def tick(self): if g2d.key_pressed("LeftButton"): self._downtime = time() elif g2d.key_released("LeftButton"): mouse = g2d.mouse_position() x, y = mouse[0] // W, mouse[1] // H if time() - self._downtime > LONG_PRESS: self._game.flag_at(x, y) else: self._game.play_at(x, y) self.update_buttons()
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, a.symbol(), a.position())
def tick(self): if g2d.key_pressed("LeftButton"): self._downtime = time() elif g2d.key_released("LeftButton"): mouse = g2d.mouse_position() x, y = mouse[0] // W, mouse[1] // H if time() - self._downtime > LONG_PRESS: self._game.flag_at(x, y) else: self._game.play_at(x, y) self.update_buttons() elif g2d.key_pressed("a"): self._game.auto_line() self._game.auto_terna() self.update_buttons() elif g2d.key_pressed("u"): self._game.unsolvable() if self._game.unsolvable(): g2d.alert("Error!!!") else: g2d.alert("All right, for now...") elif g2d.key_pressed("h"): self._game.solve(0) self.update_buttons()
def tick(self): global CONT_STEP, DECISION, DIRECTION # controlli da tastiera separati per ogni giocatore e con gestione della direzione per la bolla. A destra ←→↑↓ ; a sinistra WASD if g2d.key_pressed("ArrowUp"): self._game.hero1().go_up() elif g2d.key_pressed("ArrowRight"): self._game.hero1().go_right() DIRECTION = 1 elif g2d.key_pressed("ArrowLeft"): self._game.hero1().go_left() DIRECTION = 0 elif (g2d.key_released("ArrowLeft") or g2d.key_released("ArrowRight")): self._game.hero1().stay() elif g2d.key_pressed("ArrowDown"): dragon_x, dragon_y, dragon_w, dragon_h = self._game.hero1( ).position() if DIRECTION == 0: dragon_dimension = dragon_x - dragon_w speed = -SPEED elif DIRECTION == 1: dragon_dimension = dragon_x + dragon_w speed = SPEED self._game.bubble().append( Bubble(self._game.arena(), (dragon_dimension, dragon_y), speed)) if g2d.key_pressed('w'): self._game.hero().go_up() elif g2d.key_pressed("d"): self._game.hero().go_right() DIRECTION = 1 elif g2d.key_pressed("a"): self._game.hero().go_left() DIRECTION = 0 elif (g2d.key_released("a") or g2d.key_released("d")): self._game.hero().stay() elif g2d.key_pressed("s"): dragon_x, dragon_y, dragon_w, dragon_h = self._game.hero( ).position() if DIRECTION == 0: dragon_dimension = dragon_x - dragon_w speed = -SPEED elif DIRECTION == 1: dragon_dimension = dragon_x + dragon_w speed = SPEED self._game.bubble().append( Bubble(self._game.arena(), (dragon_dimension, dragon_y), speed)) # decisione del movimento per il nemico aggiornando il numero di passi con il tick CONT_STEP += 1 if CONT_STEP == STEP_DIR_FRAME: for enemy in self._game.enemy(): DECISION = randint(1, 3) enemy.decision(DECISION) CONT_STEP = 0 else: for enemy in self._game.enemy(): enemy.decision(DECISION) # controllo se il giocatore è vivo e nel caso lo rimuov0 e lo riaggiungo nel punto di origine if self._game.hero().lives() == 0: self._game.arena().remove(self._game.hero()) g2d.alert("Sei stato eliminato!") self._game.hero().restore() if self._game.hero1().lives() == 0: self._game.arena().remove(self._game.hero1()) g2d.alert("Sei stato eliminato!") self._game.hero1().restore() self._game.arena().move_all() # Game logic # disegno degli elementi grafici g2d.clear_canvas() for i in self._game.platform(): i.fill() for a in self._game.arena().actors(): if a.symbol() != (0, 0, 0, 0): g2d.draw_image_clip(self._sprites, a.symbol(), a.position()) else: g2d.fill_rect(a.position()) # gestione delle vite, dei punti e del tempo nell'interfaccia lives_player = "Player1 Lives: " + str(self._game.hero().lives()) lives_player1 = "Player2 Lives: " + str(self._game.hero1().lives()) points = "Points: " + str(self._game.hero().points() + self._game.hero1().points()) toplay = "Time: " + str(self._game.remaining_time()) g2d.draw_text(lives_player + " " + toplay + " " + points, (0, 0), 24) g2d.draw_text(lives_player1, (0, 24), 24) # creazione degli alert per il termine del gioco if self._game.game_over(): g2d.alert("Game over") g2d.close_canvas() elif self._game.game_won(): g2d.alert("Game won") g2d.close_canvas()