Example #1
0
 def LoadSprites(self):
     """Load all of the sprites that we need"""
     """calculate the center point offset"""
     x_offset = (BLOCK_SIZE/2)
     y_offset = (BLOCK_SIZE/2)
     """Load the level"""        
     level1 = level001.level()
     layout = level1.getLayout()
     img_list = level1.getSprites()
     
     """Create the Pellet group"""
     self.pellet_sprites = pygame.sprite.Group()
     """Create the block group"""
     self.block_sprites = pygame.sprite.Group()
     
     for y in xrange(len(layout)):
         for x in xrange(len(layout[y])):
             """Get the center point for the rects"""
             centerPoint = [(x*BLOCK_SIZE)+x_offset,(y*BLOCK_SIZE+y_offset)]
             if layout[y][x]==level1.BLOCK:
                 block = basicSprite.Sprite(centerPoint, img_list[level1.BLOCK])
                 self.block_sprites.add(block)
             elif layout[y][x]==level1.SNAKE:
                 self.snake = Snake(centerPoint,img_list[level1.SNAKE])
             elif layout[y][x]==level1.PELLET:
                 pellet = basicSprite.Sprite(centerPoint, img_list[level1.PELLET])
                 self.pellet_sprites.add(pellet)  
     """Create the Snake group"""            
     self.snake_sprites = pygame.sprite.RenderPlain((self.snake))                                  
Example #2
0
    def LoadSprites(self):
        """Load all of the sprites that we need"""
        """calculate the center point offset"""
        x_offset = (BLOCK_SIZE / 2)
        y_offset = (BLOCK_SIZE / 2)
        """Load the level"""
        level1 = level001.level()
        layout = level1.getLayout()
        img_list = level1.getSprites()
        """Create the Pellet group"""
        self.pellet_sprites = pygame.sprite.Group()
        """Create the block group"""
        self.block_sprites = pygame.sprite.Group()

        for y in xrange(len(layout)):
            for x in xrange(len(layout[y])):
                """Get the center point for the rects"""
                centerPoint = [(x * BLOCK_SIZE) + x_offset,
                               (y * BLOCK_SIZE + y_offset)]
                if layout[y][x] == level1.BLOCK:
                    block = basicSprite.Sprite(centerPoint,
                                               img_list[level1.BLOCK])
                    self.block_sprites.add(block)
                elif layout[y][x] == level1.SNAKE:
                    self.snake = Snake(centerPoint, img_list[level1.SNAKE])
                elif layout[y][x] == level1.PELLET:
                    pellet = basicSprite.Sprite(centerPoint,
                                                img_list[level1.PELLET])
                    self.pellet_sprites.add(pellet)
        """Create the Snake group"""
        self.snake_sprites = pygame.sprite.RenderPlain((self.snake))
Example #3
0
    def LoadSprites(self):
        """Load all of the sprites that we need"""
        """calculate the center point offset"""
        x_offset = (BLOCK_SIZE / 2)
        y_offset = (BLOCK_SIZE / 2)
        """Load the level"""
        level1 = level001.level()
        layout = level1.getLayout()
        img_list = level1.getSprites()

        # > The pellet sprites are grouped
        # > The block sprites are grouped
        # > The Wall sprites are grouped
        # > This is an example of a style of Object Oriented Programming, assigning
        # > The groups of items as a bluprint of one object to save typing the
        # > same code over and over.
        self.pellet_sprites = pygame.sprite.Group()
        self.block_sprites = pygame.sprite.Group()
        self.gwall_sprites = pygame.sprite.Group()

