Exemple #1
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    def __init__(self):
        super(TestLayer, self).__init__()

        x, y = director.get_window_size()

        self.sprite = Sprite('grossini.png', (x // 4, y // 2))
        self.add(self.sprite)
        shake_part = MoveBy((-4.0, 0.0), 0.05)
        shake = shake_part + Reverse(shake_part) * 2 + shake_part
        self.sprite.do(MoveTo((x // 2, y // 2), 1) + Repeat(shake))
Exemple #2
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 def __init__(self):
     super(TestNoBatch, self).__init__()
     x, y = director.get_window_size()
     self.batch = cocos.cocosnode.CocosNode()
     self.batch.position = 50, 100
     self.add(self.batch)
     for i in range(216):
         sprite = Sprite('grossini.png')
         sprite.position = (i // 12) * 30, (i % 12) * 25
         self.batch.add(sprite)
     self.batch.do(MoveBy((100, 100), 10))
Exemple #3
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    def __init__(self):
        super( TestLayer, self ).__init__()
        
        x,y = director.get_window_size()

        self.sprite = Sprite( 'grossini.png', (x/2, y/2) )
        self.add( self.sprite )
        move = MoveBy((100,0), 1)
        rot = Rotate(360, 1)
        seq = Place((x/4,y/2)) + rot+move+rot+move
        self.sprite.do( Repeat ( seq ) )
 def set(self, gScene):
     self.gScene = gScene
     self.R = gScene.R
     self.enemy = gScene.ENEMY
     self.batch = gScene.batch
     self.collisionManager = gScene.collisionManager
     self.startLocation = (50, director._window_virtual_height - 120)
     self.PLAYER = Sprite(self.R.PLAYERANIME[gVariables.g_PlayerIndex])
     self.PLAYER.position = self.startLocation
     self.PLAYER.scale = 0.5
     self.PLAYER.velocity = (0, 0)
     self.PLAYER.speed = 200
     self.collisionManager.add(self.PLAYER)
     self.PLAYER.do(Move())
     self.PLAYER.do(MoveBy((400, 0), 2) + MoveBy((-400, 0), 2))
     self.batch.add(self.PLAYER)
     self.PLAYER.cshape = CollisionModel.AARectShape(
         self.PLAYER.position, self.PLAYER.width / 2,
         self.PLAYER.height / 2)
     self.schedule(self.update)
 def __init__(self):
     super(TestBatch, self).__init__()
     x, y = director.get_window_size()
     self.batchnode = cocos.batch.BatchNode()
     self.batchnode.position = 50, 100
     self.add(self.batchnode)
     for i in range(216):
         sprite = Sprite('grossini.png')
         sprite.position = (i / 12) * 30, (i % 12) * 25
         self.batchnode.add(sprite, z=i % 4)
     self.batchnode.do(MoveBy((100, 100), 10))
    def __init__(self):
        super(Game, self).__init__(102, 102, 225, 255)

        self.player = cocos.sprite.Sprite(resources.player)
        self.player.position = 400, 25
        self.player.velocity = 0, 0
        self.player.speed = 150
        self.add(self.player, z=2)

        self.boss = cocos.sprite.Sprite(resources.boss)
        self.boss.position = 400, 600
        self.boss.scale = 0.4
        self.add(self.boss, z=1)

        self.batch = cocos.batch.BatchNode()
        self.enemies = [cocos.sprite.Sprite(resources.enemy) for i in range(6)]
        positions = ((250, 125), (550, 125), (300, 325), (500, 325),
                     (150, 475), (650, 475))
        for num, enem in enumerate(self.enemies):
            enem.position = positions[num]
            self.batch.add(enem)

        self.add(self.batch, z=1)
        self.player.do(Move())

        move_basic = MoveBy((120, 0), 1)
        self.enemies[0].do(Repeat(move_basic + Reverse(move_basic)))
        self.enemies[1].do(Repeat(Reverse(move_basic) + move_basic))

