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- #Jag importerar alla kommandon som ryms inom Pygame, samt vissa systemkommandon.
- import pygame, sys, os
- from pygame.locals import *
- #Här importerar jag alla bilder på Pacman och spöken.
- #Pacmanbilderna ordnades även in i en lista, pacList, för att skapa en ordning bland dem.
- pac1 = pygame.image.load('Pacman1.png')
- pac2 = pygame.image.load('Pacman2.png')
- pac3 = pygame.image.load('Pacman3.png')
- pac4 = pygame.image.load('Pacman4.png')
- wall = pygame.image.load('Wall.png')
- pacList = [pac1, pac2, pac3, pac4, pac3, pac2]
- ghost1 = pygame.image.load('ghost1.png')
- ghost2 = pygame.image.load('ghost2.png')
- ghost3 = pygame.image.load('ghost3.png')
- ghost4 = pygame.image.load('ghost4.png')
- #Antalet rutor i x- och y-led, spelplanen höjd och bredd samt bakgrundsfärgen i RGB-skala definieras.
- #Jag initierar också den inbyggda spelklockan.
- xCords, yCords = 20, 20
- size =width, height = 800, 800
- bgc = (0, 0, 0)
- clock = pygame.time.Clock()
- #Spelplanen skapas och fylls ut med färgen. Planen namnges som "Pacman"
- screen = pygame.display.set_mode((width, height))
- screen.fill(bgc)
- pygame.display.set_caption("Pacman")
- class Pacman(object):
- def __init__(self, speed=5, x=400, y=400, sprite=pacList):
- self.speed = speed
- self.x = x
- self.y = y
- self.pos = (self.x,self.y)
- self.spriteNum = 0
- self.sprite = sprite
- def move(self, direction):
- if direction == "up":
- self.y -= self.speed
- if direction == "down":
- self.y += self.speed
- if direction == "right":
- self.x += self.speed
- if direction == "left":
- self.x -= self.speed
- return (self.x, self.y)
- def spriteChange(self):
- if self.spriteNum == 5:
- self.spriteNum = 0
- else:
- self.spriteNum += 1
- if direction == "down":
- return self.rot_center(90)
- return self.sprite[self.spriteNum]
- def rot_center(self, angle):
- orig_rect = (self.sprite[self.spriteNum]).get_rect()
- rot_image = pygame.transform.rotate(self.sprite[self.spriteNum], angle)
- rot_rect = orig_rect.copy()
- rot_rect.center = rot_image.get_rect().center
- rot_image = rot_image.subsurface(rot_rect).copy()
- return rot_image
- pacman = Pacman()
- direction = 0
- done = False
- while not done:
- clock.tick(20)
- screen.fill((0, 0, 0))
- for event in pygame.event.get():
- if event.type == KEYDOWN and event.key == K_w:
- direction = "up"
- elif event.type == KEYDOWN and event.key == K_s:
- direction = "down"
- elif event.type == KEYDOWN and event.key == K_d:
- direction = "right"
- elif event.type == KEYDOWN and event.key == K_a:
- direction = "left"
- if event.type == pygame.QUIT:
- done = True
- screen.blit(pacman.spriteChange(), pacman.move(direction))
- pygame.display.flip()
- pygame.quit()
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