One of the key features of any game (just like life) is that there are "things" that are good for us ....e.g. that will improve our health or our "score" in life. Well, in this world, there is a "health" ball. It is simply a green ball, and we are going to create it to display it on a screen using a simple function. In the next bit, we'll look at collision detection to make colliding with it result in an increase in score
import pygame import random # Define some colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) GREEN = (0, 255, 0) KHAKI = (189, 183, 107) RED = (255, 0, 0) BLUE = (0, 0, 255) #Set the max speed the player can move - changing this value can increase/decrease difficulty PLAYER_SPEED = 5 #set the max speed the AI can move - changing this value can increase/decrease difficulty AI_SPEED = 5 #set the max speed the ball can move - changing this value can increase/decrease difficulty BALL_SPEED = 7 #set the size of the ball - changing this value can increase/decrease difficulty BALL_SIZE = 10 #This function draws the ball def draw_ball(screen, x, y): pygame.draw.circle(screen, GREEN, [x, y], BALL_SIZE, 0) background_image = 'background.jpg' #file name of the background image #This function draws the background on the screen #max_x and max_y are the maximum x and y values of the screen def draw_background(screen, file_name): myimage = pygame.image.load(file_name) imagerect = myimage.get_rect() screen.blit(myimage, imagerect) #This function draws the smaller user-controllable stick figure on the screen #Colour and scale paramaters have been added to the stick figure so that different varieties of stick figure #Can be produced whilst using the same function, with the scale being used #to adjust the size of the stick figure, and the colour being used to set the colour of the stick figures body. def draw_stick_figure(screen, x, y, colour, scale): # Draw the Head #Each value is adjusted by the scale paramater to adjust the size of the stick figure #We have to convert this value to an int as scale may be a float, a type that is not #accepted by pygame.draw.ellipse pygame.draw.ellipse(screen, BLACK, [int(1 * scale) + x, y, int(10 * scale), int(10 * scale)], 0) print(x,y) # Legs #Right leg (colour, length of leg....) pygame.draw.line(screen, BLACK, [int(5 * scale) + x, int(17 * scale) + y], [int(10 * scale) + x, int(27 * scale) + y], int(2 * scale)) #Left Leg pygame.draw.line(screen, BLACK, [int(5 * scale) + x, int(17 * scale) + y], [x, int(27 * scale) + y], int(2 * scale)) # Body pygame.draw.line(screen, colour, [int(5 * scale) + x, int(17 * scale) + y], [int(5 * scale) + x, int(7 * scale) + y], int(2 * scale)) # Arms pygame.draw.line(screen, colour, [int(5 * scale) + x, int(7 * scale) + y], [int(9 * scale) + x, int(17 * scale) + y], int(2 * scale)) pygame.draw.line(screen, colour, [int(5 * scale) + x, int(7 * scale) + y], [int(1 * scale) + x, int(17 * scale) + y], int(2 * scale)) #This function ensures that the number entered is between the range of the min and max values (inclusive). #If the number is outside of this range, we return the closest allowed value. I.e. if the max was 10 and the number #entered was 12, 10 would be returned as this is the maximum value allowed def keep_in_range(number, min_no, max_no): if (number < min_no): return min_no elif (number > max_no): return max_no else: return number # Setup pygame.init() # Set the width and height of the screen [width,height] screen_size = [700, 500] screen = pygame.display.set_mode(screen_size) pygame.display.set_caption("My Game") # Loop until the user clicks the close button. done = False # Used to manage how fast the screen updates clock = pygame.time.Clock() #Counts the number of times the screen has been redrawn, incremented for every pygame.display.flip() step = 0 # Hide the mouse cursor pygame.mouse.set_visible(0) # Speed in pixels per frame x_speed = 0 y_speed = 0 # Current position x_coord = 300 y_coord = 1 #AI Players current position ai_x_coord = 300 ai_y_coord = 300 #The AI players last position old_ai_x_coord = 300 old_ai_y_coord = 300 ai_moves = (-AI_SPEED, 0, AI_SPEED) #A list of moves that the ai player can make each turn #stores the current direction the ai character is moving ai_x_direction = 0 ai_y_direction = 0 #Balls current position ball_x_coord = 300 ball_y_coord = 300 old_ball_x_coord = 300 old_ball_y_coord = 300 #Controls the