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<section id="pygame-tutorials-line-by-line-chimp-example">
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<section id="line-by-line-chimp">
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<h2>Line By Line Chimp<a class="headerlink" href="#line-by-line-chimp" title="Permalink to this headline">¶</a></h2>
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<dl class="docinfo field-list simple">
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<dt class="field-odd">Author</dt>
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<dd class="field-odd"><p>Pete Shinners</p>
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</dd>
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<dt class="field-even">Contact</dt>
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<dd class="field-even"><p><a class="reference external" href="mailto:pete%40shinners.org">pete<span>@</span>shinners<span>.</span>org</a></p>
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</dd>
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</dl>
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<div class="toctree-wrapper compound">
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</div>
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<section id="introduction">
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<h3>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h3>
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<p>In the <em>pygame</em> examples there is a simple example named "chimp".
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This example simulates a punchable monkey moving around the screen with
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promises of riches and reward. The example itself is very simple, and a
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bit thin on error-checking code. This example program demonstrates many of
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pygame's abilities, like creating a window, loading images and sounds,
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rendering text, and basic event and mouse handling.</p>
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<p>The program and images can be found inside the standard source distribution
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of pygame. You can run it by running <cite>python -m pygame.examples.chimp</cite> in
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your terminal.</p>
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<p>This tutorial will go through the code block by block. Explaining how
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the code works. There will also be mention of how the code could be improved
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and what error checking could help out.</p>
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<p>This is an excellent tutorial for people getting their first look at
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the <em>pygame</em> code. Once <em>pygame</em> is fully installed, you can find
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and run the chimp demo for yourself in the examples directory.</p>
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<div class="fullwidth leading trailing docutils container">
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<p class="small-heading">(no, this is not a banner ad, it's the screenshot)</p>
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<img alt="chimp game banner" src="../_images/chimpshot.gif" />
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<p><a class="reference internal" href="chimp.py.html"><span class="doc">Full Source</span></a></p>
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</div>
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</section>
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<section id="import-modules">
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<h3>Import Modules<a class="headerlink" href="#import-modules" title="Permalink to this headline">¶</a></h3>
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<p>This is the code that imports all the needed modules into your program.
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It also checks for the availability of some of the optional pygame modules.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="c1"># Import Modules</span>
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<span class="kn">import</span> <span class="nn">os</span>
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<span class="kn">import</span> <span class="nn">pygame</span> <span class="k">as</span> <span class="nn">pg</span>
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<span class="k">if</span> <span class="ow">not</span> <span class="n">pg</span><span class="o">.</span><span class="n">font</span><span class="p">:</span>
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<span class="nb">print</span><span class="p">(</span><span class="s2">"Warning, fonts disabled"</span><span class="p">)</span>
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<span class="k">if</span> <span class="ow">not</span> <span class="n">pg</span><span class="o">.</span><span class="n">mixer</span><span class="p">:</span>
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<span class="nb">print</span><span class="p">(</span><span class="s2">"Warning, sound disabled"</span><span class="p">)</span>
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<span class="n">main_dir</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">abspath</span><span class="p">(</span><span class="vm">__file__</span><span class="p">))[</span><span class="mi">0</span><span class="p">]</span>
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<span class="n">data_dir</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">main_dir</span><span class="p">,</span> <span class="s2">"data"</span><span class="p">)</span>
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</pre></div>
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</div>
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<p>First, we import the standard "os" python module. This allow
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us to do things like create platform independent file paths.</p>
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<p>In the next line, we import the pygame package. In our case, we import
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pygame as <code class="docutils literal notranslate"><span class="pre">pg</span></code>, so that all of the functionality of pygame is able to
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be referenced from the namespace <code class="docutils literal notranslate"><span class="pre">pg</span></code>.</p>
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<p>Some pygame modules are optional, and if they aren't found,
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they evaluate to <code class="docutils literal notranslate"><span class="pre">False</span></code>. Because of that, we decide to print
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a nice warning message if the <a class="reference internal" href="../ref/font.html#module-pygame.font" title="pygame.font: pygame module for loading and rendering fonts"><code class="xref py py-mod docutils literal notranslate"><span class="pre">font</span></code></a> or
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<a class="reference internal" href="../ref/mixer.html#module-pygame.mixer" title="pygame.mixer: pygame module for loading and playing sounds"><code class="xref py py-mod docutils literal notranslate"><span class="pre">mixer</span></code></a> modules in pygame are not available.
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(Although they will only be unavailable in very uncommon situations).</p>
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<p>Lastly, we prepare two paths for the rest of the code to use.
