Created
June 17, 2017 12:35
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import sys | |
import pygame | |
import time | |
import random | |
import os | |
WIDTH = 360 | |
HEIGHT = 360 | |
FPS = 360 | |
ORANGE = (255, 165, 0) | |
pygame.init() | |
pygame.mixer.init() | |
# Centers the game window | |
os.environ['SDL_VIDEO_CENTERED'] = '1' | |
infoObject = pygame.display.Info() | |
width, height = infoObject.current_w, infoObject.current_h | |
screen = pygame.display.set_mode((infoObject.current_w * 2 / 3, infoObject.current_h * 2 / 3)) | |
pygame.display.set_caption("My Game") | |
clock = pygame.time.Clock() | |
# Variables | |
watercycle = pygame.image.load(os.path.abspath("watercycle.png")) | |
# pygame.rect.draw(watercycle, RED,/ ing, width=0) | |
rectangle = pygame.rect.Rect(10, 10, width * 1/5, width* 1/5) | |
rectangle_draging = False | |
# Game Loop | |
running = True | |
while running: | |
# keep loop running at the right speed | |
clock.tick(FPS) | |
# Process input (events) | |
for event in pygame.event.get(): | |
# check for closing window | |
if event.type == pygame.QUIT: | |
running = False | |
# Rectange drag | |
if event.type == pygame.MOUSEBUTTONDOWN: | |
if event.button == 1: | |
if rectangle.collidepoint(event.pos): | |
rectangle_draging = True | |
mouse_x, mouse_y = event.pos | |
offset_x = rectangle.x - mouse_x | |
offset_y = rectangle.y - mouse_y | |
elif event.type == pygame.MOUSEBUTTONUP: | |
if event.button == 1: | |
rectangle_draging = False | |
elif event.type == pygame.MOUSEMOTION: | |
if rectangle_draging: | |
mouse_x, mouse_y = event.pos | |
rectangle.x = mouse_x + offset_x | |
rectangle.y = mouse_y + offset_y | |
watercycle = pygame.transform.scale(watercycle, (width * 2/3, height * 2/3)) | |
screen.blit(watercycle,(0,0)) | |
pygame.draw.rect(screen, ORANGE, rectangle, 10) | |
# after drawing everything, flip the display | |
pygame.display.flip() | |
pygame.quit() |
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