def update(): g2d.clear_canvas() if random.randrange(50) == 0: Bullet(arena, random.randrange(arena.size()[0])) arena.move_all() for a in arena.actors(): g2d.fill_rect(a.position())
def update(): global x, dx # posizione pallina (globale) if g2d.key_pressed("Spacebar"): # inversione movimento dx = -dx g2d.clear_canvas() # background g2d.draw_image(image, (x, 50)) # disegna immagine posizione(x,y) x = (x + dx) % 320 # modifica ascissa immagine
def update_buttons(self): global solved g2d.clear_canvas() g2d.set_color((0, 0, 0)) cols, rows = self._game.cols(), self._game.rows() for y in range(1, rows): g2d.draw_line((0, y * H), (cols * W, y * H)) for x in range(1, cols): g2d.draw_line((x * W, 0), (x * W, rows * H)) for y in range(rows): for x in range(cols): value = self._game.value_at(x, y) if '#' not in value: center = x * W + W // 2, y * H + H // 2 if '!' in value: g2d.set_color((0, 0, 200)) g2d.fill_circle(center, 14) g2d.set_color((255, 255, 255)) g2d.fill_circle(center, 12) g2d.set_color((0, 0, 0)) g2d.draw_text_centered(value[:-1], center, H // 2) else: g2d.fill_rect((x * W, y * H, W, H)) g2d.update_canvas() if self._game.finished() and not solved: g2d.alert(self._game.message()) g2d.close_canvas()
def tick(): global x,y, dy, dx, s g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground if g2d.key_pressed("w"): s=1 # y-=dy elif g2d.key_pressed("a"): s=2 # x-=dx elif g2d.key_pressed("s"): s=3 # y+=dy elif g2d.key_pressed("d"): s=4 # x+=dx if s==1: y-=dy elif s==2: x-=dx elif s==3: y+=dy elif s==4: x+=dx
def tick(): if g2d.key_pressed("ArrowUp"): turtle.go_up(True) elif g2d.key_released("ArrowUp"): turtle.go_up(False) if g2d.key_pressed("ArrowRight"): turtle.go_right(True) elif g2d.key_released("ArrowRight"): turtle.go_right(False) if g2d.key_pressed("ArrowDown"): turtle.go_down(True) elif g2d.key_released("ArrowDown"): turtle.go_down(False) if g2d.key_pressed("ArrowLeft"): turtle.go_left(True) elif g2d.key_released("ArrowLeft"): turtle.go_left(False) arena.move_all() # Game logic g2d.clear_canvas() for a in arena.actors(): sym, pos = a.symbol(), a.position() g2d.draw_image_clip(sprites, (sym.x, sym.y, sym.w, sym.h), (pos.x, pos.y, pos.w, pos.h))
def tick(): global x, dx ##if g2d.key_pressed("Spacebar"): ... ##if x + dx > ARENA_W: ... g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground x += dx # Update ball's position
def update(): global x, dx g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground ## if x + dx < 0 or x + dx + BALL_W > ARENA_W: ## dx = -dx x = (x + dx) % ARENA_W # Update ball's position
def update_buttons(self): g2d.clear_canvas() g2d.set_color((0, 0, 0)) cols, rows = self._game.cols(), self._game.rows() for y in range(1, rows): g2d.draw_line((0, y * H), (cols * W, y * H)) for x in range(1, cols): g2d.draw_line((x * W, 0), (x * W, rows * H)) for y in range(rows): for x in range(cols): g2d.set_color((0,0,0)) value = self._game.value_at(x, y) if self._game.checkblack(x,y): g2d.fill_rect((x * W, y * H, W, H)) center = x * W + W//2, y * H + H // 2 if self._game.checkcircle(x,y): g2d.fill_circle((center), W // 2) g2d.set_color((255,255,255)) g2d.fill_circle((center), W // 2 - 1) g2d.set_color((0,0,0)) g2d.draw_text_centered(value, center, H//2) g2d.update_canvas() if self._game.finished(): g2d.alert(self._game.message()) g2d.close_canvas()
def tick(): global x, dx if g2d.key_pressed("Enter"): dx = -dx g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground x = (x + dx) % ARENA_W # Update ball's position
def update(): global dx, dy, x, y g2d.clear_canvas() # Clear background g2d.fill_circle((x, y), 20) # Draw foreground x += dx y += dy if x >= A - distance: # angolo in alto a destra dx = 0 dy = 5 if y >= A - distance: # angolo in basso a destra dx = -5 dy = 0 ''' nei primi due if posso anche inserire gli and come negli ultimi due ottenendo lo stesso risultato. Non l'ho messo semplicemente per ottimizzare il codice ''' if x <= 0 + distance and y >= A - distance: # angolo in basso a sinistra dx = 0 dy = -5 if y <= 0 + distance and x <= 0 + distance: # angolo in alto a sinistra dx = 5 dy = 0