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<code class="docutils literal notranslate"><span class="pre">main_dir</span></code> uses the <cite>os.path</cite> module and the <cite>__file__</cite> variable provided
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by Python to locate the game's python file, and extract the folder from
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that path. It then prepares the variable <code class="docutils literal notranslate"><span class="pre">data_dir</span></code> to tell the
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loading functions exactly where to look.</p>
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</section>
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<section id="loading-resources">
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<h3>Loading Resources<a class="headerlink" href="#loading-resources" title="Permalink to this headline">¶</a></h3>
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<p>Here we have two functions we can use to load images and sounds. We will
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look at each function individually in this section.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">load_image</span><span class="p">(</span><span class="n">name</span><span class="p">,</span> <span class="n">colorkey</span><span class="o">=</span><span class="kc">None</span><span class="p">,</span> <span class="n">scale</span><span class="o">=</span><span class="mi">1</span><span class="p">):</span>
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<span class="n">fullname</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">data_dir</span><span class="p">,</span> <span class="n">name</span><span class="p">)</span>
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<span class="n">image</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">image</span><span class="o">.</span><span class="n">load</span><span class="p">(</span><span class="n">fullname</span><span class="p">)</span>
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<span class="n">size</span> <span class="o">=</span> <span class="n">image</span><span class="o">.</span><span class="n">get_size</span><span class="p">()</span>
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<span class="n">size</span> <span class="o">=</span> <span class="p">(</span><span class="n">size</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">*</span> <span class="n">scale</span><span class="p">,</span> <span class="n">size</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">*</span> <span class="n">scale</span><span class="p">)</span>
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<span class="n">image</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">transform</span><span class="o">.</span><span class="n">scale</span><span class="p">(</span><span class="n">image</span><span class="p">,</span> <span class="n">size</span><span class="p">)</span>
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<span class="n">image</span> <span class="o">=</span> <span class="n">image</span><span class="o">.</span><span class="n">convert</span><span class="p">()</span>
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<span class="k">if</span> <span class="n">colorkey</span> <span class="ow">is</span> <span class="ow">not</span> <span class="kc">None</span><span class="p">:</span>
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<span class="k">if</span> <span class="n">colorkey</span> <span class="o">==</span> <span class="o">-</span><span class="mi">1</span><span class="p">:</span>
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<span class="n">colorkey</span> <span class="o">=</span> <span class="n">image</span><span class="o">.</span><span class="n">get_at</span><span class="p">((</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
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<span class="n">image</span><span class="o">.</span><span class="n">set_colorkey</span><span class="p">(</span><span class="n">colorkey</span><span class="p">,</span> <span class="n">pg</span><span class="o">.</span><span class="n">RLEACCEL</span><span class="p">)</span>
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<span class="k">return</span> <span class="n">image</span><span class="p">,</span> <span class="n">image</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>
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</pre></div>
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</div>
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<p>This function takes the name of an image to load. It also optionally
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takes an argument it can use to set a colorkey for the image, and an argument
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to scale the image. A colorkey is used in graphics to represent a color of the
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image that is transparent.</p>
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<p>The first thing this function does is create a full pathname to the file.
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In this example all the resources are in a "data" subdirectory. By using
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the <cite>os.path.join</cite> function, a pathname will be created that works for whatever
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platform the game is running on.</p>
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<p>Next we load the image using the <a class="tooltip reference internal" href="../ref/image.html#pygame.image.load" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.image.load()</span></code><span class="tooltip-content">load new image from a file (or file-like object)</span></a> function.
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After the image is loaded, we make an important
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call to the <cite>convert()</cite> function. This makes a new copy of a Surface and converts
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its color format and depth to match the display. This means blitting the
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image to the screen will happen as quickly as possible.</p>
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<p>We then scale the image, using the <a class="tooltip reference internal" href="../ref/transform.html#pygame.transform.scale" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.transform.scale()</span></code><span class="tooltip-content">resize to new resolution</span></a> function.
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This function takes a Surface and the size it should be scaled to. To scale
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by a scalar, we can get the size and scale the x and y by the scalar.</p>
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<p>Last, we set the colorkey for the image. If the user supplied an argument
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for the colorkey argument we use that value as the colorkey for the image.
