async def game():
    player.physics.x_speed = 0
    player.physics.y_speed = 0

    if play.key_is_pressed('w', 'up'):
        player.y = player.y + 5
    if play.key_is_pressed('s', 'down'):
        player.y = player.y - 5
    if play.key_is_pressed('a', 'left'):
        player.x = player.x - 5
    if play.key_is_pressed('d', 'right'):
        player.x = player.x + 5

    if player.is_touching(finish):
        wall1.hide()
        wall2.hide()
        wall3.hide()
        wall4.hide()
        wall5.hide()
        wall6.hide()
        wall7.hide()
        wall8.hide()
        wall9.hide()
        wall10.hide()
        wall11.hide()
        wall12.hide()
        wall13.hide()
        wall14.hide()
        wall15.hide()
        finish.hide()
        q1.show()

    await play.timer(seconds=1 / frames)
Beispiel #2
0
def do():
    spaceship.physics.y_speed = 0
    spaceship.physics.x_speed = 0

    if play.key_is_pressed('w'):
        spaceship.physics.y_speed = 15
    if play.key_is_pressed('s'):
        spaceship.physics.y_speed = -15
    if play.key_is_pressed('a'):
        spaceship.physics.x_speed = -15
    if play.key_is_pressed('d'):
        spaceship.physics.x_speed = 15
    if spaceship.is_touching(finish):
        asteroid1.hide()
        asteroid2.hide()
        asteroid3.hide()
        spaceship.hide()
        finish.hide()
        win = play.new_text(words="WIN",
                            x=0,
                            y=0,
                            font_size=200,
                            color="green")
    if spaceship.is_touching(asteroid1) or spaceship.is_touching(
            asteroid2) or spaceship.is_touching(asteroid3):
        asteroid1.hide()
        asteroid2.hide()
        asteroid3.hide()
        spaceship.hide()
        finish.hide()
        lose = play.new_text(words="LOSE",
                             x=0,
                             y=0,
                             font_size=200,
                             color="red")
async def game():
    # перемещение платформы
    if play.key_is_pressed('a'):
        platform.physics.x_speed = -20
    elif play.key_is_pressed('d'):
        platform.physics.x_speed = 20
    else:
        platform.physics.x_speed = 0

    # удаление блоков
    for b in blocks:
        if b.is_touching(ball):
            # ball.x_speed=-ball.x_speed
            # ball.y_speed=-ball.y_speed
            ball.physics.x_speed = -1 * ball.physics.x_speed
            ball.physics.y_speed = -1 * ball.physics.y_speed
            b.hide()
            blocks.remove(b)

    # проигрыш
    if ball.y <= platform.y:
        for b in blocks:
            blocks.remove(b)
        play.set_backdrop('light blue')
        platform.hide()
        ball.hide()
        lose.show()

    # выигрыш
    if len(blocks) == 0:
        play.set_backdrop('light yellow')
        win.show()

    await play.timer(seconds=1 / frames
                     )  # частота смены кадров (пауза раз в несколько кадров)
Beispiel #4
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def do():
    ball.physics.y_speed = 0
    ball.physics.x_speed = 0

    if play.key_is_pressed('w'):
        ball.physics.y_speed = 10
    if play.key_is_pressed('s'):
        ball.physics.y_speed = -10
    if play.key_is_pressed('a'):
        ball.physics.x_speed = -10
    if play.key_is_pressed('d'):
        ball.physics.x_speed = 10
    if ball.is_touching(finish):
        wall1.hide()
        wall2.hide()
        wall3.hide()
        wall4.hide()
        wall5.hide()
        wall6.hide()
        wall7.hide()
        wall8.hide()
        wall9.hide()
        wall10.hide()
        wall11.hide()
        wall12.hide()
        finish.hide()
        ball.hide()
        play.new_text(words="YOU WIN",
                      x=0,
                      y=0,
                      font=None,
                      font_size=100,
                      color="red")
Beispiel #5
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async def move_box():

    old_x, old_y = box.x, box.y
    if play.key_is_pressed('up', 'w'):
        box.y += 5  # y = y + 15   y += 15
    elif play.key_is_pressed('down', 's'):
        box.y -= 5

    if play.key_is_pressed('right', 'd'):
        box.x += 5
    elif play.key_is_pressed('left', 'a'):
        box.x -= 5

