Pygames

1. Introduction of Pygames

  1. Program to display game window

# Import the pygame library and initialise the game engine
import pygame

pygame.init()
gameDisplay = pygame.display.set_mode((800,600))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()
crashed = False

while not crashed:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

        print(event)

    pygame.display.update()
    clock.tick(60)

pygame.quit()
quit()

2. Adding images in Pygames

  1. Program to add image game window

import pygame


pygame.init()


display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')

black = (0,0,0)
white = (255,255,255)

clock = pygame.time.Clock()
crashed = False
myImg = pygame.image.load('myimage.png')

def car(x,y):
    gameDisplay.blit(myImg, (x,y))

x =  (display_width * 0.45)
y = (display_height * 0.8)

while not crashed:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

    gameDisplay.fill(white)
    car(x,y)


    pygame.display.update()
    clock.tick(60)

pygame.quit()
quit()

3. Moving images in Pygames

  1. Program to Move image in game window

import pygame

pygame.init()

display_width = 800
display_height = 600

gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')

black = (0, 0, 0)
white = (255, 255, 255)

clock = pygame.time.Clock()
crashed = False
myImg = pygame.image.load('myimage.png')


def car(x, y):
    gameDisplay.blit(myImg, (x, y))


x = (display_width * 0.45)
y = (display_height * 0.8)
x_change = 0
car_speed = 0

while not crashed:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

        # capturing Key events for moving left and right movement
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_LEFT:
                x_change = -5
            elif event.key == pygame.K_RIGHT:
                x_change = 5
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                x_change = 0

    x += x_change

    gameDisplay.fill(white)
    car(x, y)

    pygame.display.update()
    clock.tick(60)

pygame.quit()
quit()

4. Adding Boundary to images in Pygames

  1. Program to add boundary to image in game window

import pygame

pygame.init()

display_width = 800
display_height = 600

black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)

myimg_width = 73

gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')


def car(x, y):
    gameDisplay.blit(myImg, (x, y))


def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                gameExit = True

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change

        gameDisplay.fill(white)
        car(x, y)

        if x > display_width - myimg_width or x < 0:
            gameExit = True

        pygame.display.update()
        clock.tick(60)


game_loop()
pygame.quit()
quit()

5. Adding text in Pygames

  1. Program to add text in game window

import pygame
import time

pygame.init()

display_width = 800
display_height = 600

black = (0, 0, 0)
white = (255, 255, 255)
red = (255, 0, 0)

img_width = 73

gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')


def car(x, y):
    gameDisplay.blit(myImg, (x, y))


def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()


def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf', 115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width / 2), (display_height / 2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()


def crash():
    message_display('You Crashed')


def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change

        gameDisplay.fill(white)
        car(x, y)

        if x > display_width - img_width or x < 0:
            crash()

        pygame.display.update()
        clock.tick(60)


game_loop()
pygame.quit()
quit()

6. Adding objects in Pygames

  1. Program to add object in game window

import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

black = (0,0,0)
white = (255,255,255)
red = (255,0,0)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')

#######
def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])
#######


def car(x,y):
    gameDisplay.blit(myImg,(x,y))

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()



def crash():
    message_display('You Crashed')

def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0
    ######
    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 7
    thing_width = 100
    thing_height = 100
    ######
    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        ##########
        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, black)
        thing_starty += thing_speed
        car(x,y)
        ##########
        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)


        pygame.display.update()
        clock.tick(60)



game_loop()
pygame.quit()
quit()

7. Crashing/Collision in Pygames

  1. Program to add crashing in game window

import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

black = (0,0,0)
white = (255,255,255)
red = (255,0,0)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')

def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])

def car(x,y):
    gameDisplay.blit(myImg,(x,y))

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()



def crash():
    message_display('You Crashed')

def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 7
    thing_width = 100
    thing_height = 100

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, black)
        thing_starty += thing_speed
        car(x,y)

        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)

