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10_creating_different_game_states.py
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10_creating_different_game_states.py
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import pygame
from sys import exit
# Variables
pygame.init()
screen = pygame.display.set_mode((800, 400))
pygame.display.set_caption('Runner')
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
game_active = True
sky_surface = pygame.image.load('graphics/Sky.png').convert()
ground_surface = pygame.image.load('graphics/ground.png').convert()
score_surf = test_font.render('Hello World', False, (64, 64, 64))
score_rect = score_surf.get_rect(center = (400, 50))
snail_surf = pygame.image.load('graphics/snail/snail1.png').convert_alpha()
snail_rect = snail_surf.get_rect(bottomright = (600, 300))
player_surf = pygame.image.load('graphics/player/player_walk_1.png').convert_alpha()
player_rect = player_surf.get_rect(midbottom = (80, 300))
player_gravity = 0
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
if game_active:
if event.type == pygame.MOUSEBUTTONDOWN:
if player_rect.collidepoint(event.pos) and player_rect.bottom >= 300:
player_gravity = -20
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and player_rect.bottom >= 300:
player_gravity = -20
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
snail_rect.left = 800
if game_active:
screen.blit(sky_surface, (0, 0))
screen.blit(ground_surface, (0, 300))
pygame.draw.rect(screen, '#c0e8ec', score_rect)
screen.blit(score_surf, score_rect)
snail_rect.x -= 4
if snail_rect.right <= 0: snail_rect.left = 800
screen.blit(snail_surf, snail_rect)
# Player
player_gravity += 1
player_rect.y += player_gravity
if player_rect.bottom >= 300: player_rect.bottom = 300
screen.blit(player_surf, player_rect)
# Collision
if snail_rect.colliderect(player_rect):
game_active = False
pygame.display.update()
clock.tick(60)