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@kofu145
Last active September 15, 2017 22:23
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First Game
import pygame
import random
pygame.init()
white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,255,0)
blue = (0,0,255)
pygame.display.update
display = pygame.display.set_mode((800,600))
pygame.display.set_caption('First Game')
gameExit = False
left=True
right=True
down=True
up=True
FPS = 60
clock = pygame.time.Clock()
lead_x = 300
lead_y = 300
lead_x_change = 0
lead_y_change = 0
lead_x2 = 200
lead_y2 = 200
lead_x_change2 = 0
lead_y_change2 = 0
block_x=random.randint(5,785)
block_y=0
block_travel=random.randint(0,5)
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit=True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
lead_x_change = -8
if event.key == pygame.K_RIGHT:
lead_x_change = 8
if event.key == pygame.K_UP:
lead_y_change = -8
if event.key == pygame.K_DOWN:
lead_y_change = 8
#PLAYER2 CONTROLS
if event.key == pygame.K_a:
lead_x_change2 = -8
if event.key == pygame.K_d:
lead_x_change2 = 8
if event.key == pygame.K_w:
lead_y_change2 = -8
if event.key == pygame.K_s:
lead_y_change2 = 8
bulletchange=2
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
lead_x_change=0
if event.key == pygame.K_UP or event.key == pygame.K_DOWN:
lead_y_change=0
if event.key == pygame.K_a or event.key == pygame.K_d:
lead_x_change2=0
if event.key == pygame.K_w or event.key == pygame.K_s:
lead_y_change2=0
lead_x += lead_x_change
if lead_x >= 790:
lead_x=785
pygame.display.update()
if lead_x <= 0:
lead_x=5
pygame.display.update()
lead_y += lead_y_change
if lead_y >=590:
lead_y=585
pygame.display.update()
if lead_y <=0:
lead_y=5
pygame.display.update()
lead_x2 += lead_x_change2
lead_y2 += lead_y_change2
block_y+=block_travel
if block_y == 600:
block_x=random.randint(5,785)
block_y=0
display.fill(white)
#PLAYER
class player(pygame.sprite.Sprite):
def _init_ (self):
self.rect=pygame.draw.rect(display, black, [lead_x,lead_y,20,20])
self.rect.get_rect()
#PLAYERSHOOT
class player2(pygame.sprite.Sprite):
def _init_ (self):
self.image=pygame.draw.rect(display, red, [lead_x2,lead_y2,20,20])
self.rect=self.image.get_rect()
class obstacle(pygame.sprite.Sprite):
def _init_ (self):
self.image=pygame.draw.rect(display, green, [block_x, block_y, 30,30])
self.rect=self.image.get_rect()
if player.rect.colliderect(obstacle):
gameExit=True
pygame.display.update()
clock.tick(FPS)
pygame.quit()
quit()
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