Over the past two weeks, I finished nearly all of the python programs on codingbat. That's pretty much it
Monday, March 31, 2014
Friday, March 14, 2014
03.10.14 - 03.14.14
Played around with some rotational vectors in pygame:
import pygame, random, sys
from pygame.locals import *
WINDOWWIDTH=600
WINDOWHEIGHT=600
BACKGROUNDCOLOR=(0, 0, 0)
FPS=40
def terminate():
pygame.quit()
sys.exit()
pygame.init()
mainClock=pygame.time.Clock()
windowSurface=pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Test program')
pygame.mouse.set_visible(False)
image1=pygame.image.load('arrowUp.png')
width1, height1=image1.get_size()
while True:
#playerRect.topleft=(WINDOWWIDTH/2, WINDOWHEIGHT/2)
while True:
image2=pygame.transform.rotate(image1, 5)
width2, height2=image2.get_size()
for event in pygame.event.get():
if event.type==QUIT:
terminate()
if event.type==KEYDOWN:
if event.key==K_RIGHT:
image2=pygame.transform.rotate(image1, 5)
width2, height2=image2.get_size()
if event.key==K_ESCAPE:
terminate()
windowSurface.fill(BACKGROUNDCOLOR)
windowSurface.blit(image2, [round(WINDOWWIDTH/2-(width1-width2)/2), round(WINDOWHEIGHT/2-(height1-height2)/2)])
pygame.display.update()
mainClock.tick(FPS)
I also got images to change when certain actions are taken
import pygame, random, sys
from pygame.locals import *
WINDOWWIDTH=600
WINDOWHEIGHT=600
BACKGROUNDCOLOR=(0, 0, 0)
FPS=40
PLAYERMOVERATE=5
def terminate():
pygame.quit()
sys.exit()
#Initalize
pygame.init()
mainClock=pygame.time.Clock()
windowSurface=pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Test program')
pygame.mouse.set_visible(False)
playerImage=pygame.image.load('arrowUp.png')
playerRect=playerImage.get_rect()
while True:
playerRect.topleft=(WINDOWWIDTH/2, WINDOWHEIGHT-50)
moveLeft=moveRight=moveUp=moveDown=False
while True:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
if event.type==KEYDOWN:
if event.key==K_UP and event.key==K_RIGHT:
playerImage=pygame.image.load('arrowUpRight.png')
if event.key==K_LEFT:
playerImage=pygame.image.load('arrowLeft.png')
moveRight=False
moveLeft=True
if event.key==K_RIGHT:
playerImage=pygame.image.load('arrowRight.png')
moveLeft=False
moveRight=True
if event.key==K_UP:
playerImage=pygame.image.load('arrowUp.png')
moveDown=False
moveUp=True
if event.key==K_DOWN:
playerImage=pygame.image.load('arrowDown.png')
moveUp=False
moveDown=True
if event.type==KEYUP:
if event.key==K_LEFT:
moveLeft=False
if event.key==K_RIGHT:
moveRight=False
if event.key==K_UP:
moveUp=False
if event.key==K_DOWN:
moveDown=False
if event.key==K_ESCAPE:
terminate()
if event.type==MOUSEMOTION:
playerRect.move_ip(event.pos[0] - playerRect.centerx, event.pos[1] - playerRect.centery)
if moveLeft and playerRect.left>0:
playerRect.move_ip(-1*PLAYERMOVERATE, 0)
if moveRight and playerRect.right<WINDOWWIDTH:
playerRect.move_ip(PLAYERMOVERATE, 0)
if moveUp and playerRect.top>0:
playerRect.move_ip(0, -1*PLAYERMOVERATE)
if moveDown and playerRect.bottom<WINDOWHEIGHT:
playerRect.move_ip(0, PLAYERMOVERATE)
pygame.mouse.set_pos(playerRect.centerx, playerRect.centery)
windowSurface.fill(BACKGROUNDCOLOR)
windowSurface.blit(playerImage, playerRect)
pygame.display.update()
mainClock.tick(FPS)
import pygame, random, sys
