Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- import pygame
- import sys
- from pygame.locals import *
- from pygame import gfxdraw
- pygame.init()
- BG_Color = (61, 61, 61)
- FPS = 60
- fpsClock = pygame.time.Clock()
- userScreen = pygame.display.set_mode(
- (0, 0), pygame.FULLSCREEN)
- sX, sY = userScreen.get_size()
- init_fullScreen = True
- p0X, p0Y = sX/2 ,((sY/2)+10)+50
- p1X, p1Y = sX/2 ,((sY/2)-10)-50
- def draw():
- # Middle Border
- pygame.gfxdraw.box(userScreen,
- pygame.Rect(0, (sY/2)-10, sX, 20), (255, 255, 255))
- # Right Border
- pygame.gfxdraw.box(userScreen,
- pygame.Rect(sX-20, 0, sX, sY), (255, 255, 255))
- # Left Border
- pygame.gfxdraw.box(userScreen,
- pygame.Rect(0, 0, 20, sY), (255, 255, 255))
- # Top Border
- pygame.gfxdraw.box(userScreen,
- pygame.Rect(0, 0, sX, 50), (255, 255, 255))
- # Bottom Border
- pygame.gfxdraw.box(userScreen,
- pygame.Rect(0, sY-50, sX, 50), (255, 255, 255))
- # Player One Object
- pygame.gfxdraw.filled_circle(userScreen, p0X, p0Y, 50, (255, 255, 255))
- # Player Two Object
- pygame.gfxdraw.filled_circle(userScreen, p1X, p1Y, 50, (255, 255, 255))
- def cPos(player, x, state):
- if player == p0:
- if x == 'X':
- if state == 'RIGHT':
- if p0X+10 > sX-70:
- return sX-70
- return p0X+10
- elif state == 'LEFT':
- if p0X-10 < 70:
- return 70
- return p0X-10
- elif x == 'Y':
- if state == 'UP':
- if p0Y-10 < ((sY/2)+10)+50:
- return ((sY/2)+10)+50
- return p0Y-10
- elif state == 'DOWN':
- if p0Y+10 > sY-100:
- return sY-100
- return p0Y+10
- elif player == p1:
- if x == 'X':
- if state == 'RIGHT':
- if p1X+10 > sX-70:
- return sX-70
- return p1X+10
- elif state == 'LEFT':
- if p1X-10 < 70:
- return 70
- return p1X-10
- elif x == 'Y':
- if state == 'UP':
- if p1Y-10 < 100:
- return 100
- return p1Y-10
- elif state == 'DOWN':
- if p1Y+10 > ((sY/2)-10)-50:
- return ((sY/2)-10)-50
- return p1Y+10
- def retMovement(x, y):
- global p0X, p0Y, p1X, p1Y
- if x == p0:
- if y == 'RIGHT':
- p0X = cPos(x, 'X', 'RIGHT')
- elif y == 'LEFT':
- p0X = cPos(x, 'X', 'LEFT')
- elif y == 'UP':
- p0Y = cPos(x, 'Y', 'UP')
- elif y == 'DOWN':
- p0Y = cPos(x, 'Y', 'DOWN')
- elif x == p1:
- if y == 'RIGHT':
- p1X = cPos(x, 'X', 'RIGHT')
- elif y == 'LEFT':
- p1X = cPos(x, 'X', 'LEFT')
- elif y == 'UP':
- p1Y = cPos(x, 'Y', 'UP')
- elif y == 'DOWN':
- p1Y = cPos(x, 'Y', 'DOWN')
- p0 = []
- p1 = []
- while True:
- if len(p0) > 0:
- for x in p0:
- retMovement(p0, x)
- if len(p1) > 0:
- for x in p1:
- retMovement(p1, x)
- userScreen.fill(BG_Color)
- draw()
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == pygame.KEYDOWN:
- if event.key == pygame.K_ESCAPE:
- if init_fullScreen:
- init_fullScreen = False
- userScreen = pygame.display.set_mode(
- (sX, sY))
- else:
- init_fullScreen = True
- userScreen = pygame.display.set_mode(
- (0, 0), pygame.FULLSCREEN)
- if event.key == pygame.K_RIGHT:
- p0.insert(len(p0), 'RIGHT')
- if event.key == pygame.K_d:
- p1.insert(len(p1), 'RIGHT')
- if event.key == pygame.K_LEFT:
- p0.insert(len(p0), 'LEFT')
- if event.key == pygame.K_a:
- p1.insert(len(p1), 'LEFT')
- if event.key == pygame.K_UP:
- p0.insert(len(p0), 'UP')
- if event.key == pygame.K_w:
- p1.insert(len(p1), 'UP')
- if event.key == pygame.K_DOWN:
- p0.insert(len(p0), 'DOWN')
- if event.key == pygame.K_s:
- p1.insert(len(p1), 'DOWN')
- elif event.type == pygame.KEYUP:
- if event.key == pygame.K_RIGHT:
- p0.remove('RIGHT')
- if event.key == pygame.K_d:
- p1.remove('RIGHT')
- if event.key == pygame.K_LEFT:
- p0.remove('LEFT')
- if event.key == pygame.K_a:
- p1.remove('LEFT')
- if event.key == pygame.K_UP:
- p0.remove('UP')
- if event.key == pygame.K_w:
- p1.remove('UP')
- if event.key == pygame.K_DOWN:
- p0.remove('DOWN')
- if event.key == pygame.K_s:
- p1.remove('DOWN')
- pygame.display.update()
- fpsClock.tick(FPS)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement