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game_lib.py
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game_lib.py
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import pygame
import pygame.locals
import time
screen = None
mouse = None
keyboard = None
music = None
for i in dir(pygame):
if i.startswith('K_'):
globals()[i] = getattr(pygame, i)
class Mouse(object):
def __init__(self):
self._is_visible = True
def get_x(self):
return pygame.mouse.get_pos()[0]
def set_x(self, new_x):
pygame.mouse.set_pos([self._x, self._y])
x = property(get_x, set_x)
def get_y(self):
return pygame.mouse.get_pos()[1]
def set_y(self, new_y):
pygame.mouse.set_pos([self._x, self._y])
y = property(get_y, set_y)
def get_position(self):
return pygame.mouse.get_pos()
def set_position(self, new_position):
pygame.mouse.set_pos(new_position)
position = property(get_position, set_position)
def get_is_visible(self):
return self._is_visible
def set_is_visible(self, new_visibility):
self._is_visible = new_visibility
pygame.mouse.set_visible(self._is_visible)
is_visible = property(get_is_visible, set_is_visible)
def is_pressed(self, button_num):
return pygame.mouse.get_pressed()[button_num]
class Keyboard(object):
def __init__(self):
self._keys = []
def get_keys(self):
if not screen.virtual:
self._keys = filter(self.is_pressed, [globals()[i] for i in globals() if i.startswith("K_")])
return self._keys
def set_keys(self, keys):
if not screen.virtual:
raise AttributeError("Cannot set keys list if not in virtual mode")
self._keys = keys
keys = property(get_keys, set_keys)
def is_pressed(self, key):
if not screen.virtual:
return pygame.key.get_pressed()[key]
class Music(object):
# Loads the music from filename
def load(self, filename):
pygame.mixer.music.load(filename)
# Plays the loaded music
# Args:loop: Amount of times to repeat(-1 is forever)
def play(self, loop=0):
pygame.mixer.music.play(loop)
# Fadeout music in the given amount of milliseconds
def fadeout(self, millisec):
pygame.mixer.music.fadeout(millisec)
# Stops music
def stop(self):
pygame.mixer.music.stop()
class Sprite(object):
"""
Initializes Sprite with given parameters.
Args:
image: The image to display.
angle: The angle to rotate by.
x: The center x to place the sprite on.
y: The center y to place the sprite on.
top: The y location of the top of the sprite.
bottom: The y location of the bottom of the sprite.
left: The x location of the left of the sprite.
right: The x location of right of the sprite.
dx: The x velocity (Delta x).
dy: The y velocity (delta y).
interval: The number of frames between tick() calls.
is_collideable: Whether or not the sprite participates in collisions.
"""
def __init__(self, image, angle=0, x=0, y=0, top=None,
bottom=None, left=None, right=None, dx=0,
dy=0, interval=1, is_collideable=True):
self._angle = 0
self._x = 0
self._y = 0
self._image = image
self.interval = interval
self.tick_timer = interval
self.angle = angle
if left:
self.left = left
elif right:
self.right = right
elif x:
self.x = x
else:
self.x = 0
if top:
self.top = top
elif bottom:
self.bottom = bottom
elif y:
self.y = y
else:
self.y = 0
self.dx = dx
self.dy = dy
self._overlapping_sprites = []
self.is_collideable = is_collideable
self.screen = None
def get_image(self):
return self._image
def set_image(self, new_image):
self._image = new_image
self._rot_image = pygame.transform.rotate(self._image, -self._angle)
self._rect = self._rot_image.get_rect()
self._rect.centerx = self._x
self._rect.centery = self._y
image = property(get_image, set_image)
def get_width(self):
return self._rect.width
def _set_width(self, new_width):
raise ValueError("Can't change the width")
width = property(get_width, _set_width)
def get_height(self):
return self._rect.height
def _set_height(self, new_height):
raise ValueError("Can't change the height")
height = property(get_height, _set_height)
def get_angle(self):
return self._angle
def set_angle(self, new_angle):
self._angle = new_angle % 360
self._rot_image = pygame.transform.rotate(self._image, -self._angle)
self._rect = self._rot_image.get_rect()
self._rect.centerx = self._x
self._rect.centery = self._y
angle = property(get_angle, set_angle)
def get_x(self):
return self._x
def set_x(self, new_x):
self._x = new_x
self._rect.centerx = new_x
x = property(get_x, set_x)
def get_y(self):
return self._y
def set_y(self, new_y):
self._y = new_y
self._rect.centery = new_y
y = property(get_y, set_y)
def get_position(self):
return self._x, self._y
def set_position(self, new_position):
self.x = new_position[0]
self.y = new_position[1]
position = property(get_position, set_position)
def get_top(self):
return self._rect.top
def set_top(self, new_top):
self._rect.top = new_top
self._y = self._rect.centery
top = property(get_top, set_top)
def get_bottom(self):
return self._rect.bottom
def set_bottom(self, new_bottom):
self._rect.bottom = new_bottom
self._y = self._rect.centery
bottom = property(get_bottom, set_bottom)
def get_left(self):
return self._rect.left
def set_left(self, new_left):
self._rect.left = new_left
self._x = self._rect.centerx
left = property(get_left, set_left)
def get_right(self):
return self._rect.right
def set_right(self, new_right):
self._rect.right = new_right
self._x = self._rect.centerx
right = property(get_right, set_right)
def get_dx(self):
return self._dx
def set_dx(self, new_dx):
self._dx = new_dx
dx = property(get_dx, set_dx)
def get_dy(self):
return self._dy
def set_dy(self, new_dy):
self._dy = new_dy
dy = property(get_dy, set_dy)
def get_velocity(self):
return self._dx, self._dy
def set_velocity(self, new_velocity):
self.dx = new_velocity[0]
self.dy = new_velocity[1]
velocity = property(get_velocity, set_velocity)
def get_overlapping_sprites(self):
"""Returns list of other sprites overlapping this sprite."""
