Pygames¶
1. Introduction of Pygames¶
Program to display game window
# Import the pygame library and initialise the game engine
import pygame
pygame.init()
gameDisplay = pygame.display.set_mode((800,600))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
crashed = False
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
print(event)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
2. Adding images in Pygames¶
Program to add image game window
import pygame
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
black = (0,0,0)
white = (255,255,255)
clock = pygame.time.Clock()
crashed = False
myImg = pygame.image.load('myimage.png')
def car(x,y):
gameDisplay.blit(myImg, (x,y))
x = (display_width * 0.45)
y = (display_height * 0.8)
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
gameDisplay.fill(white)
car(x,y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
3. Moving images in Pygames¶
Program to Move image in game window
import pygame
pygame.init()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')
black = (0, 0, 0)
white = (255, 255, 255)
clock = pygame.time.Clock()
crashed = False
myImg = pygame.image.load('myimage.png')
def car(x, y):
gameDisplay.blit(myImg, (x, y))
x = (display_width * 0.45)
y = (display_height * 0.8)
x_change = 0
car_speed = 0
while not crashed:
for event in pygame.event.get():
if event.type == pygame.QUIT:
crashed = True
# capturing Key events for moving left and right movement
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
x_change = -5
elif 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)
car(x, y)
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
4. Adding Boundary to images in Pygames¶
Program to add boundary to image in game window
import pygame
pygame.init()
display_width = 800
display_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
myimg_width = 73
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
myImg = pygame.image.load('myimage.png')
def car(x, y):
gameDisplay.blit(myImg, (x, y))
def game_loop():
x = (display_width * 0.45)
y = (display_height * 0.8)
x_change = 0
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
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)
car(x, y)
if x > display_width - myimg_width or x < 0:
gameExit = True
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
5. Adding text in Pygames¶
Program to add text in game window
import pygame
import time
pygame.init()
display_width = 800
display_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)
img_width = 73
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
myImg = pygame.image.load('myimage.png')
def car(x, y):
gameDisplay.blit(myImg, (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 * 0.8)
x_change = 0
gameExit = False
while not gameExit:
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)
car(x, y)
if x > display_width - img_width or x < 0:
crash()
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
6. Adding objects in Pygames¶
Program to add object in game window
import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
car_width = 73
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
myImg = pygame.image.load('myimage.png')
#######
def things(thingx, thingy, thingw, thingh, color):
pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
#######
def car(x,y):
gameDisplay.blit(myImg,(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 * 0.8)
x_change = 0
######
thing_startx = random.randrange(0, display_width)
thing_starty = -600
thing_speed = 7
thing_width = 100
thing_height = 100
######
gameExit = False
while not gameExit:
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)
##########
# things(thingx, thingy, thingw, thingh, color)
things(thing_startx, thing_starty, thing_width, thing_height, black)
thing_starty += thing_speed
car(x,y)
##########
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)
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
7. Crashing/Collision in Pygames¶
Program to add crashing in game window
import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
car_width = 73
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
myImg = pygame.image.load('myimage.png')
def things(thingx, thingy, thingw, thingh, color):
pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
def car(x,y):
gameDisplay.blit(myImg,(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 * 0.8)
x_change = 0
thing_startx = random.randrange(0, display_width)
thing_starty = -600
thing_speed = 7
thing_width = 100
thing_height = 100
gameExit = False
while not gameExit:
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)
# things(thingx, thingy, thingw, thingh, color)
things(thing_startx, thing_starty, thing_width, thing_height, black)
thing_starty += thing_speed
car(x,y)
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)
####
if y < thing_starty+thing_height:
print('y crossover')
if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
