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Jun 11th, 2013
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  1. # MyLibrary.py
  2.  
  3. import sys, time, random, math, pygame
  4. from pygame.locals import *
  5.  
  6.  
  7. # prints text using the supplied font
  8. def print_text(font, x, y, text, color=(255,255,255)):
  9. imgText = font.render(text, True, color)
  10. screen = pygame.display.get_surface() #req'd when function moved into MyLibrary
  11. screen.blit(imgText, (x,y))
  12.  
  13. # MySprite class extends pygame.sprite.Sprite
  14. class MySprite(pygame.sprite.Sprite):
  15.  
  16. def __init__(self):
  17. pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
  18. self.master_image = None
  19. self.frame = 0
  20. self.old_frame = -1
  21. self.frame_width = 1
  22. self.frame_height = 1
  23. self.first_frame = 0
  24. self.last_frame = 0
  25. self.columns = 1
  26. self.last_time = 0
  27. self.direction = 0
  28. self.velocity = Point(0.0,0.0)
  29.  
  30. #X property
  31. def _getx(self): return self.rect.x
  32. def _setx(self,value): self.rect.x = value
  33. X = property(_getx,_setx)
  34.  
  35. #Y property
  36. def _gety(self): return self.rect.y
  37. def _sety(self,value): self.rect.y = value
  38. Y = property(_gety,_sety)
  39.  
  40. #position property
  41. def _getpos(self): return self.rect.topleft
  42. def _setpos(self,pos): self.rect.topleft = pos
  43. position = property(_getpos,_setpos)
  44.  
  45.  
  46. def load(self, filename, width=0, height=0, columns=1):
  47. self.master_image = pygame.image.load(filename).convert_alpha()
  48. self.set_image(self.master_image, width, height, columns)
  49.  
  50. def set_image(self, image, width=0, height=0, columns=1):
  51. self.master_image = image
  52. if width==0 and height==0:
  53. self.frame_width = image.get_width()
  54. self.frame_height = image.get_height()
  55. else:
  56. self.frame_width = width
  57. self.frame_height = height
  58. rect = self.master_image.get_rect()
  59. self.last_frame = (rect.width//width) * (rect.height//height) - 1
  60. self.rect = Rect(0,0,self.frame_width,self.frame_height)
  61. self.columns = columns
  62.  
  63. def update(self, current_time, rate=30):
  64. if self.last_frame > self.first_frame:
  65. #update animation frame number
  66. if current_time > self.last_time + rate:
  67. self.frame += 1
  68. if self.frame > self.last_frame:
  69. self.frame = self.first_frame
  70. self.last_time = current_time
  71. else:
  72. self.frame = self.first_frame
  73.  
  74. #build current frame only if it changed
  75. if self.frame != self.old_frame:
  76. frame_x = (self.frame % self.columns) * self.frame_width
  77. frame_y = (self.frame // self.columns) * self.frame_height
  78. rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
  79. self.image = self.master_image.subsurface(rect)
  80. self.old_frame = self.frame
  81.  
  82. def __str__(self):
  83. return str(self.frame) + "," + str(self.first_frame) + \
  84. "," + str(self.last_frame) + "," + str(self.frame_width) + \
  85. "," + str(self.frame_height) + "," + str(self.columns) + \
  86. "," + str(self.rect)
  87.  
  88. #Point class
  89. class Point(object):
  90. def __init__(self, x, y):
  91. self.__x = x
  92. self.__y = y
  93.  
  94. #X property
  95. def getx(self): return self.__x
  96. def setx(self, x): self.__x = x
  97. x = property(getx, setx)
  98.  
  99. #Y property
  100. def gety(self): return self.__y
  101. def sety(self, y): self.__y = y
  102. y = property(gety, sety)
  103.  
  104. def __str__(self):
  105. return "{X:" + "{:.0f}".format(self.__x) + \
  106. ",Y:" + "{:.0f}".format(self.__y) + "}"
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