|
| 1 | +import pygame |
| 2 | +from pygame.locals import * |
| 3 | +from sys import exit |
| 4 | +from gameobjects.vector2 import Vector2 |
| 5 | +from math import * |
| 6 | + |
| 7 | +background_image_filename = 'sushiplate.jpg' |
| 8 | +sprite_image_filename = 'fugu.png' |
| 9 | + |
| 10 | + |
| 11 | +pygame.init() |
| 12 | +screen = pygame.display.set_mode((640, 480), 0, 32) |
| 13 | + |
| 14 | +background = pygame.image.load(background_image_filename).convert() |
| 15 | +sprite = pygame.image.load(sprite_image_filename).convert_alpha() |
| 16 | + |
| 17 | +clock = pygame.time.Clock() |
| 18 | + |
| 19 | +pygame.mouse.set_visible(False) |
| 20 | +pygame.event.set_grab(True) |
| 21 | + |
| 22 | +sprite_pos = Vector2(200, 150) |
| 23 | +sprite_speed = 300. |
| 24 | +sprite_rotation = 0. |
| 25 | +sprite_rotation_speed = 360. # Degrees per second |
| 26 | + |
| 27 | +while True: |
| 28 | + |
| 29 | + for event in pygame.event.get(): |
| 30 | + if event.type == QUIT: |
| 31 | + pygame.quit() |
| 32 | + exit() |
| 33 | + if event.type == KEYDOWN: |
| 34 | + if event.key == K_ESCAPE: |
| 35 | + pygame.quit() |
| 36 | + exit() |
| 37 | + |
| 38 | + |
| 39 | + pressed_keys = pygame.key.get_pressed() |
| 40 | + pressed_mouse = pygame.mouse.get_pressed() |
| 41 | + |
| 42 | + rotation_direction = 0. |
| 43 | + movement_direction = 0. |
| 44 | + |
| 45 | + rotation_direction = pygame.mouse.get_rel()[0] / 3. |
| 46 | + |
| 47 | + if pressed_keys[K_LEFT]: |
| 48 | + rotation_direction = +1. |
| 49 | + if pressed_keys[K_RIGHT]: |
| 50 | + rotation_direction = -1. |
| 51 | + if pressed_keys[K_UP] or pressed_mouse[0]: |
| 52 | + movement_direction = +1. |
| 53 | + if pressed_keys[K_DOWN] or pressed_mouse[2]: |
| 54 | + movement_direction = -1. |
| 55 | + screen.blit(background, (0,0)) |
| 56 | + |
| 57 | + rotated_sprite = pygame.transform.rotate(sprite, sprite_rotation) |
| 58 | + w, h = rotated_sprite.get_size() |
| 59 | + sprite_draw_pos = Vector2(sprite_pos.x-w/2, sprite_pos.y-h/2) |
| 60 | + screen.blit(rotated_sprite, (sprite_draw_pos.x, sprite_draw_pos.y)) |
| 61 | + |
| 62 | + time_passed = clock.tick() |
| 63 | + time_passed_seconds = time_passed / 1000.0 |
| 64 | + |
| 65 | + sprite_rotation += rotation_direction * sprite_rotation_speed * time_passed_seconds |
| 66 | + |
| 67 | + heading_x = sin(sprite_rotation*pi/180.) |
| 68 | + heading_y = cos(sprite_rotation*pi/180.) |
| 69 | + heading = Vector2(heading_x, heading_y) |
| 70 | + heading *= movement_direction |
| 71 | + |
| 72 | + sprite_pos+= heading * sprite_speed * time_passed_seconds |
| 73 | + |
| 74 | + pygame.display.update() |
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