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avancée 22/11 23:59

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Nov 22nd, 2019
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Python 2.04 KB | None | 0 0
  1. # Pygame template - skeleton for a new pygame project
  2. import pygame
  3. import random
  4.  
  5. WIDTH = 800
  6. HEIGHT = 800
  7. FPS = 30
  8. TIMER = 0
  9. Xstep = 8
  10. Ystep = 7
  11.  
  12. # define colors
  13. WHITE = (255, 255, 255)
  14. BLACK = (0, 0, 0)
  15. RED = (255, 0, 0)
  16. GREEN = (0, 255, 0)
  17. BLUE = (0, 0, 255)
  18.  
  19. def RandomColor():
  20.     tuple01 = (WHITE,RED,GREEN,BLUE)
  21.     return(tuple01[random.randint(0,3)])
  22.  
  23. # initialize pygame and create window
  24. pygame.init()
  25. pygame.mixer.init()
  26. screen = pygame.display.set_mode((WIDTH, HEIGHT))
  27. pygame.display.set_caption("My Game")
  28. clock = pygame.time.Clock()
  29.  
  30. all_sprites = pygame.sprite.Group()
  31. class Player(pygame.sprite.Sprite):
  32.     def __init__(self):
  33.         pygame.sprite.Sprite.__init__(self)
  34.         self.image = pygame.Surface((40, 40))
  35.         self.image.fill(GREEN)
  36.         self.rect = self.image.get_rect()
  37.         self.rect.center = (WIDTH / 2, HEIGHT / 2)
  38.        
  39.     def update(self):
  40.         global Xstep
  41.         global Ystep
  42.         global TIMER
  43.  
  44.         if TIMER == 20:
  45.             TIMER = 0
  46.         else:
  47.             TIMER += 1
  48.  
  49.         #movements    
  50.         self.rect.x += Xstep
  51.         self.rect.y += Ystep
  52.         if self.rect.right > WIDTH:
  53.             Xstep =- Xstep
  54.         if self.rect.left <= 0:
  55.             Xstep =- Xstep
  56.         if self.rect.top <= 0:
  57.             Ystep =- Ystep
  58.         if self.rect.bottom > HEIGHT:
  59.             Ystep =- Ystep
  60.         if TIMER == 10:    
  61.             self.image.fill(RandomColor())
  62.             print(TIMER)
  63.  
  64.            
  65. greensqr = Player()
  66. all_sprites.add(greensqr)
  67.  
  68. # Game loop
  69. running = True
  70. while running:
  71.     # keep loop running at the right speed
  72.     clock.tick(FPS)
  73.     # Process input (events)
  74.     for event in pygame.event.get():
  75.         # check for closing window
  76.         if event.type == pygame.QUIT:
  77.             running = False
  78.  
  79.     # Update
  80.     all_sprites.update()
  81.  
  82.     # Draw / render
  83.     screen.fill(BLACK)
  84.     all_sprites.draw(screen)
  85.     # *after* drawing everything, flip the display
  86.     pygame.display.flip()
  87.  
  88. pygame.quit()
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