More complex version of prior example, with multi-colored walls, and multiple rooms

Course- Python >

Source Code

import pygame
 
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
 
 
class Wall(pygame.sprite.Sprite):
"""This class represents the bar at the bottom that the player controls """
 
def __init__(self, x, y, width, height, color):
""" Constructor function """
 
# Call the parent's constructor
super().__init__()
 
# Make a BLUE wall, of the size specified in the parameters
self.image = pygame.Surface([width, height])
self.image.fill(color)
 
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
 
 
class Player(pygame.sprite.Sprite):
""" This class represents the bar at the bottom that the
player controls """
 
# Set speed vector
change_x = 0
change_y = 0
 
def __init__(self, x, y):
""" Constructor function """
 
# Call the parent's constructor
super().__init__()
 
# Set height, width
self.image = pygame.Surface([15, 15])
self.image.fill(WHITE)
 
# Make our top-left corner the passed-in location.
self.rect = self.image.get_rect()
self.rect.y = y
self.rect.x = x
 
def changespeed(self, x, y):
""" Change the speed of the player. Called with a keypress. """
self.change_x += x
self.change_y += y
 
def move(self, walls):
""" Find a new position for the player """
 
# Move left/right
self.rect.x += self.change_x
 
# Did this update cause us to hit a wall?
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
# If we are moving right, set our right side to the left side of
# the item we hit
if self.change_x > 0:
self.rect.right = block.rect.left
else:
# Otherwise if we are moving left, do the opposite.
self.rect.left = block.rect.right
 
# Move up/down
self.rect.y += self.change_y
 
# Check and see if we hit anything
block_hit_list = pygame.sprite.spritecollide(self, walls, False)
for block in block_hit_list:
 
# Reset our position based on the top/bottom of the object.
if self.change_y > 0:
self.rect.bottom = block.rect.top
else:
self.rect.top = block.rect.bottom
 
 
class Room(object):
""" Base class for all rooms. """
 
# Each room has a list of walls, and of enemy sprites.
wall_list = None
enemy_sprites = None
 
def __init__(self):
""" Constructor, create our lists. """
self.wall_list = pygame.sprite.Group()
self.enemy_sprites = pygame.sprite.Group()
 
 
class Room1(Room):
"""This creates all the walls in room 1"""
def __init__(self):
super().__init__()
# Make the walls. (x_pos, y_pos, width, height)
 
# This is a list of walls. Each is in the form [x, y, width, height]
walls = [[0, 0, 20, 250, WHITE],
[0, 350, 20, 250, WHITE],
[780, 0, 20, 250, WHITE],
[780, 350, 20, 250, WHITE],
[20, 0, 760, 20, WHITE],
[20, 580, 760, 20, WHITE],
[390, 50, 20, 500, BLUE]
]
 
# Loop through the list. Create the wall, add it to the list
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
 
 
class Room2(Room):
"""This creates all the walls in room 2"""
def __init__(self):
super().__init__()
 
walls = [[0, 0, 20, 250, RED],
[0, 350, 20, 250, RED],
[780, 0, 20, 250, RED],
[780, 350, 20, 250, RED],
[20, 0, 760, 20, RED],
[20, 580, 760, 20, RED],
[190, 50, 20, 500, GREEN],
[590, 50, 20, 500, GREEN]
]
 
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
 
 
class Room3(Room):
"""This creates all the walls in room 3"""
def __init__(self):
super().__init__()
 
walls = [[0, 0, 20, 250, PURPLE],
[0, 350, 20, 250, PURPLE],
[780, 0, 20, 250, PURPLE],
[780, 350, 20, 250, PURPLE],
[20, 0, 760, 20, PURPLE],
[20, 580, 760, 20, PURPLE]
]
 
for item in walls:
wall = Wall(item[0], item[1], item[2], item[3], item[4])
self.wall_list.add(wall)
 
for x in range(100, 800, 100):
for y in range(50, 451, 300):
wall = Wall(x, y, 20, 200, RED)
self.wall_list.add(wall)
 
for x in range(150, 700, 100):
wall = Wall(x, 200, 20, 200, WHITE)
self.wall_list.add(wall)
 
 
def main():
""" Main Program """
 
# Call this function so the Pygame library can initialize itself
pygame.init()
 
# Create an 800x600 sized screen
screen = pygame.display.set_mode([800, 600])
 
# Set the title of the window
pygame.display.set_caption('Maze Runner')
 
# Create the player paddle object
player = Player(50, 50)
movingsprites = pygame.sprite.Group()
movingsprites.add(player)
 
rooms = []
 
room = Room1()
rooms.append(room)
 
room = Room2()
rooms.append(room)
 
room = Room3()
rooms.append(room)
 
current_room_no = 0
current_room = rooms[current_room_no]
 
clock = pygame.time.Clock()
 
done = False
 
while not done:
 
# --- Event Processing ---
 
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
 
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
player.changespeed(-5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, -5)
if event.key == pygame.K_DOWN:
player.changespeed(0, 5)
 
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
player.changespeed(5, 0)
if event.key == pygame.K_RIGHT:
player.changespeed(-5, 0)
if event.key == pygame.K_UP:
player.changespeed(0, 5)
if event.key == pygame.K_DOWN:
player.changespeed(0, -5)
 
# --- Game Logic ---
 
player.move(current_room.wall_list)
 
if player.rect.x < -15:
if current_room_no == 0:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 790
elif current_room_no == 2:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 790
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 790
 
if player.rect.x > 801:
if current_room_no == 0:
current_room_no = 1
current_room = rooms[current_room_no]
player.rect.x = 0
elif current_room_no == 1:
current_room_no = 2
current_room = rooms[current_room_no]
player.rect.x = 0
else:
current_room_no = 0
current_room = rooms[current_room_no]
player.rect.x = 0
 
# --- Drawing ---
screen.fill(BLACK)
 
movingsprites.draw(screen)
current_room.wall_list.draw(screen)
 
pygame.display.flip()
 
clock.tick(60)
 
pygame.quit()
 
if __name__ == "__main__":
main()