Pie Game
<pre>
import math
import pygame
import sys
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("The Pie Game")
my_font = pygame.font.Font(None, 60)
color = 200, 80, 60
width = 4
x = 300
y = 250
radius = 200
position = x - radius, y - radius, radius * 2, radius * 2
piece1 = False
piece2 = False
piece3 = False
piece4 = False
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYUP:
if event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_1:
piece1 = True
elif event.key == pygame.K_2:
piece2 = True
elif event.key == pygame.K_3:
piece3 = True
elif event.key == pygame.K_4:
piece4 = True
screen.fill((0, 0, 200))
# draw four numbers
textImg1 = my_font.render("1", True, color)
screen.blit(textImg1, (x + radius / 2, y - radius / 2))
textImg2 = my_font.render("2", True, color)
screen.blit(textImg2, (x - radius / 2, y - radius / 2))
textImg3 = my_font.render("3", True, color)
screen.blit(textImg3, (x - radius / 2, y + radius / 2))
textImg4 = my_font.render("4", True, color)
screen.blit(textImg4, (x + radius / 2, y + radius / 2))
if piece1:
start_angle = math.radians(0)
end_angle = math.radians(90)
pygame.draw.arc(screen, color, position, start_angle,end_angle, width)
pygame.draw.line(screen, color, (x, y), (x, y - radius), width)
pygame.draw.line(screen, color, (x, y), (x + radius, y), width)
if piece2:
start_angle = math.radians(90)
end_angle = math.radians(180)
pygame.draw.arc(screen, color, position, start_angle,end_angle, width)
pygame.draw.line(screen, color, (x, y), (x, y - radius), width)
pygame.draw.line(screen, color, (x, y), (x - radius, y), width)
if piece3:
start_angle = math.radians(180)
end_angle = math.radians(270)
pygame.draw.arc(screen, color, position, start_angle,end_angle, width)
pygame.draw.line(screen, color, (x, y), (x, y + radius), width)
pygame.draw.line(screen, color, (x, y), (x - radius, y), width)
if piece4:
start_angle = math.radians(270)
end_angle = math.radians(360)
pygame.draw.arc(screen, color, position, start_angle,end_angle, width)
pygame.draw.line(screen, color, (x, y), (x, y + radius), width)
pygame.draw.line(screen, color, (x, y), (x + radius, y), width)
if piece1 and piece2 and piece3 and piece4:
color = 0, 255, 255
pygame.display.update()
</pre>
Palette:
<pre>import pygame
import sys
from pygame.locals import *
initialization
pygame.init()
screen = pygame.display.set_mode((640, 480), 0, 32)
def create_scales(height):
red_scale_surface = pygame.surface.Surface((640, height))
green_scale_surface = pygame.surface.Surface((640, height))
blue_scale_surface = pygame.surface.Surface((640, height))
for x in range(640):
c = int((x / 640) * 255)
red = (c, 0, 0)
green = (0, c, 0)
blue = (0, 0, c)
line_rect = Rect(x, 0, 1, height)
pygame.draw.rect(red_scale_surface, red, line_rect)
pygame.draw.rect(green_scale_surface, green, line_rect)
pygame.draw.rect(blue_scale_surface, blue, line_rect)
return red_scale_surface, green_scale_surface, blue_scale_surface
red_scale, green_scale, blue_scale = create_scales(80)
put the color index in the middle
color = [127, 127, 127]
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
screen.fill((0, 0, 0))
screen.blit(red_scale, (0, 00))
screen.blit(green_scale, (0, 80))
screen.blit(blue_scale, (0, 160))
x, y = pygame.mouse.get_pos()
# 0: press left button 1:wheel button 2: right button
if pygame.mouse.get_pressed()[0]:
for component in range(3):
if y > component \* 80 and y < (component + 1) \* 80:
color[component] = int((x / 639) \* 255)
pygame.display.set_caption("PyGame Color Test - " + str(tuple(color)))
for component in range(3):
pos = (int((color[component] / 255) \* 639), component \* 80 + 40)
pygame.draw.circle(screen, (255, 255, 255), pos, 20)
pygame.draw.rect(screen, tuple(color), (0, 240, 640, 240))
pygame.display.update()
</pre>
Trivia:
<pre>
The Trivia Game
import sys, pygame
from pygame.locals import *
class Trivia(object):
def init(self, filename):
self.data = [] # store the question and answer
self.current = 0 # current question
self.total = 0 # total question
self.correct = 0 # correct answer you select
self.score = 0 # total score
self.scored = False # is right answer or not
self.failed = False # fail or not
self.wronganswer = 0 # wrong answer you select
self.colors = [white, white, white, white] # the color of the option
# read trivia data from file
f = open(filename, "r")
trivia_data = f.readlines()
f.close()
# count and clean up trivia data
for text_line in trivia_data:
self.data.append(text_line.strip())
self.total += 1
# show the question
def show_question(self):
print_text(font1, 210, 5, "TRIVIA GAME")
print_text(font2, 190, 500 - 20, "Press Keys (1-4) To Answer", purple)
print_text(font2, 530, 5, "SCORE", purple)
print_text(font2, 550, 25, str(self.score), purple)
# get correct answer out of data (first)
self.correct = int(self.data[self.current + 5])
# display question
question = self.current // 6 + 1
print_text(font1, 5, 80, "QUESTION " + str(question))
print_text(font2, 20, 120, self.data[self.current], yellow)
# respond to correct answer
if self.scored:
self.colors = [white, white, white, white]
self.colors[self.correct - 1] = green
print_text(font1, 230, 380, "CORRECT!", green)
print_text(font2, 170, 420, "Press Enter For Next Question", green)
elif self.failed:
self.colors = [white, white, white, white]
self.colors[self.wronganswer - 1] = red
