Pygame Tutorial 11
import pygame

pygame.init()

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

gameDisplay = pygame.display.set_mode((800,600))
pygame.display.set_caption('Slither')

gameExit = False

lead_x = 300
lead_y = 300

lead_x_change = 0
lead_y_change = 0

clock = pygame.time.Clock()


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:
               lead_x_change = -10
               lead_y_change = 0
           elif event.key == pygame.K_RIGHT:
               lead_x_change = 10
               lead_y_change = 0
           elif event.key == pygame.K_UP:
               lead_y_change = -10
               lead_x_change = 0
           elif event.key == pygame.K_DOWN:
               lead_y_change = 10
               lead_x_change = 0

               
       

   lead_x += lead_x_change
   lead_y += lead_y_change
   gameDisplay.fill(white)
   pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,10,10])
   pygame.display.update()

   clock.tick(30)
   

pygame.quit()
quit()


Pygame Tutorial 12
import pygame

pygame.init()

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

gameDisplay = pygame.display.set_mode((800,600))
pygame.display.set_caption('Slither')

gameExit = False

lead_x = 300
lead_y = 300

lead_x_change = 0
lead_y_change = 0

clock = pygame.time.Clock()


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:
               lead_x_change = -10
               lead_y_change = 0
           elif event.key == pygame.K_RIGHT:
               lead_x_change = 10
               lead_y_change = 0
           elif event.key == pygame.K_UP:
               lead_y_change = -10
               lead_x_change = 0
           elif event.key == pygame.K_DOWN:
               lead_y_change = 10
               lead_x_change = 0

   if lead_x >= 800 or lead_x < 0 or lead_y >= 600 or lead_y < 0:
       gameExit = True

       

               
       

   lead_x += lead_x_change
   lead_y += lead_y_change
   gameDisplay.fill(white)
   pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,10,10])
   pygame.display.update()

   clock.tick(30)
   

pygame.quit()
quit()


Pygame Tutorial 13
import pygame

pygame.init()

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

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')

gameExit = False

lead_x = display_width/2
lead_y = display_height/2

lead_x_change = 0
lead_y_change = 0

clock = pygame.time.Clock()

block_size = 10
FPS = 30


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:
               lead_x_change = -block_size
               lead_y_change = 0
           elif event.key == pygame.K_RIGHT:
               lead_x_change = block_size
               lead_y_change = 0
           elif event.key == pygame.K_UP:
               lead_y_change = -block_size
               lead_x_change = 0
           elif event.key == pygame.K_DOWN:
               lead_y_change = block_size
               lead_x_change = 0

   if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
       gameExit = True

       

               
       

   lead_x += lead_x_change
   lead_y += lead_y_change
   gameDisplay.fill(white)
   pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,block_size,block_size])
   pygame.display.update()

   clock.tick(FPS)
   

pygame.quit()
quit()


Pygame Tutorial 14
import pygame
import time

pygame.init()

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

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')

gameExit = False

lead_x = display_width/2
lead_y = display_height/2

lead_x_change = 0
lead_y_change = 0

clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])
   


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:
               lead_x_change = -block_size
               lead_y_change = 0
           elif event.key == pygame.K_RIGHT:
               lead_x_change = block_size
               lead_y_change = 0
           elif event.key == pygame.K_UP:
               lead_y_change = -block_size
               lead_x_change = 0
           elif event.key == pygame.K_DOWN:
               lead_y_change = block_size
               lead_x_change = 0

   if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
       gameExit = True
 

   lead_x += lead_x_change
   lead_y += lead_y_change
   gameDisplay.fill(white)
   pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,block_size,block_size])
   pygame.display.update()

   clock.tick(FPS)
   
message_to_screen("You Lose, go outside you fool", red)
pygame.display.update()
time.sleep(2)
pygame.quit()
quit()


Pygame Tutorial 15
import pygame
import time

pygame.init()

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

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,block_size,block_size])
       pygame.display.update()

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()


Pygame Tutorial 16
import pygame
import time
import random

pygame.init()

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

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0

   randAppleX = random.randrange(0, display_width-block_size)
   randAppleY = random.randrange(0, display_height-block_size)
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, block_size,block_size])
       pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,block_size,block_size])
       pygame.display.update()

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()


