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tinder.py
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tinder.py
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import pygame, time, random
# Import pygame.locals for easier access to key coordinates
# Updated to conform to flake8 and black standards
from pygame.locals import (
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
K_ESCAPE,
RLEACCEL
)
class Enemy(pygame.sprite.Sprite):
def __init__(self):
super(Enemy, self).__init__()
self.surf = pygame.image.load("enemy.jpg").convert()
self.surf = pygame.transform.scale(self.surf, (50, 50))
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect(
center=(
random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
random.randint(0, SCREEN_HEIGHT),
)
)
self.speed = random.randint(5, 20)
# Move the sprite based on speed
# Remove the sprite when it passes the left edge of the screen
def update(self):
self.rect.move_ip(-self.speed, 0)
if self.rect.right < 0:
self.kill()
# Define a Player object by extending pygame.sprite.Sprite
# The surface drawn on the screen is now an attribute of 'player'
class Player(pygame.sprite.Sprite):
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.image.load("peach.jpg").convert()
self.surf = pygame.transform.scale(self.surf, (50, 50))
self.surf.set_colorkey((255, 255, 255), RLEACCEL)
self.rect = self.surf.get_rect()
# Move the sprite based on user keypresses
def update(self, pressed_keys):
if pressed_keys[K_UP]:
self.rect.move_ip(0, -5)
if pressed_keys[K_DOWN]:
self.rect.move_ip(0, 5)
if pressed_keys[K_LEFT]:
self.rect.move_ip(-5, 0)
if pressed_keys[K_RIGHT]:
self.rect.move_ip(5, 0)
# Keep player on the screen
if self.rect.left < 0:
self.rect.left = 0
if self.rect.right > SCREEN_WIDTH:
self.rect.right = SCREEN_WIDTH
if self.rect.top <= 0:
self.rect.top = 0
if self.rect.bottom >= SCREEN_HEIGHT:
self.rect.bottom = SCREEN_HEIGHT
# Define constants for the screen width and height
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
player = Player()
# Create a custom event for adding a new enemy
ADDENEMY = pygame.USEREVENT + 1
pygame.time.set_timer(ADDENEMY, 300)
# Create groups to hold enemy sprites and all sprites
# - enemies is used for collision detection and position updates
# - all_sprites is used for rendering
enemies = pygame.sprite.Group()
all_sprites = pygame.sprite.Group()
all_sprites.add(player)
# Variable to keep the main loop running
running = True
# Create the screen object
# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
clock = pygame.time.Clock()
while running:
pressed_keys = pygame.key.get_pressed()
# for loop through the event queue
for event in pygame.event.get():
# Check for KEYDOWN event
if event.type == KEYDOWN:
# If the Esc key is pressed, then exit the main loop
if event.key == K_ESCAPE:
running = False
# Check for QUIT event. If QUIT, then set running to false.
elif event.type == QUIT:
running = False
# Add a new enemy?
elif event.type == ADDENEMY:
# Create the new enemy and add it to sprite groups
new_enemy = Enemy()
enemies.add(new_enemy)
all_sprites.add(new_enemy)
# Get all the keys currently pressed
pressed_keys = pygame.key.get_pressed()
# Update the player sprite based on user keypresses
player.update(pressed_keys)
# Update enemy position
enemies.update()
# Fill the screen with black
screen.fill((0, 0, 0))
# Draw all sprites
for entity in all_sprites:
screen.blit(entity.surf, entity.rect)
pygame.display.flip()
clock.tick(30)
if pygame.sprite.spritecollideany(player, enemies):
# If so, then remove the player and stop the loop
player.kill()
running = False
# Done! Time to quit.
pygame.quit()