def tick(): g2d.clear_canvas() if random.randrange(50) == 0: Bullet(arena, random.randrange(arena.size()[0])) arena.move_all() for a in arena.actors(): g2d.fill_rect(a.position())
def update(): ''' modifica il canvas ''' global x # posizione pallina (globale) g2d.clear_canvas() # pulisce background g2d.draw_image(image, (x, 50)) # disegna immagine posizione(x,y) x = (x + dx) % 320 # modifica ascissa immagine
def update(): global balls g2d.clear_canvas() # Clear background for b in balls: g2d.set_color((b.color())) g2d.fill_circle((b.val()), 20) # Draw foreground b.move()
def tick(): global i x = int(300 + i * math.cos(i * math.pi / 32)) y = int(300 + i * math.sin(i * math.pi / 32)) g2d.clear_canvas() g2d.set_color((255 - i, 0, i)) g2d.fill_circle((x, y), i // 2) i = (i + 1) % n
def update(): global i x = int(300 + i * math.cos(i * math.pi / 32)) y = int(300 + i * math.sin(i * math.pi / 32)) g2d.clear_canvas() g2d.set_color((255 - i, 0, i)) g2d.fill_circle((x, y), i // 2) i = (i + 1) % n
def update(): global raggio x = int(centro + raggio * math.cos(raggio * math.pi / 32)) y = int(centro + raggio * math.sin(raggio * math.pi / 32)) g2d.clear_canvas() g2d.set_color((255 - raggio, 0, raggio)) g2d.fill_circle((x, y), int(raggio / 2)) raggio = (raggio + 1) % n
def update(): global x, y, count g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground if count < 5: x = (x + dx) % ARENA_W # Update ball's position y = (y + dy) % ARENA_H # Update ball's position count += 1
def update(): g2d.clear_canvas() # BG b1.move() b2.move() g2d.set_color((0, 0, 255)) g2d.fill_rect(b1.position()) # FG g2d.set_color((0, 255, 0)) g2d.fill_rect(b2.position()) # FG
def update(): global x1, y1, dx1, dy1 global x2, y2, dx2, dy2 g2d.clear_canvas() # Draw background g2d.draw_image(image, (x1, y1)) # Draw foreground g2d.draw_image(image, (x2, y2)) # Draw foreground x1, y1, dx1, dy1 = move_ball(x1, y1, dx1, dy1) x2, y2, dx2, dy2 = move_ball(x2, y2, dx2, dy2)
def tick(): global x1, y1, dx1, dy1 global x2, y2, dx2, dy2 g2d.clear_canvas() # Draw background g2d.draw_image(image, (x1, y1)) # Draw foreground g2d.draw_image(image, (x2, y2)) # Draw foreground x1, y1, dx1, dy1 = move_ball(x1, y1, dx1, dy1) x2, y2, dx2, dy2 = move_ball(x2, y2, dx2, dy2)
def update(): global x, y, dx g2d.clear_canvas() g2d.draw_image(image, (x, y)) if x + dx < 0 or x + dx + 20 > 320: y += 5 dx = -dx else: x = x + dx
def tick(): arena.move_all() # Game logic g2d.clear_canvas() for a in arena.actors(): if isinstance(a, Wall): g2d.fill_rect(a.position()) else: g2d.draw_image_clip(sprites, a.symbol(), a.position())
def tick(): global x, y, dx g2d.clear_canvas() g2d.draw_image(image, (x, y)) if x + dx < 0 or x + dx + 20 > 320: y += 5 dx = -dx else: x = x + dx
def update(): arena.move_all() # Game logic g2d.clear_canvas() for a in arena.actors(): if isinstance(a, Wall): g2d.fill_rect(a.position()) else: g2d.draw_image_clip(sprites, a.symbol(), a.position())
def tick(): if g2d.key_pressed("1"): b1.start() if g2d.key_pressed("2"): b2.start() g2d.clear_canvas() # BG b1.move() b2.move() g2d.fill_rect(b1.position()) # FG g2d.fill_rect(b2.position()) # FG
def update(): global b, i i += 1 g2d.clear_canvas() # Clear background g2d.fill_circle( (b.val()), 20) # chiamo il metodo di b per avere le coordinate del centro b.move(i) if i == 40: i = 0
def tick(): if g2d.key_pressed("ArrowLeft"): b1.go() elif g2d.key_pressed("ArrowRight"): b2.go() g2d.clear_canvas() # BG b1.move() b2.move() g2d.draw_image(img, b1.position()) # FG g2d.draw_image(img, b2.position()) # FG
def tick(): global x, y, count if g2d.key_pressed("Enter") and count == 5: count = 0 g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground if count < 5: x = (x + dx) % ARENA_W # Update ball's position y = (y + dy) % ARENA_H # Update ball's position count += 1
