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- import pygame
- import random
- pygame.init()
- color = {
- 'white': (255, 255, 255),
- 'red': (255, 0, 0),
- 'green': (0, 255, 0),
- 'blue': (0, 0, 255),
- 'black': (0, 0, 0)
- }
- clock = pygame.time.Clock()
- screen_width = 600
- screen_height = 400
- gameDisplay = pygame.display.set_mode((screen_width, screen_height))
- block_size = 20
- font = pygame.font.SysFont(None, 25)
- def message_to_screen(msg, color):
- screen_text = font.render(msg, True, color)
- font_width,font_height = font.size(msg)
- gameDisplay.blit(screen_text, [(screen_width/2) - (font_width/2), (screen_height/2)-(font_height/2)])
- def gameLoop():
- gameExit = False
- gameOver = False
- gamePause = False
- lead_x = screen_width/2
- lead_y = screen_height/2
- lead_x_change = 0
- lead_y_change = 0
- randAppleX = random.randrange(block_size, screen_width-block_size, block_size)
- randAppleY = random.randrange(block_size, screen_height-block_size, block_size)
- resume = False
- while not gameExit:
- while gamePause == True:
- if resume == True:
- gamePause = False
- resume = False
- print("sup")
- break
- message_to_screen("Your game has been paused, press p to resume", color['blue'])
- pygame.display.update()
- for event in pygame.event.get():
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_p:
- resume = True
- if event.type == pygame.QUIT:
- gameExit = True
- resume = True
- while gameOver == True:
- gameDisplay.fill(color['red'])
- message_to_screen("You have lost, press C to play again or Q to quit", color['blue'])
- pygame.display.update()
- for event in pygame.event.get():
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_q:
- gameExit = True
- gameOver = False
- elif event.key == pygame.K_c:
- gameLoop()
- if event.type == pygame.QUIT:
- gameExit = True
- if gameExit == True:
- break
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- gameExit = True
- if event.type == pygame.KEYDOWN:
- if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
- lead_y_change = 0
- lead_x_change = block_size
- elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
- lead_y_change = 0
- lead_x_change = -block_size
- elif event.key == pygame.K_UP or event.key == pygame.K_w:
- lead_x_change = 0
- lead_y_change = -block_size
- elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
- lead_x_change = 0
- lead_y_change = block_size
- elif event.key == pygame.K_p:
- gamePause = True
- lead_x += lead_x_change
- lead_y += lead_y_change
- if lead_x + block_size >= screen_width or lead_x <= 0 or lead_y + block_size >= screen_height or lead_y <= 0:
- gameOver = True
- if lead_x == randAppleX and lead_y == randAppleY:
- randAppleX = random.randrange(block_size, screen_width-block_size, block_size)
- randAppleY = random.randrange(block_size, screen_height-block_size, block_size)
- pygame.display.set_caption('gameDev')
- gameDisplay.fill(color['white'])
- gameDisplay.fill(color['green'], rect=[randAppleX, randAppleY, block_size, block_size])
- gameDisplay.fill(color['red'], rect=[lead_x, lead_y, block_size, block_size])
- pygame.display.update()
- clock.tick(6)
- gameLoop()
- pygame.quit()
- quit()
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