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#!/usr/bin/env python
# like the testsprite.c that comes with sdl, this pygame version shows
# lots of sprites moving around.
import pygame, sys, os
from pygame.locals import *
from random import randint
from time import time
import pygame.joystick
##import FastRenderGroup as FRG
import pygame.sprite as FRG
if "-psyco" in sys.argv:
try:
import psyco
psyco.full()
except Exception:
print "No psyco for you! psyco failed to import and run."
# use this to use update rects or not.
# If the screen is mostly full, then update rects are not useful.
update_rects = True
if "-update_rects" in sys.argv:
update_rects = True
if "-noupdate_rects" in sys.argv:
update_rects = False
use_static = False
if "-static" in sys.argv:
use_static = True
use_FastRenderGroup = False
if "-FastRenderGroup" in sys.argv:
update_rects = True
use_FastRenderGroup = True
flags = 0
if "-flip" in sys.argv:
flags ^= DOUBLEBUF
if "-fullscreen" in sys.argv:
flags ^= FULLSCREEN
if "-sw" in sys.argv:
flags ^= SWSURFACE
use_rle = True
if "-hw" in sys.argv:
flags ^= HWSURFACE
use_rle = False
screen_dims = [640, 480]
if "-height" in sys.argv:
i = sys.argv.index("-height")
screen_dims[1] = int(sys.argv[i+1])
if "-width" in sys.argv:
i = sys.argv.index("-width")
screen_dims[0] = int(sys.argv[i+1])
if "-alpha" in sys.argv:
use_alpha = True
else:
use_alpha = False
print screen_dims
##class Thingy(pygame.sprite.Sprite):
## images = None
## def __init__(self):
## pygame.sprite.Sprite.__init__(self)
## self.image = Thingy.images[0]
## self.rect = self.image.get_rect()
## self.rect.x = randint(0, screen_dims[0])
## self.rect.y = randint(0, screen_dims[1])
## #self.vel = [randint(-10, 10), randint(-10, 10)]
## self.vel = [randint(-1, 1), randint(-1, 1)]
##
## def move(self):
## for i in [0, 1]:
## nv = self.rect[i] + self.vel[i]
## if nv >= screen_dims[i] or nv < 0:
## self.vel[i] = -self.vel[i]
## nv = self.rect[i] + self.vel[i]
## self.rect[i] = nv
class Thingy(FRG.DirtySprite):
images = None
def __init__(self):
## pygame.sprite.Sprite.__init__(self)
FRG.DirtySprite.__init__(self)
self.image = Thingy.images[0]
self.rect = self.image.get_rect()
self.rect.x = randint(0, screen_dims[0])
self.rect.y = randint(0, screen_dims[1])
#self.vel = [randint(-10, 10), randint(-10, 10)]
self.vel = [randint(-1, 1), randint(-1, 1)]
self.dirty = 2
def update(self):
for i in [0, 1]:
nv = self.rect[i] + self.vel[i]
if nv >= screen_dims[i] or nv < 0:
self.vel[i] = -self.vel[i]
nv = self.rect[i] + self.vel[i]
self.rect[i] = nv
class Static(FRG.DirtySprite):
images = None
def __init__(self):
FRG.DirtySprite.__init__(self)
self.image = Static.images[0]
self.rect = self.image.get_rect()
self.rect.x = randint(0, 3*screen_dims[0]/4)
self.rect.y = randint(0, 3*screen_dims[1]/4)
def main():
global update_rects, flags
#pygame.init()
pygame.display.init()
#if "-fast" in sys.argv:
screen = pygame.display.set_mode(screen_dims, flags)
# this is mainly for GP2X, so it can quit.
pygame.joystick.init()
num_joysticks = pygame.joystick.get_count()
if num_joysticks > 0:
stick = pygame.joystick.Joystick(0)
stick.init() # now we will receive events for the joystick
screen.fill([0,0,0])
pygame.display.flip()
sprite_surface = pygame.image.load(os.path.join("data", "asprite.bmp"))
sprite_surface2 = pygame.image.load(os.path.join("data", "static.png"))
if use_rle:
sprite_surface.set_colorkey([0xFF, 0xFF, 0xFF], SRCCOLORKEY|RLEACCEL)
sprite_surface2.set_colorkey([0xFF, 0xFF, 0xFF], SRCCOLORKEY|RLEACCEL)
else:
sprite_surface.set_colorkey([0xFF, 0xFF, 0xFF], SRCCOLORKEY)
sprite_surface2.set_colorkey([0xFF, 0xFF, 0xFF], SRCCOLORKEY)
if use_alpha:
sprite_surface = sprite_surface.convert_alpha()
sprite_surface2 = sprite_surface2.convert_alpha()
else:
sprite_surface = sprite_surface.convert()
sprite_surface2 = sprite_surface2.convert()
Thingy.images = [sprite_surface]
if use_static:
Static.images = [sprite_surface2]
if len(sys.argv) > 1:
try:
numsprites = int(sys.argv[-1])
except:
numsprites = 100
else:
numsprites = 100
sprites = None
if use_FastRenderGroup:
## sprites = FRG.FastRenderGroup()
sprites = FRG.LayeredDirty()
else:
if update_rects:
sprites = pygame.sprite.RenderUpdates()
else:
sprites = pygame.sprite.Group()
for i in xrange(0, numsprites):
if use_static and i%2==0:
sprites.add(Static())
sprites.add(Thingy())
done = False
frames = 0
start = time()
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill([0,0,0])
while not done:
if not update_rects:
screen.fill([0,0,0])
## for sprite in sprites:
## sprite.move()
if update_rects:
sprites.clear(screen, background)
sprites.update()
rects = sprites.draw(screen)
if update_rects:
pygame.display.update(rects)
else:
pygame.display.flip()
for event in pygame.event.get():
if event.type in [KEYDOWN, QUIT, JOYBUTTONDOWN]:
done = True
frames += 1
end = time()
print "FPS: %f" % (frames / ((end - start)))
if __name__ == "__main__":
main()
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