diff --git a/actor.py b/actor.py index 72f51f9..ff8538d 100644 --- a/actor.py +++ b/actor.py @@ -6,12 +6,13 @@ import math import pygame import math_utils +import game ACTOR_STATES = { 'IDLE': 0, 'MOVING': 1 } class BaseActor(pygame.sprite.Sprite): def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True): - super(Sprite, self).__init__() + pygame.sprite.Sprite.__init__(self) self.id = id self.name = name @@ -51,7 +52,7 @@ class BaseActor(pygame.sprite.Sprite): self.position = list(new_pos) def get_velocity(self): - return self.get_velocity + return self.velocity def set_velocity(self, new_vel): self.velocity = list(new_vel) @@ -76,10 +77,10 @@ class BaseActor(pygame.sprite.Sprite): class BulletActor(BaseActor): """ Actor class with fixed velocity bullet behavior. """ - def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60): - super(BaseActor, self).__init__(id, image, name, animated, visible, solid) - self.then = 0 - self.now = 0 + def __init__(self, id, image, name = "Default", animated = False, visible = True, solid = True, frame_rate = 60.0): + BaseActor.__init__(self, id, image, name, animated, visible, solid) + self.then = pygame.time.get_ticks() + self.now = pygame.time.get_ticks() self.frame_rate = frame_rate self.moving = False @@ -99,13 +100,21 @@ class BulletActor(BaseActor): if delta_t < 0: delta_t = 0 # Compensatefor overflow of self.now + if game.DEBUG: + print + print "Bullet actor: " + self.name + print "THEN: " + str(self.then) + " :: NOW: " + str(self.now) + " :: DELTA: " + str(delta_t) + if self.moving: - # Then we update it's velocity components compensating for time. - self.velocity[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000) - self.velocity[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000) - # Finally we take friction into account. - self.velocity[0] *= self.friction - self.velocity[1] *= self.friction + if game.DEBUG: + print "NEW VEL X: " + str((self.velocity[0] * delta_t) * (self.frame_rate / 1000)) + print "NEW VEL Y: " + str((self.velocity[1] * delta_t) * (self.frame_rate / 1000)) + self.position[0] += (self.velocity[0] * delta_t) * (self.frame_rate / 1000) + self.position[1] += (self.velocity[1] * delta_t) * (self.frame_rate / 1000) + self.rect.center = (self.position[0], self.position[1]) + + if game.DEBUG: + print "NEW POSITION: " + str(self.position) # TODO: Update animation frame if any. diff --git a/game.py b/game.py index f154cef..74df4c0 100644 --- a/game.py +++ b/game.py @@ -14,8 +14,8 @@ from ingame import InGameState from score import ScoreState from notvalidstate import NotValidState -# Debug constant. Comment to turn off debugging messages. -DEBUG = True +# Debug constant. Set to False to turn off debugging messages. +DEBUG = False # The Game class implements the state machine of the game and # runs the main game loop. diff --git a/intro.py b/intro.py index f45e56c..eab5ddc 100644 --- a/intro.py +++ b/intro.py @@ -9,6 +9,8 @@ except ImportError: android = None from state import BaseState, VALID_STATES +from actor import BulletActor +import game class IntroState(BaseState): def __init__(self): @@ -18,6 +20,21 @@ class IntroState(BaseState): self.next_transition = VALID_STATES['STAY'] self.background_color = (139, 210, 228) + image = pygame.image.load('gfx/burbuja.png') + self.sine_movement = BulletActor(0, image, "SineMovement", False, True, False) + self.sine_movement.set_position([-20, pygame.display.Info().current_h / 2]) + # The next line calculates the horizontal velocity of sine_movement. + # We want it to cover the width of the screen in 20 seconds. We divide + # by 60 to obtain the speed in pixels per frame. + x_velocity = (float(pygame.display.Info().current_w) / 20.0) / 60.0 + self.sine_movement.set_velocity([0.5, 0]) + self.sine_movement.move() + + if game.DEBUG: + print "Velocity: " + str(self.sine_movement.get_velocity()) + print "Position: " + str(self.sine_movement.get_position()) + print self.sine_movement.is_moving() + def input(self): for event in pygame.event.get(): if android: @@ -31,15 +48,21 @@ class IntroState(BaseState): self.next_transition = VALID_STATES['QUIT'] def update(self): + self.sine_movement.update() + if game.DEBUG: + print + print "NEXT UPDATE" + print "Velocity: " + str(self.sine_movement.get_velocity()) + print "Position: " + str(self.sine_movement.get_position()) + print self.sine_movement.is_moving() if self.next_transition != VALID_STATES['QUIT']: - if self.count < 120: - self.count += 1 - self.next_transition = VALID_STATES['STAY'] - else: - self.count = 0 + sm_position = self.sine_movement.get_position() + if sm_position[0] > pygame.display.Info().current_w + 30: self.next_transition = VALID_STATES['MENU'] + else: + self.next_transition = VALID_STATES['STAY'] return self.next_transition def render(self, canvas): canvas.fill(self.background_color) - pygame.draw.rect(canvas, (255, 255, 255), self.rectangle) + canvas.blit(self.sine_movement.image, self.sine_movement.rect)