Start adding some pygame basic tutorials

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Junior 2024-06-11 20:14:02 -04:00
parent 117502541a
commit a3166153c1
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# These are the minimum suggested module imports to get started.
# "os" will be used to set a system environment variable
import os
# This environment variable, if present, will supress the printout
# of the PyGame welcome text each time the program is launched
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
# The pygame module itself
import pygame
# We use the sys module to cleanly exit the program
import sys
# This initializes the back-end bits and pieces of pygame
pygame.init()
# Some variables used to initialize the window
# The width and height are in pixels
win_width = 600
win_height = 480
running = True
# We create a window object used to draw pygame things
# It is initialized with set_mode((width, height))
window = pygame.display.set_mode((win_width, win_height))
# This sets the text in the window's title bar
pygame.display.set_caption("PyGame Basics")
# this clock variable is just an instance of the
# pygame.time.Clock() class so it's less wordy when we
# need to do clock/fps related tasks
clock = pygame.time.Clock()
# The main loop. This while loop runs until "running" is False
while running is True:
# pygame.event.get() returns any events that have happened
# since the last call to get(). This lets us catch any
# key presses/releases, mouse clicks, etc.
for event in pygame.event.get():
# pygame.QUIT event happens when you click the "X"
# in the window title.
if event.type == pygame.QUIT:
running = False
# flip() updates the entire window with all changes since
# the last update
pygame.display.flip()
# tick() is typically used to set the frame rate of the
# application (fps) so it doesn't run too fast, and doesn't
# use excessive CPU cycles when not needed
clock.tick(60)
# We get to this poince once "running" is False.
# Clean up pygame with the quit() method, then exit program.
pygame.quit()
sys.exit()

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import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import sys
pygame.init()
# Some variables used to initialize the window
# The width and height are in pixels
win_width = 600
win_height = 480
win_bg_color = (26, 110, 43)
text_color = (242, 238, 10)
running = True
# We create a window object used to draw pygame things
# It is initialized with set_mode((width, height))
window = pygame.display.set_mode((win_width, win_height))
pygame.display.set_caption('PyGame Fancy Basics')
# In order to work with images they must be turned into
# an object. The image.load() method is used to read in an
# image and create an object which can be manipulated.
icon = pygame.image.load(os.path.join("img", "melon_icon_64.png"))
# If the image has transparent portions the convert_alpha() method
# must be called to properly render the image when used
icon.convert_alpha()
# This will set the icon used on the title bar and in the
# system tray. A 64x64 icon should be used.
pygame.display.set_icon(icon)
# This will fill the entire window with a single color
# The color parameter must be a three element tuple (r, g, b)
window.fill(win_bg_color)
# Here we use the Font() method to import a True Type font
# from the "font/" folder with a size of 200
pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
# We create two lines of text with the font.render() method
# Parameters are:
# text to display (a string)
# is font antialiased (pretty much always True)
# color of text (this is a R, G, B tuple)
# This is called a "text surface"
title_text_1 = pixeboy_200.render("HELLO", True, text_color)
title_text_2 = pixeboy_200.render("WORLD", True, text_color)
# Text is drawn on the screen by specifying the top left
# corner of an imaginary rectangle that contains the text
# We want to center this text in the window so we
# subtract half the width of the text (get_width())
# from half the width of the program window
text_x = (win_width // 2) - (title_text_1.get_width() // 2)
# We'll start 25 pixels from the top of the window
text_y = 25
# The blit() method draws a text surface in the specified
# window at the coordinates specified (a (x, y) tuple)
# Note: This just draws the text. It won't show up until
# display.flip() or display.update() is called
window.blit(title_text_1, (text_x, text_y))
# Now we do the same thing for the second line of text
# just moved down (y) by the height of the first line of
# text plus an extra 25 pixels for separation
text_x = (win_width // 2) - (title_text_2.get_width() // 2)
text_y = 25 + title_text_2.get_height() + 25
window.blit(title_text_2, (text_x, text_y))
# Just like the icon used for the title bar
# Any other images can be loaded into an object
emoji = pygame.image.load(os.path.join("img", "poop_emoji_sm.png"))
emoji.convert_alpha()
# Let's place the image 25 pixels from the bottom of the window
emoji_x = (win_width // 2) - (emoji.get_width() // 2)
emoji_y = win_height - 25 - emoji.get_height()
# And we blit/draw it onto the window the same way as we do text
window.blit(emoji, (emoji_x, emoji_y))
clock = pygame.time.Clock()
# The main loop. This while loop runs until "running" is False
while running is True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# pygame.KEYDOWN happens the moment a key is pressed down
if event.type == pygame.KEYDOWN:
# If the pressed key is "ESC" button, then let's exit
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.flip()
clock.tick(60)
# We get to this poince once "running" is False.
# Clean up pygame with the quit() method, then exit program.
pygame.quit()
sys.exit()