Pygame Tutorial 17
import pygame
import time
import random

pygame.init()

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

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0

   randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
   randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, block_size,block_size])
       pygame.draw.rect(gameDisplay, black, [lead_x,lead_y,block_size,block_size])
       pygame.display.update()

       if lead_x == randAppleX and lead_y == randAppleY:
           print("om nom nom")

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()


Pygame Tutorial 18
import pygame
import time
import random

pygame.init()

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def snake(lead_x,lead_y,block_size):
   pygame.draw.rect(gameDisplay, green, [lead_x,lead_y,block_size,block_size])
   

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0

   randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
   randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, block_size,block_size])
       snake(lead_x,lead_y,block_size)
       pygame.display.update()

       if lead_x == randAppleX and lead_y == randAppleY:
           randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
           randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()


Pygame Tutorial 19
import pygame
import time
import random

pygame.init()

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def snake(block_size, snakelist):
   for XnY in snakelist:
       pygame.draw.rect(gameDisplay, green, [XnY[0],XnY[1],block_size,block_size])
   

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0

   randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
   randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, block_size,block_size])

       snakeList = []
       snakeHead = []
       snakeHead.append(lead_x)
       snakeHead.append(lead_y)
       snakeList.append(snakeHead)
       snake(block_size, snakeList)

       
       pygame.display.update()

       if lead_x == randAppleX and lead_y == randAppleY:
           randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
           randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()


Pygame Tutorial 20
import pygame
import time
import random

pygame.init()

white = (255,255,255)
black = (0,0,0)
red = (255,0,0)
green = (0,155,0)

display_width = 800
display_height  = 600

gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption('Slither')



clock = pygame.time.Clock()

block_size = 10
FPS = 30

font = pygame.font.SysFont(None, 25)

def snake(block_size, snakelist):
   for XnY in snakelist:
       pygame.draw.rect(gameDisplay, green, [XnY[0],XnY[1],block_size,block_size])
   

def message_to_screen(msg,color):
   screen_text = font.render(msg, True, color)
   gameDisplay.blit(screen_text, [display_width/2, display_height/2])


def gameLoop():
   gameExit = False
   gameOver = False

   lead_x = display_width/2
   lead_y = display_height/2

   lead_x_change = 0
   lead_y_change = 0

   snakeList = []
   snakeLength = 10

   randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
   randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   
   while not gameExit:

       while gameOver == True:
           gameDisplay.fill(white)
           message_to_screen("Game over, press C to play again or Q to quit", red)
           pygame.display.update()

           for event in pygame.event.get():
               if event.type == pygame.KEYDOWN:
                   if event.key == pygame.K_q:
                       gameExit = True
                       gameOver = False
                   if event.key == pygame.K_c:
                       gameLoop()

       
       for event in pygame.event.get():
           if event.type == pygame.QUIT:
               gameExit = True
           if event.type == pygame.KEYDOWN:
               if event.key == pygame.K_LEFT:
                   lead_x_change = -block_size
                   lead_y_change = 0
               elif event.key == pygame.K_RIGHT:
                   lead_x_change = block_size
                   lead_y_change = 0
               elif event.key == pygame.K_UP:
                   lead_y_change = -block_size
                   lead_x_change = 0
               elif event.key == pygame.K_DOWN:
                   lead_y_change = block_size
                   lead_x_change = 0

       if lead_x >= display_width or lead_x < 0 or lead_y >= display_height or lead_y < 0:
           gameOver = True
     

       lead_x += lead_x_change
       lead_y += lead_y_change
       
       gameDisplay.fill(white)
       pygame.draw.rect(gameDisplay, red, [randAppleX, randAppleY, block_size,block_size])

       
       snakeHead = []
       snakeHead.append(lead_x)
       snakeHead.append(lead_y)
       snakeList.append(snakeHead)

       if len(snakeList) > snakeLength:
           del snakeList[0]
       
       snake(block_size, snakeList)

       
       pygame.display.update()

       if lead_x == randAppleX and lead_y == randAppleY:
           randAppleX = round(random.randrange(0, display_width-block_size)/10.0)*10.0
           randAppleY = round(random.randrange(0, display_height-block_size)/10.0)*10.0
   

       clock.tick(FPS)
       
   pygame.quit()
   quit()


gameLoop()