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py_tut_with_images.py
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120 lines (98 loc) · 3.39 KB
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# import the pygame module
import pygame
# import random for random numbers!
import random
# import pygame.locals for easier access to key coordinates
from pygame.locals import *
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.image = pygame.image.load('jet.png').convert()
self.image.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.image.get_rect()
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
# Keep player on the screen
if self.rect.left < 0:
self.rect.left = 0
elif self.rect.right > 800:
self.rect.right = 800
if self.rect.top <= 0:
self.rect.top = 0
elif self.rect.bottom >= 600:
self.rect.bottom = 600
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.image = pygame.image.load('missile.png').convert()
self.image.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.image.get_rect(
center=(random.randint(820, 900), random.randint(0, 600)))
self.speed = random.randint(5, 20)
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
class Cloud(pygame.sprite.Sprite):
def __init__(self):
super(Cloud, self).__init__()
self.image = pygame.image.load('cloud.png').convert()
self.image.set_colorkey((0, 0, 0), RLEACCEL)
self.rect = self.image.get_rect(center=(
random.randint(820, 900), random.randint(0, 600))
)
def update(self):
self.rect.move_ip(-5, 0)
if self.rect.right < 0:
self.kill()
# initialize pygame
pygame.init()
# create the screen object
# here we pass it a size of 800x600
screen = pygame.display.set_mode((800, 600))
# Create a custom event for adding a new enemy.
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 250)
ADDCLOUD = pygame.USEREVENT + 2
pygame.time.set_timer(ADDCLOUD, 1000)
# create our 'player', right now he's just a rectangle
player = Player()
background = pygame.Surface(screen.get_size())
background.fill((135, 206, 250))
enemies = pygame.sprite.Group()
clouds = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
running = True
while running:
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)
elif event.type == ADDCLOUD:
new_cloud = Cloud()
all_sprites.add(new_cloud)
clouds.add(new_cloud)
screen.blit(background, (0, 0))
pressed_keys = pygame.key.get_pressed()
player.update(pressed_keys)
enemies.update()
clouds.update()
for entity in all_sprites:
screen.blit(entity.image, entity.rect)
if pygame.sprite.spritecollideany(player, enemies):
player.kill()
pygame.display.flip()