Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c Renamed the DSFML directory to d --> bindings must now be updated to match the new organization! git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
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bindings/python/samples/hellosfml.py
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bindings/python/samples/hellosfml.py
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# coding=utf-8
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from PySFML import sf
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import random
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# Simple class for an apple.
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class Apple:
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sprite = None
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speed = (2, 2)
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rotationstep = 1
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def __init__( self, image ):
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self.sprite = sf.Sprite( image )
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self.sprite.SetOrigin( image.GetWidth() / 2, image.GetHeight() / 2 )
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# Set resolution and create the window.
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Resolution = (800, 600)
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wnd = sf.RenderWindow( sf.VideoMode( Resolution[0], Resolution[1], 32 ), "Hello SFML!" )
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wnd.UseVerticalSync( True )
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# Load a fancy font.
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cheese = sf.Font()
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cheese.LoadFromFile( "data/cheeseburger.ttf" )
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# Create a text.
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text = sf.Text( u"Hello SFML from Python!", cheese, 50 )
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text.SetOrigin( text.GetRect().GetSize()[0] / 2, text.GetRect().GetSize()[1] / 2 )
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text.SetPosition( 400, 300 )
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text.SetColor( sf.Color( 0, 100, 0, 100 ) )
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# Create a text for FPS display.
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fpstext = sf.Text( u"FPS: --", cheese )
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fpstext.SetColor( sf.Color( 0, 0, 0 ) )
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currentfps = 0
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fpsclock = sf.Clock()
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# Load apple image from file.
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appleimage = sf.Image()
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appleimage.LoadFromFile( "data/apple.png" )
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# Create some apples with random position, speed, rotation and color.
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apples = [Apple( appleimage ) for num in range( 0, 100 )]
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for apple in apples:
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apple.sprite.SetOrigin( appleimage.GetWidth() / 2, appleimage.GetHeight() / 2 )
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apple.sprite.SetPosition(
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random.randint( apple.sprite.GetOrigin()[0], Resolution[0] - apple.sprite.GetOrigin()[0] ),
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random.randint( apple.sprite.GetOrigin()[1], Resolution[1] - apple.sprite.GetOrigin()[1] )
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)
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apple.sprite.SetColor( sf.Color( random.randint( 100, 255 ), random.randint( 100, 255 ), random.randint( 100, 255 ) ) )
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randx = random.randint( -3, 3 )
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randy = random.randint( -3, 3 )
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apple.speed = (1 if randx == 0 else randx, 1 if randy == 0 else randy)
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apple.rotationstep = random.uniform( 1.0, 20.0 ) - 10.0
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event = sf.Event()
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# Main loop.
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while wnd.IsOpened():
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# Fetch all pending events and process them.
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while wnd.GetEvent( event ):
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# Quit when window has been closed or Escape has been pressed.
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if event.Type == sf.Event.Closed:
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wnd.Close()
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elif event.Type == sf.Event.KeyPressed and event.Key.Code == sf.Key.Escape:
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wnd.Close()
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# Clear window to white color.
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wnd.Clear( sf.Color( 255, 255, 255 ) )
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# Draw all apples and texts.
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for apple in apples:
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wnd.Draw( apple.sprite )
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wnd.Draw( text )
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wnd.Draw( fpstext )
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wnd.Display() # Display everything.
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# Count FPS.
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currentfps += 1
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if fpsclock.GetElapsedTime() >= 1.0:
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fpsclock.Reset()
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fpstext.SetString( u"FPS: " + unicode( currentfps ) )
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currentfps = 0
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# Update apples (for the "bounce effect").
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for apple in apples:
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apple.sprite.Move( apple.speed[0], apple.speed[1] )
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apple.sprite.Rotate( apple.rotationstep )
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realpos = (apple.sprite.GetPosition()[0] - apple.sprite.GetOrigin()[0], apple.sprite.GetPosition()[1] - apple.sprite.GetOrigin()[1])
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if (apple.speed[0] > 0 and realpos[0] >= Resolution[0] - appleimage.GetWidth()) or (apple.speed[0] < 0 and realpos[0] <= 0):
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apple.speed = (apple.speed[0] * -1, apple.speed[1])
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if (apple.speed[1] > 0 and realpos[1] >= Resolution[1] - appleimage.GetWidth()) or (apple.speed[1] < 0 and realpos[1] <= 0):
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apple.speed = (apple.speed[0], apple.speed[1] * -1)
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