self.colors[self.correct - 1] = green
print_text(font1, 220, 380, "INCORRECT!", red)
print_text(font2, 170, 420, "Press Enter For Next Question", red)
# display answers
print_text(font1, 5, 170, "ANSWERS")
print_text(font2, 20, 210, "1 - " + self.data[self.current + 1], self.colors[0])
print_text(font2, 20, 240, "2 - " + self.data[self.current + 2], self.colors[1])
print_text(font2, 20, 270, "3 - " + self.data[self.current + 3], self.colors[2])
print_text(font2, 20, 300, "4 - " + self.data[self.current + 4], self.colors[3])
def handle_input(self, number):
if not self.scored and not self.failed:
if number == self.correct:
self.scored = True
self.score += 1
else:
self.failed = True
self.wronganswer = number
def next_question(self):
if self.scored or self.failed:
self.scored = False
self.failed = False
self.correct = 0
self.colors = [white, white, white, white]
self.current += 6
if self.current >= self.total:
self.current = 0
def print_text(font, x, y, text, color=(255, 255, 255), shadow=True):
if shadow:
imgText = font.render(text, True, (0, 0, 0))
screen.blit(imgText, (x - 2, y - 2))
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
main program begins
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("The Trivia Game")
font1 = pygame.font.Font(None, 40)
font2 = pygame.font.Font(None, 24)
white = 255, 255, 255
cyan = 0, 255, 255
yellow = 255, 255, 0
purple = 255, 0, 255
green = 0, 255, 0
red = 255, 0, 0
load the trivia data file
trivia = Trivia("trivia_data.txt")
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYUP:
if event.key == pygame.K_ESCAPE:
sys.exit()
elif event.key == pygame.K_1:
trivia.handle_input(1)
elif event.key == pygame.K_2:
trivia.handle_input(2)
elif event.key == pygame.K_3:
trivia.handle_input(3)
elif event.key == pygame.K_4:
trivia.handle_input(4)
elif event.key == pygame.K_RETURN:
trivia.next_question()
# clear the screen
screen.fill((0, 0, 200))
# display trivia data
trivia.show_question()
# update the display
pygame.display.update()
</pre>
<pre>
trivia_data.txt
What is the name of the 4th planet from the Sun?
Saturn
Mars
Earth
Venus
2
Which planet has the most moons in the solar system?
Uranus
Saturn
Neptune
Jupiter
4
Approximately how large is the Sun's diameter (width)?
65 thousand miles
45 million miles
1 million miles
825 thousand miles
3
How far is the Earth from the Sun in its orbit (on average)?
13 million miles
93 million miles
250 thousand miles
800 thousand miles
2
What causes the Earth's oceans to have tides?
The Moon
The Sun
Earth's molten core
Oxygen
1
</pre>
Mouse Demo:
<pre>
Mouse Demo
Chapter 4
import sys, pygame
from pygame.locals import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
main program begins
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("Mouse Demo")
font1 = pygame.font.Font(None, 24)
white = 255, 255, 255
seconds = 10
score = 0
clock_start = 0
game_over = True
mouse_x = mouse_y = 0
move_x = move_y = 0
mouse_down = mouse_up = 0
mouse_down_x = mouse_down_y = 0
mouse_up_x = mouse_up_y = 0
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == MOUSEMOTION:
mouse_x, mouse_y = event.pos
move_x, move_y = event.rel
elif event.type == MOUSEBUTTONDOWN:
mouse_down = event.button
mouse_down_x, mouse_down_y = event.pos
elif event.type == MOUSEBUTTONUP:
mouse_up = event.button
mouse_up_x, mouse_up_y = event.pos
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
screen.fill((0, 100, 0))
print_text(font1, 0, 0, "Mouse Events")
print_text(font1, 0, 20, "Mouse position: " + str(mouse_x) +
"," + str(mouse_y))
print_text(font1, 0, 40, "Mouse relative: " + str(move_x) +
"," + str(move_y))
print_text(font1, 0, 60, "Mouse button down: " + str(mouse_down) +
" at " + str(mouse_down_x) + "," + str(mouse_down_y))
print_text(font1, 0, 80, "Mouse button up: " + str(mouse_up) +
" at " + str(mouse_up_x) + "," + str(mouse_up_y))
print_text(font1, 0, 160, "Mouse Polling")
x, y = pygame.mouse.get_pos()
print_text(font1, 0, 180, "Mouse position: " + str(x) + "," + str(y))
b1, b2, b3 = pygame.mouse.get_pressed()
print_text(font1, 0, 200, "Mouse buttons: " +
str(b1) + "," + str(b2) + "," + str(b3))
pygame.display.update()
</pre>
Keyboard Demo:
<pre>
import sys, random, time, pygame
from pygame.locals import *
def print_text(font, x, y, text, color = (255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("Keyboard Demo")
font1 = pygame.font.Font(None, 24)
font2 = pygame.font.Font(None, 200)
white = 255, 255, 255
yellow = 255, 255, 0
key_flag = False
correct_answer = 97
seconds = 10
score = 0
clock_start = 0
game_over = True
speed = 0
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == KEYDOWN:
key_flag = True
elif event.type == KEYUP:
key_flag = False
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
if keys[K_RETURN]:
if game_over:
game_over = False
score = 0
seconds = 11
clock_start = time.clock()
screen.fill((0, 100, 0))
if not game_over:
current = time.clock() - clock_start
print_text(font1, 0, 80, "Time: " + str(int(seconds - current)))
if keys[correct_answer]:
score += 1
correct_answer = random.randint(97, 122)
speed = score \* 6
if seconds - current < 0:
game_over = True
else:
print_text(font1, 0, 160, "Press Enter to start")
print_text(font1, 0, 0, "Let's see how fast you can type")
print_text(font1, 0, 20, "Try to keep up for 10 seconds...")
