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AL-2020/venv/Lib/site-packages/pygame/examples/moveit.py

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2020-05-15 17:25:01 +02:00
#!/usr/bin/env python
"""
This is the full and final example from the Pygame Tutorial,
"How Do I Make It Move". It creates 10 objects and animates
them on the screen.
Note it's a bit scant on error checking, but it's easy to read. :]
Fortunately, this is python, and we needn't wrestle with a pile of
error codes.
"""
#import everything
import os, pygame
from pygame.locals import *
main_dir = os.path.split(os.path.abspath(__file__))[0]
#our game object class
class GameObject:
def __init__(self, image, height, speed):
self.speed = speed
self.image = image
self.pos = image.get_rect().move(0, height)
def move(self):
self.pos = self.pos.move(self.speed, 0)
if self.pos.right > 600:
self.pos.left = 0
#quick function to load an image
def load_image(name):
path = os.path.join(main_dir, 'data', name)
return pygame.image.load(path).convert()
#here's the full code
def main():
pygame.init()
screen = pygame.display.set_mode((640, 480))
player = load_image('player1.gif')
background = load_image('liquid.bmp')
# scale the background image so that it fills the window and
# successfully overwrites the old sprite position.
background = pygame.transform.scale2x(background)
background = pygame.transform.scale2x(background)
screen.blit(background, (0, 0))
objects = []
for x in range(10):
o = GameObject(player, x*40, x)
objects.append(o)
while 1:
for event in pygame.event.get():
if event.type in (QUIT, KEYDOWN):
return
for o in objects:
screen.blit(background, o.pos, o.pos)
for o in objects:
o.move()
screen.blit(o.image, o.pos)
pygame.display.update()
if __name__ == '__main__': main()