SFML/bindings/python/samples/worm.py
LaurentGom 0e2297af28 Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
2010-11-09 17:13:17 +00:00

273 lines
8.9 KiB
Python

#!/usr/bin/python
from PySFML import sf
import math
import random
class Menu:
def __init__(self, screen_width, screen_height):
self.selection = 0
text_color = sf.Color(220, 220, 20, 255)
self.spacing = screen_height/7
self.title = sf.Text("PyWorm!")
self.title.SetColor(text_color)
self.title.SetPosition(screen_width/2-80., self.spacing)
levels = ["Very Easy", "Easy", "Medium", "Hard"]
x_align = [-80., -50., -70., -50.]
self.strings = []
for i in range(0, 4):
string = sf.Text(levels[i])
string.SetColor(text_color)
string.SetPosition(screen_width/2+x_align[i], (2+i)*self.spacing+20)
self.strings.append(string)
self.rectangle = sf.Shape.Rectangle(0, 0, screen_width, 40, sf.Color(50, 50, 10))
def next_frame(self, win):
self.rectangle.SetY(self.spacing*(2 + self.selection)+20)
win.Draw(self.rectangle)
win.Draw(self.title)
win.Draw(self.strings)
def key_up(self, pressed):
if pressed:
self.selection = (self.selection - 1) % 4
def key_down(self, pressed):
if pressed:
self.selection = (self.selection + 1) % 4
class Apple(sf.Sprite):
def __init__(self):
apple_img = sf.Image() # Apple's image
if not apple_img.LoadFromFile("./data/apple.png"):
pass
# print "Could not load data/apple.png"
sf.Sprite.__init__(self, apple_img)
self.SetOrigin(apple_img.GetWidth()/2, apple_img.GetHeight()/2)
self.size = apple_img.GetWidth()
def random_move(self, arena):
self.SetPosition( \
random.randrange(arena.arena_left+arena.border, arena.arena_right-arena.border), \
random.randrange(arena.arena_top+arena.border, arena.arena_bottom-arena.border) \
)
class Arena(dict):
shrink_value, border, arena_top = 20, 30, 20
def __init__(self, window_width, window_height):
self.window_width = window_width
self.arena_bottom, self.exit_left, self.exit_right = window_height-80, window_width/2 - 50, window_width/2 + 50
self['level_str'] = sf.Text()
self['level_str'].SetColor(sf.Color.White)
self['level_str'].SetPosition(60., window_height-60)
self['score_str'] = sf.Text()
self['score_str'].SetColor(sf.Color.White)
self['score_str'].SetPosition(260., window_height-60)
self.exit_rect = sf.Shape.Rectangle(self.exit_left, 0, self.exit_right, self.arena_top, sf.Color.Black)
self.reset()
self.update_arena_rect()
def update_arena_rect(self):
self['arena_rect'] = sf.Shape.Rectangle(self.arena_left, self.arena_top, self.arena_right, self.arena_bottom, sf.Color.Black)
def reset(self):
self.level, self.score, self.arena_left, self.arena_right = 1, 0, self.shrink_value, self.window_width-self.shrink_value
self.update_arena_rect()
self['level_str'].SetString("Level: 1")
self['score_str'].SetString("Score: 0")
def update_score(self):
self.score += 1
self['score_str'].SetString("Score: " + str(self.score))
def next_level(self):
self.level += 1
self['level_str'].SetString("Level: " + str(self.level))
self.arena_left += self.shrink_value
self.arena_right -= self.shrink_value
self.update_arena_rect()
self.score += 4
self.update_score()
class Part(sf.Sprite):
def __init__(self, rond, x, y):
sf.Sprite.__init__(self, rond)
self.SetOrigin(rond.GetWidth()/2, rond.GetHeight()/2)
self.SetPosition(x, y)
class Worm(list):
parts_spacing, turn_step, part_size, start_x, start_y, required_length, grow_length = 3, 0.15, 6.0, 50., 50., 300, 20
def __init__(self, difficulty):
self.parts_per_frame = 1 + difficulty
self.angle = 0
self.direction = 0 # 0, 1 or -1 according to the key pressed
self.rond = sf.Image()
self.level_completed = False
if not self.rond.LoadFromFile("./data/rond2.png"):
pass
# print "Could not load data/rond2.png"
def reset(self, arena):
self.targeted_length, self.angle, self.direction = 30, 0, 0
self[:] = [Part(self.rond, arena.arena_left+self.start_x, arena.arena_top+self.start_y)]
def left(self, pressed):
if pressed:
self.direction = -1
elif self.direction == -1:
self.direction = 0
def right(self, pressed):
if pressed:
self.direction = 1
elif self.direction == 1:
self.direction = 0
def restart(self, arena):
if self.targeted_length == 0 and not self.level_completed:
arena.reset()
self.reset(arena)
return True
else:
return False
def crash(self):
self.targeted_length = 0
def move(self, arena, apple):
head_x, head_y = -1, -1
