Code: Alles auswählen
# Sample Python/Pygame Programs
# Simpson College Computer Science
# http://cs.simpson.edu
import pygame
import random
# Define some colors
black = ( 0, 0, 0)
white = ( 255, 255, 255)
red = ( 255, 0, 0)
# This class represents the ball
# It derives from the "Sprite" class in Pygame
class Block(pygame.sprite.Sprite):
# Constructor. Pass in the color of the block,
# and its x and y position
def __init__(self, color, filename):
# Call the parent class (Sprite) constructor
pygame.sprite.Sprite.__init__(self)
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self.image = pygame.image.load(filename).convert()
self.image.set_colorkey(black)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self.rect = self.image.get_rect()
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width=700
screen_height=400
screen=pygame.display.set_mode([screen_width,screen_height])
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'RenderPlain.'
block_list = pygame.sprite.RenderPlain()
# This is a list of every sprite. All blocks and the player block as well.
all_sprites_list = pygame.sprite.RenderPlain()
player_image="SpielerOben.gif"
for i in range(20):
# This represents a block
block = Block(black, "gegner.gif")
# Set a random location for the block
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(screen_height)
# Add the block to the list of objects
block_list.add(block)
all_sprites_list.add(block)
# Create a red player block
player = Block(red, player_image)
all_sprites_list.add(player)
#Loop until the user clicks the close button.
done=False
# Used to manage how fast the screen updates
clock=pygame.time.Clock()
score = 0
x_speed=0
y_speed=0
# Current position
x_coord=10
y_coord=10
# -------- Main Program Loop -----------
while done==False:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done=True # Flag that we are done so we exit this loop
# Clear the screen
screen.fill(black)
# Get the current mouse position. This returns the position
# as a list of two numbers.
if event.type == pygame.KEYDOWN:
# abhaengig von der Taste, bewegt sich das Objekt
if event.key == pygame.K_LEFT:
x_speed=-5
if event.key == pygame.K_RIGHT:
x_speed=5
rotated_image=pygame.transform.rotate(player_image, 90)
if event.key == pygame.K_UP:
y_speed=-5
if event.key == pygame.K_DOWN:
y_speed=5
# Wenn der User die Taste loslaesst
if event.type == pygame.KEYUP:
# If it is an arrow key, reset vector back to zero
if event.key == pygame.K_LEFT:
x_speed=0
if event.key == pygame.K_RIGHT:
x_speed=0
if event.key == pygame.K_UP:
y_speed=0
if event.key == pygame.K_DOWN:
y_speed=0
x_coord=x_coord+x_speed
y_coord=y_coord+y_speed
# Fetch the x and y out of the list,
# just like we'd fetch letters out of a string.
# Set the player object to the mouse location
player.rect.x=x_coord
player.rect.y=y_coord
# See if the player block has collided with anything.
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
# Check the list of collisions.
if len(blocks_hit_list) > 0:
score +=len(blocks_hit_list)
print( score )
# Draw all the spites
all_sprites_list.draw(screen)
# Limit to 20 frames per second
clock.tick(20)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
pygame.quit()