        move_complex = (MoveBy((-75, 75), 1) + Delay(0.5) + MoveBy(
            (-75, -75), 1) + Delay(0.5) + MoveBy(
                (75, -75), 1) + Delay(0.5) + MoveBy((75, 75), 1) + Delay(0.5))
        self.enemies[2].do(Repeat(move_complex))
        self.enemies[3].do(Repeat(Reverse(move_complex)))

        move_jump = AccelDeccel(JumpBy((200, 0), 75, 3, 3))
        move_jump_rot = AccelDeccel(RotateBy(360, 3))
        self.enemies[4].do(Repeat(move_jump + Reverse(move_jump)))
        self.enemies[4].do(Repeat(move_jump_rot + Reverse(move_jump_rot)))
        self.enemies[5].do(Repeat(Reverse(move_jump) + move_jump))
        self.enemies[5].do(Repeat(Reverse(move_jump_rot) + move_jump_rot))
Exemple #7
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 def add_damage_label(self, damage, position):
     label = cocos.text.Label(
         '-' + str(int(round(damage))),
         font_name='Helvetica',
         font_size=10, bold=True,
         color=(255, 0, 0, 255),
         anchor_x='center', anchor_y='center'
     )
     label.deleteWhenHided = True
     label.position = position
     label.do(MoveBy((0, 100), 2) | FadeOut(2))
     self.globalPanel.add(label)
    def __init__(self):
        super(MyTest, self).__init__()

        sprite = cocos.sprite.Sprite('icon.jpg')

        sprite.position = 240, 320
        sprite.scale = 0.5
        self.add(sprite)

        move = MoveBy((50, 100), duration=2)

        sprite.do(Repeat(Reverse(move) + move))
 def __init__(self, R):
     super(_PlayerAnimation, self).__init__()
     self.R = R
     self.SamplePlayer = Sprite(self.R.PLAYERANIME[0])
     self.SamplePlayer.scale = 0.5
     self.size = director.get_window_size()
     #SIMPLE ANIMATION
     _WH = self.SamplePlayer.get_AABB()
     _place = (-_WH.width, self.size[1] - 120)
     _move = MoveBy((self.size[0] + (_WH.width * 2), 0), 3)
     self.SamplePlayer.do(Repeat(Place(_place) + _move))
     self.add(self.SamplePlayer)
Exemple #10
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    def show_message(self, msg, callback=None):
        w, h = director.get_window_size()

        self.msg = Label(msg,
                         font_size=52,
                         font_name='Arial',
                         anchor_y='center',
                         anchor_x='center')
        self.msg.position = (w // 2.0, h)

        self.add(self.msg)

        actions = Accelerate(MoveBy((0, -h / 2.0), duration=0.5)) + \
                  Delay(1) + \
                  Accelerate(MoveBy((0, -h / 2.0), duration=0.5)) + \
                  Hide()

        if callback:
            actions += CallFunc(callback)

        self.msg.do(actions)
Exemple #11
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    def __init__(self):
        super(BackgroundLayer, self).__init__()
        r = Game_elements.Player()

        self.image = cocos.sprite.Sprite(r.overImg)
        self.image.position = 400, 75
        self.add(self.image, z=0)

        self.player = cocos.sprite.Sprite(r.overImg)
        self.player.position = 0, 295
        self.add(self.player, z=1)

        self.enemy = cocos.sprite.Sprite(r.overImg)
        self.enemy.position = 385, 75
        self.add(self.enemy, z=1)

        self.boss = cocos.sprite.Sprite(r.overImg)
        self.boss.scale = 0.4
        rect = self.boss.get_rect()
        rect.midbottom = 600, 50
        self.boss.position = rect.center
        self.add(self.boss, z=1)

        self.player.do(Repeat(
            MoveBy((-25, 0), 0.25) +
            MoveBy((50, 0), 0.5) +
            MoveBy((-25, 0), 0.25)))
        self.enemy.do(Repeat(
            MoveBy((-25, 0), 0.25) +
            MoveBy((50, 0), 0.5) +
            MoveBy((-25, 0), 0.25)))
        self.boss.do(Repeat(FadeTo(155, 0.5) + FadeTo(255, 0.5)))
    def __init__(self):
        super( TestLayer, self ).__init__()

