Pygame: Save a list of objects/classes/surfaces
Posted
by
Sam Tubb
on Game Development
See other posts from Game Development
or by Sam Tubb
Published on 2013-10-25T00:52:20Z
Indexed on
2013/10/25
4:17 UTC
Read the original article
Hit count: 315
I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class:
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
to a list called instances
.
I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels?
Any help is appreciated! :)
Here is the whole code for reference:
import pygame
from pygame.locals import *
#initstuff
pygame.init()
screen=pygame.display.set_mode((640,480))
pygame.display.set_caption('PiMaze')
instances=[]
#loadsprites
menuspr=pygame.image.load('images/menu.png').convert()
b1spr=pygame.image.load('images/b1.png').convert()
b2spr=pygame.image.load('images/b2.png').convert()
currentbspr=b1spr
curspr=pygame.image.load('images/curs.png').convert()
curspr.set_colorkey((0,255,0))
#menu
menuspr.set_alpha(185)
menurect=menuspr.get_rect(x=-260,y=4)
class MenuItem(object):
def __init__(self,pos,spr):
self.x=pos[0]
self.y=pos[1]
self.sprite=spr
self.pos=(self.x,self.y)
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
class Block(object):
def __init__(self,x,y,spr):
self.x=x
self.y=y
self.sprite=spr
self.rect=self.sprite.get_rect(x=self.x,y=self.y)
while True:
#menu items
b1menu=b1spr.get_rect(x=menurect.left+32,y=48)
b2menu=b2spr.get_rect(x=menurect.left+64,y=48)
menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)]
screen.fill((20,30,85))
mse=pygame.mouse.get_pos()
key=pygame.key.get_pressed()
placepos=((mse[0]/16)*16,(mse[1]/16)*16)
if key[K_q]:
if mse[0]<260:
if menurect.right<255:
menurect.right+=1
else:
if menurect.left>-260:
menurect.left-=1
else:
if menurect.left>-260:
menurect.left-=1
for e in pygame.event.get():
if e.type==QUIT:
exit()
if menurect.right<100:
if e.type==MOUSEBUTTONUP:
if e.button==1:
to_remove = [i for i in instances if i.rect.collidepoint(placepos)]
for i in to_remove:
instances.remove(i)
if not to_remove:
instances.append(Block(placepos[0],placepos[1],currentbspr))
for i in instances:
screen.blit(i.sprite,i.rect)
if not key[K_q]:
screen.blit(curspr,placepos)
screen.blit(menuspr,menurect)
for item in menuitems:
screen.blit(item.sprite,item.pos)
if item.rect.collidepoint(mse):
if pygame.mouse.get_pressed()==(1,0,0):
currentbspr=item.sprite
pygame.draw.rect(screen, ((255,0,0)), item, 1)
pygame.display.flip()
© Game Development or respective owner