | <a href="vid.html">vid</a>
133 <strong>Tutorials</strong><br>
134 <a href="tilevid1.html">1</a>
135 | <a href="tilevid2.html">2</a>
136 | <a href="tilevid3.html">3</a>
137 | <a href="tilevid4.html">4</a>
138 | <a href="tilevid5.html">5</a>
140 <strong>GUI Ref.</strong><br>
141 <a href="gui.theme.html">theme</a>
142 | <a href="gui.style.html">style</a>
143 | <a href="gui.widget.html">widget</a>
144 | <a href="gui.surface.html">surface</a>
145 | <a href="gui.const.html">const</a>
147 <strong>Containers</strong><br>
148 <a href="gui.container.html">container</a>
149 | <a href="gui.app.html">app</a>
150 | <a href="gui.table.html">table</a>
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152 | <a href="gui.area.html">area</a>
154 <strong>Forms</strong><br>
155 <a href="gui.form.html">form</a>
156 | <a href="gui.group.html">group</a>
158 <strong>Widgets</strong><br>
159 <a href="gui.basic.html">basic</a>
160 | <a href="gui.button.html">button</a>
161 | <a href="gui.input.html">input</a>
162 | <a href="gui.keysym.html">keysym</a>
163 | <a href="gui.slider.html">slider</a>
164 | <a href="gui.select.html">select</a>
165 | <a href="gui.misc.html">misc</a>
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172 <a href="gui1.html">1</a>
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184 <td valign=top style='padding-left:6px;'>
186 <h1>tutorial on how to add Sprite collision hit handlers, custom painting</h1>
193 In player_new() I add the shoot handler.
195 28: s.shoot = player_shoot
197 In player_loop(), I check for the spacebar. The spacebar triggers a shot every 8 frames.
199 48: if keys[K_SPACE] and g.frame%8==0:
200 49: shot_new(g,s,None)
202 The player_shoot() handler, as well as the shot Sprite functions. The shot group
203 has its agroup set to 'enemy' so it can hit 'enemy' Sprites.
205 55:def player_shoot(g,s):
206 56: shot_new(g,s,None)
208 58:def shot_new(g,t,value):
209 59: s = tilevid.Sprite(g.images['shot'],(t.rect.right,t.rect.centery-2))
210 60: g.sprites.append(s)
211 61: s.agroups = g.string2groups('enemy')
213 63: s.loop = shot_loop
215 65:def shot_loop(g,s):
217 67: if s.rect.left > g.view.right:
218 68: g.sprites.remove(s)
220 In enemy_new(), I've added a lot more detail.
221 - A move function to handle the type of movement the enemy will do.
222 - A record of the origin and entering frame of the enemy (useful for the move functions.)
223 - Set up the groups and agroups and a hit handler for the enemy.
225 86: s.move = value['move']
226 87: s.origin = pygame.Rect(s.rect)
227 88: s.frame = g.frame
228 89: s.groups = g.string2groups('enemy')
229 90: s.agroups = g.string2groups('player')
230 91: s.hit = enemy_hit
232 When an enemy is hit, the game quits.
234 96:def enemy_hit(g,s,a):
237 In enemy_loop() we call the move handler.
241 The enemy movement handlers.
243 110:def enemy_move_line(g,s):
246 113:def enemy_move_sine(g,s):
248 115: s.rect.y = s.origin.y + 65*math.sin((g.frame-s.frame)/10.0)
250 117:def enemy_move_circle(g,s):
252 119: s.rect.y = s.origin.y + 50*math.sin((g.frame-s.frame)/10.0)
253 120: s.rect.x = s.origin.x + 50*math.cos((g.frame-s.frame)/10.0)
256 The codes data has been updated to include information about the appropriate
257 movement handlers for enemies.
260 152: 1:(player_new,None),
261 153: 2:(enemy_new,{'move':enemy_move_line}),
262 154: 3:(enemy_new,{'move':enemy_move_sine}),
263 155: 4:(enemy_new,{'move':enemy_move_circle}),
266 In init(), set the g.view size so that all the handlers will work properly. (The player_loop one depends on view having the correct size.)
268 171: g.view.w,g.view.h = SW,SH
270 In init() I no longer have tga_load_level load the background layer, as
271 we will generate our own multi-layered starfield.
273 181: g.tga_load_level('level.tga')
275 In run(), adding a pause variable to the game.
279 In run(), initializing the stars.
283 204: for n in range(0,NS):
284 205: stars.append([random.randrange(0,SW),random.randrange(0,SH),random.randrange(2,8)])
286 In run(), in the event loop, checking for F10 for full screen, RETURN for pause.
288 214: if e.type is KEYDOWN and e.key == K_F10:
289 215: #g.screen = pygame.display.set_mode((SW,SH),FULLSCREEN|HWSURFACE|DOUBLEBUF)
290 216: pygame.display.toggle_fullscreen()
292 218: if e.type is KEYDOWN and e.key == K_RETURN:
295 In run(), handles pause, and also renders the star field before the
296 foreground is painted.
299 226: g.view.x += SPEED
300 227: g.run_codes(cdata,(g.view.right/TW,0,1,17))
304 231: g.screen.fill((0,0,0))
306 233: for n in range(0,NS):
307 234: x,y,s = stars[n]
308 235: if ((g.frame*s)%8) < s:
310 237: if x < 0: x += SW
312 239: g.screen.set_at((x,y),(255,255,255))
314 241: g.paint(g.screen)
315 242: img = g.font.render('%05d'%g.player.score,1,(0,0,0))
316 243: g.screen.blit(img,(0+1,SH-img.get_height()+1))
317 244: img = g.font.render('%05d'%g.player.score,1,(255,255,255))
318 245: g.screen.blit(img,(0,SH-img.get_height()))
319 246: pygame.display.flip()
328 <hr width=500 align=center>
329 <div align='center'>all content (c) 2006 Phil Hassey - <a href='http://www.imitationpickles.org/pgu/'>Phil's pyGame Utilities</a></div>