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Archived:Getting started with game programming on PySymbian

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Archived.pngAquivado: Este artigo foi arquivado, pois o conteúdo não é mais considerado relevante para se criar soluções comerciais atuais. Se você achar que este artigo ainda é importante, inclua o template {{ForArchiveReview|escreva a sua justificativa}}.

All PySymbian articles have been archived. PySymbian is no longer maintained by Nokia and is not guaranteed to work on more recent Symbian devices. It is not possible to submit apps to Nokia Store.

Article Metadata
Article
Created: anees042 (21 Oct 2008)
Last edited: hamishwillee (08 May 2013)

This example shows how to do the basic key handling, how to draw graphics to screen,, how to move a graphic with the help of keypad, and how to clear the screen.


Code

# __author__='Fayyaz Ali'
# version = '1.0 beta'
# filename='GameSample.py'
# license='GNU GPL'
 
# import the required modules
import e32, appuifw, key_codes, graphics
 
# define the exit function
def quit():app_lock.signal()
appuifw.app.exit_key_handler=quit
 
# make the screen large
appuifw.app.screen='large'
 
global x,y
x = 110
y = 160
 
# this method is for handling the redraw event of canvas
def handle_redraw(rect):
canvas.blit(img)
 
# this method is called when the ok button is pressed
def press_select():
appuifw.note(u'hit','info')
 
# this method is called when the right button is pressed
def press_right():
global x
x+=5
update()
 
# this method is called when the left button is pressed
def press_left():
global x
x-=5
update()
 
# this method is called when the up button is pressed
def press_up():
global y
y-=5
update()
 
# this method is called when the down button is pressed
def press_down():
global y
y+=5
update()
 
def update():
# clear img
img.clear()
# open an image
img1=graphics.Image.open("e:\\Images\\area.png")
# resize the image
img2 = img1.resize((20,20))
# copy the img1 to img
img.blit(img2, (0,0), (x, y))
handle_redraw(None)
 
# create an empty image according to the resolution of the phone
img=graphics.Image.new((240,320))
 
# create an object of the Canvas
canvas=appuifw.Canvas(redraw_callback=handle_redraw)
 
# bind the canvas with keys, so that it can listen to
# key presses of those keys and do some actions on each key
 
# we are passing two parameters to the bind method of canvas class.
# The first is the key code to which we want our application to
# listen to events. And the second is handler for the event.
canvas.bind(key_codes.EKeySelect, press_select)
canvas.bind(key_codes.EKeyDownArrow, press_down)
canvas.bind(key_codes.EKeyUpArrow, press_up)
canvas.bind(key_codes.EKeyRightArrow, press_right)
canvas.bind(key_codes.EKeyLeftArrow, press_left)
 
# set the application body to canvas
appuifw.app.body=canvas
 
update()
 
app_lock=e32.Ao_lock()
app_lock.wait()
This page was last modified on 8 May 2013, at 09:18.
28 page views in the last 30 days.

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