Exemplo n.º 1
0
class MarblesModule(ILDParamModule) :

  def __init__(self, driver, num_peepers=10, **kwargs) :
    ILDParamModule.__init__(self,driver,**kwargs)

    image_fns = ['images/marble%d.png'%x for x in range(1,2)]
    self.images = [pygame.image.load(s) for s in image_fns]

    self.shadow_sprite = ShadowSprite(driver,draw_polygon=False,draw_rects=True)

    self.sprites = pygame.sprite.Group()
    for im in self.images :
      self.sprites.add(MarbleSprite(im,randint(0,self.dims[0]),-10))

    self.walls = pygame.sprite.Group()
    #self.walls.add(Wall(((0,self.dims[1]),(self.dims[0],self.dims[1])),draw=True))
    #self.walls.add(Wall(((0,0),(0,self.dims[1])),draw=True))
    #self.walls.add(Wall(((self.dims[0],self.dims[1]),(self.dims[0],0)),draw=True))

  def draw(self,screen) :

    # erase what was there before
    screen.fill((200,200,255,255))

    # update shadow
    self.shadow_sprite.draw_update(screen)

    # check with each marble if it's colliding
    for s in self.sprites :
      s.check_for_collision(self.shadow_sprite.edges)
      #pygame.draw.rect(screen,(0,0,0),s.rect,2)
      s.check_for_collision(self.walls)

    # update sprites
    self.sprites.draw(screen)
    self.sprites.update()

    # update walls
    self.walls.draw(screen)

  def process_event(self,event) :
    #if event.type == KEYDOWN and event.key == K_r :
    #  pass
    #  return True
    return False
Exemplo n.º 2
0
  def __init__(self, driver, num_peepers=10, **kwargs) :
    ILDParamModule.__init__(self,driver,**kwargs)

    image_fns = ['images/marble%d.png'%x for x in range(1,2)]
    self.images = [pygame.image.load(s) for s in image_fns]

    self.shadow_sprite = ShadowSprite(driver,draw_polygon=False,draw_rects=True)

    self.sprites = pygame.sprite.Group()
    for im in self.images :
      self.sprites.add(MarbleSprite(im,randint(0,self.dims[0]),-10))

    self.walls = pygame.sprite.Group()