Clean up capitalization of globals and variable placement.
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@ -12,15 +12,14 @@ import sys
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# This initializes the back-end bits and pieces of pygame
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pygame.init()
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# Some variables used to initialize the window
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# Some global variables used to initialize the window
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# The width and height are in pixels
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win_width = 600
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win_height = 480
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running = True
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WIN_WIDTH = 600
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WIN_HEIGHT = 480
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# We create a window object used to draw pygame things
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# It is initialized with set_mode((width, height))
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window = pygame.display.set_mode((win_width, win_height))
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window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
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# This sets the text in the window's title bar
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pygame.display.set_caption("PyGame Basics")
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# this clock variable is just an instance of the
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@ -29,6 +28,7 @@ pygame.display.set_caption("PyGame Basics")
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clock = pygame.time.Clock()
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# The main loop. This while loop runs until "running" is False
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running = True
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while running is True:
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# pygame.event.get() returns any events that have happened
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# since the last call to get(). This lets us catch any
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@ -7,15 +7,14 @@ pygame.init()
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# Some variables used to initialize the window
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# The width and height are in pixels
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win_width = 600
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win_height = 480
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win_bg_color = (26, 110, 43)
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text_color = (242, 238, 10)
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running = True
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WIN_WIDTH = 600
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WIN_HEIGHT = 480
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WIN_BG_COLOR = (26, 110, 43)
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TEXT_COLOR = (242, 238, 10)
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# We create a window object used to draw pygame things
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# It is initialized with set_mode((width, height))
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window = pygame.display.set_mode((win_width, win_height))
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window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
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pygame.display.set_caption('PyGame Fancy Basics')
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# In order to work with images they must be turned into
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# an object. The image.load() method is used to read in an
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@ -29,7 +28,7 @@ icon.convert_alpha()
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pygame.display.set_icon(icon)
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# This will fill the entire window with a single color
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# The color parameter must be a three element tuple (r, g, b)
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window.fill(win_bg_color)
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window.fill(WIN_BG_COLOR)
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# Here we use the Font() method to import a True Type font
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# from the "font/" folder with a size of 200
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pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
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@ -39,14 +38,14 @@ pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
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# is font antialiased (pretty much always True)
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# color of text (this is a R, G, B tuple)
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# This is called a "text surface"
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title_text_1 = pixeboy_200.render("HELLO", True, text_color)
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title_text_2 = pixeboy_200.render("WORLD", True, text_color)
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title_text_1 = pixeboy_200.render("HELLO", True, TEXT_COLOR)
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title_text_2 = pixeboy_200.render("WORLD", True, TEXT_COLOR)
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# Text is drawn on the screen by specifying the top left
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# corner of an imaginary rectangle that contains the text
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# We want to center this text in the window so we
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# subtract half the width of the text (get_width())
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# from half the width of the program window
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text_x = (win_width // 2) - (title_text_1.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_1.get_width() // 2)
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# We'll start 25 pixels from the top of the window
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text_y = 25
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# The blit() method draws a text surface in the specified
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@ -57,7 +56,7 @@ window.blit(title_text_1, (text_x, text_y))
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# Now we do the same thing for the second line of text
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# just moved down (y) by the height of the first line of
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# text plus an extra 25 pixels for separation
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text_x = (win_width // 2) - (title_text_2.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_2.get_width() // 2)
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text_y = 25 + title_text_2.get_height() + 25
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window.blit(title_text_2, (text_x, text_y))
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# Just like the icon used for the title bar
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@ -65,13 +64,14 @@ window.blit(title_text_2, (text_x, text_y))
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emoji = pygame.image.load(os.path.join("img", "poop_emoji_sm.png"))
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emoji.convert_alpha()
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# Let's place the image 25 pixels from the bottom of the window
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emoji_x = (win_width // 2) - (emoji.get_width() // 2)
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emoji_y = win_height - 25 - emoji.get_height()
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emoji_x = (WIN_WIDTH // 2) - (emoji.get_width() // 2)
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emoji_y = WIN_HEIGHT - 25 - emoji.get_height()
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# And we blit/draw it onto the window the same way as we do text
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window.blit(emoji, (emoji_x, emoji_y))
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clock = pygame.time.Clock()
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# The main loop. This while loop runs until "running" is False
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running = True
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while running is True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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@ -8,43 +8,41 @@ pygame.init()
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# Some variables used to initialize the window
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# The width and height are in pixels
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win_width = 600
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win_height = 480
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win_bg_color = (26, 110, 43)
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text_color = (242, 238, 10)
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running = True
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emoji_hover = False
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WIN_WIDTH = 600
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WIN_HEIGHT = 480
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WIN_BG_COLOR = (26, 110, 43)
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TEXT_COLOR = (242, 238, 10)
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window = pygame.display.set_mode((win_width, win_height))
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window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
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pygame.display.set_caption('PyGame Fancy Basics')
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icon = pygame.image.load(os.path.join("img", "melon_icon_64.png"))
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icon.convert_alpha()
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pygame.display.set_icon(icon)
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window.fill(win_bg_color)
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window.fill(WIN_BG_COLOR)