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This would usually just be a color RGB value, like (255, 255, 255) for
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white. You can also pass a value of -1 as the colorkey. In this case the
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function will lookup the color at the topleft pixel of the image, and use
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that color for the colorkey.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">load_sound</span><span class="p">(</span><span class="n">name</span><span class="p">):</span>
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<span class="k">class</span> <span class="nc">NoneSound</span><span class="p">:</span>
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<span class="k">def</span> <span class="nf">play</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="k">pass</span>
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<span class="k">if</span> <span class="ow">not</span> <span class="n">pg</span><span class="o">.</span><span class="n">mixer</span> <span class="ow">or</span> <span class="ow">not</span> <span class="n">pg</span><span class="o">.</span><span class="n">mixer</span><span class="o">.</span><span class="n">get_init</span><span class="p">():</span>
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<span class="k">return</span> <span class="n">NoneSound</span><span class="p">()</span>
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<span class="n">fullname</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">data_dir</span><span class="p">,</span> <span class="n">name</span><span class="p">)</span>
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<span class="n">sound</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">mixer</span><span class="o">.</span><span class="n">Sound</span><span class="p">(</span><span class="n">fullname</span><span class="p">)</span>
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<span class="k">return</span> <span class="n">sound</span>
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</pre></div>
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</div>
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<p>Next is the function to load a sound file. The first thing this function
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does is check to see if the <a class="tooltip reference internal" href="../ref/mixer.html#module-pygame.mixer" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.mixer</span></code><span class="tooltip-content">pygame module for loading and playing sounds</span></a> module was imported correctly.
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If not, it returns a small class instance that has a dummy play method.
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This will act enough like a normal Sound object for this game to run without
|
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any extra error checking.</p>
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<p>This function is similar to the image loading function, but handles some
|
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different problems. First we create a full path to the sound image, and
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load the sound file. Then we simply return the loaded Sound object.</p>
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</section>
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<section id="game-object-classes">
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<h3>Game Object Classes<a class="headerlink" href="#game-object-classes" title="Permalink to this headline">¶</a></h3>
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<p>Here we create two classes to represent the objects in our game. Almost
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all the logic for the game goes into these two classes. We will look over
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them one at a time here.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Fist</span><span class="p">(</span><span class="n">pg</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""moves a clenched fist on the screen, following the mouse"""</span>
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<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="n">pg</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span> <span class="c1"># call Sprite initializer</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">load_image</span><span class="p">(</span><span class="s2">"fist.png"</span><span class="p">,</span> <span class="o">-</span><span class="mi">1</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">fist_offset</span> <span class="o">=</span> <span class="p">(</span><span class="o">-</span><span class="mi">235</span><span class="p">,</span> <span class="o">-</span><span class="mi">80</span><span class="p">)</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">punching</span> <span class="o">=</span> <span class="kc">False</span>
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<span class="k">def</span> <span class="nf">update</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="w"> </span><span class="sd">"""move the fist based on the mouse position"""</span>
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<span class="n">pos</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">mouse</span><span class="o">.</span><span class="n">get_pos</span><span class="p">()</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">topleft</span> <span class="o">=</span> <span class="n">pos</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">move_ip</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">fist_offset</span><span class="p">)</span>
|
|
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">punching</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">move_ip</span><span class="p">(</span><span class="mi">15</span><span class="p">,</span> <span class="mi">25</span><span class="p">)</span>
|
|
|
|
<span class="k">def</span> <span class="nf">punch</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">target</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""returns true if the fist collides with the target"""</span>
|
|
<span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">punching</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">punching</span> <span class="o">=</span> <span class="kc">True</span>
|
|
<span class="n">hitbox</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">inflate</span><span class="p">(</span><span class="o">-</span><span class="mi">5</span><span class="p">,</span> <span class="o">-</span><span class="mi">5</span><span class="p">)</span>
|
|
<span class="k">return</span> <span class="n">hitbox</span><span class="o">.</span><span class="n">colliderect</span><span class="p">(</span><span class="n">target</span><span class="o">.</span><span class="n">rect</span><span class="p">)</span>
|
|
|
|
<span class="k">def</span> <span class="nf">unpunch</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""called to pull the fist back"""</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">punching</span> <span class="o">=</span> <span class="kc">False</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>Here we create a class to represent the players fist. It is derived from
|
|
the <cite>Sprite</cite> class included in the <a class="tooltip reference internal" href="../ref/sprite.html#module-pygame.sprite" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.sprite</span></code><span class="tooltip-content">pygame module with basic game object classes</span></a> module. The <cite>__init__</cite> function
|
|
is called when new instances of this class are created. The first thing
