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Jul 14th, 2010
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  1. #!/user/bin/env python
  2.  
  3. import sys
  4. import os
  5. import pygame
  6. from pygame.locals import *
  7.  
  8. #--- Init pygame
  9. os.environ["SDL_VIDEO_CENTERED"] = "1"
  10. pygame.init
  11.  
  12. #--- Variables
  13. res = (32, 32)
  14. PLAYER_NUM = 1
  15. TILE_SET_LENGTH = 9
  16. #TILE_SET_LENGTH = 20
  17. clock = pygame.time.Clock()
  18.  
  19. #--- Setup
  20. gameName = "Rectangle Man: Story of a Square"
  21. levelFile = "level.txt"
  22. tilesetFile = "tileset.bmp"
  23. screenSize = (20, 17)
  24. FPS = 30
  25.  
  26. class Entity(object):
  27.     def __init__(self, Size):
  28.         self.rect = pygame.Rect(Size[0], Size[1], Size[2], Size[3])
  29.         self.permSize = (self.rect[2], self.rect[3])
  30.  
  31.  
  32. class Player(Entity):
  33.  
  34.     def __init__(self, Size, Speed):
  35.         Entity.__init__(self, Size)
  36.         self.topSpeed = Speed
  37.         self.speed = [0, 0]
  38.         self.uc = 16
  39.         self.currentJump = 0
  40.         self.totJumpNum = 2
  41.         self.jIncrement = 1
  42.         self.jumping = False
  43.         self.controlled = True
  44.         self.tPos = 0
  45.         self.sliding = False
  46.         self.hanging = False
  47.         input = {}
  48.         input["jump"] = [K_UP];
  49.        
  50.     def move(self):
  51.         if self.speed[0] != 0:
  52.             self.move_single_axis(self.speed[0], 0)
  53.         if self.speed[1] != 0:
  54.             if self.sliding:
  55.                 self.move_single_axis(0, self.speed[1] / 4)
  56.             else:
  57.                 self.move_single_axis(0, self.speed[1])
  58.  
  59.     def collide(self, dx, dy, collideBox):
  60.         if self.rect.colliderect(collideBox):
  61.             if dx > 0:
  62.                 self.rect.right = collideBox.left
  63.                 if self.speed[1] > 0:
  64.                     self.sliding = True
  65.             if dx < 0:
  66.                 self.rect.left = collideBox.right
  67.                 if self.speed[1] > 4:
  68.                     self.sliding = True
  69.             if dy > 0:
  70.                 self.rect.bottom = collideBox.top
  71.                 self.currentJump = 0
  72.                 self.speed[1] = 0
  73.                 if self.rect.height == self.permSize[1] / 2 and self.speed[0] < 0:
  74.                     if self.rect.x + self.permSize[0] / 2 < collideBox.x:
  75.                         self.rect.height = self.permSize[0]
  76.                         self.rect = pygame.Rect(collideBox.x - self.permSize[0] / 2, collideBox.y, self.permSize[0] / 2, self.rect.height)
  77.                         self.hanging = True
  78.                 if self.rect.height == self.permSize[1] / 2 and self.speed[0] > 0:
  79.                     if self.rect.x > collideBox.x + collideBox.width / 2:
  80.                         self.rect.height = self.permSize[0]
  81.                         self.rect = pygame.Rect(collideBox.x + collideBox.width, collideBox.y, self.permSize[0] / 2, self.rect.height)
  82.                         self.hanging = True
  83.             if dy < 0:
  84.                 self.rect.top = collideBox.bottom
  85.                 self.speed[1] = 0
  86.             return
  87.  
  88.     def move_single_axis(self, dx, dy):
  89.         self.rect.x += dx
  90.         self.rect.y += dy
  91.  
  92.         tx, ty = int(self.rect.x / res[0]), int(self.rect.y / res[1])
  93.         rects = [[tx, ty], [tx + 1, ty], [tx, ty + 1], [tx + 1, ty + 1]]
  94.  
