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@triton11
Created June 4, 2017 16:04
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import pygame
import random
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
class Player(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.rect = self.image.get_rect()
class Block(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
class Bad_block(pygame.sprite.Sprite):
def __init__(self, color, width, height):
super().__init__()
self.image = pygame.Surface([width, height])
self.image.fill(color)
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
pygame.init()
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
screen_width = 700
screen_height = 500
screen = pygame.display.set_mode([screen_width, screen_height])
pygame.display.set_caption("Block game")
block_list = pygame.sprite.Group()
bb_list = pygame.sprite.Group()
all_sprites_list = pygame.sprite.Group()
for i in range(20):
block = Block(BLACK, 20, 20)
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(screen_height)
block_list.add(block)
all_sprites_list.add(block)
for i in range(20):
block = Bad_block(RED, 20, 20)
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(screen_height)
bb_list.add(block)
all_sprites_list.add(block)
player = Player(GREEN ,20, 20)
player.rect.x = 350
player.rect.y = 250
all_sprites_list.add(player)
done = False
change_x = 0
change_y = 0
#good_sound = pygame.mixer.Sound("laser1.wav")
#bad_sound = pygame.mixer.Sound("laser2.wav")
clock = pygame.time.Clock()
score = 0
end = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
change_x = (-3)
if event.key == pygame.K_RIGHT:
change_x = (3)
if event.key == pygame.K_UP:
change_y = (-3)
if event.key == pygame.K_DOWN:
change_y = (3)
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
change_x = 0
if event.key == pygame.K_RIGHT:
change_x = 0
if event.key == pygame.K_UP:
change_y = 0
if event.key == pygame.K_DOWN:
change_y = 0
#Notice this is indented just once
if len(block_list) == 0:
end = True
player.rect.x += change_x
player.rect.y += change_y
if player.rect.x > 680:
player.rect.x = 680
if player.rect.x < 0:
player.rect.x = 0
if player.rect.y > 480:
player.rect.y = 480
if player.rect.y < 0:
player.rect.y = 0
screen.fill(WHITE)
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
bb_hit_list = pygame.sprite.spritecollide(player, bb_list, True)
for block in blocks_hit_list:
#good_sound.play()
score += 1
print(score)
for bb in bb_hit_list:
#bad_sound.play()
score -=1
print(score)
all_sprites_list.draw(screen)
font = pygame.font.SysFont('Calibri', 25, True, False)
text = font.render(str(score), True, GREEN)
screen.blit(text, [0,0])
if end == True:
screen.fill (BLACK)
font = pygame.font.SysFont('Calibri', 25, True, False)
text = font.render(str(score), True, GREEN)
screen.blit(text, [250,250])
done = True
pygame.display.flip()
clock.tick(60)
pygame.quit()
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