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hackerkart.py
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#/usr/bin/env python
import os, pygame, random, math
from pygame.locals import *
def load_image(name, colorkey=None):
fullname = os.path.join('data', name)
try:
image = pygame.image.load(fullname)
except pygame.error, message:
print 'Cannot load image:', fullname
raise SystemExit, message
image = image.convert()
if colorkey is not None:
if colorkey is -1:
colorkey = image.get_at((0,0))
image.set_colorkey(colorkey, RLEACCEL)
return image, image.get_rect()
kartatlas={
'blue':{'base_fname':'bluekart', 'ext':'.png', 'anim':0, 'frames':1, 'max_speed':20.0, 'accel_rate':0.3, 'turn_max':16, 'turn_rate':0.5},
'red':{'base_fname':'redkart', 'ext':'.png', 'anim':0, 'frames':1, 'max_speed':30.0, 'accel_rate':0.5, 'turn_max':20, 'turn_rate':0.5},
}
class Kart(pygame.sprite.Sprite):
def __init__(self, kart_type='blue'):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
global kartatlas
kart = kartatlas.get(kart_type, 'blue')
filename = kart['base_fname'] + kart['ext']
self.image, self.rect = load_image(filename,-1)
self.original = self.image
self.original_rect = self.rect
self.anim = kart['anim']
self.speed = 0.0
self.max_speed = kart['max_speed']
self.accel_rate = kart['accel_rate']
self.brake_rate = 1.1
self.coast_rate = 1.025
self.position = (0,0)
self.last_position = (0,0)
self.heading = 0
self.last_heading = [0]*4 #this is ugly
self.turn_speed = 0
self.turn_max = kart['turn_max']
self.turn_rate = kart['turn_rate']
self.jumping = 0
self.spinning = 0
def reset(self):
self.rect.center = (500,250) #was = self.original_rect
def accel(self):
if self.speed < self.max_speed:
self.speed += self.accel_rate
elif self.speed > self.max_speed:
self.coast()
def brake(self):
if self.speed >= 1.0 :
self.speed /= self.brake_rate
else:
self.speed = 0
def coast(self):
if self.speed >= 2.5 :
self.speed /= self.coast_rate
else:
self.speed = 0
def turn(self, direction):
if self.turn_speed < self.turn_max:
self.turn_speed += self.turn_rate
self.last_heading.insert(0, self.heading)
self.last_heading.pop()
self.heading += self.turn_speed/2 * direction
self.heading %= 360
def decay(self):
self.last_heading.insert(0, self.heading)
self.last_heading.pop()
if self.turn_speed > 1.0:
self.turn_speed /= 2
else:
self.turn_speed = 0
def _spin(self):
self.speed = 0
pass
def jump(self):
self.jumping=1
pass
def _move(self):
self.last_position = self.position
heading = self.last_heading[len(self.last_heading)-1]
amt_x = self.speed/2 * math.cos( math.radians(heading) )
amt_y = self.speed/2 * math.sin( math.radians(heading) )
newpos = self.rect.move((amt_x , -amt_y)) #i dont know why amt_y needs to be negative!