self._check_overlap()
return self._overlapping_sprites
def _set_overlapping_sprites(self, new_list):
raise ValueError("Can't set overlapping sprites")
overlapping_sprites = property(get_overlapping_sprites, _set_overlapping_sprites)
def overlaps(self, other):
"""Tells if other sprite overlaps this sprite"""
return (self._rect.colliderect(other._rect) and self._is_collideable and
other.is_collideable and (not self is other))
def get_is_collideable(self):
return self._is_collideable
def set_is_collideable(self, new_status):
self._is_collideable = new_status
self._check_overlap()
is_collideable = property(get_is_collideable,
set_is_collideable)
def _check_overlap(self):
self._overlapping_sprites = []
if not self.is_collideable:
return []
for sprite in screen.all_objects:
if self.overlaps(sprite):
self._overlapping_sprites.append(sprite)
def get_interval(self):
return self._interval
def set_interval(self, new_interval):
self._interval = new_interval
self.tick_timer = self._interval
interval = property(get_interval, set_interval)
# A function that is usually overridden.
def update(self):
pass
# Similar to update() but different.
def tick(self):
pass
# Destroys sprite.
def destroy(self):
if self.screen:
self.screen.remove(self)
def _move(self):
self.x += self.dx
self.y += self.dy
def _draw(self):
if self.screen:
self.screen.buffer.blit(self._rot_image, self._rect)
self.screen.new_dirties.append(self._rect)
def _process_sprite(self):
self._check_overlap()
self._draw()
self._move()
self.update()
self.tick_timer -= 1
if not self.tick_timer:
self.tick()
self.tick_timer = self._interval
class Text(Sprite):
"""
A Sprite which displays text.
A GUI label with all the properties of a sprite.
Attributes:
value: The text to display.
size: The height of the text in pixels.
color: The color of the text (can be specified by using the color moduleor an RGB tuple).
"""
def __init__(self, value, size, color, angle=0, x=0,
y=0, top=None, bottom=None, left=None,
right=None, dx=0, dy=0, interval=1,
is_collideable=True):
"""
Initializes Text object with given parameters.
Args:
value: The text to display.
size: The height of the text in pixels
color: The color of the text.
angle: The angle to rotate the object.
x: The center x position where the sprite will be placed.
y: The center y position where the sprite will be placed.
top: The y location of the top edge of the sprite.
bottom: The y location of the bottom edge of the sprite.
left: The x location of the left edge of the sprite.
right: The x location of right edge of the sprite.
dx: delta x is the x velocity of the sprite.
dy: delta y is the y velocity of the sprite.
interval: The number of frames between tick() calls.
is_collideable: Whether or not the sprite participates in collisions.
"""
self._size = size
self._color = color
self._value = value
pygame.font.init()
self.font = pygame.font.Font(None, size)
Sprite.__init__(self, self.font.render(str(value), 1, color),
angle, x, y, top, bottom, left,
right, dx, dy, interval, is_collideable)
def get_value(self):
return self._value
def set_value(self, new_value):
self._value = new_value
self._make_image()
value = property(get_value, set_value)
def get_size(self):
return self._size
def set_size(self, new_size):
self._size = new_size
self.font = pygame.font.Font(None, self._size)
self._make_image()
size = property(get_size, set_size)
def get_color(self):
return self._color
def set_color(self, new_color):
self._color = new_color
self._make_image()
color = property(get_color, set_color)
def _make_image(self):
self.image = self.font.render(str(self._value), 1, self.color)
# An object that is displayed for a temporary period.
class Message(Text):
def __init__(self, value, size, color, angle=0, x=0,
y=0, top=None, bottom=None, left=None,
right=None, dx=0, dy=0, lifetime=0,
is_collideable=True, after_death=None):
Text.__init__(self, value, size, color, angle, x,
y, top, bottom, left, right, dx, dy,
lifetime, is_collideable)
self.after_death = after_death
def tick(self):
self.destroy()
if self.after_death:
self.after_death()
