def draw_ending_screen(self, win): if win == 3: pygame.draw.rect( self.screen, self.color1, (0, self.size[1] / 3 * 2, self.size[0], self.size[1] / 4), 0) pygame.draw.rect(self.screen, self.color2, (self.size[0] / 2, self.size[1] / 3 * 2, self.size[0], self.size[1] / 4), 0) win_word = self.large_font.render('НИЧЬЯ', True, color('brown')) win_word_coords = (self.size[0] / 2 - win_word.get_width() / 2, self.size[1] / 3 * 2 + self.size[1] / 10) self.screen.blit(win_word, win_word_coords) elif win == 1: pygame.draw.rect( self.screen, self.color1, (0, self.size[1] / 3 * 2, self.size[0], self.size[1] / 4), 0) win_word = self.large_font.render('ПОБЕДИЛ СИНИЙ', True, color('brown')) win_word_coords = (self.size[0] / 2 - win_word.get_width() / 2, self.size[1] / 3 * 2 + self.size[1] / 10 - win_word.get_height() / 2) self.screen.blit(win_word, win_word_coords) elif win == 2: pygame.draw.rect( self.screen, self.color2, (0, self.size[1] / 3 * 2, self.size[0], self.size[1] / 4), 0) win_word = self.large_font.render('ПОБЕДИЛ ОРАНЖЕВЫЙ', True, color('brown')) win_word_coords = (self.size[0] / 2 - win_word.get_width() / 2, self.size[1] / 3 * 2 + self.size[1] / 10 - win_word.get_height() / 2) self.screen.blit(win_word, win_word_coords)
def __init__(self): self.screen_width = 400 self.screen_height = 400 self.red = pygame.color(255, 0, 0) self.white = pygame.color(255, 255, 255) self.black = pygame.color(0, 0, 0) self.brown = pygame.color(165, 42, 42) self.fps_controller = pygame.time.Clock() self.score = 0
def update(self, screen): self.tile_sprites.draw(screen) self.players_sprites.draw(screen) for tile in self.tile_sprites: for player in self.players_sprites: if pygame.sprite.collide_mask(tile, player): if player.number() == 2: tile.paint(color('orange')) else: tile.paint(color('aquamarine'))
def draw_turns(self, game): if game.get_turn() == 1: self.screen.blit(self.turn_marker, self.turn_marker_1_coords) pygame.draw.rect( self.screen, color('white'), self.turn_marker_2_coords + (self.turn_marker.get_width(), self.turn_marker.get_height())) else: self.screen.blit(self.turn_marker, self.turn_marker_2_coords) pygame.draw.rect( self.screen, color('white'), self.turn_marker_1_coords + (self.turn_marker.get_width(), self.turn_marker.get_height()))
def draw_grid(self) -> None: """ Отрисовка списка клеток с закрашиванием их в соответствующе цвета. """ for i in range(self.cell_height): for j in range(self.cell_width): if not self.grid[i][j] != 1: colo = pygame.color('green') else: colo = pygame.color('white') pygame.draw.rect(self.screen, colo, (j * self.cell_size + 1, i * self.cell_size + 1, self.cell_size - 1, self.cell_size - 1))
def start(self, palette): self.screen = pygame.display.set_mode((self.width, self.height), 0, 32) if self.bg_color in palette.colors: self.screen.fill(pygame.Color(palette.colors[self.bg_color])) else: self.screen.fill(pygame.color("#dddddd"))
def paint(self, colour): if colour == 'aquamarine3': self.tile_name = 'blue' else: self.tile_name = 'orange' self.image = pygame.Surface((80, 80)) self.image.fill(color(colour))
def render(self, screen): left = self.left top = self.top self.max_width = len(self.board[0]) self.max_height = len(self.board) for y in range(self.max_height): for x in range(self.max_width): if (x != self.max_width - 1 or y != 0) and ( x != 0 or y != self.max_height - 1) and self.no_tiles: Tiles.Tile(left, top, self.tile_sprites) pygame.draw.rect(screen, color('brown'), (left, top, self.cell_size, self.cell_size), 1) left += self.cell_size top += self.cell_size left = self.left pygame.draw.rect(screen, color('brown'), (self.left, self.top, self.cell_size * self.width, self.cell_size * self.height), 2) self.no_tiles = False
