Beispiel #1
0
    def test_scaledcirclecollision(self):
        s1 = Sprite(self.circ, (100, 80))
        s2 = Sprite(self.rect, (161, 100))
        c = s1.collidingWith(s2)
        self.assertFalse(c, msg="circle not colliding with rect")
        s1.x = 101
        c = s1.collidingWith(s2)
        self.assertTrue(c, msg="circle colliding with rect")
        s1.x = 170
        c = s1.collidingWith(s2)
        self.assertTrue(c, msg="circle colliding with rect on right side")
        s1.x = 172
        c = s1.collidingWith(s2)
        self.assertFalse(c, msg="circle not colliding with rect on right side")
        # Now scale at 2x
        s1.scale = 2
        s1.x = 40
        c = s1.collidingWith(s2)
        self.assertFalse(c, msg="2x scaled circle not colliding with rect")
        s1.x = 41
        c = s1.collidingWith(s2)
        self.assertTrue(c, msg="2x scaled circle colliding with rect")
        s1.x = 170
        c = s1.collidingWith(s2)
        self.assertTrue(
            c, msg="2x scaled circle colliding with rect on right side")
        s1.x = 172
        c = s1.collidingWith(s2)
        self.assertFalse(
            c, msg="2x scaled circle not colliding with rect on right side")

        s1.destroy()
        s2.destroy()
Beispiel #2
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 def test_spritecollision(self):
   s1 = Sprite(self.image, (51,52))
   s2 = Sprite(self.image, (51, 52))
   cl = s2.collidingWithSprites()
   self.assertEqual(len(cl), 1)
   self.assertEqual(s2.collidingWith(cl[0]), True)
   s2.x = 125
   self.assertEqual(s2.collidingWith(cl[0]), False)
   s1.destroy()
   s2.destroy()    
Beispiel #3
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 def test_spritecollision(self):
     s1 = Sprite(self.image, (51, 52))
     s2 = Sprite(self.image, (51, 52))
     cl = s2.collidingWithSprites()
     self.assertEqual(len(cl), 1)
     self.assertEqual(s2.collidingWith(cl[0]), True)
     s2.x = 125
     self.assertEqual(s2.collidingWith(cl[0]), False)
     s1.destroy()
     s2.destroy()
Beispiel #4
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 def test_sprite(self):
   s = Sprite(self.image, (51,52))
   self.assertEqual(s.x, 51)
   self.assertEqual(s.y, 52)
   self.assertEqual(s.width, 71)
   self.assertEqual(s.height, 100)
   self.assertEqual(s.position, (51,52))
   self.assertEqual(s.fxcenter, 0.0)
   s.x = 41
   self.assertEqual(s.x, 41)
   self.assertEqual(s.width, 71)
   s.destroy()
Beispiel #5
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 def test_sprite(self):
     s = Sprite(self.image, (51, 52))
     self.assertEqual(s.x, 51)
     self.assertEqual(s.y, 52)
     self.assertEqual(s.width, 71)
     self.assertEqual(s.height, 100)
     self.assertEqual(s.position, (51, 52))
     self.assertEqual(s.fxcenter, 0.0)
     s.x = 41
     self.assertEqual(s.x, 41)
     self.assertEqual(s.width, 71)
     s.destroy()
Beispiel #6
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    def test_advancedspritecollision(self):
        class SpriteChild(Sprite):
            pass

        s1 = Sprite(self.image, (51, 52))
        s2 = Sprite(self.image, (61, 52))
        s3 = SpriteChild(self.image, (71, 52))
        cl = s1.collidingWithSprites(SpriteChild)
        self.assertEqual(len(cl), 1)
        self.assertIs(cl[0], s3)
        cl = s1.collidingWithSprites()
        self.assertEqual(len(cl), 2)
        s1.destroy()
        s2.destroy()
        s3.destroy()
Beispiel #7
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  def test_advancedspritecollision(self):
    class SpriteChild(Sprite):
      pass

    s1 = Sprite(self.image, (51,52))
    s2 = Sprite(self.image, (61,52))
    s3 = SpriteChild(self.image, (71,52))
    cl = s1.collidingWithSprites(SpriteChild)
    self.assertEqual(len(cl), 1)
    self.assertIs(cl[0], s3)
    cl = s1.collidingWithSprites()
    self.assertEqual(len(cl), 2)
    s1.destroy()
    s2.destroy()
    s3.destroy()
Beispiel #8
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    def test_enfoldingcollision(self):
        def step():
            s1.x += 1
            s2.x -= 1
            c = s1.collidingWith(s2)
            self.assertTrue(c, msg="big sprite colliding with embedded sprite")
            c = s2.collidingWith(s1)
            self.assertTrue(c,
                            msg="small sprite colliding with enfolding sprite")

        s1 = Sprite(self.rocket, (10, 10))
        s2 = Sprite(self.image, (15, 15))

        a = App()
        a.run(step)

        for i in range(10):
            a._animate(1)

        s1.destroy()
        s2.destroy()
Beispiel #9
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 def test_spritevariety(self):
   s1 = Sprite(self.multiimage)
   s2 = Sprite(self.rect)
   s3 = Sprite(self.circ)
   s4 = Sprite(self.ellipse)
   s5 = Sprite(self.line)
   s6 = Sprite(self.poly)
   s7 = Sprite(self.text)
   s1.destroy()
   s2.destroy()
   s3.destroy()
   s4.destroy()
   s5.destroy()
   s6.destroy()
   s7.destroy()
Beispiel #10
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 def test_spritevariety(self):
     s1 = Sprite(self.multiimage)
     s2 = Sprite(self.rect)
     s3 = Sprite(self.circ)
     s4 = Sprite(self.ellipse)
     s5 = Sprite(self.line)
     s6 = Sprite(self.poly)
     s7 = Sprite(self.text)
     s1.destroy()
     s2.destroy()
     s3.destroy()
     s4.destroy()
     s5.destroy()
     s6.destroy()
     s7.destroy()
Beispiel #11
0
class Hangman(App):
    def __init__(self, width, height):
        super().__init__(width, height)
        #creating sprites
        bgasset = RectangleAsset(SCREEN_WIDTH, 700, noline, blue)
        Sprite(bgasset,(0,0))
        self.gallows = Sprite(gallowsasset,(350,50))
        self.gallows.scale = 1.5
        self.letterbutton = Sprite(guessletterasset,(800,250))
        self.wordbutton = Sprite(wordbuttonasset,(800,300))
        self.gallows.hangingphase = 0
        self.wordsprite = Sprite(wordasset,(500,525))
        self.wordsprite.fxcenter = 0.5
        self.guessedsprite = Sprite(guessedasset, (100,250))
        
