I am a Pygame newbie and am learning as I go. I would like to become familiar with normal Pygame conventions. I would like you Pygame experts go over my code and let me know if there are any places I should modify my code to follow best practice.
The point of the game is to collect as many pills as possible. Yellows are worth 10, reds 20, blue 30 and black 40. First one to reach 15,000 wins. The ships are controlled using ‘wasd’ and ‘updownleftright’. The complete code is posted below.
Some areas of concern I am looking at are the following:
Where I created two separate classes to store the score information. I feel that I could do the same job with one class, but am a bit confused on how that would look since I am using a TextGroup and it needs to be passed both Ship objects on the call to TextGroup.update().
class Text(Entity):
def __init__(self, text, size, color, position, font=None):
Entity.__init__(self)
self.color = color
self.position = position
self.font = pygame.font.Font(font, size)
self.text = text
self.image = self.font.render(str(text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(position[0]-self.rect.width/2, position[1])
class Mass_Left(Text):
def __init__(self, text, size, color, position, font=None):
Text.__init__(self, text, size, color, position, font=None)
def update(self, ship_left, ship_right):
self.text = "mass: " + str(ship_left.density-169)
self.image = self.font.render(str(self.text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(self.position[0]-self.rect.width/2, self.position[1])
class Mass_Right(Text):
def __init__(self, text, size, color, position, font=None):
Text.__init__(self, text, size, color, position, font=None)
def update(self, ship_left, ship_right):
self.text = "mass: " + str(ship_right.density-169)
self.image = self.font.render(str(self.text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(self.position[0]-self.rect.width/2, self.position[1])
Also, here in the method ‘moveShip()’ where I am checking if self.player is ‘left’ or ‘right’. I feel that there should be a way to do this by passing the class a function when the Ship object is created that will take appropriate action and different action depending on whether it’s the right or left ship.
def moveShip(self):
key = pygame.key.get_pressed()
if self.player == 'left' and (key[pygame.K_w] or key[pygame.K_s] or key[pygame.K_a] or key[pygame.K_d]):
if key[pygame.K_w]:
self.rect.y -= self.speed
if key[pygame.K_s]:
self.rect.y += self.speed
if key[pygame.K_a]:
self.rect.x -= self.speed
if key[pygame.K_d]:
self.rect.x += self.speed
# Adjust Player 2 Speed
if self.player == 'right' and (key[pygame.K_UP] or key[pygame.K_DOWN] or key[pygame.K_LEFT] or key[pygame.K_RIGHT]):
if key[pygame.K_UP]:
self.rect.y -= self.speed
if key[pygame.K_DOWN]:
self.rect.y += self.speed
if key[pygame.K_LEFT]:
self.rect.x -= self.speed
if key[pygame.K_RIGHT]:
self.rect.x += self.speed
Same issue here with the method ‘moveInbounds()’
Same issue in the method ‘winGame()’.
The function ‘genRandom’ generates a tuple that contains a random x value for the Pills and a random density value between 1-4. I am using string concatenation, then doing a type conversion, but I’m sure there’s a more straight forward way to generate a random tuple.
def genRandom(size):
xval_density = []
for j in range(size):
length = str(random.randrange(0, (WIN_W/2) - PILL_WIDTH))
stup = '('
stup = stup + str(length)
stup = stup + ", "
stup = stup + random.choice('1111111111111111111122222334')
stup = stup + ')'
tup = literal_eval(stup)
xval_density.append(tup)
return xval_density
I’m also uncomfortable using so many global variables such as PILL_COUNT and TIMER. So if there is a best practice in that situation, I’d be happy to know about it.
