Created
February 12, 2023 02:40
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Example of a simple game with smooth keyboard movement of a ball around the screen. Uses pygame and Python.
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import pygame | |
# Initialize pygame | |
pygame.init() | |
# Define colors | |
black = (0, 0, 0) | |
# Set the height and width of the screen | |
size=[800, 600] | |
screen=pygame.display.set_mode(size) | |
# Set title of screen | |
pygame.display.set_caption("My Game") | |
# Used to manage how fast the screen updates | |
clock=pygame.time.Clock() | |
#Load Image | |
ball = pygame.image.load("ball.png") | |
# Set speed, direction and position of ball | |
x_speed = 5 | |
y_speed = 5 | |
def handle_keypress(keys_pressed, velocity_x, velocity_y): | |
if keys_pressed[pygame.K_LEFT]: | |
velocity_x -= x_speed | |
elif keys_pressed[pygame.K_RIGHT]: | |
velocity_x += x_speed | |
else: | |
if velocity_x < 0: | |
velocity_x += x_speed | |
if velocity_x > 0: | |
velocity_x = 0 | |
if velocity_x > 0: | |
velocity_x -= x_speed | |
if velocity_x < 0: | |
velocity_x = 0 | |
if keys_pressed[pygame.K_UP]: | |
velocity_y -= y_speed | |
elif keys_pressed[pygame.K_DOWN]: | |
velocity_y += y_speed | |
else: | |
if velocity_y < 0: | |
velocity_y += y_speed | |
if velocity_y > 0: | |
velocity_y = 0 | |
if velocity_y > 0: | |
velocity_y -= y_speed | |
if velocity_y < 0: | |
velocity_y = 0 | |
print(velocity_x, velocity_y) | |
return (velocity_x, velocity_y) | |
def move(x_coord, y_coord, velocity_x, velocity_y): | |
x_coord += velocity_x | |
if x_coord < 0: | |
x_coord = 0 | |
velocity_x = 0 | |
elif x_coord > size[0] - ball.get_width(): | |
x_coord = size[0] - ball.get_width() | |
velocity_x = 0 | |
y_coord += velocity_y | |
if y_coord < 0: | |
y_coord = 0 | |
velocity_y = 0 | |
elif y_coord > size[1] - ball.get_height(): | |
y_coord = size[1] - ball.get_height() | |
velocity_y = 0 | |
return (x_coord, y_coord, velocity_x, velocity_y) | |
# -------- Main Program Loop ----------- | |
def game_loop(): | |
velocity_x = 0 | |
velocity_y = 0 | |
x_coord = 10 | |
y_coord = 10 | |
done = False | |
while not done: | |
for event in pygame.event.get(): # User did something | |
if event.type == pygame.QUIT: # If user clicked close | |
done=True # Flag that we are done so we exit this loop | |
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: | |
done = True | |
keys_pressed = pygame.key.get_pressed() | |
velocity_x, velocity_y = handle_keypress(keys_pressed, velocity_x, velocity_y) | |
x_coord, y_coord, velocity_x, velocity_y = move(x_coord, y_coord, velocity_x, velocity_y) | |
#Clears the screen | |
screen.fill(black) | |
#Draw image onto screen | |
screen.blit(ball, [x_coord, y_coord]) | |
# Limit to 20 frames per second | |
clock.tick(20) | |
# Go ahead and update the screen with what we've drawn. | |
pygame.display.flip() | |
game_loop() | |
pygame.quit() |
Author
primaryobjects
commented
Feb 12, 2023
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