def main(): screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() car_manager = CarManager() scoreboard = Scoreboard() screen.listen() screen.onkeypress(player.move_up, 'Up') game_is_on = True while game_is_on: time.sleep(0.1) screen.update() car_manager.create_car() car_manager.move_cars() # Detect collision with car for car in car_manager.all_cars: if player.distance(car) < 20: game_is_on = False scoreboard.game_over() # Check if the player has reached finish line if player.is_at_finish_line(): player.go_to_start() car_manager.increase_speed() scoreboard.increase_level() screen.exitonclick()
class Game(): def __init__(self): self.gameRunns = True self.gamePaused = True self.screen = Screen() self.screen.setup(width=600, height=600) self.screen.bgcolor("black") self.screen.tracer(0) self.screen.title("...SnAkE....") self.screen.onkeypress(self.pauseMode, "space") self.screen.onkeypress(self.exitGame, "Escape") def pauseMode(self): self.gamePaused = not self.gamePaused def exitGame(self): print("closing") self.gameRunns = False def play(self): snake = Snake(3) snake.registerKeyListener(self.screen) while self.gameRunns: start = time.time() if not self.gamePaused: snake.move() self.screen.update() time.sleep(max(1.0 / snake.speed - (time.time() - start), 0))
class GameMaster: def __init__(self): self.screen = Screen() self.screen.setup(width=600, height=600) self.set_up_screen() self.scoreboard = Scoreboard() self.cars = CarManager() self.player = Player() self.set_up_control(self.player) self.game_loop(self.player, self.cars, self.scoreboard) def set_up_screen(self): self.screen.clear() self.screen.tracer(0) self.screen.bgcolor("black") self.screen.listen() def set_up_control(self, player): self.screen.onkeypress(player.move_up, "Up") self.screen.onkey(self.new_game, "n") def new_game(self): self.__init__() self.set_up_screen() self.set_up_control(self.player) self.game_loop(self.player, self.cars, self.scoreboard) def game_loop(self, player, cars, scoreboard): game_is_on = True while game_is_on: time.sleep(0.1) self.screen.update() cars.move_cars() # Detect finish line if player.detect_finish_line(): print("Finish achieved") scoreboard.level_up() cars.increase_speed() cars.increase_probability_threshold() # Detect collision with car for car in cars.cars: if abs(player.ycor() - car.ycor()) < 20 and player.distance(car) < 36: print(f"Collision with distance {player.distance(car)}") print( f"Car x: {car.xcor()}, Player x: {int(player.xcor())}, Car y: {car.ycor()}, " f"Player y: {player.ycor()}, ") scoreboard.game_over() game_is_on = False cars.generate_new_car()
def main(): t = Turtle() s = Screen() s.colormode(255) s.bgcolor((76, 237, 87)) t.color((122, 59, 71)) s.listen() s.onkey(lambda: left(t), 'Left') s.onkey(lambda: right(t), 'Right') s.onkeypress(lambda: up(t), 'Up') s.mainloop()
class PongGame: def __init__(self): self.running = True self.screen = Screen() self.screen.setup(width=900, height=900) self.boundaries = { "ceiling": self.screen.window_height() // 2 - 60, "right_wall": self.screen.window_width() // 2 - 30, "floor": self.screen.window_height() // -2 + 60, "left_wall": self.screen.window_width() // -2 + 30 } self.player1 = Paddle("left", self.boundaries) self.player2 = Paddle("right", self.boundaries) self.ball = Ball(self.boundaries, (self.player1, self.player2)) self.scoreboard = Scoreboard() self.screen.onkeypress(self.player1.move_up, "w") self.screen.onkeypress(self.player1.move_down, "s") self.screen.onkeypress(self.player2.move_up, "Up") self.screen.onkeypress(self.player2.move_down, "Down") self.screen.onkeyrelease(self.player1.stop, "w") self.screen.onkeyrelease(self.player1.stop, "s") self.screen.onkeyrelease(self.player2.stop, "Up") self.screen.onkeyrelease(self.player2.stop, "Down") self.screen.listen() def run(self): self.ball.tick() self.player1.tick() self.player2.tick() if self.ball.xcor()-1 <= self.boundaries["left_wall"]: self.scoreboard.player2() self.ball.start_over() elif self.ball.xcor()+1 >= self.boundaries["right_wall"]: self.scoreboard.player1() self.ball.start_over() elif (self.ball.ycor() >= self.boundaries["ceiling"] or self.ball.ycor() <= self.boundaries["floor"]): self.ball.y_direction *= -1 elif self.ball.xcor() < 0: player_x, player_y = self.player1.position() if self.ball.xcor() <= player_x and self.ball.ycor() <= player_y + 69 and self.ball.ycor() >= player_y - 69: self.ball.x_direction *= -1 else: player_x, player_y = self.player2.position() if self.ball.xcor() >= player_x and self.ball.ycor() <= player_y + 69 and self.ball.ycor() >= player_y - 69: self.ball.x_direction *= -1 if self.scoreboard.player1score >= 3 or self.scoreboard.player2score >= 3: self.scoreboard.game_over() self.running = False if self.running: self.screen.ontimer(self.run, 1)
def pong(): screen = Screen() screen.setup(width=900, height=1000) screen.bgcolor("black") screen.title("Pong: The Famous Arcade Game") screen.tracer(0) print_logo() l_paddle = Paddle((-380, -100)) r_paddle = Paddle((380, -100)) ball = Ball() scoreboard = ScoreBoard() game_graphics() def restart(): screen.clear() pong() screen.listen() screen.onkeypress(r_paddle.go_up, "Up") screen.onkeypress(r_paddle.go_down, "Down") screen.onkeypress(l_paddle.go_up, "w") screen.onkeypress(l_paddle.go_down, "s") screen.onkey(restart, "r") game_off = False while not game_off: time.sleep(ball.move_speed) screen.update() ball.move() if ball.ycor() > 180 or ball.ycor() < -380: ball.bounce_y() if (ball.distance(r_paddle) < 50 and ball.xcor() > 355) or (ball.distance(l_paddle) < 50 and ball.xcor() < -355): ball.bounce_x() if ball.xcor() > 395: ball.refresh() l_paddle.refresh() r_paddle.refresh() scoreboard.l_point() if ball.xcor() < -395: ball.refresh() l_paddle.refresh() r_paddle.refresh() scoreboard.r_point() game_off = scoreboard.game_over() screen.exitonclick()
def setup_screen(screen: turtle.Screen) -> None: screen.setup(SCREEN_WIDTH, SCREEN_HEIGHT) screen.colormode(255) screen.title("Blitz crossing") screen.onkeypress(lambda: player.sety(player.ycor() + 10), "Up") screen.onkeypress(lambda: player.sety(player.ycor() - 10), "Down") screen.onkeypress(lambda: player.setx(player.xcor() + 10), "Right") screen.onkeypress(lambda: player.setx(player.xcor() - 10), "Left") screen.tracer(0) screen.listen()
def init_game(): global screen, score, ball, wall, paddle screen = Screen() screen.bgcolor("black") screen.setup(width=800, height=600) screen.title("Breakout") screen.tracer(0) wall = BlockBuilder() wall.create_wall(SCREEN_SIZE) paddle = Paddle(STARTING_POSITION,SCREEN_SIZE) ball = Ball(SCREEN_SIZE) score = Scoreboard() screen.listen() screen.update() screen.onkeypress(paddle.go_left, "Left") screen.onkeypress(paddle.go_right, "Right")
def main(): print( 'For controlling the paddle, the right player uses "Up" and "Down" arrow keys while the left player uses ' '"w" and "s" keys') screen = Screen() screen.setup(width=800, height=600) screen.bgcolor('black') screen.title('Pong Game') screen.tracer(0) r_paddle = Paddle((350, 0)) l_paddle = Paddle((-350, 0)) ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkeypress(r_paddle.up, 'Up') screen.onkeypress(r_paddle.down, 'Down') screen.onkeypress(l_paddle.up, 'w') screen.onkeypress(l_paddle.down, 's') is_game_on = True while is_game_on: screen.update() sleep(ball.ball_speed) ball.move() # Detect collision with wall if ball.ycor() > 280 or ball.ycor() < -280: ball.bounce_y() # Detect collision with paddles if (ball.distance(r_paddle) < 50 and ball.xcor() > 320) or (ball.distance(l_paddle) < 50 and ball.xcor() < -320): ball.bounce_x() # Detect Right paddle miss if ball.xcor() > 380: ball.reset_position() scoreboard.l_point() # Detect Left paddle miss if ball.xcor() < -380: ball.reset_position() scoreboard.r_point() screen.exitonclick()
