for rainbow in rainbows: rainbow.draw() def screenPositionUpdate(player): global screenPosition if player.centre[1] - screenPosition < 150: screenPosition = player.centre[1] - 150 elif player.centre[1] - screenPosition > 600 - 150: screenPosition = player.centre[1] - (600 - 150) if screenPosition > 0: screenPosition = 0 def update(dt): global screenPosition if keyboard.left: player.left() elif keyboard.right: player.right() if keyboard.up: player.jump() player.update(surfaceLines) screenPositionUpdate(player) for rainbow in rainbows: rainbow.update() def on_key_down(key): if key == keys.SPACE: player.shootRainbow() pgzrun.go()
y_sat = random.randint(SCOREBOX_HEIGHT, HEIGHT - satellite.height) satellite.topright = (x_sat, y_sat) score += -5 sounds.explosion.play() if debris.colliderect(laser) == 1: lasers.remove(laser) x_deb = random.randint(-500, -50) y_deb = random.randint(SCOREBOX_HEIGHT, HEIGHT - debris.height) debris.topright = (x_deb, y_deb) score += 5 sounds.explosion.play() # activating lasers def makeLaserActive(): global player player.laserActive = 1 def fireLasers(laser): if player.laserActive == 1: player.laserActive = 0 clock.schedule(makeLaserActive, 0.2) sounds.laserfire02.play() #play sound effect lasers.append(laser) pgzrun.go() #runs the game
def draw(): screen.fill("white") screen.blit("itachi", (300, 145)) pgzrun.go()
speedy = random.randint(1, 5) # 小球y方向的速度 r = random.randint(5, 50) # 小球的半径 colorR = random.randint(10, 225) colorG = random.randint(10, 255) colorB = random.randint(10, 255) # 存储小球所有信息的列表 ball = [x, y, speedx, speedy, r, colorR, colorG, colorB] balls.append(ball) # 把第i号小球的信息添加到balls中 def draw(): # 绘制模块,每帧重复执行 screen.fill("white") for ball in balls: # 绘制所有的球 screen.draw.filled_circle((ball[0], ball[1]), ball[4], (ball[5], ball[6], ball[7])) def update(): # 更新模块,每帧重复运行 for ball in balls: ball[0] = ball[0] + ball[2] # 利用x方向速度更新x坐标 ball[1] = ball[1] + ball[3] # 利用y方向速度更新y坐标 # 当小球碰到左右边界时,x方向速度反向 if ball[0] >= WIDTH - ball[4] or ball[0] <= ball[4]: ball[2] = -ball[2] # 当小球碰到上下边界时,y方向速度反向 if ball[1] >= HEIGHT - ball[4] or ball[1] <= ball[4]: ball[3] = -ball[3] pgzrun.go() # 开始执行游戏
WIDTH = 500 #Screen height in pixels HEIGHT = 500 #Circle X and Y positions circle_posx = 250 circle_posy = 100 #offset speed = 1 #function that draws def draw(): #screen is your window #screen.fill(colorname) screen.fill('black') #screen.draw.circle((posx,posy),radius,color) screen.draw.circle((circle_posx, circle_posy), 50, 'white') #function called 60 times per second def update(): #scope global circle_posy #do not edit this line #change in circle_posy circle_posy = circle_posy + speed pgzrun.go() # Do not edit this line
import pgzrun #do not remove and leave as first line of code from flappy_func import * WIDTH = 400 HEIGHT = 708 start_position = (WIDTH / 5, HEIGHT / 3) #global frame,speed,is_down,started_game,ground,pipes,score,highscore,game_over pgzrun.go() #do not remove and leave as last line of code
sounds.explosion.play() if debris.colliderect(laser) == 1: lasers.remove(laser) x_deb = random.randint(-500, -50) y_deb = random.randint(SCOREBOX_HEIGHT, HEIGHT - debris.height) debris.topright = (x_deb, y_deb) score += 10 sounds.explosion.play() # activating lasers (template code)____________________________________________________________________________________________ def makeLaserActive( ): # when called, this function will make lasers active again global player player.laserActive = 1 def fireLasers(laser): if player.laserActive == 1: # active status is used to prevent continuous shoot when holding space key player.laserActive = 0 clock.schedule( makeLaserActive, 0.2 ) # schedule an event (function, time afterwhich event will occur) sounds.laserfire02.play() # play sound effect lasers.append(laser) # add laser to lasers list pgzrun.go() # function that runs our game loop