        for y in xrange(len(layout)):
            for x in xrange(len(layout[y])):
                """Get the center point for the rects"""
                centerPoint = [(x * BLOCK_SIZE) + x_offset,
                               (y * BLOCK_SIZE + y_offset)]
                if layout[y][x] == level1.BLOCK:
                    self.block_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.BLOCK]))
                elif layout[y][x] == level1.GWALL:
                    self.gwall_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.GWALL]))
                elif layout[y][x] == level1.SNAKE:
                    self.snake = Snake(centerPoint, img_list[level1.SNAKE])
                elif layout[y][x] == level1.PELLET:
                    self.pellet_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.PELLET]))
                elif layout[y][x] == level1.GHOST:
                    self.ghost = Ghost(centerPoint, img_list[level1.GHOST])
                elif layout[y][x] == level1.GHOST2:
                    self.ghost2 = Ghost(centerPoint, img_list[level1.GHOST2])
                elif layout[y][x] == level1.GHOST3:
                    self.ghost3 = Ghost(centerPoint, img_list[level1.GHOST3])
                elif layout[y][x] == level1.GHOST4:
                    self.ghost4 = Ghost(centerPoint, img_list[level1.GHOST4])
        """Create the Snake group"""
        self.snake_sprites = pygame.sprite.RenderPlain((self.snake))
        self.ghost_sprites = pygame.sprite.RenderPlain((self.ghost))
        self.ghost2_sprites = pygame.sprite.RenderPlain((self.ghost2))
        self.ghost3_sprites = pygame.sprite.RenderPlain((self.ghost3))
        self.ghost4_sprites = pygame.sprite.RenderPlain((self.ghost4))
    def load_sprites(self):
        """Load all of the sprites that we need"""
        """calculate the center point offset"""
        x_offset = (self.BLOCK_SIZE / 2)
        y_offset = (self.BLOCK_SIZE / 2)
        """Load the level"""
        level1 = level001.level()
        # layout = level1.getLayout()
        img_list = level1.getSprites()

        self.pellet_sprites = pygame.sprite.Group()
        self.block_sprites = pygame.sprite.Group()
        self.gwall_sprites = pygame.sprite.Group()

        for y in range(len(self.initial_layout)):
            for x in range(len(self.initial_layout[y])):
                """Get the center point for the rects"""
                centerPoint = [(x * self.BLOCK_SIZE) + x_offset,
                               (y * self.BLOCK_SIZE + y_offset)]
                # print centerPoint
                if self.initial_layout[y][x] == level1.BLOCK:
                    self.block_sprites.add(
                        basic_sprite.Sprite(centerPoint,
                                            img_list[level1.BLOCK]))
                elif self.initial_layout[y][x] == level1.GWALL:
                    self.gwall_sprites.add(
                        basic_sprite.Sprite(centerPoint,
                                            img_list[level1.GWALL]))
                elif self.initial_layout[y][x] == level1.SNAKE:
                    self.pacman = Pacman(centerPoint, img_list[level1.SNAKE],
                                         self.map_manager, self.PACMAN_SPEED)
                elif self.initial_layout[y][x] == level1.PELLET:
                    self.pellet_sprites.add(
                        basic_sprite.Sprite(centerPoint,
                                            img_list[level1.PELLET]))
                elif self.initial_layout[y][x] == level1.GHOST:
                    self.ghost = Ghost(centerPoint, img_list[level1.GHOST])
                elif self.initial_layout[y][x] == level1.GHOST2:
                    self.ghost2 = Ghost(centerPoint, img_list[level1.GHOST2])
                elif self.initial_layout[y][x] == level1.GHOST3:
                    self.ghost3 = Ghost(centerPoint, img_list[level1.GHOST3])
                elif self.initial_layout[y][x] == level1.GHOST4:
                    self.ghost4 = Ghost(centerPoint, img_list[level1.GHOST4])

        self.pacman_sprites = pygame.sprite.RenderPlain(self.pacman)
        self.ghost_sprites = pygame.sprite.RenderPlain(self.ghost)
        self.ghost2_sprites = pygame.sprite.RenderPlain(self.ghost2)
        self.ghost3_sprites = pygame.sprite.RenderPlain(self.ghost3)
        self.ghost4_sprites = pygame.sprite.RenderPlain(self.ghost4)
Example #5
0
    def LoadSprites(self):
        """Load all of the sprites that we need"""
        """calculate the center point offset"""
        x_offset = (BLOCK_SIZE / 2)
        y_offset = (BLOCK_SIZE / 2)
        """Load the level"""
        level1 = level001.level()
        layout = level1.getLayout()
        img_list = level1.getSprites()

        self.pellet_sprites = pygame.sprite.Group()
        self.block_sprites = pygame.sprite.Group()
        self.gwall_sprites = pygame.sprite.Group()

