├── .gitignore ├── LICENSE ├── README.md ├── docs ├── assets │ ├── bg.png │ ├── discord.png │ ├── github.png │ ├── twitter.png │ └── youtube.png ├── contact.html ├── css │ ├── docs.css │ ├── nav.css │ └── style.css ├── docs.html └── index.html ├── install.bat ├── mandaw ├── __init__.py ├── animation.py ├── assets │ └── mandaw.png ├── audio.py ├── examples │ ├── assets │ │ ├── adventurer.png │ │ ├── bird.jpeg │ │ ├── circle.png │ │ ├── idle1 │ │ │ ├── adventurer-idle-00.png │ │ │ ├── adventurer-idle-01.png │ │ │ ├── adventurer-idle-02.png │ │ │ └── adventurer-idle-03.png │ │ ├── mountains.png │ │ └── normal-run │ │ │ ├── adventurer-run-00.png │ │ │ ├── adventurer-run-01.png │ │ │ ├── adventurer-run-02.png │ │ │ ├── adventurer-run-03.png │ │ │ ├── adventurer-run-04.png │ │ │ └── adventurer-run-05.png │ ├── background.py │ ├── collision.py │ ├── particle.py │ ├── physics │ │ ├── ball.py │ │ ├── cloth.py │ │ └── physics.py │ ├── platformer.py │ ├── pong.py │ └── sprite-animation.py ├── gameobject.py ├── input.py ├── light.py ├── line.py ├── main.py ├── particle.py ├── prefabs │ ├── __init__.py │ └── platformer_controller.py ├── sprite.py └── text.py └── setup.py /.gitignore: -------------------------------------------------------------------------------- 1 | # Byte-compiled / optimized / DLL files 2 | __pycache__/ 3 | *.py[cod] 4 | *$py.class 5 | 6 | # C extensions 7 | *.so 8 | 9 | # Distribution / packaging 10 | .Python 11 | build/ 12 | develop-eggs/ 13 | dist/ 14 | downloads/ 15 | eggs/ 16 | .eggs/ 17 | lib/ 18 | lib64/ 19 | parts/ 20 | sdist/ 21 | var/ 22 | wheels/ 23 | pip-wheel-metadata/ 24 | share/python-wheels/ 25 | *.egg-info/ 26 | .installed.cfg 27 | *.egg 28 | MANIFEST 29 | 30 | # PyInstaller 31 | # Usually these files are written by a python script from a template 32 | # before PyInstaller builds the exe, so as to inject date/other infos into it. 33 | *.manifest 34 | *.spec 35 | 36 | # Installer logs 37 | pip-log.txt 38 | pip-delete-this-directory.txt 39 | 40 | # Unit test / coverage reports 41 | htmlcov/ 42 | .tox/ 43 | .nox/ 44 | .coverage 45 | .coverage.* 46 | .cache 47 | nosetests.xml 48 | coverage.xml 49 | *.cover 50 | *.py,cover 51 | .hypothesis/ 52 | .pytest_cache/ 53 | 54 | # Translations 55 | *.mo 56 | *.pot 57 | 58 | # Django stuff: 59 | *.log 60 | local_settings.py 61 | db.sqlite3 62 | db.sqlite3-journal 63 | 64 | # Flask stuff: 65 | instance/ 66 | .webassets-cache 67 | 68 | # Scrapy stuff: 69 | .scrapy 70 | 71 | # Sphinx documentation 72 | docs/_build/ 73 | 74 | # PyBuilder 75 | target/ 76 | 77 | # Jupyter Notebook 78 | .ipynb_checkpoints 79 | 80 | # IPython 81 | profile_default/ 82 | ipython_config.py 83 | 84 | # pyenv 85 | .python-version 86 | 87 | # pipenv 88 | # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control. 89 | # However, in case of collaboration, if having platform-specific dependencies or dependencies 90 | # having no cross-platform support, pipenv may install dependencies that don't work, or not 91 | # install all needed dependencies. 92 | #Pipfile.lock 93 | 94 | # PEP 582; used by e.g. github.com/David-OConnor/pyflow 95 | __pypackages__/ 96 | 97 | # Celery stuff 98 | celerybeat-schedule 99 | celerybeat.pid 100 | 101 | # SageMath parsed files 102 | *.sage.py 103 | 104 | # Environments 105 | .env 106 | .venv 107 | env/ 108 | venv/ 109 | ENV/ 110 | env.bak/ 111 | venv.bak/ 112 | 113 | # Spyder project settings 114 | .spyderproject 115 | .spyproject 116 | 117 | # Rope project settings 118 | .ropeproject 119 | 120 | # mkdocs documentation 121 | /site 122 | 123 | # mypy 124 | .mypy_cache/ 125 | .dmypy.json 126 | dmypy.json 127 | 128 | # Pyre type checker 129 | .pyre/ 130 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 Mandaw 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # MandawEngine 2 | A Game Engine Made in Python with the Pygame Module 3 | 4 | Discord: https://discord.gg/MPPqj9PNt3 5 | 6 | # Installation 7 | To Get The Latest Version of MandawEngine: 8 | On Windows: 9 | ``` 10 | pip install https://github.com/mandaw2014/mandawengine/archive/master.zip 11 | ``` 12 | On Mac and Linux 13 | ``` 14 | pip3 install https://github.com/mandaw2014/mandawengine/archive/master.zip 15 | ``` 16 | 17 | # Getting Started 18 | import Mandaw 19 | ```py 20 | from mandaw import * 21 | ``` 22 | 23 | Make a window 24 | ```py 25 | from mandaw import * 26 | 27 | mandaw = Mandaw() 28 | 29 | mandaw.loop() 30 | ``` 31 | Make a simple square 32 | ```py 33 | square = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "red", width = 20, height = 20) 34 | ``` 35 | Center it with 36 | ```py 37 | square.center() 38 | ``` 39 | Draw it 40 | ```py 41 | @mandaw.draw 42 | def draw(): 43 | square.draw() 44 | ``` 45 | # Full Code 46 | ```py 47 | from mandaw import * 48 | 49 | mandaw = Mandaw("First Mandaw Window!") 50 | 51 | square = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "red", width = 20, height = 20) 52 | square.center() 53 | 54 | @mandaw.draw 55 | def draw(): 56 | square.draw() 57 | 58 | mandaw.loop() 59 | ``` 60 | # Collisions Between GameObjects 61 | What we have so far 62 | ```py 63 | from mandaw import * 64 | 65 | mandaw = Mandaw("Collisions!", bg_color = "cyan") 66 | 67 | square = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "orange", width = 20, height = 30) 68 | square.center() 69 | 70 | ground = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "gray", width = 5000, height = 100) 71 | ground.center() 72 | ground.y = 500 73 | 74 | @mandaw.draw 75 | def draw(): 76 | square.draw() 77 | ground.draw() 78 | 79 | mandaw.loop() 80 | ``` 81 | Here We Can Use The `collide()` Function along with the built in `update()` function. For example, We're Going To Make Gravity Here 82 | ```py 83 | from mandaw import * 84 | 85 | mandaw = Mandaw("Collisions!", bg_color = "cyan") 86 | 87 | square = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "orange", width = 20, height = 30) 88 | square.center() 89 | 90 | ground = GameObject(window = mandaw, shape = "rect", x = 0, y = 0, color = "gray", width = 5000, height = 100) 91 | ground.center() 92 | ground.y = 500 93 | 94 | @mandaw.draw 95 | def draw(): 96 | square.draw() 97 | ground.draw() 98 | 99 | @mandaw.update 100 | def update(dt): 101 | # Collision code here 102 | if not square.collide(ground): 103 | # Square's y position += 1 x deltaTime 104 | square.y += 1 * dt 105 | 106 | mandaw.loop() 107 | ``` 108 | 109 | # Platformer Controller Prefab 110 | What we have so far 111 | ```py 112 | from mandaw import * 113 | 114 | mandaw = Mandaw("Platformer Example", bg_color = "cyan") 115 | 116 | mandaw.loop() 117 | ``` 118 | Import the PlatformerController2D with 119 | ```py 120 | from mandaw.prefabs.platformer_controller import PlatformerController2D 121 | ``` 122 | Then call it 123 | ```py 124 | player = PlatformerController2D(mandaw, x = 0, y = 0, centered = True) 125 | ``` 126 | Then in the ```def update(dt)``` function, call 127 | ```py 128 | @mandaw.update 129 | def update(dt) 130 | player.movement(dt) 131 | ``` 132 | -------------------------------------------------------------------------------- /docs/assets/bg.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/docs/assets/bg.png -------------------------------------------------------------------------------- /docs/assets/discord.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/docs/assets/discord.png -------------------------------------------------------------------------------- /docs/assets/github.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/docs/assets/github.png -------------------------------------------------------------------------------- /docs/assets/twitter.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/docs/assets/twitter.png -------------------------------------------------------------------------------- /docs/assets/youtube.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/docs/assets/youtube.png -------------------------------------------------------------------------------- /docs/contact.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | Contact 8 | 9 | 10 | 11 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 |
36 | 48 |
49 | 50 | 51 | 52 | 53 | 54 | 55 | -------------------------------------------------------------------------------- /docs/css/docs.css: -------------------------------------------------------------------------------- 1 | *{ 2 | padding: 0; 3 | margin: 0; 4 | font-family: 'Roboto Mono', monospace; 5 | text-decoration: none; 6 | } 7 | 8 | .docs { 9 | text-align: center; 10 | position: relative; 11 | font-size: 20px; 12 | } 13 | 14 | h1 { 15 | text-align: center; 16 | position: relative; 17 | font-size: 50px; 18 | } 19 | 20 | .code_block { 21 | text-align: center; 22 | position: relative; 23 | } 24 | 25 | purple { 26 | color: hsl(289.0, 50%, 50%); 27 | } 28 | 29 | gray { 30 | color: rgb(119, 119, 119); 31 | } 32 | 33 | lightgray { 34 | color: rgb(177, 177, 177); 35 | } 36 | 37 | orange { 38 | color: rgba(255, 115, 0, 0.699); 39 | } 40 | 41 | green { 42 | color: rgb(152, 255, 56); 43 | } 44 | 45 | darkgreen { 46 | color: rgb(128, 182, 1); 47 | } 48 | 49 | blue { 50 | color: rgb(3, 61, 253); 51 | } 52 | 53 | yellow { 54 | color: rgb(219, 186, 0); 55 | } 56 | -------------------------------------------------------------------------------- /docs/css/nav.css: -------------------------------------------------------------------------------- 1 | header { 2 | background-color: #404040; 3 | } 4 | 5 | .main-nav { 6 | height: 90px; 7 | } 8 | 9 | .logo { 10 | color: white; 11 | line-height: 90px; 12 | font-size: 30px; 13 | font-weight: bold; 14 | text-decoration: none; 15 | margin-left: 30px; 16 | } 17 | 18 | .navlinks { 19 | list-style: none; 20 | float: right; 21 | line-height: 90px; 22 | margin: 0; 23 | padding: 0; 24 | } 25 | 26 | .navlinks li { 27 | display: inline-block; 28 | margin: 0px 20px; 29 | } 30 | 31 | .navlinks li a { 32 | color: white; 33 | text-decoration: none; 34 | transition: all 0.3s linear 0s; 35 | text-transform: uppercase; 36 | } 37 | 38 | .navlinks li a:hover { 39 | color: #7ebcb9; 40 | padding-bottom: 7px; 41 | border-bottom: 2px solid #7ebcb9; 42 | } 43 | 44 | li a.contact { 45 | background-color: #00adb5; 46 | padding: 9px 20px; 47 | border-radius: 50px; 48 | transition: all 0.3s ease 0s; 49 | border-bottom: none; 50 | } 51 | 52 | li a.contact:hover { 53 | background-color: #047e85; 54 | color: white; 55 | border-bottom: none; 56 | } 57 | 58 | #check { 59 | display: none; 60 | } 61 | 62 | .menu-btn { 63 | font-size: 25px; 64 | color: white; 65 | float: right; 66 | line-height: 90px; 67 | margin-right: 40px; 68 | display: none; 69 | cursor: pointer; 70 | } 71 | 72 | @media (max-width: 800px) { 73 | .navlinks { 74 | position: fixed; 75 | width: 100%; 76 | height: 100vh; 77 | text-align: center; 78 | transition: all 0.5s; 79 | right: -100%; 80 | background: #222831; 81 | } 82 | .navlinks li { 83 | display: block; 84 | } 85 | .navlinks li a { 86 | font-size: 20px; 87 | } 88 | .navlinks li a:hover { 89 | border-bottom: none; 90 | } 91 | .menu-btn { 92 | display: block; 93 | } 94 | #check:checked ~ .navlinks { 95 | right: 0; 96 | } 97 | } 98 | 99 | @media (max-width: 360px) { 100 | .logo { 101 | margin-left: 10px; 102 | font-size: 25px; 103 | } 104 | .menu-btn { 105 | margin-right: 10px; 106 | font-size: 25px; 107 | } 108 | .menu-btn:focus { 109 | color: blue; 110 | } 111 | } -------------------------------------------------------------------------------- /docs/css/style.css: -------------------------------------------------------------------------------- 1 | *{ 2 | padding: 0; 3 | margin: 0; 4 | font-family: 'Roboto Mono', monospace; 5 | } 6 | 7 | #slogan { 8 | position: relative; 9 | text-align: center; 10 | z-index: -4; 11 | font-size: 50px; 12 | top: 200px; 13 | } 14 | 15 | #bg { 16 | width: 100%; 17 | display: block; 18 | margin-left: auto; 19 | margin-right: auto; 20 | position: relative; 21 | top: -70px; 22 | z-index: -5; 23 | } 24 | 25 | #install { 26 | text-align: center; 27 | position: relative; 28 | top: 50px; 29 | } 30 | 31 | .code_block { 32 | text-align: center; 33 | position: relative; 34 | } 35 | 36 | purple { 37 | color: hsl(289.0, 50%, 50%); 38 | } 39 | 40 | gray { 41 | color: rgb(119, 119, 119); 42 | } 43 | 44 | orange { 45 | color: rgba(255, 115, 0, 0.699); 46 | } 47 | 48 | green { 49 | color: rgb(152, 255, 56); 50 | } 51 | 52 | blue { 53 | color: rgb(3, 61, 253); 54 | } 55 | 56 | yellow { 57 | color: rgb(219, 186, 0); 58 | } 59 | 60 | @media screen and (max-width: 630px) { 61 | #bg { 62 | top: -130px; 63 | } 64 | #slogan { 65 | top: 60px; 66 | } 67 | } -------------------------------------------------------------------------------- /docs/docs.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | Documentation 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
19 | 31 |
32 | 33 |