class Game(): def __init__(self) -> None: self.running = True self.screen = Screen() self.screen.setup(width=SCREEN_WIDTH, height=SCREEN_HIGHT) self.screen.bgcolor("black") self.screen.tracer(0) self.screen.title("PONG") self.screen.listen() self.screen.onkeypress(self.exitGame, "Escape") def exitGame(self): print("closing") self.running = False def run(self): scoreboard = Scoreboard() pad_l = Paddle(POS_LEFT) pad_l.register_listener(self.screen) pad_r = Paddle(POS_RIGHT) pad_r.register_listener(self.screen) ball = Ball() while self.running: start = time.time() ball.move() ball.collision(pad_l, pad_r, scoreboard) scoreboard.update_score() self.screen.update() time.sleep(max(1.0 / 10 - (time.time() - start), 0))
def getScreen(ariaPic, llamaPic): win = Screen() win.title("Pong - Aria VS Llama") win.bgcolor("black") win.setup(width=800, height=600) win.tracer(0) win.register_shape(ariaPic) win.register_shape(llamaPic) # bind keys with player moves win.listen() win.onkeypress(aria_up,'w') win.onkeypress(aria_down, 'x') win.onkeypress(llama_up,'9') win.onkeypress(llama_down, '3') return win
class Game(): """Make the game loop into a class. Responsible for drawing and updating all our objects""" def __init__(self): # Set up the screen self.screen = Screen() self.screen.bgcolor("green") self.screen.setup(width=800, height=600) self.screen.title("Pong Game") # accelerate time program self.screen.tracer(0) self.screen.colormode(255) # initial objects self.paddle_left = Paddle(-350) self.paddle_right = Paddle(350) self.score = Score() self.ball = Ball(0.5, 0.5) # Create keyboard bindings self.screen.listen() self.screen.onkeypress(self.paddle_left.go_up, "w") self.screen.onkeypress(self.paddle_left.go_down, "s") self.screen.onkeypress(self.paddle_right.go_up, "Up") self.screen.onkeypress(self.paddle_right.go_down, "Down") def run(self): """Make the game loop a function.""" while True: # move the ball self.ball.move() # checking the left border if self.ball.xcor() < -390: # add score for player A self.score.add_score(0, 1) # checking the right border if self.ball.xcor() > 390: # add score for player B self.score.add_score(1, 0) self.ball.check_collision() # checking collision between ball and left paddle if is_collision(self.paddle_left, self.ball): self.ball.bounce_off() # checking collision between ball and right paddle if is_collision(self.paddle_right, self.ball): self.ball.bounce_off() # Display the screen. self.screen.update()
class Game(): def __init__(self): self.game_is_on = False self.l_score = Score((-100, 250)) self.r_score = Score((100, 250)) self.l_paddle = Paddle((-370, 0)) self.r_paddle = Paddle((370, 0)) self.screen = Screen() self.ball = Ball() self.setup_screen() def setup_screen(self): self.screen.setup(width=800, height=600) self.screen.bgcolor("black") self.screen.title("MY Pong Game") self.screen.tracer(0) self.screen.listen() self.screen.onkeypress(fun=self.r_paddle.up, key="Up") self.screen.onkeypress(fun=self.r_paddle.backward, key="Down") self.screen.onkeypress(fun=self.l_paddle.up, key="w") self.screen.onkeypress(fun=self.l_paddle.backward, key="s") # self.screen.exitonclick() def play(self): self.game_is_on = True while self.game_is_on: time.sleep(self.ball.move_speed) self.screen.update() self.ball.move() if self.ball.ycor() > 280 or self.ball.ycor() < -280: self.ball.bounce_y() if self.ball.distance(self.r_paddle) < 50 and self.ball.xcor( ) > 320 or self.ball.distance( self.l_paddle) < 50 and self.ball.xcor() < -320: self.ball.bounce_x() elif self.ball.xcor() > 380: self.l_score.score_count() self.ball.new_game() elif self.ball.xcor() < -380: self.r_score.score_count() self.ball.new_game() def stop(self): self.game_is_on = False
