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- 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 ball.
- 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)
- # Draw the ellipse
- pygame.draw.ellipse(self.image, color, [0, 0, width, height])
- self.rect = self.image.get_rect()
- # 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 = Block(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()
- score = 0
- # -------- Main Program Loop -----------
- while not done:
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- done = True
- # 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]
- # 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()
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