if key_flag:
print_text(font1, 500, 0, "<key>")
print_text(font1, 0, 100, "Speed: " + str(speed) + " letters/min")
print_text(font2, 0, 240, chr(correct_answer - 32), yellow)
pygame.display.update()
</pre>
Bomb Catcher:
<pre>
Bomb Catcher Game
Chapter 4
import sys, random, time, pygame
from pygame.locals import *
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
main program begins
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("Bomb Catching Game")
font1 = pygame.font.Font(None, 24)
pygame.mouse.set_visible(False)
white = 255, 255, 255
red = 220, 50, 50
yellow = 230, 230, 50
black = 0, 0, 0
lives = 3
score = 0
clock_start = 0
game_over = True
mouse_x = mouse_y = 0
pos_x = 300
pos_y = 460
bomb_x = random.randint(0, 500)
bomb_y = -50
vel_y = 15
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
elif event.type == MOUSEMOTION:
mouse_x, mouse_y = event.pos
move_x, move_y = event.rel
elif event.type == MOUSEBUTTONUP:
if game_over:
game_over = False
lives = 3
score = 0
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
screen.fill((0, 0, 100))
if game_over:
print_text(font1, 100, 200, "<CLICK TO PLAY>")
else:
# move the bomb
bomb_y += vel_y
# has the player missed the bomb?
if bomb_y > 500:
# reset
bomb_x = random.randint(0, 500)
bomb_y = -50
lives -= 1
if lives == 0:
game_over = True
# see if player has caught the bomb
elif bomb_y > pos_y:
if bomb_x > pos_x and bomb_x < pos_x + 120:
score += 10
bomb_x = random.randint(0, 500)
bomb_y = -50
# draw the bomb
pygame.draw.circle(screen, black, (bomb_x - 4, int(bomb_y) - 4), 30, 0)
pygame.draw.circle(screen, yellow, (bomb_x, int(bomb_y)), 30, 0)
# set basket position
pos_x = mouse_x
if pos_x < 0:
pos_x = 0
elif pos_x > 500:
pos_x = 500
# draw basket
pygame.draw.rect(screen, black, (pos_x - 4, pos_y - 4, 120, 40), 0)
pygame.draw.rect(screen, red, (pos_x, pos_y, 120, 40), 0)
# print # of lives
print_text(font1, 0, 0, "LIVES: " + str(lives))
# print score
print_text(font1, 500, 0, "SCORE: " + str(score))
pygame.display.update()
</pre>
Circle Demo:
<pre>
Circle Demo
Chapter 5
import random, math, pygame
from pygame.locals import *
main program begins
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("Circle Demo")
screen.fill((0, 0, 100))
pos_x = 300
pos_y = 250
radius = 200
angle = 360
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
# increment angle
angle += 1
if angle >= 360:
angle = 0
r = random.randint(0, 255)
g = random.randint(0, 255)
b = random.randint(0, 255)
color = r, g, b
# calculate coordinates
x = math.cos(math.radians(angle)) \* radius
y = math.sin(math.radians(angle)) \* radius
# draw one step around the circle
pos = (int(pos_x + x), int(pos_y + y))
pygame.draw.circle(screen, color, pos, 1, 0)
pygame.display.update()
</pre>
Clock:
<pre>
Analog Clock Demo
Chapter 5
import sys, random, math, pygame
from pygame.locals import *
from datetime import datetime, date, time
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def wrap_angle(angle):
return angle % 360
main program begins
pygame.init()
screen = pygame.display.set_mode((600, 500))
pygame.display.set_caption("Analog Clock Demo")
font = pygame.font.Font(None, 36)
orange = 220, 180, 0
white = 255, 255, 255
yellow = 255, 255, 0
pink = 255, 100, 100
pos_x = 300
pos_y = 250
radius = 250
angle = 360
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
screen.fill((0, 0, 100))
# draw one step around the circle
pygame.draw.circle(screen, white, (pos_x, pos_y), radius, 6)
# draw the clock numbers 1-12
for n in range(1, 13):
angle = math.radians(n \* (360 / 12) - 90)
x = math.cos(angle) \* (radius - 20) - 10
y = math.sin(angle) \* (radius - 20) - 10
print_text(font, pos_x + x, pos_y + y, str(n))
# get the time of day
today = datetime.today()
hours = today.hour % 12
minutes = today.minute
seconds = today.second
# draw the hours hand
hour_angle = wrap_angle(hours \* (360 / 12) - 90 + 30 \* minutes / 60)
hour_angle = math.radians(hour_angle)
hour_x = math.cos(hour_angle) \* (radius - 80)
hour_y = math.sin(hour_angle) \* (radius - 80)
target = (pos_x + hour_x, pos_y + hour_y)
pygame.draw.line(screen, pink, (pos_x, pos_y), target, 25)
# draw the minutes hand
min_angle = wrap_angle(minutes \* (360 / 60) - 90)
min_angle = math.radians(min_angle)
min_x = math.cos(min_angle) \* (radius - 60)
min_y = math.sin(min_angle) \* (radius - 60)
target = (pos_x + min_x, pos_y + min_y)
pygame.draw.line(screen, orange, (pos_x, pos_y), target, 12)
# draw the seconds hand
sec_angle = wrap_angle(seconds \* (360 / 60) - 90)
sec_angle = math.radians(sec_angle)
sec_x = math.cos(sec_angle) \* (radius - 40)
sec_y = math.sin(sec_angle) \* (radius - 40)
target = (pos_x + sec_x, pos_y + sec_y)
pygame.draw.line(screen, yellow, (pos_x, pos_y), target, 6)
# cover the center
pygame.draw.circle(screen, white, (pos_x, pos_y), 20)
print_text(font, 0, 0, str(hours) + ":" + str(minutes) + ":" + str(seconds))
pygame.display.update()
</pre>
OrbitDemo:
<pre>
Orbit Demo
Chapter 5
import sys, random, math, pygame
from pygame.locals import *
Point class
class Point(object):
def init(self, x, y):
self.__x = x
self.__y = y
# X property
def getx(self): return self.__x
def setx(self, x): self.__x = x
x = property(getx, setx)
# Y property
def gety(self): return self.__y
def sety(self, y): self.__y = y
y = property(gety, sety)
def __str__(self):
return "{X:" + "{:.0f}".format(self.__x) + \
",Y:" + "{:.0f}".format(self.__y) + "}"
print_text function
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
wrap_angle function
def wrap_angle(angle):
return angle % 360
main program begins
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Orbit Demo")
