Problem solving with Python # post one

Over the last two weeks I have been working Python as a language. I am learning to code in a different way than scratch because with Python you write your code not drag and drop.
I have been using three different platforms so I can can get a better understanding of the language that we use to code on computers.

Setting up a game in the Python IDLE window has been a long process, I had open up the IDLE window than  import pygame which is already downloaded on to the computers, but I had to write import pygame to get the computer to bring it to the IDLE window when I could then work with it to make a game. I had to write how big I wanted the height and width  and how FPS (frames per second). When writing notes while programming I had to put a hashtag in front of it so it dosen't show up while running the code.



 This is the code I ended up writing.

# 1.Start Pygame
import pygame
import random

# 2.Create a window
WIDTH = 360
HEIGHT = 480
FPS = 30

# 3. Define a few useful colors
WHITE=(255, 255, 255)
BLACK=(0, 0, 0)
RED=(255, 0, 0)
GREEN=(0, 255, 0)
BLUE=(0, 0, 255)

# Setting up the player
class Player(pygame.sprite.Sprite):
    #sprite for the player
    def __init__(self):
     pygame.sprite.Sprite.__init__(self)
     self.image = pygame.Surface((50, 50))
     self.image.fill(GREEN) 
     self.rect = self.image.get_rect()
     self.rect.center = (WIDTH / 2, HEIGHT / 2)

    def update(self):
        self.rect.x += 5
        if self.rect.left > WIDTH:
             self.rect.right = 0

# 4. Initialise pygame and create window

pygame.init()
#pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("My game")
clock = pygame.time.Clock()

#creating spirtes
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player) 

# Game loop
running = True
while running:
 # keep loop running at the right speed
 clock.tick(FPS) 
 # Procees input (events)
 for event in pygame.event.get():
     # check for closing window
       if event.type == pygame.QUIT:
        running = False

 # Update
 all_sprites.update()

 # Draw / render
 screen.fill(BLACK)
 all_sprites.draw(screen) 
 # *after* drawing everything, flip the display
 pygame.display.flip()

 pygame.quit()
    
    

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