Beispiel #1
0
 def step(self):
     self.vy *= 0.99
     self.vx *= 0.99
     self.y += self.vy
     self.x += self.vx
     if sqrt((self.vy**2)+(self.vx**2)) < 1:
         self.vy = 0
         self.vx = 0
     collidinglisthole = self.collidingWith(holesprite)
     if collidinglisthole:
         xcoorballhole = self.x
         ycoorballhole = self.y
         vectorxhole = xcoorballhole-805
         vectoryhole = ycoorballhole-110
         unitvectorxhole = vectorxhole/(sqrt((vectoryhole**2)+(vectorxhole**2)))
         unitvectoryhole = vectoryhole/(sqrt((vectoryhole**2)+(vectorxhole**2)))
         self.x = self.x + (-.5*unitvectorxhole)
         self.y = self.y + (-.5*unitvectoryhole)
         self.vx = 0
         self.vy = 0
         scoreboard = TextAsset("Score: "+str(len(scorecounter)), style="bold 15pt Arial", width=250)
         Sprite(scoreboard, (760, 82))
     collidinglistwater = self.collidingWith(watersprite)
     if collidinglistwater:
         self.vy *= 0.9
         self.vx *= 0.9
         self.y += self.vy
         self.x += self.vx
         if sqrt((self.vy**2)+(self.vx**2)) < 1.5:
             self.vy = 0
             self.vx = 0
             
     collidinglistwall1 = self.collidingWith(wall1sprite)
     if collidinglistwall1:
         self.vx = self.vx*-1
     collidinglistwall2 = self.collidingWith(wall2sprite)
     if collidinglistwall2:
         self.vx = self.vx*-1
     collidinglistwall4 = self.collidingWith(wall4sprite)
     if collidinglistwall4:
         self.vy = self.vy*-1
     collidinglistwall5 = self.collidingWith(wall5sprite)
     if collidinglistwall5:
         self.vy = self.vy*-1
     collidinglistwall6 = self.collidingWith(wall6sprite)
     if collidinglistwall6:
         self.vx = self.vx*-1
     collidinglistwall7 = self.collidingWith(wall7sprite)
     if collidinglistwall7:
         self.vx = self.vx*-1  
     collidinglistwall11 = self.collidingWith(wall11sprite)
     if collidinglistwall11:
         self.vy = self.vy*-1
     collidinglistwall12 = self.collidingWith(wall12sprite)
     if collidinglistwall12:
         self.vx = self.vx*-1
     collidinglistwall13 = self.collidingWith(wall13sprite)
     if collidinglistwall13:
         self.vy = self.vy*-1
     collidinglistwall14 = self.collidingWith(wall14sprite)
     if collidinglistwall14:
         self.vx = self.vx*-1
     collidinglistwall15 = self.collidingWith(wall15sprite)
     if collidinglistwall15:
         self.vy = self.vy*-1
     collidinglistwall16 = self.collidingWith(wall16sprite)
     if collidinglistwall16:
         self.vx = self.vx*-1
     collidinglistwall17 = self.collidingWith(wall17sprite)
     if collidinglistwall17:
         self.vy = self.vy*-1
Beispiel #2
0
                       (MountWidth / 2) - OffSide, SkyHeight - MountHeight),
                      (SkyWidth - MountWidth - OffSide, SkyHeight),
                      (SkyWidth - OffSide, SkyHeight)], ThinLine, MountCol)
Snow = PolygonAsset([(SnowWidth / 2, 0), (0, SnowHeight),
                     (SnowWidth, SnowHeight)], ThinLine, White)
Cloud1 = EllipseAsset(CloudWidth, CloudHeight, ThinLine, White)
Cloud2 = EllipseAsset(CloudWidth / 2, CloudHeight, ThinLine, White)
Cloud3 = EllipseAsset(CloudWidth * 0.75, CloudHeight * 1.5, ThinLine, White)
BirdBody = PolygonAsset([(0, 0), (SkyWidth / 20, SkyHeight / 30),
                         (0, SkyHeight / 15)], ThinLine, BirdCol)
BirdHead = CircleAsset(SkyHeight / 30, ThinLine, BirdCol)
BirdBeak = PolygonAsset([(0, 0), (SkyWidth / 100, SkyHeight / 150),
                         (0, SkyHeight / 75)], ThinLine, Orange)
BirdEye = CircleAsset(SkyHeight / 250, ThinLine, Black)

