Removed test.py, it should have been gone already.

This commit is contained in:
maxneedspats 2022-07-27 22:26:41 -05:00
parent 42d07e95ed
commit 66b837cecd
2 changed files with 51 additions and 65 deletions

51
card.py
View file

@ -0,0 +1,51 @@
import pygame
from image_sprite import ImageSprite
class Card(ImageSprite):
def __init__(self, image_path, screen_width, screen_height):
"""
Initializes Card object.
:param image_path: Path to image
:param screen_width: Width of screen
:param screen_height: Height of screen
"""
super().__init__(image_path, screen_width, screen_height)
self.size = 150 # image height and width (in pixels)
self.card_back = pygame.transform.scale(pygame.image.load('images/turtle.jpg'), (self.size, self.size))
self.card_front = pygame.transform.scale(pygame.image.load(image_path), (self.size, self.size))
super().image = self.card_back
self.temp_count = 0
@property
def image(self):
return super().image
@image.setter
def image(self, image):
super().image = image
@property
def rect(self):
return super().rect
@rect.setter
def rect(self, rect):
super().rect = rect
def on_click(self):
"""
Is meant to be called when the card is clicked, but that must be implemented by the class which has-a Card. \
Currently prints the number of times the card has been clicked.
:return: None
"""
self.temp_count += 1
print(self.temp_count)
def flip_card(self):
if self.image == self.card_back:
self.image = self.card_front
else:
self.image = self.card_back

65
test.py
View file

@ -1,65 +0,0 @@
# import the pygame module
import pygame
# import pygame.locals for easier
# access to key coordinates
from pygame.locals import *
# Define our square object and call super to
# give it all the properties and methods of pygame.sprite.Sprite
# Define the class for our square objects
class Square(pygame.sprite.Sprite):
def __init__(self):
super(Square, self).__init__()
# Define the dimension of the surface
# Here we are making squares of side 25px
self.surf = pygame.Surface((25, 25))
# Define the color of the surface using RGB color coding.
self.surf.fill((0, 200, 255))
self.rect = self.surf.get_rect()
# initialize pygame
pygame.init()
# Define the dimensions of screen object
screen = pygame.display.set_mode((800, 600))
# instantiate all square objects
square1 = Square()
square2 = Square()
square3 = Square()
square4 = Square()
# Variable to keep our game loop running
gameOn = True
# Our game loop
while gameOn:
# for loop through the event queue
for event in pygame.event.get():
# Check for KEYDOWN event
if event.type == KEYDOWN:
# If the Backspace key has been pressed set
# running to false to exit the main loop
if event.key == K_BACKSPACE:
gameOn = False
# Check for QUIT event
elif event.type == QUIT:
gameOn = False
# Define where the squares will appear on the screen
# Use blit to draw them on the screen surface
screen.blit(square1.surf, (40, 40))
screen.blit(square2.surf, (40, 530))
screen.blit(square3.surf, (730, 40))
screen.blit(square4.surf, (730, 530))
# Update the display using flip
pygame.display.flip()