Mandaw

34 | 35 |
36 | mandaw.main 37 |
38 | 39 |
40 | title = "Mandaw"
41 | width = 800
42 | height = 600
43 | bg_color = "black"

44 | # Background sprite
45 | background = type: FileType

46 | fps = 60
47 | keys = []
48 | input = Input()

49 | run(self)



50 | 51 |
52 | Mandaw(title, width, height, bg_color)

53 |
54 |
55 | 56 |

GameObject

57 | 58 |
59 | mandaw.gameobject 60 |
61 | 62 |
63 | window = type: Mandaw
64 | shape = "rect"
65 | size = (20, 20)
66 | x = 0
67 | y = 0
68 | color = "white"

69 | draw(self)
70 | center(self)
71 | center_x(self)
72 | center_y(self)

73 | 74 | # Can be a GameObject or a List of GameObjects
75 | collide(self, rect)



76 | 77 |
78 | GameObject(window, shape, size, x, y, color)

79 |
80 |
81 | 82 |

Input

83 | 84 |
85 | mandaw.input 86 |
87 | 88 |

Input

89 | 90 |
91 | pressed = pygame.key.get_pressed()
92 | mouse = pygame.mouse.get_pressed()

93 | 94 | update(self)

95 | get_key_pressed(self, key)
96 | get_mouse_button(self, button)



97 | 98 |
99 | Input()

100 |
101 |
102 | 103 |

Sprite

104 | 105 |
106 | mandaw.sprite 107 |
108 | 109 |
110 | window = type: Mandaw
111 | image = type: FileType
112 | x = 0
113 | y = 0
114 | size = (200, 200)
115 | animations = {}
116 | rect = pygame.Rect(x, y, size[0], size[1])

117 | 118 | draw(self)
119 | get_width(self)
120 | get_height(self)
121 | center(self)
122 | center_x(self)
123 | center_y(self)
124 | collide(self, rect)
125 | resize(self, size)
126 | add_animation(self, animation, name)
127 | play_animation(self, name, mirror = None)



128 | 129 |
130 | Sprite(window, image, x, y, size) 131 |
132 |
133 | 134 |

Animation

135 | 136 |
137 | mandaw.animation 138 |
139 | 140 |
141 | anim_folder = type: FileType
142 | anim_time = type: Int
143 | frames = []
144 | count = len(frames)



145 | 146 |
147 | Animation(anim_folder, anim_time) 148 |
149 |
150 | 151 |

Color

152 | 153 |
154 | mandaw.color 155 |
156 | 157 |
158 | color = type: String



159 | 160 |
161 | Color(color) 162 |
163 |
164 | 165 |

Text

166 | 167 |
168 | mandaw.text 169 |
170 | 171 |
172 | window = type: Mandaw
173 | text = type: String
174 | font_size = 24
175 | style = type: String
176 | color = "white"
177 | x = 0
178 | y = 0
179 | font = pygame.font.SysFont(style, font_size)
180 | text = font.render(text, True, color)

181 | draw(self)
182 | center(self)



183 | 184 |
185 | Text(window, text, font_size, style, color x, y) 186 |
187 |
188 | 189 |

Audio

190 | 191 |
192 | mandaw.audio 193 |
194 | 195 |
196 | file = type: String
197 | volume = type: Int

198 | play(self)
199 | pause(self)
200 | resume(self)
201 | stop(self)



202 | 203 |
204 | Audio(file, volume) 205 |
206 |
207 | 208 |

Line

209 | 210 |
211 | mandaw.line 212 |
213 | 214 |
215 | window = type: Mandaw
216 | color = type: String
217 | start_pos = type: Int
218 | end_pos = type: Int



219 | 220 |
221 | Line(window, color, start_pos, end_pos) 222 |
223 |
224 | 225 |

Light

226 | 227 |
228 | mandaw.light 229 |
230 | 231 |
232 | window = type: Mandaw
233 | mask_img = type: FileType

234 | 235 | light_init(self, pos)
236 | draw(self)



237 | 238 |
239 | Light(window, mask_img) 240 |
241 |
242 | 243 |
.
244 | 245 | 246 | -------------------------------------------------------------------------------- /docs/index.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | MandawEngine 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |
20 | 32 |
33 | 34 |

2D at its simplest.