Sprite(Back)
Sprite(Ground, (0, SkyHeight))
Sprite(Sun, (SkyWidth - 3 * OffSide, SkyHeight - MountHeight))
Sprite(Mount)
Sprite(Snow, (SkyWidth - (MountWidth / 2) -
              (SnowWidth / 2) - OffSide, SkyHeight - MountHeight))
Sprite(Cloud1, (CloudWidth * 1.25, CloudHeight * 2))
Sprite(Cloud2, (CloudWidth * 2.5, CloudHeight * 4))
Sprite(Cloud3, (CloudWidth * 3.75, CloudHeight * 2))
Sprite(BirdBody, (SkyWidth / 3, SkyHeight / 3))
Sprite(BirdBeak, (SkyWidth / 3 + SkyWidth / 20 + SkyWidth / 100,
                  SkyHeight / 3 + SkyHeight / 30 - SkyHeight / 150))
Sprite(BirdHead,
       (SkyWidth / 3 + SkyWidth / 20, SkyHeight / 3 + SkyHeight / 30))
Sprite(BirdEye, (SkyWidth / 3 + SkyWidth / 19, SkyHeight / 3 + SkyHeight / 30))
Beispiel #3
0
#define colors and sprites
for i in range(1):
    black = Color(0x000000, 1.0)
    green = Color(0x00ff00, 1.0)
    white = Color(0xFFFFFF, 1.0)
    blue = Color(0x5D5DFF, 1.0)
    red = Color(0xff0000, 1.0)
    noline = LineStyle(0, black)

    wallplace = RectangleAsset(35, 35, noline, black)
    bungosprite = RectangleAsset(17, 33, noline, green)
    jumpy = RectangleAsset(18, 3, noline, blue)
    bottomof = RectangleAsset(1015, 1, noline, black)
    sideof = RectangleAsset(1, 700, noline, black)
    Sprite(bottomof, (0, 0))
    Sprite(bottomof, (0, 699))
    Sprite(sideof, (0, 0))
    Sprite(sideof, (1014, 0))

    class Wall(Sprite):
        def __init__(self, position):
            super().__init__(wallplace, position)

    class Jumpy(Sprite):
        def __init__(self, position):
            super().__init__(jumpy, position)
            self.vertvel = 20

    class Bungo(Sprite):
        def __init__(self, position):
Beispiel #4
0
from ggame import App, Color, LineStyle, Sprite
from ggame import RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# Three primary colors with no transparency (alpha = 1.0)
red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)

# Define a line style that is a thin (1 pixel) wide black line
thinline = LineStyle(1, black)
# A graphics asset that represents a rectangle
rectangle = RectangleAsset(50, 20, thinline, blue)

# Now display a rectangle
Sprite(rectangle)
Sprite(rectangle, (200, 50))

myapp = App()
myapp.run()
Beispiel #5
0
green = Color(0x00ff00, 1.0)
black = Color(0x000000, 1.0)
cyan = Color(0x00EEEE, 1.0)
purple = Color(0x9A32CD, 1.0)

thickline = LineStyle(5, black)
thinline = LineStyle(1, black)
line = LineStyle(3, black)

rectangle = RectangleAsset(500, 500, line, blue)
circle = CircleAsset(100, thickline, purple)
circle2 = CircleAsset(50, thinline, green)
ellipse = EllipseAsset(40, 80, line, cyan)
ellipse2 = EllipseAsset(80, 40, line, cyan)
polygon = PolygonAsset([(50, 200), (50, 100), (150, 200), (150, 100)],
                       thinline, red)

Sprite(rectangle)
Sprite(circle, (150, 150))
Sprite(circle2, (204, 202))
Sprite(ellipse, (210, 50))
Sprite(ellipse, (210, 300))
Sprite(ellipse2, (50, 215))
Sprite(ellipse2, (300, 215))
Sprite(polygon, (203, 200))

# add your code here /\  /\  /\

myapp = App()
myapp.run()
Beispiel #6
0
red = Color(0xff0000, 1.0)
mouthred = Color(0xff0000, 0.25)
thinline = LineStyle(1, black)
mouthline = LineStyle(4, red)

face = EllipseAsset(136, 160, thinline, peach)
pupil = CircleAsset(10, thinline, brown)
mouth = CircleAsset(20, mouthline, mouthred)
eyebrow = RectangleAsset(30, 2, thinline, brown)
nose = PolygonAsset([(0, 0), (25, 25), (-25, 25), (0, 0)], thinline, peach)
nosebridge = PolygonAsset([(0, 0), (0, 45)], thinline, black)
hatbrim = RectangleAsset(250, 25, thinline, brown)
hat = PolygonAsset([(0, 0), (60, -60), (120, -60), (180, 0), (0, 0)], thinline,
                   brown)