def main(): # Setup the screen screen = Screen() screen.setup(width=600, height=600) screen.bgcolor('black') screen.title('Snake Game') screen.tracer(0) # Create snake, food & score object and bind keys for snake movement snake = Snake() food = Food() scoreboard = Scoreboard() screen.listen() screen.onkeypress(snake.up, 'Up') screen.onkeypress(snake.down, 'Down') screen.onkeypress(snake.left, 'Left') screen.onkeypress(snake.right, 'Right') # Start the game is_game_on = True while is_game_on: scoreboard.display_score() screen.update() sleep(0.1) snake.move() # Detect collision with the food if snake.head.distance(food) < 15: food.refresh() snake.extend() scoreboard.update_score() # Detect collision with wall if snake.head.xcor() > 280 or snake.head.xcor( ) < -280 or snake.head.ycor() > 280 or snake.head.ycor() < -280: scoreboard.game_over() is_game_on = False # Detect collision with tail for square in snake.snake_list[1:]: if snake.head.distance(square) < 10: is_game_on = False scoreboard.game_over() screen.exitonclick()
def game(lvl): # Screen Setup screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) screen.colormode(255) # Turtle Setup player = Player() # Scoreboard Setup scoreboard = Scoreboard(lvl) # Car Manager Setup car_manager = CarManager(lvl) # Control listeners screen.listen() screen.onkeypress(fun=player.move_up, key="Up") screen.onkeypress(fun=player.move_down, key="Down") screen.onkeypress(fun=player.move_left, key="Left") screen.onkeypress(fun=player.move_right, key="Right") # Main Game Loop is_game = True while is_game: screen.update() time.sleep(0.1) car_manager.move_cars() if player.ycor() > 290: screen.clear() lvl += 2 game(lvl) for car in car_manager.cars_list: if player.distance(car) < 20: scoreboard.game_over() is_game = False screen.exitonclick()
def main(): # Setup the screen screen = Screen() screen.setup(width=600, height=600) screen.bgcolor('black') screen.title('Snake Game') screen.tracer(0) # Create snake object and bind keys for snake movement snake = Snake() screen.listen() screen.onkeypress(snake.up, 'Up') screen.onkeypress(snake.down, 'Down') screen.onkeypress(snake.left, 'Left') screen.onkeypress(snake.right, 'Right') # Start the game is_game_on = True while is_game_on: screen.update() sleep(0.1) snake.move() screen.exitonclick()
from scoreboard import Scoreboard import time screen = Screen() screen.screensize(canvwidth=640, canvheight=640) screen.bgcolor("black") screen.tracer(0) paddle1 = Paddle([(-440, -30), (-440, -10), (-440, 10), (-440, 30)]) paddle2 = Paddle([(440, -30), (440, -10), (440, 10), (440, 30)]) ball = Ball() scoreboard = Scoreboard() screen.listen() screen.onkeypress(paddle1.down, "s") screen.onkeypress(paddle1.up, "w") screen.onkeypress(paddle2.down, "Down") screen.onkeypress(paddle2.up, "Up") game_is_on = True while game_is_on: screen.update() time.sleep(0.02) ball.move() if 0 <= ball.direction() <= 90 or 90 <= ball.direction() <= 180: ball.bounce1() for i in range(0, 1):
def turn_right(): # t.left(20) new_heading = t.heading() - 20 t.setheading(new_heading) def move_backward(): t.backward(100) def clear(): t.home() t.clear() s.onkey(fun=move_forward, key="w") # s.onkey(fun=move_backward, key="s") # s.onkey(fun=turn_left, key="a") s.onkey(fun=turn_left, key="a") # s.onkeyrelease(fun=move_forward, key="a") # s.onkey(fun=turn_right, key="d") s.onkey(fun=turn_right, key="d") # s.onkeyrelease(fun=move_forward, key="d") s.onkeypress(fun=clear, key="c") s.listen() s.exitonclick()
def d(): t.setheading(0) t.forward(100) def right(): t.setheading(0) t.forward(100) def s(): t.setheading(270) t.forward(100) def down(): t.setheading(270) t.forward(100) screen =Screen() screen.window_height() screen.window_width() screen.listen() screen.onkey(up, "Up") screen.onkey(down, "Down") screen.onkey(left, "Left") screen.onkey(right, "Right") screen.onkeypress(a, "a") screen.onkeypress(s, "s") screen.onkeypress(w, "w") screen.onkeypress(d, "d") screen.mainloop()
