import time from turtle import Screen from player import Player from car_manager import CarManager from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) screen.listen() tu = Player() score = Scoreboard() screen.onkey(tu.go, 'Up') manager = CarManager() for _ in range(5): manager.spawn_car() level = 0 game_is_on = True while game_is_on: manager.spawn_car() manager.move(level) time.sleep(0.1) screen.update() if manager.collision(tu.position()[0], tu.position()[1]): tu.goto(0, -250) if tu.distance(0, 300) < 30: tu.goto(0, -250) level += 1 score.update_score()
screen.tracer(0) screen.listen() # Spawn the player play = Player() # Init car manager cars = CarManager() # Create scoreboard score = Scoreboard() # Keyboard functionality screen.onkey(play.move, 'Up') game_is_on = True while game_is_on: time.sleep(0.1) screen.update() cars.move_cars() chance = random.randint(1,6) if chance == 1: cars.create_car() if cars.collision(play): score.game_over() game_is_on = False if play.is_at_finish_line(): play.goto_start() cars.level_up() score.update_score() screen.exitonclick()
from car_manager import CarManager, MAX_NUMBER_OF_CARS screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) screen.bgcolor("white") player = Player() level = Scoreboard() car_manager = CarManager() screen.listen() screen.onkey(player.move, "Up") game_is_on = True while game_is_on: time.sleep(0.1) level.print_level() car_manager.move_cars() game_is_on = not car_manager.collision(player) if player.ycor() >= FINISH_LINE_Y: player.reset() level.level += 1 car_manager.increase_speed() MAX_NUMBER_OF_CARS += 2 screen.update() level.print_game_over() screen.exitonclick()
from scoreboard import ScoreBoard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) screen.listen() player = Player() car_manager = CarManager() score = ScoreBoard() screen.onkey(player.up, "Up") game_is_on = True cycle = 0 while game_is_on: cycle += 1 time.sleep(0.1) screen.update() if cycle % score.cycle == 0: car_manager.create_car() car_manager.move() if car_manager.collision(player): game_is_on = False score.game_over() if player.end_of_stage(): score.addLevel() player.go_to_start() car_manager.change_speed() screen.exitonclick()
screen.tracer(0) screen.listen() car_manager = CarManager() player = Player() score = Scoreboard() game_is_on = True cycle_counter = 0 update_cycle = 10 while game_is_on: time.sleep(0.1) screen.update() if update_cycle > player.level * 2: if cycle_counter % (update_cycle - player.level * 2) == 0: car_manager.add_car() # player keeps track of levels, level up everytime the player crosses the street car_manager.car_forward(player.level) car_manager.remove_car() cycle_counter += 1 score.update_score(player.level, car_manager.car_average_speed()) screen.onkey(player.move_up, "w") screen.onkey(quit_game, "q") # collision detection monitor by each individual car if car_manager.collision(player.xcor(), player.ycor()): score.game_over() quit_game() screen.exitonclick()