Full Code of techwithtim/Pygame-Tutorials for AI

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Repository: techwithtim/Pygame-Tutorials
Branch: master
Commit: 48254977d56e
Files: 9
Total size: 45.3 KB

Directory structure:
gitextract_5h3kgyty/

├── Game/
│   ├── Tutorial #10.py
│   ├── Tutorial #3.py
│   ├── Tutorial #4.py
│   ├── Tutorial #5.py
│   ├── Tutorial #6.py
│   ├── Tutorial #7.py
│   ├── Tutorial #8.py
│   └── Tutorial #9.py
└── README.md

================================================
FILE CONTENTS
================================================

================================================
FILE: Game/Tutorial #10.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

bulletSound = pygame.mixer.Sound('bullet.wav')
hitSound = pygame.mixer.Sound('hit.wav')

music = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)

score = 0

class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)
        #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def hit(self):
        self.isJump = False
        self.jumpCount = 10
        self.x = 100
        self.y = 410
        self.walkCount = 0
        font1 = pygame.font.SysFont('comicsans', 100)
        text = font1.render('-5', 1, (255,0,0))
        win.blit(text, (250 - (text.get_width()/2),200))
        pygame.display.update()
        i = 0
        while i < 200:
            pygame.time.delay(10)
            i += 1
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    i = 201
                    pygame.quit()
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]

    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        self.health = 10
        self.visible = True

    def draw(self,win):
        self.move()
        if self.visible:
            if self.walkCount + 1 >= 33:
                self.walkCount = 0

            if self.vel > 0:
                win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1

            pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
            pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
            self.hitbox = (self.x + 17, self.y + 2, 31, 57)
            #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0

    def hit(self):
        if self.health > 0:
            self.health -= 1
        else:
            self.visible = False
        print('hit')

        

def redrawGameWindow():
    win.blit(bg, (0,0))
    text = font.render('Score: ' + str(score), 1, (0,0,0))
    win.blit(text, (350, 10))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
    clock.tick(27)

    if goblin.visible == True:
        if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
            if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
                man.hit()
                score -= 5

    if shootLoop > 0:
        shootLoop += 1
    if shootLoop > 3:
        shootLoop = 0
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
            if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
                hitSound.play()
                goblin.hit()
                score += 1
                bullets.pop(bullets.index(bullet))
                
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE] and shootLoop == 0:
        bulletSound.play()
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

        shootLoop = 1

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #3.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

x = 50
y = 400
width = 64
height = 64
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
walkCount = 0


def redrawGameWindow():
    global walkCount
    win.blit(bg, (0,0))

    if walkCount + 1 >= 27:
        walkCount = 0

    if left:
        win.blit(walkLeft[walkCount//3], (x,y))
        walkCount += 1
    elif right:
        win.blit(walkRight[walkCount//3], (x,y))
        walkCount +=1
    else:
        win.blit(char, (x,y))
    
    pygame.display.update()


#mainloop
run = True
while run:
    clock.tick(27)

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

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT] and x > vel:
        x -= vel
        left = True
        right = False
    elif keys[pygame.K_RIGHT] and x < 500 - width - vel:
        x += vel
        right = True
        left = False
    else:
        right = False
        left = False
        walkCount = 0
        
    if not(isJump):
        if keys[pygame.K_SPACE]:
            isJump = True
            right = False
            left = False
            walkCount = 0
    else:
        if jumpCount >= -10:
            neg = 1
            if jumpCount < 0:
                neg = -1
            y -= (jumpCount ** 2) * 0.5 * neg
            jumpCount -= 1
        else:
            isJump = False
            jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #4.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()


class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if self.left:
            win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
            self.walkCount += 1
        elif self.right:
            win.blit(walkRight[self.walkCount//3], (self.x,self.y))
            self.walkCount +=1
        else:
            win.blit(char, (self.x,self.y))



def redrawGameWindow():
    win.blit(bg, (0,0))
    man.draw(win)
    
    pygame.display.update()


#mainloop
man = player(200, 410, 64,64)
run = True
while run:
    clock.tick(27)

