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@peterneorr
Created October 3, 2014 15:06
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Tron game to Demonstrate Pygame for Delta High programming club
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__author__ = '[email protected]'
class Player:
"""This class Defines properties and behavior of a Tron player"""
x = 0
y = 0
direction = "stop"
score = 0
def right(self):
self.x = self.x+1
def left(self):
self.x = self.x-1
def down(self):
self.y = self.y+1
def up(self):
self.y = self.y-1
def move(self):
if self.direction == "up":
self.up()
if self.direction == "down":
self.down()
if self.direction == "left":
self.left()
if self.direction == "right":
self.right()
import sys
import pygame
from player import Player
# define some R,G,B colors
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
# initialize pygame
pygame.init()
# frames per second setting
FPS = 30
fpsClock = pygame.time.Clock()
# set up the window (width, height), flags, color depth
pxWidth = 800
pxHeight = 600
DISPLAYSURF = pygame.display.set_mode((pxWidth, pxHeight), 0, 32)
CELLSIZE = 15
# number of cells across
cellWidth = pxWidth / CELLSIZE
#number of cells down
cellHeight = pxHeight / CELLSIZE
# define player 1
player1 = Player()
player1.x = 9
player1.y = 9
player1.color = BLUE
player1.direction = "right"
#define player 2
player2 = Player()
player2.x = cellWidth - 10
player2.y = cellHeight - 10
player2.color = RED
player2.direction = "left"
# a list of all cells on the gameboard
cells = []
for i in range(cellWidth * cellHeight):
cells.append(0)
def reset():
player1.x = 9
player1.y = 9
player1.direction = "right"
player2.x = cellWidth - 10
player2.y = cellHeight - 10
player2.direction = "left"
for i in range(cellWidth * cellHeight):
cells[i] = 0
#draws a grid on the window
def draw_grid_lines():
for x1 in range(0, cellWidth):
pygame.draw.line(DISPLAYSURF, BLACK, (CELLSIZE * x1, 0), (CELLSIZE * x1, pxHeight), 1)
for y1 in range(0, cellHeight):
pygame.draw.line(DISPLAYSURF, BLACK, (0, CELLSIZE * y1), (pxWidth, CELLSIZE * y1), 1)
def draw_box(color, x, y):
rect = pygame.Rect(x * CELLSIZE, y * CELLSIZE, CELLSIZE, CELLSIZE)
pygame.draw.rect(DISPLAYSURF, color, rect, 0)
def player_crashed(player):
if player.x < 0:
return True
if player.x >= cellWidth:
return True
if player.y < 0:
return True
if player.y >= cellHeight:
return True
index = calc_cell_index(player.x, player.y)
if cells[index] != 0:
return True
return False
def draw_tails():
for y in range(cellHeight):
for x in range(cellWidth):
pos = y * cellWidth + x
if cells[pos] == 1:
draw_box(player1.color, x, y)
if cells[pos] == 2:
draw_box(player2.color, x, y)
def record_position(player, num):
pos = calc_cell_index(player.x, player.y)
cells[pos] = num
def calc_cell_index(x, y):
return y * cellWidth + x
def handle_keypress(key):
if key == pygame.K_UP:
player1.direction = "up"
if key == pygame.K_DOWN:
player1.direction = "down"
if key == pygame.K_LEFT:
player1.direction = "left"
if key == pygame.K_RIGHT:
player1.direction = "right"
def draw_scores():
basicfont = pygame.font.SysFont(None, 48)
scoretext1 = "Player 1: {0}".format(player1.score)
text1 = basicfont.render(scoretext1, True, player1.color, (255, 255, 255))
textrect1 = text1.get_rect()
textrect1.x = 0
textrect1.y = 0
DISPLAYSURF.blit(text1, textrect1)
scoretext2 = "Player 2: {0}".format(player2.score)
text2 = basicfont.render(scoretext2, True, player2.color, (255, 255, 255))
textrect2 = text2.get_rect()
textrect2.x = DISPLAYSURF.get_rect().width - textrect2.width
textrect2.y = DISPLAYSURF.get_rect().height - textrect2.height
DISPLAYSURF.blit(text2, textrect2)
roundOver = False
reset()
pygame.display.set_caption('Drawing')
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
handle_keypress(event.key)
if player_crashed(player1):
player2.score += 1
roundOver = True
if player_crashed(player2):
player1.score += 1
roundOver = True
if roundOver:
reset()
roundOver = False
else:
record_position(player1, 1)
record_position(player2, 2)
player1.move()
player2.move()
print "player 1 is now at ({0},{1})".format(player1.x, player1.y)
DISPLAYSURF.fill(WHITE)
draw_grid_lines()
draw_tails()
draw_scores()
pygame.display.update()
#wait just a little bit before updating the display again
fpsClock.tick(FPS)
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