In my game, there is a terrain generator subsequently resulting in many instances.
I have implemented this code:
for b in blocklist:
if b.rect.left>=0:
if b.rect.right<=640:
screen.blit(b.sprite, b.rect)
It only renders things within the screen (400-500 blocks), but it still runs as if it were rendering all 2000 or so.
Why is it so slow? Does it have anything to do with pygame.display.update()
or pygame.display.flip()
? Is there even a difference?
Here is the entire code:
#Init stuff
import pygame,random
from pygame.locals import *
from collections import namedtuple
import time, string
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=500)
f=open('texdir.txt','r')
texdir=f.read()
f.close()
f=open(texdir+"\\splash.txt",'r')
splash=f.read()
splash=splash.replace('(','')
splash=splash.replace(')','')
splash=splash.split(',')
f.close()
splashlen=len(splash)
chc=random.randint(0,int(splashlen))
splash=splash[chc-1]
f=open(texdir+"//backcolor.txt")
pygame.init()
clock=pygame.time.Clock()
screen=pygame.display.set_mode((640,480))
pygame.display.set_caption("PiBlocks | By Sam Tubb")
max_gravity = 100
blocksel=texdir+"\\dirt.png"
btype='block'
backimg = pygame.image.load(texdir+"\\menu.png").convert()
backimg = pygame.transform.scale(backimg, (640,480))
clsimg = pygame.image.load("clear.bmp").convert()
clsimg = pygame.transform.scale(clsimg, (640,480))
ingame=0
sbtn=pygame.image.load("startbtn.png").convert()
qbtn=pygame.image.load("quitbtn.png").convert()
tbtn=pygame.image.load("texbtn.png").convert()
sbtnrect=sbtn.get_rect()
sbtnrect.x=220
sbtnrect.y=190
qbtnrect=qbtn.get_rect()
qbtnrect.x=220
qbtnrect.y=225
tbtnrect=tbtn.get_rect()
tbtnrect.x=220
tbtnrect.y=260
go=0
gotime=35
select=1
colliding = False
Move = namedtuple('Move', ['up', 'left', 'right'])
player=[]
blocklist=[]
font=pygame.font.Font(None,18)
#set cursor
curs = pygame.image.load(texdir+"\\cursor.png").convert()
curs.set_colorkey((0,255,0))
#set backcolor
COLOR=f.read()
f.close()
COLOR=COLOR.replace('(','')
COLOR=COLOR.replace(')','')
COLOR=COLOR.split(',')
c1=COLOR[0]
c2=COLOR[1]
c3=COLOR[2]
#load sounds
place=pygame.mixer.Sound('sound\\place.wav')
place2=pygame.mixer.Sound('sound\\place2.wav')
place3=pygame.mixer.Sound('sound\\place3.wav')
#set sprites and animation frames
psprite = pygame.image.load(texdir+"\\player\\playr.png").convert()
psprite.set_colorkey((0,255,0))
psprite2 = pygame.image.load(texdir+"\\player\\playr2.png").convert()
psprite2.set_colorkey((0,255,0))
psprite3 = pygame.image.load(texdir+"\\player\\playr3.png").convert()
psprite3.set_colorkey((0,255,0))
anim=1
class Block(object):
def __init__(self,x,y,sprite,btype):
if blocksel==texdir+"\\woodslab.png":
self.btype='slab'
self.sprite = pygame.image.load(sprite).convert()
self.rect = self.sprite.get_rect(top=y+16, left=x)
else:
self.btype='block'
self.sprite = pygame.image.load(sprite).convert_alpha()
self.rect = self.sprite.get_rect(top=y, left=x)
class Player(object):
sprite=psprite
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 7
self.move_speed = 3
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left:
self.xvel = -self.move_speed
if move.right:
self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False;
self.collide(0, self.yvel, blocks)
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0:
self.rect.right = block.rect.left
if xvel < 0:
self.rect.left = block.rect.right
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom
def get_key():
while 1:
event = pygame.event.poll()
if event.type == KEYDOWN:
return event.key
else:
pass
def display_box(screen, message):
"Print a message in a box in the middle of the screen"
fontobject = pygame.font.Font(None,18)
pygame.draw.rect(screen, (0,0,0),
((screen.get_width() / 2) - 100,
(screen.get_height() / 2) - 10,
200,20), 0)
pygame.draw.rect(screen, (255,255,255),
((screen.get_width() / 2) - 102,
(screen.get_height() / 2) - 12,
204,24), 1)
if len(message) != 0:
screen.blit(fontobject.render(message, 1, (255,255,255)),
((screen.get_width() / 2) - 100, (screen.get_height() / 2) - 10))
pygame.display.flip()
def ask(screen, question):
"ask(screen, question) -> answer"
pygame.font.init()
current_string = []
display_box(screen, question + ": " + string.join(current_string,""))
while 1:
inkey = get_key()
if inkey == K_BACKSPACE:
current_string = current_string[0:-1]
elif inkey == K_RETURN:
break
elif inkey == K_MINUS:
current_string.append("_")
elif inkey <= 127:
current_string.append(chr(inkey))
display_box(screen, question + ": " + string.join(current_string,""))
return string.join(current_string,"")
while True:
for block in blocklist:
if any(block.rect.colliderect(b.rect) for b in blocklist if b is not block):
if b.btype=='slab':
blocklist.remove(block)
else:
blocklist.remove(b)
if ingame==1:
screen.fill((int(c1),int(c2),int(c3)))
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
if key[K_a]:
anim+=1
if anim==9:
anim=1
if key[K_d]:
anim+=1
if anim==9:
anim=1
if key[K_1]:
blocksel=texdir+"\\dirt.png"
btype='block'
select=1
if key[K_2]:
blocksel=texdir+"\\stonetile.png"
btype='block'
select=2
if key[K_3]:
blocksel=texdir+"\\stone.png"
btype='block'
select=3
if key[K_4]:
blocksel=texdir+"\\sand.png"
btype='block'
select=4
if key[K_5]:
blocksel=texdir+"\\woodplank.png"
btype='block'
select=5
if key[K_6]:
blocksel=texdir+"\\woodslab.png"
btype='slab'
select=6
if key[K_LEFT]:
try:
for b in blocklist:
b.rect.left+=32
except:
pass
try:
player.rect.left+=32
except:
pass
if key[K_RIGHT]:
try:
for b in blocklist:
b.rect.left-=32
except:
pass
try:
player.rect.left-=32
except:
pass
if key[K_UP]:
try:
for b in blocklist:
b.rect.top+=32
except:
pass
try:
player.rect.top+=32
except:
pass
if key[K_DOWN]:
try:
for b in blocklist:
b.rect.top-=32
except:
pass
try:
player.rect.top-=32
except:
pass
if key[K_ESCAPE]:
execfile('PiBlocks.pyw')
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == MOUSEBUTTONDOWN:
if event.button==4:
if select<9:
select=select+1
else:
select=1
elif event.button==5:
if select>1:
select=select-1
else:
select=9
if select==1:
blocksel=texdir+"\\dirt.png"
btype='block'
if select==2:
blocksel=texdir+"\\stonetile.png"
btype='block'
if select==3:
blocksel=texdir+"\\stone.png"
btype='block'
if select==4:
blocksel=texdir+"\\sand.png"
btype='block'
if select==5:
blocksel=texdir+"\\woodplank.png"
btype='block'
if select==6:
blocksel=texdir+"\\woodslab.png"
btype='slab'
if key[K_LSHIFT]:
if event.type==MOUSEMOTION:
if not any(block.rect.collidepoint(mse) for block in blocklist):
snd=random.randint(1,3)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
if go==1:
if snd==1:
place.play()
elif snd==2:
place2.play()
elif snd==3:
place3.play()
blocklist.append(Block(x,y,blocksel,btype))
if key[K_RSHIFT]:
if event.type==MOUSEMOTION:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
if go==1:
blocklist.remove(b)
else:
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
if go==1:
blocklist.remove(b)
if not to_remove:
snd=random.randint(1,3)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
if go==1:
if snd==1:
place.play()
