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@kcranley1
Created September 26, 2018 09:01
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# The basics of writing Python games
# See Game Development in Python 3 With PyGame on YouTube
import pygame
import time
import random
pygame.init()
pygame.key.set_repeat(50, 50) #So that when you hold a key down, it repeats
display_width = 800
display_height = 445
pause = False
#Colour definitions: - pygame doesn't define colours!!
black = (0,0,0)
white = (255,255,255)
bright_red = (255,0,0)
red = (200,0,0)
bright_green = (0, 255, 0)
green = (190, 0, 0)
block_color = (53,115,255)
# Set up window:
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('A Bit Racey')
# Define game's clock (fps:
clock=pygame.time.Clock()
#Load the boat image:
boatImg = pygame.image.load('sailboat.gif')
boat_width = 20 #check this is the width if the image
#Define text_objects:
def text_objects(text, font):
textSurface = font.render(text, True, black)
return textSurface, textSurface.get_rect()
#Define message_display:
#def message_display(text):
# largeText = pygame.font.Font('freesansbold.ttf', 115)
# TextSurf, TextRect = text_objects(text, largeText)
# TextRect.center = ((display_width/2),(display_height/2))
# gameDisplay.blit(TextSurf, TextRect)
# pygame.display.update()
# time.sleep(2)
# game_loop()
#Define crash():
def crash():
#message_display('You Crashed!')
largeText = pygame.font.Font('freesansbold.ttf', 115)
TextSurf, TextRect = text_objects('You Crashed!', largeText)
TextRect.center = ((display_width/2),((display_height/2)-20))
gameDisplay.blit(TextSurf, TextRect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitgame()
button("Play Again",150,270,100,50,green,bright_green,game_loop)
button("Quit",550,270,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
#Define button()
def button(msg, x, y, w, h, inactiveColor, activeColor, action=1):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
#print (mouse)
if x+w > mouse[0] > x and y+h > mouse[1] > y:
pygame.draw.rect(gameDisplay, activeColor, (x,y,w,h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, inactiveColor, (x,y,w,h))
smallText = pygame.font.Font("freesansbold.ttf", 20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x+(w/2)),(y+(h/2)))
gameDisplay.blit(textSurf, textRect)
#Define game_intro():
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitgame()
gameDisplay.fill(block_color)
largeText = pygame.font.Font('freesansbold.ttf', 115)
TextSurf, TextRect = text_objects("A Bit Racey", largeText)
TextRect.center = ((display_width/2), (display_height/2))
gameDisplay.blit(TextSurf, TextRect)
button("GO!", 150, 350, 100, 50, green, bright_green, game_loop)
button("QUIT!", 550, 350, 100, 50, red, bright_red, quitgame)
pygame.display.update()
clock.tick(15)
#Define quitgame():
def quitgame():
pygame.quit()#Pygame quit
quit() #Python quit
def unpause():
global pause
pause = False
def paused():
largeText = pygame.font.SysFont("comicsansms",115)
TextSurf, TextRect = text_objects("Paused", largeText)
TextRect.center = ((display_width/2),(display_height/2))
gameDisplay.blit(TextSurf, TextRect)
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitgame()
button("Continue",150,250,100,50,green,bright_green,unpause)
button("Quit",550,250,100,50,red,bright_red,quitgame)
pygame.display.update()
clock.tick(15)
#Boat function:
def boat(x,y):
gameDisplay.blit(boatImg, (x,y))
#Define collision blocks:
def things(thingx, thingy, thingw, thingh, color):
pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
#Define things_dodged(count)
def things_dodged(count):
font = pygame.font.SysFont(None, 25)
text = font.render("Dodged :" + str(count), True, black)
gameDisplay.blit(text, (0,0))
#Game's loop (quit or exit game later):
def game_loop():
global pause
x = (display_width * 0.45)
y = (display_height * 0.8)
x_change = 0
thing_startx = random.randrange(0, display_width)
thing_starty = -600 #ie off the screen
thing_speed = 4
thing_width = 1
thing_height = 100
dodged = 0
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
quitgame()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT: # left arrow
x_change = -5
if event.key == pygame.K_RIGHT: # right arrow
x_change = 5
if event.key == pygame.K_p:
pause = True
paused()
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
x += x_change
print(event) # allows you to see mouse moving events etc on the Python Shell window
gameDisplay.fill(white)
# things(thingx, thingy, thingw, thingh, color):
things(thing_startx, thing_starty, thing_width, thing_height, block_color)
thing_starty += thing_speed
boat(x,y)
things_dodged(dodged)
# Crash condition with sides of the display window:
if x > display_width-boat_width or x < 0:
crash()
if thing_starty > display_height:
thing_starty = 0-thing_height
thing_startx = random.randrange(0, display_width)
dodged += 1
thing_speed += 1
thing_width += (dodged * 1.2)
if y < thing_starty + thing_height:
print ('y crossover')
if x > thing_startx and x < thing_startx + thing_width or x + boat_width > thing_startx and x + boat_width < thing_startx + thing_width:
print ('x crossover')
crash()
pygame.display.update() # or use flip() - no argument - just update entire window
#Move frame on:
clock.tick(60) # fps
game_intro()
game_loop()
quitgame()
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