#http://blog.jobbole.com/46308/
import pygame
import math
from pygame.locals import *
# initialize the game
pygame.init()
width,height = 640,480
screen = pygame.display.set_mode((width,height))
mybackcolor = 0,0,0
keys = [False, False, False, False]
playerpos=[100,100]
acc = [0,0]
arrows = []
# load images
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
# keep looping through
while 1:
# clear the screen before drawing it again
screen.fill(mybackcolor)
#draw the screen elements
for x in range(width/grass.get_width()+1):
for y in range(height/grass.get_height()+1):
screen.blit(grass, (x * 100, y * 100))
screen.blit(castle,(0,30))
screen.blit(castle,(0,135))
screen.blit(castle, (0, 240))
screen.blit(castle, (0, 345))
position = pygame.mouse.get_pos()
angle = math.atan2(position[1] - (playerpos[1]+32),position[0]-(playerpos[0]+26))
playerrot = pygame.transform.rotate(player, 360 - angle * 57.29)
playerpos1 = (playerpos[0] - playerrot.get_rect().width / 2, playerpos[1] - playerrot.get_rect().height / 2)
#screen.blit(playerrot, playerpos1)
screen.blit(playerrot, playerpos)
if event.type == pygame.MOUSEBUTTONDOWN:
position = pygame.mouse.get_pos()
acc[1] += 1
arrows.append([math.atan2(position[1] - (playerpos1[1] + 32), position[0] - (playerpos1[0] + 26)), playerpos1[0] + 32,playerpos1[1] + 32])
# update the screen
pygame.display.flip()
# loop through the events
for event in pygame.event.get():
#check if the event is the x button
if event.type == pygame.QUIT:
#if it is quit the game
pygame.quit()
exit(0)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
keys[0] = True
elif event.key == pygame.K_a:
keys[1] = True
elif event.key == pygame.K_s:
keys[2] = True
elif event.key == pygame.K_d:
keys[3] = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_w:
keys[0] = False
elif event.key == pygame.K_a:
keys[1] = False
elif event.key == pygame.K_s:
keys[2] = False
elif event.key == pygame.K_d:
keys[3] = False
# area limited
# if keys[0]:
# if playerpos[1]>5 :
# playerpos[1] -= 5
# elif keys[1]:
# if playerpos[1] > 5:
# playerpos[0] -= 5
# elif keys[2]:
# if playerpos[0] < height:
# playerpos[1] += 5
# elif keys[3]:
# if playerpos[1] < width:
# playerpos[0] += 5