    #tracking mouse
    def mousemove(self, event):
        global mousex
        global mousey
        mousex = event.x-10
        mousey = event.y-10
    
    #sensing clicks
    def mousedown(self, event):
        global mousex
        global mousey
        if (mousex >= 800 and mousex <= 840) and (mousey >= 250 and mousey <= 275):
            self.guessletter()
        if (mousex >= 800 and mousex <= 840) and (mousey >= 300 and mousey <= 325):
            self.guessword()

    def guessletter(self):
        global wordinprogress
        global word
        global displayedword
        global wordsprite
        global alreadyguessedstring
        global guessedasset
        global wordasset
        global hangingphase
        global gallows
        global guessedsprite
        global allletters
        displayedword = ''
        guessedletter = input('Please guess a letter!')
        guessedletter = guessedletter.lower()
        
        while alreadyguessed.count(guessedletter) > 0:
            guessedletter = input('You already guessed that letter! Try again:')
        
        while allsymbols.count(guessedletter) > 0:
            guessedletter = input("That's not a letter! Try again:")
        
        while len(guessedletter) > 1:
            guessedletter = input("Please only input one letter:")
        
        if word.count(guessedletter) > 0:
            for x in range(len(word)):
                if guessedletter == word[x]:
                    wordinprogress = wordinprogress[:x] + "{0}".format(guessedletter) + wordinprogress[x+1:]
            for x in range(len(wordinprogress)):
                displayedword = displayedword + "{0:<3}".format(wordinprogress[x])
            self.wordsprite.destroy()
            wordasset = TextAsset(displayedword, style='60px Helvetica',align='center',width=1000)
            self.wordsprite = Sprite(wordasset,(500,525))
            self.wordsprite.fxcenter = 0.5
            alreadyguessed.append(guessedletter)
            alreadyguessedstring = alreadyguessedstring + "{0:<3}".format(guessedletter)
        else:
            alreadyguessed.append(guessedletter)
            alreadyguessedstring = alreadyguessedstring + "{0:<3}".format(guessedletter)
            self.gallows.hangingphase += 1
            self.gallows.setImage(self.gallows.hangingphase)
            
        self.guessedsprite.destroy()
        guessedasset = TextAsset(alreadyguessedstring, style='20px Helvetica',align='center',width=100)
        self.guessedsprite = Sprite(guessedasset, (100,250))
        
        self.endgame()
        self.wongame()


    
    def guessword(self):
        global word
        global hangingphase
        global gallows
        global finishedword
        global guessed
        guessedword = input("Guess the word!")
        guessedword = guessedword.lower()
        
        if guessedword == word:
            self.wordsprite.destroy()
            wordasset = TextAsset(finishedword, style='60px Helvetica',align='center',width=1000)
            self.wordsprite = Sprite(wordasset,(500,525))
            self.wordsprite.fxcenter = 0.5
            endscreen = Sprite(winscreenasset, (150,250))
            guessed = True
            self.wongame()
        else:
            self.gallows.hangingphase += 1
            self.gallows.setImage(self.gallows.hangingphase)
        self.endgame()
        
    def endgame(self):
        if self.gallows.hangingphase == 6:
            self.wordsprite.destroy()
            wordasset = TextAsset(finishedword, style='60px Helvetica',align='center',width=1000,fill=red)
            self.wordsprite = Sprite(wordasset,(500,525))
            self.wordsprite.fxcenter = 0.5
            Hangman.unlistenMouseEvent('mousemove', myapp.mousemove)
            Hangman.unlistenMouseEvent('mousedown', myapp.mousedown)
    
    def wongame(self):
        global displayedword, finishedword, guessed
        if displayedword == finishedword:
            endscreen = Sprite(winscreenasset, (150,250))
            Hangman.unlistenMouseEvent('mousemove', myapp.mousemove)
            Hangman.unlistenMouseEvent('mousedown', myapp.mousedown)
        if guessed == True:
            Hangman.unlistenMouseEvent('mousemove', myapp.mousemove)
            Hangman.unlistenMouseEvent('mousedown', myapp.mousedown)
Beispiel #12
0
class Maze():
    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))

    def runGhosts(self):
        i = 0
        for g in self.ghostArray:
            g.update()
            if g.myLocation() == cTotalCells - 1:
                g.destroy()
                self.ghostArray.append(
                    Ghost(self.getMazeArray(), self.getCellStack()))
                del self.ghostArray[i]
            i += 1

    def getMazeArray(self):
        return self.mazeArray[:]

    def getCellStack(self):
        return self.cellStack[:]

    def addRunner(self, pRunner):
        self.Runner = pRunner

    def checkCollisions(self):

        if len(self.Runner.collidingWithSprites(Ghost)) > 0:
            self.Runner.setState('Lost')
            Sprite(self.gOver,
                   (cWidth * cCellSize / 2 - 40, cHeight * cCellSize / 2 - 20))

        trophies = self.Runner.collidingWithSprites(Trophy)
        if len(trophies) > 0:
            for t in trophies:
                self.score += 1
                t.destroy()
                self.bubbleArray.pop()
                if len(self.bubbleArray) == 0:
                    self.Runner.setState('Won')

