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+
+<h1>tutorial on how to add Sprite collision hit handlers, custom painting</h1>
+
+<div class='wiki'>
+<a name="">
+<div class="h1">
+
+</div>
+In player_new() I add the shoot handler.
+<pre>
+ 28: s.shoot = player_shoot
+</pre>
+In player_loop(), I check for the spacebar. The spacebar triggers a shot every 8 frames.
+<pre>
+ 48: if keys[K_SPACE] and g.frame%8==0:
+ 49: shot_new(g,s,None)
+</pre>
+The player_shoot() handler, as well as the shot Sprite functions. The shot group
+has its agroup set to 'enemy' so it can hit 'enemy' Sprites.
+<pre>
+ 55:def player_shoot(g,s):
+ 56: shot_new(g,s,None)
+ 57:
+ 58:def shot_new(g,t,value):
+ 59: s = tilevid.Sprite(g.images['shot'],(t.rect.right,t.rect.centery-2))
+ 60: g.sprites.append(s)
+ 61: s.agroups = g.string2groups('enemy')
+ 62: s.hit = shot_hit
+ 63: s.loop = shot_loop
+ 64:
+ 65:def shot_loop(g,s):
+ 66: s.rect.x += 8
+ 67: if s.rect.left > g.view.right:
+ 68: g.sprites.remove(s)
+</pre>
+In enemy_new(), I've added a lot more detail.
+- A move function to handle the type of movement the enemy will do.
+- A record of the origin and entering frame of the enemy (useful for the move functions.)
+- Set up the groups and agroups and a hit handler for the enemy.
+<pre>
+ 86: s.move = value['move']
+ 87: s.origin = pygame.Rect(s.rect)
+ 88: s.frame = g.frame
+ 89: s.groups = g.string2groups('enemy')
+ 90: s.agroups = g.string2groups('player')
+ 91: s.hit = enemy_hit
+</pre>
+When an enemy is hit, the game quits.
+<pre>
+ 96:def enemy_hit(g,s,a):
+ 97: g.quit = 1
+</pre>
+In enemy_loop() we call the move handler.
+<pre>
+ 103: s.move(g,s)
+</pre>
+The enemy movement handlers.
+<pre>
+ 110:def enemy_move_line(g,s):
+ 111: s.rect.x -= 3
+ 112:
+ 113:def enemy_move_sine(g,s):
+ 114: s.rect.x -= 2
+ 115: s.rect.y = s.origin.y + 65*math.sin((g.frame-s.frame)/10.0)
+ 116:
+ 117:def enemy_move_circle(g,s):
+ 118: s.origin.x -= 1
+ 119: s.rect.y = s.origin.y + 50*math.sin((g.frame-s.frame)/10.0)
+ 120: s.rect.x = s.origin.x + 50*math.cos((g.frame-s.frame)/10.0)
+</pre>
+
+The codes data has been updated to include information about the appropriate
+movement handlers for enemies.
+<pre>
+ 151:cdata = {
+ 152: 1:(player_new,None),
+ 153: 2:(enemy_new,{'move':enemy_move_line}),
+ 154: 3:(enemy_new,{'move':enemy_move_sine}),
+ 155: 4:(enemy_new,{'move':enemy_move_circle}),
+ 156: }
+</pre>
+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.)
+<pre>
+ 171: g.view.w,g.view.h = SW,SH
+</pre>
+In init() I no longer have tga_load_level load the background layer, as
+we will generate our own multi-layered starfield.
+<pre>
+ 181: g.tga_load_level('level.tga')
+</pre>
+In run(), adding a pause variable to the game.
+<pre>
+ 195: g.pause = 0
+</pre>
+In run(), initializing the stars.
+<pre>
+ 202: stars = []
+ 203: NS = 256
+ 204: for n in range(0,NS):
+ 205: stars.append([random.randrange(0,SW),random.randrange(0,SH),random.randrange(2,8)])
+</pre>
+In run(), in the event loop, checking for F10 for full screen, RETURN for pause.
+<pre>
+ 214: if e.type is KEYDOWN and e.key == K_F10:
+ 215: #g.screen = pygame.display.set_mode((SW,SH),FULLSCREEN|HWSURFACE|DOUBLEBUF)
+ 216: pygame.display.toggle_fullscreen()
+ 217:
+ 218: if e.type is KEYDOWN and e.key == K_RETURN:
+ 219: g.pause ^= 1
+</pre>
+In run(), handles pause, and also renders the star field before the
+foreground is painted.
+<pre>
+ 225: if not g.pause:
+ 226: g.view.x += SPEED
+ 227: g.run_codes(cdata,(g.view.right/TW,0,1,17))
+ 228:
+ 229: g.loop()
+ 230:
+ 231: g.screen.fill((0,0,0))
+ 232: n = 0
+ 233: for n in range(0,NS):
+ 234: x,y,s = stars[n]
+ 235: if ((g.frame*s)%8) < s:
+ 236: x -= 1
+ 237: if x < 0: x += SW
+ 238: stars[n][0] = x
+ 239: g.screen.set_at((x,y),(255,255,255))
+ 240:
+ 241: g.paint(g.screen)
+ 242: img = g.font.render('%05d'%g.player.score,1,(0,0,0))
+ 243: g.screen.blit(img,(0+1,SH-img.get_height()+1))
+ 244: img = g.font.render('%05d'%g.player.score,1,(255,255,255))
+ 245: g.screen.blit(img,(0,SH-img.get_height()))
+ 246: pygame.display.flip()
+ 247:
+ 248: g.frame += 1
+</pre>
+
+</div>
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+<hr width=500 align=center>
+<div align='center'>all content (c) 2006 Phil Hassey - <a href='http://www.imitationpickles.org/pgu/'>Phil's pyGame Utilities</a></div>
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