        for y in xrange(len(layout)):
            for x in xrange(len(layout[y])):
                """Get the center point for the rects"""
                centerPoint = [(x * BLOCK_SIZE) + x_offset,
                               (y * BLOCK_SIZE + y_offset)]
                if layout[y][x] == level1.BLOCK:
                    self.block_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.BLOCK]))
                elif layout[y][x] == level1.GWALL:
                    self.gwall_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.GWALL]))
                elif layout[y][x] == level1.SNAKE:
                    self.snake = Snake(centerPoint, img_list[level1.SNAKE])
                elif layout[y][x] == level1.PELLET:
                    self.pellet_sprites.add(
                        basicSprite.Sprite(centerPoint,
                                           img_list[level1.PELLET]))
                elif layout[y][x] == level1.GHOST:
                    self.ghost = Ghost(centerPoint, img_list[level1.GHOST])
                elif layout[y][x] == level1.GHOST2:
                    self.ghost2 = Ghost(centerPoint, img_list[level1.GHOST2])
                elif layout[y][x] == level1.GHOST3:
                    self.ghost3 = Ghost(centerPoint, img_list[level1.GHOST3])
                elif layout[y][x] == level1.GHOST4:
                    self.ghost4 = Ghost(centerPoint, img_list[level1.GHOST4])
        """Create the Snake group"""
        self.snake_sprites = pygame.sprite.RenderPlain((self.snake))
        self.ghost_sprites = pygame.sprite.RenderPlain((self.ghost))
        self.ghost2_sprites = pygame.sprite.RenderPlain((self.ghost2))
        self.ghost3_sprites = pygame.sprite.RenderPlain((self.ghost3))
        self.ghost4_sprites = pygame.sprite.RenderPlain((self.ghost4))
Example #6
0
File: PyMan.py Project: mdurrer/cgd
 def LoadSprites(self):
     """Load all of the sprites that we need"""
     """calculate the center point offset"""
     x_offset = (BLOCK_SIZE/2)
     y_offset = (BLOCK_SIZE/2)
     """Load the level"""        
     level1 = level001.level()
     layout = level1.getLayout()
     img_list = level1.getSprites()
     
     """Create the Pellet group"""
     self.pellet_sprites = pygame.sprite.RenderUpdates()
     self.super_pellet_sprites = pygame.sprite.RenderUpdates()
     """Create the block group"""
     self.block_sprites = pygame.sprite.RenderUpdates()
     self.monster_sprites = pygame.sprite.RenderUpdates()
     
     for y in xrange(len(layout)):
         for x in xrange(len(layout[y])):
             """Get the center point for the rects"""
             centerPoint = [(x*BLOCK_SIZE)+x_offset,(y*BLOCK_SIZE+y_offset)]
             if layout[y][x]==level1.BLOCK:
                 block = basicSprite.Sprite(centerPoint, img_list[level1.BLOCK])
                 self.block_sprites.add(block)
             elif layout[y][x]==level1.SNAKE:
                 self.snake = Snake(centerPoint,img_list[level1.SNAKE])
             elif layout[y][x]==level1.PELLET:
                 pellet = basicSprite.Sprite(centerPoint, img_list[level1.PELLET])
                 self.pellet_sprites.add(pellet) 
             elif layout[y][x]==level1.MONSTER:
                 monster = Monster(centerPoint, img_list[level1.MONSTER]
                                    , img_list[level1.SCARED_MONSTER])
                 self.monster_sprites.add(monster) 
                 """We also need pellets where the monsters are"""
                 pellet = basicSprite.Sprite(centerPoint, img_list[level1.PELLET])
                 self.pellet_sprites.add(pellet) 
             elif layout[y][x]==level1.SUPER_PELLET:
                 super_pellet = basicSprite.Sprite(centerPoint, img_list[level1.SUPER_PELLET])
                 self.super_pellet_sprites.add(super_pellet) 
                  