        x,y = director.get_window_size()

        self.sprite = Sprite( 'grossini.png', (x//2, y//2) )
        self.add( self.sprite )

        self.sprite2 = Sprite( 'grossini.png', (x//2, y//4) )
        self.add( self.sprite2 )

        seq = Rotate( 360, 10 ) | MoveBy((x//2,0))
        self.sprite.do( seq )
        self.sprite2.do( Reverse( seq ) )
Exemple #13
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 def add_new_infos(self, content, color=(0, 255, 0, 255)):
     if self.info.full():
         obj_leave = self.info.get()
         obj_leave.do(
             MoveTo((self.width // 2, self.height), 1) | FadeOut(1))
     for obj in self.info.queue:
         obj.do(MoveBy((0, 40), 1))
     obj = Text(text=content,
                position=(self.width // 2, self.height // 2 + 50),
                color=color,
                font_size=30)
     self.add(obj)
     self.info.put(obj)
     obj.do(FadeIn(1.5) + CallFunc(self.get_next_action))
Exemple #14
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 def __init__(self):
     super( TestBatch, self ).__init__()
     x,y = director.get_window_size()
     self.batchnode = cocos.batch.BatchNode()
     self.batchnode.position = 50,100
     self.add(self.batchnode)
     for i in range(216):
         if i%4 == 0:
             sprite = Sprite('grossini.png')
             self.parentSprite = sprite
             self.batchnode.add(sprite, z=i%4)
         else:
             sprite = Sprite('grossinis_sister1.png')
             self.parentSprite.add(sprite)
         sprite.position = (i/12)*30, (i%12)*25
     # Remove the last Grossini, and his sisters
     self.batchnode.remove (self.parentSprite)
     self.batchnode.do(MoveBy((100, 100), 10))
def left(speed: float):
    return (
        (MoveBy((100, 0), speed), Delay(speed)),
        (Delay(speed), MoveBy((100, 0), speed)),
    )
Exemple #16
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    def __init__(self, pos):
        super().__init__(Image.castle_flag)

        self.position = pos

        self.do(MoveBy((0, 15), 0.5))
Exemple #17
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    def get_game_scene():
        # creating object of Level class and add diff things to this
        player = game.entities.Player.Player("resources/img/roflan.png", (75, 80), (0, 0), 150)
        boss = game.entities.enemies.Enemy.Enemy("resources/img/bounty.png", (600, 370))
        boss.do(cocos.actions.Repeat(cocos.actions.Waves3D(
            waves=3, amplitude=40, grid=(16, 16))))
        level = game.scenes.Level.Level()

        horizontal_walls = (
            ([32, 20], 8),
            ([600, 20], 8),
            ([1169, 20], 2),
            ([32, 693], 8),
            ([594, 693], 10),
            ([140, 278], 1),
            ([320, 135], 2),
            ([329, 601], 2),
            ([264, 472], 1),
            ([480, 451], 1),
            ([480, 285], 1),
            ([1090, 285], 2),
        )

        vertical_walls = (
            ([20, 72], 8),
            ([20, 637], 2),
            ([1180, 72], 13),
            ([180, 266], 1),
            ([140, 420], 1),
            ([434, 147], 3),
            ([314, 460], 1),
            ([434, 463], 3),
            ([722, 70], 2),
            ([722, 270], 1),
            ([832, 70], 2),
            ([942, 70], 2),
            ([1052, 70], 2),
        )

        horizontal_spines = (
            ([74, 474], 3),
            ([544, 451], 6),
            ([1000, 451], 3),
            ([544, 285], 3),
            ([774, 285], 5)
        )

        vertical_spines = (
            ([180, 74], 3),
            ([315, 270], 3),
            ([434, 75], 1),
            ([496, 336], 2)