    def selfDestruct(self):
        self.bg.destroy()
        self.footer.destroy()
        for k in self.mazeDict:
            self.mazeDict[k].destroy()
        for g in self.ghostArray:
            g.destroy()
Beispiel #13
0
class Zoxy(App):
    def __init__(self, width, height):
        super().__init__(width, height)
        time.time()
        black = Color(1, 1)
        line = LineStyle(2, black)
        self.peanuts = 0
        Score = str(self.peanuts)
        grass = Color(0x229954, 1)
        hedge = Color(0x145A32, 1)
        stone = Color(0xB2BABB, 1)
        road = Color(0x515A5A, 1)
        roof = Color(0x5F6A6A, 1)
        Grass = RectangleAsset(1279, 939, line, grass)
        Hedge = RectangleAsset(25, 700, line, hedge)
        Hedge2 = RectangleAsset(25, 340, line, hedge)
        Hedge3 = RectangleAsset(25, 290, line, hedge)
        Hedge4 = RectangleAsset(485, 25, line, hedge)
        Stone = RectangleAsset(20, 50, line, stone)
        Road = RectangleAsset(60, 940, line, road)
        Roof = RectangleAsset(30, 400, line, roof)
        Roof2 = RectangleAsset(30, 300, line, roof)
        self.score = TextAsset("Score:" + Score + "",
                               style="40pt Comic Sans MS",
                               fill=Color(0xD2B4DE, 1),
                               width=200)
        self.waituntil = time.time() + 1
        X = random.randrange(100) + 1280
        X2 = random.randrange(100) + 1380
        Y = random.randrange(940)
        Sprite(Grass, (0, 0))
        Sprite(Roof2, (200, 0))
        Sprite(Roof2, (200, 600))
        Sprite(RectangleAsset(-400, 30, line, roof), (0, 0))
        Sprite(CircleAsset(45, line, roof), (215, 40))
        Sprite(CircleAsset(25, line, roof), (215, 40))
        Sprite(CircleAsset(45, line, roof), (215, 900))
        Sprite(CircleAsset(25, line, roof), (215, 900))

        People((X2, 300))
        People((X, 320))
        People((X2, 340))
        People((X, 360))
        People((X2, 380))
        People((X, 400))
        People((X2, 420))
        People((X, 440))
        People((X2, 460))
        People((X, 480))
        People((X2, 500))
        People((X, 520))
        People((X2, 540))
        People((X, 560))
        People((X2, 580))
        self.prompt = Sprite(self.score, (10, 10))

        Bingo((640, 300), self)

    def step(self):
        thetime = time.time()

        for ship in self.getSpritesbyClass(Bingo):
            ship.step()
        for hip in self.getSpritesbyClass(People):
            hip.step()
            if hip.x <= 230:
                hip.x = 1280
                self.peanuts = self.peanuts - 10
        if thetime > self.waituntil:
            self.waituntil = thetime
            self.prompt.destroy()
            self.peanuts = self.peanuts + .01
            peanuts = self.peanuts
            Score = str(peanuts)
            self.score = TextAsset("Score:" + Score + "",
                                   style="40pt Comic Sans MS",
                                   fill=Color(0xD2B4DE, 1),
                                   width=200)
            self.prompt = Sprite(self.score, (10, 10))
Beispiel #14
0
class Kong(App):
    def __init__(self, width, height):
        super().__init__(width, height)
        black = Color(0, 1)
        yellow = Color(0xffeb3b, 1.0)
        white = Color(0xfafafa, 1.0)
        liner = LineStyle(1, white)
        line = LineStyle(1, black)
        self.play = False
        self.ComicSans = True
        bg_asset = RectangleAsset(width, height, line, black)
        bg = Sprite(bg_asset, (0, 0))
        text = TextAsset("Press ENTER To Start",
                         style='40pt Comic Sans MS',
                         fill=Color(0xffeb3b, 1),
                         width=700)
        self.prompt = Sprite(text, (50, 250))
        TEXT = TextAsset("Game Over",
                         style='40pt Comic Sans Ms',
                         fill=Color(0xffeb3b, 1),
                         width=700)
        self.Prompt = Sprite(TEXT, (350, 350))
        self.prompt.visible = True
        self.Prompt.visible = False
        self.count = 0
        self.lost = False
        Kong.listenKeyEvent("keydown", "enter", self.playing)

    def playing(self, event):
        self.prompt.destroy()
        self.play = True
        if self.play == True:
            player((50, 640))
            Barrel((70, 145))
            black = Color(1, 0)
            Black = Color(0, 1)
            Red = Color(0xF44366, 1.0)
            noline = LineStyle(1000, Black)
            oline = LineStyle(0, Red)
            white = Color(0xfafafa, 1.0)
            yellow = Color(0xffca28, 1.0)
            liner = LineStyle(1, white)
            brown = Color(0x996633, 1.0)
            Blue = Color(0x558b24, 1.0)
            wall(RectangleAsset(700, 30, oline, Red), (0, 670))
            wall(RectangleAsset(550, 30, oline, Red), (0, 500))
            wall(RectangleAsset(550, 30, oline, Red), (150, 330))
            wall(RectangleAsset(600, 30, oline, Red), (0, 160))
            wall(RectangleAsset(100, 30, oline, Red), (100, 50))
            ladder(RectangleAsset(10, 170, oline, Blue), (550, 500))
            ladder(RectangleAsset(10, 170, oline, Blue), (140, 330))
            ladder(RectangleAsset(10, 170, oline, Blue), (600, 160))
            trophy(RectangleAsset(25, 25, liner, yellow), (100, 22))

    def step(self):
        for ship in self.getSpritesbyClass(player):
            ship.step()
            if ship.x >= 680 or ship.x <= 0:
                ship.vx = 0
            if ship.lives == 0 or ship.won == True:
                self.Prompt.visible = True
            if ship.won == True:
                self.Prompt.visible = True

        for hip in self.getSpritesbyClass(Barrel):
            hip.step()
            if hip.x <= 0:
                hip.destroy()
        self.count = self.count + 1
        if self.count == 250:
            Barrel((70, 145))
            self.count = 0
Beispiel #15
0
class Turtle:
    #defining colors
    black = Color(0x000000, 1.0)
    red = Color(0xF01414, 1.0)
    white = Color(0xFFFFFF, 1.0)
    blue = Color(0x1464F0, 1.0)
    green = Color(0x54C175, 1.0)
    yellow = Color(0xFAFF44, 1.0)
    orange = Color(0xFFA500, 1.0)
    cyan = Color(0x00FFFF, 1.0)

    thinlinewhite = LineStyle(1, white)
    thinlineblack = LineStyle(1, black)
    thinlinered = LineStyle(1, red)
    thinlineblue = LineStyle(1, blue)
    thinlinegreen = LineStyle(1, green)
    thinlineyellow = LineStyle(1, yellow)
    thinlineorange = LineStyle(1, orange)
    thinlinecyan = LineStyle(1, cyan)

    def __init__(self):
        Screen.registerturtle(self)
        self.currentcolor = self.black
        self.currentthinline = self.thinlineblack
        width = Screen.width
        height = Screen.height
        screencenter = (width / 2, height / 2
                        )  #finds a tuple for the center of the screen
        #self.newturtle(self.currentcolor, self.currentthinline)
        startturtle = PolygonAsset([(5, 5), (20, 13), (5, 21), (10, 13),
                                    (5, 5)], self.currentthinline,
                                   self.currentcolor)
        self.turtle = Sprite(startturtle, screencenter)
        self.rotationgoal = None
        self.forwardgoal = None
        self.bkgoal = None