|
|
we do is be sure to call the <cite>__init__</cite> function for our base class. This
|
|
allows the Sprite's <cite>__init__</cite> function to prepare our object for use as a
|
|
sprite. This game uses one of the sprite drawing Group classes. These classes
|
|
can draw sprites that have an "image" and "rect" attribute. By simply changing
|
|
these two attributes, the renderer will draw the current image at the current
|
|
position.</p>
|
|
<p>All sprites have an <cite>update()</cite> method. This function is typically called
|
|
once per frame. It is where you should put code that moves and updates
|
|
the variables for the sprite. The <cite>update()</cite> method for the fist moves the
|
|
fist to the location of the mouse pointer. It also offsets the fist position
|
|
slightly if the fist is in the "punching" state.</p>
|
|
<p>The following two functions <cite>punch()</cite> and <cite>unpunch()</cite> change the punching
|
|
state for the fist. The <cite>punch()</cite> method also returns a true value if the fist
|
|
is colliding with the given target sprite.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Chimp</span><span class="p">(</span><span class="n">pg</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""moves a monkey critter across the screen. it can spin the</span>
|
|
<span class="sd"> monkey when it is punched."""</span>
|
|
|
|
<span class="k">def</span> <span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="n">pg</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">Sprite</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span> <span class="c1"># call Sprite initializer</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">load_image</span><span class="p">(</span><span class="s2">"chimp.png"</span><span class="p">,</span> <span class="o">-</span><span class="mi">1</span><span class="p">,</span> <span class="mi">4</span><span class="p">)</span>
|
|
<span class="n">screen</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">get_surface</span><span class="p">()</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">area</span> <span class="o">=</span> <span class="n">screen</span><span class="o">.</span><span class="n">get_rect</span><span class="p">()</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">topleft</span> <span class="o">=</span> <span class="mi">10</span><span class="p">,</span> <span class="mi">90</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">move</span> <span class="o">=</span> <span class="mi">18</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">=</span> <span class="kc">False</span>
|
|
|
|
<span class="k">def</span> <span class="nf">update</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""walk or spin, depending on the monkeys state"""</span>
|
|
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">_spin</span><span class="p">()</span>
|
|
<span class="k">else</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">_walk</span><span class="p">()</span>
|
|
|
|
<span class="k">def</span> <span class="nf">_walk</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""move the monkey across the screen, and turn at the ends"""</span>
|
|
<span class="n">newpos</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">move</span><span class="p">((</span><span class="bp">self</span><span class="o">.</span><span class="n">move</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
|
|
<span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">contains</span><span class="p">(</span><span class="n">newpos</span><span class="p">):</span>
|
|
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">left</span> <span class="o"><</span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">left</span> <span class="ow">or</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">right</span> <span class="o">></span> <span class="bp">self</span><span class="o">.</span><span class="n">area</span><span class="o">.</span><span class="n">right</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">move</span> <span class="o">=</span> <span class="o">-</span><span class="bp">self</span><span class="o">.</span><span class="n">move</span>
|
|
<span class="n">newpos</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">move</span><span class="p">((</span><span class="bp">self</span><span class="o">.</span><span class="n">move</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">image</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">transform</span><span class="o">.</span><span class="n">flip</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="p">,</span> <span class="kc">True</span><span class="p">,</span> <span class="kc">False</span><span class="p">)</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="n">newpos</span>
|
|
|
|
<span class="k">def</span> <span class="nf">_spin</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""spin the monkey image"""</span>
|
|
<span class="n">center</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">rect</span><span class="o">.</span><span class="n">center</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">+</span> <span class="mi">12</span>
|
|
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">>=</span> <span class="mi">360</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">=</span> <span class="kc">False</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">image</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">original</span>
|
|
<span class="k">else</span><span class="p">:</span>
|
|
<span class="n">rotate</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">transform</span><span class="o">.</span><span class="n">rotate</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">image</span> <span class="o">=</span> <span class="n">rotate</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">original</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span><span class="p">)</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">rect</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">image</span><span class="o">.</span><span class="n">get_rect</span><span class="p">(</span><span class="n">center</span><span class="o">=</span><span class="n">center</span><span class="p">)</span>
|
|
|
|
<span class="k">def</span> <span class="nf">punched</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
|
|
<span class="w"> </span><span class="sd">"""this will cause the monkey to start spinning"""</span>
|
|
<span class="k">if</span> <span class="ow">not</span> <span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span><span class="p">:</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">dizzy</span> <span class="o">=</span> <span class="kc">True</span>
|
|
<span class="bp">self</span><span class="o">.</span><span class="n">original</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">image</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>The <cite>Chimp</cite> class is doing a little more work than the fist, but nothing
|
|
more complex. This class will move the chimp back and forth across the
|
|
screen. When the monkey is punched, he will spin around to exciting effect.
|
|
This class is also derived from the base <a class="reference internal" href="../ref/sprite.html#pygame.sprite.Sprite" title="pygame.sprite.Sprite"><code class="xref py py-class docutils literal notranslate"><span class="pre">Sprite</span></code></a>
|
|
class, and is initialized the same as the fist. While initializing, the class
|
|
also sets the attribute "area" to be the size of the display screen.</p>
|
|
<p>The <cite>update</cite> function for the chimp simply looks at the current "dizzy"
|
|
state, which is true when the monkey is spinning from a punch. It calls either
|
|
the <cite>_spin</cite> or <cite>_walk</cite> method. These functions are prefixed with an underscore.