        ####
        if y < thing_starty+thing_height:
            print('y crossover')

            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()
        ####

        pygame.display.update()
        clock.tick(60)


game_loop()
pygame.quit()
quit()

8. ScoreBoard in Pygames

  1. Program to add scoreboard in game window

import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

black = (0,0,0)
white = (255,255,255)
red = (255,0,0)

block_color = (53,115,255)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')


def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))

def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])

def car(x,y):
    gameDisplay.blit(myImg,(x,y))

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()



def crash():
    message_display('You Crashed')

def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100

    thingCount = 1

    dodged = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        # things(thingx, thingy, thingw, thingh, color)
        things(thing_startx, thing_starty, thing_width, thing_height, block_color)



        thing_starty += thing_speed
        car(x,y)
        things_dodged(dodged)

        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)

        if y < thing_starty+thing_height:
            print('y crossover')

            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()

        pygame.display.update()
        clock.tick(60)

game_loop()
pygame.quit()
quit()

9. Creating Start Menu

  1. Program to add start Menu window

import pygame
import time
import random

pygame.init()

display_width = 800
display_height = 600

black = (0,0,0)
white = (255,255,255)
red = (255,0,0)

block_color = (53,115,255)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('My First Game')
clock = pygame.time.Clock()

myImg = pygame.image.load('myimage.png')


def things_dodged(count):
    font = pygame.font.SysFont(None, 25)
    text = font.render("Dodged: "+str(count), True, black)
    gameDisplay.blit(text,(0,0))

def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])

def car(x,y):
    gameDisplay.blit(myImg,(x,y))

def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()

def message_display(text):
    largeText = pygame.font.Font('freesansbold.ttf',115)
    TextSurf, TextRect = text_objects(text, largeText)
    TextRect.center = ((display_width/2),(display_height/2))
    gameDisplay.blit(TextSurf, TextRect)

    pygame.display.update()

    time.sleep(2)

    game_loop()



def crash():
    message_display('You Crashed')

def game_intro():

    intro = True

    while intro:
        for event in pygame.event.get():
            print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        gameDisplay.fill(white)
        largeText = pygame.font.Font('freesansbold.ttf',115)
        TextSurf, TextRect = text_objects("A bit Racey", largeText)
        TextRect.center = ((display_width/2),(display_height/2))
        gameDisplay.blit(TextSurf, TextRect)
        pygame.display.update()
        clock.tick(15)






def game_loop():
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100

    thingCount = 1

    dodged = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        things(thing_startx, thing_starty, thing_width, thing_height, block_color)



        thing_starty += thing_speed
        car(x,y)
        things_dodged(dodged)

        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0,display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)

        if y < thing_starty+thing_height:
            print('y crossover')

            if x > thing_startx and x < thing_startx + thing_width or x+car_width > thing_startx and x + car_width < thing_startx+thing_width:
                print('x crossover')
                crash()

        pygame.display.update()
        clock.tick(60)

game_intro()
game_loop()
pygame.quit()
quit()

10. Add Sound and Music in Pygames

  1. Program to add sound and music in game window

import pygame
import time
import random

pygame.init()

#############
crash_sound = pygame.mixer.Sound("cello.wav")
#############

display_width = 800
display_height = 600

black = (0, 0, 0)
white = (255, 255, 255)

red = (200, 0, 0)
green = (0, 200, 0)

bright_red = (255, 0, 0)
bright_green = (0, 255, 0)

block_color = (53, 115, 255)

car_width = 73

gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Saurabh Car Racer')
clock = pygame.time.Clock()

carImg = pygame.image.load('racecar.png')
gameIcon = pygame.image.load('caricon.jpg')

pygame.display.set_icon(gameIcon)

pause = False


# crash = True

def things_dodged(count):
    font = pygame.font.SysFont("comicsansms", 25)
    text = font.render("Dodged: " + str(count), True, black)
    gameDisplay.blit(text, (0, 0))


