Monday, February 6, 2023

Quit

 Started  looking at pygame, yesterday. Big problem; how to quit.

The window for the little snake game I found just would not close.

Adding pygame.quit() at the end allows it to close, but only from the

PyCharm page.

import pygame
import random

pygame.init()

green = (0, 255, 0)
blue = (50, 153, 213)

dis_width = 400
dis_height = 400

dis = pygame.display.set_mode((dis_width, dis_height))

clock = pygame.time.Clock()

def run():
x1 = dis_width / 2
y1 = dis_height / 2
dir = [0, 0]
snake_list = []
snake_len = 1
foodx = 30
foody = 30


while True:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
dir = [-10, 0]
elif event.key == pygame.K_RIGHT:
dir = [10, 0]
elif event.key == pygame.K_UP:
dir = [0, -10]
elif event.key == pygame.K_DOWN:
dir = [0, 10]

x1 += dir[0]
y1 += dir[1]
dis.fill(blue)
pygame.draw.rect(dis, green, [foodx, foody, 10, 10])

snake_list.append([x1, y1])
if len(snake_list) > snake_len:
del snake_list[0]

if ([x1, y1] in snake_list[:-1]):
run()

if (x1 >= dis_width or x1 < 0 or y1 >= dis_height or y1 < 0):
run()

for x in snake_list:
pygame.draw.rect(dis, green, [x[0], x[1], 10, 10])

if x1 == foodx and y1 == foody:
foodx = round(random.randrange(0, dis_width - 10) / 10.0) * 10.0
foody = round(random.randrange(0, dis_height - 10) / 10.0) * 10.0
snake_len += 1

pygame.display.update()
clock.tick(10)

run()
pygame.quit()


The Tech with Tim intro to Pygame starts with precisely how-to quit.

                                                     


*     *     *

Got the tutorial code running. Only change I made was replacing the RCRTL key

with SLASH because that is a key I don't have on my smaller computer... As for enabling

the sound effects, these are loud and rather dramatic... All in all, a classic game, and helpfully

explained.

import pygame
import os
pygame.font.init()
pygame.mixer.init()

WIDTH, HEIGHT = 900, 500
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("First Game!")

WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)

BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT)

#BULLET_HIT_SOUND = pygame.mixer.Sound('Assets/Grenade+1.mp3')
#BULLET_FIRE_SOUND = pygame.mixer.Sound('Assets/Gun+Silencer.mp3')

HEALTH_FONT = pygame.font.SysFont('comicsans', 40)
WINNER_FONT = pygame.font.SysFont('comicsans', 100)

FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40

YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2

YELLOW_SPACESHIP_IMAGE = pygame.image.load(
os.path.join('Assets', 'spaceship_yellow.png'))
YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)

RED_SPACESHIP_IMAGE = pygame.image.load(
os.path.join('Assets', 'spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)

SPACE = pygame.transform.scale(pygame.image.load(
os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))


def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
WIN.blit(SPACE, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)

red_health_text = HEALTH_FONT.render(
"Health: " + str(red_health), 1, WHITE)
yellow_health_text = HEALTH_FONT.render(
"Health: " + str(yellow_health), 1, WHITE)
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
WIN.blit(yellow_health_text, (10, 10))

WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
WIN.blit(RED_SPACESHIP, (red.x, red.y))

for bullet in red_bullets:
pygame.draw.rect(WIN, RED, bullet)

for bullet in yellow_bullets:
pygame.draw.rect(WIN, YELLOW, bullet)

pygame.display.update()


def yellow_handle_movement(keys_pressed, yellow):
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0: # LEFT
yellow.x -= VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x: # RIGHT
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0: # UP
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15: # DOWN
yellow.y += VEL


def red_handle_movement(keys_pressed, red):
if keys_pressed[pygame.K_LEFT] and red.x - VEL > BORDER.x + BORDER.width: # LEFT
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH: # RIGHT
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0: # UP
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15: # DOWN
red.y += VEL


def handle_bullets(yellow_bullets, red_bullets, yellow, red):
for bullet in yellow_bullets:
bullet.x += BULLET_VEL
if red.colliderect(bullet):
pygame.event.post(pygame.event.Event(RED_HIT))
yellow_bullets.remove(bullet)
elif bullet.x > WIDTH:
yellow_bullets.remove(bullet)

for bullet in red_bullets:
bullet.x -= BULLET_VEL
if yellow.colliderect(bullet):
pygame.event.post(pygame.event.Event(YELLOW_HIT))
red_bullets.remove(bullet)
elif bullet.x < 0:
red_bullets.remove(bullet)


def draw_winner(text):
draw_text = WINNER_FONT.render(text, 1, WHITE)
WIN.blit(draw_text, (WIDTH/2 - draw_text.get_width() /
2, HEIGHT/2 - draw_text.get_height()/2))
pygame.display.update()
pygame.time.delay(5000)


def main():
red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)

red_bullets = []
yellow_bullets = []

red_health = 10
yellow_health = 10

clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()

if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(
yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
#BULLET_FIRE_SOUND.play()

if event.key == pygame.K_SLASH and len(red_bullets) < MAX_BULLETS:
bullet = pygame.Rect(
red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
#BULLET_FIRE_SOUND.play()

if event.type == RED_HIT:
red_health -= 1
#BULLET_HIT_SOUND.play()

if event.type == YELLOW_HIT:
yellow_health -= 1
#BULLET_HIT_SOUND.play()

winner_text = ""
if red_health <= 0:
winner_text = "Yellow Wins!"

if yellow_health <= 0:
winner_text = "Red Wins!"

if winner_text != "":
draw_winner(winner_text)
break

keys_pressed = pygame.key.get_pressed()
yellow_handle_movement(keys_pressed, yellow)
red_handle_movement(keys_pressed, red)

handle_bullets(yellow_bullets, red_bullets, yellow, red)

draw_window(red, yellow, red_bullets, yellow_bullets,
red_health, yellow_health)

main()


if __name__ == "__main__":
main()

Pygame itself is rather impressive: one can move the two spaceships at the same time. Or so

it seems...


                                                                              

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