        self.vr = 0
        self.turtle.fxcenter = 1
        self.turtle.fycenter = 1 / 2

        self.vx = 0
        self.vy = 0

        self.commandlist = []
        self.currentcmd = None

        self.distance = 0

        self.combinedhead = 0

        self.fdx = width / 2
        self.fdy = height / 2

    def newturtle(self, color, line):
        if self.turtle:
            x = self.turtle.x
            y = self.turtle.y
            r = self.turtle.rotation
            self.turtle.destroy()
        else:
            x = self.turtle.x
            y = self.turtle.y
            r = self.turtle.rotation
            startturtle = PolygonAsset([(5, 5), (20, 13), (5, 21), (10, 13),
                                        (5, 5)], self.currentthinline,
                                       self.currentcolor)
            self.turtle = Sprite(startturtle, screencenter)
            self.turtle.x = x
        self.turtle.fxcenter = 1
        self.turtle.fycenter = 1 / 2

    def step(self):

        if self.currentcmd:

            cmd, val = self.currentcmd
            if cmd == "right":
                self.vr = -0.06
                if self.rotationgoal == None:
                    self.currentcmd = None

            if cmd == "left":
                self.vr = 0.06
                if self.rotationgoal == None:
                    self.currentcmd = None

            if cmd == "forward":
                self.vx = -1 * cos(self.turtle.rotation)
                self.vy = sin(self.turtle.rotation)
                if self.forwardgoal == None:
                    self.currentcmd = None

            if cmd == "backward":
                self.vx = -cos(self.turtle.rotation)
                self.vy = sin(self.turtle.rotation)
                if self.bkgoal == None:
                    self.currentcmd = None

        elif self.commandlist:
            self.currentcmd = self.commandlist.pop(0)
            cmd, val = self.currentcmd

            if cmd == "right":
                self.rotationgoal = self.turtle.rotation - val * pi / 180

            if cmd == "left":
                self.rotationgoal = self.turtle.rotation + val * pi / 180

            if cmd == "forward":
                self.forwardgoal = val

            if cmd == "backward":
                self.bkgoal = val

            if cmd == "color":
                if val == "red":
                    self.currentcolor = self.red
                    self.currentthinline = self.thinlinered
                if val == "black":
                    self.currentcolor = self.black
                    self.currentthinline = self.thinlineblack
                if val == "blue":
                    self.currentcolor = self.blue
                    self.currentthinline = self.thinlineblue
                if val == "green":
                    self.currentcolor = self.green
                    self.currentthinline = self.thinlinegreen
                if val == "yellow":
                    self.currentcolor = self.yellow
                    self.currentthinline = self.thinlineyellow
                if val == "orange":
                    self.currentcolor = self.orange
                    self.currentthinline = self.thinlineorange
                if val == "cyan":
                    self.currentcolor = self.cyan
                    self.currentthinline = self.thinlinecyan
                self.currentcmd = None

        if not self.rotationgoal is None:  #TURNS

            if self.rotationgoal - self.turtle.rotation < 0:  #right turn
                if self.turtle.rotation + self.vr <= self.rotationgoal:
                    self.vr = 0
                    self.turtle.rotation = self.rotationgoal
                    self.rotationgoal = None
                    self.currentcmd = None
                else:
                    self.turtle.rotation += self.vr

            elif self.rotationgoal - self.turtle.rotation > 0:  #left turn
                if self.turtle.rotation + self.vr >= self.rotationgoal:
                    self.vr = 0
                    self.turtle.rotation = self.rotationgoal
                    self.rotationgoal = None
                    self.currentcmd = None
                else:
                    self.turtle.rotation += self.vr

            if self.turtle.rotation == self.rotationgoal:
                self.vr = 0
                self.turtle.rotation = self.rotationgoal
                self.rotationgoal = None
                self.currentcmd = None

        if not self.forwardgoal is None:  #forward

            if self.forwardgoal - self.distance > 0:

                if self.distance + (self.vx**2 +
                                    self.vy**2)**1 / 2 >= self.forwardgoal:
                    self.vx = 0
                    self.vy = 0

                    self.turtle.x = (self.forwardgoal - self.distance) * cos(
                        self.turtle.rotation) + self.turtle.x
                    self.turtle.y = (self.forwardgoal - self.distance) * sin(
                        self.turtle.rotation) + self.turtle.y

                    self.distance = 0

                    self.fdx = self.turtle.x
                    self.fdy = self.turtle.y
                    self.forwardgoal = None
                    self.currentcmd = None
                else:
                    self.turtle.x -= self.vx
                    self.turtle.y -= self.vy
                    line = LineSegment(
                        (self.turtle.x, self.turtle.y),
                        (self.turtle.x - self.vx, self.turtle.y - self.vy),
                        style=self.currentthinline,
                        positioning="physical")
                    self.distance = ((self.turtle.x - self.fdx)**2 +
                                     (self.turtle.y - self.fdy)**2)**(1 / 2)

            else:
                self.vx = 0
                self.vy = 0
                self.forwardgoal = None
                self.currentcmd = None
                self.fdx = self.turtle.x
                self.fdy = self.turtle.y

                self.distance = 0

        if not self.bkgoal is None:  #backward

            if self.bkgoal - self.distance > 0:

                if self.distance + (self.vx**2 +
                                    self.vy**2)**1 / 2 >= self.bkgoal:
                    self.vx = 0
                    self.vy = 0

                    self.turtle.x = (self.bkgoal - self.distance) * cos(
                        self.turtle.rotation) + self.turtle.x
                    self.turtle.y = (self.bkgoal - self.distance) * sin(
                        self.turtle.rotation) + self.turtle.y

                    self.distance = 0
                    self.fdx = self.turtle.x
                    self.fdy = self.turtle.y
                    self.bkgoal = None
                    self.currentcmd = None
                else:
                    self.turtle.x += self.vx
                    self.turtle.y += self.vy
                    line = LineSegment(
                        (self.turtle.x, self.turtle.y),
                        (self.turtle.x - self.vx, self.turtle.y - self.vy),
                        positioning="physical")
                    self.distance = ((self.turtle.x - self.fdx)**2 +
                                     (self.turtle.y - self.fdy)**2)**(1 / 2)

            else:
                self.vx = 0
                self.vy = 0
                self.bkgoal = None
                self.currentcmd = None
                self.fdx = self.turtle.x
                self.fdy = self.turtle.y
                self.distance = 0

    def right(self, x):
        ''' Turn turtle right by angle units.
    