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

    keys = pygame.key.get_pressed()

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
    else:
        man.right = False
        man.left = False
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_SPACE]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #5.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()


class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)



def redrawGameWindow():
    win.blit(bg, (0,0))
    man.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
man = player(200, 410, 64,64)
bullets = []
run = True
while run:
    clock.tick(27)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE]:
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #6.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()


class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]
    
    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.path = [x, end]
        self.walkCount = 0
        self.vel = 3

    def draw(self, win):
        self.move()
        if self.walkCount + 1 >= 33:
            self.walkCount = 0
        
        if self.vel > 0:
            win.blit(self.walkRight[self.walkCount//3], (self.x,self.y))
            self.walkCount += 1
        else:
            win.blit(self.walkLeft[self.walkCount//3], (self.x,self.y))
            self.walkCount += 1
            
    def move(self):
        if self.vel > 0:
            if self.x < self.path[1] + self.vel:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.x += self.vel
                self.walkCount = 0
        else:
            if self.x > self.path[0] - self.vel:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.x += self.vel
                self.walkCount = 0
        


def redrawGameWindow():
    win.blit(bg, (0,0))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 300)
bullets = []
run = True
while run:
    clock.tick(27)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE]:
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #7.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()


class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)
        pygame.draw.rect(win, (255,0,0), self.hitbox,2)
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]

    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)

    def draw(self,win):
        self.move()
        if self.walkCount + 1 >= 33:
            self.walkCount = 0

        if self.vel > 0:
            win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
            self.walkCount += 1
        else:
            win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
            self.walkCount += 1
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0

    def hit(self):
        print('hit')

        

def redrawGameWindow():
    win.blit(bg, (0,0))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
    clock.tick(27)

    if shootLoop > 0:
        shootLoop += 1
    if shootLoop > 3:
        shootLoop = 0
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
            if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
                goblin.hit()
                bullets.pop(bullets.index(bullet))
                
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE] and shootLoop == 0:
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

        shootLoop = 1

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #8.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

score = 0

class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)
        #pygame.draw.rect(win, (255,0,0), self.hitbox,2)
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]

    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        self.health = 10
        self.visible = True

    def draw(self,win):
        self.move()
        if self.visible:
            if self.walkCount + 1 >= 33:
                self.walkCount = 0

            if self.vel > 0:
                win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1

            pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
            pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
            self.hitbox = (self.x + 17, self.y + 2, 31, 57)
            #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0

    def hit(self):
        if self.health > 0:
            self.health -= 1
        else:
            self.visible = False
        print('hit')

        

def redrawGameWindow():
    win.blit(bg, (0,0))
    text = font.render('Score: ' + str(score), 1, (0,0,0))
    win.blit(text, (390, 10))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
    clock.tick(27)

    if shootLoop > 0:
        shootLoop += 1
    if shootLoop > 3:
        shootLoop = 0
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
            if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
                goblin.hit()
                score += 1
                bullets.pop(bullets.index(bullet))
                
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE] and shootLoop == 0:
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

        shootLoop = 1

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: Game/Tutorial #9.py
================================================
import pygame
pygame.init()

win = pygame.display.set_mode((500,480))

pygame.display.set_caption("First Game")

walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'), pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'), pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'), pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'), pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
bg = pygame.image.load('bg.jpg')
char = pygame.image.load('standing.png')

clock = pygame.time.Clock()

bulletSound = pygame.mixer.Sound('bullet.wav')
hitSound = pygame.mixer.Sound('hit.wav')

music = pygame.mixer.music.load('music.mp3')
pygame.mixer.music.play(-1)

score = 0

class player(object):
    def __init__(self,x,y,width,height):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.vel = 5
        self.isJump = False
        self.left = False
        self.right = False
        self.walkCount = 0
        self.jumpCount = 10
        self.standing = True
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)

    def draw(self, win):
        if self.walkCount + 1 >= 27:
            self.walkCount = 0

