green = Color(0x00ff00, 1) black = Color(0, 1) noline = LineStyle(0, black) bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_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.dir = 1 ball.go = True #Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3") pop = Sound(pop_asset) def reverse(b): b.dir *= -1 # Set up function for handling screen refresh def step(): if ball.go:
black = Color(0, 1) noline = LineStyle(0, black) bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_HEIGHT, noline, brown) cover_asset = RectangleAsset(600, 440, noline, green) bg = Sprite(bg_asset, (0, 0)) cover = Sprite(cover_asset, (20, 20)) # A ball! This is already in the ggame-tutorials repository ball_asset = ImageAsset("images/orb-150545_640.png") beach_asset = ImageAsset("images/beach-ball-575425_640.png") ball = Sprite(ball_asset, (0, 0)) beach = Sprite(beach_asset, (40, 40)) # Original image is too big. Scale it to 1/10 its original size ball.scale = 0.1 # custom attributes ball.dir = 1 ball.go = True beach.scale = 0.1 beach.dir = 2 beach.go = True def reverse(b): b.dir *= -1 pop.play() # Set up function for handling screen refresh def step(): if ball.go: ball.x += ball.dir
green = Color(0x00ff00, 1) blue = Color(0x2EFEF7, 1) black = Color(0, 1) noline = LineStyle(0, black) bg_asset = RectangleAsset(SCREEN_WIDTH, SCREEN_HEIGHT, noline, green) bg = Sprite(bg_asset, (0,0)) ball_asset = ImageAsset("images/orb-150545_640.png") ball = Sprite(ball_asset, (0, 0)) ball.scale = 0.07 ball.y = 200 ball.dir = 0.76 ball.go = True def reverse(b): b.dir *= -0.76 pop.play() def step(): if ball.go: ball.x += ball.dir if ball.x + ball.width > SCREEN_WIDTH or ball.x < 0: ball.x -= ball.dir reverse(ball) def spaceKey(event): ball.go = not ball.go
"images/four_spaceship_by_albertov_with_thrust.png", Frame(227, 0, 292 - 227, 125), 4, 'vertical') asteroid_asset = ImageAsset("images/asteroid_for_program.png", ) asteroid1 = Sprite(asteroid_asset, (300, 300)) asteroid2 = Sprite(asteroid_asset, (1120, 300)) asteroid1.scale = .5 asteroid1.xmov = 10 asteroid1.ymov = 10 asteroid2.scale = .5 asteroid2.x2mov = -10 asteroid2.y2mov = -10 spaceship = Sprite(spaceship_asset, (740, 405)) spaceship.fxcenter = spaceship.fycenter = 0.5 # Movement spaceship.dir = 3 spaceship.bob = 3 spaceship.go = False spaceship.ygo = False spaceship.thrust = 0 spaceship.thrustframe = 1 def reverse(b): b.dir *= -1 b.bob *= -1 def astryturn1(b): asteroid1.ymov *= -1
# A ball! This is already in the ggame-tutorials repository ball_asset = ImageAsset("images/dog-png-29.png") ball = Sprite(ball_asset, (0, 0)) # Sounds pew1_asset = SoundAsset("sounds/pew1.mp3") pew1 = Sound(pew1_asset) pop_asset = SoundAsset("sounds/reappear.mp3") pop = Sound(pop_asset) dog1_asset = SoundAsset("sounds/dog-panting-breathing-fast-daniel_simon.mp3") dog = Sound(dog1_asset) bark_asset = SoundAsset("sounds/Dog_woof.mp3") bark = Sound(bark_asset) # Original image is too big. Scale it to 1/10 its original size ball.scale = 0.3 # custom attributes ball.dir = 1 ball.go = True def reverse(b): b.dir *= -1 def step(): if ball.go: ball.x += ball.dir if ball.x + ball.width > SCREEN_WIDTH or ball.x < 0: ball.x -= ball.dir reverse(ball) # Handle the space key def spaceKey(event): ball.go = not ball.go dog.play() # Handle the "reverse" key