Thursday, December 28, 2023

Character_W

 After many trials, managed to wire my character. Next lesson will

be a walk cycle. (There are other tutorials with less realistic characters;

if this proves impossible...)



*     *     *

In this week's pygame lesson, nothing about the game changes, but its

internal orgqnization evolves so that game events are all grouped on a Game class.

This should make things simpler to code, and easier to maintain. It's all OOP now.



import pygame
import random

# Pygame Setup Stuff
pygame.init()
WINDOW_WIDTH = 800
WINDOW_HEIGHT = 500
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption('Codemy.com - Aspen Classes')
clock = pygame.time.Clock()
running = True

dt = 0
player_pos = pygame.Vector2(screen.get_width() / 2, screen.get_height() / 2)


# Define a Game Class
class Game():
def __init__(self, aspen_group, food_group):
self.aspen_group = aspen_group
self.food_group = food_group

def update(self):
self.check_collisions()

def check_collisions(self):
if pygame.sprite.groupcollide(self.aspen_group, self.food_group, False, True):
print(len(self.food_group))


# Define an Aspen Class
class Aspen(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
# Define our image
self.image = pygame.image.load("images/aspen2.png")
# Get Rect
self.rect = self.image.get_rect()
# Position the image
self.rect.topleft = (x, y)
# Move the image
self.velocity = 5

# Add food group to aspen class
# self.food_group = food_group

def update(self):
self.move()

# self.check_collisions()

def move(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.rect.x -= self.velocity
if keys[pygame.K_RIGHT]:
self.rect.x += self.velocity
if keys[pygame.K_UP]:
self.rect.y -= self.velocity
if keys[pygame.K_DOWN]:
self.rect.y += self.velocity


# def check_collisions(self):
# if pygame.sprite.spritecollide(self, self.food_group, True):
# print(len(self.food_group))


# Define an Food Class
class Food(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
# Define our image
self.image = pygame.image.load("images/food2.png")
# Get Rect
self.rect = self.image.get_rect()
# Position the image
self.rect.topleft = (x, y)
# Move the image
self.velocity = random.randint(1, 2)

def update(self):
self.rect.y += self.velocity


# Create an food group
food_group = pygame.sprite.Group()

# Create 5 aspens
for i in range(8):
food = Food(i * 100, 10)
food_group.add(food)

# Create aspen group
aspen_group = pygame.sprite.Group()
# Create and position aspen
aspen = Aspen(200, 400)
# Add aspen to the group
aspen_group.add(aspen)

# Create Game Object
our_game = Game(aspen_group, food_group)

while running:
# poll for events
# pygame.QUIT event means that the user clicked the X to close the window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False

# Pick the screen color
screen.fill("silver")

# Blit (copy) screen object at a given coordinates
# screen.blit(aspen, aspen_rect)

# Draw and Move Food and Aspen sprite
food_group.update()
food_group.draw(screen)

aspen_group.update()
aspen_group.draw(screen)

# Update Game Instance
our_game.update()

# flip the display to output our work to the screen
pygame.display.flip()

# Set the clock stuff / delta time in seconds since the last frame
# used for framerate independent physics
dt = clock.tick(60) / 1000

pygame.quit()

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