Commit before breaking everything
[matches/honours.git] / research / transmission_spectroscopy / simulator / pgu-0.18 / examples / tilevid3.py
diff --git a/research/transmission_spectroscopy/simulator/pgu-0.18/examples/tilevid3.py b/research/transmission_spectroscopy/simulator/pgu-0.18/examples/tilevid3.py
new file mode 100644 (file)
index 0000000..ec0993c
--- /dev/null
@@ -0,0 +1,119 @@
+"""<title>tutorial on how to load, display, and use Sprites</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
+
+##Here are the various functions I used for the player and enemy logic.
+##- After creating a Sprite, I set the clayer to 0 so that more than one player / enemy is created.
+##- the Sprite must be added to the sprites list
+##- instead of using class methods, I prefer to use set functions for
+##the various methods -- loop and hit.
+##- Enemies are removed when they go off screen.
+##::
+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
+    
+def player_loop(g,s):
+    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)
+##
+##Here I initialize the image data.  The columns are (name,file_name,shape)
+##::
+idata = [
+    ('player','player.tga',(4,4,24,24)),
+    ('enemy','enemy.tga',(4,4,24,24)),
+    ('shot','shot.tga',(1,2,6,4)),
+    ]
+##
+##Here I initialize the code data.  The columns are (function, config).
+##::
+cdata = {
+    1:(player_new,None),
+    2:(enemy_new,None),
+    3:(enemy_new,None),
+    4:(enemy_new,None),
+    }
+##
+    
+def init():
+    g = tilevid.Tilevid()
+    
+    g.screen = pygame.display.set_mode((SW,SH),SWSURFACE)
+    
+    g.tga_load_tiles('tiles.tga',(TW,TH))
+    g.tga_load_level('level.tga',1)
+    g.bounds = pygame.Rect(TW,TH,(len(g.tlayer[0])-2)*TW,(len(g.tlayer)-2)*TH)
+    
+    ##In init(), loading in the sprite images.
+    ##::
+    g.load_images(idata)
+    ##
+    
+    ##In init(), running the codes for the initial screen.
+    ##::
+    g.run_codes(cdata,(0,0,25,17))
+    ##
+    
+    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
+
+        ##In run(), each frame I make sure to run the codes that are on the far
+        ##right of the screen.
+        ##::
+        g.run_codes(cdata,(g.view.right/TW,0,1,17))
+        ##
+        
+        g.loop()
+        updates = g.update(g.screen)
+        pygame.display.update(updates)
+        
+        t.tick()
+    
+run(init())

UCC git Repository :: git.ucc.asn.au