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49c7769273
Minor fix in sf.SoundStream; Updated sf.Image. git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/trunk@1019 4e206d99-4929-0410-ac5d-dfc041789085
276 lines
8.9 KiB
Python
276 lines
8.9 KiB
Python
#!/usr/bin/python
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from PySFML import sf
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import math
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import random
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class Menu:
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def __init__(self, screen_width, screen_height):
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self.selection = 0
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text_color = sf.Color(220, 220, 20, 255)
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self.spacing = screen_height/7
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self.title = sf.String("PyWorm!")
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self.title.SetColor(text_color)
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self.title.SetPosition(screen_width/2-80., self.spacing)
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levels = ["Very Easy", "Easy", "Medium", "Hard"]
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x_align = [-80., -50., -70., -50.]
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self.strings = []
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for i in range(0, 4):
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string = sf.String(levels[i])
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string.SetColor(text_color)
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string.SetPosition(screen_width/2+x_align[i], (2+i)*self.spacing+20)
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self.strings.append(string)
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self.rectangle = sf.Shape.Rectangle(0, 0, screen_width, 40, sf.Color(50, 50, 10))
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def next_frame(self, win):
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self.rectangle.SetY(self.spacing*(2 + self.selection)+20)
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win.Draw(self.rectangle)
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win.Draw(self.title)
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win.Draw(self.strings)
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def key_up(self, pressed):
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if pressed:
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self.selection = (self.selection - 1) % 4
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def key_down(self, pressed):
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if pressed:
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self.selection = (self.selection + 1) % 4
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class Apple(sf.Sprite):
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def __init__(self):
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apple_img = sf.Image() # Apple's image
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if not apple_img.LoadFromFile("./data/apple.png"):
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print "Could not load data/apple.png"
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sf.Sprite.__init__(self, apple_img)
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self.SetCenter(apple_img.GetWidth()/2, apple_img.GetHeight()/2)
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self.size = apple_img.GetWidth()
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def random_move(self, arena):
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self.SetPosition( \
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random.randrange(arena.arena_left+arena.border, arena.arena_right-arena.border), \
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random.randrange(arena.arena_top+arena.border, arena.arena_bottom-arena.border) \
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)
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class Arena(dict):
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shrink_value, border, arena_top = 20, 30, 20
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def __init__(self, window_width, window_height):
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self.window_width = window_width
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self.arena_bottom, self.exit_left, self.exit_right = window_height-80, window_width/2 - 50, window_width/2 + 50
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self['level_str'] = sf.String()
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self['level_str'].SetColor(sf.Color.White)
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self['level_str'].SetPosition(60., window_height-60)
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self['score_str'] = sf.String()
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self['score_str'].SetColor(sf.Color.White)
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self['score_str'].SetPosition(260., window_height-60)
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self.exit_rect = sf.Shape.Rectangle(self.exit_left, 0, self.exit_right, self.arena_top, sf.Color.Black)
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self.reset()
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self.update_arena_rect()
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def update_arena_rect(self):
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self['arena_rect'] = sf.Shape.Rectangle(self.arena_left, self.arena_top, self.arena_right, self.arena_bottom, sf.Color.Black)
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def reset(self):
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self.level, self.score, self.arena_left, self.arena_right = 1, 0, self.shrink_value, self.window_width-self.shrink_value
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self.update_arena_rect()
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self['level_str'].SetText("Level: 1")
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self['score_str'].SetText("Score: 0")
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def update_score(self):
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self.score += 1
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self['score_str'].SetText("Score: " + str(self.score))
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def next_level(self):
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self.level += 1
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self['level_str'].SetText("Level: " + str(self.level))
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self.arena_left += self.shrink_value
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self.arena_right -= self.shrink_value
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self.update_arena_rect()
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self.score += 4
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self.update_score()
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class Part(sf.Sprite):
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def __init__(self, rond, x, y):
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sf.Sprite.__init__(self, rond)
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self.SetCenter(rond.GetWidth()/2, rond.GetHeight()/2)
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self.SetPosition(x, y)
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class Worm(list):
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parts_spacing, turn_step, part_size, start_x, start_y, required_length, grow_length = 3, 0.15, 6.0, 50., 50., 300, 20
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def __init__(self, difficulty):
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self.parts_per_frame = 1 + difficulty
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self.angle = 0
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self.direction = 0 # 0, 1 or -1 according to the key pressed
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self.rond = sf.Image()
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self.level_completed = False
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if not self.rond.LoadFromFile("./data/rond2.png"):
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print "Could not load data/rond2.png"
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def reset(self, arena):
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self.targeted_length, self.angle, self.direction = 30, 0, 0
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self[:] = [Part(self.rond, arena.arena_left+self.start_x, arena.arena_top+self.start_y)]
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def left(self, pressed):
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if pressed:
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self.direction = -1
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elif self.direction == -1:
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self.direction = 0
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def right(self, pressed):
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if pressed:
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self.direction = 1
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elif self.direction == 1:
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self.direction = 0
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def restart(self, arena):
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if self.targeted_length == 0 and not self.level_completed:
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arena.reset()
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self.reset(arena)
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return True
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else:
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return False
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def crash(self):
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self.targeted_length = 0
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def move(self, arena, apple):