|
|
This is just a standard python idiom which suggests these methods should
|
|
only be used by the <cite>Chimp</cite> class. We could go so far as to give them a double
|
|
underscore, which would tell python to really try to make them private
|
|
methods, but we don't need such protection. :)</p>
|
|
<p>The <cite>_walk</cite> method creates a new position for the monkey by moving the current
|
|
rect by a given offset. If this new position crosses outside the display
|
|
area of the screen, it reverses the movement offset. It also mirrors the
|
|
image using the <a class="tooltip reference internal" href="../ref/transform.html#pygame.transform.flip" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.transform.flip()</span></code><span class="tooltip-content">flip vertically and horizontally</span></a> function. This is a crude effect
|
|
that makes the monkey look like he's turning the direction he is moving.</p>
|
|
<p>The <cite>_spin</cite> method is called when the monkey is currently "dizzy". The dizzy
|
|
attribute is used to store the current amount of rotation. When the monkey
|
|
has rotated all the way around (360 degrees) it resets the monkey image
|
|
back to the original, non-rotated version. Before calling the
|
|
<a class="tooltip reference internal" href="../ref/transform.html#pygame.transform.rotate" title=""><code class="xref py py-func docutils literal notranslate"><span class="pre">pygame.transform.rotate()</span></code><span class="tooltip-content">rotate an image</span></a> function, you'll see the code makes a local
|
|
reference to the function simply named "rotate". There is no need to do that
|
|
for this example, it is just done here to keep the following line's length a
|
|
little shorter. Note that when calling the <cite>rotate</cite> function, we are always
|
|
rotating from the original monkey image. When rotating, there is a slight loss
|
|
of quality. Repeatedly rotating the same image and the quality would get worse
|
|
each time. Also, when rotating an image, the size of the image will actually
|
|
change. This is because the corners of the image will be rotated out, making
|
|
the image bigger. We make sure the center of the new image matches the center
|
|
of the old image, so it rotates without moving.</p>
|
|
<p>The last method is <cite>punched()</cite> which tells the sprite to enter its dizzy
|
|
state. This will cause the image to start spinning. It also makes a copy
|
|
of the current image named "original".</p>
|
|
</section>
|
|
<section id="initialize-everything">
|
|
<h3>Initialize Everything<a class="headerlink" href="#initialize-everything" title="Permalink to this headline">¶</a></h3>
|
|
<p>Before we can do much with pygame, we need to make sure its modules
|
|
are initialized. In this case we will also open a simple graphics window.
|
|
Now we are in the <cite>main()</cite> function of the program, which actually runs everything.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">pg</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
|
|
<span class="n">screen</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">set_mode</span><span class="p">((</span><span class="mi">1280</span><span class="p">,</span> <span class="mi">480</span><span class="p">),</span> <span class="n">pg</span><span class="o">.</span><span class="n">SCALED</span><span class="p">)</span>
|
|
<span class="n">pg</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">set_caption</span><span class="p">(</span><span class="s2">"Monkey Fever"</span><span class="p">)</span>
|
|
<span class="n">pg</span><span class="o">.</span><span class="n">mouse</span><span class="o">.</span><span class="n">set_visible</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>The first line to initialize <em>pygame</em> takes care of a bit of
|
|
work for us. It checks through the imported <em>pygame</em> modules and attempts
|
|
to initialize each one of them. It is possible to go back and check if modules
|
|
failed to initialize, but we won't bother here. It is also possible to
|
|
take a lot more control and initialize each specific module by hand. That
|
|
type of control is generally not needed, but is available if you desire.</p>
|
|
<p>Next we set up the display graphics mode. Note that the <a class="tooltip reference internal" href="../ref/display.html#module-pygame.display" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.display</span></code><span class="tooltip-content">pygame module to control the display window and screen</span></a>
|
|
module is used to control all the display settings. In this case we are
|
|
asking for a 1280 by 480 window, with the <code class="docutils literal notranslate"><span class="pre">SCALED</span></code> display flag.