def things(thingx, thingy, thingw, thingh, color):
    pygame.draw.rect(gameDisplay, color, [thingx, thingy, thingw, thingh])


def car(x, y):
    gameDisplay.blit(carImg, (x, y))


def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()


def crash():
    ####################################
    pygame.mixer.Sound.play(crash_sound)
    pygame.mixer.music.stop()
    ####################################
    largeText = pygame.font.SysFont("comicsansms", 115)
    TextSurf, TextRect = text_objects("You Crashed", largeText)
    TextRect.center = ((display_width / 2), (display_height / 2))
    gameDisplay.blit(TextSurf, TextRect)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        button("Play Again", 150, 450, 100, 50, green, bright_green, game_loop)
        button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)

        pygame.display.update()
        clock.tick(15)


def button(msg, x, y, w, h, ic, ac, action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()

    if x + w > mouse[0] > x and y + h > mouse[1] > y:
        pygame.draw.rect(gameDisplay, ac, (x, y, w, h))
        if click[0] == 1 and action != None:
            action()
    else:
        pygame.draw.rect(gameDisplay, ic, (x, y, w, h))
    smallText = pygame.font.SysFont("comicsansms", 20)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ((x + (w / 2)), (y + (h / 2)))
    gameDisplay.blit(textSurf, textRect)


def quitgame():
    pygame.quit()
    quit()


def unpause():
    global pause
    pygame.mixer.music.unpause()
    pause = False


def paused():
    ############
    pygame.mixer.music.pause()
    #############
    largeText = pygame.font.SysFont("comicsansms", 115)
    TextSurf, TextRect = text_objects("Paused", largeText)
    TextRect.center = ((display_width / 2), (display_height / 2))
    gameDisplay.blit(TextSurf, TextRect)

    while pause:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        button("Continue", 150, 450, 100, 50, green, bright_green, unpause)
        button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)

        pygame.display.update()
        clock.tick(15)


def game_intro():
    intro = True

    while intro:
        for event in pygame.event.get():
            # print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        gameDisplay.fill(white)
        largeText = pygame.font.SysFont("comicsansms", 115)
        TextSurf, TextRect = text_objects("Car Racer", largeText)
        TextRect.center = ((display_width / 2), (display_height / 2))
        gameDisplay.blit(TextSurf, TextRect)

        button("GO!", 150, 450, 100, 50, green, bright_green, game_loop)
        button("Quit", 550, 450, 100, 50, red, bright_red, quitgame)

        pygame.display.update()
        clock.tick(15)


def game_loop():
    global pause
    ############
    pygame.mixer.music.load('ChillingMusic.wav')
    pygame.mixer.music.play(-1)
    ############
    x = (display_width * 0.45)
    y = (display_height * 0.8)

    x_change = 0

    thing_startx = random.randrange(0, display_width)
    thing_starty = -600
    thing_speed = 4
    thing_width = 100
    thing_height = 100

    thingCount = 1

    dodged = 0

    gameExit = False

    while not gameExit:

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    x_change = -5
                if event.key == pygame.K_RIGHT:
                    x_change = 5
                if event.key == pygame.K_p:
                    pause = True
                    paused()

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
                    x_change = 0

        x += x_change
        gameDisplay.fill(white)

        things(thing_startx, thing_starty, thing_width, thing_height, block_color)

        thing_starty += thing_speed
        car(x, y)
        things_dodged(dodged)

        if x > display_width - car_width or x < 0:
            crash()

        if thing_starty > display_height:
            thing_starty = 0 - thing_height
            thing_startx = random.randrange(0, display_width)
            dodged += 1
            thing_speed += 1
            thing_width += (dodged * 1.2)

        if y < thing_starty + thing_height:
            print('y crossover')

            if x > thing_startx and x < thing_startx + thing_width or x + car_width > thing_startx and x + car_width < thing_startx + thing_width:
                print('x crossover')
                crash()

        pygame.display.update()
        clock.tick(60)


game_intro()
game_loop()
pygame.quit()
quit()