different moves the ball can make, change these values #To change the ball speed ball_moves = (-BALL_SPEED, BALL_SPEED) ball_x_directon = 0 ball_y_direction = 0 # -------- Main Program Loop ----------- while not done: # --- Event Processing for event in pygame.event.get(): if event.type == pygame.QUIT: done = True # User pressed down on a key elif event.type == pygame.KEYDOWN: # Figure out if it was an arrow key. If so # adjust speed. if event.key == pygame.K_LEFT: x_speed = -PLAYER_SPEED elif event.key == pygame.K_RIGHT: x_speed = PLAYER_SPEED elif event.key == pygame.K_UP: y_speed = -PLAYER_SPEED elif event.key == pygame.K_DOWN: y_speed = PLAYER_SPEED # User let up on a key elif event.type == pygame.KEYUP: # If it is an arrow key, reset vector back to zero if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: x_speed = 0 elif event.key == pygame.K_UP or event.key == pygame.K_DOWN: y_speed = 0 # --- Game Logic # Move the object according to the speed vector. x_coord = x_coord + x_speed y_coord = y_coord + y_speed if (x_coord < 0): x_coord = 0 if (y_coord < 0): y_coord = 0 #Adjust the x and y co-ordinates to ensure that the stick figure is kept on the screen and can't #travel off of it x_coord = keep_in_range(x_coord, 0, screen_size[0] - 10) #We adjust the upper limit of our allowed range to match the stick figures width y_coord = keep_in_range(y_coord, 0, screen_size[1] - 27) #We adjust the upper limit of our allowed range to match the stick figures height #MOVE THE AI PLAYER #Every 30 steps (screen draws) we change the direction the ai player is moving in #This makes the movement of the ai player look more realistic. This works because #step % 30 is gives the remained when the value step is divided by 30, which will only #occur every 30 steps. You can experiment with changing this value and seeing how the ai #character moves if (step % 30 == 0): ai_x_direction = random.choice(ai_moves) ai_y_direction = random.choice(ai_moves) #Update the old ai co-ordinate values old_ai_x_coord = ai_x_coord old_ai_y_coord = ai_y_coord #move the ai player in the chosen direction ai_x_coord = ai_x_coord + ai_x_direction ai_y_coord = ai_y_coord + ai_y_direction #Limit the ai character to ensure it stays on the screen ai_x_coord = keep_in_range(ai_x_coord, 0, screen_size[0] - 20) ai_y_coord = keep_in_range(ai_y_coord, 0, screen_size[1] - 54) #If our x co-ordinate has not changed, then we could have collided with a screen edge so we reverse the direction #This helps to keep the movement looking natural by preventing the ai player from repeatedly #moving along the edge of the screen if (ai_x_coord == old_ai_x_coord): ai_x_direction *= -1; #the same is true for the y co-ordinate if (ai_y_coord == old_ai_y_coord): ai_y_direction *= -1; #MOVE THE BALL #Randomly move the ball basically in the same way as the ai player #Every 50 steps update the ball direction with a new random one if (step % 50 == 0): ball_x_direction = random.choice(ball_moves) ball_y_direction = random.choice(ball_moves) #update the old ball coord old_ball_x_coord = ball_x_coord old_ball_y_coord = ball_y_coord #Move the ball in the chosen direction ball_x_coord += ball_x_direction ball_y_coord += ball_y_direction ball_x_coord = keep_in_range(ball_x_coord, 0, screen_size[0]) ball_y_coord = keep_in_range(ball_y_coord, 0, screen_size[1]) #If our x co-ordinate has not changed, then we could have collided with a screen edge so we reverse the direction #This helps to keep the movement looking natural by preventing the ai player from repeatedly #moving along the edge of the screen if (ball_x_coord == old_ball_x_coord): ball_x_direction *= -1; #the same is true for the y co-ordinate if (ball_y_coord == old_ball_y_coord): ball_y_direction *= -1; # --- Drawing Code # First, clear the screen to WHITE. Don't put other drawing commands # above this, or they will be erased with this command. screen.fill(WHITE) draw_background(screen, background_image) draw_stick_figure(screen, x_coord, y_coord, RED, 1) #draw the user controlled stick figure on the screen draw_stick_figure(screen, ai_x_coord, ai_y_coord, BLUE, 2) #draw the ai controlled stick figure on the screen draw_ball(screen, ball_x_coord, ball_y_coord) # Go ahead and update the screen with what we've drawn. pygame.display.flip() step += 1#increment step # Limit frames per second clock.tick(60) # Close the window and quit. pygame.quit()