self.rect = newpos
center = self.rect.center
rotate = pygame.transform.rotate
rotozoom = pygame.transform.rotozoom
self.image = rotate(self.original, self.heading)
#self.image = rotozoom(self.original, self.heading, 2)
self.rect = self.image.get_rect(center=center)
def update(self):
if self.spinning:
self._spin()
else:
self._move()
class Track(pygame.sprite.Sprite):
"""placeholder track image"""
def __init__(self):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image, self.rect = load_image('track2.png',)
self.rotation = 0
self.walls = []
self.startposition = (0,0)
def update(self):
pass
tileatlas = {
'default':{'base_fname':'default', 'ext':'.png', 'anim':1, 'frames':4, 'collision_type':0, 'speed_mod':1.0},
'pave': {'base_fname':'pave', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':0, 'speed_mod':1.0},
'star': {'base_fname':'star', 'ext':'.png', 'anim':1, 'frames':5, 'collision_type':0, 'speed_mod':1.0},
'coin': {'base_fname':'coin', 'ext':'.png', 'anim':2, 'frames':2, 'collision_type':2, 'speed_mod':1.0},
'item': {'base_fname':'item', 'ext':'.png', 'anim':2, 'frames':2, 'collision_type':2, 'speed_mod':1.0},
'boost':{'base_fname':'boost', 'ext':'.png', 'anim':1, 'frames':2 , 'collision_type':0, 'speed_mod':1.5},
'ramp': {'base_fname':'ramp', 'ext':'.png', 'anim':1, 'frames':2, 'collision_type':0, 'speed_mod':1.5},
'dirt': {'base_fname':'dirt', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':0, 'speed_mod':0.75},
'wall': {'base_fname':'wall', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':1, 'speed_mod':0.5},
'spawn':{'base_fname':'spawn', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':0, 'speed_mod':1.0},
'check':{'base_fname':'check', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':0, 'speed_mod':1.0},
'fline':{'base_fname':'fline', 'ext':'.png', 'anim':0, 'frames':1, 'collision_type':0, 'speed_mod':1.0},
}
class Tile(pygame.sprite.Sprite):
def __init__(self, tile_type='default'):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
global tileatlas
tile=tileatlas.get(tile_type, 'default')
filename = tile['base_fname'] + str(0) + tile['ext']
self.image, self.rect = load_image(filename,)
self.tile_type = tile_type
self.collision_type = tile['collision_type']
self.speed_mod = tile['speed_mod']
self.anim = tile['anim'] #load animation frames, and change the update method
if self.anim:
self.frame = 0
self.wait = 0
self.frames = []
for f in range(tile['frames']):
filename = tile['base_fname'] + str(f) + tile['ext']
image, rect = load_image(filename,)
self.frames.append(image)
self.update = self._anim_update
self.status = None
def _bumpframe(self, frame_number=5):
"""quick function to increment the frame counter and draw to tile surface every frame_number times"""
if self.wait == frame_number:
self.image = self.frames[self.frame]
if self.frame == len(self.frames)-1:
self.frame = 0
else:
self.frame += 1
self.wait = 0
else:
self.wait += 1 #=none
def _anim_update(self):
if self.anim == 1:
self._bumpframe()
if self.anim == 2:
pass
def update(self):
pass
class Hud(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image, self.rect = load_image('hud.png', -1)
def update(self):
pass
def main():
"""this function is called when the program starts.
it initializes everything it needs, then runs in
a loop"""
#Initialize Everything
pygame.init()
screen = pygame.display.set_mode((1000, 500))
pygame.display.set_caption('hacker kart')
pygame.mouse.set_visible(0)
#Create The Backgound
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((250, 250, 250))
#Display The Background
screen.blit(background, (0, 0))
pygame.display.flip()
#Prepare Game Objects
clock = pygame.time.Clock()
tile = Tile() #demo tile
track = Track()
kart = Kart('blue')
allsprites = pygame.sprite.RenderPlain((kart, tile, track)) #need to investigate sprite ordering
#Main Loop
while 1:
clock.tick(60)
print "fps: " + str(clock.get_fps()) + " -- spd: " + repr(kart.speed) + " -- hdg: " + repr(kart.heading) + " -- yaw: " + repr(kart.turn_speed)
keys = pygame.key.get_pressed() #get keys held down in between frames
#Handle Input Events
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN and event.key == K_ESCAPE:
return
elif event.type == KEYDOWN:
if event.key == K_a:
kart.jump()
if event.key == K_SPACE:
kart.reset()
if keys[K_LEFT]:
kart.turn(1)
elif keys[K_RIGHT]:
kart.turn(-1)
else:
kart.decay()
if keys[K_UP]:
kart.accel()
elif keys[K_DOWN]:
kart.brake()
else:
kart.coast()
allsprites.update()
#Draw Everything
screen.blit(background, (0, 0))
allsprites.draw(screen)
pygame.sprite.RenderPlain((tile)).draw(screen)
pygame.sprite.RenderPlain((kart)).draw(screen)
pygame.display.flip()
if __name__ == '__main__': main()