        )

        for wall in horizontal_walls:
            level.add_wall(WallCreator.create_horizontal_walls(
                "resources/img/stone_h.png",
                wall[0], wall[1]
            ))

        for wall in vertical_walls:
            level.add_wall(WallCreator.create_vertical_walls(
                "resources/img/stone_v.png",
                wall[0], wall[1]
            ))

        for spine in horizontal_spines:
            level.add_spine(WallCreator.create_horizontal_walls(
                "resources/img/prov_h.png",
                spine[0], spine[1], 'spine'
            ))

        for spine in vertical_spines:
            level.add_spine(WallCreator.create_vertical_walls(
                "resources/img/prov_v.png",
                spine[0], spine[1], 'spine'
            ))

        level.add_portal(Portal("resources/img/portal_v.png", [20, 574], (537, 75)))
        level.add_portal(Portal("resources/img/portal_h.png", [537, 20], (75, 574)))
        level.add_portal(Portal("resources/img/portal_h.png", [1105, 20], (535, 637)))
        level.add_portal(Portal("resources/img/portal_h.png", [535, 693], (1105, 70)))

        guns = ((1130, 610), (1130, 520))
        for pos in guns:
            gun = Texture("resources/img/pushka.png", pos)
            gun.do(Repeat(cocos.actions.AccelDeccel(cocos.actions.RotateBy(180, 1.25))))
            level.add_texture(gun)

        common_textures = ((1100, 400), (1100, 360), (1130, 370))
        for pos in common_textures:
            texture = Texture("resources/img/zachto.png", pos)
            level.add_texture(texture)

        bitcoins = ((300, 80), (80, 420), (480, 240), (775, 80), (885, 80),
                    (995, 80), (480, 500), (680, 565))
        for pos in bitcoins:
            bitcoin = Texture("resources/img/bitcoin.png", pos)
            level.add_bitcoin(bitcoin)

        enemy1 = Enemy("resources/img/buld.png", (75, 420))
        enemy1_moves = Repeat(MoveBy((0, -80), 0.65) +
                              MoveBy((190, 0), 1.5) +
                              Reverse(MoveBy((0, -80), 0.65) +
                                      MoveBy((190, 0), 1.5)))
        enemy1.do(enemy1_moves)
        level.add_enemy(enemy1)

        enemy2 = Enemy("resources/img/buld.png", (370, 190))
        enemy2_moves = Repeat(MoveBy((-130, 0), 0.7) +
                              MoveBy((0, -120), 0.6) +
                              MoveBy((130, 0), 0.7) +
                              Reverse(MoveBy((-130, 0), 0.7) +
                                      MoveBy((0, -120), 0.6) +
                                      MoveBy((130, 0), 0.7)))
        enemy2.do(enemy2_moves)
        level.add_enemy(enemy2)

        enemy3 = Enemy("resources/img/buld.png", (150, 535))
        enemy3_moves = Repeat(MoveBy((220, 0), 1.3) +
                              MoveBy((0, -197), 1) +
                              MoveBy((70, 0), 0.4) +
                              Reverse(MoveBy((220, 0), 1.3) +
                                      MoveBy((0, -197), 1) +
                                      MoveBy((70, 0), 0.4)))
        enemy3.do(enemy3_moves)
        level.add_enemy(enemy3)

        enemy4 = Enemy("resources/img/buld.png", (537, 230))
        enemy4_moves = Repeat(MoveBy((0, -140), 1) +
                              Reverse(MoveBy((0, -140), 1)))
        enemy4.do(enemy4_moves)
        level.add_enemy(enemy4)

        enemy5 = Enemy("resources/img/buld.png", (1130, 200))
        enemy5_moves = Repeat(MoveBy((-400, 0), 1.6) +
                              Reverse(MoveBy((-400, 0), 1.6)))
        enemy5.do(enemy5_moves)
        level.add_enemy(enemy5)

        enemy6 = Enemy("resources/img/roflan2.png", (1070, 610))
        enemy6_moves = Repeat(MoveBy((-580, 0), 2.5) +
                              MoveTo((670, 1000), 0) +
                              MoveTo((1070, 1000), 0) +
                              MoveTo((1070, 610), 0))
        enemy6.do(enemy6_moves)
        level.add_enemy(enemy6)