35 | 36 | 37 |
38 |

Getting Started

39 |

Installation

40 |
41 | pip install mandaw 42 |
43 | 44 |

Or To Install The Latest Version

45 |


Download The Zip In The Github

On Windows:

Run The install.bat

On Mac and Linux:

46 | 47 |
48 | python3 setup.py install 49 |
50 | 51 |

Making a Window

52 |

First, Import Mandaw

53 | 54 |
55 | from mandaw import * 56 |
57 | 58 |

Then Call Mandaw

59 | 60 |
61 | mandaw = Mandaw(title = "Mandaw", width = 800, height = 600, bg_color = "cyan") 62 |
63 | 64 |

And then Run Mandaw with

65 | 66 |
67 | while True: mandaw.run() 68 |
69 | 70 |

Making A Square

71 |

Declare the Square With GameObject

72 | 73 |
74 | square = GameObject(window = mandaw, shape = "rect", size = (20,20), x = 0, y = 0, color = "white") 75 |
76 | 77 |

Then to Center it, write

78 | 79 |
80 | square.center() 81 |
82 | 83 |

Then in the while True: loop, write

84 | 85 |
86 | square.draw() 87 |
88 | 89 |

Collisions Between GameObjects

90 |

Make A Ground

91 | 92 |
93 | ground = GameObject(window = mandaw, shape = "rect", size = (5000, 100), x = 0, y = 500, color = "gray") 94 |
95 | 96 |

Center It's X

97 | 98 |
99 | ground.center_x()
100 |
101 | 102 |

Draw it in the while True: loop

103 | 104 |
105 | ground.draw() 106 |
107 | 108 |

Here we can use the collide() function

109 | 110 |
111 | # Square's y position += 1 x deltaTime
112 | if not square.collide(ground):
square.y += 1 * mandaw.dt 113 |
114 | 115 |
116 | Full Code 117 |
118 | 119 |

Input in Mandaw

120 | 121 |
122 | if mandaw.input.get_key_pressed(mandaw.keys["A"]):
print("A was pressed!")
123 | if mandaw.input.get_key_pressed(mandaw.keys["D"]):
print("D was pressed!")

