Dies ist eine alte Version des Dokuments!
#! /usr/bin/env python import os import random import pygame # Class for the orange dude class Player(object): def __init__(self): self.rect = pygame.Rect(32, 32, 16, 16) def move(self, dx, dy): # Move each axis separately. Note that this checks for collisions both times. if dx != 0: self.move_single_axis(dx, 0) if dy != 0: self.move_single_axis(0, dy) def move_single_axis(self, dx, dy): # Move the rect self.rect.x += dx self.rect.y += dy # If you collide with a wall, move out based on velocity for w in range(len(walls)): for wall in range(len(walls)): if self.rect.colliderect(walls[wall].rect): if dx > 0: # Moving right; Hit the left side of the wall self.rect.right = walls[wall].rect.left if dx < 0: # Moving left; Hit the right side of the wall self.rect.left = walls[wall].rect.right if dy > 0: # Moving down; Hit the top side of the wall self.rect.bottom = walls[wall].rect.top if dy < 0: # Moving up; Hit the bottom side of the wall self.rect.top = walls[wall].rect.bottom #deletes walls #del walls[wall] #break # Nice class to hold a wall rect class Wall(object): def __init__(self, pos): walls.append(self) self.rect = pygame.Rect(pos[0], pos[1], 16, 16) # Initialise pygame os.environ["SDL_VIDEO_CENTERED"] = "1" pygame.init() # Set up the display pygame.display.set_caption("Get to the red square!") screen = pygame.display.set_mode((500,500)) clock = pygame.time.Clock() walls = [] # List to hold the walls player = Player() # Create the player # Holds the level layout in a list of strings. level = [ "WWWWWWWWWWWWWWWWWWWW", "W W", "W WWWWWW W", "W WWWW W W", "W W WWWW W", "W WWW WWWW W", "W W W W W", "W W W WWW WW", "W WWW WWW W W W", "W W W W W W", "WWW W WWWWW W W", "W W WW W", "W W WWWW WWW W", "W W E W W", "WWWWWWWWWWWWWWWWWWWW", ] #Generates random level #levelsize = 30 #x = y = 0 #for e in range(levelsize): # for i in range(levelsize): # if random.randint(0,10)<=5: # Wall((x, y)) # else: # end_rect = pygame.Rect(x, y, 16, 16) # x += 16 # y += 16 # x = 0 # Parse the level string above. W = wall, E = exit x = y = 0 for row in level: for col in row: if col == "W": Wall((x, y)) if col == "E": end_rect = pygame.Rect(x, y, 16, 16) x += 16 y += 16 x = 0 running = True while running: clock.tick(60) for e in pygame.event.get(): if e.type == pygame.QUIT: running = False if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE: running = False # Move the player if an arrow key is pressed key = pygame.key.get_pressed() if key[pygame.K_LEFT]: player.move(-10, 0) if key[pygame.K_RIGHT]: player.move(10, 0) if key[pygame.K_UP]: player.move(0, -10) if key[pygame.K_DOWN]: player.move(0, 10) # Just added this to make it slightly fun ;) if player.rect.colliderect(end_rect): print("You win!") break # Draw the scene screen.fill((0, 0, 0)) for wall in walls: pygame.draw.rect(screen, (255, 0, 255), wall.rect) pygame.draw.rect(screen, (255, 0, 0), end_rect) pygame.draw.rect(screen, (255, 200, 0), player.rect) pygame.display.flip() #print ("Size: ",len(walls))