Fixed bitrotten bouncetest.py and surfacetest.py, deleted scrolltest.py
scrolltest.py no longer worked with the current engine setup
class Bouncer:
def __init__(self):
self.velocity = [random.uniform(-10,10),random.uniform(-10,10)]
- self.sprite = Sprite(spritefile,False)
+ self.sprite = Sprite(spritefile)
self.sprite.framerate = 9.0
- self.sprite.anim_start()
+ self.sprite.play()
#self.sprite.color = (random.random(),random.random(),random.random(), 0.5)
self.sprite.position = [random.randrange(0,resolution[0]),random.randrange(0,resolution[1])]
self.sprite.gen_displaylist()
for b in bouncers:
b.update()
+Engine.updaters.append(update)
+
def draw():
for b in bouncers:
b.draw()
+Engine.drawers.append(draw)
+
n = 0
def fpsthing():
global n
print fps
n = 0
-Engine.engine([],[update,fpsthing],[draw])
+Engine.updaters.append(fpsthing)
+
+Engine.run()
-#!/usr/bin/env python
-
-import pygame
-from Sprite import *
-from Collage import *
-import Engine
-
-#resolution = (1280,1024)
-resolution = (640,480)
-#resolution = (320,240)
-
-Engine.init(resolution)
-
-pygame.display.set_caption("scrolltest")
-
-ground = Collage('data/example1')
-ground.position = [0,0]
-stars = Collage('data/stars')
-stars.position = [0,0]
-candelabra = Sprite(['Sprites/candelabra_short/cand_s_1.png','Sprites/candelabra_short/cand_s_2.png','Sprites/candelabra_short/cand_s_3.png','Sprites/candelabra_short/cand_s_4.png'])
-candelabra.position = [64, 64]
-candelabra.setScale(4.0)
-candelabra.setGravity(CENTER, BOTTOM)
-candelabra.setFramerate(10.0)
-candelabra.play()
-
-#pygame.mixer.music.load('horizon.ogg')
-#pygame.mixer.music.play()
-
-def update():
- ground.position[0] -= 5
- if ground.position[0] < 0:
- ground.position[0] += 640
- stars.position[0] -= 1
- if stars.position[0] < 0:
- stars.position[0] += 640
- candelabra.position[0] -= 5
- if candelabra.position[0] < 0:
- candelabra.position[0] += 640
-
-def draw():
- stars.draw()
- stars.position[0] -= 640
- stars.draw()
- stars.position[0] += 640
- ground.draw()
- ground.position[0] -= 640
- ground.draw()
- ground.position[0] += 640
- candelabra.draw()
-
-n = 0
-def fpsthing():
- global n
- n += 1
- if n == 100:
- fps = "%0.1f FPS" % Engine.fpsman.get_fps()
- pygame.display.set_caption("bouncetest [%s]" % fps)
- print fps
- n = 0
-
-Engine.engine([],[update,fpsthing],[draw])
elif e.key == pygame.K_UP or e.key == pygame.K_DOWN:
gamestate.direction[1] = 0
+Engine.eventhandlers.append(input)
+
def update():
player.position[0] += gamestate.direction[0]
player.position[1] += gamestate.direction[1]
- if surfaces.collide(player.position):
+ if surfaces.collidePoint(player.position):
if not gamestate.colliding:
player.setColor(1.0,0.2,0.2)
gamestate.colliding = True
player.setColor(1.0,1.0,1.0)
gamestate.colliding = False
-
+Engine.updaters.append(update)
def draw():
surfaces.draw()
player.draw()
+Engine.drawers.append(draw)
-Engine.engine([input],[update],[draw])
+Engine.run()