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testsfmlview.py
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268 lines (227 loc) · 7.93 KB
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#!/var/bin/python
# This is an Example created for the Pythonfoo Workshop at the Chaosdorf
# in 2012 by Oerb
# Include the PySFML extension
from PySFML import *
import time
class windowmanager(object):
def __init__(self,name):
self._backgroundcolor = sf.Color.Blue
self.winX = 800
self.winY = 600
self._drawlist = []
self._window = sf.RenderWindow(sf.VideoMode(self.winX, self.winY), name)
self._window.SetFramerateLimit(60)
self._running = True
self._fpsCounter = 0
self._counterTime = time.time()
self.fps = 0
self.fpsBox = pongTxtBox("0")
self.fpsBox.xPos = 0
self.fpsBox.yPos = 50
# PongObjekt Indizierer
self._PongObjIndexer = 0
self._PongObjDict = {}
self.registerPongObj(self.fpsBox)
def show(self):
while self._running:
self.fpsZahl = str(self._fpsCount())
self._PongObjDict[0].text = self.fpsZahl
self._eventmanager()
self._window.Clear(self._backgroundcolor)
self._draw()
self._window.Display()
# Zeichnen der SMFL Objekte
def _draw(self):
# registerierte Objekte in Drawlist uebernehmen
# da sie fuer jeden show neu erzeugt wird
for key in self._PongObjDict:
if self._PongObjDict[key].visible:
self._window.Draw(self._PongObjDict[key].show())
def _eventmanager(self):
event = sf.Event()
while self._window.GetEvent(event):
if event.Type == sf.Event.Closed:
self._running = False
elif event.Key.Code == 113: #Q for Quit
self._running = False
elif event.Key.Code == 256: #ESC for Quit
self._running = False
# sending eventinfo to PongObjekts for manipulations
for key in self._PongObjDict:
self._PongObjDict[key].eventmanager(event)
def _fpsCount(self):
self._fpsCounter +=1
if time.time() - self._counterTime >=1:
self.fps = self._fpsCounter
self._fpsCounter = 0
self._counterTime = time.time()
return self.fps
# when PongObj ist initialized it must be registered here
# so that it will be shown when visible = True
def registerPongObj(self, pongObj):
self._PongObjDict[self._PongObjIndexer] = pongObj
#return self._PongObjIndexer
self._PongObjIndexer += 1
return self._PongObjIndexer
# Definition der Elternklasse von PongObjekten, von der
# weitere Pongobjekte abgeleitet werden sollen.
class pongObj(object):
def __init__(self, PongObjTyp):
self._xPosition = 0
self._yPosition = 0
self._PongObjTyp = PongObjTyp
self._visible = True
@property
def xPos(self):
return self._xPosition
@xPos.setter
def xPos(self, value):
self._xPosition = value
@property
def yPos(self):
return self._yPosition
@yPos.setter
def yPos(self, value):
self._yPosition = value
@property
def objID(self):
return self._PongObjID
@property
def PongObjTyp(self):
return self._PongObjTyp
@property
def visible(self):
return self._visible
@visible.setter
def visible(self, value):
self._visible = value
def eventmanager(self,event):
pass # ist eine Pseudoanweisung die nichts tut
def show(self):
pass
# Nachfolgend PongObjekt Kind-Klassen
class pongBall(pongObj):
def __init__(self, imagename):
super(pongBall,self).__init__("Ball") # fuer Klassenvererbung erf.
self._window = windowmanager("Window")
self._imagename = imagename
self._dx = 0
self._dy = 0
self._outofwindow = False
self._reversecount = 0
self._gameover = True
self._visible = False
self._Points = 0
self._spin = 0
self._Balken1 = pongBalken("test.png")
self._Balken1.visible = False
self._window.registerPongObj(self._Balken1)
self._window.registerPongObj(self)
self._window.show()
@property
def outofwindow(self):
return self._outofwindow
@property
def revcount(self):
return str(self._reversecount)
def _newgame(self):
self._gameover = False
self._visible = True
self._outofwindow = False
self._Balken1.visible = True
self.xPos = 700
self.yPos = 200
self._dy = 1
self._dx = -4
self._reversecount = 0
# print "NewGame"
def advance(self):
if not self._gameover:
self._xPosition += self._dx
self._yPosition += self._dy
if self.yPos >= 575 or self.yPos <= 0:
self._dy = -self._dy
if self._xPosition >= 775:
self._dx = -self._dx
if self._xPosition <=90: # Bug if here <= 0 not nice but funktional
self._outofwindow = True
if self._xPosition <= 100:
if self._yPosition >= self._Balken1.yPos and self._yPosition <= self._Balken1.yPos + 100:
self._kontakt(self._spin)
def _kontakt(self, spin):
self._dx = -self._dx
self._dy = self._dy + spin
if not self._gameover:
self._reversecount += 1
def _setGameOver(self):
self._gameover = True
self.visible = False
self._Balken1.visible = False
self._Points = self.revcount
def eventmanager(self,event):
if event.Key.Code == 110: # N for new Game
if self._gameover:
self._newgame()
def show(self):
if not self._gameover:
self.advance()
if self._outofwindow:
self._setGameOver()
self._texture = sf.Image()
self._texture.LoadFromFile(self._imagename)
self._sprite = sf.Sprite(self._texture)
self._sprite.SetPosition(self._xPosition,self._yPosition)
return self._sprite
# der Schlaeger/Balken
class pongBalken(pongObj):
def __init__(self,imagename):
super(pongBalken,self).__init__("Balken") # fuer Klassenvererbung erf.
self._imagename = imagename
@property
def yPos(self):
return self._yPosition
@yPos.setter
def yPos(self, value):
if value >= 500:
self._yPosition = 500
else:
self._yPosition = value
def eventmanager(self,event):
if event.Type == 10:
self._xPosition = 0 #event.MouseMove.X
self._yPosition = event.MouseMove.Y
def show(self):
self._texture = sf.Image()
self._texture.LoadFromFile(self._imagename)
self._sprite = sf.Sprite(self._texture)
self._sprite.SetPosition(self._xPosition,self._yPosition)
return self._sprite
# Einen Text anzeigen
class pongTxtBox(pongObj):
def __init__(self, text):
super(pongTxtBox, self).__init__("TxtBox") # fuer Klassenvererbung erf.
self._text = text
@property
def text(self):
return self._text
@text.setter
def text(self, value):
self._text = value
def eventmanager(self,event):
pass
def show(self):
self._sftxt = sf.String(self._text)
self._sftxt.SetPosition(self._xPosition, self._yPosition)
return self._sftxt
# Klasse fuer den Hauptprogrammteil
class main(object):
def __init__(self):
# damit das Spiel startet muss ein Ball initialisiert werden
Ball = pongBall("ball.png")
# Ball.xPos = 200
# Ball.yPos = 200
# _Main Start
# wird nur ausgefuehrt bei direktem Probrammaufruf nicht bei Moduleinbindung
if __name__ == "__main__":
start = main()