def initialize(): global arena, mario, background, sprites, platforms arena = actor.Arena(screen_x, screen_y) mario = jumper.Jumper(arena, 16, 248) game2d.canvas_init(arena.size()) platforms = [] for n in range(len(dk_elements.map_elements)): if dk_elements.map_elements[n][0] == "Platform": x, y, w, h = dk_elements.map_elements[n][-4:] platforms.append(entities.Platform(x, y, w, h, arena)) print(platforms) background = game2d.image_load("dk_background.png") sprites = game2d.image_load("dk_sprites.png") game2d.handle_keyboard(keydown, keyup)
def main(): global cell_x, cell_y, conta_x, conta_y game2d.canvas_init((canvas_x, canvas_y)) rosso = verde = blu = 0 colonne = int(input("Ok e quante colonne devo disegnare?")) righe = int(input("Quante righe devo disegnare?")) #Determino di quanto devo incrementare la posizione dei quadri e tolgo 1 px per il margine incremento_x = canvas_x // colonne incremento_y = canvas_y // righe #Incrementi usati per avere sempre il quadrato (0,255,0) in basso sx il quad(0,0,255) in alto a dx e il quad(0,255,255) incremento_blu = 255 // (colonne - 1) incremento_verde = 255 // (righe - 1) for conta_y in range(canvas_y // incremento_y): for conta_x in range(canvas_x // incremento_x): game2d.draw_rect((rosso, verde, blu), (cell_x, cell_y, incremento_x, incremento_y)) cell_x += incremento_x + 1 blu += incremento_blu conta_x += 1 cell_x = 0 conta_x = blu = 0 cell_y += incremento_y + 1 verde += incremento_verde conta_y += 1
def main(): global key_block game2d.canvas_init((screen_x,screen_y)) game2d.handle_keyboard(keydown, keyup) game2d.set_interval(update,1000//30)
def setup(): global arena, turtle, sprites arena = Arena(320, 240) Ball(arena, 40, 80) Ball(arena, 80, 40) game2d.canvas_init(arena.size()) sprites = game2d.image_load("sprites.png") game2d.set_interval(update, 1000 // 30) # millis
def main(): global balls arena = actors.Arena(screen_x, screen_y) balls.append( actors.Ball(0 + radius, arena.get_size()[1] // 2, radius, arena)) balls.append( actors.Ball(0 + radius + second_ball_distance, arena.get_size()[1] // 2, radius, arena)) game2d.canvas_init((arena.get_size())) game2d.set_interval(update, 1000 // 30)
def main(): global arena, mario, sprites, background arena = Arena(224, 256) mario = Mario(arena, 50, 230) Barrel(arena, 180, 70) Barrel(arena, 150, 70) for t, x, y, w, h in map_elements: if t == "Platform": Platform(arena, int(x), int(y)) elif t == "Ladder": Ladder(arena, int(x), int(y), int(h)) game2d.canvas_init(arena.size()) sprites = game2d.image_load("dk_sprites.png") background = game2d.image_load("dk_background.png") game2d.handle_keyboard(keydown, keyup) game2d.set_interval(update, 1000 // 30) # millis
self._y += self._dy if (self._y >= (ARENA_H - self._h)): self._y = (ARENA_H - self._h) self._dy *= -1 def rect(self) -> (int, int, int, int): return self._x, self._y, self._w, self._h def update(self): self.move() self.draw() def draw(self): game2d.draw_circle(self._color, (self._x, self._y), self._w) def updateall(): game2d.canvas_fill((255, 255, 255)) for b in balls: b.update() game2d.canvas_init((ARENA_W, ARENA_H)) balls = [] for i in range(1, 5): balls.append( Ball(random.randint(0, ARENA_W), random.randint(0, ARENA_H), random.randint(10, 40))) game2d.set_interval(updateall, 1000 // 30)
import game2d cont = 0 raggio = 250 centro_x = 250 centro_y = 250 rosso = 255 game2d.canvas_init((500, 500)) num_cerchi = int(input("Quanti cerchi vuoi disegnare?(Max 250)")) if num_cerchi >= 0 and num_cerchi <= 250: decremento_rosso = 255 // num_cerchi decremento_raggio = 250 // num_cerchi while cont < num_cerchi: game2d.draw_circle((rosso, 0, 0), (centro_x, centro_y), (raggio)) rosso -= decremento_rosso raggio -= decremento_raggio cont += 1 else: print("Input non valido!")
import math, actors, game2d screen_x = screen_y = 500 radius = 10 def update(): game2d.canvas_fill((255, 255, 255)) ball.move_sin() x, y, r = ball.get_coord() game2d.draw_circle((0, 0, 0), (x, y), (r)) game2d.draw_line((150, 150, 150), (0, arena.get_size()[1] // 2), (arena.get_size()[0], arena.get_size()[1] // 2)) arena = actors.Arena(screen_x, screen_y) game2d.canvas_init(arena.get_size()) ball = actors.Ball(0 + radius, arena.get_size()[1] // 2, radius, arena) game2d.set_interval(update, 1000 // 30)
def main(): game2d.canvas_init((screen_x, screen_y)) game2d.set_interval(update, 1000 // 30)
def keydown(key: str): if key == "ArrowRight": ball.go_right() elif key == "ArrowLeft": ball.go_left() elif key == "ArrowUp": ball.jump() def keyup(key: str): ball.stay() def update(): game2d.canvas_fill((255, 255, 255)) ball.move() x, y, r = ball.get_coord() game2d.draw_circle((0, 0, 0), (x, y), (r + 3)) game2d.draw_circle((ball.getter()), (x, y), (r)) ball = Ball(0 + radius + 1, screen_y - radius, radius, screen_x, screen_y) ball.stay() game2d.handle_keyboard(keydown, keyup) game2d.canvas_init((screen_x, screen_y)) game2d.set_interval(update, 1000 // 30)
import game2d def update(): DX = 5 DY = 5 global x global y game2d.canvas_fill((255, 255, 255)) game2d.draw_rect((0, 0, 255), (x, y, 100, 100)) if x < 1100: x += DX if y < 700: y += DY game2d.canvas_init((1200, 800)) x = 50 y = 50 game2d.set_interval(update, 1000 // 30)
if (code=="ArrowUp" or code=="ArrowDown"): dy=0 def update(): global dx global dy global x global y game2d.canvas_fill((255, 255, 255)) game2d.draw_rect((0,0,255),(x,y,SIDE,SIDE)) if ((x+dx)<0): x=0 elif((x+dx)>(WIDTH-SIDE)): x=(WIDTH-SIDE) else: x+=dx if ((y+dy)<0): y=0 elif ((y+dy)>(HEIGHT-SIDE)): y=(HEIGHT-SIDE) else: y+=dy game2d.canvas_init((WIDTH, HEIGHT)) dx = 0 dy = 0 x = 50 y = 50 game2d.handle_keyboard(keydown,keyup) game2d.set_interval(update, 1000 // 30)
import game2d def sierpiski(livello, x0, y0, w, h): ws = w // 2 hs = h // 2 if livello == 0 or ws == 0 or hs == 0: return for x in range(2): for y in range(2): xs = x0 + x * ws ys = y0 + y * hs if x == 1 and y == 0: game2d.draw_rect((255, 255, 255), (xs, ys, ws, hs)) else: sierpiski(livello - 1, xs, ys, ws, hs) screen = 400 livello = int(input("A quale livello vuoi arrivare? ")) game2d.canvas_init((screen, screen)) game2d.canvas_fill((0, 0, 0)) w = h = screen sierpiski(livello, 0, 0, w, h)