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Copy pathMainScratch.py
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126 lines (101 loc) · 3.16 KB
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import pygame
import random
from pygame.locals import (
#RLEACCEL,
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_w,
K_a,
K_s,
K_d,
K_ESCAPE,
KEYDOWN,
QUIT,
)
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
#Custom Events:
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((75, 25))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect()
def update(self, keys):
if keys[K_UP] or keys[K_w]:
self.rect.move_ip(0, -8)
if keys[K_DOWN] or keys[K_s]:
self.rect.move_ip(0, 8)
if keys[K_LEFT] or keys[K_a]:
self.rect.move_ip(-8, 0)
if keys[K_RIGHT] or keys[K_d]:
self.rect.move_ip(8, 0)
# Keep player on the screen
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.surf = pygame.Surface((20, 10))
self.surf.fill((255, 120, 120))
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 20)
# Move the sprite based on speed
# Remove the sprite when it passes the left edge of the screen
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
#############
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
#bg_texture = pygame.image.load("bg_texture.bmp").convert()
#bg_texture = pygame.transform.scale(bg_texture, (SCREEN_WIDTH, SCREEN_HEIGHT))
#bg_texture.set_colorkey((0,0,0), RLEACCEL)
#bg_rect = bg_texture.get_rect()
player = Player()
enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
# Event Loop:
clock = pygame.time.Clock()
running = True
while running:
screen.fill((200, 200, 200))
#screen.blit(bg_texture, bg_rect)
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.type == QUIT:
running = False
elif event.type == ADDENEMY:
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
running = False
print("You Died.")
pygame.display.flip()
clock.tick(60)