shark = Shark("square", "dimgray", random.randint(350, 600), random.choice(y_cors)) sharks.append(shark) powerup = Powerup("square", "gold", random.randint(350, 600), random.choice(y_cors)) powerups.append(powerup) seaweed = Seaweed("square", "seagreen", random.randint(350, 600), random.choice(y_cors)) seaweeds.append(seaweed) wave = Wave("square", "white", random.randint(-600, -350), random.choice(y_cors)) # Create Labels distance_label = spgl.Label( "Distance From Shore: {} // Fireballs: {}".format(player.distance, player.powerup), "white", -380, 280) distance_label.set_font_size(15) # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, player.move_up) game.set_keyboard_binding(spgl.KEY_DOWN, player.move_down) game.set_keyboard_binding(spgl.KEY_SPACE, player.shoot_fireball) # Set background image game.set_background("bg.gif") play_again_title = "" game.play_sound("bensound-jazzyfrenchy.mp3", 105)
balloons = [] for count in range(13): balloons.append( Balloon("circle", "green", random.randint(-250, 250), random.randint(-250, 250))) birds = [] for count in range(5): birds.append( Bird("square", "pink", random.randint(-250, 250), random.randint(-250, 250))) # Create Labels # Keep List of Labels score_label = spgl.Label("Score: 0", "white", -300, 300) score_label.set_font_size(24) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, russell.moveup) game.set_keyboard_binding(spgl.KEY_DOWN, russell.movedown) game.set_keyboard_binding(spgl.KEY_LEFT, russell.moveleft) game.set_keyboard_binding(spgl.KEY_RIGHT, russell.moveright) game.set_background("blue.gif") while True: # Call the game tick method game.tick()
points = [] for count in range(9): points.append(Point("Webp.net-resizeimage copy 3.gif", "yellow", 42, 48)) enemies = [] for count in range(4): enemies.append(Enemy("Webp.net-resizeimage-2.gif", "red", 54, 54)) enemies2 = [] for count in range(4): enemies2.append(Enemy2("Webp.net-resizeimage copy 4.gif", "red", 49, 44)) # Create Labels score_label = spgl.Label("Score: 0 ", "white", 300, 250, "Times New Roman", 20) # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, player.move_up) game.set_keyboard_binding(spgl.KEY_DOWN, player.move_down) game.set_keyboard_binding(spgl.KEY_LEFT, player.move_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.move_right) game.set_keyboard_binding(spgl.KEY_ESCAPE, game.exit) while True: game.tick() # Check player enemy collision for enemy in enemies: if game.is_collision(player, enemy): player.score -= 10
# Create Functions def end_game(): game.exit() #Draw border # Initial Game setup game = spgl.Game(800, 600, "black", "TRON",0) # Create Sprites player = Player ("square", "blue", 100, 0) player2 = Player ("square", "red", -100, 0) # Create Labels lbl_player_score = spgl.Label("Player 1: 0", "white", 320, 280) lbl_player2_score = spgl.Label("Player 2: 0", "white", -380, 280) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_LEFT, player.turn_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.turn_right) game.set_keyboard_binding(spgl.KEY_UP, player.turn_up) game.set_keyboard_binding(spgl.KEY_DOWN, player.turn_down) game.set_keyboard_binding("a", player2.turn_left) game.set_keyboard_binding("d", player2.turn_right) game.set_keyboard_binding("w", player2.turn_up) game.set_keyboard_binding("s", player2.turn_down) game.set_keyboard_binding("q", end_game)
for player_missile in player_missiles_storage: player_missiles.append(player_missile) for i in range(30): enemy_missiles_storage.append( EnemyMissile("circle", "red", random.randint(-450, 450), random.randint(400, 800))) for enemy_missile in enemy_missiles_storage: if len(enemy_missiles) < game.level: