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
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()