    # Делаем непроходимыми стены проверяем условие касания стен и делаем возврат на исходную точку
    if box.x != old_x or box.y != old_y:
        for line in lines:
            if box.is_touching(line):
                box.x, box.y = old_x, old_y

    # условие Победы
    if box.is_touching(key):
        winner.show()
        await play.timer(seconds=3)
        sys.exit(0)

    await play.timer(seconds=0.001)
Beispiel #6
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async def keys_control():
    if play.key_is_pressed('up', 'w'):
        had.angle = 90
    if play.key_is_pressed('down', 's'):
        had.angle = -90
    if play.key_is_pressed('right', 'd'):
        had.angle = 0
    if play.key_is_pressed('left', 'a'):
        had.angle = 180
    await play.timer(seconds=0.001)
async def do():
    if play.key_is_pressed('w', 'ц'):
        l_racket.y += 15
    if play.key_is_pressed('s', "ы"):
        l_racket.y -= 15
    if play.key_is_pressed('o', "щ"):
        r_racket.y += 15
    if play.key_is_pressed('l', "д"):
        r_racket.y -= 15
    if ball.x > RIGHT - 2 * B_SIZE:  # что происходит здесь?
        point_l()  # и здесь?
    if ball.x < LEFT + 2 * B_SIZE:
        point_r()

    await play.timer(seconds=1 / frames
                     )  # частота смены кадров (пауза раз в несколько кадров)
Beispiel #8
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async def fly_image():
    if status == 1:
        if play.key_is_pressed("W", "w", "Ц", "ц", "up", "space"):
            bird.image = "./img/bird2.png"
            await play.timer(0.5)
        else:
            bird.image = "./img/bird1.png"
Beispiel #9
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async def jump():
    if play.key_is_pressed ('space'):
        bird.y+=50 
    elif  bird.y<-300:
        po.show()
    else:
        bird.y-=20
    await play.timer(1/40)
Beispiel #10
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def keypads():
    global number_k, x, direction, sprite
    if play.key_is_pressed('space'):
        for wall in wall_list:
            if sprite_box.is_touching(wall) and sprite_box.y > wall.y:
                sprite_box.physics.y_speed = 50

    if play.key_is_pressed("d"):
        direction = 'right'

        number_k += 1

        if x >= 0:
            sprite_box.physics.x_speed = 0

            for wall in wall_list:
                wall.physics.x_speed = -10

        else:
            sprite_box.physics.x_speed = 10
            for wall in wall_list:
                wall.physics.x_speed = 0
            x += 5

    elif play.key_is_pressed("a"):
        direction = 'left'
        number_k += 1

        if x == 0:
            for wall in wall_list:
                wall.physics.x_speed = 10

        else:
            sprite_box.physics.x_speed = -10
            for wall in wall_list:
                wall.physics.x_speed = 0

        x -= 5

    else:
        number_k = 0
        sprite_box.physics.x_speed = 0
        for wall in wall_list:
            wall.physics.x_speed = 0
Beispiel #11
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def do():
    if play.key_is_pressed('e'):
        photo.image = "1.jpg"
        text.words = "Happy"
        text.color = "Yellow"
    if play.key_is_pressed('w'):
        photo.image = "2.jpg"
        text.words = "Sad"
        text.color = "Blue"
    if play.key_is_pressed('a'):
        photo.image = "3.png"
        text.words = "Angry"
        text.color = "REd"
    if play.key_is_pressed('s'):
        photo.image = "4.png"
        text.words = "Neutral"
        text.color = "White"
    if play.key_is_pressed('d'):
        photo.image = "5.png"
        text.words = "Sleepy"
        text.color = "Green"
async def game():
    global score
    global score_num
    if sprite.is_touching(sea):
        sea_sound.play()
        gameover_text.show()
        retry_button.show()        

    if sprite.is_touching(finish):
        for c in coins:
            c.hide()
        for plat in platforms:
            plat.hide()
        finish.hide()
        sprite.hide()
        sea.hide()
        text.hide()
        score.hide()
        score_txt.hide()
        await play.timer(seconds=2)
        quit()

