for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
if event.key == pygame.K_RIGHT:
x_change = 5
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
x_change = 0
x +=x_change
gameDisplay.fill(white)
#Event Controller
#things(thingx, thingy, thingw, thingh, color)
things(thing_startx, thing_starty,thing_width,thing_height,black)
thing_starty += thing_speed
car(x,y)
things_dodged(dodged)
if x > display_width-car_width or x < 0:
crash()
if thing_starty > display_height:
thing_starty = 0 - thing_height
thing_startx = random.randrange(0,display_width)
dodged +=1
thing_speed +=0.5
thing_width += 1
if y < thing_starty + thing_height:
if x > thing_startx and x < thing_startx+thing_width or x+car_width > thing_startx and x+ car_width < thing_startx+thing_width:
crash()
pygame.display.update()
clock.tick(60)
****
***
importing the document
import pygame import time import random
pygame.init()
variables
display_width = 800 display_height = 600
black = (0,0,0) white = (255,255,255) red = (255,0,0)
car_width = 118
Setting for the display mode
gameDisplay = pygame.display.set_mode((display_width,display_height)) pygame.display.set_caption('A bit Racey') clock = pygame.time.Clock()
carImg = pygame.image.load('racecar.png')
Functionality
def things_dodged(count): font = pygame.font.SysFont(None, 25) text = font.render("Dodged: "+str(count), True, black) gameDisplay.blit(text,(0,0))
def things(thingx, thingy, thingw,thingh, color): pygame.draw.rect(gameDisplay, color, [thingx,thingy,thingw,thingh])
def car(x,y): gameDisplay.blit(carImg,(x,y))
def text_objects(text,font): textSurface = font.render(text,True,black) return textSurface, textSurface.get_rect()
def message_display(text): largeText = pygame.font.Font('freesansbold.ttf',115) TextSurf, TextRect = text_objects(text,largeText) TextRect.center = ((display_width/2),(display_height/2)) gameDisplay.blit(TextSurf,TextRect) pygame.display.update() time.sleep(2) game_loop()
def crash(): message_display('You Crashed!')
def game_loop():
x = (display_width * 0.45) y = (display_height * 0.66)
x_change = 0
thing_startx = random.randrange(0, display_width) thing_starty = -600 thing_speed = 3 thing_width = 100 thing_height = 100
thingCount = 1 dodged = 0
gameExit = False
Loop for the game
while not gameExit:
Exit from game
game_loop() pygame.quit() quit()