def move(self):
        self._x -= self._speed
        if self._x + self._w < 0:
            self._x += self._w

    def collide(self, other):
        pass

    def position(self):
        return self._x, self._y, self._w, self._h

    def symbol(self):
        return 0, self._ys, self._w, self._h


arena = Arena((480, 360))
back = Background(arena, 120, 128, 256, 2)
sprites = g2d.load_image("moon-patrol.png")
bg = g2d.load_image("moon-patrol-bg.png")


def tick():
    arena.move_all()  # Game logic

    g2d.clear_canvas()
    for a in arena.actors():
        if isinstance(a, Background):
            ax, ay, aw, ah = a.position()
            g2d.draw_image_clip(bg, a.symbol(), (ax, ay, aw, ah))
            g2d.draw_image_clip(bg, a.symbol(), (ax + aw, ay, aw, ah))
        elif a.symbol() != (0, 0, 0, 0):
Esempio n. 2
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           larger image, containing more sprites
        Returns:
            (int, int) -- the position of current sprite
        '''
        return


def update():
    canvas_fill(canvas, (0, 0, 0))
    arena.move_all()
    for a in arena.actors():
        x1, y1, aw, ah = a.rect()
        draw_rect(canvas, (0, 255, 255), (x1, y1, 50, 50))


arena = Arena(1000, 1000)

f1 = FallingBall(10, 10)
f2 = FallingBall(70, 70)
p1 = Plane(1, 350)
p2 = Plane(1, 250)
p3 = Plane(1, 150)

arena.add(f1)
arena.add(f2)
arena.add(p1)
arena.add(p2)
arena.add(p3)

canvas = canvas_init((1000, 1000))
set_interval(update, 1000 // 30)
Esempio n. 3
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        pass

    def collide(self, other):
        if isinstance(other, Ball) and self._count == 0:
            self._raft = other

    def position(self):
        return self._x, self._y, self._w, self._h

    def symbol(self):
        return 0, 20, self._w, self._h

###


arena = Arena(320, 240)
b1 = Ball(arena, 40, 60, 5)
b2 = Ball(arena, 80, 40, -5)
turtle = Turtle(arena, 80, 80)

def tick():
    if g2d.key_pressed("ArrowUp"):
        turtle.go_up()
    elif g2d.key_pressed("ArrowRight"):
        turtle.go_right()
    elif g2d.key_pressed("ArrowDown"):
        turtle.go_down()
    elif g2d.key_pressed("ArrowLeft"):
        turtle.go_left()
    elif (g2d.key_released("ArrowUp") or
          g2d.key_released("ArrowRight") or
Esempio n. 4
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import g2d
from actor import Actor, Arena
from raft import Raft
from fiume import Fiume
from turtle import Turtle
from vehicle import Vehicle
from crocodile import Crocodile
from land import Land
from random import randint

arena = Arena(600, 480)
raft = Raft(arena, 0, 0, 0)
turtle = Turtle(arena, 0, 0)
crocodile = Crocodile(arena, 0, 0)


class Frog(Actor):
    def __init__(self, arena, x, y):
        self._x, self._y = x, y
        self._w, self._h = 18, 15
        self._speed = 7
        self._dx, self._dy = 0, 0
        self._arena = arena
        self._death = 0
        self._collideraft = False
        self._collidefiume = False
        self._collideturtle = False
        self._collidecrocodile = False
        arena.add(self)

    def move(self):