#putting lasers on screen for laser in lasers: laser.draw() #instructions ins = "Touch rocks and cars. Shoot broken satellites and cars." ins_2 = "Don't shoot good satelites. Don't touch good or bad satellites." screen.draw.text(ins, topleft=(400, 5), fontsize=20, color="yellow") screen.draw.text(ins_2, topleft=(400, 20), fontsize=20, color="yellow") #game over if (score < 0): show_game_over = "GAME OVER" screen.draw.text(show_game_over, center=(WIDTH/2,HEIGHT/2), fontsize=100, color="red", ocolor='white', owidth=0.5) #game win if (score >= 150): win = "YOU WIN!" screen.draw.text(win, center=(WIDTH/2,HEIGHT/2), fontsize=100, color="orange", ocolor='white', owidth=0.5) #timer timer = "Time: " + str(elp_time) screen.draw.text(timer, topleft=(875,42), fontsize=45, color="orange") #showing score on screen show_score = "Score: " + str(score) screen.draw.text(show_score, topleft=(880,15), fontsize=35, color="white") pgzrun.go() #runs game loop
#Procedure: game_status_three def game_status_three(): """ After entering a side room, this procedure determines what the cadet will encounter by random choice (Health Boost, TACs, CGR) then takes appropriate actions. For now, we are just drawing a message on the screen. """ global sideRoom, room_choice if sideRoom: room_choice = random.choices( ['Health', 'TAC', 'CGR'], [0.5, 0.25, 0.25]) #Change probability based off game_level sideRoom = False if room_choice == ["CGR"]: screen.draw.text("CGR! Press Enter to return", (100, 300), color="white", fontsize=32) if room_choice == ["TAC"]: screen.draw.text("TAC! Press Enter to return", (100, 300), color="white", fontsize=32) if room_choice == ["Health"]: screen.draw.text("Health Boost! Press Enter to return", (100, 300), color="white", fontsize=32) pgzrun.go() #Run the game with this command. We are using Spyder
# z pliku p3_walk09 elif klatka == 8: gracz.image = 'p3_walk09' # jeśli klatka jest równa 9 # zmień kostium gracza na ten # z pliku p3_walk10 elif klatka == 9: gracz.image = 'p3_walk10' # jeśli klatka jest równa 10 # zmień kostium gracza na ten # z pliku p3_walk11 elif klatka == 10: gracz.image = 'p3_walk11' klatka += 1 # zwiększ wartość # zmiennej klatka o 1 klatka %= 11 # obliczamy resztę z dzielenia # zmiennej klatka przez 11 # wynik takiej operacji to liczba większa bądź # równa zero oraz mniejsza od 11 clock.schedule_interval(odmierzaj_czas, 0.1) # wywołujemey funkcję odmierzaj_czas() co 0.1 sekundy clock.schedule_interval(zmiania_trudnosci, 20) # wywołujemy funkcję zmiana_trudnosci() co 20 sekundy pgzrun.go() # linia ta jest konieczna # aby okno nie zostało zamknięte
import pgzrun alien = Actor('alien.png') alien.pos = 100, 56 WIDTH = 500 HEIGHT = alien.height + 20 def draw(): screen.clear() #pycharm каже про помилку, але код працює! alien.draw() pgzrun.go() # Must be last line
block.value = 2 blocks.append(block) def update(): for block in blocks: block.pos = block.position[0] * 100, block.position[1] * 100 update_positions() def update_positions(): for block in blocks: positions.clear() positions.append(block.position) def move_left(): for i in range(4): for block in blocks: for position in positions: if block.position[0] - 1 == position[0]: continue if block.position[0] != 1: block.position[0] -= 1 add_block() add_block() pg.go()
# # if ball.right >= WIDTH: # ball.direction = -ball.dx, ball.dy # elif ball.left <= 0: # ball.direction = ball.dx, -ball.dy ball.direction = ball.dx, ball.dy ball.speed = game.speed # ball.move_ip(ball.speed * 3, ball.speed * 3) ball.move_ip(ball.dx, ball.dy) if ball.colliderect(PADDLE1) or ball.colliderect(PADDLE2): print('COLLISION') ball.dx = -ball.dx if ball.top <= 0 or ball.bottom >= HEIGHT: ball.dy = -ball.dy def draw(): screen.clear() screen.draw.filled_rect(ball, WHITE) screen.draw.filled_rect(PADDLE1, BLUE) screen.draw.filled_rect(PADDLE2, RED) pgz.go()
import pgzrun #must be include in every pygame def draw( ): #called everytime an event occurs (when another pygame method such as update(), on_mouse_up(), etc is used) pass def update(): #runs 60 times per second pass def on_mouse_down(pos): print("mouse clicked (down)") def on_mouse_up(pos): print("mouse unclicked (up)") pgzrun.go() #must be include in every pygame