if count % 4 == 0: if codey.is_button('A'): music_lock = False axis_y -= 1 down_lock = True else: down_lock = False if music_lock == False: codey.say('jump.wav', False, None) music_lock = True if game_status == GAME_PLAYING: if count % run_speed == 0 and (not down_lock): axis_y += 1 if last_axis_y != axis_y: codey.pixel_off(7, last_axis_y) codey.pixel(7, axis_y) last_axis_y = axis_y if axis_y >= 7: axis_y = 7 elif axis_y < 0: axis_y = 0 game_over_check() time.sleep(0.01) count += 1 codey.on_start(on_start_callback)
t_count = 0 t_count += 1 time.sleep(0.020) def button_a_cb(): global plane_cur_pos global plane_last_pos plane_cur_pos -= 1 if plane_cur_pos < 0: plane_cur_pos = 0 def button_b_cb(): global plane_cur_pos global plane_last_pos plane_cur_pos += 1 if plane_cur_pos > 13: plane_cur_pos = 13 codey.on_button("A", button_a_cb) codey.on_button("B", button_b_cb) def main_fun(): plane_contril() codey.on_start(main_fun)
def on_light_under_callback(): global test_num test_num = 5 codey.color("#ff0000", 0.2) codey.on_light_under(10, on_light_under_callback) def start_cb(): global test_num test_num = 0 codey.message(str('hello')) print("button and message test begin") while True: if test_num == 1: print("button_A event succeed") test_num = 0 elif test_num == 2: print("button_B event succeed") test_num = 0 elif test_num == 3: print("button_C event succeed") test_num = 0 elif test_num == 4: print("message event succeed") test_num = 0 if test_num == 5: print("light event succeed") test_num = 0 codey.on_start(start_cb)
a.rotate() if count % 2 == 0: b.rotate() if count % 15 == 0: down_flag = True c.show() if down_flag: c.down() if c.meet_border_check() == DOWN_MEET: c.hide() c.home() down_flag = False if codey.is_button('B'): p.right() elif codey.is_button('A'): p.left() if game.collision_check(p, a) or game.collision_check( p, b) or game.collision_check(p, c): codey.say("wrong") codey.color("#ff0000", 0.05) p.home() time.sleep(0.05) count += 1 codey.on_start(test)