def draw_frame(): center_x, center_y = canvas_w // 2, canvas_h // 2 g2d.clear_canvas() g2d.set_color((255, 255, 0)) g2d.fill_circle((center_x, center_y), 30) for p in planets: p.move() x, y = p.pos() radius = p.diameter() // 2 g2d.set_color(p.color()) g2d.fill_circle((center_x + x, center_y + y), radius)
def tick(): global x, y, dx, dy if x + dx < 0 or x + dx + BALL_W > ARENA_W: dx = -dx if y + dy < 0 or y + dy + BALL_H > ARENA_H: dy = -dy g2d.clear_canvas() g2d.draw_image(image, (x, y)) x += dx dy += g y += dy
def tick(): global x, dx if g2d.key_pressed("Enter"): dx = -dx if x + dx < -MARGIN: x = ARENA_W + MARGIN if x + dx > ARENA_W + MARGIN: x = -MARGIN g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground x += dx # Update ball's position
def tick(): center_x, center_y = canvas_w // 2, canvas_h // 2 g2d.clear_canvas() g2d.set_color((255, 255, 0)) g2d.fill_circle((center_x, center_y), 30) for p in planets: p.move() x, y = p.pos() radius = p.diameter() // 2 g2d.set_color(p.color()) g2d.fill_circle((center_x + x, center_y + y), radius)
def update(): global b, b1 g2d.clear_canvas() # Clear background g2d.set_color((b.color())) g2d.fill_circle((b.val()), 20) # Draw foreground g2d.set_color((b1.color())) g2d.fill_circle((b1.val()), 20) b.move() b1.move()
def update(): ''' modifica il canvas ''' global x, dx # posizione pallina (globale) g2d.clear_canvas() # pulizia background g2d.draw_image(image, (x, 50)) # disegna immagine posizione(x,y) x = x + dx # modifica ascissa immagine largImm = 20 # larghezza (e altezza immagine) if x < 0 or x > (320 - largImm): dx = -dx x = x + dx
def tick(): global x, dx, count g2d.clear_canvas() # Draw background g2d.draw_image(image, (x, y)) # Draw foreground if g2d.key_pressed("Enter"): count = 5 if count > 0: count -= 1 if x + dx < -MARGIN: x = ARENA_W + MARGIN if x + dx > ARENA_W + MARGIN: x = -MARGIN x += dx # Update ball's position
def update(): ''' modifica il canvas ''' global x,dx,y # posizione pallina (globale) if y>240: x = y = 0 # ritorno posizione iniziale g2d.clear_canvas() # background vuoto g2d.draw_image(image, (x, y)) # disegna immagine posizione(x,y) x = x + dx # modifica ascissa immagine if x<0 or x>(320-largImm): dx = -dx # inversione orizzontale y = y + dy # discesa
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): g2d.draw_image_clip(sprites, a.symbol(), a.position()) else: g2d.fill_rect(a.position())
def tick(): if g2d.key_pressed("ArrowUp"): frog.jump_up() elif g2d.key_pressed("ArrowRight"): frog.jump_right() elif g2d.key_pressed("ArrowDown"): frog.jump_down() elif g2d.key_pressed("ArrowLeft"): frog.jump_left() g2d.clear_canvas() arena.move_all() for a in arena.actors(): g2d.fill_rect(a.position())
def update_buttons(self): g2d.clear_canvas() g2d.set_color((0, 0, 0)) rows, cols = self._game.rows(), self._game.cols() for y in range(1, rows): g2d.draw_line((0, y * H), (cols * W, y * H)) for x in range(1, cols): g2d.draw_line((x * W, 0), (x * W, rows * H)) for y in range(rows): for x in range(cols): value = self._game.value_at(x, y) center = x * W + W//2, y * H + H//2 g2d.draw_text_centered(value, center, H//2) g2d.update_canvas() if self._game.finished(): g2d.alert(self._game.message()) g2d.close_canvas()
def update(): g2d.clear_canvas() # BG b1.move() b2.move() g2d.draw_image(img, b1.position()) # FG g2d.draw_image(img, b2.position()) # FG
def update(): arena.move_all() # Game logic g2d.clear_canvas() for a in arena.actors(): g2d.draw_image_clip(sprites, vals(a.symbol()), vals(a.position()))
def update(): g2d.clear_canvas() # BG b1.move() b2.move() g2d.fill_rect(b1.position()) # FG g2d.fill_rect(b2.position()) # FG
def update(): g2d.clear_canvas() # BG for b in balls: b.move() g2d.fill_rect(b.position()) # FG
def update(): g2d.clear_canvas() for a in aliens: a.move() g2d.fill_rect(a.position())
def update(): g2d.clear_canvas() b.move() g2d.fill_rect(b.position())
def update(): g2d.clear_canvas() a.move() g2d.set_color(a.color()) g2d.fill_circle(a.center(), a.radius())