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from settings import SCREEN_HEIGHT, SCREEN_WIDTH
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from pygame.locals import (RLEACCEL,K_UP,K_DOWN,K_LEFT,K_RIGHT,K_ESCAPE,KEYDOWN,QUIT)
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import random
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import pygame
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# Define the enemy object by extending pygame.sprite.Sprite
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# The surface you draw on the screen is now an attribute of 'enemy'
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class Enemy(pygame.sprite.Sprite):
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def __init__(self):
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super().__init__()
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self.surf = pygame.image.load("sprites/bat.png").convert()
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self.surf.set_colorkey((0, 0, 0), RLEACCEL)
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self.rect = self.surf.get_rect(
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center=(
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random.randint(SCREEN_WIDTH + 20, SCREEN_WIDTH + 100),
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random.randint(0, SCREEN_HEIGHT),
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)
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)
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self.speed = random.randint(1, 3)
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# Move the sprite based on speed
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# Remove the sprite when it passes the left edge of the screen
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def update(self):
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self.rect.move_ip(-self.speed, 0)
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if self.rect.right < 0:
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self.kill()
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# Code is taken from https://realpython.com/pygame-a-primer/
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# Import and initialize the pygame library
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import pygame
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from player import Player
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from enemy import Enemy
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from settings import SCREEN_HEIGHT, SCREEN_WIDTH
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from pygame.locals import (
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K_UP,
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K_DOWN,
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K_LEFT,
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K_RIGHT,
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K_ESCAPE,
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KEYDOWN,
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QUIT,
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)
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pygame.init()
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# Create the screen object
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# The size is determined by the constant SCREEN_WIDTH and SCREEN_HEIGHT
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screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
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# Create a custom event for adding a new enemy
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ADDENEMY = pygame.USEREVENT + 1
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pygame.time.set_timer(ADDENEMY, 250)
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# Variable to keep the main loop running
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running = True
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player = Player()
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# Create groups to hold enemy sprites and all sprites
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# - enemies is used for collision detection and position updates
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# - all_sprites is used for rendering
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enemies = pygame.sprite.Group()
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all_sprites = pygame.sprite.Group()
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all_sprites.add(player)
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# Main loop
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while running:
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# Look at every event in the queue
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for event in pygame.event.get():
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# Did the user hit a key?
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if event.type == KEYDOWN:
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# Was it the Escape key? If so, stop the loop.
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if event.key == K_ESCAPE:
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running = False
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# Did the user click the window close button? If so, stop the loop.
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elif event.type == QUIT:
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running = False
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# Add a new enemy?
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elif event.type == ADDENEMY:
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# Create the new enemy and add it to sprite groups
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new_enemy = Enemy()
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enemies.add(new_enemy)
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all_sprites.add(new_enemy)
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# Fill the background with white
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screen.fill((255, 255, 255))
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# Get all the keys currently pressed
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pressed_keys = pygame.key.get_pressed()
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# Update the player sprite based on user keypresses
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player.update(pressed_keys)
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# Update enemy position
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enemies.update()
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# Draw all sprites
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for entity in all_sprites:
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screen.blit(entity.surf, entity.rect)
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# Check if any enemies have collided with the player
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if pygame.sprite.spritecollideany(player, enemies):
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# If so, then remove the player and stop the loop
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player.kill()
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running = False
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# Flip the display
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pygame.display.flip()
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# Done! Time to quit.
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pygame.quit()
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import pygame
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from settings import SCREEN_HEIGHT, SCREEN_WIDTH
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from pygame.locals import (RLEACCEL,K_UP,K_DOWN,K_LEFT,K_RIGHT,K_ESCAPE,KEYDOWN,QUIT)
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# Define a Player object by extending pygame.sprite.Sprite
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# The surface drawn on the screen is now an attribute of 'player'
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class Player(pygame.sprite.Sprite):
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def __init__(self):
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super(Player, self).__init__()
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self.surf = pygame.transform.scale(
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pygame.image.load("sprites/jetfighter.png").convert(),
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(50, 36)
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)
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self.surf.set_colorkey((0, 0, 0), RLEACCEL)
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self.rect = self.surf.get_rect()
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def update(self, pressed_keys):
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if pressed_keys[K_UP]:
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self.rect.move_ip(0, -5)
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if pressed_keys[K_DOWN]:
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self.rect.move_ip(0, 5)
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if pressed_keys[K_LEFT]:
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self.rect.move_ip(-5, 0)
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if pressed_keys[K_RIGHT]:
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self.rect.move_ip(5, 0)
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# Keep player on the screen
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if self.rect.left < 0:
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self.rect.left = 0
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if self.rect.right > SCREEN_WIDTH:
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self.rect.right = SCREEN_WIDTH
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if self.rect.top <= 0:
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self.rect.top = 0
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if self.rect.bottom >= SCREEN_HEIGHT:
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self.rect.bottom = SCREEN_HEIGHT
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# Define constants for the screen width and height
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SCREEN_WIDTH = 800
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SCREEN_HEIGHT = 600
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