124 | if mandaw.input.get_mouse_button(
mandaw.mouse_buttons["LEFT"]):
print("Left mouse button was pressed!) 125 |
126 | 127 |
.
128 | 129 | 130 | -------------------------------------------------------------------------------- /install.bat: -------------------------------------------------------------------------------- 1 | python setup.py install 2 | pause -------------------------------------------------------------------------------- /mandaw/__init__.py: -------------------------------------------------------------------------------- 1 | import os 2 | os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide" 3 | 4 | from mandaw.main import Mandaw 5 | from mandaw.gameobject import GameObject 6 | from mandaw.line import Line 7 | from mandaw.sprite import Sprite 8 | from mandaw.text import Text 9 | from mandaw.input import Input 10 | from mandaw.audio import Audio 11 | from mandaw.animation import Animation 12 | from mandaw.light import Light 13 | from mandaw.particle import ParticleSpawner 14 | -------------------------------------------------------------------------------- /mandaw/animation.py: -------------------------------------------------------------------------------- 1 | import os 2 | 3 | class Animation: 4 | def __init__(self, anim_folder, anim_time): 5 | self.frames = [] 6 | self.anim_time = anim_time 7 | self.folder = anim_folder 8 | 9 | for f in os.listdir(anim_folder): 10 | if os.path.splitext(f)[1] == ".png": 11 | self.frames.append(f) 12 | 13 | self.frames = sorted(self.frames) 14 | self.count = len(self.frames) 15 | -------------------------------------------------------------------------------- /mandaw/assets/mandaw.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/assets/mandaw.png -------------------------------------------------------------------------------- /mandaw/audio.py: -------------------------------------------------------------------------------- 1 | from pygame import mixer 2 | 3 | class Audio: 4 | def __init__(self, file, volume): 5 | self.volume = volume 6 | 7 | self.audio = mixer.Sound(file) 8 | self.audio.set_volume(self.volume) 9 | 10 | def play(self): 11 | self.audio.play() 12 | 13 | def stop(self): 14 | self.audio.stop() 15 | -------------------------------------------------------------------------------- /mandaw/examples/assets/adventurer.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/examples/assets/adventurer.png -------------------------------------------------------------------------------- /mandaw/examples/assets/bird.jpeg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/examples/assets/bird.jpeg -------------------------------------------------------------------------------- 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https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/examples/assets/normal-run/adventurer-run-04.png -------------------------------------------------------------------------------- /mandaw/examples/assets/normal-run/adventurer-run-05.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/examples/assets/normal-run/adventurer-run-05.png -------------------------------------------------------------------------------- /mandaw/examples/background.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | 3 | mandaw = Mandaw("Mountain Background", 800, 600, "white") 4 | 5 | mandaw.background = Sprite(mandaw, "./assets/mountains.png", 0, 0, width = mandaw.width, height = mandaw.height) 6 | 7 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/collision.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | 3 | mandaw = Mandaw(title = "Mandaw", width = 800, height = 600, bg_color = "cyan") 4 | 5 | square = GameObject(window = mandaw, shape = "rect", width = 20, height = 30, x = 0, y = 0, color = "orange") 6 | square.center() 7 | 8 | ground = GameObject(window = mandaw, shape = "rect", width = 5000, height = 100, x = 0, y = 0, color = "gray") 9 | ground.center() 10 | ground.y = 500 11 | 12 | sprite = Sprite(mandaw, "assets/adventurer.png", 10, 10, 100, 100) 13 | 14 | @mandaw.draw 15 | def draw(): 16 | square.draw() 17 | ground.draw() 18 | sprite.draw() 19 | 20 | @mandaw.update 21 | def update(dt): 22 | if not square.collide(ground): 23 | square.y += 150 * dt 24 | if not sprite.collide(ground): 25 | sprite.y += 150 * dt 26 | 27 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/particle.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | 3 | mandaw = Mandaw("Particles") 4 | particle = ParticleSpawner(mandaw, 10, (100, 100), 20, (-2, 2), (-2, 2), 0.1, "white", True, 0, []) 5 | 6 | # Args: window, particle count, position, size, velocityx, velocityy, shrink per frame, color, collide, gravity, 7 | # collide_rects 8 | 9 | # Randomizing: 10 | # You can use randomize with particlespawner. You need to create list or tuple (eg. (min_value, max_value)) 11 | # You can use this feature only with particle count, size, velocityx, velocityy 12 | 13 | # Collide: You can give collide to particles. You need give True value to collide arg. 14 | # And you need to give GameObjects or Sprite.rect to collide_rects 15 | 16 | @mandaw.draw 17 | def draw(): 18 | particle.draw() 19 | 20 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/physics/ball.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Original code: 3 | https://github.com/idgmatrix/pygame-physics/blob/master/pygame_bouncing_ball.py 4 | @author: kaswan 5 | 6 | Modified: 7 | @author: mandaw2014 8 | ''' 9 | 10 | from mandaw import * 11 | 12 | mandaw = Mandaw("Bouncing Ball!") 13 | 14 | ball = GameObject(mandaw, "ellipse") 15 | ball.center() 16 | 17 | ball.ballx, ball.bally = mandaw.width / 2, mandaw.height / 2 18 | ball.vx, ball.vy = 300, 300 19 | 20 | @mandaw.draw 21 | def draw(): 22 | ball.draw() 23 | 24 | @mandaw.update 25 | def update(dt): 26 | ball.ballx += ball.vx * dt 27 | ball.bally += ball.vy * dt 28 | 29 | if ball.ballx < 0 or ball.ballx > mandaw.width - 20: 30 | ball.vx = -ball.vx 31 | if ball.bally < 0 or ball.bally > mandaw.height - 20: 32 | ball.vy = -ball.vy 33 | 34 | ball.x = ball.ballx 35 | ball.y = ball.bally 36 | 37 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/physics/cloth.py: -------------------------------------------------------------------------------- 1 | ''' 2 | Original code: 3 | https://github.com/idgmatrix/pygame-physics/blob/master/verlet_cloth_system_mouse2.py 4 | @author: kaswan 5 | 6 | Modified: 7 | @author: mandaw2014 8 | ''' 9 | 10 | from mandaw import * 11 | import pygame, math 12 | 13 | mandaw = Mandaw("Cloth!", 400, 300) 14 | 15 | WIDTH = 400 16 | HEIGHT = 300 17 | 18 | BLACK = (0, 0, 0) 19 | WHITE = (255, 255, 255) 20 | RED = (255, 0, 0) 21 | 22 | class Particle: 23 | def __init__(self, x, y, m = 1.0): 24 | self.m = m 25 | self.x = x 26 | self.y = y 27 | self.oldx = x 28 | self.oldy = y 29 | self.newx = x 30 | self.newy = y 31 | self.ax = 0 32 | self.ay = 9.8 33 | 34 | self.fixed = False 35 | self.selected = False 36 | 37 | def update(self, delta_t): 38 | if self.fixed == False: 39 | self.newx = 2.0 * self.x - self.oldx + self.ax * delta_t * delta_t 40 | self.newy = 2.0 * self.y - self.oldy + self.ay * delta_t * delta_t 41 | self.oldx = self.x 42 | self.oldy = self.y 43 | self.x = self.newx 44 | self.y = self.newy 45 | 46 | if self.x < 0 or self.x > WIDTH: 47 | self.x, self.oldx = self.oldx, self.x 48 | if self.y < 0 or self.y > HEIGHT: 49 | self.y, self.oldy = self.oldy, self.y 50 | 51 | if mouse == False: 52 | self.selected = False 53 | 54 | if self.selected == True: 55 | self.x, self.y = mandaw.input.get_mouse_pos() 56 | 57 | def set_pos(self, pos): 58 | self.x, self.y = pos 59 | 60 | def draw(self, surf, size): 61 | if self.selected == True: 62 | color = RED 63 | else: 64 | color = WHITE 65 | 66 | GameObject(mandaw, "ellipse", width = 3, height = 3, x = int(self.x), y = int(self.y), color = color).draw() 67 | 68 | class Constraint: 69 | def __init__(self, index0, index1): 70 | self.index0 = index0 71 | self.index1 = index1 72 | delta_x = particles[index0].x - particles[index1].x 73 | delta_y = particles[index0].y - particles[index1].y 74 | self.restLength = math.sqrt(delta_x * delta_x + delta_y * delta_y) 75 | 76 | def update(self): 77 | delta_x = particles[self.index1].x - particles[self.index0].x 78 | delta_y = particles[self.index1].y - particles[self.index0].y 79 | deltaLength = math.sqrt(delta_x * delta_x + delta_y * delta_y) 80 | diff = (deltaLength - self.restLength)/(deltaLength+ 0.001) 81 | 82 | if particles[self.index0].fixed == False: 83 | particles[self.index0].x += 0.5 * diff * delta_x 84 | particles[self.index0].y += 0.5 * diff * delta_y 85 | if particles[self.index1].fixed == False: 86 | particles[self.index1].x -= 0.5 * diff * delta_x 87 | particles[self.index1].y -= 0.5 * diff * delta_y 88 | 89 | def draw(self, surf, size): 90 | x0 = particles[self.index0].x 91 | y0 = particles[self.index0].y 92 | x1 = particles[self.index1].x 93 | y1 = particles[self.index1].y 94 | 95 | Line(mandaw, WHITE, (int(x0), int(y0)), (int(x1), int(y1))) 96 | 97 | 98 | def find_particle(pos): 99 | for i in range(len(particles)): 100 | dx = particles[i].x - pos[0] 101 | dy = particles[i].y - pos[1] 102 | if (dx*dx + dy*dy) < 300: 103 | particles[i].selected = True 104 | particles[i].set_pos(pos) 105 | break 106 | 107 | delta_t = 0.1 108 | NUM_ITER = 3 109 | mouse = False 110 | mouse_pos = (0, 0) 111 | 112 | # create particles 113 | NUM_X = 10 114 | NUM_Y = 10 115 | particles = [] 116 | for j in range(NUM_Y): 117 | for i in range(NUM_X): 118 | x = 100 + i * 20.0 119 | y = 50 + j * 20.0 120 | p = Particle(x, y) 121 | particles.append(p) 122 | 123 | particles[0].fixed = True 124 | particles[NUM_X-1].fixed = True 125 | particles[(NUM_Y-1) * NUM_X].fixed = True 126 | particles[(NUM_Y) * NUM_X - 1].fixed = True 127 | 128 | constraints = [] 129 | for j in range(NUM_Y): 130 | for i in range(NUM_X): 131 | if i < (NUM_X - 1): 132 | index0 = i + j * NUM_X 133 | index1 = (i + 1) + j * NUM_X 134 | c = Constraint(index0, index1) 135 | constraints.append(c) 136 | if j < (NUM_Y - 1): 137 | index0 = i + j * NUM_X 138 | index1 = i + (j + 1) * NUM_X 139 | c = Constraint(index0, index1) 140 | constraints.append(c) 141 | 142 | for j in range(NUM_Y - 1): 143 | for i in range(NUM_X - 1): 144 | index0 = i + j * NUM_X 145 | index1 = (i + 1) + (j + 1) * NUM_X 146 | c = Constraint(index0, index1) 147 | constraints.append(c) 148 | for i in range(1, NUM_X): 149 | index0 = i + j * NUM_X 150 | index1 = (i - 1) + (j + 1) * NUM_X 151 | c = Constraint(index0, index1) 152 | constraints.append(c) 153 | 154 | while True: 155 | for i in range(len(particles)): 156 | particles[i].update(delta_t) 157 | 158 | # constraints update 159 | for i in range(NUM_ITER): 160 | for ii in range(len(constraints)): 161 | constraints[ii].update() 162 | 163 | # particles draw 164 | for i in range(len(particles)): 165 | particles[i].draw(mandaw.window, 3) 166 | 167 | # constraints draw 168 | for i in range(len(constraints)): 169 | constraints[i].draw(mandaw.window, 1) 170 | 171 | for event in pygame.event.get(): 172 | if event.type == pygame.MOUSEMOTION and mouse == True: 173 | find_particle(mandaw.input.get_mouse_pos()) 174 | 175 | if mandaw.input.get_key_pressed(mandaw.input.keys["E"]): 176 | mouse = True 177 | if mandaw.input.get_key_pressed(mandaw.input.keys["Q"]): 178 | mouse = False 179 | 180 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/physics/physics.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | from pygame.math import Vector2 3 | 4 | mandaw = Mandaw("Physics!") 5 | 6 | player = GameObject(mandaw, "rect", 20, 20, 0, 0, "white") 7 | player.center() 8 | 9 | GRAVITY = 1.62 10 | 11 | x = mandaw.width * 0.5 12 | y = mandaw.height * 0.5 13 | 14 | acceleration = Vector2(0, 0) 15 | velocity = Vector2(0, 0) 16 | position = Vector2(x, y) 17 | gravity = Vector2(0, GRAVITY) 18 | 19 | @mandaw.update 20 | def update(dt): 21 | global acceleration, velocity, position 22 | move_left = mandaw.input.get_key_pressed(mandaw.input.keys["A"]) 23 | move_right = mandaw.input.get_key_pressed(mandaw.input.keys["D"]) 24 | move_up = mandaw.input.get_key_pressed(mandaw.input.keys["W"]) 25 | move_down = mandaw.input.get_key_pressed(mandaw.input.keys["S"]) 26 | 27 | acceleration.x = (move_right - move_left) * 30 * dt 28 | acceleration.y -= move_up * 30 * dt 29 | acceleration.y += move_down * 30 * dt 30 | 31 | velocity += acceleration * 30 * dt 32 | velocity += gravity * 30 * dt 33 | position += velocity + 30 * acceleration * dt 34 | 35 | acceleration *= 0 36 | 37 | position.x = max(0, min(position.x, mandaw.width - player.width)) 38 | position.y = max(0, min(position.y, mandaw.height - player.height)) 39 | 40 | if position.y == mandaw.height - player.height: 41 | velocity.x *= 0.95 42 | 43 | player.x = position.x 44 | player.y = position.y 45 | 46 | @mandaw.draw 47 | def draw(): 48 | player.draw() 49 | 50 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/examples/platformer.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | from mandaw.prefabs.platformer_controller import PlatformerController2D 3 | 4 | # Window 5 | mandaw = Mandaw("Platformer!", bg_color = "cyan") 6 | 7 | # Ground 8 | ground = GameObject(mandaw, shape = "rect", width = 5000, height = 100, x = mandaw.width / 2 - 500, y = 500, color = "gray") 9 | 10 | class Platform(GameObject): 11 | def __init__(self, x, y): 12 | super().__init__( 13 | window = mandaw, 14 | shape = "rect", 15 | width = 50, 16 | height = 10, 17 | x = x, 18 | y = y, 19 | color = "green" 20 | ) 21 | 22 | class JumpPlatform(GameObject): 23 | def __init__(self, x, y): 24 | super().__init__( 25 | window = mandaw, 26 | shape = "rect", 27 | width = 50, 28 | height = 10, 29 | x = x, 30 | y = y, 31 | color = "orange" 32 | ) 33 | 34 | class SpeedPlatform(GameObject): 35 | def __init__(self, x, y): 36 | super().__init__( 37 | window = mandaw, 38 | shape = "rect", 39 | width = 100, 40 | height = 10, 41 | x = x, 42 | y = y, 43 | color = "blue" 44 | ) 45 | 46 | class FinishBlock(GameObject): 47 | def __init__(self, x, y): 48 | super().__init__( 49 | mandaw, 50 | shape = "rect", 51 | width = 50, 52 | height = 10, 53 | x = x, 54 | y = y, 55 | color = "yellow" 56 | ) 57 | 58 | # Call the player 59 | player = PlatformerController2D(mandaw, 0, 0, True) 60 | player.y = 400 61 | 62 | center_x = mandaw.width / 2 63 | center_y = mandaw.height / 2 64 | 65 | # Platforms 66 | platform = Platform(center_x - 200, center_y + 170) 67 | platform1 = Platform(center_x - 280, center_y + 140) 68 | platform2 = Platform(center_x - 360, center_y + 110) 69 | platform3 = Platform(center_x - 280, center_y + 80) 70 | platform4 = Platform(center_x - 200, center_y + 50) 71 | platform5 = Platform(center_x - 120, center_y + 20) 72 | 73 | platform6 = Platform(center_x - 40, center_y - 10) 74 | platform7 = JumpPlatform(center_x + 40, center_y + 100) 75 | platform8 = Platform(center_x + 120, center_y - 40) 76 | platform9 = Platform(center_x + 220, center_y - 40) 77 | platform10 = JumpPlatform(center_x + 320, center_y - 40) 78 | 79 | platform11 = Platform(center_x + 220, center_y - 220) 80 | platform12 = SpeedPlatform(center_x + 80, center_y - 220) 81 | platform13 = SpeedPlatform(center_x + -120, center_y - 220) 82 | platform14 = SpeedPlatform(center_x + -320, center_y - 220) 83 | 84 | finishBlock = FinishBlock(center_x + -400, center_y - 220) 85 | 86 | # Add platforms to the object list 87 | player.collision_objects.append(ground) 88 | player.collision_objects.append(platform) 89 | player.collision_objects.append(platform1) 90 | player.collision_objects.append(platform2) 91 | player.collision_objects.append(platform3) 92 | player.collision_objects.append(platform4) 93 | player.collision_objects.append(platform5) 94 | player.collision_objects.append(platform6) 95 | player.collision_objects.append(platform7) 96 | player.collision_objects.append(platform8) 97 | player.collision_objects.append(platform9) 98 | player.collision_objects.append(platform10) 99 | player.collision_objects.append(platform11) 100 | player.collision_objects.append(platform12) 101 | player.collision_objects.append(platform13) 102 | player.collision_objects.append(platform14) 103 | player.collision_objects.append(finishBlock) 104 | 105 | @mandaw.draw 106 | def draw(): 107 | # Draw the ground and player 108 | player.draw() 109 | ground.draw() 110 | 111 | platform.draw() 112 | platform1.draw() 113 | platform2.draw() 114 | platform3.draw() 115 | platform4.draw() 116 | platform5.draw() 117 | platform6.draw() 118 | platform7.draw() 119 | platform8.draw() 120 | platform9.draw() 121 | platform10.draw() 122 | platform11.draw() 123 | platform12.draw() 124 | platform13.draw() 125 | platform14.draw() 126 | 127 | finishBlock.draw() 128 | 129 | # Main Game Loop 130 | @mandaw.update 131 | def update(dt): 132 | player.movement(dt) 133 | 134 | if player.collide(platform7): 135 | player.jump_y = 20 136 | if player.collide(platform10): 137 | player.jump_y = 20 138 | if player.collide(platform12): 139 | player.maxspeed = 5 140 | if player.collide(platform13): 141 | player.maxspeed = 5 142 | if player.collide(platform14): 143 | player.maxspeed = 5 144 | 145 | # Run the program 146 | mandaw.loop() 147 | -------------------------------------------------------------------------------- /mandaw/examples/pong.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | import random 3 | 4 | # General Setup 5 | mandaw = Mandaw("Pong") 6 | 7 | bg_color = (0, 0, 0) 8 | light_gray = (200, 200, 200) 9 | 10 | score1 = 0 11 | score2 = 0 12 | 13 | class Paddle(GameObject): 14 | def __init__(self, x, y): 15 | super().__init__( 16 | window = mandaw, 17 | shape = "rect", 18 | width = 10, 19 | height = 140, 20 | x = x, 21 | y = y, 22 | color = light_gray 23 | ) 24 | 25 | self.player_pos = mandaw.height / 2 - 70 26 | self.opponent_speed = 7 27 | 28 | def player_movement(self): 29 | self.y = self.player_pos 30 | 31 | if self.top <= 0: 32 | self.top = 0 33 | if self.bottom >= mandaw.height: 34 | self.bottom = mandaw.height 35 | 36 | def opponent_movement(self): 37 | if self.top < ball.y: 38 | self.top += self.opponent_speed 39 | if self.bottom > ball.y: 40 | self.bottom -= self.opponent_speed 41 | 42 | if self.top <= 0: 43 | self.top = 0 44 | if self.bottom >= mandaw.height: 45 | self.bottom = mandaw.height 46 | 47 | class Ball(GameObject): 48 | def __init__(self): 49 | super().