font = pygame.font.Font(None, 18)
load bitmaps
space = pygame.image.load("space.png").convert_alpha()
planet = pygame.image.load("planet2.png").convert_alpha()
ship = pygame.image.load("freelance.png").convert_alpha()
width, height = ship.get_size()
ship = pygame.transform.smoothscale(ship, (width // 2, height // 2))
radius = 250
angle = 0.0
pos = Point(0, 0)
old_pos = Point(0, 0)
repeating loop
while True:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
# draw background
screen.blit(space, (0, 0))
# draw planet
width, height = planet.get_size()
screen.blit(planet, (400 - width / 2, 300 - height / 2))
# move the ship
angle = wrap_angle(angle - 1)
pos.x = math.sin(math.radians(angle)) \* radius
pos.y = math.cos(math.radians(angle)) \* radius
# rotate the ship
scratch_ship = pygame.transform.rotate(ship, angle)
# draw the ship
width, height = scratch_ship.get_size()
x = 400 + pos.x - width // 2
y = 300 + pos.y - height // 2
screen.blit(scratch_ship, (x, y))
print_text(font, 0, 0, "Orbit: " + "{:.0f}".format(angle))
print_text(font, 0, 20, "Rotation: " + "{:.2f}".format(rangle))
print_text(font, 0, 40, "Position: " + str(pos))
print_text(font, 0, 60, "Old Pos: " + str(old_pos))
pygame.display.update()
# remember position
old_pos.x = pos.x
old_pos.y = pos.y
</pre>
Escape the dragon:
<pre>
Escape The Dragon Game
Chapter 7
import sys, time, random, math, pygame
from pygame.locals import *
class MySprite(pygame.sprite.Sprite):
def init(self, target):
pygame.sprite.Sprite.init(self) # extend the base Sprite class
self.master_image = None
self.frame = 0
self.old_frame = -1
self.frame_width = 1
self.frame_height = 1
self.first_frame = 0
self.last_frame = 0
self.columns = 1
self.last_time = 0
# X property
def _getx(self):
return self.rect.x
def _setx(self, value):
self.rect.x = value
X = property(_getx, _setx)
# Y property
def _gety(self):
return self.rect.y
def _sety(self, value):
self.rect.y = value
Y = property(_gety, _sety)
# position property
def _getpos(self):
return self.rect.topleft
def _setpos(self, pos):
self.rect.topleft = pos
position = property(_getpos, _setpos)
def load(self, filename, width, height, columns):
self.master_image = pygame.image.load(filename).convert_alpha()
self.frame_width = width
self.frame_height = height
self.rect = Rect(0, 0, width, height)
self.columns = columns
# try to auto-calculate total frames
rect = self.master_image.get_rect()
self.last_frame = (rect.width // width) \* (rect.height // height) - 1
def update(self, current_time, rate=30):
# update animation frame number
if current_time > self.last_time + rate:
self.frame += 1
if self.frame > self.last_frame:
self.frame = self.first_frame
self.last_time = current_time
# build current frame only if it changed
if self.frame != self.old_frame:
frame_x = (self.frame % self.columns) \* self.frame_width
frame_y = (self.frame // self.columns) \* self.frame_height
rect = Rect(frame_x, frame_y, self.frame_width, self.frame_height)
self.image = self.master_image.subsurface(rect)
self.old_frame = self.frame
def __str__(self):
return str(self.frame) + "," + str(self.first_frame) + \
"," + str(self.last_frame) + "," + str(self.frame_width) + \
"," + str(self.frame_height) + "," + str(self.columns) + \
"," + str(self.rect)
def print_text(font, x, y, text, color=(255, 255, 255)):
imgText = font.render(text, True, color)
screen.blit(imgText, (x, y))
def reset_arrow():
y = random.randint(250, 350)
arrow.position = 800, y
main program begins
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Escape The Dragon Game")
font = pygame.font.Font(None, 18)
framerate = pygame.time.Clock()
load bitmaps
bg = pygame.image.load("background.png").convert_alpha()
create a sprite group
group = pygame.sprite.Group()
create the dragon sprite
dragon = MySprite(screen)
dragon.load("dragon.png", 260, 150, 3)
dragon.position = 100, 230
group.add(dragon)
create the player sprite
player = MySprite(screen)
player.load("caveman.png", 50, 64, 8)
player.first_frame = 1
player.last_frame = 7
player.position = 400, 303
group.add(player)
create the arrow sprite
arrow = MySprite(screen)
arrow.load("flame.png", 40, 16, 1)
arrow.position = 800, 320
group.add(arrow)
arrow_vel = 8.0
game_over = False
you_win = False
player_jumping = False
jump_vel = 0.0
player_start_y = player.Y
lives = 3
score = 0
font1 = pygame.font.Font(None, 24)
start_time = 0
repeating loop
while True:
framerate.tick(30)
# total time
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]:
sys.exit()
elif keys[K_SPACE]:
if not player_jumping:
player_jumping = True
jump_vel = -11.0
# update the arrow
if not game_over:
arrow.X -= arrow_vel
if arrow.X < -40: reset_arrow()
# did arrow hit player?
if pygame.sprite.collide_rect(arrow, player):
reset_arrow()
player.X -= 10
# did arrow hit dragon?
if pygame.sprite.collide_rect(arrow, dragon):
reset_arrow()
dragon.X -= 10
# did dragon eat the player?
if pygame.sprite.collide_rect(player, dragon):
game_over = True
# did the dragon get defeated?
if dragon.X < -100:
you_win = True
game_over = True
# is the player jumping?
if player_jumping:
player.Y += jump_vel
jump_vel += 0.5
if player.Y > player_start_y:
player_jumping = False
player.Y = player_start_y
jump_vel = 0.0
# draw the background
screen.blit(bg, (0, 0))
# update sprites
if not game_over:
group.update(ticks, 50)
score += 1
# draw sprites
group.draw(screen)
print_text(font, 350, 560, "Press SPACE to jump!")
if game_over:
print_text(font, 360, 100, "G A M E O V E R")
if you_win:
print_text(font, 330, 130, "YOU BEAT THE DRAGON!")
else:
print_text(font, 330, 130, "THE DRAGON GOT YOU!")
