File: testsprite.py

package info (click to toggle)
pygame 1.8.1release-2
  • links: PTS
  • area: main
  • in suites: squeeze
  • size: 5,476 kB
  • ctags: 4,574
  • sloc: ansic: 28,660; python: 13,523; makefile: 61; sh: 1
file content (232 lines) | stat: -rwxr-xr-x 5,930 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
#!/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()