        enemy7 = Enemy("resources/img/roflan2.png", (1070, 520))
        enemy7_moves = Repeat(MoveBy((-580, 0), 2) +
                              MoveTo((670, 1000), 0) +
                              MoveTo((1070, 1000), 0) +
                              MoveTo((1070, 520), 0))
        enemy7.do(enemy7_moves)
        level.add_enemy(enemy7)

        game_layer = Game(level, player, boss)
        game_scene = cocos.scene.Scene()

        image_layer = ImageLayer("resources/img/back3.jpg")
        image_layer.do(cocos.actions.Repeat(cocos.actions.Waves3D(
            waves=1, amplitude=20, grid=(8, 8)) +
                                            cocos.actions.Reverse(
                                                cocos.actions.Waves3D(
                                                    waves=1, amplitude=20, grid=(8, 8))
                                            )))

        game_scene.add(image_layer)
        game_scene.add(game_layer)
        return game_scene
def back(speed: float):
    return (
        (Delay(speed), MoveBy((0, -100), speed)),
        (MoveBy((0, -100), speed), Delay(speed)),
    )
Exemple #19
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 def move(self, amount: Vector2):
     if (self.can_move(amount)):
         action = MoveBy(amount, 0)
         self.do(action)
     self.update_blk_cshape()
def front(speed: float):
    return (
        (Delay(speed), MoveBy((0, 100), speed)),
        (MoveBy((0, 100), speed), Delay(speed)),
    )
def right(speed: float):
    return (
        (Delay(speed), MoveBy((-100, 0), speed)),
        (MoveBy((-100, 0), speed), Delay(speed)),
    )
Exemple #22
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 def step_right(self):
     self.right.do(MoveBy((50, 100), 0.3) | RotateBy(40, 0.3) | HOP)
Exemple #23
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        def lower_flag():
            self.image = Image.mario_lower_flag[self.state]

            delta_y = ground_y - self.y + 16
            self.do(MoveBy((8, 0), 0.2) + MoveBy((0, delta_y), 1.8))
Exemple #24
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 def turn_around_after_lower_flag():
     delta_y = ground_y - self.y
     self.do(MoveBy((16, 0), 0.1) + MoveBy((8, delta_y), 0.1))
     self.image = Image.mario_lower_flag_turn_around[self.state]
Exemple #25
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    def get_game_scene():
        # creating object of Level class and add diff things to this
        player = game.entities.Player.Player("resources/img/roflan.png",
                                             (100, 100), (0, 0), 150)
        boss = game.entities.enemies.Enemy.Enemy("resources/img/haste.png",
                                                 (1100, 600))
        level = game.scenes.Level.Level()

        horizontal_walls = (([62, 696], 18), ([62, 20], 18), ([62, 450], 6),
                            ([62, 180], 16))

        vertical_walls = (([20, 32], 14), ([1180,
                                            32], 14), ([220,
                                                        225], 9), ([420,
                                                                    225], 9))

        horizontal_spines = (([560, 290], 10), ([470, 400], 10), ([560,
                                                                   510], 10))

        vertical_spines = (([250, 70], 2), ([480,
                                             70], 2), ([710,
                                                        70], 2), ([940,
                                                                   70], 2))

        for wall in horizontal_walls:
            level.add_wall(
                WallCreator.create_horizontal_walls(
                    "resources/img/stone_h.png", wall[0], wall[1]))

        for wall in vertical_walls:
            level.add_wall(
                WallCreator.create_vertical_walls("resources/img/stone_v.png",
                                                  wall[0], wall[1]))

        for spine in horizontal_spines:
            level.add_spine(
                WallCreator.create_horizontal_walls("resources/img/prov_h.png",
                                                    spine[0], spine[1],
                                                    'spine'))

        for spine in vertical_spines:
            level.add_spine(
                WallCreator.create_vertical_walls("resources/img/prov_v.png",
                                                  spine[0], spine[1], 'spine'))

        level.add_portal(
            Portal("resources/img/portal_h.png", [180, 20], (360, 620)))
        level.add_portal(
            Portal("resources/img/portal_v.png", [220, 520], (310, 120)))

