@OmarionKeesley/

FallingSquares (Student Edit)

Pygame

No description

fork
loading
Files
  • main.py
  • nohup.out
  • standing.png
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
import pygame
import random
 


# Define some colors
BLACK = ((255, 0, 12))
WHITE = (234, 126, 2)
GREEN = (0, 255, 0)
RED = (0, 0, 255)
#Define BLU(255, 0, 12) 
 
class Square(pygame.sprite.Sprite):
    """
    This class represents the ball
    It derives from the "Sprite" class in Pygame
    """
    def __init__(self, color, width, height):
        """ Constructor. Pass in the color of the block,
        and its x and y position. """
        # Call the parent class (Sprite) constructor
        super().__init__()
 
        # 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.Surface([width, height])
        self.image.fill(color)
			
 
        # 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()
 
    def reset_pos(self):
        """ Reset position to the top of the screen, at a random x location.
        Called by update() or the main program loop if there is a collision.
        """
        self.rect.y = random.randrange(-300, -20)
        self.rect.x = random.randrange(0, screen_width)
 
    def update(self):
        """ Called each frame. """
 
        # Move block down one pixel
        self.rect.y += 1
 
        # If block is too far down, reset to top of screen.
        if self.rect.y > 410:
            self.reset_pos()
 
 
class Player(Square):
    """ The player class derives from Block, but overrides the 'update'
    functionality with new a movement function that will move the block
    with the mouse. """
    def update(self):
        # Get the current mouse position. This returns the position
        # as a list of two numbers.
        pos = pygame.mouse.get_pos()
 
        # 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
        self.rect.x = pos[0]
        self.rect.y = pos[1]
 
# 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 'Group.'
block_list = pygame.sprite.Group()
 
# This is a list of every sprite. All blocks and the player block as well.
all_sprites_list = pygame.sprite.Group()
 
for i in range(50):
    # This represents a block
    block = Square(BLACK, 20, 15)
 
    # 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 = Player(RED, 20, 15)

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
 
# -------- Main Program Loop -----------
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
 
    # Clear the screen
    screen.fill(WHITE)

    # Calls update() method on every sprite in the list
    all_sprites_list.update()
 
    # See if the player block has collided with anything.
    blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False)
 
    # Check the list of collisions.
    for block in blocks_hit_list:
        score += 1
        print(score)
 
        # Reset block to the top of the screen to fall again.
        block.reset_pos()
 
    # 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()