enemy_missile.set_target(random.choice(cities + silos)) enemy_missiles.append(enemy_missile) # Create Labels status_label = spgl.Label( "Missile Command \nLevel: {} \nScore: {} \nCities: {} \nSilos: {} \nPlayer Missiles: {} \nEnemy Missiles: {}", "white", -390, 160) # Create Buttons # Set Keyboard Bindings while True: # Call the game tick method game.tick() # Check to see if the player missile collides with the enemy missiles for player_missile in player_missiles: for enemy_missile in enemy_missiles: # Check if the player missile is exploding if player_missile.state == "explode":
obstacle_1 = Obstacle("square", "red", 0, 100) obstacle_2 = Obstacle("square", "red", 500, 300) obstacle_3 = Obstacle("square", "red", 250, -200) # sprite_name.set_image("image_name.gif", width, height) obstacle_1.set_image("brick.gif", 70, 100) obstacle_2.set_image("brick.gif", 70, 100) obstacle_3.set_image("brick.gif", 70, 100) player.set_image("MainGuySpriteSheet.gif", 65, 65) # player.set_image(" obstacles = [obstacle_1, obstacle_2, obstacle_3] # Create Labels label_score = spgl.Label("Score: 0", "white", -525, 270) #label_score.size_font_size(20) label_lives = spgl.Label("Lives left: 5", "white", -525, 250) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(ball.shoot, "Right") game.set_keyboard_binding(player.rotate_up, "Up") game.set_keyboard_binding(player.rotate_down, "Down") game.set_keyboard_binding(ball.rotate_up, "Up") game.set_keyboard_binding(ball.rotate_down, "Down") while True: # Call the game tick method
balloons = [] for count in range(8): balloons.append( Balloon("circle", "green", random.randint(-250, 250), random.randint(-250, 250))) birds = [] for count in range(5): birds.append( Bird("square", "pink", random.randint(-250, 250), random.randint(-250, 250))) # Create Labels # Keep List of Labels score_label = spgl.Label("Score: 0", "white", -300, 300) score_label.set_font_size(24) time_label = spgl.Label("Time: 30", "white", 300, -300) time_label.set_font_size(24) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, russell.moveup) game.set_keyboard_binding(spgl.KEY_DOWN, russell.movedown) game.set_keyboard_binding(spgl.KEY_LEFT, russell.moveleft) game.set_keyboard_binding(spgl.KEY_RIGHT, russell.moveright) while True: # Call the game tick method game.tick()
black = random.choice(blacks) black.place_random() else: if len(remaining_colors) > 0: next_color = random.choice(remaining_colors) remaining_colors.remove(next_color) next_color.place_random() def place_color(): next_color = random.choice(remaining_colors1) remaining_colors1.remove(next_color) next_color.place_random() # Create Labels lbl_lives = spgl.Label("Lives left: 3", "red", -350, 360) lbl_lives.set_font_name("Georgia") lbl_lives.set_font_size(20) lbl_time = spgl.Label("Time Left", "Blue", 170, 360) lbl_time.update("Time Left: {} seconds".format(game.timer)) lbl_time.set_font_name("Georgia") lbl_time.set_font_size(20) # Create Buttons # Set Keyboard Bindings turtle.listen() turtle.onkey(player.turn_left, "Left")
keyboard_P = Keyboard_Image("keyboard_P.gif", "white", 345.0, -147.0) keyboard_Q = Keyboard_Image("keyboard_Q.gif", "white", -375.0, -147.0) keyboard_R = Keyboard_Image("keyboard_R.gif", "white", -135.0, -147.0) keyboard_S = Keyboard_Image("keyboard_S.gif", "white", -255.0, -207.0) keyboard_T = Keyboard_Image("keyboard_T.gif", "white", -55.0, -147.0) keyboard_U = Keyboard_Image("keyboard_U.gif", "white", 105.0, -147.0) keyboard_V = Keyboard_Image("keyboard_V.gif", "white", -55.0, -280.0) keyboard_W = Keyboard_Image("keyboard_W.gif", "white", -295.0, -147.0) keyboard_X = Keyboard_Image("keyboard_X.gif", "white", -215.0, -280.0) keyboard_Y = Keyboard_Image("keyboard_Y.gif", "white", 25.0, -147.0) keyboard_Z = Keyboard_Image("keyboard_Z.gif", "white", -295, -280.0) hangman = Hangman() # Create Labels dash_label = spgl.Label("_", "white", 0, 0) dash_label.set_font_name("Krungthep") dash_label.set_font_size(100) dash_label.set_font_name("Krungthep") dash_label.set_font_type("bold") dash_label.set_font_size(60) score_label = spgl.Label("SCORE: 0", "white", -459.0, -77.0) score_label.set_font_name("Krungthep") score_label.set_font_size(20) chances_label = spgl.Label("CHANCES: 5", "white", -459.0, -100.0) chances_label.set_font_name("Krungthep") chances_label.set_font_size(20)
# Create Player player = Player("triangle", "white", -400, 0) # Create Orbs for i in range(100): color = random.choice(["red", "yellow", "green"]) shape = random.choice(["circle", "square", "triangle", "arrow"]) orb = Orb(shape, color, 0, 0) speed = random.randint(1, 5) orb.speed = speed # Create Explosion explosion = Explosion() # Create Labels score_label = spgl.Label("Score: 0 Highscore: {}".format(game.highscore), "white", -380, 280) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, player.accelerate) game.set_keyboard_binding(spgl.KEY_DOWN, player.decelerate) game.set_keyboard_binding(spgl.KEY_LEFT, player.rotate_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.rotate_right) game.set_keyboard_binding(spgl.KEY_ESCAPE, game.exit) while True: # Call the game tick method game.tick() # Put your game logic here
depth = Player.depth enemy_heading = Enemy.heading rudder = Player.rudder desired = Player.desired_speed # Create Sprites # Create Enemy enemy = Enemy("square", "brown", 0, 0) # Create Player player = Player("triangle", "white", 0, 0) #player = Player("triangle", "white", -game.SCREEN_WIDTH / 2 , game.SCREEN_HEIGHT / 2 -1000) # Create Labels navigation_label = spgl.Label( "Current: \nHeading: Heading: {}".format(Player.heading), "Green", -game.SCREEN_WIDTH / 2 + 10, game.SCREEN_HEIGHT / 2 - 100) tracking_label = spgl.Label( "Contact Data: \nHeading: Heading {}".format(Enemy.heading), "Red", -game.SCREEN_WIDTH / 2 + 10, game.SCREEN_HEIGHT / 2 - 300) # Create Buttons # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, player.accelerate) game.set_keyboard_binding(spgl.KEY_DOWN, player.decelerate) game.set_keyboard_binding(spgl.KEY_LEFT, player.rotate_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.rotate_right) #game.set_keyboard_binding(spgl.KEY_C, player.change_course) game.set_keyboard_binding(spgl.KEY_R, player.set_rudder)
for player_missile in player_missiles_storage: player_missiles.append(player_missile) for i in range(30): enemy_missiles_storage.append( EnemyMissile("circle", "red", random.randint(-450, 450), random.randint(400, 800))) for enemy_missile in enemy_missiles_storage: if len(enemy_missiles) < game.level: enemy_missile.set_target(random.choice(cities)) enemy_missiles.append(enemy_missile) # scoring game_status = spgl.Label( "Level: {} \nScore: {} \nCities: {} \nSilos: {} \nPlayer Missiles: {} \nEnemy Missiles: {}", "white", -390, 210) while True: game.tick() # check if player missile collides with enemy missile for player_missile in player_missiles: for enemy_missile in enemy_missiles: check_collision(player_missile, enemy_missile) # check if enemy missile collides with city or silos for enemy_missile in enemy_missiles: for city in cities: check_collision(enemy_missile, city)
