--- /dev/null
+"""<title>tutorial on how to add in tile hit handlers, set up groups and agroups</title>"""
+
+import pygame
+from pygame.rect import Rect
+from pygame.locals import *
+
+# the following line is not needed if pgu is installed
+import sys; sys.path.insert(0, "..")
+
+from pgu import tilevid, timer
+
+SW,SH = 320,240
+TW,TH = 16,16
+SPEED = 2
+FPS = 40
+
+def player_new(g,t,value):
+ g.clayer[t.ty][t.tx] = 0
+ s = tilevid.Sprite(g.images['player'],t.rect)
+ g.sprites.append(s)
+ s.loop = player_loop
+ ##In player_new() I add the player to the 'player' group, and set the score to 0. I also set the game's player to this Sprite.
+ ##::
+ s.groups = g.string2groups('player')
+ s.score = 0
+ g.player = s
+ ##
+
+def player_loop(g,s):
+ ##In player_loop(), I now check if the player has gone off screen (due to blocks
+ ##in the players way. If that happens, the game quits.
+ ##::
+ if s.rect.right < g.view.left: g.quit = 1
+ ##
+
+ s.rect.x += SPEED
+
+ keys = pygame.key.get_pressed()
+ dx,dy = 0,0
+ if keys[K_UP]: dy-=1
+ if keys[K_DOWN]: dy+=1
+ if keys[K_LEFT]: dx-=1
+ if keys[K_RIGHT]: dx+=1
+ s.rect.x += dx*5
+ s.rect.y += dy*5
+ s.rect.clamp_ip(g.view)
+
+def enemy_new(g,t,value):
+ g.clayer[t.ty][t.tx] = 0
+ s = tilevid.Sprite(g.images['enemy'],t.rect)
+ g.sprites.append(s)
+ s.loop = enemy_loop
+
+def enemy_loop(g,s):
+ if s.rect.right < g.view.left:
+ g.sprites.remove(s)
+
+##A few functions are added to handle player/tile hits
+##::
+def tile_block(g,t,a):
+ c = t.config
+ if (c['top'] == 1 and a._rect.bottom <= t._rect.top and a.rect.bottom > t.rect.top):
+ a.rect.bottom = t.rect.top
+ if (c['left'] == 1 and a._rect.right <= t._rect.left and a.rect.right > t.rect.left):
+ a.rect.right = t.rect.left
+ if (c['right'] == 1 and a._rect.left >= t._rect.right and a.rect.left < t.rect.right):
+ a.rect.left = t.rect.right
+ if (c['bottom'] == 1 and a._rect.top >= t._rect.bottom and a.rect.top < t.rect.bottom):
+ a.rect.top = t.rect.bottom
+
+def tile_coin(g,t,a):
+ a.score += 100
+ g.set((t.tx,t.ty),0)
+
+def tile_fire(g,t,a):
+ g.quit = 1
+##
+
+idata = [
+ ('player','player.tga',(4,4,24,24)),
+ ('enemy','enemy.tga',(4,4,24,24)),
+ ('shot','shot.tga',(1,2,6,4)),
+ ]
+
+cdata = {
+ 1:(player_new,None),
+ 2:(enemy_new,None),
+ 3:(enemy_new,None),
+ 4:(enemy_new,None),
+ }
+
+##Here I initialize the tile data. The columns are (groups,function,config)
+##::
+tdata = {
+ 0x01:('player',tile_block,{'top':1,'bottom':1,'left':1,'right':1}),
+ 0x02:('player',tile_block,{'top':1,'bottom':1,'left':1,'right':1}),
+ 0x20:('player',tile_coin,None),
+ 0x30:('player',tile_fire,None),
+ }
+##
+
+
+def init():
+ g = tilevid.Tilevid()
+
+ g.screen = pygame.display.set_mode((SW,SH),SWSURFACE)
+
+ ##In init(), this line has been changed to load the tiles with their properties (groups, functions, and config.
+ ##::
+ g.tga_load_tiles('tiles.tga',(TW,TH),tdata)
+ ##
+ g.tga_load_level('level.tga',1)
+ g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
+ g.load_images(idata)
+ g.run_codes(cdata,(0,0,25,17))
+ pygame.font.init()
+ g.font = pygame.font.SysFont('helvetica',16)
+
+ return g
+
+def run(g):
+ g.quit = 0
+
+ t = timer.Timer(FPS)
+
+ g.paint(g.screen)
+ pygame.display.flip()
+
+ while not g.quit:
+ for e in pygame.event.get():
+ if e.type is QUIT: g.quit = 1
+ if e.type is KEYDOWN and e.key == K_ESCAPE: g.quit = 1
+
+ g.view.x += SPEED
+ g.run_codes(cdata,(g.view.right/TW,0,1,17))
+
+ g.loop()
+
+ ##In run(), I have changed the update function to paint, so that
+ ##I can display the player's score on the screen at all times.
+ ##::
+ g.paint(g.screen)
+ img = g.font.render('%05d'%g.player.score,1,(0,0,0))
+ g.screen.blit(img,(0+1,SH-img.get_height()+1))
+ img = g.font.render('%05d'%g.player.score,1,(255,255,255))
+ g.screen.blit(img,(0,SH-img.get_height()))
+ pygame.display.flip()
+ ##
+
+ t.tick()
+
+run(init())