Another example of game in pygame: a labyrinth where you move the yellow square towards the red one.
#! /usr/bin/env python import os import sys 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 wall in walls: if self.rect.colliderect(wall.rect): if dx > 0: # Moving right; Hit the left side of the wall self.rect.right = wall.rect.left if dx < 0: # Moving left; Hit the right side of the wall self.rect.left = wall.rect.right if dy > 0: # Moving down; Hit the top side of the wall self.rect.bottom = wall.rect.top if dy < 0: # Moving up; Hit the bottom side of the wall self.rect.top = wall.rect.bottom # 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((320, 240)) 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", ] # 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(-2, 0) if key[pygame.K_RIGHT]: player.move(2, 0) if key[pygame.K_UP]: player.move(0, -2) if key[pygame.K_DOWN]: player.move(0, 2) # Just added this to make it slightly fun ;) if player.rect.colliderect(end_rect): pygame.quit() sys.exit() # Draw the scene screen.fill((0, 0, 0)) for wall in walls: pygame.draw.rect(screen, (255, 255, 255), wall.rect) pygame.draw.rect(screen, (255, 0, 0), end_rect) pygame.draw.rect(screen, (255, 200, 0), player.rect) # gfxdraw.filled_circle(screen, 255, 200, 5, (0,128,0)) pygame.display.flip() clock.tick(360) pygame.quit()
Change the code
Some changes in the code
#! /usr/bin/env python import os import sys import random import pygame from pygame import gfxdraw class Player(object): def __init__(self): self.rect = pygame.Rect(32, 32, 16, 16) def move(self, dx, dy): 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): self.rect.x += dx self.rect.y += dy self.collision(dx, dy) def collision(self, dx, dy): for wall in walls: if self.rect.colliderect(wall.rect): if dx > 0: self.rect.right = wall.rect.left if dx < 0: self.rect.left = wall.rect.right if dy > 0: self.rect.bottom = wall.rect.top if dy < 0: self.rect.top = wall.rect.bottom class Wall(object): def __init__(self, pos): walls.append(self) self.rect = pygame.Rect(pos[0], pos[1], 16, 16) os.environ["SDL_VIDEO_CENTERED"] = "1" pygame.init() pygame.display.set_caption("Get to the red square!") screen = pygame.display.set_mode((360, 270)) clock = pygame.time.Clock() walls = [] player = 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 """.splitlines()[1:] # Parse the level string above. W = wall, E = exit x = y = 1 for row in level: for col in row: if col == "W": Wall((x, y)) if col == "E": end_rect = pygame.Rect(x, y, 10, 10) x += 18 y += 18 x = 1 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(-2, 0) if key[pygame.K_RIGHT]: player.move(2, 0) if key[pygame.K_UP]: player.move(0, -2) if key[pygame.K_DOWN]: player.move(0, 2) # Just added this to make it slightly fun ;) if player.rect.colliderect(end_rect): pygame.quit() sys.exit() # Draw the scene screen.fill((0, 0, 0)) for wall in walls: pygame.draw.ellipse(screen, (0, 128, 64), wall.rect) pygame.draw.rect(screen, (255, 0, 0), end_rect) pygame.draw.rect(screen, (255, 200, 0), player.rect) # gfxdraw.filled_circle(screen, 255, 200, 5, (0,128,128)) pygame.display.flip() clock.tick(360) pygame.quit()
Video
Add a custom background
If you want to add some details to the map, you can save the image of the map and add some details like the following in a drawing app, save the image and then load it in the game as background.
The code will change a bit…
#! /usr/bin/env python import os import sys import random import pygame from pygame import gfxdraw class Player(object): def __init__(self): self.rect = pygame.Rect(32, 32, 16, 16) def move(self, dx, dy): 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): self.rect.x += dx self.rect.y += dy self.collision(dx, dy) def collision(self, dx, dy): for wall in walls: if self.rect.colliderect(wall.rect): if dx > 0: self.rect.right = wall.rect.left if dx < 0: self.rect.left = wall.rect.right if dy > 0: self.rect.bottom = wall.rect.top if dy < 0: self.rect.top = wall.rect.bottom class Wall(object): def __init__(self, pos): walls.append(self) self.rect = pygame.Rect(pos[0], pos[1], 16, 16) os.environ["SDL_VIDEO_CENTERED"] = "1" pygame.init() pygame.display.set_caption("Get to the red square!") screen = pygame.display.set_mode((360, 270)) clock = pygame.time.Clock() walls = [] player = 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 """.splitlines()[1:] # Parse the level string above. W = wall, E = exit x = y = 1 for row in level: for col in row: if col == "W": Wall((x, y)) if col == "E": end_rect = pygame.Rect(x, y, 10, 10) x += 18 y += 18 x = 1 running = True back = pygame.image.load("back.png") while running: 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(-2, 0) if key[pygame.K_RIGHT]: player.move(2, 0) if key[pygame.K_UP]: player.move(0, -2) if key[pygame.K_DOWN]: player.move(0, 2) # Just added this to make it slightly fun ;) if player.rect.colliderect(end_rect): pygame.quit() sys.exit() # Draw the scene screen.blit(back, (0, 0)) # for wall in walls: # pygame.draw.ellipse(screen, (255, 128, 64), wall.rect) pygame.draw.rect(screen, (255, 0, 0), end_rect) pygame.draw.rect(screen, (255, 200, 0), player.rect) # gfxdraw.filled_circle(screen, 255, 200, 5, (0,128,128)) pygame.display.flip() clock.tick(120) pygame.quit()
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