if self.is_running(): # Create new parts and check collisions if the worm hasn't crashed yet
for i in range(self.parts_per_frame): # We create PartsPerFrame Worm's parts
self.angle += self.direction*self.turn_step
head_x, head_y = self[-1].GetPosition()
head_x += self.parts_spacing*math.cos(self.angle)
head_y += self.parts_spacing*math.sin(self.angle)
if self.is_running() and self.targeted_length <= self.required_length: # let's check if the worm ate the apple
if math.hypot(apple.GetPosition()[0] - head_x, apple.GetPosition()[1] - head_y) < apple.size/2 + self.part_size/2: # Yes it did
arena.update_score()
self.targeted_length += self.grow_length # The worm gets longer
apple.random_move(arena)
if head_x<arena.arena_left+self.part_size/2 or head_x>arena.arena_right-self.part_size/2 or head_y<arena.arena_top+self.part_size/2 or head_y>arena.arena_bottom-self.part_size/2: # Crash into a wall
if len(self) > self.required_length:
if head_y<arena.arena_top+self.part_size/2:
if head_x<arena.exit_left+self.part_size/2 or head_x>arena.exit_right-self.part_size/2: # Crash into the exit walls
self.crash()
elif head_y < 0:
self.level_completed = True
self.targeted_length = 0
else:
self.crash()
elif self.is_running():
self.crash()
if self.is_running():
self.append(Part(self.rond, head_x, head_y))
if len(self) > self.targeted_length:
if len(self) - self.targeted_length >= self.parts_per_frame:
del self[0:self.parts_per_frame]
else:
del self[0:len(self) - self.targeted_length]
if (head_x, head_y) == (-1, -1) and len(self) > 0:
head_x, head_y = self[-1].GetPosition()
if len(self) > self.part_size/self.parts_spacing + 1:
for i in range(len(self)):
if i < len(self) - self.part_size/self.parts_spacing - 1:
test_x, test_y = self[i].GetPosition()
if math.hypot(head_x-test_x, head_y-test_y) < self.part_size and self.is_running(): # Check for collision
self.crash()
if len(self) == 0:
if self.level_completed:
self.level_completed = False
arena.next_level()
self.reset(arena)
def is_running(self):
return (self.targeted_length > 0) and not self.level_completed
def draw_exit(self):
return self.targeted_length > self.required_length or self.level_completed
class Game:
def __init__(self, difficulty, window_width, window_height):
self.arena = Arena(window_width, window_height)
self.worm = Worm(difficulty)
self.worm.reset(self.arena)
self.apple = Apple()
self.apple.random_move(self.arena)
self.pause = False
def enter(self, pressed):
if pressed:
if not self.worm.restart(self.arena):
self.pause = not self.pause
def next_frame(self, win):
win.Draw(self.arena.values())
if not self.pause:
self.worm.move(self.arena, self.apple)
if self.worm.draw_exit():
win.Draw(self.arena.exit_rect)
elif self.worm.is_running():
win.Draw(self.apple)
win.Draw(self.worm)
class Main:
# Entry Point
def __init__(self):
# Initialize the window
self.win = sf.RenderWindow(sf.VideoMode(800, 600,32), "PyWorm", sf.Style.Close) # Creates the window
self.win.EnableKeyRepeat(False)
background_color = sf.Color(100, 100, 0, 255)
self.win.SetFramerateLimit(30)
event = sf.Event()
self.keys = {} # keys to watch
self.menu_begin()
# Boucle principale
while self.win.IsOpened():
while self.win.GetEvent(event): # Event Handler
if event.Type == sf.Event.Closed:
self.win.Close()
elif event.Type == sf.Event.KeyPressed or event.Type == sf.Event.KeyReleased:
if event.Key.Code in self.keys:
self.keys[event.Key.Code](event.Type == sf.Event.KeyPressed)
self.win.Display()
self.win.Clear(background_color)
self.next_frame(self.win)
# Menu
def menu_begin(self):
self.menu = Menu(self.win.GetWidth(), self.win.GetHeight())
self.keys = {sf.Key.Escape:self.close_window, sf.Key.Up:self.menu.key_up, sf.Key.Down:self.menu.key_down, sf.Key.Return:self.menu_end}
self.next_frame = self.menu.next_frame
def close_window(self, pressed):
if pressed:
self.win.Close()
def menu_end(self, pressed):
if pressed:
selection = self.menu.selection
del self.menu
self.game_begin(selection)
# Game
def game_begin(self, selection):
self.game = Game(selection, self.win.GetWidth(), self.win.GetHeight())
self.keys = {sf.Key.Left:self.game.worm.left, sf.Key.Right:self.game.worm.right, sf.Key.Return:self.game.enter, sf.Key.Escape:self.game_end}
self.next_frame = self.game.next_frame
def game_end(self, pressed):
if pressed:
del self.game
self.menu_begin()
Main()