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# Import font
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pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
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# Create two lines of text
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title_text_1 = pixeboy_200.render("HELLO", True, text_color)
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title_text_2 = pixeboy_200.render("WORLD", True, text_color)
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title_text_1 = pixeboy_200.render("HELLO", True, TEXT_COLOR)
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title_text_2 = pixeboy_200.render("WORLD", True, TEXT_COLOR)
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# Draw first line of text
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text_x = (win_width // 2) - (title_text_1.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_1.get_width() // 2)
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text_y = 25
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window.blit(title_text_1, (text_x, text_y))
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# Draw second line of text
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text_x = (win_width // 2) - (title_text_2.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_2.get_width() // 2)
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text_y = 25 + title_text_2.get_height() + 25
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window.blit(title_text_2, (text_x, text_y))
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# Import image
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emoji = pygame.image.load(os.path.join("img", "poop_emoji_sm.png"))
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emoji.convert_alpha()
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# Let's place the image 25 pixels from the bottom of the window
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emoji_x = (win_width // 2) - (emoji.get_width() // 2)
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emoji_y = win_height - 25 - emoji.get_height()
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emoji_x = (WIN_WIDTH // 2) - (emoji.get_width() // 2)
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emoji_y = WIN_HEIGHT - 25 - emoji.get_height()
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window.blit(emoji, (emoji_x, emoji_y))
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pixeboy_20 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 20)
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click_text = pixeboy_20.render("Click Me", True, text_color)
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text_x = (win_width // 2) - (click_text.get_width() // 2)
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text_y = win_height - 5 - click_text.get_height()
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click_text = pixeboy_20.render("Click Me", True, TEXT_COLOR)
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text_x = (WIN_WIDTH // 2) - (click_text.get_width() // 2)
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text_y = WIN_HEIGHT - 5 - click_text.get_height()
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window.blit(click_text, (text_x, text_y))
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# We can import audio files with mixer.Sound()
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# Only .ogg (Ogg Vorbis) format files should be used
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@ -58,6 +56,8 @@ audio.append(pygame.mixer.Sound(os.path.join("snd", "toot_wet.ogg")))
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clock = pygame.time.Clock()
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# The main loop. This while loop runs until "running" is False
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running = True
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emoji_hover = False
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while running is True:
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# We'll get the current mouse cursor position
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mouse_x, mouse_y = pygame.mouse.get_pos()
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@ -14,12 +14,10 @@ pygame.init()
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# Some variables used to initialize the window
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# The width and height are in pixels
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win_width = 600
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win_height = 480
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win_bg_color = (26, 110, 43)
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text_color = (242, 238, 10)
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running = True
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emoji_hover = False
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WIN_WIDTH = 600
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WIN_HEIGHT = 480
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WIN_BG_COLOR = (26, 110, 43)
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TEXT_COLOR = (242, 238, 10)
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# This function takes a list of path arguments
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# and prepends the sys._MEIPASS variable if the
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@ -32,36 +30,36 @@ def get_real_path(*path_args: str):
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my_path = os.path.join(*path_args)
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return my_path
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window = pygame.display.set_mode((win_width, win_height))
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window = pygame.display.set_mode((WIN_WIDTH, WIN_HEIGHT))
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pygame.display.set_caption('PyGame Fancy Basics')
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icon = pygame.image.load(get_real_path("img", "melon_icon_64.png"))
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icon.convert_alpha()
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pygame.display.set_icon(icon)
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window.fill(win_bg_color)
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window.fill(WIN_BG_COLOR)
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# Import font
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pixeboy_200 = pygame.font.Font(get_real_path("font", "Pixeboy.ttf"), 200)
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# Create two lines of text
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title_text_1 = pixeboy_200.render("HELLO", True, text_color)
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title_text_2 = pixeboy_200.render("WORLD", True, text_color)
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title_text_1 = pixeboy_200.render("HELLO", True, TEXT_COLOR)
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title_text_2 = pixeboy_200.render("WORLD", True, TEXT_COLOR)
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# Draw first line of text
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text_x = (win_width // 2) - (title_text_1.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_1.get_width() // 2)
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text_y = 25
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window.blit(title_text_1, (text_x, text_y))
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# Draw second line of text
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text_x = (win_width // 2) - (title_text_2.get_width() // 2)
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text_x = (WIN_WIDTH // 2) - (title_text_2.get_width() // 2)
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text_y = 25 + title_text_2.get_height() + 25
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window.blit(title_text_2, (text_x, text_y))
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# Import image
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emoji = pygame.image.load(get_real_path("img", "poop_emoji_sm.png"))
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emoji.convert_alpha()
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# Let's place the image 25 pixels from the bottom of the window
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emoji_x = (win_width // 2) - (emoji.get_width() // 2)
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emoji_y = win_height - 25 - emoji.get_height()
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emoji_x = (WIN_WIDTH // 2) - (emoji.get_width() // 2)
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emoji_y = WIN_HEIGHT - 25 - emoji.get_height()
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window.blit(emoji, (emoji_x, emoji_y))
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pixeboy_20 = pygame.font.Font(get_real_path("font", "Pixeboy.ttf"), 20)
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click_text = pixeboy_20.render("Click Me", True, text_color)
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text_x = (win_width // 2) - (click_text.get_width() // 2)
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text_y = win_height - 5 - click_text.get_height()
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click_text = pixeboy_20.render("Click Me", True, TEXT_COLOR)
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text_x = (WIN_WIDTH // 2) - (click_text.get_width() // 2)
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text_y = WIN_HEIGHT - 5 - click_text.get_height()
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window.blit(click_text, (text_x, text_y))
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# We can import audio files with mixer.Sound()
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# Only .ogg (Ogg Vorbis) format files should be used
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@ -75,6 +73,8 @@ audio.append(pygame.mixer.Sound(get_real_path("snd", "toot_wet.ogg")))
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clock = pygame.time.Clock()
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# The main loop. This while loop runs until "running" is False
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running = True
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emoji_hover = False
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while running is True:
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# We'll get the current mouse cursor position
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mouse_x, mouse_y = pygame.mouse.get_pos()
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