     """Create the Snake group"""            
     self.snake_sprites = pygame.sprite.RenderUpdates(self.snake)                                  
Example #7
0
    def __load_sprites(self):
        x_offset = (config.block_size/2)
        y_offset = (config.block_size/2)
        ##getting layout and images for level one
        level1 = level001.level() 
        layout = level1.get_layout()
        images = level1.get_image_paths()

        self.gwall_sprites = pygame.sprite.Group()
        self.block_sprites = pygame.sprite.Group()
        self.pellet_sprites = pygame.sprite.Group()
        #blinky, inky, pinky, clyde
        self.enemies = list()
        self.enemies_sprites = pygame.sprite.Group()

        self.__load_level(x_offset, y_offset, level1, layout, images)

        self.pacman_sprite = pygame.sprite.RenderPlain((self.pacman))
        for ghost in self.enemies:
            self.enemies_sprites.add(ghost)
Example #8
0
    def __load_sprites(self):
        x_offset = (config.block_size / 2)
        y_offset = (config.block_size / 2)
        ##getting layout and images for level one
        level1 = level001.level()
        layout = level1.get_layout()
        images = level1.get_image_paths()

        self.gwall_sprites = pygame.sprite.Group()
        self.block_sprites = pygame.sprite.Group()
        self.pellet_sprites = pygame.sprite.Group()
        #blinky, inky, pinky, clyde
        self.enemies = list()
        self.enemies_sprites = pygame.sprite.Group()

        self.__load_level(x_offset, y_offset, level1, layout, images)

        self.pacman_sprite = pygame.sprite.RenderPlain((self.pacman))
        for ghost in self.enemies:
            self.enemies_sprites.add(ghost)
Example #9
0
    def LoadSprites(self):
        x_offset = (BLOCK_SIZE / 2)
        y_offset = (BLOCK_SIZE / 2)
        level1 = level001.level()
        layout = level1.getLayout()
        img_list = level1.getSprites()

        self.pellet_sprites = pygame.sprite.RenderUpdates()
        self.block_sprites = pygame.sprite.RenderUpdates()
        self.monster_sprites = pygame.sprite.RenderUpdates()
        self.super_pellet_sprites = pygame.sprite.RenderUpdates()

        for y in range(len(layout)):
            for x in range(len(layout[y])):
                centerPoint = [(x * BLOCK_SIZE) + x_offset,
                               (y * BLOCK_SIZE + y_offset)]
                if layout[y][x] == level1.BLOCK:
                    block = centerSprite.Sprite(centerPoint,
                                                img_list[level1.BLOCK])
                    self.block_sprites.add(block)
                elif layout[y][x] == level1.PLAYER:
                    self.player = Player(centerPoint, img_list[level1.PLAYER])
                elif layout[y][x] == level1.PELLET:
                    pellet = centerSprite.Sprite(centerPoint,
                                                 img_list[level1.PELLET])
                    self.pellet_sprites.add(pellet)
                elif layout[y][x] == level1.BLINKY:
                    blinky = Monster(centerPoint, img_list[level1.BLINKY],
                                     img_list[level1.SCARED_MONSTER])
                    self.monster_sprites.add(blinky)
                    pellet = centerSprite.Sprite(centerPoint,
                                                 img_list[level1.PELLET])
                    self.pellet_sprites.add(pellet)
                elif layout[y][x] == level1.SUPER_PELLET:
                    super_pellet = centerSprite.Sprite(
                        centerPoint, img_list[level1.SUPER_PELLET])
                    self.super_pellet_sprites.add(super_pellet)

        self.player_sprites = pygame.sprite.RenderUpdates(self.player)
    def __init__(self, width=640, height=480):
        """Initialize"""
        pygame.init()
        self.start = time.time()
        self.end = time.time()
        self.elapsed_time = 0
        """Set the window Size"""
        self.width = width
        self.height = height
        """Create the Screen"""
        self.screen = pygame.display.set_mode((self.width, self.height))
        pygame.display.set_caption("AI playing PacMan in style!")

