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Latest revision as of 20:33, 23 February 2010
Bouncing Ball
This is a simple Sugargame example which bounces a red ball across the screen.
A Sugar toolbar provides Pause and Unpause functionality, demonstrating communication between Sugar and Pygame.
TestActivity.py
This file implements the TestActivity activity class. The constructor sets up the Pygame canvas and Sugar toolbar, and starts the game running.
from gettext import gettext as _ import sys import gtk import pygame import sugar.activity.activity import sugar.graphics.toolbutton sys.path.append('..') # Import sugargame package from top directory. import sugargame.canvas import TestGame class TestActivity(sugar.activity.activity.Activity): def __init__(self, handle): super(TestActivity, self).__init__(handle) self.paused = False # Create the game instance. self.game = TestGame.TestGame() # Build the activity toolbar. self.build_toolbar() # Build the Pygame canvas. self._canvas = sugargame.canvas.PygameCanvas(self) # Note that set_canvas implicitly calls read_file when resuming from the Journal. self.set_canvas(self._canvas) # Start the game running. self._canvas.run_pygame(self.game.run) def build_toolbar(self): stop_play = sugar.graphics.toolbutton.ToolButton('media-playback-stop') stop_play.set_tooltip(_("Stop")) stop_play.set_accelerator(_('<ctrl>space')) stop_play.connect('clicked', self._stop_play_cb) toolbar = gtk.Toolbar() toolbar.insert(stop_play, 0) toolbar.insert(gtk.SeparatorToolItem(), 1) toolbox = sugar.activity.activity.ActivityToolbox(self) toolbox.add_toolbar(_("Pygame"), toolbar) toolbox.show_all() self.set_toolbox(toolbox) def _stop_play_cb(self, button): # Pause or unpause the game. self.paused = not self.paused self.game.set_paused(self.paused) # Update the button to show the next action. if self.paused: button.set_icon('media-playback-start') button.set_tooltip(_("Start")) else: button.set_icon('media-playback-stop') button.set_tooltip(_("Stop")) def read_file(self, file_path): self.game.read_file(file_path) def write_file(self, file_path): self.game.write_file(file_path)
TestGame.py
This file implements the game (really just a bouncing ball animation). Note the main function at the end; this file can also be run as a standalone Pygame program.
#!/usr/bin/python import pygame import gtk class TestGame: def __init__(self): # Set up a clock for managing the frame rate. self.clock = pygame.time.Clock() self.x = -100 self.y = 100 self.vx = 10 self.vy = 0 self.paused = False def set_paused(self, paused): self.paused = paused # Called to save the state of the game to the Journal. def write_file(self, file_path): pass # Called to load the state of the game from the Journal. def read_file(self, file_path): pass # The main game loop. def run(self): self.running = True screen = pygame.display.get_surface() while self.running: # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type == pygame.QUIT: return elif event.type == pygame.VIDEORESIZE: pygame.display.set_mode(event.size, pygame.RESIZABLE) # Move the ball if not self.paused: self.x += self.vx if self.x > screen.get_width() + 100: self.x = -100 self.y += self.vy if self.y > screen.get_height() - 100: self.y = screen.get_height() - 100 self.vy = -self.vy self.vy += 5; # Clear Display screen.fill((255,255,255)) #255 for white # Draw the ball pygame.draw.circle(screen, (255,0,0), (self.x, self.y), 100) # Flip Display pygame.display.flip() # Try to stay at 30 FPS self.clock.tick(30) # This function is called when the game is run directly from the command line: # ./TestGame.py def main(): pygame.init() pygame.display.set_mode((0, 0), pygame.RESIZABLE) game = TestGame() game.run() if __name__ == '__main__': main()