1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 | """ Use sprites to pick up blocks Sample Python/Pygame Programs Simpson College Computer Science Explanation video: http://youtu.be/iwLj7iJCFQM """ import pygame import random # Define some colors BLACK = ( 0 , 0 , 0 ) WHITE = ( 255 , 255 , 255 ) RED = ( 255 , 0 , 0 ) class Block(pygame.sprite.Sprite): """ This class represents the block to be picked up. It derives from the "Sprite" class in Pygame. """ def __init__( self , color, width, height): """ Constructor. Pass in the color of the block, and its x and y position. """ # Call the parent class (Sprite) constructor super ().__init__() # Create an image of the block, and fill it with a color. # This could also be an image loaded from the disk. self .image = pygame.Surface([width, height]) self .image.fill(color) # Fetch the rectangle object that has the dimensions of the image # image. # Update the position of this object by setting the values # of rect.x and rect.y self .rect = self .image.get_rect() class Player(Block): """ This class represents the player. It derives from block and thus gets the same ___init___ method we defined above. """ # List of all the blocks we are carrying carry_block_list = [] def update( self ): """ Method called when updating a sprite. """ # Get the current mouse position. This returns the position # as a list of two numbers. pos = pygame.mouse.get_pos() # Now see how the mouse position is different from the current # player position. (How far did we move?) diff_x = self .rect.x - pos[ 0 ] diff_y = self .rect.y - pos[ 1 ] # Loop through each block that we are carrying and adjust # it by the amount we moved. for block in self .carry_block_list: block.rect.x - = diff_x block.rect.y - = diff_y # Now wet the player object to the mouse location self .rect.x = pos[ 0 ] self .rect.y = pos[ 1 ] # Initialize Pygame pygame.init() # Set the height and width of the screen screen_width = 700 screen_height = 400 screen = pygame.display.set_mode([screen_width, screen_height]) # This is a list of 'sprites.' Each block in the program is # added to this list. The list is managed by a class called 'Group.' block_list = pygame.sprite.Group() # This is a list of every sprite. # All blocks and the player block as well. all_sprites_list = pygame.sprite.Group() for i in range ( 50 ): # This represents a block block = Block(BLACK, 20 , 15 ) # Set a random location for the block block.rect.x = random.randrange(screen_width) block.rect.y = random.randrange(screen_height) # Add the block to the list of objects block_list.add(block) all_sprites_list.add(block) # Create a RED player block player = Player(RED, 20 , 15 ) all_sprites_list.add(player) # Loop until the user clicks the close button. done = False # Used to manage how fast the screen updates clock = pygame.time.Clock() # Hide the mouse cursor pygame.mouse.set_visible( False ) # -------- Main Program Loop ----------- while not done: for event in pygame.event.get(): if event. type = = pygame.QUIT: done = True elif event. type = = pygame.MOUSEBUTTONDOWN: # When the mouse button is pressed, see if we are in contact with # other sprites: blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False ) # Set the list of blocks we are in contact with as the list of # blocks being carried. player.carry_block_list = blocks_hit_list elif event. type = = pygame.MOUSEBUTTONUP: # When we let up on the mouse, set the list of blocks we are # carrying as empty. player.carry_block_list = [] all_sprites_list.update() # Clear the screen screen.fill(WHITE) # Draw all the spites all_sprites_list.draw(screen) # Limit to 60 frames per second clock.tick( 60 ) # Go ahead and update the screen with what we've drawn. pygame.display.flip() pygame.quit() |