# print # of lives
print_text(font1, 0, 0, "LIVES: " + str(lives))
# print score
print_text(font1, 500, 0, "SCORE: " + str(score))
pygame.display.update()
</pre>
Zombie Mob:
<pre>
Zombie Mob Game
Chapter 8
import itertools, sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
def calc_velocity(direction, vel=1.0):
velocity = Point(0,0)
if direction == 0: #north
velocity.y = -vel
elif direction == 2: #east
velocity.x = vel
elif direction == 4: #south
velocity.y = vel
elif direction == 6: #west
velocity.x = -vel
return velocity
def reverse_direction(sprite):
if sprite.direction == 0:
sprite.direction = 4
elif sprite.direction == 2:
sprite.direction = 6
elif sprite.direction == 4:
sprite.direction = 0
elif sprite.direction == 6:
sprite.direction = 2
main program begins
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Collision Demo")
font = pygame.font.Font(None, 36)
timer = pygame.time.Clock()
create sprite groups
player_group = pygame.sprite.Group()
zombie_group = pygame.sprite.Group()
health_group = pygame.sprite.Group()
create the player sprite
player = MySprite()
player.load("farmer walk.png", 96, 96, 8)
player.position = 80, 80
player.direction = 4
player_group.add(player)
create the zombie sprite
zombie_image = pygame.image.load("zombie walk.png").convert_alpha()
for n in range(0, 10):
zombie = MySprite()
zombie.load("zombie walk.png", 96, 96, 8)
zombie.position = random.randint(0, 700), random.randint(0, 500)
zombie.direction = random.randint(0, 3) * 2
zombie_group.add(zombie)
create heath sprite
health = MySprite()
health.load("health.png", 32, 32, 1)
health.position = 400, 300
health_group.add(health)
game_over = False
player_moving = False
player_health = 100
start_time = 0
repeating loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
# add zombie every 10 seconds
if ticks - start_time > 10000:
zombie = MySprite()
zombie.load("zombie walk.png", 96, 96, 8)
zombie.position = random.randint(0, 700), random.randint(0, 500)
zombie.direction = random.randint(0, 3) \* 2
zombie_group.add(zombie)
start_time = ticks
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_UP] or keys[K_w]:
player.direction = 0
player_moving = True
elif keys[K_RIGHT] or keys[K_d]:
player.direction = 2
player_moving = True
elif keys[K_DOWN] or keys[K_s]:
player.direction = 4
player_moving = True
elif keys[K_LEFT] or keys[K_a]:
player.direction = 6
player_moving = True
else:
player_moving = False
if not game_over:
# set animation frames based on player's direction
player.first_frame = player.direction \* player.columns
player.last_frame = player.first_frame + player.columns-1
if player.frame < player.first_frame:
player.frame = player.first_frame
if not player_moving:
#stop animating when player is not pressing a key
player.frame = player.first_frame = player.last_frame
else:
#move player in direction
player.velocity = calc_velocity(player.direction, 1.5)
player.velocity.x \*= 1.5
player.velocity.y \*= 1.5
#update player sprite
player_group.update(ticks, 50)
#manually move the player
if player_moving:
player.X += player.velocity.x
player.Y += player.velocity.y
if player.X < 0: player.X = 0
elif player.X > 700: player.X = 700
if player.Y < 0: player.Y = 0
elif player.Y > 500: player.Y = 500
#update zombie sprites
zombie_group.update(ticks, 50)
#manually iterate through all the zombies
for z in zombie_group:
#set the zombie's animation range
z.first_frame = z.direction \* z.columns
z.last_frame = z.first_frame + z.columns-1
if z.frame < z.first_frame:
z.frame = z.first_frame
z.velocity = calc_velocity(z.direction)
#keep the zombie on the screen
z.X += z.velocity.x
z.Y += z.velocity.y
if z.X < 0 or z.X > 700 or z.Y < 0 or z.Y > 500:
reverse_direction(z)
#check for collision with zombies
attacker = None
attacker = pygame.sprite.spritecollideany(player, zombie_group)
if attacker != None:
#we got a hit, now do a more precise check
if pygame.sprite.collide_rect_ratio(0.5)(player,attacker):
player_health -= 10
if attacker.X < player.X: attacker.X -= 10
elif attacker.X > player.X: attacker.X += 10
else:
attacker = None
#update the health drop
health_group.update(ticks, 50)
#check for collision with health
if pygame.sprite.collide_rect_ratio(0.5)(player,health):
player_health += 30
if player_health > 100: player_health = 100
health.X = random.randint(0,700)
health.Y = random.randint(0,500)
#is player dead?
if player_health <= 0:
game_over = True
#clear the screen
screen.fill((50,50,100))
#draw sprites
health_group.draw(screen)
zombie_group.draw(screen)
player_group.draw(screen)
#draw energy bar
pygame.draw.rect(screen, (50,150,50,180), Rect(300,570,player_health \* 2,25))
pygame.draw.rect(screen, (100,200,100,180), Rect(300,570,200,25), 2)
if game_over:
print_text(font, 300, 100, "G A M E O V E R")
pygame.display.update()
</pre>
BlockBreaker:
<pre>
Block Breaker Game
Chapter 9
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
levels = (
(1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,0,0,1,1,1,1,1,
1,1,1,1,1,0,0,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1,1,1,1,1),
(2,2,2,2,2,2,2,2,2,2,2,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,2,2,2,2,2,2,2,2,2,2,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,0,0,2,2,2,2,2,2,0,0,2,
2,2,2,2,2,2,2,2,2,2,2,2),
(3,3,3,3,3,3,3,3,3,3,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,3,3,3,3,3,3,3,3,3,3,
3,3,3,3,3,3,3,3,3,3,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,0,0,0,3,3,0,0,0,3,3,
3,3,3,3,3,3,3,3,3,3,3,3),
)
this function increments the level
def goto_next_level():
global level, levels
level += 1
if level > len(levels)-1:
level = 0
load_level()
this function updates the blocks in play
def update_blocks():
global block_group, waiting
if len(block_group) == 0: #all blocks gone?