        if not(self.standing):
            if self.left:
                win.blit(walkLeft[self.walkCount//3], (self.x,self.y))
                self.walkCount += 1
            elif self.right:
                win.blit(walkRight[self.walkCount//3], (self.x,self.y))
                self.walkCount +=1
        else:
            if self.right:
                win.blit(walkRight[0], (self.x, self.y))
            else:
                win.blit(walkLeft[0], (self.x, self.y))
        self.hitbox = (self.x + 17, self.y + 11, 29, 52)
        #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def hit(self):
        self.x = 60
        self.y = 410
        self.walkCount = 0
        font1 = pygame.font.SysFont('comicsans', 100)
        text = font1.render('-5', 1, (255,0,0))
        win.blit(text, (250 - (text.get_width()/2),200))
        pygame.display.update()
        i = 0
        while i < 300:
            pygame.time.delay(10)
            i += 1
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    i = 301
                    pygame.quit()
                


class projectile(object):
    def __init__(self,x,y,radius,color,facing):
        self.x = x
        self.y = y
        self.radius = radius
        self.color = color
        self.facing = facing
        self.vel = 8 * facing

    def draw(self,win):
        pygame.draw.circle(win, self.color, (self.x,self.y), self.radius)


class enemy(object):
    walkRight = [pygame.image.load('R1E.png'), pygame.image.load('R2E.png'), pygame.image.load('R3E.png'), pygame.image.load('R4E.png'), pygame.image.load('R5E.png'), pygame.image.load('R6E.png'), pygame.image.load('R7E.png'), pygame.image.load('R8E.png'), pygame.image.load('R9E.png'), pygame.image.load('R10E.png'), pygame.image.load('R11E.png')]
    walkLeft = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'), pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'), pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png'), pygame.image.load('L10E.png'), pygame.image.load('L11E.png')]

    def __init__(self, x, y, width, height, end):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.end = end
        self.path = [self.x, self.end]
        self.walkCount = 0
        self.vel = 3
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        self.health = 10
        self.visible = True

    def draw(self,win):
        self.move()
        if self.visible:
            if self.walkCount + 1 >= 33:
                self.walkCount = 0

            if self.vel > 0:
                win.blit(self.walkRight[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1
            else:
                win.blit(self.walkLeft[self.walkCount //3], (self.x, self.y))
                self.walkCount += 1

            pygame.draw.rect(win, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 50, 10))
            pygame.draw.rect(win, (0,128,0), (self.hitbox[0], self.hitbox[1] - 20, 50 - (5 * (10 - self.health)), 10))
            self.hitbox = (self.x + 17, self.y + 2, 31, 57)
            #pygame.draw.rect(win, (255,0,0), self.hitbox,2)

    def move(self):
        if self.vel > 0:
            if self.x + self.vel < self.path[1]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0
        else:
            if self.x - self.vel > self.path[0]:
                self.x += self.vel
            else:
                self.vel = self.vel * -1
                self.walkCount = 0

    def hit(self):
        if self.health > 0:
            self.health -= 1
        else:
            self.visible = False
        print('hit')

        

def redrawGameWindow():
    win.blit(bg, (0,0))
    text = font.render('Score: ' + str(score), 1, (0,0,0))
    win.blit(text, (390, 10))
    man.draw(win)
    goblin.draw(win)
    for bullet in bullets:
        bullet.draw(win)
    
    pygame.display.update()


#mainloop
font = pygame.font.SysFont('comicsans', 30, True)
man = player(200, 410, 64,64)
goblin = enemy(100, 410, 64, 64, 450)
shootLoop = 0
bullets = []
run = True
while run:
    clock.tick(27)

    if man.hitbox[1] < goblin.hitbox[1] + goblin.hitbox[3] and man.hitbox[1] + man.hitbox[3] > goblin.hitbox[1]:
        if man.hitbox[0] + man.hitbox[2] > goblin.hitbox[0] and man.hitbox[0] < goblin.hitbox[0] + goblin.hitbox[2]:
            man.hit()
            score -= 5

    if shootLoop > 0:
        shootLoop += 1
    if shootLoop > 3:
        shootLoop = 0
    
