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_mode1)
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: # Wall2) # 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))