player = Player("Layer 12.gif", "white", -300, -100) player.questions_answered = 0 dog = Dog("Dog.gif", "darkgoldenrod", -390, -120) question1 = Question("question_small.gif", "yellow", -200, -70) question2 = Question("question_small.gif", "yellow", -120, -10) question3 = Question("question_small.gif", "yellow", 0, 10) question4 = Question("question_small.gif", "yellow", 80, -50) question5 = Question("question_small.gif", "yellow", 150, 0) question6 = Question("question_small.gif", "yellow", 220, 20) gate = Gate("Gate.gif", "dimgray", 275, -115) gate.set_image("Gate.gif", 93, 82) house = House("house.gif", "slategrey", 350, -100) house.set_image("house.gif", 157, 100) # Create Labels score_label = spgl.Label("Score: 0", "black", -390, 200) # Create Buttons # Set Keyboard Bindings def set_keyboard_bindings(): wn = spgl.turtle.Screen() game.set_keyboard_binding(spgl.KEY_SPACE, player.jump) game.set_keyboard_binding(spgl.KEY_LEFT, player.move_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.move_right) game.set_keyboard_binding(spgl.KEY_ESCAPE, game.exit) set_keyboard_bindings()
banana = Banana("banana.gif", "black", random.randint(450, 1000), -130) banana.set_image("banana.gif", 54, 57) brick = Brick("brick.gif", "white", random.randint(800, 1000), 5) brick.set_image("brick.gif", 60, 10) mushroom = Mushroom("mushroom.gif", "white", random.randint(800, 1000), 5) mushroom.set_image("mushroom.gif", 60, 10) goomba = Goomba("goomba.gif", "black", random.randint(600, 1000), -120) goomba.set_image("goomba.gif", 54, 57) objects = [shell, plant, coin, banana, brick] score_label = spgl.Label("Score: 0", "white", -380, 260) score_label.set_font_size(20) lives_label = spgl.Label("Lives: 6", "white", -270, 260) lives_label.set_font_size(20) # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_UP, player.up) game.set_keyboard_binding(spgl.KEY_DOWN, player.down) if player.score > 500: banana = Banana("banana.gif", "black", random.randint(100, 1000), -130) if player.score > 1000: goomba = Goomba("goomba.gif", "black", random.randint(100, 1000), -130) if game.is_collision(player, brick):
amulet = Scenery("square", "black", 950, 950) #Create moving objects player = Player("circle", "red", -475, -92) master_guard = Enemy("square", "red", False, -315, 90) guard_1 = Enemy("square", "red", True, -240, -55) guard_2 = Enemy("square", "red", True, -100, -10) guard_3 = Enemy("square", "red", True, 115, -15) enemies = [master_guard, guard_1, guard_2, guard_3] # Create Labels #inventory_lbl = spgl.Label("Inventory", "white", -495, -150, font_size=30) moves_lbl = spgl.Label("Athena", "white", 20, -150, font_size=30) player_HP_lbl = spgl.Label("Health: {}".format(player.HP), "white", 20, -170, font_size=20) enemy_name_lbl = spgl.Label("", "white", 350, -155, font_size=30) game_over_lbl = spgl.Label("", "red", -160, -50, font_size=70) player_damage_lbl = spgl.Label("", "red", 195, -230, font_size=20) enemy_damage_lbl = spgl.Label("", "red", 330, -230, font_size=20) locked_lbl = spgl.Label("", "white", -200, -150, font_size=20) # Create Buttons
#COINS coins = [] coins.append(Coin("coins.gif", "blue", -150, 250)) coins.append(Coin("coins.gif", "blue", 200, 95)) coins.append(Coin("coins.gif", "blue", -240, 75)) coins.append(Coin("coins.gif", "blue", -180, 250)) coins.append(Coin("coins.gif", "blue", 40, 45)) for coin in coins: coin.set_bounding_box(30, 20) # Create Labels score_label = spgl.Label("SCORE : {}".format(game.coins), "white", -360, 260, font_size=20) game.set_background("background.gif") # Set Keyboard Bindings game.set_keyboard_binding(spgl.KEY_SPACE, player.jump) game.set_keyboard_binding(spgl.KEY_LEFT, player.turn_left) game.set_keyboard_binding(spgl.KEY_RIGHT, player.turn_right) game.set_keyboard_binding(game.exit, "q") while True: os.system("clear") # Call the game tick method game.tick()