        Aliases: right | rt
    
        Argument:
        angle -- a number (integer or float)
    
        Turn turtle right by angle units. (Units are by default degrees,
        but can be set via the degrees() and radians() functions.)
        Angle orientation depends on mode. (See this.)
    
        Example (for a Turtle instance named turtle):
        >>> turtle.heading()
        22.0
        >>> turtle.right(45)
        >>> turtle.heading()
        337.0'''

        self.commandlist.append(("right", x))

        self.combinedhead -= x
        if self.combinedhead < 0:
            self.combinedhead = -(-self.combinedhead % 360) + 360
        if self.combinedhead > 0:
            self.combinedhead = self.combinedhead % 360

    def rt(self, x):
        ''' Turn turtle right by angle units.
    
        Aliases: right | rt
    
        Argument:
        angle -- a number (integer or float)
    
        Turn turtle right by angle units. (Units are by default degrees,
        but can be set via the degrees() and radians() functions.)
        Angle orientation depends on mode. (See this.)
    
        Example (for a Turtle instance named turtle):
        >>> turtle.heading()
        22.0
        >>> turtle.right(45)
        >>> turtle.heading()
        337.0'''

        return self.right(x)

    def left(self, x):
        '''Turn turtle left by angle units.
    
        Aliases: left | lt
    
        Argument:
        angle -- a number (integer or float)
    
        Turn turtle left by angle units. (Units are by default degrees,
        but can be set via the degrees() and radians() functions.)
        Angle orientation depends on mode. (See this.)
    
        Example (for a Turtle instance named turtle):
        >>> turtle.heading()
        22.0
        >>> turtle.left(45)
        >>> turtle.heading()
        67.0'''

        self.commandlist.append(("left", x))

        self.combinedhead += x
        if self.combinedhead < 0:
            self.combinedhead = -(-self.combinedhead % 360) + 360
        if self.combinedhead > 0:
            self.combinedhead = self.combinedhead % 360

    def lt(self, x):
        '''Turn turtle left by angle units.
    
        Aliases: left | lt
    
        Argument:
        angle -- a number (integer or float)
    
        Turn turtle left by angle units. (Units are by default degrees,
        but can be set via the degrees() and radians() functions.)
        Angle orientation depends on mode. (See this.)
    
        Example (for a Turtle instance named turtle):
        >>> turtle.heading()
        22.0
        >>> turtle.left(45)
        >>> turtle.heading()
        67.0'''

        return self.left(x)

    def heading(self):
        return self.combinedhead

    def forward(self, x):
        '''Move the turtle forward by the specified distance.
        
        Aliases: forward | fd
        
        Argument:
        distance -- a number (integer or float)
        
        Move the turtle forward by the specified distance, in the direction
        the turtle is headed.
        
        Example:
        >>> position()
        (0.00, 0.00)
        >>> forward(25)
        >>> position()
        (25.00,0.00)
        >>> forward(-75)
        >>> position()
        (-50.00,0.00)'''

        self.commandlist.append(("forward", x))

    def fd(self, x):
        '''Move the turtle forward by the specified distance.
        
        Aliases: forward | fd
        
        Argument:
        distance -- a number (integer or float)
        
        Move the turtle forward by the specified distance, in the direction
        the turtle is headed.
        
        Example:
        >>> position()
        (0.00, 0.00)
        >>> forward(25)
        >>> position()
        (25.00,0.00)
        >>> forward(-75)
        >>> position()
        (-50.00,0.00)'''

        return self.forward(x)

    def backward(self, x):
        '''Move the turtle backward by distance.
    
        Aliases: back | backward | bk
    
        Argument:
        distance -- a number
    
        Move the turtle backward by distance ,opposite to the direction the
        turtle is headed. Do not change the turtle's heading.
    
        Example:
        >>> position()
        (0.00, 0.00)
        >>> backward(30)
        >>> position()
        (-30.00, 0.00)'''

        self.commandlist.append(("backward", x))

    def bk(self, x):
        '''Move the turtle backward by distance.
    
        Aliases: back | backward | bk
    
        Argument:
        distance -- a number
    
        Move the turtle backward by distance ,opposite to the direction the
        turtle is headed. Do not change the turtle's heading.
    
        Example:
        >>> position()
        (0.00, 0.00)
        >>> backward(30)
        >>> position()
        (-30.00, 0.00)'''

        return self.backward(x)

    def back(self, x):
        '''Move the turtle backward by distance.
    
        Aliases: back | backward | bk
    
        Argument:
        distance -- a number
    
        Move the turtle backward by distance ,opposite to the direction the
        turtle is headed. Do not change the turtle's heading.
    
        Example:
        >>> position()
        (0.00, 0.00)
        >>> backward(30)
        >>> position()
        (-30.00, 0.00)'''

        return self.backward(x)

    def color(self, x):
        self.commandlist.append(("color", x))
Beispiel #16
0
 def destroy(self):
     MathApp._removeVisual(self)
     MathApp._removeMovable(self)
     MathApp._removeStrokable(self)
     _MathDynamic.destroy(self)
     Sprite.destroy(self)
Beispiel #17
0
class MC(Sprite):
    def __init__(self, position, ls):
        super().__init__(cf, position)
        self.moves = speed1
        SpaceGame.listenKeyEvent("keydown", "d", self.dKey)
        SpaceGame.listenKeyEvent("keydown", "a", self.aKey)
        SpaceGame.listenKeyEvent("keydown", "s", self.sKey)
        SpaceGame.listenKeyEvent("keydown", "w", self.wKey)
        SpaceGame.listenKeyEvent("keydown", "q", self.qKey)
        SpaceGame.listenKeyEvent("keydown", "e", self.eKey)
        SpaceGame.listenKeyEvent("keydown", "j", self.jKey)
        SpaceGame.listenKeyEvent("keydown", "k", self.kKey)
        SpaceGame.listenKeyEvent("keydown", "l", self.lKey)
        SpaceGame.listenKeyEvent("keydown", "r", self.rKey)
        SpaceGame.listenKeyEvent("keydown", "z", self.zKey)
        self.fxcenter = self.fycenter = 0.5
        self.lives = ls
        self.start = 0
        self.end = 0
        self.dead = 0
        self.go = 0
        self.Sprites = []
        self.shielded = -1
        self.cooldownS = 0
        self.ammo = bulletCount