def draw_points(self, game): points_1 = self.font.render(str(game.first_points), True, color(self.color1)) points_2 = self.font.render(str(game.second_points), True, color(self.color2)) first_points_coords = ((self.size[0] - self.board) / 4 - points_1.get_width() / 2, 150) second_points_coords = (self.size[0] - (self.size[0] - self.board) / 4 - points_2.get_width() / 2, 150) pygame.draw.rect( self.screen, color('white'), first_points_coords + (points_1.get_width(), points_1.get_height())) self.screen.blit(points_1, first_points_coords) pygame.draw.rect( self.screen, color('white'), second_points_coords + (points_2.get_width(), points_2.get_height())) self.screen.blit(points_2, second_points_coords)
def __init__(self, size, board, screen): self.color1 = 'aquamarine3' self.color2 = 'orange' self.line_height = 600 self.line_top = size[1] / 3 - self.line_height / 2 self.line_width = size[0] self.font = pygame.font.Font(None, 50) self.larger_font = pygame.font.Font(None, 65) self.large_font = pygame.font.Font(None, 110) self.size = size self.board = board self.screen = screen self.first_text = 'Синий' self.second_text = 'Оранжевый' self.text_1 = self.larger_font.render(self.first_text, True, color(self.color1)) self.text_2 = self.larger_font.render(self.second_text, True, color(self.color2)) self.first_text_coords = ((self.size[0] - self.board) / 4 - self.text_1.get_width() / 2, 100) self.second_text_coords = (self.size[0] - (self.size[0] - self.board) / 4 - self.text_2.get_width() / 2, 100) self.broom_image = Main.GetImage('broom2.png').load_image() self.shovel_image = Main.GetImage('shovel2.png').load_image() self.turn_marker = self.larger_font.render('ВАШ ХОД', True, color('brown')) self.turn_marker_1_coords = ((self.size[0] - self.board) / 4 - self.turn_marker.get_width() / 2, 200) self.turn_marker_2_coords = (self.size[0] - (self.size[0] - self.board) / 4 - self.turn_marker.get_width() / 2, 200)
def render(self, screen): left = self.left top = self.top self.max_width = len(self.board[0]) self.max_height = len(self.board) for y in range(self.max_height): for x in range(self.max_width): if (x != self.max_width - 1 or y != 0) and ( x != 0 or y != self.max_height - 1) and self.no_tiles: Tiles.Tile(left, top, self.tile_sprites) elif x == self.max_width - 1 and y == 0: pygame.draw.rect( screen, color('orange'), (left, top, self.cell_size, self.cell_size), 0) if not game.orange_moved: screen.blit( GetImage("janitor_orange1.png", (76, 76), colorkey=-1).load_image(), (left, top)) elif x == 0 and y == self.max_height - 1: pygame.draw.rect( screen, color('aquamarine3'), (left, top, self.cell_size, self.cell_size), 0) if not game.blue_moved: screen.blit( GetImage("janitor_blue1.png", (76, 76), colorkey=-1).load_image(), (left, top)) pygame.draw.rect(screen, color('brown'), (left, top, self.cell_size, self.cell_size), 1) left += self.cell_size top += self.cell_size left = self.left pygame.draw.rect(screen, color('brown'), (self.left, self.top, self.cell_size * self.width, self.cell_size * self.height), 2) self.no_tiles = False
def update(algorithim, swap1=None, swap2=None, win=win): win.fill(pygame.color("#a48be0")) pygame.display.set_caption("Merge Sort Algorithim") k = int(dim([0] / len(algorithim.array))) for i in range(len(algorithim.array)): # Green when sorting colour = (0, 0, 255) if swap1 == algorithim.array[i]: colour = (0, 255, 0) elif swap2 == algorithim.array[i]: colour = (255, 0, 0) pygame.draw.rect(win, colour, (i * k), dim[i], k, -algorithim.array[i]) check_quit() pygame.display.update()