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) scoreboard = Scoreboard() car_manager = CarManager() timmy = Player() screen.listen() screen.onkeypress(timmy.move, 'Up') # Move the turtle with keypress game_is_on = True while game_is_on: time.sleep(0.1) screen.update() car_manager.create_car() # Create and move the cars car_manager.move() for car in car_manager.all_cars: # Detect collision with car if timmy.distance(car) < 20: game_is_on = False scoreboard.game_over() break if timmy.ycor() > 280: # Detect when turtle reaches the other side timmy.reset_player() car_manager.level_up()
border.penup() border.goto(-280, 280) border.pendown() border.goto(280, 280) border.goto(280, -280) border.goto(-280, -280) border.goto(-280, 280) snake = Snake() food = Food() scoreboard = ScoreBoard() draw_border() screen.listen() screen.onkeypress(fun=snake.move_up, key="Up") screen.onkeypress(fun=snake.move_down, key="Down") screen.onkeypress(fun=snake.move_right, key="Right") screen.onkeypress(fun=snake.move_left, key="Left") game_on = True while game_on: time.sleep(0.1) screen.update() snake.move() # Detect collision with Food if snake.head.distance(food) <= 15: food.refresh() scoreboard.increase_score()
# Setting up screen. screen = Screen() screen.setup(width=800, height=600) screen.bgcolor("black") screen.title("Pong") screen.tracer(0) # Creating up game objects. p1_paddle = Paddle(-350, 0) p2_paddle = Paddle(350, 0) score = Score() puck = Puck() # Accepting user input. screen.onkeypress(p1_paddle.move_up, "w") screen.onkeypress(p1_paddle.move_down, "s") screen.onkeypress(p2_paddle.move_up, "Up") screen.onkeypress(p2_paddle.move_down, "Down") screen.listen() # Game loop run = True while run: time.sleep(puck.acceleration) screen.update() puck.move() puck.handle_wall_collision() point_winner = puck.handle_goal_collision() puck.handle_paddle_collision(p1_paddle, p2_paddle)
class TurtleRace: def __init__(self): self.game_setup() self.winner = None def game_setup(self): """Resets the screen and asks for how many turtles to send to the races""" self.screen = Screen() self.screen.setup(width=500, height=400) self.screen.clearscreen() self.num_turtles = int(self.screen.numinput("num_turtle", "How many turtles race today?", 2, 2, 5)) # Sets initial parameters for the turtles - 5 options self.names = ["Bob", "John", "Sally", "Rufus", "Marvin"] self.colors = ["red", "purple", "green", "yellow", "orange"] self.turtley = [-150, -50, 0, 50, 150] self.start = -230 self.is_winner = False self.turtles = {} self.create_turtles() self.play() def create_turtles(self): """Generates the turtles!!""" for turtle_ind in range(self.num_turtles): self.turtles[self.names[turtle_ind]]=(Turtle(shape="turtle")) self.turtles[self.names[turtle_ind]].color(self.colors[turtle_ind]) self.turtles[self.names[turtle_ind]].penup() self.turtles[self.names[turtle_ind]].goto(x=self.start,y=self.turtley[turtle_ind]) def start_race(self): while not self.is_winner: for turtle in self.turtles: this_turtle = self.turtles[turtle] xchange=randint(1,10) next_x = this_turtle.xcor()+xchange this_turtle.goto(x=next_x,y=this_turtle.ycor()) if next_x>=230: self.winner = turtle self.is_winner = True break # self.is_winner(next_x) self.end_race() def end_race(self): print(f"We have a winner! Great job, {self.winner}!!!") print("Replay? Press r") def play(self): """Listens for player input""" self.screen.listen() self.screen.onkeypress(key="g", fun=self.start_race) self.screen.onkeypress(key="r", fun=self.game_setup) self.screen.exitonclick()
dino.penup() dino.goto(-WIDTH / 3, BASELINE + CURSOR_SIZE / 2) cacti = [] for _ in range(NUMBER_CACTI): cactus = Turtle() cactus.shape('square') cactus.shapesize(CACTUS_HEIGHT / CURSOR_SIZE, CACTUS_WIDTH / CURSOR_SIZE) cactus.color('green') cactus.penup() cactus.sety(BASELINE + CACTUS_HEIGHT / 2) place_cactus(cactus) cacti.append(cactus) pen = Turtle() pen.hideturtle() pen.penup() pen.sety(155) pen.write("Score: 0 High Score: 0", align='center', font=FONT) screen.onkeypress(jump, 'space') screen.listen() run() screen.mainloop()