# A subclass of Sprite that rotates through a list of images.
class Animation(Sprite):
def __init__(self, images, angle=0, x=0, y=0, top=None,
bottom=None, left=None, right=None, dx=0, dy=0,
repeat_interval=1, n_repeats=0,
is_collideable=True):
self.images = []
for pic in images:
if isinstance(pic, str):
self.images.append(load_image(pic))
else:
self.sequence.append(pic)
Sprite.__init__(self, self.images[0], angle, x, y, top,
bottom, left, right, dx, dy,
repeat_interval, is_collideable)
self.n_repeats = n_repeats
if not self.n_repeats:
self.n_repeats -= 1
self.pos = 0
def tick(self):
self.pos += 1
self.pos %= len(self.images)
self.image = self.images[self.pos]
if not self.pos:
self.n_repeats -= 1
if not self.n_repeats:
self.destroy()
# A screen class.
class Screen(object):
# Initialise screen
def __init__(self, width, height, fps, title, icon, virtual=False):
self._width = width
self._height = height
self._fps = fps
self._icon = icon
self.running = False
self.virtual = virtual
if not virtual:
pygame.init()
pygame.display.set_icon(pygame.image.load(icon))
pygame.display.set_caption(title)
self.screen_surf = pygame.display.set_mode((width, height))
start = pygame.Surface((0, 0))
if not virtual:
start = start.convert()
start.fill((0, 0, 0))
self.background = start
# Fill background
self.buffer = pygame.Surface((width, height))
if not self.virtual:
self.buffer = self.buffer.convert()
self.buffer.fill((0, 0, 0))
self.all_objects = []
self.event_grab = False
self.old_dirties = []
self.new_dirties = []
def get_width(self):
return self._width
def _set_width(self, new_width):
raise ValueError("Can't change width")
width = property(get_width, _set_width)
def get_height(self):
return self._height
def _set_height(self, new_height):
raise ValueError("Can't change height")
height = property(get_height, _set_height)
def get_fps(self):
return self._fps
def _set_fps(self, new_fps):
raise ValueError("Can't change fps")
fps = property(get_fps, _set_fps)
def get_background(self):
return self._background
def set_background(self, new_background):
self._background = new_background
self._real_background = pygame.Surface((self.width, self.height))
if not self.virtual:
self._real_background = self._real_background.convert()
self._real_background.fill((0, 0, 0))
self._real_background.blit(self._background, (0, 0))
background = property(get_background, set_background)
def get_all_objects(self):
return self.all_objects
def get_event_grab(self):
return self._event_grab
def set_event_grab(self, new_status):
self._event_grab = new_status
if not self.virtual:
pygame.event.set_grab(self.event_grab)
event_grab = property(get_event_grab, set_event_grab)
# Adds sprite to list of objects on screen.
def add(self, sprite):
if isinstance(sprite, Sprite):
self.all_objects.append(sprite)
sprite.screen = self
else:
raise ValueError("Method 'add' takes Sprite objects not, "
+ type(sprite) + ".")
def remove(self, sprite):
if sprite in self.all_objects:
self.all_objects.remove(sprite)
sprite.screen = None
def clear(self):
for i in self.all_objects:
self.remove(i)
def mainloop(self):
self.running = True
# Event loop
while self.running:
start = time.time()
self.old_dirties = self.new_dirties
self.new_dirties = []
self.buffer.blit(self._real_background, (0, 0))
if not self.virtual:
for event in pygame.event.get():
if event.type == pygame.locals.QUIT:
self.quit()
return
if keyboard.is_pressed(pygame.locals.K_ESCAPE):
self.quit()
for sprite in self.all_objects:
if not self.running:
return
sprite._process_sprite()
if not self.running:
return
if not self.virtual:
self.screen_surf.blit(self.buffer, (0, 0))
pygame.display.update()
delay = (1.0 / self.fps) - (time.time() - start)
if delay > 0:
time.sleep(delay)
# Stops mainloop()
def quit(self):
if self.running:
self.running = False
pygame.display.quit()
else:
raise ValueError("Can't quit while not running.")
def init(screen_width, screen_height, fps, title, icon, virtual=False):
global screen, mouse, keyboard, music
screen = Screen(screen_width, screen_height, fps, title, icon, virtual)
mouse = Mouse()
keyboard = Keyboard()
music = Music()
def load_image(filename, transparent=True):
image = pygame.image.load(filename)
if not screen.virtual:
image = image.convert()
if transparent:
colorkey = image.get_at((0, 0))
image.set_colorkey(colorkey, pygame.locals.RLEACCEL)
return image
def scale_image(image, x_scale, y_scale=None):
rect = image.get_rect()
width = rect.width * x_scale
if y_scale:
height = rect.height * y_scale
else:
height = rect.height * x_scale
return pygame.transform.scale(image, (int(round(width)), int(round(height))))
def load_sound(filename):
return pygame.mixer.Sound(filename)