RES = 800 SIZE = 50 x, y = randrange(0, RES, SIZE), randrange(0, RES, SIZE) apple = randrange(0, REZ, SIZE), randrange(0, RES, SIZE) length = 1 snake: = [(x, t)] dx, dy=0, 0 fps = 5 pygame.init() sc = pygame.display.set_mode([RES, RES]) clock = pygame.time.Clock() while True: sc.fill(pygame.color('black')) # drawing snake, apple [(pygame.draw.rect(sc, pygame.Color('green'), (I, J, SIZE, SIZE))) for i, j in snake pygame,draw,rect(sc, pygame.Color('red') (*apple, SIZE, SIZE))) # snake movement x += dx * SIZE y += dx * SIZE snake.append((x, y)) pygame.display.flip() clock.tick(fps) for event in pygame.event.get(): if event.type == pygame.QUIT exit() # control
elif ev.type == pygame.KEYWORD: if ev.key == pygame.K_RIGHT: snake.changeDirTo ('RIGHT') if ev.key == pygame.K_LEFT: snake.changeDirTo ('LEFT') if ev.key == pygame.K_UP: snake.changeDirTo ('UP') if ev.key == pygame.K_DOWN: snake.changeDirTo ('DOWN') foodPos = foodSpawner.spawnFood() if (snake.move (foodPos) == 1) score +=1 foodSpawner.setFoodOnScreen(False) window.fill(pygame.color(0,0,153) for Pos in snake.getBody(): pygame.draw.circle(window,pygame.color(0,225,225), pygame.circle(Pos[0],Pos[1], 10,10)) pygame.draw.circle(window,pygame.color(225,0,0), pygame.circle(foodPos[0],foodPos[1], 10,10)) if (snake.checkCollision() == 1): pygame.display.set_caption("snake | score:" +str(score)) pygame.display.flip() fps.tick(24) # Framelimiter clock.tick(60) surface.fill((0, 0, 0)) surface.blit(label, (0, 0)) pygame.display.flip()
import pygame, sys, time, random from pygame.locals import * pygame.init() fpsClock = pygame.time.Clock() playSurface = pygame.display.set_mode((640, 480)) pygame.display.set_caption('Raspberry Snake') # Set the proper color values redColor = pygame.Color(255, 0, 0) blackColor = pygame.Color(0, 0, 0) whiteColor = pygame.Color(255, 255, 255) grayColor = pygame.color(150, 150, 150) # Initialize Snake snakePosition = [100, 100] snakeSegments = [[100, 100], [80, 100], [60, 100]] raspberryPosition = [300, 300] raspberrySpawned = 1 direction = 'right' changeDirection = direction def gameOver(): gameOverFont = pygame.fintFont('freesansbold.ttff', 72) gameOverSurf = gameOverFont.render('Game Over', True, grayColor) gameOverRect = gameOverSurf.get_rect() gameOverRect.midtop = (320, 10) playSurface.blit(gameOverSurf, gameOverRect) pygame.display.flip()
def draw(self): self.screen.fill(pygame.color(0,0,0)) for brick in self.model.bricks: pygame.draw.rect(self.screen, pygame.Color(brick.color), pygame.rect(brick.x,brick.y,brick.width,brick.height)) pygame.display.update()
import pygame pygame.color(255, 0, 0)
pygame.init() clock = pygame.time.clock() 'p' # Setting up the main window screen_width = 1280 screen_height = 960 screen = pygame.display.set_mode((screen_width,screen_height)) pygame.display.set_caption('Pong') #Game Rectangles ball = pygame.Rect(screen_width/2-15,screen_height/2-15,30,30) player = pygame.rect(screen_width-20,screen_height/2-70,10,140) oppnent = pygame.rect(10, screen_height/2-70,10,140) bg_color= pygame.color('grey12') light_gray = (200,200,200) ball_spped_x = 7 ball_speed_y = 7 while True: #Handling input for event in pygame.evnt.get(): if event.type == pygame.Quit: pygame.quit() sys.exit() ball.x += ball_speed_x ball.y += ball_speed_y
def drawFruit(self): #Create the Fruit (x,y,w,h) #print(self.pos) fruitRect = pygame.Rect((self.x, self.y), (cellSize, cellSize)) #Draw the Fruit (surface,color,rectangle) pygame.draw.Rect(screen, pygame.color('Red'), fruitRect)
