Beispiel #1
0
    def __init__(self):
        vsync = config.IS_VSYNC
        
        if config.IS_FULLSCREEN:
            self.__window = window.Window( fullscreen=True, vsync=vsync )
        else:
            width,height = config.WIN_SIZE
            self.__window = window.Window( width=width, height=height, fullscreen=False, vsync=vsync )

        self.__winSize = winSize = ( self.__window.width, self.__window.height )

        self.__camera = Camera( winSize )
        self.__hud    = HUD( winSize )

        self.__inputManager = InputManager()
        self.__window.on_key_press   = self.__inputManager.key_pressed
        self.__window.on_key_release = self.__inputManager.key_released

        if config.IS_FPS_LIMIT:
            clock.set_fps_limit( FPS_LIMIT )
        
        glDepthFunc( GL_LEQUAL )
        glEnable( GL_DEPTH_TEST )
        self.__world = GameWorld(self)        # to musi być na końcu
Beispiel #2
0
    def __init__(self):
        vsync = config.IS_VSYNC

        if config.IS_FULLSCREEN:
            self.__window = window.Window(fullscreen=True, vsync=vsync)
        else:
            width, height = config.WIN_SIZE
            self.__window = window.Window(width=width, height=height, fullscreen=False, vsync=vsync)

        self.__winSize = winSize = (self.__window.width, self.__window.height)

        self.__camera = Camera(winSize)
        self.__hud = HUD(winSize)

        self.__inputManager = InputManager()
        self.__window.on_key_press = self.__inputManager.key_pressed
        self.__window.on_key_release = self.__inputManager.key_released

        if config.IS_FPS_LIMIT:
            clock.set_fps_limit(FPS_LIMIT)

        glDepthFunc(GL_LEQUAL)
        glEnable(GL_DEPTH_TEST)
        self.__world = GameWorld(self)  # to musi być na końcu
Beispiel #3
0
def main():

    # Game constants
    SCREEN_WIDTH = 500
    SCREEN_HEIGHT = 500
    BLACK_COLOUR = (0, 0, 0)
    WHITE_COLOUR = (255, 255, 255)
    BLOCK_LENGTH = 20
    # Game variables
    is_game_over = False
    jump = BLOCK_LENGTH
    x_change = 0
    y_change = 0
    speed = 10

    # Basic set up
    pygame.init()
    pygame.display.set_caption("Simple Snake")
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

    # Set up score text
    font = pygame.font.Font("assets/Arial.ttf", 24)
    score_text_position = (10, 10)

    # Set up snake and fruit
    game_world = GameWorld(screen, BLOCK_LENGTH)

    i = 0
    # Main game loop
    while True:
        i += 1
        # Handle events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            elif event.type == pygame.KEYDOWN:
                if not is_game_over:
                    if event.key == pygame.K_LEFT:
                        if x_change == 0:
                            x_change = -jump
                            y_change = 0
                    elif event.key == pygame.K_RIGHT:
                        if x_change == 0:
                            x_change = jump
                            y_change = 0
                    elif event.key == pygame.K_DOWN:
                        if y_change == 0:
                            y_change = jump
                            x_change = 0
                    elif event.key == pygame.K_UP:
                        if y_change == 0:
                            y_change = -jump
                            x_change = 0
                else:
                    if event.key == pygame.K_SPACE:
                        score = 0
                        is_game_over = False
                        x_change = 0
                        y_change = 0
                        game_world = GameWorld(screen, BLOCK_LENGTH)

        # Update states
        if not is_game_over:
            if (i % speed) == 0:
                game_world.update(x_change, y_change)
                i = 0

        # Check for collisions
        is_game_over = game_world.check_if_game_over()

        # Render graphics
        screen.fill(BLACK_COLOUR)
        # Draw snake
        game_world.snake.draw(pygame, screen)
        # Draw fruit
        game_world.fruit.draw(pygame, screen)
        # Draw texts
        if is_game_over:
            end_game_text = font.render(
                "Game over! Final score: {}".format(game_world.score), 0,
                WHITE_COLOUR)
            play_again_text = font.render("Press SPACE to play again", 0,
                                          WHITE_COLOUR)
            end_game_text_rect = end_game_text.get_rect()
            end_game_text_rect.center = (SCREEN_WIDTH / 2,
                                         (SCREEN_HEIGHT / 2) - 25)
            play_again_text_rect = play_again_text.get_rect()
            play_again_text_rect.center = (SCREEN_WIDTH / 2,
                                           (SCREEN_HEIGHT / 2) + 25)
            screen.blit(end_game_text, end_game_text_rect)
            screen.blit(play_again_text, play_again_text_rect)
        else:
            score_text = font.render("Score: {}".format(game_world.score), 1,
                                     WHITE_COLOUR)
            screen.blit(score_text, score_text_position)

        pygame.display.update()
Beispiel #4
0
class App(object):
    def __init__(self):
        vsync = config.IS_VSYNC