Sprite(face, (160, 160))
Sprite(pupil, (220, 260))
Sprite(pupil, (350, 260))
Sprite(mouth, (280, 400))
Sprite(eyebrow, (220, 230))
Sprite(eyebrow, (340, 230))
Sprite(nose, (272, 310))
Sprite(nosebridge, (273, 290))
Sprite(nosebridge, (323, 290))
Sprite(hatbrim, (170, 150))
Sprite(hat, (205, 90))

# add your code here /\  /\  /\

myapp = App()
myapp.run()
Beispiel #7
0
blau = Color(0x0000ff, 1.0)
schwartz = Color(0x000000, 1.0)
orange = Color(0xffa500, 1.0)
gelb = Color(0xffff00, 0.7)

porklein = LineStyle (1, schwartz)

brick = RectangleAsset(190, 68, porklein, rot) #brick
face = EllipseAsset(68,76, porklein, gelb) #face
hair = EllipseAsset(65, 20, porklein, orange)
eyes = CircleAsset(10, porklein, schwartz) #eyes
mouth = CircleAsset(13, porklein, rot)
haircurl = PolygonAsset([(7,1), (5, 1), (60, 1)], porklein, schwartz)


Sprite(brick, (100, 265))
Sprite(brick, (290, 265))
Sprite(brick, (480, 265))
Sprite(brick, (670, 265))

Sprite(brick, (90,333))
Sprite(brick, (280, 333))
Sprite(brick, (470, 333))
Sprite(brick, (660, 333))
Sprite(face, (180, 190))
#Sprite(hair, (175, 126))
Sprite(eyes, (170, 170))
Sprite(eyes, (210, 170))
Sprite(mouth, (190, 210))
Sprite(haircurl, (150, 126))
Beispiel #8
0
eye1 = CircleAsset(15, thinline, firebrick1)
eye2 = CircleAsset(15, thinline, firebrick1)
shoulder1 = CircleAsset(20, thinline, grey)
shoulder2 = CircleAsset(20, thinline, grey)
arm1 = RectangleAsset(100, 40, thinline, grey)
arm2 = RectangleAsset(100, 40, thinline, grey)
antenna = EllipseAsset(5, 40, thinline, purple)
mouth = EllipseAsset(30, 8, thinline, gold)
lip = RectangleAsset(59, 1, thinline, black)
wave1 = CircleAsset(10, thinner, fade1)
wave2 = CircleAsset(25, thinner, fade2)
wave3 = CircleAsset(42, thinner, fade3)
emblem = CircleAsset(37, thinline)
design = PolygonAsset([(0, 0), (20, 50), (40, 0)], thinline, violet)

Sprite(antenna, (485, 65))
Sprite(head, (432, 100))
Sprite(neck, (470, 200))
Sprite(body, (400, 228))
Sprite(leg1, (400, 428))
Sprite(leg2, (555, 428))
Sprite(eye1, (440, 115))
Sprite(eye2, (510, 115))
Sprite(arm1, (600, 228))
Sprite(arm2, (300, 228))
Sprite(shoulder1, (580, 228))
Sprite(shoulder2, (380, 228))
Sprite(mouth, (460, 165))
Sprite(lip, (460, 173))
Sprite(wave1, (480, 60))
Sprite(wave2, (465, 43))
Beispiel #9
0
blkline = LineStyle(1, black)
noline = LineStyle(0, white)
coolline = LineStyle(1, grey)
blueline = LineStyle(2, blue)
redline = LineStyle(1, red)
greenline = LineStyle(1, green)
gridline = LineStyle(1, grey)
grid=RectangleAsset(30,30,gridline,white)
LK = 'left key'
RK = 'right key'
UK = 'up key'
DK = 'down key'
Mainrect = RectangleAsset(15, 50, thinline, green)
Boxrect = RectangleAsset(75, 20, thinline, black)
Springrect = RectangleAsset(10, 5, thinline, blue)
Main = Sprite(Mainrect, (15, 50))
Boxes = Sprite(Boxrect, (75, 20))
Springs = Sprite(Springrect, (10, 5))
for a in Main:
    def input:
        if input == 'p':
            #Spawn a Main Player
for m in Main:
    def move(Main, key):
        if key == LK:
            #Move sprite to the left
        if key == RK:
            #Move sprite to the right
        if key == UK:
            #Move sprite up
        if key == DK:
Beispiel #10
0
myapp = App()