        self.isGameOver = False
        self.initial_layout = level001.level().getLayout()
        self.learner = q_learner.QLearner()
        self.map_manager = map_manager.MapManager(self.initial_layout)
        self.pacman = None
        self.game_counter = 1
        self.score = 0
        self.record = 0
        self.frame_count_since_last_decision = 0
        self.frame_count_threshold = self.BLOCK_SIZE / self.PACMAN_SPEED * self.DECISION_TIMEOUT_CONSTANT
Example #11
0
    def LoadSprites(self):
        '''Load the sprites that we need'''
        x_offset = BLOCK_SIZE / 2
        y_offset = BLOCK_SIZE / 2

        level1 = level001.level()
        layout = level1.getLayout()
        img_list = level1.getImages()
        self.pellet_sprites = pygame.sprite.RenderUpdates()
        self.block_sprites = pygame.sprite.RenderUpdates()
        self.super_pellet_sprites = pygame.sprite.RenderUpdates()
        self.monster_sprites = pygame.sprite.RenderUpdates()

        for y in range(len(layout)):
            for x in range(len(layout[y])):
                centerPoint = [(x * BLOCK_SIZE) + x_offset,
                               (y * BLOCK_SIZE) + y_offset]

                if layout[y][x] == level1.block:
                    block = basicSprite.Sprite(centerPoint,
                                               img_list[level1.block])
                    self.block_sprites.add(block)
                elif layout[y][x] == level1.pellet:
                    pellet = basicSprite.Sprite(centerPoint,
                                                img_list[level1.pellet])
                    self.pellet_sprites.add(pellet)
                elif layout[y][x] == level1.snake:
                    self.snake = Snake(centerPoint, img_list[level1.snake])
                elif layout[y][x] == level1.monster:
                    monster = Monster(centerPoint, img_list[level1.monster],
                                      img_list[level1.scared_monster])
                    self.monster_sprites.add(monster)
                elif layout[y][x] == level1.super_pellet:
                    super_pellet = basicSprite.Sprite(
                        centerPoint, img_list[level1.super_pellet])
                    self.super_pellet_sprites.add(super_pellet)
        self.snake_sprites = pygame.sprite.RenderUpdates((self.snake))
import basic_sprite
from helpers import *
import level001
import map_manager
import numpy as np

BLOCK_SIZE = 24
x_offset = (BLOCK_SIZE / 2)
y_offset = (BLOCK_SIZE / 2)
level1 = level001.level()
layout = level1.getLayout()[2:]
layout = [row[1:-1] for row in layout]


class Pacman(basic_sprite.Sprite):
	"""This is our snake that will move around the screen"""

	def __init__(self, centerPoint, image, map_manager: map_manager, speed):
		basic_sprite.Sprite.__init__(self, centerPoint, image)
		"""Initialize the number of pellets eaten"""
		self.pellets = 0
		self.did_eat = False
		self.is_dead = False
		"""Set the number of Pixels to move each time"""
		self.speed = speed

		# """Initialize how much we are moving"""
		self.xMove = 0
		self.yMove = 0

		self.score = 0
Example #13
0
    def LoadSprites(self, level):
        """Load all of the sprites that we need"""
        """calculate the center point offset"""
        
        x_offset = (BLOCK_SIZE/2)
        y_offset = (BLOCK_SIZE/2)

        """Load the level"""   
        if level == 1:
            level1 = level001.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 2:
            level1 = level002.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 3:
            level1 = level003.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 4:
            level1 = level004.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 5:
            level1 = level005.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 6:
            level1 = level006.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 7:
            level1 = level007.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 8:
            level1 = level008.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 9:
            level1 = level009.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif level == 10:
            level1 = level010.level()
            layout = level1.getLayout()
            self.letters = level1.getName()
            figura = level1.getPicture()
        elif (level > 10 and level <= self.maxlevels):
            level1 = level001.level()
            layout = self.newlevels[level-11].getLayout()
            self.letters = self.newlevels[level-11].getNome()
            picture, rect = load_image(self.newlevels[level-11].getPicname(),-1)
            figura = basicSprite.Sprite([640,300],picture,'IMG')
        elif level > self.maxlevels:      
            if pygame.font:
                z = 0;
                self.background.fill((0,0,0))
                self.pellet_sprites.empty()
                self.snake_sprites.empty()
                self.alphabet_sprites.empty()
                self.alphabet_csprites.empty()
                self.figura_sprites.empty()
                self.block_sprites.empty()
                self.Loadfundo()
                self.screen.blit(self.background, (0, 0))     
                pygame.display.flip()
                font = pygame.font.Font('font.ttf', 24)
                text = font.render("Parabéns!!! Você ganhou o Jogo!!!!!", 1, (255, 0, 0))
                text2 = font.render("Pressione 'Q' Para Sair ou Qualquer Tecla para Reiniciar", 1, (255, 0, 0))
                text3 = font.render("Sua pontuação foi: %s" % self.pontos, 1, (255, 0, 0))
                textpos = text.get_rect(centerx=self.background.get_width()/2)
                textpos.centery += 10
                textpos2 = text.get_rect(centerx=self.background.get_width()/2)
                textpos2.centerx = textpos.centerx - 70
                textpos2.centery = textpos.centery + 500
                textpos3 = text3.get_rect(centerx=self.background.get_width()/2)
                textpos3.centery = textpos2.centery - 90
                