        if config.IS_FULLSCREEN:
            self.__window = window.Window(fullscreen=True, vsync=vsync)
        else:
            width, height = config.WIN_SIZE
            self.__window = window.Window(width=width, height=height, fullscreen=False, vsync=vsync)

        self.__winSize = winSize = (self.__window.width, self.__window.height)

        self.__camera = Camera(winSize)
        self.__hud = HUD(winSize)

        self.__inputManager = InputManager()
        self.__window.on_key_press = self.__inputManager.key_pressed
        self.__window.on_key_release = self.__inputManager.key_released

        if config.IS_FPS_LIMIT:
            clock.set_fps_limit(FPS_LIMIT)

        glDepthFunc(GL_LEQUAL)
        glEnable(GL_DEPTH_TEST)
        self.__world = GameWorld(self)  # to musi być na końcu

    def get_window_coords(self):
        """ Zwraca współrzędne czworokąta, w którym można rysować. """
        return self.__camera.windowCoords

    def register_input_observer(self, obj):
        self.__inputManager.register_observer(obj)

    def get_window_dim(self):
        """ Zwraca wymiary okna (szerokość, wysokość) """
        return (float(self.__window.width), float(self.__window.height))

    def get_window_draw_dim(self):
        """ Zwraca współrzędne, w których należy rysować (szerokość, wysokość). """
        return (1000.0, 750.0)
        # return (800.0, 600.0)

    def main_loop(self):
        """ Pętla główna gry. """

        self.__timeElapsed = 0.0  # czas jaki upłynął od początku gry
        splash = Splash(self, self.__camera, config.SPLASH_DISPLAY_TIME)

        while not self.__window.has_exit:
            self.__window.dispatch_events()

            # update świata i HUDa
            dt = clock.tick() * config.DTIME_MULTIPLY
            self.__timeElapsed += dt

            if config.PRINT_FPS and dt > 0.001:
                print "FPS:", 1.0 / dt

            # ustaw kamerę
            self.__camera.set3d()

            # narysuj splash screen albo grę
            if self.__timeElapsed < config.SPLASH_DISPLAY_TIME:
                splash.update(dt)
                splash.draw()
            else:
                self.__world.update(dt)
                #                 self.__hud.update( dt )

                # narysuj świat
                self.__camera.set3d()
                self.__world.draw()

            #                 # narysuj HUD
            #                 self.__camera.set2d()
            #                 self.__hud.draw()

            self.__window.flip()
Beispiel #5
0
class App(object):

    def __init__(self):
        vsync = config.IS_VSYNC
        
        if config.IS_FULLSCREEN:
            self.__window = window.Window( fullscreen=True, vsync=vsync )
        else:
            width,height = config.WIN_SIZE
            self.__window = window.Window( width=width, height=height, fullscreen=False, vsync=vsync )

        self.__winSize = winSize = ( self.__window.width, self.__window.height )

        self.__camera = Camera( winSize )
        self.__hud    = HUD( winSize )

        self.__inputManager = InputManager()
        self.__window.on_key_press   = self.__inputManager.key_pressed
        self.__window.on_key_release = self.__inputManager.key_released

        if config.IS_FPS_LIMIT:
            clock.set_fps_limit( FPS_LIMIT )
        
        glDepthFunc( GL_LEQUAL )
        glEnable( GL_DEPTH_TEST )
        self.__world = GameWorld(self)        # to musi być na końcu

        
    def get_window_coords(self):
        ''' Zwraca współrzędne czworokąta, w którym można rysować. '''
        return self.__camera.windowCoords

    def register_input_observer(self, obj):
        self.__inputManager.register_observer(obj)

    def get_window_dim(self):
        ''' Zwraca wymiary okna (szerokość, wysokość) '''
        return (float(self.__window.width), float(self.__window.height))

    def get_window_draw_dim(self):
        ''' Zwraca współrzędne, w których należy rysować (szerokość, wysokość). '''
        return (1000.0, 750.0)
        # return (800.0, 600.0)    

    def main_loop(self):
        ''' Pętla główna gry. '''

        self.__timeElapsed = 0.0     # czas jaki upłynął od początku gry
        splash = Splash(self, self.__camera, config.SPLASH_DISPLAY_TIME)

        while not self.__window.has_exit:
            self.__window.dispatch_events()

            # update świata i HUDa
            dt = clock.tick() * config.DTIME_MULTIPLY
            self.__timeElapsed += dt

            if config.PRINT_FPS and dt>0.001:
                print "FPS:", 1.0/dt

            # ustaw kamerę
            self.__camera.set3d()

            # narysuj splash screen albo grę
            if self.__timeElapsed < config.SPLASH_DISPLAY_TIME:
                splash.update(dt)
                splash.draw()
            else:
                self.__world.update( dt )
#                 self.__hud.update( dt )

                # narysuj świat
                self.__camera.set3d()
                self.__world.draw()

#                 # narysuj HUD
#                 self.__camera.set2d()
#                 self.__hud.draw()

            self.__window.flip()