red = Color(0xFF4040, 1.0)
green = Color(0x00FF00, 1.0)
blue = Color(0x1C86EE, 1.0)
white = Color(0xF8F8FF, 1.0)
black = Color(0x000000, 1.0)
orange = Color(0xFF7D40, 1.0)
thinline1 = LineStyle(1, black)
thinline = LineStyle(1, blue)
#values chosen by the user
h = int(input('enter the h value of a parabola in the form y=(x-h)^2+k: '))
k = int(input('enter the k value of a parabola in the form y=(x-h)^2+k: '))
#this is the image used to represent the skier
skier_asset = ImageAsset("images/Python Skiier.png", Frame(0,0,685,685))
skier = Sprite(skier_asset, (50, 160))
skier.fxcenter=.6
skier.fycenter=.7
skier.scale = 0.3
skier.rotation = .3
#Here I was able to center the vertex of the parabola
xfunc = lambda t: 20*t+522
#Here I used -k vs +k to account for python moving down with regard to y values. 
yfunc = lambda t:-((t-h)**2)-k + 600
#Here I made the jump 60 units in length as this scale was appropriate for the python grid
for t in range(-30, 30):
    Ypoints = yfunc(t)
    Xpoints = xfunc(t)
    #Here the actual circles are plotted which together form a parabola shape simmilar to ski jump
    point = CircleAsset(8, thinline, white)
    Sprite(point, (Xpoints, Ypoints))
Beispiel #11
0
from ggame import App, Color, LineStyle, Sprite
from ggame import CircleAsset

red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)

thinline = LineStyle(1, black)
mycircle = CircleAsset(5, thinline, blue)
mycircle2 = CircleAsset(2, thinline, red)
xcoordinates = range(100, 600, 10)
ycoordinates = range(50, 550, 5)

# Generate a list of sprites that form a line!
sprites = [Sprite(mycircle, (x, x * 0.5 + 100)) for x in xcoordinates]
sprites = [Sprite(mycircle2, (x + 200, x)) for x in ycoordinates]

myapp = App()
myapp.run()
Beispiel #12
0
red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)
purple = Color(0x7D26CD, 1.0)

thinline = LineStyle(1, black)
mycircle = CircleAsset(5, thinline, blue)
myredcircle = CircleAsset(5, thinline, red)
mypurplecircle = CircleAsset(5, thinline, purple)
xcoordinates = range(0, 360, 10)

# Generate a list of sprites that form a line!
sprites = [
    Sprite(mycircle, (x, (100 + 100 * math.sin(math.radians(x)))))
    for x in xcoordinates
]
sprites = [
    Sprite(myredcircle, (x, (100 + 100 * math.cos(math.radians(x)))))
    for x in xcoordinates
]
sprites = [
    Sprite(mypurplecircle, (100 + 100 * math.cos(math.radians(x)),
                            (400 + 100 * math.sin(math.radians(x)))))
    for x in xcoordinates
]
# add your code here /\  /\  /\

myapp = App()
myapp.run()
Beispiel #13
0
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)
purple = Color(0x9B30ff, 1.0)

thinline = LineStyle(1, black)
mycircle = CircleAsset(10, thinline, blue)
mycircle1 = CircleAsset(10, thinline, red)
mycircle2 = CircleAsset(10, thinline, purple)
xcoordinates = range(0, 360, 10)
xcoordinates1 = range(0, 360, 10)
xcoordinates2 = range(100, 700, 10)

# Generate a list of sprites that form a line!
sprites = [
    Sprite(mycircle, (x, 100 + 100 * sin(radians(x)) + 20))
    for x in xcoordinates
]
sprites = [
    Sprite(mycircle1, (x, 100 + 100 * cos(radians(x)) + 100))
    for x in xcoordinates1
]
sprites = [
    Sprite(
        mycircle2,
        (100 + 100 * cos(radians(x)) + 200, 100 + 100 * sin(radians(x)) + 400))
    for x in xcoordinates2
]

myapp = App()
myapp.run()
Beispiel #14
0
from ggame import App, Color, LineStyle, Sprite
from ggame import CircleAsset

red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)

thinline = LineStyle(1, black)
mycircle = CircleAsset(5, thinline, blue)
mycircle2 = CircleAsset(5, thinline, red)
# xcoordinates = range(100, 600, 10)

# Generate a list of sprites that form a line!
sprites = [Sprite(mycircle, (x, x * 0.5 + 100)) for x in range(100, 600, 10)]
sprites2 = [Sprite(mycircle2, (x, x * 2 - 50)) for x in range(100, 600, 10)]