|
|
This automatically scales up the window for displays much larger than the
|
|
window.</p>
|
|
<p>Last we set the window title and turn off the mouse cursor for our
|
|
window. Very basic to do, and now we have a small black window ready to
|
|
do our bidding. Usually the cursor defaults to visible, so there is no need
|
|
to really set the state unless we want to hide it.</p>
|
|
</section>
|
|
<section id="create-the-background">
|
|
<h3>Create The Background<a class="headerlink" href="#create-the-background" title="Permalink to this headline">¶</a></h3>
|
|
<p>Our program is going to have text message in the background. It would
|
|
be nice for us to create a single surface to represent the background and
|
|
repeatedly use that. The first step is to create the surface.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">background</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">Surface</span><span class="p">(</span><span class="n">screen</span><span class="o">.</span><span class="n">get_size</span><span class="p">())</span>
|
|
<span class="n">background</span> <span class="o">=</span> <span class="n">background</span><span class="o">.</span><span class="n">convert</span><span class="p">()</span>
|
|
<span class="n">background</span><span class="o">.</span><span class="n">fill</span><span class="p">((</span><span class="mi">170</span><span class="p">,</span> <span class="mi">238</span><span class="p">,</span> <span class="mi">187</span><span class="p">))</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>This creates a new surface for us that is the same size as the display
|
|
window. Note the extra call to <cite>convert()</cite> after creating the Surface. The
|
|
convert with no arguments will make sure our background is the same format
|
|
as the display window, which will give us the fastest results.</p>
|
|
<p>We also fill the entire background with a certain green color. The fill()
|
|
function usually takes an RGB triplet as arguments, but supports many
|
|
input formats. See the <a class="tooltip reference internal" href="../ref/color.html#pygame.Color" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.Color</span></code><span class="tooltip-content">pygame object for color representations</span></a> for all the color formats.</p>
|
|
</section>
|
|
<section id="put-text-on-the-background-centered">
|
|
<h3>Put Text On The Background, Centered<a class="headerlink" href="#put-text-on-the-background-centered" title="Permalink to this headline">¶</a></h3>
|
|
<p>Now that we have a background surface, lets get the text rendered to it. We
|
|
only do this if we see the <a class="tooltip reference internal" href="../ref/font.html#module-pygame.font" title=""><code class="xref py py-mod docutils literal notranslate"><span class="pre">pygame.font</span></code><span class="tooltip-content">pygame module for loading and rendering fonts</span></a> module has imported properly.
|
|
If not, we just skip this section.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">if</span> <span class="n">pg</span><span class="o">.</span><span class="n">font</span><span class="p">:</span>
|
|
<span class="n">font</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">font</span><span class="o">.</span><span class="n">Font</span><span class="p">(</span><span class="kc">None</span><span class="p">,</span> <span class="mi">64</span><span class="p">)</span>
|
|
<span class="n">text</span> <span class="o">=</span> <span class="n">font</span><span class="o">.</span><span class="n">render</span><span class="p">(</span><span class="s2">"Pummel The Chimp, And Win $$$"</span><span class="p">,</span> <span class="kc">True</span><span class="p">,</span> <span class="p">(</span><span class="mi">10</span><span class="p">,</span> <span class="mi">10</span><span class="p">,</span> <span class="mi">10</span><span class="p">))</span>
|
|
<span class="n">textpos</span> <span class="o">=</span> <span class="n">text</span><span class="o">.</span><span class="n">get_rect</span><span class="p">(</span><span class="n">centerx</span><span class="o">=</span><span class="n">background</span><span class="o">.</span><span class="n">get_width</span><span class="p">()</span> <span class="o">/</span> <span class="mi">2</span><span class="p">,</span> <span class="n">y</span><span class="o">=</span><span class="mi">10</span><span class="p">)</span>
|
|
<span class="n">background</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">text</span><span class="p">,</span> <span class="n">textpos</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>As you see, there are a couple steps to getting this done. First we
|
|
must create the font object and render it into a new surface. We then find
|
|
the center of that new surface and blit (paste) it onto the background.</p>
|
|
<p>The font is created with the <cite>font</cite> module's <cite>Font()</cite> constructor. Usually
|
|
you will pass the name of a TrueType font file to this function, but we
|
|
can also pass <cite>None</cite>, which will use a default font. The <cite>Font</cite> constructor
|
|
also needs to know the size of font we want to create.</p>
|
|
<p>We then render that font into a new surface. The <cite>render</cite> function creates
|
|
a new surface that is the appropriate size for our text. In this case
|
|
we are also telling render to create antialiased text (for a nice smooth
|
|
look) and to use a dark grey color.</p>
|
|
<p>Next we need to find the centered position of the text on our display.
|
|
We create a "Rect" object from the text dimensions, which allows us to
|
|
easily assign it to the screen center.</p>
|
|
<p>Finally we blit (blit is like a copy or paste) the text onto the background
|
|
image.</p>
|
|
</section>
|
|
<section id="display-the-background-while-setup-finishes">
|
|
<h3>Display The Background While Setup Finishes<a class="headerlink" href="#display-the-background-while-setup-finishes" title="Permalink to this headline">¶</a></h3>
|
|
<p>We still have a black window on the screen. Lets show our background
|
|
while we wait for the other resources to load.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
|
|
<span class="n">pg</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">flip</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>This will blit our entire background onto the display window. The
|
|
blit is self explanatory, but what about this flip routine?</p>
|
|
<p>In pygame, changes to the display surface are not immediately visible.
