/
sprite2.py
executable file
·65 lines (56 loc) · 2.07 KB
/
sprite2.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
import pygame
from pygame.locals import *
import gameutil as gu
Sprite = pygame.sprite.Sprite
SCREEN = { 'W' : 200, 'H' : 200 }
class Block(Sprite):
def __init__(self, pos = (0, 0)):
Sprite.__init__(self)
self.image = gu.load_image('img/block.bmp')
self.rect = self.image.get_rect()
self.rect.topleft = pos
self.movepow = 2
def update(self, *args):
if (self.rect.left + self.movepow < 0 or \
self.rect.right + self.movepow > SCREEN['W']):
self.movepow *= -1
self.rect.move_ip(self.movepow, 0)
class Player(Sprite):
def __init__(self, pos = (0, 0)):
Sprite.__init__(self)
self.image = gu.load_image('img/player.bmp', -1)
self.rect = self.image.get_rect()
self.rect.topleft = pos
def update(self, keyin, *args):
m = { 'x' : 0, 'y' : 0 }
if keyin[K_LEFT] : m['x'] = -2
if keyin[K_RIGHT] : m['x'] = 2
if keyin[K_UP] : m['y'] = -2
if keyin[K_DOWN] : m['y'] = 2
self.rect.move_ip(m['x'], m['y'])
class Sprite2:
def __init__(self):
self.screen = gu.init((200, 200), 'Sprite tutorial 2')
self.backscreen = pygame.Surface(self.screen.get_size())
self.spritegroup = pygame.sprite.RenderClear()
self.player = pygame.sprite.RenderClear(Player())
self.spritegroup.add([Block((32 * x, 32 * x)) for x in range(0, 6)])
self.clock = pygame.time.Clock()
self.main()
def main(self):
while True:
self.clock.tick(60)
aDic = { self.spritegroup : None,
self.player : pygame.key.get_pressed() }
[k.clear(self.screen, self.backscreen) for k in aDic.keys()]
[k.draw(self.screen) for k in aDic.keys()]
pygame.display.flip()
[k.update(aDic[k]) for k in aDic.keys()]
for event in pygame.event.get():
if gu.exit_check(event, K_ESCAPE):
return
if __name__ == '__main__':
main = Sprite2()
# EOF