myapp = App()
myapp.run()
Beispiel #15
0
from ggame import App, Color, LineStyle, Sprite, RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# add your code here \/  \/  \/
from ggame import App, Color, LineStyle, Sprite, RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# add your code here \/  \/  \/
red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)
yellow = Color(0xFDF200, 1.0)
darkgreen= Color(0x00A61B,1.0)
line = LineStyle(2, black)
lineyellow = LineStyle(2, yellow)
sky = RectangleAsset(2000,2000,line,blue)
Sprite(sky, (-50,-50))
triangle = PolygonAsset([(0,0),(300,-400),(600,0)], line, green)
Sprite(triangle, (100, 50))
longtriangle = PolygonAsset([(0,0),(400,-350),(800,0)], line, green)
Sprite(longtriangle, (250, 100))
bigtriangle = PolygonAsset([(0,0),(275,-300),(750,0)], line, green)
Sprite(bigtriangle, (250, 150))
hugetriangle= bigtriangle = PolygonAsset([(0,0),(500,-500),(900,0)], line, green)
Sprite(hugetriangle, (450, -50))
bigtriangle = PolygonAsset([(0,0),(275,-300),(750,0)], line, green)
Sprite(bigtriangle, (-150, 150))
sun = CircleAsset(75,line,yellow)
Sprite(sun, (150,0))
hill = EllipseAsset(1200,250,line,darkgreen)
Sprite(hill, (-500,400))
eye = CircleAsset(10,line,black)
Beispiel #16
0
from ggame import App

from ggame import App, Color, LineStyle, Sprite
from ggame import RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# Three primary colors with no transparency (alpha = 1.0)
blue = Color(808080, 1.0)
green = Color(53868, 1.0)

# Define a line style that is a thin (1 pixel) wide black line
thinline = LineStyle(4, blue)
# A graphics asset that represents a rectangle
ellipse = EllipseAsset(80, 40, thinline, green)

# Now display a rectangle
Sprite(ellipse)

myapp = App()
myapp.run()
Beispiel #17
0
"""

from math import sin, cos, radians
from ggame import App, Color, LineStyle, Sprite, RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

red = Color(0xff0000, 1.0)
blue = Color(0x0000ff, 1.0)
purple = Color(0x800080, 1.0)
black = Color(0x000000, 1.0)

line = LineStyle(1, black)
pircle = CircleAsset(5, line, purple)
bircle = CircleAsset(5, line, blue)
rircle = CircleAsset(5, line, red)

xcoordinates = range(0, 370, 10)

bircles = [
    Sprite(bircle, (x, (100 + 100 * sin(radians(x))))) for x in xcoordinates
]
rircles = [
    Sprite(rircle, (x, (100 + 100 * cos(radians(x))))) for x in xcoordinates
]
pircles = [
    Sprite(pircle,
           (100 + 100 * cos(radians(x)), (400 + 100 * sin(radians(x)))))
    for x in xcoordinates
]

myapp = App()
myapp.run()
Beispiel #18
0
width=30
#imports graphics, gets color, sets dimensions of squares
dictionary={}
#creates an aptly named dictionary
thinline=LineStyle(1, black)
livingcell=RectangleAsset(30,30,line,celestegreen)
zombiecell=RectangleAsset(30,30,line,red)
#creates squares
class cell(Sprite):
    def __init__(self, asset, position):
        super().__init__(asset, position)
        self.visible=False
        self.sca=0
for x in range(0,height):
            for y in range(0,width):
                Sprite(zombiecell,(x*height,y*width))
                dictionary[(x,y)]=cell(livingcell,(x*height,y*width))
class ConwayGame(App):
    def __init__(self):
        ConwayGame.listenKeyEvent("keydown", "space",self.spaceclick)
        SCREEN_WIDTH=960
        SCREEN_HEIGHT=720
        self.moving = False
        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT)
        ConwayGame.listenMouseEvent("click",self.create)
        #creates the screen
    def create(self, event):
        self.cx=int(event.x/30)
        self.cy=int(event.y/30)
        #identifies mouse location
        dictionary[(self.cx, self.cy)].visible=not dictionary[(self.cx, self.cy)].visible
Beispiel #19
0
https://github.com/HHS-IntroProgramming/Standards-and-Syllabus/wiki/Programmed-Graphics
for general information on using list comprehensions to generate graphics.

http://brythonserver.github.io/ggame/
for detailed information on ggame.
"""
from ggame import App, Color, LineStyle, Sprite
from ggame import CircleAsset
from math import sin, cos, radians

purple = Color(0xd98cd9, 1.0)
red = Color(0xff6666, 1.0)
blue = Color(0x80dfff, 1.0)
black = Color(0x000000, 0.5)

line = LineStyle(0.5, black)

sincircle = CircleAsset(5, line, blue)
coscircle = CircleAsset(5, line, red)
circle = CircleAsset(5, line, purple)
rads = range(0, 360, 10)

sines = [Sprite(sincircle, (x, 100 + 100 * sin(radians(x)))) for x in rads]
cosines = [Sprite(coscircle, (x, 100 + 100 * cos(radians(x)))) for x in rads]
circles = [
    Sprite(circle, (100 + 100 * cos(radians(x)), 400 + 100 * sin(radians(x))))
    for x in rads
]

myapp = App()
myapp.run()
Beispiel #20
0
from ggame import App, Color, LineStyle, Sprite
from ggame import CircleAsset

red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)

thinline = LineStyle(1, black)
mycircle = CircleAsset(5, thinline, blue)
xcoordinates = range(100, 600, 10)

myredcircle = CircleAsset(5, thinline, red)