check_errors = pygame.init() # pygame.init() example output -> (6, 0) # second number in tuple gives number of errors if check_errors[1] > 0: print( f'[!] Had {check_errors[1]} errors when initializing game, exiting...') sys.exit(-1) else: print('[+] Game successfully initialized') # Initialise game window pygame.display.set_caption('Snake Eater') game_window = pygame.display.set_mode((frame_size_x, frame_size_y)) # Colors (R, G, B) black = color(0, 0, 0) white = color(255, 255, 255) red = color(255, 0, 0) green = color(0, 255, 0) blue = color(0, 0, 255) # FPS (frames per second) controller fps_controller = pygame.time.Clock() # Game variables snake_pos = [100, 50] snake_body = [[100, 50], [100 - 10, 50], [100 - (2 * 10), 50]] food_pos = [ random.randrange(1, (frame_size_x // 10)) * 10, random.randrange(1, (frame_size_y // 10)) * 10
import pygame cols = ['#0000ff', '#0000aa', '#000088', '#000055', '#000033', '#000011'] w, h = 700, 500 y = h / 6 d = pygame.display.set_mode(w, h) for i, c in enumerate(cols): d.fill(pygame.color(c), rect=(0, i * y, w, y * (i + 1))) pygame.display.flip() pygame.image.save(d, 'Gradient.png')
size = 800 sight = 50 x, y = randrange(0, size, sight), randrange(0, size, sight) #kordinati zmei apple = randrange(0, size, sight), randrange(0, size, sight) #kordinati apple lenth = 1 snake = [(x, y)] dx, dy = 0, 0 #napravlenie dvizhenia speed = 5 fps = speed pygame.init() window = pygame.display.set_mode([size, size]) clock = pygame.time.Clock() while True: window.fill(pygame.color('black')) #draw snake [(pygame.draw.rect(window, pygame.color('green'), (i, j, sight, sight))) for i, j in snake] #draw apple pygame.draw.rect(window, pygame.color('red'), (*apple, sight, sight)) pygame.display.flip() clock.tick(fps) for event in pygame.event.get(): if event.type == pygame.QUIT: exit()
import pygame import algorithims import sys import os dim = (1024, 512) algorithims = {"MergeSort": algorithims.MergeSort()} win = pygame.display.set_mode(dim) win.fill(pygame.color("#a48be0")) def check_quit(): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() def update(algorithim, swap1=None, swap2=None, win=win): win.fill(pygame.color("#a48be0")) pygame.display.set_caption("Merge Sort Algorithim") k = int(dim([0] / len(algorithim.array))) for i in range(len(algorithim.array)): # Green when sorting colour = (0, 0, 255) if swap1 == algorithim.array[i]: colour = (0, 255, 0) elif swap2 == algorithim.array[i]: colour = (255, 0, 0)
def __init__(self): self.rect = pygame.Rect = (10, 10, 20, 20) self.color = pygame.color(0, 0, 225)
if event.type == pygame.quit(): gameover() elif event.type == pygame.KEYDOWN: if event.type == pygame.K_RIGHT: snake.changetoDir("RIGHT") if event.type == pygame.K_LEFT: snake.changetoDir("LEFT") if event.type == pygame.K_UP: snake.changetoDir("UP") if event.type == pygame.K_DOWN: snake.changetoDir("DOWN") foodpos = foodgenerate.nofood() if (snake.foodpos == 1): score += 1 foodgenerate.setfood(False) window.fill(pygame.color(225, 225, 225)) for pos in snake.getbody(): pygame.draw.rect(window, pygame.color(0, 255, 0), pygame.rect(pos[0], pos[1], 10, 10)) pygame.draw.rect(window, pygame.color(0, 255, 0), pygame.rect(foodpos[0], foodpos[1], 10, 10)) if (snake.checkcollision() == 1): gameover() pygame.display.set_caption("WOW SNAKE GAME" + str(score)) pygame.display.flip() fpv.tick(24)
ball.speed_y = 0 elif event.key == KEY_UP: ball.speed_y = 0 elif event.key == KEY_LEFT: all.speed_x = 0 elif event.key == KEY_RIGHT: ball.speed_x = 0 if event.type == pygame.QUIT: stop_game = True target_pos = Target_Spawner.spawnTarget() if (Ball.move(target_pos) == 1): score += 1 Target_Spawner.set_Target(False) screen.fill(pygame.color(250, 250, 250)) for features in Target.render(): pygame.draw.circle(screen, ( 225, 0, 0, ), (target_pos.x, target_pos.y), self.radius) if (ball.collide() == 1): gameOver() pygame.display.set_caption("Don't hit the walls.. Score: " + srt(score)) pygame.display.flip() fps.tick(24) # class Ball: # def __init__(self, x_axis, y_axis): # self.x = x_axis