if k == 'w': move.forward(5) elif k == 'a': move.left(5) elif k == 's': move.back(5) elif k == 'd': move.right(5) screen.ontimer(move_it, 25) keys = [] move = Turtle() screen = Screen() move.speed(0) screen.onkeypress(lambda:key_add('w'), "w") screen.onkeypress(lambda:key_add('a'), "a") screen.onkeypress(lambda:key_add('s'), "s") screen.onkeypress(lambda:key_add('d'), "d") screen.onkeyrelease(lambda:key_remove('w'), 'w') screen.onkeyrelease(lambda:key_remove('a'), 'a') screen.onkeyrelease(lambda:key_remove('s'), 's') screen.onkeyrelease(lambda:key_remove('d'), 'd') screen.listen() screen.ontimer(move_it, 25) screen.mainloop()
car_speed = 10 car.dx = car_speed car.dy = 0 # UI pen = Turtle() pen.speed(0) pen.color("white") pen.penup() pen.hideturtle() pen.goto(0, 0) pen.write('flags', align="center", font=("Courier", 11, "normal")) # Key binding wn.listen() wn.onkeypress(m_mode_on, "z") wn.onkeypress(m_mode_off, "x") wn.onkeypress(get_obstacle, "a") wn.onkeypress(rm_obstacle, "s") # Connect to HQ HQ_ip = 'localhost' HQ_port = 8090 clientSock = socket(AF_INET, SOCK_STREAM) clientSock.connect((HQ_ip, HQ_port)) print('connected') direction = 1 current_address = 0
import time from turtle import Screen from player import Player from car_manager import CarManager from scoreboard import Scoreboard screen = Screen() screen.setup(width=600, height=600) screen.tracer(0) player = Player() scoreboard = Scoreboard() manager = CarManager() screen.listen() screen.onkeypress(key="Up", fun=player.move) game_is_on = True while game_is_on: scoreboard.refresh() manager.update() # Check player win if player.ycor() > player.y_win: player.reset() scoreboard.level += 1 manager.next_level() # Check car collision
screen.bgcolor("black") screen.setup(width=800, height=600) screen.title("Пинг-Понг") screen.tracer(0) # Introducing main parts of the game: left_paddle = Paddle((-380, 0)) right_paddle = Paddle((380, 0)) ball = Ball() scoreboard = Scoreboard() # Introducing controls: screen.listen() screen.onkey(left_paddle.up, "a") screen.onkey(left_paddle.down, "z") screen.onkeypress(right_paddle.up, "Up") screen.onkeypress(right_paddle.down, "Down") # Main game cycle: game_is_on = True while game_is_on: time.sleep(ball.move_speed) screen.update() ball.move() # Detect collision with the upper or lower wall: if ball.ycor() > 280 or ball.ycor() < -280: ball.bounce_y() # Detect collision with the paddles:
screen.listen() def move_fwd(): tim.fd(10) def move_bck(): tim.bk(10) def turn_left(): tim.setheading(tim.heading() + 10) def turn_right(): tim.setheading(tim.heading() - 10) def screen_clear(): tim.reset() screen.onkeypress(move_fwd, "w") screen.onkeypress(move_bck, "s") screen.onkey(turn_left, "a") screen.onkey(turn_right, "d") screen.onkey(screen_clear, "c") screen.exitonclick()
screen.tracer(0) # Paddle Setup paddle_1 = Paddle((350, 0)) paddle_2 = Paddle((-350, 0)) # Score Setup score_1 = Score((40, 260)) score_2 = Score((-40, 260)) # Ball Setup ball = Ball() # Controls listeners screen.listen() screen.onkeypress(fun=paddle_1.move_up, key="Up") screen.onkeypress(fun=paddle_1.move_down, key="Down") screen.onkeypress(fun=paddle_2.move_up, key="w") screen.onkeypress(fun=paddle_2.move_down, key="s") # game Loop is_gaming = True while is_gaming: time.sleep(ball.move_speed) screen.update() ball.update() ball.check_collision(screen.window_height(), paddle_1, paddle_2) # Check Goals if ball.xcor() > paddle_1.xcor() + 10: ball.reset_position()
fontsize=50, fonttype="bold italic") level_message = Messenger(position=(0, 0), fontcolor="dark green", fontsize=50, fonttype="italic") # Create Level Display level_display = Messenger(position=(-250, 276), fontcolor="black", fontsize=16, fonttype="normal") # Create Player player = Player() screen.onkeypress(player.move_up, "Up") game_is_on = True counter = 0 cars = [] level = 1 level_message.display_message(f"Level {level}", time=1) while game_is_on: level_display.display_message(f"Level {level}", time=-1) time.sleep(0.1) screen.update() counter += 1 if counter == 6: # Create Car cars.append(CarManager(level)) counter = 0