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iteration2_base.py
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102 lines (75 loc) · 2.23 KB
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from pygame.locals import *
import pygame
# import time
grid_size = 44
class Player:
# Change these attributes:
x = 40
y = 40
speed = 1
# Change this:
def __str__(self):
return str("Current coordinates: {}, {}".format(self.x, self.y))
#
# Add an __init__ constructor here
#
#
# Add update()
#
# Change this to account for the step function:
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
self._display = None
self.player = Player() # Pass argument here
def on_execute(self):
pygame.init()
self._display = pygame.display.set_mode((self.windowWidth, self.windowHeight), pygame.HWSURFACE)
pygame.display.set_caption('Hacksu Snake! 🐍')
self._player_image = pygame.image.load("mario.png").convert()
self._player_image = pygame.transform.scale(self._player_image, (grid_size, grid_size))
self._running = True
while( self._running ):
pygame.event.pump()
keys = pygame.key.get_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)
if (keys[K_SPACE]):
print(self.player)
if (keys[K_ESCAPE]):
self._running = False
self.on_loop()
self.on_render()
# time.sleep(0.3)
# This will ONLY be called once that while loop is exited.
self.on_cleanup()
def on_loop(self):
# Call player.update()
pass
# Rendering out specific images
def on_render(self):
self._display.fill((0,0,0))
# Replace this with the for loop renderer:
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()