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        
    for bullet in bullets:
        if bullet.y - bullet.radius < goblin.hitbox[1] + goblin.hitbox[3] and bullet.y + bullet.radius > goblin.hitbox[1]:
            if bullet.x + bullet.radius > goblin.hitbox[0] and bullet.x - bullet.radius < goblin.hitbox[0] + goblin.hitbox[2]:
                hitSound.play()
                goblin.hit()
                score += 1
                bullets.pop(bullets.index(bullet))
                
        if bullet.x < 500 and bullet.x > 0:
            bullet.x += bullet.vel
        else:
            bullets.pop(bullets.index(bullet))

    keys = pygame.key.get_pressed()

    if keys[pygame.K_SPACE] and shootLoop == 0:
        bulletSound.play()
        if man.left:
            facing = -1
        else:
            facing = 1
            
        if len(bullets) < 5:
            bullets.append(projectile(round(man.x + man.width //2), round(man.y + man.height//2), 6, (0,0,0), facing))

        shootLoop = 1

    if keys[pygame.K_LEFT] and man.x > man.vel:
        man.x -= man.vel
        man.left = True
        man.right = False
        man.standing = False
    elif keys[pygame.K_RIGHT] and man.x < 500 - man.width - man.vel:
        man.x += man.vel
        man.right = True
        man.left = False
        man.standing = False
    else:
        man.standing = True
        man.walkCount = 0
        
    if not(man.isJump):
        if keys[pygame.K_UP]:
            man.isJump = True
            man.right = False
            man.left = False
            man.walkCount = 0
    else:
        if man.jumpCount >= -10:
            neg = 1
            if man.jumpCount < 0:
                neg = -1
            man.y -= (man.jumpCount ** 2) * 0.5 * neg
            man.jumpCount -= 1
        else:
            man.isJump = False
            man.jumpCount = 10
            
    redrawGameWindow()

pygame.quit()




================================================
FILE: README.md
================================================
# Pygame Tutorials

This is the code base for the pygame tutorials posted on my YouTube channel.

You can check out the tutorial playlist here: https://www.youtube.com/watch?v=i6xMBig-pP4&t=1s


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Download .txt
gitextract_5h3kgyty/

├── Game/
│   ├── Tutorial #10.py
│   ├── Tutorial #3.py
│   ├── Tutorial #4.py
│   ├── Tutorial #5.py
│   ├── Tutorial #6.py
│   ├── Tutorial #7.py
│   ├── Tutorial #8.py
│   └── Tutorial #9.py
└── README.md
Download .txt
SYMBOL INDEX (73 symbols across 8 files)

FILE: Game/Tutorial #10.py
  class player (line 23) | class player(object):
    method __init__ (line 24) | def __init__(self,x,y,width,height):
    method draw (line 38) | def draw(self, win):
    method hit (line 57) | def hit(self):
  class projectile (line 78) | class projectile(object):
    method __init__ (line 79) | def __init__(self,x,y,radius,color,facing):
    method draw (line 87) | def draw(self,win):
  class enemy (line 91) | class enemy(object):
    method __init__ (line 95) | def __init__(self, x, y, width, height, end):
    method draw (line 108) | def draw(self,win):
    method move (line 126) | def move(self):
    method hit (line 140) | def hit(self):
  function redrawGameWindow (line 149) | def redrawGameWindow():

FILE: Game/Tutorial #3.py
  function redrawGameWindow (line 27) | def redrawGameWindow():

FILE: Game/Tutorial #4.py
  class player (line 16) | class player(object):
    method __init__ (line 17) | def __init__(self,x,y,width,height):
    method draw (line 29) | def draw(self, win):
  function redrawGameWindow (line 44) | def redrawGameWindow():

FILE: Game/Tutorial #5.py
  class player (line 16) | class player(object):
    method __init__ (line 17) | def __init__(self,x,y,width,height):
    method draw (line 30) | def draw(self, win):
  class projectile (line 49) | class projectile(object):
    method __init__ (line 50) | def __init__(self,x,y,radius,color,facing):
    method draw (line 58) | def draw(self,win):
  function redrawGameWindow (line 63) | def redrawGameWindow():