|
|
Normally, a display must be updated in areas that have changed for them
|
|
to be visible to the user. In this case the <cite>flip()</cite> function works nicely
|
|
because it simply handles the entire window area.</p>
|
|
</section>
|
|
<section id="prepare-game-object">
|
|
<h3>Prepare Game Object<a class="headerlink" href="#prepare-game-object" title="Permalink to this headline">¶</a></h3>
|
|
<p>Here we create all the objects that the game is going to need.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">whiff_sound</span> <span class="o">=</span> <span class="n">load_sound</span><span class="p">(</span><span class="s2">"whiff.wav"</span><span class="p">)</span>
|
|
<span class="n">punch_sound</span> <span class="o">=</span> <span class="n">load_sound</span><span class="p">(</span><span class="s2">"punch.wav"</span><span class="p">)</span>
|
|
<span class="n">chimp</span> <span class="o">=</span> <span class="n">Chimp</span><span class="p">()</span>
|
|
<span class="n">fist</span> <span class="o">=</span> <span class="n">Fist</span><span class="p">()</span>
|
|
<span class="n">allsprites</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">sprite</span><span class="o">.</span><span class="n">RenderPlain</span><span class="p">((</span><span class="n">chimp</span><span class="p">,</span> <span class="n">fist</span><span class="p">))</span>
|
|
<span class="n">clock</span> <span class="o">=</span> <span class="n">pg</span><span class="o">.</span><span class="n">time</span><span class="o">.</span><span class="n">Clock</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>First we load two sound effects using the <cite>load_sound</cite> function we defined
|
|
above. Then we create an instance of each of our sprite classes. And lastly
|
|
we create a sprite <a class="reference internal" href="../ref/sprite.html#pygame.sprite.Group" title="pygame.sprite.Group"><code class="xref py py-class docutils literal notranslate"><span class="pre">Group</span></code></a> which will contain all
|
|
our sprites.</p>
|
|
<p>We actually use a special sprite group named <a class="reference internal" href="../ref/sprite.html#pygame.sprite.RenderPlain" title="pygame.sprite.RenderPlain"><code class="xref py py-class docutils literal notranslate"><span class="pre">RenderPlain</span></code></a>. This sprite group can draw all the sprites it
|
|
contains to the screen. It is called <cite>RenderPlain</cite> because there are actually
|
|
more advanced Render groups. But for our game, we just need simple drawing. We
|
|
create the group named "allsprites" by passing a list with all the sprites that
|
|
should belong in the group. We could later on add or remove sprites from this
|
|
group, but in this game we won't need to.</p>
|
|
<p>The <cite>clock</cite> object we create will be used to help control our game's framerate.
|
|
we will use it in the main loop of our game to make sure it doesn't run too fast.</p>
|
|
</section>
|
|
<section id="main-loop">
|
|
<h3>Main Loop<a class="headerlink" href="#main-loop" title="Permalink to this headline">¶</a></h3>
|
|
<p>Nothing much here, just an infinite loop.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">going</span> <span class="o">=</span> <span class="kc">True</span>
|
|
<span class="k">while</span> <span class="n">going</span><span class="p">:</span>
|
|
<span class="n">clock</span><span class="o">.</span><span class="n">tick</span><span class="p">(</span><span class="mi">60</span><span class="p">)</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>All games run in some sort of loop. The usual order of things is to
|
|
check on the state of the computer and user input, move and update the
|
|
state of all the objects, and then draw them to the screen. You'll see
|
|
that this example is no different.</p>
|
|
<p>We also make a call to our <cite>clock</cite> object, which will make sure our game
|
|
doesn't run faster than 60 frames per second.</p>
|
|
</section>
|
|
<section id="handle-all-input-events">
|
|
<h3>Handle All Input Events<a class="headerlink" href="#handle-all-input-events" title="Permalink to this headline">¶</a></h3>
|
|
<p>This is an extremely simple case of working the event queue.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">for</span> <span class="n">event</span> <span class="ow">in</span> <span class="n">pg</span><span class="o">.</span><span class="n">event</span><span class="o">.</span><span class="n">get</span><span class="p">():</span>
|
|
<span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pg</span><span class="o">.</span><span class="n">QUIT</span><span class="p">:</span>
|
|
<span class="n">going</span> <span class="o">=</span> <span class="kc">False</span>
|
|
<span class="k">elif</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pg</span><span class="o">.</span><span class="n">KEYDOWN</span> <span class="ow">and</span> <span class="n">event</span><span class="o">.</span><span class="n">key</span> <span class="o">==</span> <span class="n">pg</span><span class="o">.</span><span class="n">K_ESCAPE</span><span class="p">:</span>
