player = Player(PLAYER, 20, 20) wall_list.add(walls, blocks) all_sprites.add(wall_list, player) player.walls = wall_list vidinfo = pygame.display.Info() while not DONE: CLOCK.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: DONE = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-3, 0) elif event.key == pygame.K_RIGHT: player.changespeed(3, 0) elif event.key == pygame.K_UP: player.changespeed(0, -3) elif event.key == pygame.K_DOWN: player.changespeed(0, 3) if event.key == pygame.K_SPACE: all_sprites.add(player.putbomb()) if event.key == pygame.K_ESCAPE: print(vidinfo) DONE = True elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(3, 0)
blocks = setup.makeinnerblocks(BLOCK, SCREEN_SIZE, 5) player = Player(PLAYER, 20, 20) wall_list.add(walls, blocks) all_sprites.add(wall_list, player) player.walls = wall_list while not DONE: for event in pygame.event.get(): if event.type == pygame.QUIT: DONE = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-3, 0) elif event.key == pygame.K_RIGHT: player.changespeed(3, 0) elif event.key == pygame.K_UP: player.changespeed(0, -3) elif event.key == pygame.K_DOWN: player.changespeed(0, 3) if event.key == pygame.K_SPACE: all_sprites.add(player.putbomb()) elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(3, 0) elif event.key == pygame.K_RIGHT: player.changespeed(-3, 0) elif event.key == pygame.K_UP:
class Game(States): def __init__(self): States.__init__(self) self.next = "menu" self.all_sprites = pygame.sprite.Group() self.wall_list = pygame.sprite.Group() self.countHorBlock = 8 self.countVertBlock = 10 self.walls = setup.makeouterwalls(BLOCK, SCREEN_SIZE) self.blocks = setup.makeinnerblocks(BLOCK, SCREEN_SIZE, self.countHorBlock, self.countVertBlock) self.player = Player(PLAYER, 20, 20) self.wall_list.add(self.walls, self.blocks) self.all_sprites.add(self.wall_list, self.player) self.player.walls = self.wall_list def cleanup(self): self.all_sprites = None self.wall_list = None self.walls = None self.blocks = None self.player = None def startup(self): self.__init__() def get_event(self, event): if event.type == pygame.QUIT: self.done = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: self.player.changespeed(-3, 0) elif event.key == pygame.K_RIGHT: self.player.changespeed(3, 0) elif event.key == pygame.K_UP: self.player.changespeed(0, -3) elif event.key == pygame.K_DOWN: self.player.changespeed(0, 3) if event.key == pygame.K_SPACE: self.all_sprites.add(self.player.putbomb()) if event.key == pygame.K_ESCAPE: self.done = True elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.player.changespeed(3, 0) elif event.key == pygame.K_RIGHT: self.player.changespeed(-3, 0) elif event.key == pygame.K_UP: self.player.changespeed(0, 3) elif event.key == pygame.K_DOWN: self.player.changespeed(0, -3) def update(self, screen, dt): self.draw(screen) self.all_sprites.update() def draw(self, screen): screen.fill(GAMEBACKGROUND) self.all_sprites.draw(SCREEN)