rendered paste bodyimport os, sys
import pygame
from pygame.locals import *
if not pygame.font: print 'Warning, fonts disabled'
if not pygame.mixer: print 'Warning, sound disabled'
global event_list
event_list = []
def main():
pygame.init()
screen = pygame.display.set_mode((468, 468))
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
pygame.mouse.set_visible(0)
screen.blit(background, (0, 0))
pygame.display.flip()
chimp = Chimp()
fist = Fist()
# event_list = []
allsprites = pygame.sprite.RenderPlain((chimp, fist))
clock = pygame.time.Clock()
while 1:
clock.tick(60)
event_exec()
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit()
elif event.type == MOUSEBUTTONDOWN:
if fist.punch(chimp):
chimp.punched()
elif event.type == MOUSEBUTTONUP:
fist.unpunch()
allsprites.update()
background.fill((250, 250, 250))
allsprites.draw(background)
screen.blit(background, (0,0))
pygame.display.flip()
class Fist(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('fist.bmp', -1)
self.punching = 0
def update(self):
pos=pygame.mouse.get_pos()
self.rect.center=pos
# if self.punching:
# self.rect.move_ip(5, -20)
def punch(self, target):
if not self.punching:
self.image, dummy = load_image('fist_fire.bmp', -1)
wait(0.1, 'fist.unfire()')
self.punching=1
hitbox=self.rect.inflate(-1, -1)
return hitbox.colliderect(target.rect)
def unfire(self):
self.image, dummy = load_image('fist.bmp', -1)
def unpunch(self):
self.image, dummy = load_image('fist.bmp', -1)
self.punching=0
class Chimp(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('chimp.bmp', -1)
screen = pygame.display.get_surface()
self.area=screen.get_rect()
self.rect.topleft = 10, 10
self.move = 9
self.dizzy = 0
def update(self):
if self.dizzy:
self.spin()
else:
self.walk()
def walk(self):
newpos=self.rect.move((self.move, 0))
if not self.area.contains(newpos):
if self.rect.left < self.area.left or \
self.rect.right > self.area.right:
self.move = -self.move
newpos = self.rect.move((self.move, 0))
self.image = pygame.transform.flip(self.image, 1, 0)
self.rect=newpos
def spin(self):
center=self.rect.center
self.dizzy += 12
if self.dizzy >= 360:
self.dizzy = 0
self.image = self.original
else:
rotate = pygame.transform.rotate
self.image = rotate(self.original, self.dizzy)
self.rect = self.image.get_rect(center = center)
def punched(self):
if not self.dizzy:
self.dizzy = 1
self.original = self.image
def wait(time, function):
current = clock.get_time * 1000
time = current + time
event_list = event_list + (function, time)
def event_exec():
if len(event_list) > 0:
count = 0
time = clock.get_time
for tuple in event_list:
if time > (tuple[1] - 50) or time < (tuple[1] + 50):
exec tuple[0]
else:
# check if the event is active
if time < tuple[1]:
count = count + 1
# if there are no active events left, set it back
if count == 0:
event_list = []
def load_image(name, colorkey=None):
fullname = os.path.join('Data', name)
# print fullname
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', name
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
def load_sound(name):
class NoneSound:
def play(self): pass
if not pygame.mixer:
return NoneSound()
fullname = os.path.join('data', name)
try:
sound = pygame.mixer.Sound(fullname)
except pygame.error, message:
print 'Cannot load sound:', wav
raise SystemExit, message
return sound
main()