# Generate a list of sprites that form a line!
sprites = [Sprite(mycircle, (x, x * -0.7 + 454)) for x in xcoordinates]
redsprites = [Sprite(myredcircle, (x, x * 1.1 - 50)) for x in xcoordinates]

myapp = App()
myapp.run()
nocol=Color(0x000000, 0.0)
brown=Color(0xA65711, 1.0)

noline=LineStyle(0, nocol)
darline=LineStyle(2, dargreen)
palline=LineStyle(1, palyellow)

Base=RectangleAsset(1500, 1000, noline, palyellow)
Hill1=EllipseAsset(300, 150, noline, dargreen)
Hill2=EllipseAsset(200, 75, noline, dargreen)
Hill3=EllipseAsset (550, 200, darline, palgreen)
Cloud_s=CircleAsset(57, noline, cloudy)
Cloud_l=CircleAsset(189, noline, cloudy)
House=PolygonAsset([(0,25), (15,10), (30,25), (26,25), (26,30), (40,30), (40, 55), (4,55), (4,25)], noline, brown)

Sprite(Base)
Sprite(Hill1, (80, 400))
Sprite(Hill1, (750, 480))
Sprite(Hill2, (-50, 400))
Sprite(Hill3, (-100,440))
Sprite(Cloud_l, (70,-175))
Sprite(Cloud_l, (900, -88))
Sprite(Cloud_l, (750, -190))
Sprite(Cloud_s, (35, 80))
Sprite(Cloud_s, (300, 50))
Sprite(Cloud_s, (359, 30))
Sprite(Cloud_s, (600, 120))
Sprite(Cloud_s, (807, 10))
Sprite(Cloud_s, (10, 101))
Sprite(Cloud_s, (150, 111))
Sprite(House, (670,430))
Beispiel #22
0
from ggame import App, RectangleAsset, LineStyle, Color, Sprite
from random import randint

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
dir = 7
dirs = 1
dirss = 1
blue = Color(0x87cefa, 1)
purple = Color(0x7b68ee, 1)
pink = Color(0xff69b4, 1)
line = LineStyle(0, blue)
black = Color(0, 1)
bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_HEIGHT, line, black)
bg = Sprite(bg_asset, (0, 0))
pi = 3.14159
go = True
lineasset = RectangleAsset(1, 100, line, blue)
circle = [
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
    Sprite(lineasset, (400, 100)),
Beispiel #23
0
    def __init__(self):
        self.mazeArray = []
        self.ghostArray = []
        self.cellStack = []
        self.visitedCells = 1
        self.score = 0
        self.mazeDict = {}
        self.currentCell = 0
        self.bubbleArray = random.sample(range(1, cTotalCells - 1), 1)
        self.trophyArray = []
        aCellWallH = LineAsset(cCellSize, 0, thinline)
        aCellWallV = LineAsset(0, cCellSize, thinline)

        bg_asset = RectangleAsset(cWidth * cCellSize, cHeight * cCellSize,
                                  thinline, white)
        self.bg = Sprite(bg_asset, (0, 0))

        self.footer = Sprite(
            TextAsset(text='Maze Runner. Level - ' + str(cLeveli),
                      width=250,
                      align='center',
                      style='20px Arial',
                      fill=blue),
            ((cWidth * cCellSize - 200) / 2, cHeight * cCellSize + 20))
        self.gOver = TextAsset(text='Game Over!',
                               width=140,
                               align='center',
                               style='20px Arial',
                               fill=red)

