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iteration1.py
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93 lines (72 loc) · 2.8 KB
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from pygame.locals import *
import pygame
grid_size = 44
class Player:
x = 40
y = 40
speed = 1
def __str__(self):
return str("Current coordinates: {}, {}".format(self.x, self.y))
# We can call this with positive or negative numbers for x or y
# to move the player right, left, up, or down.
def move(self, x, y):
self.x = self.x + (self.speed * x)
self.y = self.y + (self.speed * y)
# Setting up the class for our games
class App:
windowWidth = 800
windowHeight = 600
player = 0
# Our app's constructor
def __init__(self):
self._running = False
self._player_image = None # We'll store the image we'll use for the player here
self._display = None # This will be the window we display everything on
self.player = Player() # Creating a new player object. This calls that __init__ thing!
# This will be the function we call to start our game! It should only be called once!
def on_execute(self):
pygame.init() # Initializing our pygame object
# Setting up our display. We'll use this to render our game:
self._display = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.HWSURFACE)
# This "titles" our game
pygame.display.set_caption('Hacksu Snake! 🐍')
# Setting up our
self._player_image = pygame.image.load("mario.png").convert()
# Setting our image to the correct dimensions!
self._player_image = pygame.transform.scale(self._player_image, (grid_size, grid_size))
self._running = True # Keeps track of whether the app is running
while( self._running ):
pygame.event.pump() # This lets Pygame know a frame has passed
keys = pygame.key.get_pressed() # Returns a dictionary of booleans for which keys are pressed
if (keys[K_RIGHT]):
self.player.move(1, 0)
elif (keys[K_LEFT]):
self.player.move(-1, 0)
if (keys[K_DOWN]):
self.player.move(0, 1)
elif (keys[K_UP]):
self.player.move(0, -1)
# Lets us log where the player is at a given time
if (keys[K_SPACE]):
print(self.player)
# Lets us exit our game
if (keys[K_ESCAPE]):
self._running = False
# on_loop will be used later, on_render will render our graphics
self.on_loop()
self.on_render()
# This will ONLY be called once that while loop is exited.
self.on_cleanup()
def on_loop(self):
pass
# Rendering out specific images
def on_render(self):
self._display.fill((0,0,0))
self._display.blit(self._player_image,(self.player.x,self.player.y))
pygame.display.flip() # "Flips" the graphics to our new specifications
def on_cleanup(self):
pygame.quit()
# This is what starts the whole game:
if __name__ == "__main__" :
theApp = App()
theApp.on_execute()