import pygame
import random
import time
## INIT
pygame.init()
## SETTINGS
screen = pygame.display.set_mode((1280, 720))
pygame.display.set_caption("Pygame Window")
font = pygame.font.SysFont('Consolas', 40)
clock = pygame.time.Clock()
## SET MOUSE VISIBLE
pygame.mouse.set_visible(False) ### true or false
## GET MOUSE VISIBLE
pygame.mouse.get_visible()
## SET COLORS
RED = (255, 0, 0)
ORANGE = (255, 165, 0)
YELLOW = (255, 255, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
PURPLE = (128, 0, 128)
PINK = (255, 192, 203)
GRAY = (128, 128, 128)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BROWN = (165, 42, 42)
## SET A PICTURE AS A BACKGROUND
background = pygame.image.load("assets/background.png")
## SET A SOUND
sound = pygame.mixer.Sound('jump.wav')
## CREATE A TEXT
text = font.render('Score: 100', True, (0, 0, 0))
## CREATE A BUTTON
class CreateButton:
def __init__(self, x, y, largeur, hauteur, couleur, text):
self.x = x
self.y = y
self.largeur = largeur
self.hauteur = hauteur
self.couleur = couleur
self.text = font.render(text, True, (255, 255, 255))
button = CreateButton(640, 360, 100, 50, (255, 255, 255), "A Button")
button_rect = pygame.Rect(button.x, button.y, button.largeur, button.hauteur)
## CREATE A SPRITE
class CreateSprite(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.image.load("assets/sprite.png")
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, 1280 - self.rect.width)
self.rect.y = random.randint(0, 720 - self.rect.height)
self.speed_x = random.choice([-5, 5])
self.speed_y = random.choice([-5, 5])
## MOVE THE SPRITE
def update(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
## BOUNCE ON THE EDGES OF THE SCREEN
if self.rect.left < 0 or self.rect.right > 1280:
self.speed_x = -self.speed_x
if self.rect.top < 0 or self.rect.bottom > 720:
self.speed_y = -self.speed_y
## CHECK COLLISION WITH OTHER SPRITES
for other_sprite in all_sprites:
if other_sprite != self and pygame.sprite.collide_rect(self, other_sprite):
self.handle_collision(other_sprite)
## HANDLE COLLISION
def handle_collision(self, other_sprite):
self.speed_x, other_sprite.speed_x = other_sprite.speed_x, self.speed_x
self.speed_y, other_sprite.speed_y = other_sprite.speed_y, self.speed_y
all_sprites = pygame.sprite.Group()
## CREATE A TIMER
start = time.time()
running = True
while running:
## DRAW THE BACKGROUND, THE TEXT AND THE BUTTON ON THE SCREEN
screen.fill("purple")
screen.blit(background, (0, 0))
screen.blit(text, (10, 10))
pygame.draw.rect(screen, button.couleur, button_rect)
screen.blit(button.text, (button.x + 10, button.y + 10))
## DRAW A RECTANGLE
pygame.draw.rect(screen, RED, (100, 100, 200, 100)) ### x, y, largeur, hauteur
## DRAW A CIRCLE
pygame.draw.circle(screen, BLUE, (400, 300), 50) ### position, rayon
## DRAW ALL SPRITES
all_sprites.draw(screen)
## UPDATE THE SPRITES
all_sprites.update()
## CHECK THE EVENTS
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
## IF KEY IS DOWN
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
if time.time() - start >= 3000:
print("The key 'SPACE' is down after 3 seconds")
else:
print("The key 'SPACE' is down!")
## ADD AND DELETE A SPRITE
elif event.key == pygame.K_a:
sprite = CreateSprite()
all_sprites.add(sprite)
elif event.key == pygame.K_d:
if all_sprites:
sprite = all_sprites.sprites()[0]
all_sprites.remove(sprite)
## REMOVE ALL SPRITES
elif event.key == pygame.K_s:
all_sprites.empty()
## PLAY A SOUND
elif event.key == pygame.K_ESCAPE:
sound.play()
## IF MOUSE CLICK
if event.type == pygame.MOUSEBUTTONDOWN:
## MOUSE POSITION
mouse_pos = pygame.mouse.get_pos()
print(mouse_pos)
## IF MOUSE CLICK A BUTTON
if button_rect.collidepoint(mouse_pos):
print("Button at position " + str(mouse_pos) + " has been clicked!")
## IF A KEY IS PRESSED
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
print("The key 'W' has been pressed!")
## UPDATE SCREEN AND SET A FPS
pygame.display.flip()
clock.tick(60)
pygame.quit()avaible online :
https://mr-julus.is-a.dev/pygame/pygame_functionalities.py