FILE: Game/Tutorial #6.py
  class player (line 16) | class player(object):
    method __init__ (line 17) | def __init__(self,x,y,width,height):
    method draw (line 30) | def draw(self, win):
  class projectile (line 49) | class projectile(object):
    method __init__ (line 50) | def __init__(self,x,y,radius,color,facing):
    method draw (line 58) | def draw(self,win):
  class enemy (line 62) | class enemy(object):
    method __init__ (line 66) | def __init__(self, x, y, width, height, end):
    method draw (line 75) | def draw(self, win):
    method move (line 87) | def move(self):
  function redrawGameWindow (line 105) | def redrawGameWindow():

FILE: Game/Tutorial #7.py
  class player (line 16) | class player(object):
    method __init__ (line 17) | def __init__(self,x,y,width,height):
    method draw (line 31) | def draw(self, win):
  class projectile (line 52) | class projectile(object):
    method __init__ (line 53) | def __init__(self,x,y,radius,color,facing):
    method draw (line 61) | def draw(self,win):
  class enemy (line 65) | class enemy(object):
    method __init__ (line 69) | def __init__(self, x, y, width, height, end):
    method draw (line 80) | def draw(self,win):
    method move (line 94) | def move(self):
    method hit (line 108) | def hit(self):
  function redrawGameWindow (line 113) | def redrawGameWindow():

FILE: Game/Tutorial #8.py
  class player (line 17) | class player(object):
    method __init__ (line 18) | def __init__(self,x,y,width,height):
    method draw (line 32) | def draw(self, win):
  class projectile (line 53) | class projectile(object):
    method __init__ (line 54) | def __init__(self,x,y,radius,color,facing):
    method draw (line 62) | def draw(self,win):
  class enemy (line 66) | class enemy(object):
    method __init__ (line 70) | def __init__(self, x, y, width, height, end):
    method draw (line 83) | def draw(self,win):
    method move (line 101) | def move(self):
    method hit (line 115) | def hit(self):
  function redrawGameWindow (line 124) | def redrawGameWindow():

FILE: Game/Tutorial #9.py
  class player (line 23) | class player(object):
    method __init__ (line 24) | def __init__(self,x,y,width,height):
    method draw (line 38) | def draw(self, win):
    method hit (line 57) | def hit(self):
  class projectile (line 76) | class projectile(object):
    method __init__ (line 77) | def __init__(self,x,y,radius,color,facing):
    method draw (line 85) | def draw(self,win):
  class enemy (line 89) | class enemy(object):
    method __init__ (line 93) | def __init__(self, x, y, width, height, end):
    method draw (line 106) | def draw(self,win):
    method move (line 124) | def move(self):
    method hit (line 138) | def hit(self):
  function redrawGameWindow (line 147) | def redrawGameWindow():
Condensed preview — 9 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (50K chars).
[
  {
    "path": "Game/Tutorial #10.py",
    "chars": 8448,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #3.py",
    "chars": 2293,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #4.py",
    "chars": 2772,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #5.py",
    "chars": 3899,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #6.py",
    "chars": 5825,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #7.py",
    "chars": 6664,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #8.py",
    "chars": 7291,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "Game/Tutorial #9.py",
    "chars": 8341,
    "preview": "import pygame\r\npygame.init()\r\n\r\nwin = pygame.display.set_mode((500,480))\r\n\r\npygame.display.set_caption(\"First Game\")\r\n\r\n"
  },
  {
    "path": "README.md",
    "chars": 826,
    "preview": "# Pygame Tutorials\n\nThis is the code base for the pygame tutorials posted on my YouTube channel.\n\nYou can check out the "
  }
]

About this extraction

This page contains the full source code of the techwithtim/Pygame-Tutorials GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 9 files (45.3 KB), approximately 12.4k tokens, and a symbol index with 73 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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