        #----------borrowed, heavily reworked----------------------
        for y in range(cHeight):
            for x in range(cWidth):
                self.mazeDict['H:' + str(x) + ':' + str(y)] = Sprite(
                    aCellWallH, (x * cCellSize, y * cCellSize))
            for x in range(cWidth):
                self.mazeArray.append(0)
                if (y == 0):
                    for yi in range(cHeight):
                        self.mazeDict['V:' + str(x) + ':' + str(yi)] = Sprite(
                            aCellWallV, (x * cCellSize, yi * cCellSize))
        while (self.visitedCells < cTotalCells):
            x = int(self.currentCell % cWidth)
            y = int(self.currentCell / cWidth)
            neighbors = []
            for i in range(4):
                nx = x + compass[i][0]
                ny = y + compass[i][1]
                if ((nx >= 0) and (ny >= 0) and (nx < cWidth)
                        and (ny < cHeight)):
                    if (self.mazeArray[(ny * cWidth + nx)] & 0x000F) == 0:
                        nidx = ny * cWidth + nx
                        neighbors.append((nidx, 1 << i))
            if len(neighbors) > 0:
                idx = random.randint(0, len(neighbors) - 1)
                nidx, direction = neighbors[idx]
                dx = x * cCellSize
                dy = y * cCellSize
                if direction & 1:
                    self.mazeArray[nidx] |= (4)
                    self.mazeDict['V:' + str(x) + ':' + str(y)].destroy()
                    del self.mazeDict['V:' + str(x) + ':' + str(y)]
                elif direction & 2:
                    self.mazeArray[nidx] |= (8)
                    self.mazeDict['H:' + str(x) + ':' + str(y + 1)].destroy()
                    del self.mazeDict['H:' + str(x) + ':' + str(y + 1)]
                elif direction & 4:
                    self.mazeArray[nidx] |= (1)
                    self.mazeDict['V:' + str(x + 1) + ':' + str(y)].destroy()
                    del self.mazeDict['V:' + str(x + 1) + ':' + str(y)]
                elif direction & 8:
                    self.mazeArray[nidx] |= (2)
                    self.mazeDict['H:' + str(x) + ':' + str(y)].destroy()
                    del self.mazeDict['H:' + str(x) + ':' + str(y)]

                self.mazeArray[self.currentCell] |= direction
                self.cellStack.append(self.currentCell)
                self.currentCell = nidx
                self.visitedCells = self.visitedCells + 1
            else:
                self.currentCell = self.cellStack.pop()
            #--------------------------------

        for i in range(cLeveli):
            self.ghostArray.append(
                Ghost(self.getMazeArray(), self.getCellStack()))

        for tCell in self.bubbleArray:
            self.trophyArray.append(Trophy(tCell))
Beispiel #24
0
http://brythonserver.github.io/ggame/
for detailed information on ggame.
"""
from math import sin, cos, radians
from ggame import App, Color, LineStyle, Sprite, RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

blue = Color(0x07608f, 1.0)
purple = Color(0x993299, 1.0)
red = Color(0xf41844, 1.0)
bline = LineStyle(1, blue)
pline = LineStyle(1, purple)
rline = LineStyle(1, red)

xcoords = range(0, 360, 10)
bcircle = CircleAsset(4, bline, blue)
rcircle = CircleAsset(4, rline, red)
pcircle = CircleAsset(4, pline, purple)

sine_sprites = [
    Sprite(bcircle, (x, 100 + 100 * sin(radians(x)))) for x in xcoords
]
cos_sprites = [
    Sprite(rcircle, (x, 100 + 100 * cos(radians(x)))) for x in xcoords
]
purple_sprites = [
    Sprite(pcircle, (100 + 100 * cos(radians(x)), 400 + 100 * sin(radians(x))))
    for x in xcoords
]

myapp = App()
myapp.run()
Beispiel #25
0
from ggame import App, RectangleAsset, ImageAsset, SoundAsset
from ggame import LineStyle, Color, Sprite, Sound

myapp = App()

# define colors and line style
green = Color(0x00ff00, 1)
black = Color(0, 1)
noline = LineStyle(0, black)
# a rectangle asset and sprite to use as background
bg_asset = RectangleAsset(myapp.width, myapp.height, noline, green)
bg = Sprite(bg_asset, (0, 0))

# A ball! This is already in the ggame-tutorials repository
ball_asset = ImageAsset("images/orb-150545_640.png")
ball = Sprite(ball_asset, (0, 0))
# Original image is too big. Scale it to 1/10 its original size
ball.scale = 0.1
# custom attributes
ball.direction = 1
ball.go = True


# reverse - change the ball direction
def reverse(b):
    b.direction *= -1


# Set up function for handling screen refresh
def step():
    if ball.go:
Beispiel #26
0
#colors
red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)
purple = Color(0x9932CC, 1.0)

#Spritebases
thinline = LineStyle(1, black)
blueCircle = CircleAsset(5, thinline, blue)
redCircle = CircleAsset(5, thinline, red)
purpleCircle = CircleAsset(5, thinline, purple)
xcoordinates = range(0, 370, 10)