elif snd==2:
place2.play()
elif snd==3:
place3.play()
blocklist.append(Block(x,y,blocksel,btype))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=Player(x+16,y+16)
move = Move(key[K_w], key[K_a], key[K_d])
for b in blocklist:
if b.rect.left>=0:
if b.rect.right<=640:
screen.blit(b.sprite, b.rect)
if player:
player.update(move, blocklist)
if anim==1 or anim==2 or anim==3:
screen.blit(psprite, player.rect)
elif anim==4 or anim==5 or anim==6:
screen.blit(psprite2, player.rect)
elif anim==7 or anim==8 or anim==9:
screen.blit(psprite3, player.rect)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
screen.blit(curs,(x,y))
clock.tick(60)
x=blocksel.replace(texdir,'')
x=x.replace('.png','')
vers=font.render('PiBlocks Alpha 0.6',True,(255,255,255))
tex=font.render('Selected Texture Pack: '+texdir,True,(255,255,255))
words=font.render('Selected Block: '+str(x), True, (255,255,255))
screen.blit(vers,(1,1))
screen.blit(tex,(1,12))
screen.blit(words,(1,25))
if gotime==0:
go=1
else:
gotime-=1
pygame.display.update()
elif ingame==0:
blocklist=[]
mse = pygame.mouse.get_pos()
player=[]
key = pygame.key.get_pressed()
text=font.render(splash, True, (255,255,255))
if key[K_RETURN]:
ingame=1
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
print event.key
if sbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
ingame='gen'
top=(random.randint(5,8)*32)
cen=(top+random.randint(4,6)*32)
down=15
across=0
blklvl=0
while across<640:
while down>0:
screen.fill((0,0,0))
if blklvl==top:
blocklist.append(Block(across,blklvl,texdir+"\\grass.png",'block'))
if blklvl>top:
if blklvl<cen:
blocklist.append(Block(across,blklvl,texdir+"\\dirt.png",'block'))
if blklvl>cen-1:
blocklist.append(Block(across,blklvl,texdir+"\\stone.png",'block'))
down=down-1
blklvl=blklvl+32
if down==0:
if across<1920:
per=(across/(32/5))
if per>100:
per=100
top=(random.randint(5,8)*32)
cen=(top+random.randint(4,6)*32)
down=15
blklvl=0
across=across+32
down=15
drawgen=font.render('GENERATION:'+str(per)+'%%', True, (255,255,255))
screen.blit(drawgen,(1,1))
pygame.display.flip()
go=0
ingame=1
if qbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
exit()
if tbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
ingame='texsel'
screen.blit(backimg,(0,0))
screen.blit(text,(364,76))
screen.blit(sbtn,sbtnrect)
screen.blit(qbtn,qbtnrect)
screen.blit(tbtn,tbtnrect)
pygame.display.flip()
elif ingame=='texsel':
screen.blit(clsimg,(0,0))
inp = ask(screen, 'Texture Directory')
f=open('texdir.txt','w')
f.write(str(inp))
f.close()
pygame.display.flip()
execfile('PiBlocks.pyw')
1 Answer 1
First of all, a lot of people who would answer this question will not do so because you can't just copy/paste the code and run it. The code depends on a lot of external files, like images and textfiles, and to run your code, you basically have to trial'n'error your way while creating a bunch of placeholder images...
I'll try to read your code and comment it step by step.
f=open('texdir.txt','r')
texdir=f.read()
f.close()
f=open(texdir+"\\splash.txt",'r')
splash=f.read()
splash=splash.replace('(','')
splash=splash.replace(')','')
splash=splash.split(',')
f.close()
...
f=open(texdir+"//backcolor.txt")
Here you read some settings/configurations. Better use the ConfigParser
module. It will make your code more readable and more easily to follow.
splashlen=len(splash)
chc=random.randint(0,int(splashlen))
splash=splash[chc-1]
To select a random element from as list, you can just use random.choice
.
f=open(texdir+"//backcolor.txt")
...
