def update(): arena.move_all() # Game logic game2d.canvas_fill((255, 255, 255)) for a in arena.actors(): x, y, w, h = a.rect() # use the following lines to cut a sprite from a larger image xs, ys = a.symbol() game2d.image_blit(sprites, (x, y), area=(xs, ys, w, h))
def update(): arena.move_all() # Game logic game2d.image_blit(background, (0, 0)) for a in arena.actors(): x, y, w, h = a.rect() xs, ys = a.symbol() if xs >= 0 and ys >= 0: game2d.image_blit(sprites, (x, y), area=(xs, ys, w, h))
def update(): global dx, dy, verso game2d.canvas_fill((255, 255, 255)) game2d.image_blit(image, (dx, dy)) if dx < screen_x - 150 and dy < screen_y - 150: dx = (dx + 20) dy = (dy + 60) elif dx < screen_x - 150 and dy == screen_y - 150: dx = (dx + 20)
def update(): game2d.image_blit(background, (0, 0), (0, 0, arena.size()[0], arena.size()[1])) mario.move() """ x, y, w, h = mario.rect() for p in platforms: x1, y1, h1, w1 = p.rect() if arena.check_collision(mario, p): mario.repos_y(y1+h) if y+h not in platforms[][2]: mario.go_down() """ game2d.image_blit(sprites, mario.rect(), mario.symbol())
def update(): global dx,dy,verso game2d.canvas_fill((255,255,255)) game2d.image_blit(image, (dx, dy)) if (0 < dx < screen_x - 160 and x_on != 0) and (0 < dy < screen_y - 160 and y_on != 0): dx += 10 * x_on dy += 10 * y_on print("1^Ciclo Dy: ",dy,"Dx: ",dx) elif (dx == 0 or dx == screen_x - 160) and 0 < dy < screen_y - 160: dy += 10 * y_on print("2^Ciclo Dy: ",dy,"Dx: ",dx) elif (dy == 0 or dy == screen_x - 160) and 0 < dx < screen_x - 160: dx += 10 * x_on print("3^Ciclo Dy: ",dy,"Dx: ",dx)