#line generators
blues = [
    Sprite(blueCircle, (x, 100 + 100 * sin(radians(x)))) for x in xcoordinates
]
reds = [
    Sprite(redCircle, (x, 100 + 100 * cos(radians(x)))) for x in xcoordinates
]
purples = [
    Sprite(purpleCircle,
           (100 + 100 * cos(radians(x)), 400 + 100 * sin(radians(x))))
    for x in xcoordinates
]

myapp = App()
myapp.run()
Beispiel #27
0
from ggame import App
myapp = App()
myapp.run()

from ggame import App, Color, LineStyle, Sprite
from ggame import RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# Three primary colors with no transparency (aplpha = 1.0)
red = Color(0xff0000, 1.0)
green = Color(0x00ff00, 1.0)
blue = Color(0x0000ff, 1.0)
black = Color(0x000000, 1.0)

# Define a line style that is a thin (1 pixel) wide black line
thinline = LineStyle(1, black)
# A graphics asset that represents a rectangle
rectangle = RectangleAsset(50, 20, thinline, blue)

#Now display a rectangle
Sprite(rectangle)


Beispiel #28
0
http://brythonserver.github.io/ggame/
for detailed information on ggame.

"""
from ggame import App, Color, LineStyle, Sprite, RectangleAsset, CircleAsset, EllipseAsset, PolygonAsset

# add your code here \/  \/  \/
red = Color(0xff0000, .7)
green = Color(0x00ff00, .7)
blue = Color(0x0000ff, .7)
black = Color(0x000000, 1)

#the window itself
thinline = LineStyle(1, black)
rect = RectangleAsset(400,5, thinline, black)
Sprite(rect, (20,40))

thinline = LineStyle(1, black)
rect = RectangleAsset(400,5, thinline, black)
Sprite(rect, (20,300))

thinline = LineStyle(1, black)
rect = RectangleAsset(5,265, thinline, black)
Sprite(rect, (20,40))

thinline = LineStyle(1, black)
rect = RectangleAsset(5,265, thinline, black)
Sprite(rect, (415,40))

thinline = LineStyle(1, black)
rect = RectangleAsset(5,265, thinline, black)
Beispiel #29
0
    def __init__(self, width, height):
        super().__init__(width, height)
        suhan = ImageAsset("images/starfield.jpg")

        quiter = Sprite(suhan, (0, 0))  #jjeeeefffffff
        quiter1 = Sprite(suhan, (512, 512))
        quiter2 = Sprite(suhan, (0, 512))
        quiter3 = Sprite(suhan, (512, 0))
        quiter4 = Sprite(suhan, (1024, 512))
        quiter5 = Sprite(suhan, (1024, 0))
        quiter6 = Sprite(suhan, (0, 1024))
        quiter10 = Sprite(suhan, (512, 2014))
        quiter11 = Sprite(suhan, (1024, 1024))
        quiter12 = Sprite(suhan, (512, 1024))
        quiter13 = Sprite(suhan, (1024, 512))

        Sun((700, 430))
        Sun((500, 600))
        Sun((500, 250))
        Sun((900, 600))
        Sun((900, 250))
        Sun((700, 760))
        Sun((700, 100))

        #SCREEN_WIDTH = 1400
        #SCREEN_HEIGHT = 860
        Ship((400, 430))
        Sip((1000, 430))
Beispiel #30
0
 black = Color(0x000000, 1.0)
 slategrey = Color(0x8B8878, 1.0)
 white = Color(0xffffff, 1.0)
 brown = Color(0xCD661D, 1.0)
 khaki = Color(0xF0E68C, 1.0)
 darkgreen = Color(0x006400, 1.0)
 watercolor = Color(0x1874CD, 1.0)
 thinline = LineStyle(2, black)
 brownline = LineStyle(2, brown)
 blueline = LineStyle(2, blue)
 greenline = LineStyle(2, darkgreen)
 waterline = LineStyle(2, watercolor)
 treegreenline = LineStyle(2, treegreen)
 
 background = RectangleAsset(1200, 1000, thinline, treegreen)
 Sprite(background, (0, 0))
 
 floor1 = RectangleAsset(100, 200, greenline, darkgreen)
 Sprite(floor1, (80, 200))
 floor2 = PolygonAsset([(60, 200), (180, 100), (370, 100), (137, 200)], greenline, darkgreen)
 Sprite(floor2, (90, 100)) 
 floor3 = RectangleAsset(95, 346, greenline, darkgreen)
 Sprite(floor3, (300, 100))
 floorpatch = RectangleAsset(10, 10, greenline, darkgreen)
 Sprite(floorpatch, (290, 140))
 floor4 = EllipseAsset(80, 40, greenline, darkgreen)
 Sprite(floor4, (50, 360))
 floor6 = RectangleAsset(620, 75, greenline, darkgreen)
 Sprite(floor6, (300, 380))
 floor7 = RectangleAsset(200, 300, greenline, darkgreen)
 Sprite(floor7, (722, 80))