goto_next_level()
waiting = True
block_group.update(ticks, 50)
this function sets up the blocks for the level
def load_level():
global level, block, block_image, block_group, levels
block_image = pygame.image.load("blocks.png").convert_alpha()
block_group.empty() #reset block group
for bx in range(0, 12):
for by in range(0,10):
block = MySprite()
block.set_image(block_image, 58, 28, 4)
x = 40 + bx \* (block.frame_width+1)
y = 60 + by \* (block.frame_height+1)
block.position = x, y
#read blocks from level data
num = levels[level][by \* 12+bx]
block.first_frame = num-1
block.last_frame = num-1
if num > 0: #0 is blank
block_group.add(block)
print(len(block_group))
this function initializes the game
def game_init():
global screen, font, timer
global paddle_group, block_group, ball_group
global paddle, block_image, block, ball
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Block Breaker Game")
font = pygame.font.Font(None, 36)
pygame.mouse.set_visible(False)
timer = pygame.time.Clock()
#create sprite groups
paddle_group = pygame.sprite.Group()
block_group = pygame.sprite.Group()
ball_group = pygame.sprite.Group()
#create the paddle sprite
paddle = MySprite()
paddle.load("paddle.png")
paddle.position = 400, 540
paddle_group.add(paddle)
#create ball sprite
ball = MySprite()
ball.load("ball.png")
ball.position = 400,300
ball_group.add(ball)
this function moves the paddle
def move_paddle():
global movex,movey,keys,waiting
paddle_group.update(ticks, 50)
if keys[K_LEFT]: paddle.velocity.x = -10.0
elif keys[K_RIGHT]: paddle.velocity.x = 10.0
elif movex < -2:
paddle.velocity.x = movex
elif movex > 2:
paddle.velocity.x = movex
else:
paddle.velocity.x = 0
paddle.X += paddle.velocity.x
if paddle.X < 0: paddle.X = 0
elif paddle.X > 710: paddle.X = 710
this function resets the ball's velocity
def reset_ball():
ball.velocity = Point(4.5, -7.0)
this function moves the ball
def move_ball():
global waiting, ball, game_over, lives
#move the ball
ball_group.update(ticks, 50)
if waiting:
ball.X = paddle.X + 40
ball.Y = paddle.Y - 20
ball.X += ball.velocity.x
ball.Y += ball.velocity.y
if ball.X < 0:
ball.X = 0
ball.velocity.x \*= -1
elif ball.X > 780:
ball.X = 780
ball.velocity.x \*= -1
if ball.Y < 0:
ball.Y = 0
ball.velocity.y \*= -1
elif ball.Y > 580: #missed paddle
waiting = True
lives -= 1
if lives < 1: game_over = True
this function test for collision between ball and paddle
def collision_ball_paddle():
if pygame.sprite.collide_rect(ball, paddle):
ball.velocity.y = -abs(ball.velocity.y)
bx = ball.X + 8
by = ball.Y + 8
px = paddle.X + paddle.frame_width/2
py = paddle.Y + paddle.frame_height/2
if bx < px: #left side of paddle?
ball.velocity.x = -abs(ball.velocity.x)
else: #right side of paddle?
ball.velocity.x = abs(ball.velocity.x)
this function tests for collision between ball and blocks
def collision_ball_blocks():
global score, block_group, ball
hit_block = pygame.sprite.spritecollideany(ball, block_group)
if hit_block != None:
score += 10
block_group.remove(hit_block)
bx = ball.X + 8
by = ball.Y + 8
#hit middle of block from above or below?
if bx > hit_block.X+5 and bx < hit_block.X + hit_block.frame_width-5:
if by < hit_block.Y + hit_block.frame_height/2: #above?
ball.velocity.y = -abs(ball.velocity.y)
else: #below?
ball.velocity.y = abs(ball.velocity.y)
#hit left side of block?
elif bx < hit_block.X + 5:
ball.velocity.x = -abs(ball.velocity.x)
#hit right side of block?