blocksel=texdir+"\\dirt.png"
Sometimes you use //
in a path, sometimes \\
. Better use os.path.join
to create a path so it will work on different operating systems,
COLOR=f.read()
f.close()
COLOR=COLOR.replace('(','')
COLOR=COLOR.replace(')','')
COLOR=COLOR.split(',')
c1=COLOR[0]
c2=COLOR[1]
c3=COLOR[2]
...
if ingame==1:
screen.fill((int(c1),int(c2),int(c3)))
Well, that's a whole lot of code to read a simple tuple. Let be point to ast.literal_eval
, which allows you to savely read a string and convert it into a python structure:
line = f.read()
# assuming 'line' is a string representing a tuple, like (120, 120, 200)
back_color = literal_eval(line) # now, back_color is a tuple
...
if ingame==1:
screen.fill(back_color)
if key[K_1]:
blocksel=texdir+"\\dirt.png"
btype='block'
select=1
if key[K_2]:
blocksel=texdir+"\\stonetile.png"
btype='block'
select=2
Here, you have three (maybe four if you count the key) values that are connectet to each other, so you should create a type that represents this:
class BlockType(object):
def __init__(self, name, type, image_path=None, y_offset=0):
self.name = name
self.type = type
if not image_path:
image_path = name + '.png'
self.image = pygame.image.load(image_path).convert()
self.y_offset = y_offset
def get_rect(self, x, y):
return self.image.get_rect(top=y+self.y_offset, left=x)
class Block(object):
def __init__(self, x, y, block_type):
self.block_type = block_type
self.image = block_type.image
self.rect = block_type.get_rect(x, y)
# don't know if we need the information 'block or slab'
types = [BlockType('dirt', 'block'),
BlockType('stonetile', 'block'),
BlockType('stone', 'block'),
BlockType('grass', 'block'),
BlockType('sand', 'block'),
BlockType('woodplank', 'block'),
BlockType('woodslab', 'slab', y_offset=16)]
block_lookup = {t.name: t for t in types}
key_map = dict(zip([K_1, K_2, K_3, K_4, K_5, K_6], types))
Also, this will allow to remove a lot of code duplication.
if event.button==4:
if select < 9:
select=select+1
else:
select=1
elif event.button==5:
if select>1:
select=select-1
else:
select=9
can be simplified to
num_of_types = len(types)
if event.button==4:
select += 1
elif event.button==5:
select -= 1
select = max(min(select, num_of_types), 0)
if blklvl==top:
blocklist.append(Block(across,blklvl,texdir+"\\grass.png",'block'))
if blklvl>top:
if blklvl<cen:
blocklist.append(Block(across,blklvl,texdir+"\\dirt.png",'block'))
if blklvl>cen-1:
blocklist.append(Block(across,blklvl,texdir+"\\stone.png",'block'))
Notice how you repeat the filenames to each different block type all over again? Let's fix that by creating a factory method that uses our new block_lookup
dictionary:
# this lookup could also be directly in the Block class
def block_factory(name, x, y):
return Block(x, y, block_lookup[name])
...
if blklvl == top:
blocklist.append(block_factory(across, blklvl , 'grass'))
if blklvl > top and blklvl<cen:
blocklist.append(block_factory(across, blklvl , 'dirt'))
if blklvl > cen-1:
blocklist.append(block_factory(across, blklvl , 'stone'))
vers=font.render('PiBlocks Alpha 0.6',True,(255,255,255))
tex=font.render('Selected Texture Pack: '+texdir,True,(255,255,255))
You render the text surface once each frame. Text rendering in pygame is quite slow, so you should cache the text surfaces and reuse them.
for block in blocklist:
if any(block.rect.colliderect(b.rect) for b in blocklist if b is not block):
if b.btype=='slab':
blocklist.remove(block)
else:
blocklist.remove(b)
No idea what you try to do here. b
is declared in the list comprehension above and should not be used outside of it.
