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Extra resources for Alphabet Puzzles (Grades K-1)
If our mouse clicked where a button is, we’ll play that sound, otherwise we’ll do nothing. In order to check whether or not a button was clicked, we need to know three things: 1) the position of each button, 2) the size of that button, and 3) where the mouse was when it was clicked. If our mouse coordinates are greater than the x and y coordinates of the button image, but less than the x and y coordinates plus the width and height of the image, then we can be sure that the button we’re checking against was clicked and we can therefore play the sound for that button; otherwise, the mouse was outside the button.
RightDown = False 106. playerVX = moveSpeed 107. 108. QUIT: 109. quitGame() 110. 111. move() 102. 103. update() Move() Just after our key detection code we have line 111, which simply has move() on it. This is a function call. Before now, almost all of the code we’ve written has been inside our main loop. The problem is that after a while, having every single line of code in one big loop can get a little messy and hard to follow. So, to make our lives easier, we’ve put the code that’s responsible for making our character move into its own function, the move function.
39. 0: playerVX = moveSpeed playerVX = -playerVX # Make sure our square doesn’t leave our # window to the left [ Taking Control of the Keyboard & Mouse ] 32 ESSENTIALS 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. 66. 67. 68. 0 haveJumped = False # Is our square in the air? # Better add some gravity to bring it back down! 1 69. 70. 71. 72. # How to quit our program 73. quit() 74. exit() 75. 76. 77. while True: 78. fill((0,0,0)) 79. 80. rect(surface, (255,0,0), 81.