from pygame import *
class GameSprite(sprite.Sprite):
def __init__(self, player_image, player_x, player_y, player_speed=0):
super().__init__()
self.image = transform.scale(image.load(player_image), (65, 65))
self.speed = player_speed
self.rect = self.image.get_rect()
self.rect.x = player_x
self.rect.y = player_y
def reset(self):
window.blit(self.image, (self.rect.x, self.rect.y))
class Player(GameSprite):
def update(self):
keys_pressed = key.get_pressed()
if keys_pressed[K_LEFT] and self.rect.x > 0:
self.rect.x -= self.speed
if keys_pressed[K_RIGHT] and self.rect.x < 635:
self.rect.x += self.speed
if keys_pressed[K_UP] and self.rect.y > 0:
self.rect.y -= self.speed
if keys_pressed[K_DOWN] and self.rect.y < 440:
self.rect.y += self.speed
class Wall(sprite.Sprite):
def __init__(self, color_1, color_2, color_3, x, y, width, height ):
super().__init__()
self.color_1 = color_1
self.color_2 = color_2
self.color_3 = color_3
self.width = width
self.height = height
self.image = Surface((width, height))
self.image.fill((color_1, color_2, color_3))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
def draw_wall(self):
window.blit(self.image, (self.rect.x, self.rect.y))
window = display.set_mode((700,500))
display.set_caption("Догонялки")
background = transform.scale(image.load('background.jpg'), (700, 500))
hero = Player('hero.png', 20, 430, 5)
cyborg = GameSprite('cyborg.png', 500, 300, 5)
treasure = GameSprite('treasure.png', 500, 435)
wall1 = Wall(255,0,0, 100, 100, 100, 10)
#игровой цикл
run = True
clock = time.Clock()
FPS = 60
while run:
window.blit(background, (0,0))
hero.reset()
cyborg.reset()
treasure.reset()
hero.update()
wall1.draw_wall()
for e in event.get():
if e.type == QUIT:
run = False
display.update()
clock.tick(FPS)