There's a lot more what could be improved, but we've already eliminated two performance bottlenecks (reloading images from disk every time a new block is created, text rendering), and I'm running out of space and time, so here's the complete code so far:
#Init stuff
import pygame,random
from pygame.locals import *
from collections import namedtuple
import time, string
import ConfigParser
from ast import literal_eval
from functools import partial
import os
config = ConfigParser.ConfigParser()
config.read("settings.cfg")
options = partial(config.get, 'Options')
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=500)
pygame.init()
pygame.display.set_caption(options('Caption'))
size = literal_eval(options('ScreenSize'))
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
back_color = literal_eval(options('Backcolor'))
splash = random.choice(literal_eval(options('Splash')))
max_gravity = 100
texdir = options('TextureDir')
backimg = pygame.image.load(texdir+"\\menu.png").convert()
backimg = pygame.transform.scale(backimg, (640,480))
clsimg = pygame.image.load("clear.bmp").convert()
clsimg = pygame.transform.scale(clsimg, (640,480))
ingame=0
sbtn=pygame.image.load("startbtn.png").convert()
qbtn=pygame.image.load("quitbtn.png").convert()
tbtn=pygame.image.load("texbtn.png").convert()
sbtnrect=sbtn.get_rect()
sbtnrect.x=220
sbtnrect.y=190
qbtnrect=qbtn.get_rect()
qbtnrect.x=220
qbtnrect.y=225
tbtnrect=tbtn.get_rect()
tbtnrect.x=220
tbtnrect.y=260
go=0
gotime=35
select=1
colliding = False
Move = namedtuple('Move', ['up', 'left', 'right'])
player=[]
blocklist=[]
font=pygame.font.Font(None,18)
#set cursor
curs = pygame.image.load(texdir+"\\cursor.png").convert()
curs.set_colorkey((0,255,0))
#load sounds
place=pygame.mixer.Sound('sound\\place.wav')
place2=pygame.mixer.Sound('sound\\place2.wav')
place3=pygame.mixer.Sound('sound\\place3.wav')
#set sprites and animation frames
psprite = pygame.image.load(texdir+"\\player\\playr.png").convert()
psprite.set_colorkey((0,255,0))
psprite2 = pygame.image.load(texdir+"\\player\\playr2.png").convert()
psprite2.set_colorkey((0,255,0))
psprite3 = pygame.image.load(texdir+"\\player\\playr3.png").convert()
psprite3.set_colorkey((0,255,0))
anim=1
class BlockType(object):
def __init__(self, name, type, image_path=None, y_offset=0):
self.name = name
self.type = type
if not image_path:
image_path = name + '.png'
self.image = pygame.image.load(image_path).convert()
self.y_offset = y_offset
def get_rect(self, x, y):
return self.image.get_rect(top=y+self.y_offset, left=x)
class Block(object):
def __init__(self, x, y, block_type):
self.block_type = block_type
self.image = block_type.image
self.rect = block_type.get_rect(x, y)
types = [BlockType('dirt', 'block'),
BlockType('stonetile', 'block'),
BlockType('stone', 'block'),
BlockType('grass', 'block'),
BlockType('sand', 'block'),
BlockType('woodplank', 'block'),
BlockType('woodslab', 'slab', y_offset=16)]
block_lookup = {t.name: t for t in types}
def block_factory(name, x, y):
return Block(x, y, block_lookup[name])
num_of_types = len(types)
key_map = dict(zip([K_1, K_2, K_3, K_4, K_5, K_6], types))
selected_block_type = next(t for t in types if t.name == options('DefaultBlock'))
selected_block_index = types.index(selected_block_type)
_text_cache = {}
def render_white(text):
if not text in _text_cache:
surf = font.render(text ,True,(255,255,255))
_text_cache[text] = surf
return surf
return _text_cache[text]
class Player(object):
sprite=psprite
def __init__(self, x, y):
self.rect = self.sprite.get_rect(centery=y, centerx=x)
# indicates that we are standing on the ground
# and thus are "allowed" to jump
self.on_ground = True
self.xvel = 0
self.yvel = 0
self.jump_speed = 7
self.move_speed = 3
def update(self, move, blocks):
# check if we can jump
if move.up and self.on_ground:
self.yvel -= self.jump_speed
# simple left/right movement
if move.left:
self.xvel = -self.move_speed
if move.right:
self.xvel = self.move_speed
# if in the air, fall down
if not self.on_ground:
self.yvel += 0.3
# but not too fast
if self.yvel > max_gravity: self.yvel = max_gravity
# if no left/right movement, x speed is 0, of course
if not (move.left or move.right):
self.xvel = 0
# move horizontal, and check for horizontal collisions
self.rect.left += self.xvel
self.collide(self.xvel, 0, blocks)
# move vertically, and check for vertical collisions
self.rect.top += self.yvel
self.on_ground = False;
self.collide(0, self.yvel, blocks)
def collide(self, xvel, yvel, blocks):
# all blocks that we collide with
for block in [blocks[i] for i in self.rect.collidelistall(blocks)]:
# if xvel is > 0, we know our right side bumped
# into the left side of a block etc.
if xvel > 0:
self.rect.right = block.rect.left
if xvel < 0:
self.rect.left = block.rect.right
# if yvel > 0, we are falling, so if a collision happpens
# we know we hit the ground (remember, we seperated checking for
# horizontal and vertical collision, so if yvel != 0, xvel is 0)
if yvel > 0:
self.rect.bottom = block.rect.top
self.on_ground = True
self.yvel = 0
# if yvel < 0 and a collision occurs, we bumped our head
# on a block above us
if yvel < 0: self.rect.top = block.rect.bottom
def get_key():
while 1:
event = pygame.event.poll()
if event.type == KEYDOWN:
return event.key
else:
pass
def display_box(screen, message):
"Print a message in a box in the middle of the screen"
fontobject = pygame.font.Font(None,18)
pygame.draw.rect(screen, (0,0,0),
((screen.get_width() / 2) - 100,
(screen.get_height() / 2) - 10,
200,20), 0)
pygame.draw.rect(screen, (255,255,255),
((screen.get_width() / 2) - 102,
(screen.get_height() / 2) - 12,
204,24), 1)
if len(message) != 0:
screen.blit(fontobject.render(message, 1, (255,255,255)),
((screen.get_width() / 2) - 100, (screen.get_height() / 2) - 10))
pygame.display.flip()
def ask(screen, question):
"ask(screen, question) -> answer"
pygame.font.init()
current_string = []
display_box(screen, question + ": " + string.join(current_string,""))
while 1:
inkey = get_key()
if inkey == K_BACKSPACE:
current_string = current_string[0:-1]
elif inkey == K_RETURN:
break
elif inkey == K_MINUS:
current_string.append("_")
elif inkey <= 127:
current_string.append(chr(inkey))
display_box(screen, question + ": " + string.join(current_string,""))
return string.join(current_string,"")
while True:
for block in blocklist:
if any(block.rect.colliderect(b.rect) for b in blocklist if b is not block):
blocklist.remove(block)
if ingame==1:
screen.fill(back_color)
mse = pygame.mouse.get_pos()
key = pygame.key.get_pressed()
if key[K_a]:
anim+=1
if anim==9:
anim=1
if key[K_d]:
anim+=1
if anim==9:
anim=1
if key[K_LEFT]:
try:
for b in blocklist:
b.rect.left+=32
except:
pass
try:
player.rect.left+=32
except:
pass
if key[K_RIGHT]:
try:
for b in blocklist:
b.rect.left-=32
except:
pass
try:
player.rect.left-=32
except:
pass
if key[K_UP]:
try:
for b in blocklist:
b.rect.top+=32
except:
pass
try:
player.rect.top+=32
except:
pass
if key[K_DOWN]:
try:
for b in blocklist:
b.rect.top-=32
except:
pass
try:
player.rect.top-=32
except:
pass
if key[K_ESCAPE]:
execfile('PiBlocks.pyw')
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == MOUSEBUTTONDOWN:
if event.button == 4:
selected_block_index += 1
elif event.button == 5:
selected_block_index -= 1
selected_block_index = max(min(selected_block_index, num_of_types-1), 0)
selected_block_type = types[selected_block_index]
elif event.type == KEYDOWN:
if event.key in key_map:
selected_block_type = key_map[event.key]
selected_block_index = types.index(selected_block_type)
elif event.type==MOUSEMOTION:
if key[K_LSHIFT]:
if not any(block.rect.collidepoint(mse) for block in blocklist):
snd=random.randint(1,3)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
if go==1:
if snd==1:
place.play()
elif snd==2:
place2.play()
elif snd==3:
place3.play()
blocklist.append(Block(x,y,selected_block_type))
elif key[K_RSHIFT]:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