from pygame.locals import *
WINDOWWIDTH=600
WINDOWHEIGHT=600
BACKGROUNDCOLOR=(0, 0, 0)
FPS=40
def terminate():
pygame.quit()
sys.exit()
pygame.init()
mainClock=pygame.time.Clock()
windowSurface=pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Test program')
pygame.mouse.set_visible(False)
image1=pygame.image.load('arrowUp.png')
width1, height1=image1.get_size()
while True:
#playerRect.topleft=(WINDOWWIDTH/2, WINDOWHEIGHT/2)
while True:
image2=pygame.transform.rotate(image1, 5)
width2, height2=image2.get_size()
for event in pygame.event.get():
if event.type==QUIT:
terminate()
if event.type==KEYDOWN:
if event.key==K_RIGHT:
image2=pygame.transform.rotate(image1, 5)
width2, height2=image2.get_size()
if event.key==K_ESCAPE:
terminate()
windowSurface.fill(BACKGROUNDCOLOR)
windowSurface.blit(image2, [round(WINDOWWIDTH/2-(width1-width2)/2), round(WINDOWHEIGHT/2-(height1-height2)/2)])
pygame.display.update()
mainClock.tick(FPS)
I also got images to change when certain actions are taken
import pygame, random, sys
from pygame.locals import *
WINDOWWIDTH=600
WINDOWHEIGHT=600
BACKGROUNDCOLOR=(0, 0, 0)
FPS=40
PLAYERMOVERATE=5
def terminate():
pygame.quit()
sys.exit()
#Initalize
pygame.init()
mainClock=pygame.time.Clock()
windowSurface=pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
pygame.display.set_caption('Test program')
pygame.mouse.set_visible(False)
playerImage=pygame.image.load('arrowUp.png')
playerRect=playerImage.get_rect()
while True:
playerRect.topleft=(WINDOWWIDTH/2, WINDOWHEIGHT-50)
moveLeft=moveRight=moveUp=moveDown=False
while True:
for event in pygame.event.get():
if event.type==QUIT:
terminate()
if event.type==KEYDOWN:
if event.key==K_UP and event.key==K_RIGHT:
playerImage=pygame.image.load('arrowUpRight.png')
if event.key==K_LEFT:
playerImage=pygame.image.load('arrowLeft.png')
moveRight=False
moveLeft=True
if event.key==K_RIGHT:
playerImage=pygame.image.load('arrowRight.png')
moveLeft=False
moveRight=True
if event.key==K_UP:
playerImage=pygame.image.load('arrowUp.png')
moveDown=False
moveUp=True
if event.key==K_DOWN:
playerImage=pygame.image.load('arrowDown.png')
moveUp=False
moveDown=True
if event.type==KEYUP:
if event.key==K_LEFT:
moveLeft=False
if event.key==K_RIGHT:
moveRight=False
if event.key==K_UP:
moveUp=False
if event.key==K_DOWN:
moveDown=False
if event.key==K_ESCAPE:
terminate()
if event.type==MOUSEMOTION:
playerRect.move_ip(event.pos[0] - playerRect.centerx, event.pos[1] - playerRect.centery)
if moveLeft and playerRect.left>0:
playerRect.move_ip(-1*PLAYERMOVERATE, 0)
if moveRight and playerRect.right<WINDOWWIDTH:
playerRect.move_ip(PLAYERMOVERATE, 0)
if moveUp and playerRect.top>0:
playerRect.move_ip(0, -1*PLAYERMOVERATE)
if moveDown and playerRect.bottom<WINDOWHEIGHT:
playerRect.move_ip(0, PLAYERMOVERATE)
pygame.mouse.set_pos(playerRect.centerx, playerRect.centery)
windowSurface.fill(BACKGROUNDCOLOR)
windowSurface.blit(playerImage, playerRect)
pygame.display.update()
mainClock.tick(FPS)
Friday, March 7, 2014
03.03.2014 - 03.07.2014
After finishing the first python book last week, I started tinkering around with some of the pygame stuff not taught in the book. Here are the programs I made / edited.