__init__( 50 | window = mandaw, 51 | shape = "ellipse", 52 | width = 20, 53 | height = 20, 54 | x = mandaw.width / 2 - 15, 55 | y = mandaw.height / 2 - 15, 56 | color = light_gray 57 | ) 58 | 59 | self.ball_speed_x = 7 * random.choice((1, -1)) 60 | self.ball_speed_y = 7 * random.choice((1, -1)) 61 | 62 | def ball_movement(self, dt): 63 | global score1 64 | global score2 65 | # Animate the ball 66 | self.x += 50 * self.ball_speed_x * dt 67 | self.y += 50 * self.ball_speed_y * dt 68 | 69 | # Collisions 70 | if self.top <= 0 or self.bottom >= mandaw.height: 71 | self.ball_speed_y *= -1 72 | if self.left <= 0: 73 | self.ball_reset() 74 | score2 += 1 75 | elif self.right >= mandaw.width: 76 | self.ball_reset() 77 | score1 += 1 78 | 79 | if self.colliderect(player) or self.colliderect(opponent): 80 | self.ball_speed_x *= -1 81 | 82 | def ball_reset(self): 83 | self.center() 84 | self.ball_speed_y *= random.choice((1, -1)) 85 | self.ball_speed_x *= random.choice((1, -1)) 86 | 87 | ball = Ball() 88 | player = Paddle(mandaw.width - 20, mandaw.height / 2 - 70) 89 | opponent = Paddle(10, mandaw.height / 2 - 70) 90 | 91 | speed = 7 92 | 93 | @mandaw.draw 94 | def draw(): 95 | # Visuals 96 | mandaw.window.fill(bg_color) 97 | player.draw() 98 | opponent.draw() 99 | ball.draw() 100 | score1_text = Text(mandaw, str(score1), 24, None, "white", 10) 101 | score2_text = Text(mandaw, str(score2), 24, None, "white", mandaw.width - 20) 102 | score1_text.draw() 103 | score2_text.draw() 104 | line = Line(mandaw, light_gray, (mandaw.width / 2, 0), (mandaw.width / 2, mandaw.height)) 105 | 106 | @mandaw.update 107 | def update(dt): 108 | # Handling inputs 109 | if mandaw.input.get_key_pressed(mandaw.input.keys["UP"]): 110 | player.player_pos -= 50 * speed * dt 111 | 112 | if mandaw.input.get_key_pressed(mandaw.input.keys["DOWN"]): 113 | player.player_pos += 50 * speed * dt 114 | 115 | # Ball movement 116 | ball.ball_movement(dt) 117 | 118 | # Player movement 119 | player.player_movement() 120 | 121 | # Opponent movement 122 | opponent.opponent_movement() 123 | 124 | mandaw.loop() 125 | -------------------------------------------------------------------------------- /mandaw/examples/sprite-animation.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | 3 | mandaw = Mandaw("Sprite Animation") 4 | 5 | character = Sprite(window = mandaw, image = "assets/adventurer.png", x = 0, y = 0, width = 200, height = 200) 6 | character.center() 7 | 8 | animation = Animation("assets/idle1", 0.14) 9 | run_anim = Animation("assets/normal-run", 0.14) 10 | 11 | character.add_animation(animation, "idle") 12 | character.add_animation(run_anim, "run") 13 | 14 | speed = 5 15 | 16 | @mandaw.draw 17 | def draw(): 18 | character.draw() 19 | 20 | @mandaw.update 21 | def update(dt): 22 | if mandaw.input.get_key_pressed(mandaw.input.keys["D"]): 23 | character.play_animation("run") 24 | character.x += 60 * speed * dt 25 | 26 | elif mandaw.input.get_key_pressed(mandaw.input.keys["A"]): 27 | character.play_animation("run", "x") 28 | character.x -= 60 * speed * dt 29 | 30 | else: 31 | character.play_animation("idle") 32 | 33 | mandaw.loop() 34 | -------------------------------------------------------------------------------- /mandaw/gameobject.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | 3 | class GameObject(pygame.Rect): 4 | def __init__(self, window, shape = "rect", width = 20, height = 20, x = 0, y = 0, color = "white"): 5 | self.shape = shape 6 | self.width = width 7 | self.height = height 8 | 9 | self.window = window 10 | self.color = color 11 | 12 | self.x = x 13 | self.y = y 14 | 15 | self.collider = "box" 16 | 17 | def draw(self): 18 | if self.shape == "rect" or self.shape == "rectangle" or self.shape == "square": 19 | pygame.draw.rect(self.window.window, self.color, self) 20 | 21 | elif self.shape == "ellipse" or self.shape == "circle": 22 | pygame.draw.ellipse(self.window.window, self.color, self) 23 | 24 | def center(self): 25 | self.x = self.window.width / 2 - self.width / 2 26 | self.y = self.window.height / 2 - self.height / 2 27 | 28 | def center_x(self): 29 | self.x = self.window.width / 2 - self.width / 2 30 | 31 | def center_y(self): 32 | self.y = self.window.height / 2 - self.height / 2 33 | 34 | def collide(self, rect): 35 | try: 36 | if type(rect) != list: 37 | return self.colliderect(rect) 38 | elif type(rect) == list: 39 | return self.collidelistall(rect) 40 | except: 41 | raise AttributeError("MandawError: sorry but when you typed collide(object), the object wasnt a GameObject or a list of GameObjects. see you soon :)") 42 | 43 | if __name__ == "__main__": 44 | from mandaw import * 45 | 46 | mandaw = Mandaw() 47 | 48 | demo = GameObject(mandaw, shape = "ellipse", width = 20, height = 20, x = 0, y = 0, color = "red") 49 | demo.center() 50 | 51 | @mandaw.draw 52 | def draw(): 53 | demo.draw() 54 | 55 | mandaw.loop() 56 | -------------------------------------------------------------------------------- /mandaw/input.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | 3 | class Input: 4 | def __init__(self): 5 | self.pressed = pygame.key.get_pressed() 6 | self.mouse = pygame.mouse.get_pressed() 7 | 8 | self.keys = { 9 | "UP":pygame.K_UP, "DOWN":pygame.K_DOWN, 10 | "LEFT":pygame.K_LEFT, "RIGHT":pygame.K_RIGHT, 11 | 12 | "A":pygame.K_a, "B":pygame.K_b, "C":pygame.K_c, 13 | "D":pygame.K_d, "E":pygame.K_e, "F":pygame.K_f, 14 | "G":pygame.K_g, "H":pygame.K_h, "I":pygame.K_i, 15 | "J":pygame.K_j, "K":pygame.K_k, "L":pygame.K_l, 16 | "M":pygame.K_m, "N":pygame.K_n, "O":pygame.K_o, 17 | "P":pygame.K_p, "Q":pygame.K_q, "R":pygame.K_r, 18 | "S":pygame.K_s, "T":pygame.K_t, "U":pygame.K_u, 19 | "V":pygame.K_v, "W":pygame.K_w, "X":pygame.K_x, 20 | "Y":pygame.K_y, "Z":pygame.K_z, 21 | 22 | "0":pygame.K_0, "1":pygame.K_1,"2":pygame.K_2, 23 | "3":pygame.K_3, "4":pygame.K_4, "5":pygame.K_5, 24 | "6":pygame.K_6, "7":pygame.K_7, "8":pygame.K_8, 25 | "9":pygame.K_9, 26 | 27 | "F1":pygame.K_F1, "F2":pygame.K_F2, "F3":pygame.K_F3, 28 | "F4":pygame.K_F4, "F5":pygame.K_F5, "F6":pygame.K_F6, 29 | "F7":pygame.K_F7, "F8":pygame.K_F8, "F9":pygame.K_F9, 30 | "F10":pygame.K_F10, "F11":pygame.K_F11, "F12":pygame.K_F12, 31 | "F13":pygame.K_F13, "F14":pygame.K_F14, "F15":pygame.K_F15, 32 | 33 | "SCAN_F1":pygame.KSCAN_F1, "SCAN_F2":pygame.KSCAN_F2, 34 | "SCAN_F3":pygame.KSCAN_F3, "SCAN_F4":pygame.KSCAN_F4, 35 | "SCAN_F5":pygame.KSCAN_F5, "SCAN_F6":pygame.KSCAN_F6, 36 | "SCAN_F7":pygame.KSCAN_F7, "SCAN_F8":pygame.KSCAN_F8, 37 | "SCAN_F9":pygame.KSCAN_F9, "SCAN_F10":pygame.KSCAN_F10, 38 | "SCAN_F11":pygame.KSCAN_F11, "SCAN_F12":pygame.KSCAN_F12, 39 | "SCAN_F13":pygame.KSCAN_F13, "SCAN_F14":pygame.KSCAN_F14, 40 | "SCAN_F15":pygame.KSCAN_F15, 41 | 42 | "LCTRL":pygame.K_LCTRL, "RCTRL":pygame.K_RCTRL, 43 | "LSHIFT":pygame.K_LSHIFT, "RSHIFT":pygame.K_RSHIFT, 44 | "LALT":pygame.K_LALT, "RALT":pygame.K_RALT, 45 | "LSUPER":pygame.K_LSUPER, "RSUPER":pygame.K_RSUPER, 46 | 47 | "MOD_CTRL":pygame.KMOD_CTRL, "MOD_ALT":pygame.KMOD_ALT, 48 | "MOD_CAPS":pygame.KMOD_CAPS, "MOD_GUI":pygame.KMOD_GUI, 49 | "MOD_LALT":pygame.KMOD_LALT, "MOD_LCTRL":pygame.KMOD_LCTRL, 50 | "MOD_LGUI":pygame.KMOD_LGUI, "MOD_LMETA":pygame.KMOD_LMETA, 51 | "MOD_LSHIFT":pygame.KMOD_LSHIFT, "MOD_META":pygame.KMOD_META, 52 | "MOD_NONE":pygame.KMOD_NONE, "MOD_MODE":pygame.KMOD_MODE, 53 | "MOD_NUM":pygame.KMOD_NUM, "MOD_RALT":pygame.KMOD_RALT, 54 | "MOD_RSHIFT":pygame.KMOD_RSHIFT, "MOD_RCTRL":pygame.KMOD_RCTRL, 55 | "MOD_RMETA":pygame.KMOD_RMETA, "MOD_RGUI":pygame.KMOD_RGUI, 56 | "MOD_SHIFT":pygame.KMOD_SHIFT, "MODE":pygame.K_MODE, 57 | "SCAN_MODE":pygame.KSCAN_MODE, 58 | 59 | "HOME":pygame.K_HOME, "INSERT":pygame.K_INSERT, 60 | "DELETE":pygame.K_DELETE, "RETURN":pygame.K_RETURN, 61 | "SPACE":pygame.K_SPACE, "PLUS":pygame.K_PLUS, 62 | } 63 | 64 | self.mouse_buttons = { 65 | "LEFT":0, "MIDDLE":1, "RIGHT":2, 66 | } 67 | 68 | def update(self): 69 | self.pressed = pygame.key.get_pressed() 70 | self.mouse = pygame.mouse.get_pressed() 71 | 72 | def get_key_pressed(self, key): 73 | return self.pressed[key] 74 | 75 | def get_mouse_button(self, button): 76 | return self.mouse[button] 77 | 78 | def get_mouse_pos(self): 79 | return pygame.mouse.get_pos() -------------------------------------------------------------------------------- /mandaw/light.py: -------------------------------------------------------------------------------- 1 | from typing import Union 2 | 3 | import pygame 4 | from pygame.surface import Surface, SurfaceType 5 | 6 | from mandaw import * 7 | 8 | class Light: 9 | light_mask: Union[Surface, SurfaceType] 10 | light_filter: Surface 11 | 12 | def __init__(self, window: Mandaw, mask_img): 13 | self.window = window 14 | self.mask = mask_img 15 | 16 | def light_init(self, pos): 17 | self.pos = pos 18 | self.light_mask = pygame.image.load(self.mask) 19 | self.light_filter = pygame.surface.Surface((self.window.width, self.window.height)) 20 | self.light_filter.fill(pygame.color.Color("Gray")) 21 | self.light_filter.blit(self.light_mask, pos) 22 | 23 | def draw(self): 24 | self.window.window.blit(self.light_filter, (0, 0), special_flags=pygame.BLEND_RGBA_SUB) 25 | 26 | if __name__ == '__main__': 27 | from mandaw import * 28 | 29 | mandaw = Mandaw(bg_color="red") 30 | 31 | light = Light(mandaw, "assets/circle.png") 32 | light.light_init((100, 100)) 33 | 34 | @mandaw.draw 35 | def draw(): 36 | light.draw() 37 | 38 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/line.