|
|
<span class="n">going</span> <span class="o">=</span> <span class="kc">False</span>
|
|
<span class="k">elif</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pg</span><span class="o">.</span><span class="n">MOUSEBUTTONDOWN</span><span class="p">:</span>
|
|
<span class="k">if</span> <span class="n">fist</span><span class="o">.</span><span class="n">punch</span><span class="p">(</span><span class="n">chimp</span><span class="p">):</span>
|
|
<span class="n">punch_sound</span><span class="o">.</span><span class="n">play</span><span class="p">()</span> <span class="c1"># punch</span>
|
|
<span class="n">chimp</span><span class="o">.</span><span class="n">punched</span><span class="p">()</span>
|
|
<span class="k">else</span><span class="p">:</span>
|
|
<span class="n">whiff_sound</span><span class="o">.</span><span class="n">play</span><span class="p">()</span> <span class="c1"># miss</span>
|
|
<span class="k">elif</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">pg</span><span class="o">.</span><span class="n">MOUSEBUTTONUP</span><span class="p">:</span>
|
|
<span class="n">fist</span><span class="o">.</span><span class="n">unpunch</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>First we get all the available Events from pygame and loop through each
|
|
of them. The first two tests see if the user has quit our game, or pressed
|
|
the escape key. In these cases we just set <code class="docutils literal notranslate"><span class="pre">going</span></code> to <code class="docutils literal notranslate"><span class="pre">False</span></code>, allowing
|
|
us out of the infinite loop.</p>
|
|
<p>Next we just check to see if the mouse button was pressed or released.
|
|
If the button was pressed, we ask the fist object if it has collided with
|
|
the chimp. We play the appropriate sound effect, and if the monkey was hit,
|
|
we tell him to start spinning (by calling his <cite>punched()</cite> method).</p>
|
|
</section>
|
|
<section id="update-the-sprites">
|
|
<h3>Update the Sprites<a class="headerlink" href="#update-the-sprites" title="Permalink to this headline">¶</a></h3>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">allsprites</span><span class="o">.</span><span class="n">update</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>Sprite groups have an <cite>update()</cite> method, which simply calls the update method
|
|
for all the sprites it contains. Each of the objects will move around, depending
|
|
on which state they are in. This is where the chimp will move one step side
|
|
to side, or spin a little farther if he was recently punched.</p>
|
|
</section>
|
|
<section id="draw-the-entire-scene">
|
|
<h3>Draw The Entire Scene<a class="headerlink" href="#draw-the-entire-scene" title="Permalink to this headline">¶</a></h3>
|
|
<p>Now that all the objects are in the right place, time to draw them.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">screen</span><span class="o">.</span><span class="n">blit</span><span class="p">(</span><span class="n">background</span><span class="p">,</span> <span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
|
|
<span class="n">allsprites</span><span class="o">.</span><span class="n">draw</span><span class="p">(</span><span class="n">screen</span><span class="p">)</span>
|
|
<span class="n">pg</span><span class="o">.</span><span class="n">display</span><span class="o">.</span><span class="n">flip</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>The first blit call will draw the background onto the entire screen. This
|
|
erases everything we saw from the previous frame (slightly inefficient, but
|
|
good enough for this game). Next we call the <cite>draw()</cite> method of the sprite
|
|
container. Since this sprite container is really an instance of the "RenderPlain"
|
|
sprite group, it knows how to draw our sprites. Lastly, we <cite>flip()</cite> the contents
|
|
of pygame's software double buffer to the screen. This makes everything we've
|
|
drawn visible all at once.</p>
|
|
</section>
|
|
<section id="game-over">
|
|
<h3>Game Over<a class="headerlink" href="#game-over" title="Permalink to this headline">¶</a></h3>
|
|
<p>User has quit, time to clean up.</p>
|
|
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">pg</span><span class="o">.</span><span class="n">quit</span><span class="p">()</span>
|
|
</pre></div>
|
|
</div>
|
|
<p>Cleaning up the running game in <em>pygame</em> is extremely simple.
|
|
Since all variables are automatically destructed, we don't really have to do
|
|
anything, but calling <cite>pg.quit()</cite> explicitly cleans up pygame's internals.</p>
|
|
</section>
|
|
</section>
|
|
</section>
|
|
|
|
|
|
<br /><br />
|
|
<hr />
|
|
<a href="https://github.com/pygame/pygame/edit/main/docs/reST/tut\ChimpLineByLine.rst" rel="nofollow">Edit on GitHub</a>
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