elif bx > hit_block.X + hit_block.frame_width - 5:
ball.velocity.x = abs(ball.velocity.x)
#handle any other situation
else:
ball.velocity.y \*= -1
main program begins
game_init()
game_over = False
waiting = True
score = 0
lives = 3
level = 0
load_level()
repeating loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#handle events
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
elif event.type == MOUSEMOTION:
movex,movey = event.rel
elif event.type == MOUSEBUTTONUP:
if waiting:
waiting = False
reset_ball()
elif event.type == KEYUP:
if event.key == K_RETURN: goto_next_level()
#handle key presses
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
#do updates
if not game_over:
if keys[K_SPACE]:
if waiting:
waiting = False
reset_ball()
update_blocks()
move_paddle()
move_ball()
collision_ball_paddle()
collision_ball_blocks()
#do drawing
screen.fill((50,50,100))
block_group.draw(screen)
ball_group.draw(screen)
paddle_group.draw(screen)
print_text(font, 0, 0, "SCORE " + str(score))
print_text(font, 200, 0, "LEVEL " + str(level+1))
print_text(font, 400, 0, "BLOCKS " + str(len(block_group)))
print_text(font, 670, 0, "BALLS " + str(lives))
if game_over:
print_text(font, 300, 380, "G A M E O V E R")
pygame.display.update()
</pre>
Oil Spill:
<pre>
Oil Spill Game
Chapter 10
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
darktan = 190,190,110,255
tan = 210,210,130,255
class OilSprite(MySprite):
def init(self):
MySprite.init(self)
self.radius = random.randint(0,60) + 30 #radius 30 to 90
play_sound(new_oil)
def update(self, timing, rate=30):
MySprite.update(self, timing, rate)
def fade(self):
r2 = self.radius//2
color = self.image.get_at((r2,r2))
if color.a > 5:
color.a -= 5
pygame.draw.circle(self.image, color, (r2, r2), r2, 0)
else:
oil_group.remove(self)
play_sound(clean_oil)
this function initializes the game
def game_init():
global screen, backbuffer, font, timer, oil_group, cursor, cursor_group
pygame.init()
screen = pygame.display.set_mode((800,600))
pygame.display.set_caption("Oil Spill Game")
font = pygame.font.Font(None, 36)
pygame.mouse.set_visible(False)
timer = pygame.time.Clock()
#create a drawing surface
backbuffer = pygame.Surface((800,600))
backbuffer.fill(darktan)
#create oil list
oil_group = pygame.sprite.Group()
#create cursor sprite
cursor = MySprite()
cursor.radius = 60
image = pygame.Surface((60,60)).convert_alpha()
image.fill((255,255,255,0))
pygame.draw.circle(image, (80,80,220,70), (30,30), 30, 0)
pygame.draw.circle(image, (80,80,250,255), (30,30), 30, 4)
cursor.set_image(image)
cursor_group = pygame.sprite.GroupSingle()
cursor_group.add(cursor)
this function initializes the audio system
def audio_init():
global new_oil, clean_oil
#initialize the audio mixer
pygame.mixer.init() #not always called by pygame.init()
#load sound files
new_oil = pygame.mixer.Sound("new_oil.wav")
clean_oil = pygame.mixer.Sound("clean_oil.wav")
def play_sound(sound):
channel = pygame.mixer.find_channel(True)
channel.set_volume(0.5)
channel.play(sound)
def add_oil():
global oil_group, new_oil
oil = OilSprite()
image = pygame.Surface((oil.radius,oil.radius)).convert_alpha()
image.fill((255,255,255,0))
oil.fadelevel = random.randint(50,150)
oil_color = 10,10,20,oil.fadelevel
r2 = oil.radius//2
pygame.draw.circle(image, oil_color, (r2,r2), r2, 0)
oil.set_image(image)
oil.X = random.randint(0,760)
oil.Y = random.randint(0,560)
oil_group.add(oil)
play_sound(new_oil)
main program begins
game_init()
audio_init()
game_over = False
last_time = 0
repeating loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
#get mouse input
b1,b2,b3 = pygame.mouse.get_pressed()
mx,my = pygame.mouse.get_pos()
pos = (mx+30,my+30)
if b1 > 0:
pygame.draw.circle(backbuffer, tan, pos, 30, 0)
#collision test
oil_hit = None
for oil in oil_group:
if pygame.sprite.collide_circle_ratio(0.5)(cursor, oil):
oil_hit = oil
if b1 > 0: oil_hit.fade()
break
#add new oil sprite once per second
if ticks > last_time + 1000:
add_oil()
last_time = ticks
#draw backbuffer
screen.blit(backbuffer, (0,0))
#draw oil
oil_group.update(ticks)
oil_group.draw(screen)
#draw cursor
cursor.position = (mx,my)
cursor_group.update(ticks)
cursor_group.draw(screen)
if oil_hit: print_text(font, 0, 0, "OIL SPLOTCH - CLEAN IT!")
else: print_text(font, 0, 0, "CLEAN")
pygame.display.update()
</pre>
Snake:
<pre>
Snake Game
Chapter 11
import sys, time, random, math, pygame
from pygame.locals import *
from MyLibrary import *
class Food(MySprite):
def init(self):
MySprite.init(self)
image = pygame.Surface((32,32)).convert_alpha()
image.fill((255,255,255,0))
pygame.draw.circle(image, (250,250,50), (16,16), 16, 0)
self.set_image(image)
MySprite.update(self, 0, 30) #create frame image
self.X = random.randint(0,23) * 32
self.Y = random.randint(0,17) * 32
class SnakeSegment(MySprite):
def init(self,color=(20,200,20)):
MySprite.init(self)
image = pygame.Surface((32,32)).convert_alpha()
image.fill((255,255,255,0))
pygame.draw.circle(image, color, (16,16), 16, 0)
self.set_image(image)
MySprite.update(self, 0, 30) #create frame image
class Snake():
def init(self):
self.velocity = Point(-1,0)
self.old_time = 0
head = SnakeSegment((50,250,50))
head.X = 12 * 32
head.Y = 9* 32
self.segments = list()
self.segments.append(head)
self.add_segment()
self.add_segment()
def update(self,ticks):
global step_time #additional code
if ticks > self.old_time + step_time: #modified code
self.old_time = ticks
#move body segments
for n in range(len(self.segments)-1, 0, -1):
self.segments[n].X = self.segments[n-1].X
self.segments[n].Y = self.segments[n-1].Y
#move snake head
self.segments[0].X += self.velocity.x \* 32
self.segments[0].Y += self.velocity.y \* 32
def draw(self,surface):
for segment in self.segments:
surface.blit(segment.image, (segment.X, segment.Y))
def add_segment(self):
last = len(self.segments)-1
segment = SnakeSegment()
start = Point(0,0)
if self.velocity.x < 0: start.x = 32
elif self.velocity.x > 0: start.x = -32
if self.velocity.y < 0: start.y = 32
elif self.velocity.y > 0: start.y = -32
segment.X = self.segments[last].X + start.x
segment.Y = self.segments[last].Y + start.y
self.segments.append(segment)
this function gets the snake's current direction
def get_current_direction():
global head_x,head_y
first_segment_x = snake.segments[1].X//32
first_segment_y = snake.segments[1].Y//32
if head_x-1 == first_segment_x: return "right"
elif head_x+1 == first_segment_x: return "left"