                self.screen.blit(text, textpos)
                self.screen.blit(text2, textpos2)
                self.screen.blit(text3, textpos3)
                won, rect = load_image('figuras/parabens.jpg')
                ganhou = basicSprite.Sprite([400,230],won,'LS')                
                won_group = pygame.sprite.Group(ganhou)
                won_group.draw(self.screen)
                
                pygame.display.flip()
                while z==0:
                    for event in pygame.event.get():
                        if event.type == pygame.QUIT: 
                            sys.exit()
                        elif event.type == KEYDOWN:
                            if event.key == pygame.K_q:
                                sys.exit()
                            else:
                                self.cur_level = 1;
                                level1 = level001.level()
                                layout = level1.getLayout()
                                self.letters = level1.getName()
                                figura = level1.getPicture()  
                                self.background.fill((0,0,0))
                                pygame.display.flip()
                                self.screen.blit(self.background, (0, 0))     
                                self.pontos = 0;
                                z=1;
                                
        """Create the Pellet group"""
        self.xcolpos = 30;
        self.pellet_sprites = pygame.sprite.Group()
        self.alphabet_csprites = pygame.sprite.Group()
        """Create the block group"""
        self.block_sprites = pygame.sprite.Group()
        self.alphabet_sprites = pygame.sprite.Group()
        self.figura_sprites = pygame.sprite.Group()        
        
        self.figura_sprites.add(figura)
        
