In this code:
import pygame, sys, random
from pygame.locals import *
def doRectsOverlap(rect1, rect2):
for a, b in [(rect1, rect2), (rect2, rect1)]:
# Check if a's corners are inside b
if ((isPointInsideRect(a.left, a.top, b)) or
(isPointInsideRect(a.left, a.bottom, b)) or
(isPointInsideRect(a.right, a.top, b)) or
(isPointInsideRect(a.right, a.bottom, b))):
return True
return False
def isPointInsideRect(x, y, rect):
if (x > rect.left) and (x < rect.right) and (y > rect.top) and (y < rect.bottom):
return True
else:
return False
# set up pygame
pygame.init()
mainClock = pygame.time.Clock()
# set up the window
WINDOWWIDTH = 1024
height = 768
windowSurface = pygame.display.set_mode((WINDOWWIDTH, height), 0, 32)
pygame.display.set_caption('Collision Detection')
# set up direction variables
DOWNLEFT = 1
DOWNRIGHT = 3
UPLEFT = 7
UPRIGHT = 9
MOVESPEED = 10
# set up the colors
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
WHITE = (255, 255, 255)
# set up the square and food data structures
foodCounter = 0
NEWFOOD = 1
foodSize = 20
square = {'rect':pygame.Rect(300, 100, 25, 25), 'dir':UPLEFT}
foods = []
for i in range(20):
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# run the game loop
while True:
# check for the QUIT event
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
foodCounter += 1
if foodCounter >= NEWFOOD:
# add new food
foodCounter = 0
foods.append({'rect':pygame.Rect(random.randint(0, WINDOWWIDTH - foodSize), random.randint(0, height - foodSize), foodSize, foodSize), 'dir':UPLEFT})
# draw the black background onto the surface
windowSurface.fill(BLACK)
# move the square data structure
if square['dir'] == DOWNLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == DOWNRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top += MOVESPEED
if square['dir'] == UPLEFT:
square['rect'].left -= MOVESPEED
square['rect'].top -= MOVESPEED
if square['dir'] == UPRIGHT:
square['rect'].left += MOVESPEED
square['rect'].top -= MOVESPEED
# check if the square has move out of the window
if square['rect'].top < 0:
# square has moved past the top
if square['dir'] == UPLEFT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = DOWNRIGHT
if square['rect'].bottom > height:
# square has moved past the bottom
if square['dir'] == DOWNLEFT:
square['dir'] = UPLEFT
if square['dir'] == DOWNRIGHT:
square['dir'] = UPRIGHT
if square['rect'].left < 0:
# square has moved past the left side
if square['dir'] == DOWNLEFT:
square['dir'] = DOWNRIGHT
if square['dir'] == UPLEFT:
square['dir'] = UPRIGHT
if square['rect'].right > WINDOWWIDTH:
# square has moved past the right side
if square['dir'] == DOWNRIGHT:
square['dir'] = DOWNLEFT
if square['dir'] == UPRIGHT:
square['dir'] = UPLEFT
# draw the square onto the surface
pygame.draw.rect(windowSurface, WHITE, square['rect'])
# check if the square has intersected with any food squares.
for food in foods[:]:
for i in range(len(foods[:])):
x = foods[i]
print(x['dir'])
if doRectsOverlap(square['rect'], x['rect']):
if x['dir'] == 7:
x['rect'].left -= MOVESPEED
x['rect'].top -= MOVESPEED
# draw the food
for i in range(len(foods)):
pygame.draw.rect(windowSurface, GREEN, foods[i]['rect'])
# draw the window onto the windowSurface
pygame.display.update()
mainClock.tick(60)
There is a white square bouncing around the screen, eating up food (green squares that aren't moving), and that makes it bigger. Now that that's settled, how can I revise it such that when the white square touches the green square, the green square starts moving (down right) and then runs off the screen? (the white square still grows afterwards)
update: I have the screen running now after i edited the 5th to last line adding ['rect']
to the foods[i]
. Although now it just snowplows it. Is there a way to make the food reflect off of the bouncer and the food goes in the bouncer's original direction, while bouncer goes in the opposite?
P.S. No classes.
Help is appreciated! Thank you.