print('x crossover')
crash()
####
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
8. ScoreBoard in Pygames¶
Program to add scoreboard in game window
import pygame
import time
import random
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
block_color = (53,115,255)
car_width = 73
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
myImg = pygame.image.load('myimage.png')
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(myImg,(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 * 0.8)
x_change = 0
thing_startx = random.randrange(0, display_width)
thing_starty = -600
thing_speed = 4
thing_width = 100
thing_height = 100
thingCount = 1
dodged = 0
gameExit = False
while not gameExit:
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)
# things(thingx, thingy, thingw, thingh, color)
things(thing_startx, thing_starty, thing_width, thing_height, block_color)
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 += 1
thing_width += (dodged * 1.2)
if y < thing_starty+thing_height:
print('y crossover')
if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
print('x crossover')
crash()
pygame.display.update()
clock.tick(60)
game_loop()
pygame.quit()
quit()
10. Add Sound and Music in Pygames¶
Program to add sound and music in game window
import pygame
import time
import random
pygame.init()
#############
crash_sound = pygame.mixer.Sound("cello.wav")
#############
display_width = 800
display_height = 600
black = (0, 0, 0)
white = (255, 255, 255)
red = (200, 0, 0)
green = (0, 200, 0)
bright_red = (255, 0, 0)
bright_green = (0, 255, 0)
block_color = (53, 115, 255)
car_width = 73
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Saurabh Car Racer')
clock = pygame.time.Clock()
carImg = pygame.image.load('racecar.png')
gameIcon = pygame.image.load('caricon.jpg')
pygame.display.set_icon(gameIcon)
pause = False
# crash = True
def things_dodged(count):
font = pygame.font.SysFont("comicsansms", 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 crash():
####################################
pygame.mixer.Sound.play(crash_sound)
pygame.mixer.music.stop()
####################################
largeText = pygame.font.SysFont("comicsansms", 115)
TextSurf, TextRect = text_objects("You Crashed", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
button("Play Again", 150, 450, 100, 50, green, bright_green, game_loop)
button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)
pygame.display.update()
clock.tick(15)
def button(msg, x, y, w, h, ic, ac, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if x + w > mouse[0] > x and y + h > mouse[1] > y:
pygame.draw.rect(gameDisplay, ac, (x, y, w, h))
if click[0] == 1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, ic, (x, y, w, h))
smallText = pygame.font.SysFont("comicsansms", 20)
textSurf, textRect = text_objects(msg, smallText)
textRect.center = ((x + (w / 2)), (y + (h / 2)))
gameDisplay.blit(textSurf, textRect)
def quitgame():
pygame.quit()
quit()
def unpause():
global pause
pygame.mixer.music.unpause()
pause = False
def paused():
############
pygame.mixer.music.pause()
#############
largeText = pygame.font.SysFont("comicsansms", 115)
TextSurf, TextRect = text_objects("Paused", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
button("Continue", 150, 450, 100, 50, green, bright_green, unpause)
button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)
pygame.display.update()
clock.tick(15)
def game_intro():
intro = True
while intro:
for event in pygame.event.get():
# print(event)
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
largeText = pygame.font.SysFont("comicsansms", 115)
TextSurf, TextRect = text_objects("Car Racer", largeText)
TextRect.center = ((display_width / 2), (display_height / 2))
gameDisplay.blit(TextSurf, TextRect)
button("GO!", 150, 450, 100, 50, green, bright_green, game_loop)
button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)
pygame.display.update()
clock.tick(15)
def game_loop():
global pause
############
pygame.mixer.music.load('ChillingMusic.wav')
pygame.mixer.music.play(-1)
############
x = (display_width * 0.45)
y = (display_height * 0.8)
x_change = 0
thing_startx = random.randrange(0, display_width)
thing_starty = -600
thing_speed = 4
thing_width = 100
thing_height = 100
thingCount = 1
dodged = 0
gameExit = False
while not gameExit:
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.key == pygame.K_p:
pause = True
paused()
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)
things(thing_startx, thing_starty, thing_width, thing_height, block_color)
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 += 1
thing_width += (dodged * 1.2)
if y < thing_starty + thing_height:
print('y crossover')
if x > thing_startx and x < thing_startx + thing_width or x + car_width > thing_startx and x + car_width < thing_startx + thing_width:
print('x crossover')
crash()
pygame.display.update()
clock.tick(60)
game_intro()
game_loop()
pygame.quit()
quit()