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in-class-main.py
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import pygame
from pygame.locals import *
FRAMERATE = 30
WIDTH = 800
HEIGHT = 600
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
class Rectangles():
def __init__(self, topleft, wh, speed, screensize):
self.rect = pygame.Rect(topleft, wh)
self.backuprect = pygame.Rect(topleft, wh)
self.speed = speed
self.screen = pygame.Rect((0, 0), screensize)
def update(self):
keys = pygame.key.get_pressed()
if keys[K_UP]:
self.rect = self.rect.move(0, -self.speed)
if keys[K_LEFT]:
self.rect = self.rect.move(-self.speed, 0)
if keys[K_DOWN]:
self.rect = self.rect.move(0, self.speed)
if keys[K_RIGHT]:
self.rect = self.rect.move(self.speed, 0)
if self.rect.y < self.screen.y:
self.rect.y = self.screen.y
if self.rect.x < self.screen.x:
self.rect.x = self.screen.x
if self.rect.bottom > self.screen.bottom:
self.rect.y = self.screen.bottom-self.rect.height
if self.rect.right > self.screen.right:
self.rect.x = self.screen.right-self.rect.width
def draw(self, screen):
pygame.draw.rect(screen, (0, 255, 0), self.rect)
def goto(self, pos, walls):
rectcenterbackup = self.rect.center
self.rect.center = pos
for wall in walls:
if self.rect.colliderect(wall.rect):
self.rect.center = rectcenterbackup
def reset(self):
self.rect = self.backuprect.move(0, 0)
class Wall(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
super().__init__()
self.rect = pygame.Rect((x, y), (w, h))
def draw(self, screen):
pygame.draw.rect(screen, (255, 0, 0), self.rect)
class LoseScreen():
def __init__(self, screensize):
self.screensize = screensize
self.screenrect = pygame.Rect((0, 0), screensize)
self.font = pygame.font.Font(None, 100)
self.text = self.font.render("You lost!", True, (255, 255, 255))
self.textrect = self.text.get_rect(center = (screensize[0]/2, screensize[1]/2))
self.count = 0
def draw(self, screen):
if self.count > 0:
pygame.draw.rect(screen, (255, 0, 0), self.screenrect)
screen.blit(self.text, self.textrect)
def update(self, reset=False):
if reset:
self.count = 40
return 0
self.count -= 1
return 0 if self.count > 0 else 1
rect = Rectangles((200, 150), (100, 100), 10, (WIDTH, HEIGHT))
losescreen = LoseScreen((WIDTH, HEIGHT))
level = 1
clock = pygame.time.Clock()
walls = pygame.sprite.Group()
walls.add(Wall(0, 0, 100, 100))
walls.add(Wall(400, 0, 100, 100))
while True:
clock.tick(FRAMERATE)
for event in pygame.event.get():
if event.type == QUIT:
raise SystemExit
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
rect.goto(event.pos, walls)
elif event.type == USEREVENT and event.code == "LOSE":
level = losescreen.update(reset=True)
rect.reset()
screen.fill((255,255,255))
if level == 0:
level = losescreen.update()
losescreen.draw(screen)
else:
rect.update()
rect.draw(screen)
for wall in walls:
wall.draw(screen)
if rect.rect.colliderect(wall.rect):
pygame.event.post(pygame.event.Event(USEREVENT, code="LOSE"))
pygame.display.update()