def __init__(self, config_filename=None, quit=True, **kwargs): self.config = {} # deprecated! if config_filename: self.parse_config(config_filename) self.screen = Screen() self.frame = Frame(self.screen, config.FRAME) self.tile_factory = TileFactory() self._exit = False self._quit = quit # terminate PyGame when event loop expires
def __init__(self): self.screen = Screen(Vector(600, 400), 'data/background.png') self.frame = Frame(self.screen, Rect(64, 64, 320, 320)) tile_factory = TileFactory('data/tiles.conf') self.tm = TiledMap(self.frame, tile_factory) self.player = Sprite(self.frame, tile_factory.get('b.tail'), Vector(4, 1), speed=2) self.tm.set_map(BOXMAP) self.draw() self.events = None
def __init__(self, screen): self.screen = screen self.frame = Frame(self.screen, Rect(64, 64, 320, 320)) tile_factory = TileFactory('data/tiles.conf') self.tm = TiledMap(self.frame, tile_factory) self.player = Sprite(self.frame, tile_factory.get('b.pac_right'), Vector(4, 1), speed=2) self.tm.set_map(FRUITMAP) self.draw() self.events = None self.score = 0
def complete_level(self, current_level): self.current_level = current_level + 1 if self.current_level > 7: pygame.quit() exit() self.frame = Frame(self.screen, Rect(32, 32, 720, 720)) self.tile_factory = TileFactory('data/colortiles.conf') self.level_loader = levels self.level = None self.player = None self.events = None self.ghosts = [] self.update_mode = None self.status_box = None self.create_level() self.create_player() self.create_ghosts() self.create_status_box() self.collided = False self.mode = None self.update_mode = self.update_ingame self.run()
def __init__(self, screen): self.screen = screen self.tile_factory = TileFactory() self.starscape = None self.level = None self.spaceship = None self.status_box = None self.events = None self.score = 0 self.create_starscape() self.create_level() self.create_status_box() self.update_mode = self.update_ingame self.move_delay = MOVE_DELAY self.delay = MOVE_DELAY
def __init__(self, screen): self.screen = screen self.frame = Frame(self.screen, Rect(20, 20, 800, 700)) self.tile_factory = TileFactory('data/colortiles.conf') self.current_level = 2 self.level_loader = levels self.score = 0 self.level = None self.player = None self.events = None self.ghosts = [] self.update_mode = None self.status_box = None self.image_box = None self.create_level() self.create_player() self.create_ghosts() self.create_status_box() self.collided = False self.mode = None self.update_mode = self.update_ingame
def __init__(self): pygame.init() self.screen = Screen() self.tile_factory = TileFactory() self.game = Game()
class Game: def __init__(self, config_filename=None, quit=True, **kwargs): self.config = {} # deprecated! if config_filename: self.parse_config(config_filename) self.screen = Screen() self.frame = Frame(self.screen, config.FRAME) self.tile_factory = TileFactory() self._exit = False self._quit = quit # terminate PyGame when event loop expires def get_tile(self, key): return self.tile_factory.get(key) def get_tile_surface(self, key): return self.tile_factory.get_surface(key) def parse_config(self, config_filename): """ Adds contents of config file to config dictionary. """ warnings.warn('Game.parse_config has been deprecated!') path, fn = os.path.split(config_filename) self.path = path + os.sep before = set(dir()) conf = open(config_filename).read() exec(conf) after = set(dir()) for name in after - before: self.config[name] = eval(name) def event_loop(self, figure_moves=None, exit=True, draw_func=None, keymap=None, delay=20): self.events = EventGenerator() if figure_moves: self.events.add_listener(FigureMoveListener(figure_moves)) if keymap: self.events.add_listener(EventListener(keymap=keymap)) if exit: self.events.add_listener(ExitListener(self.events.exit_signalled)) with draw_timer(draw_func, self.events, delay=delay): self.events.event_loop() def exit(self): self.events.exit_signalled() # if self._quit: # pygame.quit() def wait_for_move(self, move=None, draw_func=None, delay=0.01): if type(move) is list: move = MoveGroup(move) while not move.finished: move.move() if draw_func: self.screen.clear() draw_func() move.draw() pygame.display.update() time.sleep(delay)