Here's the complete code:
import sys, pygame, os, random, math, time
from ast import literal_eval
# Force static position of screen
os.environ['SDL_VIDEO_CENTERED'] = '1'
# Runs imported module
pygame.init()
# Constants
LEFT = 'left'
RIGHT = 'right'
YELLOW = (255, 255, 0)
RED = (255,0,0)
BLUE = (0,0,153)
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
SHIP_WIDTH = 13
SHIP_HEIGHT = 13
PILL_WIDTH = 7
PILL_HEIGHT = 25
PILL_MAX_SIZE = 3000
PILL_COUNT = 0
TIMER = 0
WIN_W = 1200
WIN_H = 670
class Entity(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
class Text(Entity):
def __init__(self, text, size, color, position, font=None):
Entity.__init__(self)
self.color = color
self.position = position
self.font = pygame.font.Font(font, size)
self.text = text
self.image = self.font.render(str(text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(position[0]-self.rect.width/2, position[1])
class Mass_Left(Text):
def __init__(self, text, size, color, position, font=None):
Text.__init__(self, text, size, color, position, font=None)
def update(self, ship_left, ship_right):
self.text = "mass: " + str(ship_left.density-169)
self.image = self.font.render(str(self.text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(self.position[0]-self.rect.width/2, self.position[1])
class Mass_Right(Text):
def __init__(self, text, size, color, position, font=None):
Text.__init__(self, text, size, color, position, font=None)
def update(self, ship_left, ship_right):
self.text = "mass: " + str(ship_right.density-169)
self.image = self.font.render(str(self.text), 1, self.color)
self.rect = self.image.get_rect()
self.rect.move_ip(self.position[0]-self.rect.width/2, self.position[1])
class Ship(Entity):
def __init__(self, x, y, player):
Entity.__init__(self)
self.win = False
self.speed = 5
self.player = player
self.density = SHIP_WIDTH * SHIP_HEIGHT
self.old_density = 144
self.densityIncrease = False
self.image = pygame.Surface((SHIP_WIDTH, SHIP_HEIGHT)).convert()
self.rect = pygame.Rect(x, y, SHIP_WIDTH, SHIP_HEIGHT)
def moveShip(self):
key = pygame.key.get_pressed()
if self.player == 'left' and (key[pygame.K_w] or key[pygame.K_s] or key[pygame.K_a] or key[pygame.K_d]):
if key[pygame.K_w]:
self.rect.y -= self.speed
if key[pygame.K_s]:
self.rect.y += self.speed
if key[pygame.K_a]:
self.rect.x -= self.speed
if key[pygame.K_d]:
self.rect.x += self.speed
# Adjust Player 2 Speed
if self.player == 'right' and (key[pygame.K_UP] or key[pygame.K_DOWN] or key[pygame.K_LEFT] or key[pygame.K_RIGHT]):
if key[pygame.K_UP]:
self.rect.y -= self.speed
if key[pygame.K_DOWN]:
self.rect.y += self.speed
if key[pygame.K_LEFT]:
self.rect.x -= self.speed
if key[pygame.K_RIGHT]:
self.rect.x += self.speed
def moveInbounds(self):
# Keep Ship Movement Inbounds
if self.rect.y < WIN_H/15:
self.rect.y = WIN_H/15
if self.rect.y > WIN_H - self.rect.height:
self.rect.y = WIN_H - self.rect.height
if self.player == 'left':
if self.rect.x < 0:
self.rect.x = 0
if self.rect.x > WIN_W/2 - self.rect.width:
self.rect.x = WIN_W/2 - self.rect.width
elif self.player == 'right':
if self.rect.x < WIN_W/2:
self.rect.x = WIN_W/2
if self.rect.x > WIN_W - self.rect.width:
self.rect.x = WIN_W - self.rect.width
def checkCollisions(self, pillGroup):
collisions = pygame.sprite.spritecollide(self, pillGroup, True)
for key in collisions:
self.density += key.density
def grow(self):
if self.old_density < self.density:
self.old_density = self.density
self.rect.width = self.rect.height = math.sqrt(self.density)
self.image = pygame.transform.scale(self.image, (self.rect.width, self.rect.height))
def update(self, pillGroup):
# Ship Movement
self.moveShip()
self.moveInbounds()
self.checkCollisions(pillGroup)
self.grow()
def winGame(self):
if self.win:
if TIMER % 5 == 0:
self.rect.width += 20
self.rect.height += 10
if self.player == 'left':
self.rect.x -= 4
elif self.player == 'right':
self.rect.x -= 10
if self.player == 'left':
self.rect.y -= 5
elif self.player == 'right':
self.rect.y -= 5
self.image = pygame.transform.scale(self.image, (self.rect.width, self.rect.height))
self.density += 378
else:
if TIMER % 5 == 0:
if self.rect.width == 0:
pass
elif self.rect.width > 10:
self.rect.width -= 5
self.rect.height -= 5
if self.density >= 0:
self.density -= self.density/3
self.image = pygame.transform.scale(self.image, (self.rect.width, self.rect.height))
elif self.rect.width <= 10:
self.rect.width -= 1
self.rect.height -= 1
if self.density > 0:
self.density -= 2
self.image = pygame.transform.scale(self.image, (self.rect.width, self.rect.height))
if self.density - 169 < 0:
self.density = 169
def check_done(self):
if self.rect.height > WIN_H*1.5 and self.rect.width > WIN_W * 1.5:
return False
else:
return True
class Pill(Entity):
def __init__(self, xval, density):
Entity.__init__(self)
self.speed = 3
self.density = density
self.image = pygame.Surface((PILL_WIDTH, PILL_HEIGHT)).convert()
self.image.fill(self.setColor(density))
self.rect = self.image.get_rect()
self.rect = self.rect.move(xval, WIN_H/15)
def setColor(self, density):
if density == 50:
return YELLOW
elif density == 100:
return RED
elif density == 150:
return BLUE
elif density == 200:
return BLACK
def update(self):
if self.rect.y > WIN_H:
self.kill()
else:
self.rect = self.rect.move((0, self.speed))
def addPill(pillGroup, xvalue, density):
global PILL_COUNT, PILL_MAX_SIZE, TIMER
if PILL_COUNT + 1 < PILL_MAX_SIZE and TIMER % 10 == 0:
pill = Pill(100, density)
pill2 = Pill(100 + WIN_W/2, density)
pillGroup.add(pill, pill2)
PILL_COUNT += 1
def genRandom(size):
xval_density = []
for j in range(size):
length = str(random.randrange(0, (WIN_W/2) - PILL_WIDTH))
stup = '('
stup = stup + str(length)
stup = stup + ", "
stup = stup + random.choice('1111111111111111111122222334')
stup = stup + ')'
tup = literal_eval(stup)
xval_density.append(tup)
return xval_density
def loseGame(left, right):
if left.density > 1500 or right.density > 1500:
if left.density > 1500:
left.win = True
elif right.density > 1500:
right.win = True
return False
else:
return True
def main():
# Initialize variables
global TIMER, PILL_COUNT
fps = 60
pygame.display.set_caption('Pong')
screen = pygame.display.set_mode((WIN_W, WIN_H), pygame.SRCALPHA)
clock = pygame.time.Clock()
play = game_done = True
xval_density = genRandom(PILL_MAX_SIZE)
# Create Game Objects
ship_left = Ship((WIN_W/4) - (SHIP_WIDTH/2), WIN_H - (SHIP_HEIGHT * 4), 'left')
ship_right = Ship((WIN_W/1.3) - (SHIP_WIDTH/2), WIN_H - (SHIP_HEIGHT * 4), 'right')
score1 = Mass_Left("mass: " + str(ship_left.density-1), 40, BLACK, (WIN_W/5, 10))
score2 = Mass_Right("mass: " + str(ship_right.density-1), 40, BLACK, (WIN_W/1.25, 10))
vert_partition = pygame.Surface((1, WIN_H))
hori_partition = pygame.Surface((WIN_W, 1))
# Create Groups
shipGroup = pygame.sprite.Group()
shipGroup.add(ship_left, ship_right)
pillGroup = pygame.sprite.Group()
textGroup = pygame.sprite.Group()
textGroup.add(score1, score2)
# Gameplay
while play:
# Checks if window exit button pressed
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
# Keypresses
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
# Update Groups
shipGroup.update(pillGroup)
pillGroup.update()
textGroup.update(ship_left, ship_right)
# Adding Pills
addPill(pillGroup, xval_density[PILL_COUNT][0], xval_density[PILL_COUNT][1]*50)
# Print Groups
screen.fill(WHITE)
pillGroup.draw(screen)
shipGroup.draw(screen)
textGroup.draw(screen)
screen.blit(vert_partition, (WIN_W/2, WIN_H/15))
screen.blit(hori_partition, (0, WIN_H/15))
play = loseGame(ship_left, ship_right)
TIMER += 1
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
# Gameplay
while game_done:
ship_left.winGame()
ship_right.winGame()
# Updating
pillGroup.update()
textGroup.update(ship_left, ship_right)
# Adding Pills
addPill(pillGroup, xval_density[PILL_COUNT][0], xval_density[PILL_COUNT][1]*50)
# Print Groups
screen.fill(WHITE)
pillGroup.draw(screen)
shipGroup.draw(screen)
textGroup.draw(screen)
screen.blit(vert_partition, (WIN_W/2, WIN_H/15))
screen.blit(hori_partition, (0, WIN_H/15))
game_done = ship_left.check_done() and ship_right.check_done()
TIMER += 1
# Limits frames per iteration of while loop
clock.tick(fps)
# Writes to main surface
pygame.display.flip()
if __name__ == "__main__":
main()