elif head_y-1 == first_segment_y: return "down"
elif head_y+1 == first_segment_y: return "up"
this function gets the direction to the food
def get_food_direction():
global head_x,head_y
food = Point(0,0)
for obj in food_group:
food = Point(obj.X//32,obj.Y//32)
direction = get_current_direction()
if direction == "up" or direction == "down":
if head_x < food.x:
return "right"
elif head_x > food.x:
return "left"
else:
return direction
if direction == "left" or direction == "right":
if head_y < food.y:
return "down"
elif head_y > food.y:
return "up"
else:
return direction
this function causes snake to move automatically
def auto_move():
global head_x, head_y
direction = get_current_direction()
food_dir = get_food_direction()
print(direction + ":" + food_dir+":" + str(head_x) + ":" + str(head_y))
if direction == "up":
if food_dir == "left":
direction = "left"
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "up"
break
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "right"
break
if food_dir == "right":
direction = "right"
for segment in snake.segments:
if segment.X // 32 == head_x + 1:
direction == "up"
break
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "left"
break
if food_dir == "up":
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "left"
break
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "right"
break
if head_y - 1 < 0:
direction == "left"
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "right"
break
if direction == "down":
if food_dir == "left":
direction = "left"
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "down"
break
for segment in snake.segments:
if segment.Y // 32 == head_y + 1:
direction == "right"
break
if food_dir == "right":
direction = "right"
for segment in snake.segments:
if segment.X // 32 == head_x + 1:
direction == "down"
break
for segment in snake.segments:
if segment.Y // 32 == head_y + 1:
direction == "left"
break
if food_dir == "down":
for segment in snake.segments:
if segment.Y // 32 == head_y + 1:
direction == "left"
break
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "right"
break
if head_y + 1 >= 18:
direction == "left"
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "right"
break
if direction == "left":
print("llllll")
if food_dir == "up":
direction = "up"
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "left"
break
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "down"
break
if food_dir == "down":
direction = "down"
for segment in snake.segments:
if segment.Y // 32 == head_y + 1:
direction == "left"
break
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "up"
break
if food_dir == "left":
for segment in snake.segments:
if segment.X // 32 == head_x - 1:
direction == "up"
break
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "down"
break
if head_x - 1 < 0:
direction == "up"
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "down"
break
if direction == "right":
if food_dir == "up":
direction = "up"
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "right"
break
for segment in snake.segments:
if segment.X // 32 == head_x + 1:
direction == "down"
break
if food_dir == "down":
direction = "down"
for segment in snake.segments:
if segment.Y // 32 == head_y + 1:
direction == "right"
break
for segment in snake.segments:
if segment.X // 32 == head_x + 1:
direction == "up"
break
if food_dir == "right":
for segment in snake.segments:
if segment.X // 32 == head_x + 1:
direction == "up"
break
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "down"
break
if head_x + 1 >= 24:
direction == "up"
for segment in snake.segments:
if segment.Y // 32 == head_y - 1:
direction == "down"
break
#set velocity based on direction
if direction == "up": snake.velocity = Point(0,-1)
elif direction == "down": snake.velocity = Point(0,1)
elif direction == "left": snake.velocity = Point(-1,0)
elif direction == "right": snake.velocity = Point(1,0)
this function initializes the game
def game_init():
global screen, backbuffer, font, timer, snake, food_group
pygame.init()
screen = pygame.display.set_mode((24 \* 32,18 \* 32))
pygame.display.set_caption("Snake Game")
font = pygame.font.Font(None, 30)
timer = pygame.time.Clock()
#create a drawing surface
backbuffer = pygame.Surface((screen.get_rect().width,screen.get_rect().height))
#create snake
snake = Snake()
image = pygame.Surface((60,60)).convert_alpha()
image.fill((255,255,255,0))
pygame.draw.circle(image, (80,80,220,70), (30,30), 30, 0)
pygame.draw.circle(image, (80,80,250,255), (30,30), 30, 4)
#create food
food_group = pygame.sprite.Group()
food = Food()
food_group.add(food)
main program begins
game_init()
game_over = False
last_time = 0
auto_play = False #additional code added
step_time = 400
main loop
while True:
timer.tick(30)
ticks = pygame.time.get_ticks()
#event section
for event in pygame.event.get():
if event.type == QUIT: sys.exit()
keys = pygame.key.get_pressed()
if keys[K_ESCAPE]: sys.exit()
elif keys[K_UP] or keys[K_w]:
snake.velocity = Point(0,-1)
elif keys[K_DOWN] or keys[K_s]:
snake.velocity = Point(0,1)
elif keys[K_LEFT] or keys[K_a]:
snake.velocity = Point(-1,0)
elif keys[K_RIGHT] or keys[K_d]:
snake.velocity = Point(1,0)
elif keys[K_SPACE]: #additional code added
if auto_play:
auto_play = False
step_time = 400
else:
auto_play = True
step_time = 50
#update section
if not game_over:
snake.update(ticks)
food_group.update(ticks)
#try to pick up food
hit_list = pygame.sprite.groupcollide(snake.segments, \
food_group, False, True)
if len(hit_list) > 0:
food_group.add(Food())
snake.add_segment()
#see if head collides with body
for n in range(1, len(snake.segments)):
if pygame.sprite.collide_rect(snake.segments[0], snake.segments[n]):
game_over = True
#check screen boundary
head_x = snake.segments[0].X//32
head_y = snake.segments[0].Y//32
if head_x < 0 or head_x > 24 or head_y < 0 or head_y > 18:
game_over = True
#additional code added
if auto_play: auto_move()
#drawing section
backbuffer.fill((20,50,20))
snake.draw(backbuffer)
food_group.draw(backbuffer)
screen.blit(backbuffer, (0,0))
if not game_over:
print_text(font, 0, 0, "Length " + str(len(snake.segments)))
print_text(font, 0, 20, "Position " + str(snake.segments[0].X//32) + \
"," + str(snake.segments[0].Y//32))
else:
print_text(font, 0, 0, "GAME OVER")
#additional code added
if auto_play:
print_text(font, 700, 0, "AUTO")
pygame.display.update()
</pre>
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