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head_x, head_y = -1, -1
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if self.is_running(): # Create new parts and check collisions if the worm hasn't crashed yet
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for i in range(self.parts_per_frame): # We create PartsPerFrame Worm's parts
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self.angle += self.direction*self.turn_step
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head_x, head_y = self[-1].GetPosition()
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head_x += self.parts_spacing*math.cos(self.angle)
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head_y += self.parts_spacing*math.sin(self.angle)
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if self.is_running() and self.targeted_length <= self.required_length: # let's check if the worm ate the apple
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if math.hypot(apple.GetPosition()[0] - head_x, apple.GetPosition()[1] - head_y) < apple.size/2 + self.part_size/2: # Yes it did
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arena.update_score()
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self.targeted_length += self.grow_length # The worm gets longer
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apple.random_move(arena)
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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
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if len(self) > self.required_length:
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if head_y<arena.arena_top+self.part_size/2:
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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
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self.crash()
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elif head_y < 0:
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self.level_completed = True
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self.targeted_length = 0
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else:
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self.crash()
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elif self.is_running():
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self.crash()
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if self.is_running():
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self.append(Part(self.rond, head_x, head_y))
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if len(self) > self.targeted_length:
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if len(self) - self.targeted_length >= self.parts_per_frame:
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del self[0:self.parts_per_frame]
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else:
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del self[0:len(self) - self.targeted_length]
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if (head_x, head_y) == (-1, -1) and len(self) > 0:
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head_x, head_y = self[-1].GetPosition()
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if len(self) > self.part_size/self.parts_spacing + 1:
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for i in range(len(self)):
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if i < len(self) - self.part_size/self.parts_spacing - 1:
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test_x, test_y = self[i].GetPosition()
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if math.hypot(head_x-test_x, head_y-test_y) < self.part_size and self.is_running(): # Check for collision
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self.crash()
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if len(self) == 0:
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if self.level_completed:
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self.level_completed = False
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arena.next_level()
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self.reset(arena)
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def is_running(self):
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return (self.targeted_length > 0) and not self.level_completed
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def draw_exit(self):
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return self.targeted_length > self.required_length or self.level_completed
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class Game:
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def __init__(self, difficulty, window_width, window_height):
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self.arena = Arena(window_width, window_height)
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self.worm = Worm(difficulty)
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self.worm.reset(self.arena)
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self.apple = Apple()
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self.apple.random_move(self.arena)
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self.pause = False
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def enter(self, pressed):
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if pressed:
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if not self.worm.restart(self.arena):
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self.pause = not self.pause
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def next_frame(self, win):
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win.Draw(self.arena.values())
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if not self.pause:
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self.worm.move(self.arena, self.apple)
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if self.worm.draw_exit():
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win.Draw(self.arena.exit_rect)
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elif self.worm.is_running():
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win.Draw(self.apple)
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win.Draw(self.worm)
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class Main:
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# Entry Point
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def __init__(self):
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# Initialize the window
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self.win = sf.RenderWindow(sf.VideoMode(800, 600,32), "PyWorm", sf.Style.Close) # Creates the window
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self.win.EnableKeyRepeat(False)
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background_color = sf.Color(100, 100, 0, 255)
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self.win.SetFramerateLimit(30)
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event = sf.Event()
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self.keys = {} # keys to watch
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self.menu_begin()
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# Boucle principale
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while self.win.IsOpened():
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while self.win.GetEvent(event): # Event Handler
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if event.Type == sf.Event.Closed:
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self.win.Close()
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elif event.Type == sf.Event.KeyPressed:
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for key in self.keys:
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if event.Key.Code == key:
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self.keys[key](True)
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elif event.Type == sf.Event.KeyReleased:
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for key in self.keys:
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if event.Key.Code == key:
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self.keys[key](False)
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self.win.Display()
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self.win.Clear(background_color)
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self.next_frame(self.win)
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# Menu
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def menu_begin(self):
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self.menu = Menu(self.win.GetWidth(), self.win.GetHeight())
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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}
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self.next_frame = self.menu.next_frame
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def close_window(self, pressed):
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if pressed:
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self.win.Close()
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def menu_end(self, pressed):
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if pressed:
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selection = self.menu.selection
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del self.menu
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self.game_begin(selection)
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# Game
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def game_begin(self, selection):
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self.game = Game(selection, self.win.GetWidth(), self.win.GetHeight())
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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}
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self.next_frame = self.game.next_frame
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def game_end(self, pressed):
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if pressed:
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del self.game
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self.menu_begin()
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Main()
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