Moving background program:
import pygame, random, sys
from pygame.locals import *
#import pygame.sprite as sprite
theClock = pygame.time.Clock()
WINDOWHEIGHT=600
WINDOWWIDTH=600
background = pygame.image.load('starBackground.jpg')
#background_size = background.get_size()
background_rect = background.get_rect()
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
#w,h = background_size
x = 0
y = 0
x1 = 0
y1 = -WINDOWHEIGHT
def terminate():
pygame.quit()
sys.exit()
running = True
while running:
screen.blit(background,background_rect)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
y1 += 5
y += 5
screen.blit(background,(x,y))
screen.blit(background,(x1,y1))
if y > WINDOWHEIGHT:
y = -WINDOWHEIGHT
if y1 > WINDOWHEIGHT:
y1 = -WINDOWHEIGHT
#pygame.display.flip()
pygame.display.update()
theClock.tick(100)
if event.type==KEYDOWN:
if event.key==K_ESCAPE:
terminate()
and this
import pygame, random, sys
from pygame.locals import *
theClock=pygame.time.Clock()
HEIGHT=600
WIDTH=600
r=0
g=0
b=0
BACKGROUNDCOLOR=(r, g, b)
reverse=False
windowSurface=pygame.display.set_mode((WIDTH, HEIGHT))
def terminate():
pygame.quit()
sys.exit()
running=True
while running:
windowSurface.fill(BACKGROUNDCOLOR)
for event in pygame.event.get():
if event.type==KEYDOWN:
if event.key==K_ESCAPE:
terminate()
if reverse==False:
if r<255 and b==255:
r+=1
elif g<255 and r==255:
g+=1
elif b<255:
b+=1
elif r==255 and b==255 and g==255:
reverse=True
elif reverse==True:
if r>0 and b==0:
r-=1
elif g>0 and r==0:
g-=1
elif b>0:
b-=1
elif r==0 and b==0 and g==0:
reverse=False
BACKGROUNDCOLOR=(r, g, b)
pygame.display.update()
theClock.tick(200)
Moving background program:
import pygame, random, sys
from pygame.locals import *
#import pygame.sprite as sprite
theClock = pygame.time.Clock()
WINDOWHEIGHT=600
WINDOWWIDTH=600
background = pygame.image.load('starBackground.jpg')
#background_size = background.get_size()
background_rect = background.get_rect()
screen = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
#w,h = background_size
x = 0
y = 0
x1 = 0
y1 = -WINDOWHEIGHT
def terminate():
pygame.quit()
sys.exit()
running = True
while running:
screen.blit(background,background_rect)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
y1 += 5
y += 5
screen.blit(background,(x,y))
screen.blit(background,(x1,y1))
if y > WINDOWHEIGHT:
y = -WINDOWHEIGHT
if y1 > WINDOWHEIGHT:
y1 = -WINDOWHEIGHT
#pygame.display.flip()
pygame.display.update()
theClock.tick(100)
if event.type==KEYDOWN:
if event.key==K_ESCAPE:
terminate()
and this
import pygame, random, sys
from pygame.locals import *
theClock=pygame.time.Clock()
HEIGHT=600
WIDTH=600
r=0
g=0
b=0
BACKGROUNDCOLOR=(r, g, b)
reverse=False
windowSurface=pygame.display.set_mode((WIDTH, HEIGHT))
def terminate():
pygame.quit()
sys.exit()
running=True
while running:
windowSurface.fill(BACKGROUNDCOLOR)
for event in pygame.event.get():
if event.type==KEYDOWN:
if event.key==K_ESCAPE:
terminate()
if reverse==False:
if r<255 and b==255:
r+=1
elif g<255 and r==255:
g+=1
elif b<255:
b+=1
elif r==255 and b==255 and g==255:
reverse=True
elif reverse==True:
if r>0 and b==0:
r-=1
elif g>0 and r==0:
g-=1
elif b>0:
b-=1
elif r==0 and b==0 and g==0:
reverse=False
BACKGROUNDCOLOR=(r, g, b)
pygame.display.update()
theClock.tick(200)
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