66 lines
1.7 KiB
Python
66 lines
1.7 KiB
Python
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# import the pygame module
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import pygame
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# import pygame.locals for easier
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# access to key coordinates
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from pygame.locals import *
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# Define our square object and call super to
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# give it all the properties and methods of pygame.sprite.Sprite
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# Define the class for our square objects
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class Square(pygame.sprite.Sprite):
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def __init__(self):
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super(Square, self).__init__()
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# Define the dimension of the surface
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# Here we are making squares of side 25px
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self.surf = pygame.Surface((25, 25))
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# Define the color of the surface using RGB color coding.
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self.surf.fill((0, 200, 255))
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self.rect = self.surf.get_rect()
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# initialize pygame
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pygame.init()
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# Define the dimensions of screen object
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screen = pygame.display.set_mode((800, 600))
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# instantiate all square objects
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square1 = Square()
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square2 = Square()
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square3 = Square()
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square4 = Square()
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# Variable to keep our game loop running
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gameOn = True
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# Our game loop
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while gameOn:
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# for loop through the event queue
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for event in pygame.event.get():
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# Check for KEYDOWN event
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if event.type == KEYDOWN:
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# If the Backspace key has been pressed set
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# running to false to exit the main loop
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if event.key == K_BACKSPACE:
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gameOn = False
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# Check for QUIT event
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elif event.type == QUIT:
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gameOn = False
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# Define where the squares will appear on the screen
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# Use blit to draw them on the screen surface
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screen.blit(square1.surf, (40, 40))
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screen.blit(square2.surf, (40, 530))
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screen.blit(square3.surf, (730, 40))
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screen.blit(square4.surf, (730, 530))
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# Update the display using flip
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pygame.display.flip()
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