  95.         for h in rects:
  96.             if levels.map[int(h[0])][int(h[1])].tNum == 1:
  97.                 wam = levels.map[int(h[0])][int(h[1])].rect
  98.                 self.collide(dx, dy, wam)
  99.         for players in player:
  100.             if self <> players:
  101.                 self.collide(dx, dy, players.rect)
  102.  
  103.     def input(self, type, keys):
  104.         if type == KEYDOWN:
  105.             if keys == K_UP:#input["jump"]:
  106.                 if self.jumping == False:
  107.                     self.jumping = True
  108.                     self.currentJump += 1
  109.                     self.speed[1] = -self.topSpeed[1]
  110.                     self.increment = 1
  111.                     self.hanging = False
  112.             if keys == K_DOWN:
  113.                 self.rect = pygame.Rect(self.rect.x, self.rect.y + self.permSize[1] / 2, self.permSize[0], self.permSize[1] / 2)
  114.             if keys == K_LEFT:
  115.                 self.speed[0] = -self.topSpeed[0]
  116.             if keys == K_RIGHT:
  117.                 self.speed[0] = self.topSpeed[0]
  118.             #if keys == K_RCTRL:
  119.         if type == KEYUP:
  120.             if keys == K_UP:
  121.                 self.increment = 2
  122.             if keys == K_DOWN and self.speed[1] > 0:
  123.                 if self.rect.height <> self.permSize[0]:
  124.                     q = self.rect.x
  125.                     self.move(0, -res[1] / 2)
  126.                     if self.rect.x == q:
  127.                         self.move(0, res[1] / 2)
  128.                         self.rect = pygame.Rect(self.rect.x, self.rect.y - self.permSize[1] / 2, self.permSize[0], self.permSize[1])
  129.             if keys == K_LEFT and self.speed[0] < 0:
  130.                 self.speed[0] = 0
  131.             if keys == K_RIGHT and self.speed[0] > 0:
  132.                 self.speed[0] = 0
  133.             #if keys == K_RCTRL:
  134.             #    camera.target = player[0]
  135.  
  136.     def tick(self, inputs):
  137.         if len(inputs) != 0:
  138.             for inputy in inputs:
  139.                 self.input(inputy[0], inputy[1])
  140.         self.move()
  141.         if self.speed[1] <= self.topSpeed[1]:
  142.             if self.speed[1] < 0:
  143.                 self.speed[1] += self.increment * levels.res[1]
  144.             else:
  145.                 if self.sliding == True:
  146.                     self.speed[1] += 1 * levels.res[1] * 0.25
  147.                 else:
  148.                     self.speed[1] += 1 * levels.res[1]
  149.         if self.jumping:
  150.             if (self.speed[1] >= 0) and (self.currentJump <= self.totJumpNum - 1):
  151.                 self.jumping = False
  152.         self.sliding = False
  153.  
  154.  
  155. class Wall(object):
  156.  
  157.     def __init__(self, pos):
  158.         self.rect = pygame.Rect(pos[0], pos[1], pos[2], pos[3])
  159.         self.tNum = pos[4]
  160.         self.tile = pos[5]
  161.  
  162.  
  163. class Level(object):
  164.  
  165.     def __init__(self, (size, resolution, mapArray, playerStart)):
  166.         self.size = size
  167.         self.res = resolution
  168.         self.map =  mapArray
  169.         self.start = playerStart
  170.  
  171.  
  172. class Camera(Entity):
  173.  
  174.     def __init__(self, Size, Target):
  175.         Entity.__init__(self, Size)
  176.         self.target = Target
  177.  
  178.     def tick(self):
  179.         self.rect.x = self.target.rect.x - (self.rect.width / 2)
  180.         if self.rect.x < 0:
  181.             self.rect.x = 0
  182.         if self.rect.x + self.rect.width > len(levels.map) * res[0]:
  183.             self.rect.x = (len(levels.map) * res[0]) - self.rect.width
  184.  
  185.         self.rect.y = self.target.rect.y - (self.rect.height / 2)
  186.         if self.rect.y < 0:
  187.             self.rect.y = 0
  188.         if self.rect.y + self.rect.height > len(levels.map[0]) * res[1]:
  189.             self.rect.y = (len(levels.map[0]) * res[1]) - self.rect.height
  190.  
  191.  
  192. def translate(rect, Cam):
  193.     return pygame.Rect(rect.x - Cam.rect.x, rect.y - Cam.rect.y, rect.w, rect.h)
  194.  
  195. def getEvents():
  196.     res = []
  197.     for event in pygame.event.get():
  198.         if event.type == KEYDOWN or event.type == KEYUP:
  199.             res.append((event.type, event.key))
  200.         if event.type == pygame.QUIT:
  201.             gameRunning = False
  202.             sys.exit()
  203.     return res
  204.  
  205. def parseLevel(filename):
  206.     COMMA_ITER = 6
  207.     pos, walls, tot = [], [], []
  208.     fileObj = open(filename)
  209.     s = fileObj.read()
  210.     fileObj.close()
  211.     mRes = s.find(".", 0)
  212.     tot = [float(res[0]) / float(s[0: mRes]), float(res[1]) / float(s[0: mRes])]
  213.     mx = s.find(".", mRes + 1)
  214.     my = s.find("(", mx)
  215.     strPart = 0
  216.     for i in range(0, int(s[mRes + 1: mx])):
  217.         walls.append([])
  218.         for e in range(0, int(s[mx + 1: my])):
  219.             strPart = s.find("(", strPart) + 1
  220.             strPart2 = s.find(")", strPart)
  221.             for la in range(0, COMMA_ITER):
  222.                 final = s.find(",", strPart, strPart2)
  223.                 pos.append(int(s[strPart: final]))
  224.                 strPart = final + 1
  225.             if pos[4] == 2:
  226.                 pos[4] = 0
  227.                 star = (pos[0] * tot[0], pos[1] * tot[1])
  228.             walls[i].append(Wall((pos[0] * tot[0], pos[1] * tot[1], pos[2] * tot[0], pos[3] * tot[1], pos[4], pos[5])))
  229.             pos = []
  230.     return ((mx, my), tot, walls, star)
  231.  
  232. #--- Object Creation
  233. pygame.display.set_caption(gameName)
  234. screen = pygame.display.set_mode((screenSize[0] * res[0], screenSize[1] * res[1]))
  235.  
  236. levels = Level(parseLevel(levelFile))
  237. player = []
  238. for h in range(0, PLAYER_NUM):
  239.     player.append(Player((levels.start[0] + h * 16, levels.start[1], res[0] - 1, res[1]), (4 * levels.res[0], 10 * levels.res[1])))
  240. camera = Camera((0,0,screen.get_width(), screen.get_height()), player[0])
  241. tileset = pygame.transform.scale(pygame.image.load(tilesetFile), (res[0], res[1] * TILE_SET_LENGTH)).convert()
  242.  
  243. #--- Main Loop
  244. gameRunning = True
  245. while gameRunning:
  246.  
  247.     inputer = getEvents()
  248.     for players in player:
  249.         if players.controlled == True:
  250.             players.tick(inputer)
  251.         else:
  252.             players.tick([])
  253.     inputer = False
  254.     camera.tick()
  255.  
  256.  
  257.     screen.fill((0, 0, 0))
  258.     for i in range(0, len(levels.map)):
  259.         for e in range(0, len(levels.map[i])):
  260.             rect = translate(levels.map[i][e].rect, camera)
  261.             til = pygame.surface.Surface((res[0],res[1]))
  262.             til.set_colorkey((73,154,191))
  263.             #til.set_colorkey((63,13,45))
  264.             til.blit(tileset, (0, -levels.map[i][e].tile * res[1], res[0], res[1]))
  265.             screen.blit(til, rect)
  266.  
  267.     for k in range(0, len(player)):
  268.         rect = translate(player[k].rect, camera)
  269.         pygame.draw.rect(screen, (255, 200, 0), rect)
  270.  
  271.     clock.tick(FPS)
  272.     pygame.display.flip()
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