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | 3 | class Line: 4 | def __init__(self, window, color, start_pos, end_pos): 5 | self.window = window 6 | self.color = color 7 | self.start_pos = start_pos 8 | self.end_pos = end_pos 9 | 10 | pygame.draw.aaline(self.window.window, self.color, self.start_pos, self.end_pos) 11 | -------------------------------------------------------------------------------- /mandaw/main.py: -------------------------------------------------------------------------------- 1 | from mandaw.input import Input 2 | import os, sys, pygame 3 | 4 | class Mandaw: 5 | def __init__(self, title = "Mandaw", width = 800, height = 600, bg_color = (0, 0, 0)): 6 | self.width = width 7 | self.height = height 8 | self.title = title 9 | self.bg_color = bg_color 10 | self.background = None 11 | 12 | self.running = True 13 | 14 | pygame.init() 15 | self.clock = pygame.time.Clock() 16 | 17 | self.window = pygame.display.set_mode((self.width, self.height)) 18 | pygame.display.set_caption(self.title) 19 | path = os.path.dirname(os.path.abspath(__file__)) 20 | self.icon = os.path.join(path, "./assets/mandaw.png") 21 | image = pygame.image.load(self.icon) 22 | pygame.display.set_icon(image) 23 | self.window.fill(self.bg_color) 24 | 25 | self.last = 0 26 | self.t = pygame.time.get_ticks() 27 | self.dt = (self.t - self.last) / 1000.0 28 | self.last = self.t 29 | 30 | self.delta = 1.0 / 60.0 31 | 32 | self.update_dt = 0 33 | self.update_handlers = [] 34 | self.draw_handlers = [] 35 | 36 | self.input = Input() 37 | 38 | def _update(self, dt): 39 | self.update_dt += dt 40 | while self.update_dt > self.delta: 41 | for update in self.update_handlers: 42 | update(self.delta) 43 | self.update_dt -= self.delta 44 | 45 | def _draw(self): 46 | for draw in self.draw_handlers: 47 | draw() 48 | 49 | def loop(self): 50 | while self.running: 51 | pygame.display.flip() 52 | self.clock.tick(60) 53 | 54 | pygame.display.update() 55 | 56 | self.input.update() 57 | 58 | self.t = pygame.time.get_ticks() 59 | self.dt = (self.t - self.last) / 1000.0 60 | self.last = self.t 61 | 62 | self.window.fill(self.bg_color) 63 | 64 | self._update(self.dt) 65 | 66 | for event in pygame.event.get(): 67 | if event.type == pygame.QUIT: 68 | self.running = False 69 | 70 | if self.input.get_key_pressed(self.input.keys["F5"]): 71 | os.execl(sys.executable, sys.executable, *sys.argv) 72 | 73 | self._draw() 74 | 75 | if self.background != None: 76 | self.background.draw() 77 | 78 | pygame.quit() 79 | quit() 80 | 81 | def quit(self): 82 | self.running = False 83 | 84 | def draw(self, fn): 85 | self.draw_handlers.append(fn) 86 | return fn 87 | 88 | def update(self, fn): 89 | self.update_handlers.append(fn) 90 | return fn 91 | 92 | if __name__ == "__main__": 93 | from mandaw import Mandaw 94 | 95 | mandaw = Mandaw("Mandaw!", width = 800, height = 600, bg_color = (0, 0, 0)) 96 | 97 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/particle.py: -------------------------------------------------------------------------------- 1 | from typing import List, Union 2 | from typing import Tuple 3 | 4 | import pygame 5 | import random 6 | 7 | import mandaw 8 | 9 | class Particle: 10 | 11 | def __init__(self, WIN: pygame.surface.Surface, x: int, y: int, vel_x: float, vel_y: float, shrink_amount: float, 12 | size: float = 7, color: Tuple[int, int, int] = (255, 255, 255), collision_tolerance: float = 10, 13 | gravity: float = 0.1): 14 | self.WIN: pygame.surface.Surface = WIN 15 | self.x: int = x 16 | self.y: int = y 17 | self.vel_x: float = vel_x 18 | self.vel_y: float = vel_y 19 | self.shrink_amount: float = shrink_amount 20 | self.size: float = size 21 | self.color: Tuple[int, int, int] = color 22 | self.collision_tolerance: float = collision_tolerance 23 | self.gravity: float = gravity 24 | self.rect: pygame.Rect = None 25 | self.update_rect() 26 | 27 | def draw(self) -> None: 28 | pygame.draw.circle(self.WIN, self.color, (self.x, self.y), self.size) 29 | 30 | def shrink(self, dt: float = 1) -> None: 31 | self.size -= self.shrink_amount * dt 32 | self.update_rect() 33 | 34 | def activate_gravity(self, dt: float): 35 | self.vel_y += self.gravity * dt 36 | self.update_rect() 37 | 38 | def move(self, dt: float): 39 | self.x += self.vel_x * dt 40 | self.y += self.vel_y * dt 41 | 42 | def update_rect(self): 43 | self.rect: pygame.Rect = pygame.Rect(self.x - self.size / 2, self.y - self.size / 2, self.size, self.size) 44 | 45 | def randomize_vel(self, limit_x: Tuple[float, float], limit_y: Tuple[float, float]) -> None: 46 | self.vel_x = random.uniform(*limit_x) 47 | self.vel_y = random.uniform(*limit_y) 48 | 49 | def collide_with_rects(self, rects: List[pygame.Rect], dt: float = 1) -> None: 50 | for rect in rects: 51 | rect = rect.copy() 52 | rect.x -= self.collision_tolerance 53 | rect.y -= self.collision_tolerance 54 | rect.w += self.collision_tolerance * 2 55 | rect.h += self.collision_tolerance * 2 56 | if rect.colliderect(self.rect): 57 | if abs(rect.top - self.rect.bottom) < self.collision_tolerance and self.vel_y > 0: 58 | self.vel_y *= (-0.75) * dt 59 | self.y += (self.vel_y * 2) * dt 60 | self.update_rect() 61 | if abs(rect.bottom - self.rect.top) < self.collision_tolerance and self.vel_y < 0: 62 | self.vel_y *= (-0.75) * dt 63 | self.y += (self.vel_y * 2) * dt 64 | self.update_rect() 65 | if abs(rect.right - self.rect.left) < self.collision_tolerance and self.vel_x < 0: 66 | self.vel_x *= (-0.75) * dt 67 | self.x += (self.vel_x * 2) * dt 68 | self.update_rect() 69 | if abs(rect.left - self.rect.right) < self.collision_tolerance and self.vel_x > 0: 70 | self.vel_x *= (-0.75) * dt 71 | self.x += (self.vel_x * 2) * dt 72 | self.update_rect() 73 | 74 | class ParticleSpawner: 75 | def __init__(self, window: mandaw.Mandaw, part_count: Union[int, list, tuple] = 1, 76 | pos: Union[list, tuple] = (0, 0), size: Union[list, tuple, int] = 20, 77 | velocityx: Union[float, list, tuple] = 1, velocityy: Union[float, list, tuple] = 1, 78 | shrink: Union[float, int, list, tuple] = 0.1, color: Union[str, tuple, list] = "white", 79 | collide: bool = False, gravity=0, collide_rects=None): 80 | if collide_rects is None: 81 | collide_rects = [] 82 | self.window = window 83 | self.part_count = part_count 84 | self.pos = pos 85 | self.size = size 86 | self.shrink = shrink 87 | self.color = color 88 | self.collide = collide 89 | self.particles = [] 90 | self.velocityx = velocityx 91 | self.velocityy = velocityy 92 | self.collide_rects = collide_rects 93 | self.gravity = gravity 94 | if type(part_count) != int: 95 | part_count = random.randint(*part_count) 96 | 97 | for i in range(part_count): 98 | if type(size) != int: 99 | self.size = random.randint(*size) 100 | if type(velocityx) != int: 101 | self.velocityx = random.uniform(*velocityx) 102 | if type(velocityy) != int: 103 | self.velocityy = random.uniform(*velocityy) 104 | self.particles.append(Particle(self.window.window, self.pos[0], self.pos[1], self.velocityx, self.velocityy, 105 | self.shrink, 106 | self.size, gravity=self.gravity, collision_tolerance=10, color=self.color)) 107 | 108 | def draw(self): 109 | if len(self.particles) > 0: 110 | for i in self.particles: 111 | i.draw() 112 | i.move(self.window.dt) 113 | i.activate_gravity(self.window.dt) 114 | i.shrink(self.window.dt) 115 | if self.collide: 116 | i.collide_with_rects(self.collide_rects, self.window.dt) 117 | if i.size < 0: 118 | self.particles.remove(i) -------------------------------------------------------------------------------- /mandaw/prefabs/__init__.py: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/mandaw2014/MandawEngine/cd360c341c757c883f6ceefd5fd3eac03dd86004/mandaw/prefabs/__init__.py -------------------------------------------------------------------------------- /mandaw/prefabs/platformer_controller.py: -------------------------------------------------------------------------------- 1 | from mandaw import * 2 | 3 | class PlatformerController2D(GameObject): 4 | def __init__(self, window, x = 0, y = 0, centered = True): 5 | super().