"""
Show how to use a sprite backed by a graphic.
Sample Python/Pygame Programs
Simpson College Computer Science
http://programarcadegames.com/
http://simpson.edu/computer-science/
"""
import pygame
import random
# Define some colors
BLACK = ( 0, 0, 0)
WHITE = ( 255, 255, 255)
RED = ( 255, 0, 0)
# This class represents the ball
# It derives from the "Sprite" class in Pygame
class Block(pygame.sprite.Sprite):
# READ BEFORE USING:
# This constructor lets you use any graphic:
# my_sprite = Block("any_graphic.png")
# But if you DON'T want any graphic, use the following instead:
'''
def __init__(self):
super().__init__()
self.image = pygame.image.load("my_graphic.png").convert()
# Set background color to be transparent. Adjust to WHITE if your
# background is WHITE.
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
'''
def __init__(self, filename, colorkey):
# 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.original_image = pygame.image.load(filename).convert()
self.image = self.original_image
# Set background color to be transparent. Adjust to WHITE if your
# background is WHITE.
self.image.set_colorkey(colorkey)
# 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()
self.angle = 0
self.angle_change = 0
def update(self):
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.angle += self.angle_change
self.angle = self.angle % 360
# 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("alien.png", BLACK)
# Set a random location for the block
block.rect.x = random.randrange(screen_width)
block.rect.y = random.randrange(screen_height)
block.angle = random.randrange(360)
block.angle_change = random.randrange(-1, 2)
# Add the block to the list of objects
block_list.add(block)
all_sprites_list.add(block)
# Create a RED player block
player = Block("ufo.png", BLACK)
player.angle_change = 0
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()
score = 0
# -------- Main Program Loop -----------
while not done:
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
done = True # Flag that we are done so we exit this loop
# Clear the screen
screen.fill(WHITE)
# Get the current mouse position. This returns the position
# as a list of two numbers.
pos = pygame.mouse.get_pos()
# Fetch the x and y out of the list,
# just like we'd fetch letters out of a string.
# Set the player object to the mouse location
player.rect.x = pos[0]
player.rect.y = pos[1]
all_sprites_list.update()
# See if the player block has collided with anything.
blocks_hit_list = pygame.sprite.spritecollide(player, block_list, True)
# Check the list of collisions.
for block in blocks_hit_list:
score += 1
print( score )
# 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()