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import os
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
import pygame
import sys
pygame.init()
# Some variables used to initialize the window
# The width and height are in pixels
win_width = 600
win_height = 480
win_bg_color = (26, 110, 43)
text_color = (242, 238, 10)
running = True
emoji_hover = False
window = pygame.display.set_mode((win_width, win_height))
pygame.display.set_caption('PyGame Fancy Basics')
icon = pygame.image.load(os.path.join("img", "melon_icon_64.png"))
icon.convert_alpha()
pygame.display.set_icon(icon)
window.fill(win_bg_color)
# Import font
pixeboy_200 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 200)
# Create two lines of text
title_text_1 = pixeboy_200.render("HELLO", True, text_color)
title_text_2 = pixeboy_200.render("WORLD", True, text_color)
# Draw first line of text
text_x = (win_width // 2) - (title_text_1.get_width() // 2)
text_y = 25
window.blit(title_text_1, (text_x, text_y))
# Draw second line of text
text_x = (win_width // 2) - (title_text_2.get_width() // 2)
text_y = 25 + title_text_2.get_height() + 25
window.blit(title_text_2, (text_x, text_y))
# Import image
emoji = pygame.image.load(os.path.join("img", "poop_emoji_sm.png"))
emoji.convert_alpha()
# Let's place the image 25 pixels from the bottom of the window
emoji_x = (win_width // 2) - (emoji.get_width() // 2)
emoji_y = win_height - 25 - emoji.get_height()
window.blit(emoji, (emoji_x, emoji_y))
pixeboy_20 = pygame.font.Font(os.path.join("font", "Pixeboy.ttf"), 20)
click_text = pixeboy_20.render("Click Me", True, text_color)
text_x = (win_width // 2) - (click_text.get_width() // 2)
text_y = win_height - 5 - click_text.get_height()
window.blit(click_text, (text_x, text_y))
# We can import audio files with mixer.Sound()
# Only .ogg (Ogg Vorbis) format files should be used
# The audio program Audacity can be used to convert files to .ogg
audio = pygame.mixer.Sound(os.path.join("snd", "toot.ogg"))
clock = pygame.time.Clock()
# The main loop. This while loop runs until "running" is False
while running is True:
# We'll get the current mouse cursor position
mouse_x, mouse_y = pygame.mouse.get_pos()
# If the rectangle bounding the emoji is currently
# colliding with the current mouse cursor position
# Then change cursor
if emoji.get_rect(topleft=(emoji_x, emoji_y)).collidepoint(mouse_x, mouse_y):
pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_HAND)
emoji_hover = True
else:
pygame.mouse.set_cursor(pygame.SYSTEM_CURSOR_ARROW)
emoji_hover = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# pygame.MOUSEBUTTONDOWN happens the moment a mouse button is clicked
if event.type == pygame.MOUSEBUTTONDOWN and emoji_hover is True:
audio.play()
# pygame.KEYDOWN happens the moment a key is pressed down
if event.type == pygame.KEYDOWN:
# If the pressed key is "ESC" button, then let's exit
if event.key == pygame.K_ESCAPE:
running = False
pygame.display.flip()
clock.tick(60)
# We get to this poince once "running" is False.
# Clean up pygame with the quit() method, then exit program.
pygame.quit()
sys.exit()

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PyGame/Basics/snd/toot.ogg Normal file

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