    for c in coins:
        if c.is_touching(sprite):
            coin_sound.play()
            sprite.physics.y_speed = -1 *sprite.physics.y_speed
            c.hide()
            coins.remove(c)
            score.words = str(int(score.words) + 1)
                        
    if play.key_is_pressed('d'):
        sprite.physics.x_speed = 10
    elif play.key_is_pressed('a'):
        sprite.physics.x_speed = -10
    elif play.key_is_pressed('space'):
        sprite.physics.y_speed = 50
        await play.timer(seconds=1)
        sprite.physics.y_speed = 0
    await play.timer(seconds=1/60)
Beispiel #13
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async def keypads():
    global status
    for truba in truby:
        if play.key_is_pressed('Ц', 'ц', 'W', 'w', 'space', 'up'):
            bird.physics.y_speed = 50
        if bird.is_touching(truba[1]) or bird.is_touching(truba[0]):
            for g in truby:
                g[1].hide()
                g[0].hide()
            truby.remove(truba)
            bird.stop_physics()
            bird.hide()
            u_lose.show()
            exit_demon.show()
            status = 0
    await play.timer(1 / 60)
Beispiel #14
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async  def vois_bird () :
    global status
    if status == 1 :
        if play.key_is_pressed ('space') :
            sound_jump.play ()
            await play.timer (2)
Beispiel #15
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def go_bird ():
    if play.key_is_pressed ('space') : 
        bird.y = bird.y + 3
    else:
        bird.y -= 3
Beispiel #16
0
def game():

    # перемещение платформы
    # if play.key_is_pressed('a'):
    #     platform.physics.x_speed = -20
    # elif play.key_is_pressed('d'):
    #     platform.physics.x_speed = 20
    # elif play.key_is_pressed('w'):
    #     platform.physics.y_speed = 20
    # elif play.key_is_pressed('s'):
    #     platform.physics.y_speed = -20
    # else:
    #     platform.physics.x_speed = 0
    #     platform.physics.y_speed = 0
    platform2.turn(0.1)
    i=0
    i+=1
    print(i)
    if play.key_is_pressed('w'):
        if platform.velocity.x < 0:
            platform.acceleration = platform.brake_deceleration
        else:
            platform.acceleration += 30 * dt
    elif play.key_is_pressed('s'):
        if platform.velocity.x > 0:
            platform.acceleration = -platform.brake_deceleration
        else:
            platform.acceleration -= 30 * dt
    else:
        if abs(platform.velocity.x) > dt * platform.free_deceleration:
            platform.acceleration = -copysign(platform.free_deceleration, platform.velocity.x)
        else:
            if dt != 0:
                platform.acceleration = -platform.velocity.x / dt

    if play.key_is_pressed('d'):
        platform.steering -= 30 * dt
    elif play.key_is_pressed('a'):
        platform.steering += 30 * dt
    else:
        platform.steering = 0



    # pressed = pygame.key.get_pressed()
    #
    # if pressed[pygame.K_UP]:
    #     if platform.physics.x_speed < 0:
    #         platform.acceleration = platform.brake_deceleration
    #     else:
    #         platform.acceleration += 100 * dt
    # elif pressed[pygame.K_DOWN]:
    #     if platform.physics.x_speed > 0:
    #         platform.acceleration = -platform.brake_deceleration
    #     else:
    #         platform.acceleration -= 100 * dt
    # elif pressed[pygame.K_SPACE]:
    #     if abs(platform.physics.x_speed) > dt * platform.brake_deceleration:
    #         platform.acceleration = -copysign(platform.brake_deceleration, platform.physics.x_speed)
    #     else:
    #         platform.acceleration = -platform.physics.x_speed / dt
    # else:
    #     if abs(platform.physics.x_speed) > dt * platform.free_deceleration:
    #         platform.acceleration = -copysign(platform.free_deceleration, platform.physics.x_speed)
    #     else:
    #         if dt != 0:
    #             platform.acceleration = -platform.physics.x_speed / dt
    # platform.acceleration = max(-platform.max_acceleration, min(platform.acceleration, platform.max_acceleration))