    def zKey(self, event):
        self.KILL()
        if self.moves > 1:
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            self.x -= 50 * cos((pi / 2) - self.rotation)
            self.y -= 50 * sin((pi / 2) - self.rotation)

    def lKey(self, event):
        self.KILL()
        if self.moves > 1 and self.cooldownS < 1:
            shield((self.x, self.y))
            self.shielded = 2
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            self.cooldownS = 2

    def rKey(self, event):
        if self.moves > 3:
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            RELOAD()
            self.ammo = 4

    def jKey(self, event):
        self.KILL()
        if self.moves > 0:
            self.Sprites.append(
                axe((self.x - 60 * cos((pi / 2) - self.rotation),
                     self.y - 60 * sin((pi / 2) - self.rotation)),
                    self.rotation))
            movelist[self.moves - 1].destroy()
            self.moves -= 1

    def kKey(self, event):
        self.KILL()
        if self.moves > 2 and self.ammo > 0:
            if len(myapp.getSpritesbyClass(plasmaBolt)) > 1:
                for x in myapp.getSpritesbyClass(plasmaBolt):
                    x.destroy()
            plasmaBolt((self.x - 19 * cos((pi / 2) - self.rotation),
                        self.y - 19 * sin((pi / 2) - self.rotation)),
                       self.rotation)
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            movelist[self.moves - 1].destroy()
            self.moves -= 1
            ammolist[self.ammo - 1].destroy()
            self.ammo -= 1

    def dKey(self, event):
        self.KILL()
        if self.moves > 0 and self.x + speed * cos(
                self.rotation) < SCREEN_WIDTH1 and self.y - speed * sin(
                    self.rotation) > 0:
            self.x += speed * cos(self.rotation)
            self.y -= speed * sin(self.rotation)
            movelist[self.moves - 1].destroy()
            self.moves -= 1

    def aKey(self, event):
        self.KILL()
        if self.moves > 0 and self.x - speed * cos(
                self.rotation) > 0 and self.y + speed * sin(
                    self.rotation) < SCREEN_HEIGHT:
            self.x -= speed * cos(self.rotation)
            self.y += speed * sin(self.rotation)
            movelist[self.moves - 1].destroy()

            self.moves -= 1

    def sKey(self, event):
        self.KILL()
        if self.moves > 0 and self.x + speed * cos(
            (pi / 2) - self.rotation) < SCREEN_WIDTH1 and self.y + speed * sin(
                (pi / 2) - self.rotation) < SCREEN_HEIGHT:
            self.x += speed * cos((pi / 2) - self.rotation)
            self.y += speed * sin((pi / 2) - self.rotation)
            movelist[self.moves - 1].destroy()
            self.moves -= 1

    def wKey(self, event):
        self.KILL()
        if self.moves > 0 and self.x - speed * cos(
            (pi / 2) - self.rotation) > 0 and self.y - speed * sin(
                (pi / 2) - self.rotation) > 0:
            self.x -= speed * cos((pi / 2) - self.rotation)
            self.y -= speed * sin((pi / 2) - self.rotation)
            movelist[self.moves - 1].destroy()
            self.moves -= 1

    def qKey(self, event):
        self.KILL()
        if self.rotation == 31 * (pi / 32):
            self.rotation = 0
        else:
            self.rotation += pi / 32

    def eKey(self, event):
        self.KILL()
        if self.rotation == -31 * (pi / 32):
            self.rotation = 0
        else:
            self.rotation -= pi / 32

    def KILL(self):
        if len(self.Sprites) > 0:
            for x in self.Sprites:
                x.destroy()

            self.Sprites = []

    def step(self):
        self.KILL()
        self.moves = speed1
        if self.cooldownS > 0:
            self.cooldownS -= 1

    def hit(self):
        global t
        print('I got hit', self.shielded, t)
        if self.shielded > 0:
            self.shielded -= 1
        else:
            print("here")
            self.cooldownS = 0
            self.start = time.time()
            global heartlist
            self.lives -= 1
            print(heartlist[self.lives])
            heartlist[self.lives].destroy()
            heartlist.remove(heartlist[self.lives])
            if t != 0:
                print('here 2')
                self.dead = Sprite(dead_asset, (1, 1))
                print(self.dead)
                t = 0
                self.end = self.start + .5

