Move a sprite with the mouse and collect blocks
Course- Python >
import
pygame
import
random
# Define some colors
BLACK
=
(
0
,
0
,
0
)
WHITE
=
(
255
,
255
,
255
)
RED
=
(
255
,
0
,
0
)
class
Block(pygame.sprite.Sprite):
"""
This class represents the ball.
It derives from the "Sprite" class in Pygame.
"""
def
__init__(
self
, color, width, height):
""" Constructor. Pass in the color of the block,
and its x and y position. """
# Call the parent class (Sprite) constructor
super
().__init__()
# Create an image of the block, and fill it with a color.
# This could also be an image loaded from the disk.
self
.image
=
pygame.Surface([width, height])
self
.image.fill(color)
# Fetch the rectangle object that has the dimensions of the image
# image.
# Update the position of this object by setting the values
# of rect.x and rect.y
self
.rect
=
self
.image.get_rect()
# Initialize Pygame
pygame.init()
# Set the height and width of the screen
screen_width
=
700
screen_height
=
400
screen
=
pygame.display.set_mode([screen_width, screen_height])
# This is a list of 'sprites.' Each block in the program is
# added to this list. The list is managed by a class called 'Group.'
block_list
=
pygame.sprite.Group()
# This is a list of every sprite.
# All blocks and the player block as well.
all_sprites_list
=
pygame.sprite.Group()
for
i
in
range
(
50
):
# This represents a block
block
=
Block(BLACK,
20
,
15
)
# Set a random location for the block
block.rect.x
=
random.randrange(screen_width)
block.rect.y
=
random.randrange(screen_height)
# Add the block to the list of objects
block_list.add(block)
all_sprites_list.add(block)
# Create a RED player block
player
=
Block(RED,
20
,
15
)
all_sprites_list.add(player)
# Loop until the user clicks the close button.
done
=
False
# Used to manage how fast the screen updates
clock
=
pygame.time.Clock()
score
=
0
# -------- Main Program Loop -----------
while
not
done:
for
event
in
pygame.event.get():
if
event.
type
=
=
pygame.QUIT:
done
=
True
# Clear the screen
screen.fill(WHITE)
# Get the current mouse position. This returns the position
# as a list of two numbers.
pos
=
pygame.mouse.get_pos()
# Fetch the x and y out of the list,
# just like we'd fetch letters out of a string.
# Set the player object to the mouse location
player.rect.x
=
pos[
0
]
player.rect.y
=
pos[
1
]
# See if the player block has collided with anything.
blocks_hit_list
=
pygame.sprite.spritecollide(player, block_list,
True
)
# Check the list of collisions.
for
block
in
blocks_hit_list:
score
+
=
1
print
(score)
# Draw all the spites
all_sprites_list.draw(screen)
# Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# Limit to 60 frames per second
clock.tick(
60
)
pygame.quit()