    # if pressed[pygame.K_RIGHT]:
    #     platform.steering -= 80 * dt
    # elif pressed[pygame.K_LEFT]:
    #     platform.steering += 80 * dt
    # else:
    #     platform.steering = 0
    # platform.steering = max(-platform.max_steering, min(platform.steering, platform.max_steering))

    platform.update()
    if platform.ball.is_touching(platform2):
        print('touch')
Beispiel #17
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async def do():
    if play.key_is_pressed('space'):
        bird.physics.y_speed = 30
        await play.timer(0.1)
Beispiel #18
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def start_program():
    global status
    if status == 4:
        if play.key_is_pressed('space'):
            podzkazka_dlia_ne_ochen_umnih.hide()

            status = 2

            bird_kub = play.new_box(color='black',
                                    transparency=0,
                                    width=32,
                                    height=25)
            bird = play.new_image(image='bird_1.png', size=140, x=0)

            bird_kub.start_physics(can_move=True,
                                   obeys_gravity=True,
                                   stable=True,
                                   y_speed=0)

            bird_kub.y += 10
    if status == 2:

        global n
        n = 0

        status = 1

        chet = play.new_text(str(n), y=-30)
        chet.hide()

        # trubi_img(-200,100)

        trubi_list = []

        lose = play.new_text('YOU LOSE', color='red')
        lose.hide()

        @play.repeat_forever
        def keypads():
            if play.key_is_pressed('space'):
                bird_kub.y += 10

        @play.repeat_forever
        async def do():
            global status
            if status == 1:
                a = trubi_img(randint(-500, -200), 150)
                trubi_list.append(a)
                await play.timer(3)
            else:
                for tum in trubi_list:
                    tum[1].remove()
                    tum[0].remove()
                    trubi_list.remove(tum)

        @play.repeat_forever
        async def run():
            for i in trubi_list:
                i[0].x -= 5
                i[1].x -= 5
                if i[0].x < -500:
                    i[0].remove()
                    i[1].remove()
                    trubi_list.remove(i)

            await play.timer(1 / 40)

        @play.repeat_forever
        def touch():
            global status
            if status == 1:
                if bird_kub.y < -280:
                    bird_kub.stop_physics()
                    bird_kub.hide()
                    bird.remove()
                    lose.show()
                    chet.show()
                    restart_knopka.show()
                    restart_kub.show()
                    status = 0
                elif status == 1:
                    for truba in trubi_list:
                        if truba[0].is_touching(
                                bird_kub) or truba[1].is_touching(bird_kub):
                            bird_kub.stop_physics()
                            bird_kub.hide()
                            bird.remove()
                            lose.show()
                            chet.show()
                            restart_knopka.show()
                            restart_kub.show()
                            status = 0

            bird.y = bird_kub.y

        @play.repeat_forever
        def chets():
            global n
            global status
            if status == 1:
                for tr in trubi_list:
                    if bird_kub.x > tr[1].x and tr[0].status == 1:
                        tr[0].status = 0
                        n = n + 1

                        chet.words = str(n)

        @restart_kub.when_clicked
        def restart():
            global status
            restart_kub.hide()
            restart_knopka.hide()
            status = 5
            start_knopka.show()
            start_kub.show()
            lose.hide()
            chet.words.hide()
            for tumka in trubi_list:
                tumka[0].remove()
                tuka[1].remove()
                trubi_list.remove(tumka)
Beispiel #19
0
 def keypads():
     if play.key_is_pressed('space'):
         bird_kub.y += 10
Beispiel #20
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async def fly():
    if status == 1:
        if play.key_is_pressed("W", "w", "Ц", "ц", "up", "space"):
            bird.physics.y_speed = 30
            await play.timer(0.1)
Beispiel #21
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async def suits():
    if play.key_is_pressed('Ц', 'ц', 'W', 'w', 'space', 'up'):
        bird.image = bird_suits[1]
        await play.timer(0.5)
    else:
        bird.image = bird_suits[0]
Beispiel #22
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def jumb():
    if STATUS==1:
        if play.key_is_pressed("space"):
            bird.physics.y_speed = 50
        else: 
            bird.physics.y_speed = -20