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- # MyLibrary.py
- import sys, time, random, math, pygame
- from pygame.locals import *
- # prints text using the supplied font
- def print_text(font, x, y, text, color=(255,255,255)):
- imgText = font.render(text, True, color)
- screen = pygame.display.get_surface() #req'd when function moved into MyLibrary
- screen.blit(imgText, (x,y))
- # MySprite class extends pygame.sprite.Sprite
- class MySprite(pygame.sprite.Sprite):
- def __init__(self):
- pygame.sprite.Sprite.__init__(self) #extend the base Sprite class
- self.master_image = None
- self.frame = 0
- self.old_frame = -1
- self.frame_width = 1
- self.frame_height = 1
- self.first_frame = 0
- self.last_frame = 0
- self.columns = 1
- self.last_time = 0
- self.direction = 0
- self.velocity = Point(0.0,0.0)
- #X property
- def _getx(self): return self.rect.x
- def _setx(self,value): self.rect.x = value
- X = property(_getx,_setx)
- #Y property
- def _gety(self): return self.rect.y
- def _sety(self,value): self.rect.y = value
- Y = property(_gety,_sety)
- #position property
- def _getpos(self): return self.rect.topleft
- def _setpos(self,pos): self.rect.topleft = pos
- position = property(_getpos,_setpos)
- def load(self, filename, width=0, height=0, columns=1):
- self.master_image = pygame.image.load(filename).convert_alpha()
- self.set_image(self.master_image, width, height, columns)
- def set_image(self, image, width=0, height=0, columns=1):
- self.master_image = image
- if width==0 and height==0:
- self.frame_width = image.get_width()
- self.frame_height = image.get_height()
- else:
- self.frame_width = width
- self.frame_height = height
- rect = self.master_image.get_rect()
- self.last_frame = (rect.width//width) * (rect.height//height) - 1
- self.rect = Rect(0,0,self.frame_width,self.frame_height)
- self.columns = columns
- def update(self, current_time, rate=30):
- if self.last_frame > self.first_frame:
- #update animation frame number
- if current_time > self.last_time + rate:
- self.frame += 1
- if self.frame > self.last_frame:
- self.frame = self.first_frame
- self.last_time = current_time
- else:
- self.frame = self.first_frame
- #build current frame only if it changed
- if self.frame != self.old_frame:
- frame_x = (self.frame % self.columns) * self.frame_width
- frame_y = (self.frame // self.columns) * self.frame_height
- rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
- self.image = self.master_image.subsurface(rect)
- self.old_frame = self.frame
- def __str__(self):
- return str(self.frame) + "," + str(self.first_frame) + \
- "," + str(self.last_frame) + "," + str(self.frame_width) + \
- "," + str(self.frame_height) + "," + str(self.columns) + \
- "," + str(self.rect)
- #Point class
- class Point(object):
- def __init__(self, x, y):
- self.__x = x
- self.__y = y
- #X property
- def getx(self): return self.__x
- def setx(self, x): self.__x = x
- x = property(getx, setx)
- #Y property
- def gety(self): return self.__y
- def sety(self, y): self.__y = y
- y = property(gety, sety)
- def __str__(self):
- return "{X:" + "{:.0f}".format(self.__x) + \
- ",Y:" + "{:.0f}".format(self.__y) + "}"
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