Difference between revisions of "Moving shapes"

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(Created page with "Assuming you have the pygame template from one of the other pages. We can move objects by using variable to specify the X & Y coordinate. The example below does this (when the...")
 
 
(2 intermediate revisions by the same user not shown)
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                 Y=Y+10
 
                 Y=Y+10
 
         if events.type
 
         if events.type
</syntaxhightlight>
+
</syntaxhighlight>
 +
 
 +
==Alternatively==
 +
You can make a tuple (general python data type similar to vector or array etc) for the position and size. Your player input could then manipulate the values in the tuple:
 +
 
 +
<syntaxhighlight lang=python>
 +
pos = [100, 100, 20, 20] # X , Y , Width , Height
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COLOR = (255, 0, 200)
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BLACK = (0 , 0 , 0)
 +
 
 +
#game loop
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while True:
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    SCREEN.fill(BLACK)
 +
    rect1 = pygame.Rect(pos) # use pos for the shape
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    pygame.draw.rect(SCREEN, COLOR, rect1, 1)
 +
    pygame.display.update()
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    for events in pygame.event.get(): #get all pygame events
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        if events.type == pygame.KEYDOWN:
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            if events.key == pygame.K_LEFT:
 +
                pos[0]=pos[0]-10 # pos[0] should be first item in the tuple
 +
            elif events.key == pygame.K_RIGHT:
 +
              pos[0]=pos[0]+10 # pos[0] should be first item in the tuple
 +
            elif events.key == pygame.K_UP:
 +
                pos[1]=pos[1]-10  # pos[1] should be second item in the tuple
 +
            elif events.key == pygame.K_DOWN:
 +
                pos[1]=pos[1]+10 # pos[1] should be second item in the tuple
 +
</syntaxhighlight>

Latest revision as of 08:59, 28 February 2018

Assuming you have the pygame template from one of the other pages. We can move objects by using variable to specify the X & Y coordinate. The example below does this (when the code is running, the loop will need to clear the screen, create the object and then draw it):

COLOR = (255, 0, 200)
BLACK = (0 , 0 , 0)
X=100 # X coordinate for object
Y=100 # Y coordinate for object

#game loop
while True:
    SCREEN.fill(BLACK) # Clear screen
    rect1 = pygame.Rect([X,Y,20,20]) # create shape
    pygame.draw.rect(SCREEN, COLOR, rect1, 1) # draw shape
    pygame.display.update() # update screen

    #respond to player input ans change X & Y coordinates for next draw
    for events in pygame.event.get(): #get all pygame events
        if events.type == pygame.KEYDOWN:
            if events.key == pygame.K_LEFT:
                X=X-10
            elif events.key == pygame.K_RIGHT:
                X=X+10
            elif events.key == pygame.K_UP:
                Y=Y-10
            elif events.key == pygame.K_DOWN:
                Y=Y+10
        if events.type

Alternatively

You can make a tuple (general python data type similar to vector or array etc) for the position and size. Your player input could then manipulate the values in the tuple:

pos = [100, 100, 20, 20] # X , Y , Width , Height
COLOR = (255, 0, 200)
BLACK = (0 , 0 , 0)

#game loop
while True:
    SCREEN.fill(BLACK)
    rect1 = pygame.Rect(pos) # use pos for the shape
    pygame.draw.rect(SCREEN, COLOR, rect1, 1)
    pygame.display.update()
    for events in pygame.event.get(): #get all pygame events
        if events.type == pygame.KEYDOWN:
            if events.key == pygame.K_LEFT:
                pos[0]=pos[0]-10 # pos[0] should be first item in the tuple 
            elif events.key == pygame.K_RIGHT:
               pos[0]=pos[0]+10 # pos[0] should be first item in the tuple
            elif events.key == pygame.K_UP:
                pos[1]=pos[1]-10  # pos[1] should be second item in the tuple
            elif events.key == pygame.K_DOWN:
                pos[1]=pos[1]+10 # pos[1] should be second item in the tuple