    def hit2(self):
        elapsed = time.time()
        if elapsed > self.end:
            print(self.dead)
            self.dead.destroy()
            global t
            t = 1
            if self.lives == 0:
                gameoverT = TextAsset("Final Score: {0}".format(score))
                Sprite(gameoverT, (myapp.width - 150, 40))
                if SCREEN_WIDTH1 / 1071 < SCREEN_HEIGHT / 571:
                    self.go = Sprite(gameover, (1, 1))
                    self.go.scale = SCREEN_WIDTH1 / 1071
                else:
                    self.go = Sprite(gameover, (1, 1))
                    self.go.scale = SCREEN_HEIGHT / 571
class SpaceGame(App):
    def __init__(self):
        super().__init__()
        # Background
        print(self.width)
        print(self.height)
        black = Color(0, 1)
        noline = LineStyle(0, black)
        TA= TextAsset("Press Enter to Begin", style="bold 40pt Arial", width=250, fill=black)
        self.Enter=Sprite(TA,(400,200))
        self.levelindex=-.5
        self.listenMouseEvent("mousemove", self.Mouse)
        self.listenMouseEvent("click", self.Click)
        self.listenKeyEvent("keydown", "enter", self.newlevel)
        self.listenKeyEvent("keydown", "z", self.uplevel)
        self.listenKeyEvent("keydown", "x", self.downlevel)
        self.listenKeyEvent("keydown","1",self.player2)
        self.levelfinish=[]
        self.terrainlist=None
        self.p = None
        self.c=None
        self.q=None
        self.progress=False
        self.player2=False
    def Click(self, event):
        if self.c:
            self.c.destroy()
        print("hah you're attempt is futile.")
        self.c=Collide(self.pos,5,5,red)
    def Mouse(self, event):
        self.pos = (event.x, event.y)
    def uplevel(self, event):
        self.levelindex+=0.5
    def downlevel(self, event):
        self.levelindex-=0.5
    def player2(self,event):
        if self.player2==True:
            self.player2=False
            print("Removing Player 2.\n Press Enter to restart the level without the other Player.")
        else:
            self.player2=True
            print("Adding another player.\nPress Enter to restart the level with the other Player.\n Player 2 is controlled with WASD and 'c'.")
    def newlevel(self,event):
        for s in self.getSpritesbyClass(Player):
            s.destroy()
        for s in self.getSpritesbyClass(Spike):
            s.destroy()
        for a in self.getSpritesbyClass(Variblock):
            a.destroy()
        for c in self.getSpritesbyClass(Collide):
            c.destroy()
        for s in self.getSpritesbyClass(sprong):
            s.destroy()
        for s in self.getSpritesbyClass(textbox):
            s.destroy()
        for s in self.getSpritesbyClass(goal):
            s.destroy()
        for s in self.getSpritesbyClass(Snake):
            s.destroy()
        for s in self.getSpritesbyClass(Snakebox):
            s.destroy()
        for s in self.getSpritesbyClass(Platform):
            s.destroy()
        for s in self.getSpritesbyClass(goal2):
            s.destroy()
        if self.Enter:
            self.Enter.destroy()
            self.Enter=None
        if self.levelindex==-1:
            self.progress=True
            Variblock(103,52,0,0)
            textbox("<Credits>","bold 40pt Arial",600,320,220)
        if self.levelindex==-2:
            Variblock(103,20,0,0)
            Variblock(103,10,0,400)
            self.p=Player((100,360),0)
            Variblock(5,15,0,200)
            Platform(50,350,False,0)
            self.c=[goal2(20,20,70,300,1),goal2(20,20,220,300,2),goal2(20,20,370,300,3),goal2(20,20,520,300,4),goal2(20,20,670,300,5),goal2(20,20,820,300,5)]
            Variblock(5,15,150,200)
            Platform(200,350,False,0)
            Variblock(5,15,300,200)
            Platform(350,350,False,0)
            Variblock(5,15,450,200)
            Platform(500,350,False,0)
            Variblock(5,15,600,200)
            Platform(650,350,False,0)
            Variblock(5,15,750,200)
            textbox("Level Select","bold 40pt Arial",600,350,70)
            textbox("Level 1","bold 20pt Arial",600,60,160)
            textbox("Level 2","bold 20pt Arial",600,210,160)
            textbox("Level 3","bold 20pt Arial",600,360,160)
            textbox("Level 4","bold 20pt Arial",600,510,160)
            textbox("Level 5","bold 20pt Arial",600,650,160)
        if self.levelindex==-.5:
            self.progress=True
            self.p=Player((500,100),0)
            if self.player2==True:
                self.q=Player((500,100),1)
            Variblock(103,8,0,0)
            Variblock(103,8,0,435)
            Variblock(8,35,0,80)
            Variblock(8,35,940,80)
            Variblock(50,20,260,160)
            textbox("Castlevania too: Electric Boogaloo","bold 40pt Arial",600,300,200)
            textbox("Start","bold 30pt Arial",200,100,450)
            textbox("Credits","bold 30pt Arial",200,800,450)
            textbox("Level Select", "bold 30pt Arial",400,400,450)
            goal(100,20,100,420)
            self.c=[goal2(100,20,450,350,-2)]
            Spike(10,2,820,420)
        if self.levelindex==0:
            self.progress=True
            self.p=Player((60,350),0)
            Variblock(105,30,0,0)
            Variblock(105,12,0,420)
            Spike(1,12,0,300)
            goal(20,120,1000,300)
            textbox("Press 'Enter' when touching the blue goal to complete the level. The red 'Spikes' will send you back.","bold 40pt Arial",1000,10,10)
        if self.levelindex==0.5:
            self.progress=True
            self.p = Player((60,50),0)
            Variblock(3,105,0,0)
            Variblock(105,4,0,480)
            Variblock(3,90,990,0)
            textbox("Press 'Spacebar' to jump and 'm' to attack","bold 40pt Arial",1000,100,10)
            Variblock(4,8,200,420)
            Variblock(4,8,620,420)
            Snakebox(530,480)
            Spike(1,3,230,450)
            goal(20,20,800,430)
            if self.player2==True:
                self.q=Player((60,50),1)
        if self.levelindex==1:
            self.progress=True
            self.p = Player((60,50),0)
            Variblock(5,105,0,0)
            Variblock(105,4,0,480)
            Variblock(39,90,650,0)
            ###NonborderTerrain
            Variblock(21,13,50,150)
            Variblock(9,3,400,150)
            Variblock(3,12,400,150)
            Spike(14,1,260,250)
            Spike(1,9,430,180)
            textbox("You can slide on walls by holding a direction into the wall.","bold 20pt Arial",1000,10,10)
            textbox("And you can jump off the wall by pressing the spacebar","bold 20pt Arial",380,650,250)
            Spike(21,1,440,400)
            goal(20,20,500,470)
            if self.player2==True:
                self.q=Player((60,50),1)
        if self.levelindex==1.5 or self.levelindex==2.5 or self.levelindex==3.5:
            self.progress=True
            self.p=Player((60,350),0)
            Variblock(105,30,0,0)
            Variblock(105,12,0,420)
            Spike(1,12,0,300)
            goal(20,120,1000,300)
        if self.levelindex==4.5:
            self.progress=True
            self.p=Player((60,350),0)
            Variblock(105,30,0,0)
            Variblock(105,12,0,420)
            Spike(1,12,0,300)
            goal(20,120,1000,300)
            textbox("Here's a tough section. Good Luck!","bold 40pt Arial",1000,500,10)
        if self.levelindex==2:
            self.progress=True
            self.p = Player((60,50),0)
            Variblock(3,105,0,0)
            Variblock(105,4,0,480)
            Variblock(3,90,990,0)
            Variblock(10,30,400,250)
            Spike(10,1,400,250)
            sprong(340,470)
            textbox("This is a spring. It will send you high into the air.","bold 30pt Arial",1000,50,100)
            goal(20,20,510,450)
            if self.player2==True:
                self.q=Player((60,50),1)
        if self.levelindex==3:
            self.progress=True
            self.p = Player((100,400),0)
            Variblock(3,105,0,0)
            Variblock(105,4,0,480)
            Variblock(3,90,990,0)
            Variblock(4,10,200,400)
            Variblock(4,14,620,370)
            Platform(570,420,False,0)
            Snakebox(530,480)
            Spike(1,3,230,450)
            goal(20,20,800,440)
            if self.player2==True:
                self.q=Player((100,400),1)
        if self.levelindex==4:
            Variblock(3,105,0,0)
            Variblock(105,4,0,500)
            Variblock(3,90,990,0)
            ###Nonborder
            self.p=Player((100,450),0)
            #Level1
            Variblock(50,2,0,400)
            Snakebox(470,500)
            Spike(1,8,30,420)
            Variblock(10,2,800,400)
            Spike(2,2,840,370)
            Variblock(10,2,600,400)
            Spike(2,2,640,370)
            Platform(300,300,True,1)
            Platform(200,300,True,-1)
            Snakebox(470,400)
            Spike(1,18,30,220)
            Variblock(2,10,50,260)
            #Level2
            Variblock(50,2,500,300)
            Platform(500,200,True,2.5)
            #Level3
            Variblock(50,2,0,200)
            Snakebox(470,200)
            Spike(1,18,30,20)
            Variblock(2,10,50,50)
            Platform(50,150,False,0)
            Variblock(5,2,250,70)
            Variblock(5,2,500,70)
            #level4
            Variblock(45,2,550,100)
            Spike(20,1,550,90)
            goal(10,100,980,0)
            ###Snakes!!
            if self.player2==True:
                self.q=Player((100,450),1)
        if self.levelindex==5:
            self.progress=True
            self.p = Player((60,50),0)
            Variblock(3,105,0,0)
            Variblock(105,4,0,500)
            Variblock(3,90,990,0)
            ###NonborderTerrain
            Variblock(20,3,30,150)
            Spike(20,1,30,145)
            