    
        for y in xrange(len(layout)):
            for x in xrange(len(layout[y])):
                """Get the center point for the rects"""
                centerPoint = [(x*BLOCK_SIZE)+x_offset,(y*BLOCK_SIZE+y_offset)]
                if layout[y][x]==level1.BLOCK:
                    block = basicSprite.Sprite(centerPoint, self.img_list[1][level%6],'BL')
                    self.block_sprites.add(block)
                elif layout[y][x]==level1.SNAKE:
                        self.snake = Snake(centerPoint,self.img_list[2])
                elif layout[y][x]==level1.PELLET:
                        self.fim = basicSprite.Sprite(centerPoint, self.img_list[0],'END')
                        self.pellet_sprites.add(self.fim)
                elif layout[y][x]==level1.letterA:
                        letterA = basicSprite.Sprite(centerPoint,self.img_list[3],'A')
                        self.alphabet_sprites.add(letterA)
                elif layout[y][x]==level1.letterB:
                        letterB = basicSprite.Sprite(centerPoint,self.img_list[4],'B')
                        self.alphabet_sprites.add(letterB)
                elif layout[y][x]==level1.letterC:
                        letterC = basicSprite.Sprite(centerPoint,self.img_list[5],'C')
                        self.alphabet_sprites.add(letterC)
                elif layout[y][x]==level1.letterCD:
                        letterCD = basicSprite.Sprite(centerPoint,self.img_list[6],'1')
                        self.alphabet_sprites.add(letterCD)
                elif layout[y][x]==level1.letterD:
                        letterD = basicSprite.Sprite(centerPoint,self.img_list[7],'D')
                        self.alphabet_sprites.add(letterD)
                elif layout[y][x]==level1.letterE:
                        letterE = basicSprite.Sprite(centerPoint,self.img_list[8],'E')
                        self.alphabet_sprites.add(letterE)
                elif layout[y][x]==level1.letterF:
                        letterF = basicSprite.Sprite(centerPoint,self.img_list[9],'F')
                        self.alphabet_sprites.add(letterF)
                elif layout[y][x]==level1.letterG:
                        letterG = basicSprite.Sprite(centerPoint,self.img_list[10],'G')
                        self.alphabet_sprites.add(letterG)
                elif layout[y][x]==level1.letterH:
                        letterH = basicSprite.Sprite(centerPoint,self.img_list[11],'H')
                        self.alphabet_sprites.add(letterH)
                elif layout[y][x]==level1.letterI:
                        letterI = basicSprite.Sprite(centerPoint,self.img_list[12],'I')
                        self.alphabet_sprites.add(letterI)
                elif layout[y][x]==level1.letterJ:
                        letterJ = basicSprite.Sprite(centerPoint,self.img_list[13],'J')
                        self.alphabet_sprites.add(letterJ)
                elif layout[y][x]==level1.letterK:
                        letterK = basicSprite.Sprite(centerPoint,self.img_list[14],'K')
                        self.alphabet_sprites.add(letterK)
                elif layout[y][x]==level1.letterL:
                        letterL = basicSprite.Sprite(centerPoint,self.img_list[15],'L')
                        self.alphabet_sprites.add(letterL)
                elif layout[y][x]==level1.letterM:
                        letterM = basicSprite.Sprite(centerPoint,self.img_list[16],'M')
                        self.alphabet_sprites.add(letterM)
                elif layout[y][x]==level1.letterN:
                        letterN = basicSprite.Sprite(centerPoint,self.img_list[17],'N')
                        self.alphabet_sprites.add(letterN)
                elif layout[y][x]==level1.letterO:
                        letterO = basicSprite.Sprite(centerPoint,self.img_list[18],'O')
                        self.alphabet_sprites.add(letterO)
                elif layout[y][x]==level1.letterP:
                        letterP = basicSprite.Sprite(centerPoint,self.img_list[19],'P')
                        self.alphabet_sprites.add(letterP)
                elif layout[y][x]==level1.letterQ:
                        letterQ = basicSprite.Sprite(centerPoint,self.img_list[20],'Q')
                        self.alphabet_sprites.add(letterQ)
                elif layout[y][x]==level1.letterR:
                        letterR = basicSprite.Sprite(centerPoint,self.img_list[21],'R')
                        self.alphabet_sprites.add(letterR)
                elif layout[y][x]==level1.letterS:
                        letterS = basicSprite.Sprite(centerPoint,self.img_list[22],'S')
                        self.alphabet_sprites.add(letterS)
                elif layout[y][x]==level1.letterT:
                        letterT = basicSprite.Sprite(centerPoint,self.img_list[23],'T')
                        self.alphabet_sprites.add(letterT)
                elif layout[y][x]==level1.letterU:
                        letterU = basicSprite.Sprite(centerPoint,self.img_list[24],'U')
                        self.alphabet_sprites.add(letterU)
                elif layout[y][x]==level1.letterV:
                        letterV = basicSprite.Sprite(centerPoint,self.img_list[25],'V')
                        self.alphabet_sprites.add(letterV)
                elif layout[y][x]==level1.letterX:
                        letterX = basicSprite.Sprite(centerPoint,self.img_list[26],'X')
                        self.alphabet_sprites.add(letterX)
                elif layout[y][x]==level1.letterY:
                        letterY = basicSprite.Sprite(centerPoint,self.img_list[27],'Y')
                        self.alphabet_sprites.add(letterY)
                elif layout[y][x]==level1.letterW:
                        letterW = basicSprite.Sprite(centerPoint,self.img_list[28],'W')
                        self.alphabet_sprites.add(letterW)
                elif layout[y][x]==level1.letterZ:
                        letterZ = basicSprite.Sprite(centerPoint,self.img_list[29],'Z')
                        self.alphabet_sprites.add(letterZ)
                elif layout[y][x]==level1.letterAT:
                        letterAT = basicSprite.Sprite(centerPoint,self.img_list[30],'2')
                        self.alphabet_sprites.add(letterAT)
        """Create the Snake group"""            
        self.snake_sprites = pygame.sprite.RenderPlain((self.snake))