__author__ = 'Polo-Dev'
import os
import pygame
# -- Global constants
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (50, 50, 255)
YELLOW = (255, 255, 0)
GREEN = (100,100,0)
GRAY = (155,155,0)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player
controls. """
# Constructor function
def __init__(self, x, y):
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.Surface([10, 10]) #change the box color
try:
self.image=pygame.image.load(os.path.join("data","hello.png"))
except:
self.image.fill(YELLOW)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changecolor(self,COLOR):
self.image.fill(COLOR)
# this method reduce the player size
#def reduceplayersize(size):
def changespeed(self, x, y):
""" Change the speed of the player. """
self.change_x += x
self.change_y += y
def update(self):
""" Update the player position. """
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# self.image= pygame.Surface([10,10]) #when the box is heat the wall then
# self.image.fill(GREEN) #the box size rduce and make color RED
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
""" Wall the player can run into. """
def __init__(self, x, y, width, height):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
# Set the title of the window
pygame.display.set_caption('Test')
# List to hold all the sprites
all_sprite_list = pygame.sprite.Group()
# Make the walls. (x_pos, y_pos, width, height)
wall_list = pygame.sprite.Group()
wall = Wall(0, 0, 10, 600)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 0, 790, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 200, 100, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(100, 100, 10, 100)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(100, 150, 50, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(790, 0, 10, 790)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 590, 790, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
x_pos= 150
for i in range(1,21):
if(i%2!=0):
x_pos=x_pos+30
wall = Wall(x_pos, 10, 10, 125)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
x_pos=x_pos+30
wall = Wall(x_pos, 50, 10, 125)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(125, 150, 10, 165)
wall_list.add(wall)
all_sprite_list.add(wall)
y_pos= 155
for i in range(1,6):
if(i%2!=0):
y_pos=y_pos+30
wall = Wall(125, y_pos, 650, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
y_pos=y_pos+30
wall = Wall(155, y_pos, 650, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(70, 200, 10, 200)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(40, 410, 10, 130)
wall_list.add(wall)
all_sprite_list.add(wall)
x_pos= 90
for i in range(1,23):
if(i%2!=0):
x_pos=x_pos+30
wall = Wall(x_pos, 410, 10, 140)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
x_pos=x_pos+30
wall = Wall(x_pos, 380, 10, 90)
wall_list.add(wall)
all_sprite_list.add(wall)
# Create the player paddle object
player = Player(50, 50)
player.walls = wall_list
all_sprite_list.add(player)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
all_sprite_list.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(100)
pygame.quit()
import os
import pygame
# -- Global constants
# Colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (50, 50, 255)
YELLOW = (255, 255, 0)
GREEN = (100,100,0)
GRAY = (155,155,0)
# Screen dimensions
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the player
controls. """
# Constructor function
def __init__(self, x, y):
# Call the parent's constructor
super().__init__()
# Set height, width
self.image = pygame.Surface([10, 10]) #change the box color
try:
self.image=pygame.image.load(os.path.join("data","hello.png"))
except:
self.image.fill(YELLOW)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Set speed vector
self.change_x = 0
self.change_y = 0
self.walls = None
def changecolor(self,COLOR):
self.image.fill(COLOR)
# this method reduce the player size
#def reduceplayersize(size):
def changespeed(self, x, y):
""" Change the speed of the player. """
self.change_x += x
self.change_y += y
def update(self):
""" Update the player position. """
# Move left/right
self.rect.x += self.change_x
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# self.image= pygame.Surface([10,10]) #when the box is heat the wall then
# self.image.fill(GREEN) #the box size rduce and make color RED
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
# Move up/down
self.rect.y += self.change_y
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, self.walls, False)
for block in block_hit_list:
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
class Wall(pygame.sprite.Sprite):
""" Wall the player can run into. """
def __init__(self, x, y, width, height):
""" Constructor for the wall that the player can run into. """
# Call the parent's constructor
super().__init__()
# Make a blue wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(BLUE)
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
# Call this function so the Pygame library can initialize itself
pygame.init()
# Create an 800x600 sized screen
screen = pygame.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT])
# Set the title of the window
pygame.display.set_caption('Test')
# List to hold all the sprites
all_sprite_list = pygame.sprite.Group()
# Make the walls. (x_pos, y_pos, width, height)
wall_list = pygame.sprite.Group()
wall = Wall(0, 0, 10, 600)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 0, 790, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 200, 100, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(100, 100, 10, 100)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(100, 150, 50, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(790, 0, 10, 790)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(10, 590, 790, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
x_pos= 150
for i in range(1,21):
if(i%2!=0):
x_pos=x_pos+30
wall = Wall(x_pos, 10, 10, 125)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
x_pos=x_pos+30
wall = Wall(x_pos, 50, 10, 125)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(125, 150, 10, 165)
wall_list.add(wall)
all_sprite_list.add(wall)
y_pos= 155
for i in range(1,6):
if(i%2!=0):
y_pos=y_pos+30
wall = Wall(125, y_pos, 650, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
y_pos=y_pos+30
wall = Wall(155, y_pos, 650, 10)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(70, 200, 10, 200)
wall_list.add(wall)
all_sprite_list.add(wall)
wall = Wall(40, 410, 10, 130)
wall_list.add(wall)
all_sprite_list.add(wall)
x_pos= 90
for i in range(1,23):
if(i%2!=0):
x_pos=x_pos+30
wall = Wall(x_pos, 410, 10, 140)
wall_list.add(wall)
all_sprite_list.add(wall)
else:
x_pos=x_pos+30
wall = Wall(x_pos, 380, 10, 90)
wall_list.add(wall)
all_sprite_list.add(wall)
# Create the player paddle object
player = Player(50, 50)
player.walls = wall_list
all_sprite_list.add(player)
clock = pygame.time.Clock()
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, -3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, 3)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(3, 0)
elif event.key == pygame.K_RIGHT:
player.changespeed(-3, 0)
elif event.key == pygame.K_UP:
player.changespeed(0, 3)
elif event.key == pygame.K_DOWN:
player.changespeed(0, -3)
all_sprite_list.update()
screen.fill(BLACK)
all_sprite_list.draw(screen)
pygame.display.flip()
clock.tick(100)
pygame.quit()
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