        level.add_portal(
            Portal("resources/img/portal_h.png", [410, 20], (150, 620)))
        level.add_portal(
            Portal("resources/img/portal_v.png", [20, 520], (540, 120)))

        level.add_portal(
            Portal("resources/img/portal_h.png", [640, 20], (90, 370)))
        level.add_portal(
            Portal("resources/img/portal_v.png", [220, 250], (770, 120)))

        level.add_portal(
            Portal("resources/img/portal_h.png", [870, 20], (280, 370)))
        level.add_portal(
            Portal("resources/img/portal_v.png", [420, 250], (1000, 120)))

        bitcoins = ((430, 120), (660, 120), (890, 120), (70, 650), (370, 500),
                    (70, 235), (485, 290), (1115, 400), (485, 510))
        for pos in bitcoins:
            bitcoin = Texture("resources/img/bitcoin.png", pos)
            level.add_bitcoin(bitcoin)

        enemy1 = Enemy("resources/img/buld.png", (370, 650))
        enemy1_moves = Repeat(
            MoveBy((-100, 0), 1) + MoveBy((0, -150), 1.2) +
            MoveBy((100, 0), 1) + MoveBy((0, 150), 1.2))
        enemy1.do(enemy1_moves)
        level.add_enemy(enemy1)

        enemy2 = Enemy("resources/img/buld.png", (170, 500))
        enemy2_moves = Repeat(
            MoveBy((0, 150), 1.2) + MoveBy((-100, -150), 1.5) +
            MoveBy((0, 150), 1.2) + MoveBy((100, -150), 1.5))
        enemy2.do(enemy2_moves)
        level.add_enemy(enemy2)

        enemy3 = Enemy("resources/img/buld.png", (170, 400))
        enemy3_moves = Repeat(
            MoveBy((0, -170), 1.25) + Reverse(MoveBy((0, -170), 1.25)))
        enemy3.do(enemy3_moves)
        level.add_enemy(enemy3)

        enemy4 = Enemy("resources/img/buld.png", (170, 250))
        enemy4_moves = Repeat(
            MoveBy((-100, 0), 1) + Reverse(MoveBy((-100, 0), 1)))
        enemy4.do(enemy4_moves)
        level.add_enemy(enemy4)

        enemy5 = Enemy("resources/img/buld.png", (270, 230))
        enemy5_moves = Repeat(
            MoveBy((100, 0), 1) + MoveBy((0, 170), 1.25) +
            MoveBy((-100, -170), 1.4))
        enemy5.do(enemy5_moves)
        level.add_enemy(enemy5)

        enemy6 = Enemy("resources/img/roflan2.png", (580, 650))
        enemy6_moves = Repeat(
            MoveBy((0, -410), 1.3) + Reverse(MoveBy((0, -410), 1.3)))
        enemy6.do(enemy6_moves)
        level.add_enemy(enemy6)

        enemy7 = Enemy("resources/img/roflan2.png", (750, 650))
        enemy7_moves = Repeat(
            MoveBy((0, -410), 1.1) + Reverse(MoveBy((0, -410), 1.1)))
        enemy7.do(enemy7_moves)
        level.add_enemy(enemy7)

        enemy8 = Enemy("resources/img/roflan2.png", (920, 650))
        enemy8_moves = Repeat(
            MoveBy((0, -410), 1) + Reverse(MoveBy((0, -410), 1)))
        enemy8.do(enemy8_moves)
        level.add_enemy(enemy8)

        game_layer = Game(level, player, boss)
        game_scene = cocos.scene.Scene()

        image_layer = ImageLayer("resources/img/back3.jpg")
        image_layer.do(
            cocos.actions.Repeat(
                cocos.actions.Waves3D(waves=1, amplitude=20, grid=(8, 8)) +
                cocos.actions.Reverse(
                    cocos.actions.Waves3D(waves=1, amplitude=20, grid=(8,
                                                                       8)))))

        game_scene.add(image_layer)
        game_scene.add(game_layer)
        return game_scene
Exemple #26
0
 def step_left(self):
     self.left.do(MoveBy((-50, 100), 0.3) | RotateBy(-40, 0.3) | HOP)