if go==1:
blocklist.remove(b)
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
to_remove = [b for b in blocklist if b.rect.collidepoint(mse)]
for b in to_remove:
if go==1:
blocklist.remove(b)
if not to_remove:
snd=random.randint(1,3)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
if go==1:
if snd==1:
place.play()
elif snd==2:
place2.play()
elif snd==3:
place3.play()
blocklist.append(Block(x,y,selected_block_type))
elif event.button == 3:
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
player=Player(x+16,y+16)
move = Move(key[K_w], key[K_a], key[K_d])
for b in blocklist:
if b.rect.left>=0:
if b.rect.right<=640:
screen.blit(b.image, b.rect)
if player:
player.update(move, blocklist)
if anim==1 or anim==2 or anim==3:
screen.blit(psprite, player.rect)
elif anim==4 or anim==5 or anim==6:
screen.blit(psprite2, player.rect)
elif anim==7 or anim==8 or anim==9:
screen.blit(psprite3, player.rect)
x=(int(mse[0]) / 32)*32
y=(int(mse[1]) / 32)*32
screen.blit(curs,(x,y))
clock.tick(60)
screen.blit(render_white('PiBlocks Alpha 0.6'), (1,1))
screen.blit(render_white('Selected Texture Pack: ' + texdir), (1,12))
screen.blit(render_white('Selected Block: '+ selected_block_type.name), (1,25))
if gotime==0:
go=1
else:
gotime-=1
pygame.display.update()
elif ingame==0:
blocklist=[]
mse = pygame.mouse.get_pos()
player=[]
key = pygame.key.get_pressed()
text=font.render(splash, True, (255,255,255))
if key[K_RETURN]:
ingame=1
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
print event.key
if sbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
ingame='gen'
top=(random.randint(5,8)*32)
cen=(top+random.randint(4,6)*32)
down=15
across=0
blklvl=0
while across<640:
while down>0:
screen.fill((0,0,0))
if blklvl==top:
blocklist.append(block_factory('grass', across, blklvl))
if blklvl>top and blklvl<cen:
blocklist.append(block_factory('dirt', across, blklvl))
if blklvl>cen-1:
blocklist.append(block_factory('stone', across, blklvl))
down=down-1
blklvl=blklvl+32
if down==0:
if across<1920:
per=(across/(32/5))
if per>100:
per=100
top=(random.randint(5,8)*32)
cen=(top+random.randint(4,6)*32)
down=15
blklvl=0
across=across+32
down=15
drawgen=font.render('GENERATION:'+str(per)+'%%', True, (255,255,255))
screen.blit(drawgen,(1,1))
pygame.display.flip()
go=0
ingame=1
if qbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
exit()
if tbtnrect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
ingame='texsel'
screen.blit(backimg,(0,0))
screen.blit(text,(364,76))
screen.blit(sbtn,sbtnrect)
screen.blit(qbtn,qbtnrect)
screen.blit(tbtn,tbtnrect)
pygame.display.flip()
elif ingame=='texsel':
screen.blit(clsimg,(0,0))
inp = ask(screen, 'Texture Directory')
f=open('texdir.txt','w')
f.write(str(inp))
f.close()
pygame.display.flip()
execfile('PiBlocks.pyw')
and the config file (settings.cfg
):
[Options]
Backcolor: (100, 100, 100)
TextureDir: .
DefaultBlock: dirt
ScreenSize: (640, 480)
Caption: PiBlocks | By Sam Tubb
Splash: ('Some splash!', 'Play This!', 'Whhooooaaaa!!')
Further steps are fixing indentation, clean up the deep nesting of if
blocks, maybe introduce classes that represent the different game states, and removing the evil empty try/except blocks. Also, some code of blocks could also extrated to functions to improve readability.
.py
files and have them import each-other as modules. \$\endgroup\$