            Variblock(3,10,260,210)
            Spike(3,1,260,205)
            #Block 1
            Variblock(80,3,50,410)
            Spike(80,1,50,400)
            #Block 2
            Variblock(10,3,420,280)
            Spike(10,1,420,310)
            Spike(1,3,420,280)
            #Block 3
            Variblock(3,10,600,180)
            Spike(1,10,630,175)
            Spike(3,1,600,175)
            #Block 4
            Variblock(13,3,400,180)
            Variblock(3,10,400,90)
            Spike(13,1,400,200)
            Spike(1,12,400,90)
            #Block 5
            Variblock(10,3,700,300)
            goal(20,20,500,470)
            if self.player2==True:
                self.q=Player((60,50),1)
        if self.levelindex==5.5:
            self.p=Player((500,50),0)
            Variblock(3,105,0,0)
            Variblock(3,90,990,0)
            Variblock(105,4,0,500)
            Spike(92,1,30,440)
            goal(100,20,450,480)
            #Walljumps n Stuff
            Variblock(2,15,550,0)
            #Diagonal Jump
            Spike(10,1,450,150)
            Variblock(2,5,430,0)
            Spike(5,1,400,110)
            Spike(5,1,400,50)
            
            Spike(2,1,380,120)
            Spike(2,1,380,60)
            
            Spike(2,1,360,130)
            Spike(2,1,360,70)
            
            sprong(30,430)
            Variblock(6,2,150,100)
            
            Variblock(2,2,450,400)
            Variblock(2,2,550,400)
            Variblock(2,2,620,380)
            
            Variblock(2,5,700,270)
            Spike(2,1,700,260)
            Variblock(2,5,600,230)
            Spike(2,1,600,220)
            sprong(750,300)
            Spike(1,40,800,50)
            Variblock(5,2,800,50)
            Spike(7,1,920,250)
            Variblock(1,5,810,200)
            if self.player2==True:
                self.q=Player((500,50),1)
        if self.levelindex==6:
            self.p=Player((50,260),0)
            Variblock(103,20,0,300)
            Variblock(103,25,0,0)
            Snakebox(800,300)
            Snakebox(200,300)
            Snakebox(500,300)
            goal(20,50,1000,250)
            if self.player2==True:
                self.q=Player((50,260),1)
        player2=False
    def step(self):
        if self.p:
            self.levelfinish=self.p.collidingWithSprites(goal)
            self.playerhurt=self.p.collidingWithSprites(Spike)
            self.playerhurt1=self.p.collidingWithSprites(Snake)
            self.playerhurt.extend(self.playerhurt1)
            if self.q:
                self.playerhurt3=self.q.collidingWithSprites(Spike)
                self.playerhurt4=self.q.collidingWithSprites(Snake)
                self.playerhurt.extend(self.playerhurt3)
                self.playerhurt.extend(self.playerhurt4)
                self.levelfinish2=self.q.collidingWithSprites(goal)
                self.levelfinish.extend(self.levelfinish2)
            self.select=self.p.collidingWithSprites(goal2)
            #if len(self.select):
                #self.levelindex=self.c.i#-((self.c.x)-self.c.x%100)/100
            for l in self.select:
                self.levelindex=l.i
            if len(self.levelfinish):
                if self.progress==True:
                    print(self.levelindex)
                    self.levelindex=self.levelindex+.5
                    print(self.levelindex)
                    self.progress=False
            if len(self.playerhurt):
                for s in self.getSpritesbyClass(Player):
                    s.destroy()
                for q in self.getSpritesbyClass(Spike):
                    q.destroy()
                for a in self.getSpritesbyClass(Variblock):
                    a.destroy()
                for c in self.getSpritesbyClass(Collide):
                    c.destroy()
                for s in self.getSpritesbyClass(sprong):
                    s.destroy()
                for s in self.getSpritesbyClass(textbox):
                    s.destroy()
                for s in self.getSpritesbyClass(Snake):
                    s.destroy()
                for s in self.getSpritesbyClass(Snakebox):
                    s.destroy()
                for s in self.getSpritesbyClass(Platform):
                    s.destroy()
                for s in self.getSpritesbyClass(goal):
                    s.destroy()
                for s in self.getSpritesbyClass(goal2):
                    s.destroy()
                if self.levelindex>.5:
                    self.levelindex-=.5
  
        for ship in self.getSpritesbyClass(Player):
            ship.step()
        for p in self.getSpritesbyClass(Snake):
            p.step()
        for p in self.getSpritesbyClass(Snakebox):
            p.step()
        for p in self.getSpritesbyClass(Platform):
            p.step()