__init__( 6 | window, 7 | shape = "rect", 8 | width = 15, 9 | height = 30, 10 | x = x, 11 | y = y, 12 | color = "orange" 13 | ) 14 | 15 | if centered == True: 16 | self.center() 17 | else: 18 | pass 19 | 20 | # Player's X Position 21 | self.pos_x = 0 22 | 23 | # Set the position as a variable 24 | self.pos = self.window.width / 2 - self.width 25 | 26 | self.is_jumping = False 27 | self.jump_y = 10 28 | 29 | self.direction = None 30 | 31 | self.velocity_y = 1 32 | 33 | # Player's speed and maxspeed 34 | self.speed = 15 35 | self.maxspeed = 3 36 | 37 | self.collision_objects = [] 38 | self.ignore_speed = [] 39 | 40 | self.window = window 41 | 42 | def movement(self, dt): 43 | # Player movement 44 | if self.window.input.get_key_pressed(self.window.input.keys["A"]): 45 | self.pos_x -= self.speed * dt 46 | self.direction = 0 47 | 48 | if self.window.input.get_key_pressed(self.window.input.keys["D"]): 49 | self.pos_x += self.speed * dt 50 | self.direction = 1 51 | 52 | # Momentum 53 | if self.pos_x >= self.maxspeed: 54 | self.pos_x = self.maxspeed 55 | if self.pos_x <= -self.maxspeed: 56 | self.pos_x = -self.maxspeed 57 | 58 | self.pos += self.pos_x 59 | 60 | # Gravity 61 | if not self.collide(self.collision_objects) and self.is_jumping == False: 62 | self.y += 3 * self.velocity_y 63 | self.velocity_y += 0.1 64 | 65 | if self.collide(self.collision_objects): 66 | self.velocity_y = 1 67 | 68 | if not self.collide(self.ignore_speed): 69 | self.maxspeed = 3 70 | 71 | if self.direction == 0 and not self.window.input.get_key_pressed(self.window.input.keys["A"]): 72 | self.pos_x += 10 * dt 73 | 74 | if self.pos_x >= 0: 75 | self.pos_x = 0 76 | 77 | if self.direction == 1 and not self.window.input.get_key_pressed(self.window.input.keys["D"]): 78 | self.pos_x -= 10 * dt 79 | 80 | if self.pos_x <= 0: 81 | self.pos_x = 0 82 | 83 | if not self.collide(self.collision_objects): 84 | if self.direction == 0 and not self.window.input.get_key_pressed(self.window.input.keys["A"]): 85 | self.pos_x += 0.1 86 | 87 | if self.pos_x >= 0: 88 | self.pos_x = 0 89 | 90 | if self.direction == 1 and not self.window.input.get_key_pressed(self.window.input.keys["D"]): 91 | self.pos_x -= 0.1 92 | 93 | if self.pos_x <= 0: 94 | self.pos_x = 0 95 | 96 | # Set the x position as the x variable 97 | self.x = self.pos 98 | 99 | self.jump() 100 | 101 | def jump(self): 102 | # Jumping 103 | if self.is_jumping == False and self.window.input.get_key_pressed(self.window.input.keys["SPACE"]): 104 | self.is_jumping = True 105 | if not self.collide(self.collision_objects): 106 | self.is_jumping = False 107 | 108 | if self.is_jumping == True: 109 | self.y -= self.jump_y 110 | self.jump_y -= 1 111 | 112 | if self.jump_y < -5: 113 | self.is_jumping = False 114 | self.jump_y = 10 115 | 116 | if __name__ == "__main__": 117 | mandaw = Mandaw("PlatformerController2D", bg_color = "cyan") 118 | 119 | player = PlatformerController2D(mandaw, x = 0, y = 0, centered = True) 120 | 121 | ground = GameObject(mandaw, "rect", width = 5000, height = 100, x = 0, y = 500, color = "gray") 122 | ground.center_x() 123 | 124 | player.collision_objects.append(ground) 125 | 126 | @mandaw.draw 127 | def draw(): 128 | player.draw() 129 | ground.draw() 130 | 131 | @mandaw.update 132 | def update(dt): 133 | player.movement(dt) 134 | 135 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/sprite.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | 3 | class Sprite: 4 | def __init__(self, window, image, x, y, width = 200, height = 200): 5 | self.animations = {} 6 | self.image = pygame.image.load(image) 7 | 8 | if width and height is not None: 9 | self.image = pygame.transform.scale(self.image, (width, height)) 10 | 11 | self.window = window 12 | self.x = x 13 | self.y = y 14 | self.width = width 15 | self.height = height 16 | self.rect = pygame.Rect(0, 0, 0, 0) 17 | 18 | def draw(self): 19 | self.rect = pygame.Rect(self.x, self.y, self.width, self.height) 20 | self.window.window.blit(self.image, (self.x, self.y)) 21 | 22 | def get_width(self): 23 | return self.image.get_width() 24 | 25 | def get_height(self): 26 | return self.image.get_height() 27 | 28 | def center(self): 29 | self.x = self.window.width / 2 - self.width 30 | self.y = self.window.height / 2 - self.height 31 | 32 | def center_x(self): 33 | self.x = self.window.width / 2 - self.width 34 | 35 | def center_y(self): 36 | self.y = self.window.height / 2 - self.height 37 | 38 | def collide(self, rect): 39 | if type(rect) != list: 40 | return self.rect.colliderect(rect) 41 | elif type(rect) == list: 42 | return self.rect.collidelistall(rect) 43 | else: 44 | print("MandawError: sorry but when you typed collide(object), the object wasnt a string or a list. see " 45 | "you soon :)") 46 | 47 | def resize(self, width, height): 48 | self.image = pygame.transform.scale(self.image, (width, height)) 49 | 50 | def add_animation(self, animation, name): 51 | self.animations[name] = {"frames": animation.frames, "length": animation.count, "cooldown": animation.anim_time, 52 | "count": 0, "folder": animation.folder} 53 | 54 | def play_animation(self, name, mirror=None): 55 | for i in self.animations: 56 | if i != name: 57 | self.animations[i]["count"] = 0 58 | else: 59 | self.animations[i]["count"] += self.animations[i]["cooldown"] 60 | if self.animations[i]["count"] >= self.animations[i]["length"]: 61 | self.animations[i]["count"] = 0 62 | 63 | if self.width and self.height is None: 64 | if mirror is None: 65 | self.image = pygame.image.load(self.animations[i]["folder"] + "/" + 66 | self.animations[i]["frames"][int(self.animations[i]["count"])]) 67 | elif mirror == "x": 68 | self.image = pygame.transform.flip(pygame.image.load(self.animations[i]["folder"] + "/" + 69 | self.animations[i]["frames"][ 70 | int(self.animations[i]["count"])]), 71 | True, False) 72 | elif mirror == "y": 73 | self.image = pygame.transform.flip(pygame.image.load(self.animations[i]["folder"] + "/" + 74 | self.animations[i]["frames"][ 75 | int(self.animations[i]["count"])]), 76 | True, False) 77 | else: 78 | if mirror is None: 79 | self.image = pygame.transform.scale(pygame.image.load(self.animations[i]["folder"] + "/" + 80 | self.animations[i]["frames"][ 81 | int(self.animations[i]["count"])]), 82 | (self.width, self.height)) 83 | elif mirror == "x": 84 | self.image = pygame.transform.flip( 85 | pygame.transform.scale(pygame.image.load(self.animations[i]["folder"] + "/" + 86 | self.animations[i]["frames"][ 87 | int(self.animations[i]["count"])]), 88 | (self.width, self.height)), True, False) 89 | elif mirror == "y": 90 | self.image = pygame.transform.flip( 91 | pygame.transform.scale(pygame.image.load(self.animations[i]["folder"] + "/" + 92 | self.animations[i]["frames"][ 93 | int(self.animations[i]["count"])]), 94 | (self.width, self.height)), 95 | True, False) 96 | 97 | self.draw() 98 | 99 | if __name__ == '__main__': 100 | from mandaw import * 101 | import os 102 | 103 | mandaw = Mandaw() 104 | 105 | path = os.path.dirname(os.path.abspath(__file__)) 106 | bird = os.path.join(path, "./assets/bird.jpeg") 107 | 108 | image = Sprite(mandaw, bird, 0, 0) 109 | 110 | @mandaw.draw 111 | def draw(): 112 | image.draw() 113 | 114 | mandaw.loop() -------------------------------------------------------------------------------- /mandaw/text.py: -------------------------------------------------------------------------------- 1 | import pygame 2 | from sys import platform 3 | 4 | class Text: 5 | def __init__(self, window, text, font_size = 24, file = None, color = "white", x = 0, y = 0): 6 | self.window = window 7 | self.font_size = font_size 8 | self.file = file 9 | 10 | if platform == "linux" or platform == "linux2": 11 | self.font = pygame.font.SysFont(self.file, self.font_size) 12 | if platform == "darwin": 13 | self.font = pygame.font.Font(self.file, self.font_size) 14 | if platform == "win32": 15 | self.font = pygame.font.SysFont(self.file, self.font_size) 16 | 17 | self.color = color 18 | self.x = x 19 | self.y = y 20 | 21 | self.text = self.font.render(text, True, self.color) 22 | 23 | def draw(self): 24 | self.window.window.blit(self.text, (self.x, self.y)) 25 | 26 | def center(self): 27 | self.x = self.window.width / 2 - self.font_size / 2 28 | self.y = self.window.height / 2 - self.font_size / 2 29 | 30 | if __name__ == '__main__': 31 | from mandaw import * 32 | 33 | mandaw = Mandaw("Mandaw", bg_color="cyan") 34 | 35 | text = Text(mandaw, "Mandaw", 50) 36 | text.center() 37 | 38 | @mandaw.draw 39 | def draw(): 40 | text.draw() 41 | 42 | mandaw.loop() 43 | -------------------------------------------------------------------------------- /setup.py: -------------------------------------------------------------------------------- 1 | from distutils.core import setup 2 | 3 | setup(name='Mandaw', 4 | version='1.2.0', 5 | description='A Game Engine Made In Python', 6 | author='mandaw2014', 7 | keywords="python 2d game development", 8 | author_email='mandawbuisness@gmail.com', 9 | url='https://github.com/mandaw2014/MandawEngine', 10 | packages=['mandaw'], 11 | package_dir={'mandaw': 'mandaw'}, 12 | install_requires=["pygame"] 13 | ) 14 | --------------------------------------------------------------------------------