def new(): global arr, e1, e2, e3, e4, bm, f1, f2, brick #create walls w = Walls() arr = w.structure() #flags use for bomb f1 = False f2 = False #random number of bricks num = random.randint(15, 25) for i in range(0, num): brick = Bricks(arr) arr = brick.place_brick() #four enemies e1 = Enemy(arr) e2 = Enemy(arr) e3 = Enemy(arr) e4 = Enemy(arr) #create bomberman instance bm = Bomberman(arr) arr = bm.place(arr, 4, 2) #create board instance b = Board(arr, lives, score) b.print_board()
def __init__(self, rows, columns, brickslimit): self.rows = rows self.columns = columns self._brickslimit = brickslimit Walls.__init__(self, 2, 4) Bricks.__init__(self, 2, 4) self.enemies = []
def __init__(self, rows, columns, brickslimit, length, width): self.rows = rows self.columns = columns # Bricks limit indicates max amount of bricks placed in the board self._brickslimit = brickslimit Walls.__init__(self, length, width) Bricks.__init__(self, length, width) self.enemies = []
def setUp(self): self.pbricks = Bricks() for c in [ Settings, StaticManager, testcss, testjs, externaljs, externalcss ]: self.pbricks.add(c)
def __init__(self, vari): self.vari = vari self.c1 = Bricks(42, 84, 50) self.Board = self.c1.board_after_bricks() self.cnt = self.c1.return_count() self.enemy_array = self.c1.enemy_array() self.enemy_array1 = self.c1.enemy_array1() self.x_v = 2 self.y_v = 4 self.x_b = 2 self.y_b = 4 #self.game_over=0 self.score = 0 self.score1 = 0 self.l11 = self.cnt
def start_game(): global tk tk = Tk() tk.title("Bounce !!") tk.resizable(0, 0) tk.wm_attributes("-topmost", 1) canvas = Canvas(tk, width=500, height=500, bg="Black", highlightthickness=0) canvas.pack() tk.update() paddle = Paddle(canvas, "Blue") bricks = Bricks(canvas, "Green") ball = Ball(canvas, paddle, bricks, "red") while True: if ball.hit_bottom == False and len(bricks.recs) > 0: ball.draw() paddle.draw() elif len(bricks.recs) == 0: flag = 1 break elif ball.hit_bottom: flag = 2 break tk.update_idletasks() tk.update() time.sleep(0.05) return flag
def setUp(self): bricks = Bricks() self.settings = bricks.add(MockSettings) bricks.add(StaticManager) self.testscss = bricks.add(testscss) bricks.add(testlib) self.bricks = bricks
class TestSqliteComponent(unittest.TestCase): def setUp(self): self.bricks = Bricks() self.bricks.add(Settings) self.pool = self.bricks.add(SqliteThreadPool) self.db = self.bricks.add(DatabaseComponent) def test_trivial(self): with self.db.cursor as cursor: pass self.assertEqual(len(self.pool.connections), 1) def testExec(self): with self.db.cursor as cursor: cursor.execute("SELECT 1, 'two';") result = cursor.fetchone() self.assertEqual(result, (1, 'two')) self.assertEqual(len(self.pool.connections), 1) def testPool(self): import threading lock = threading.Lock() connections = set() threads = set() lock.acquire() def target(): c = self.pool.getconn() connections.add(c) lock.acquire() self.pool.putconn(c) lock.release() for i in range(3): t = threading.Thread(target=target) t.start() threads.add(t) lock.release() for thread in threads: thread.join() self.assertEqual(len(connections), 3) self.assertEqual(len(self.pool.connections), 3)
class TestStaticBuilder(unittest.TestCase): def setUp(self): self.pbricks = Bricks() for c in [ Settings, StaticManager, testcss, testjs, externaljs, externalcss ]: self.pbricks.add(c) def tearDown(self): self.pbricks.components['json_settings'].cleanup() def testSimpleStaticCopy(self): establish_static_assets(self.pbricks) out_dir = self.pbricks.components['json_settings']['served_static_dir'] ftests = [ ('css/style.css', 'body{background-color: teal;}\n'), ('js/what.js', 'function(){};\n') ] for fname, contents in ftests: match = file_contents_match(join(out_dir, fname), contents) self.assertTrue(match) def testAssetUrls(self): js = self.pbricks.components[testjs] css = self.pbricks.components[testcss] ext_css = self.pbricks.components[externalcss] asseturls = [ (js, 'http://localhost:8888/js/what.js'), (css, 'http://localhost:8888/css/style.css'), (ext_css, 'http://www.somecdn.com/style.css'), ] for asset, url in asseturls: self.assertEqual(asset.get_url(), url)
def populate_board_with_bricks(self, grid): ''' Populates the board with bricks at random positions using random number ''' count = 0 for i in range(2, self.rows - 2): if i % 2 == 0: for j in range(4, self.columns - 4): if j % 4 == 0 and grid[i][j] != 'X': if self.brick_nested_condition(i, j, count): brick = Bricks(4, 2) temp = brick.brick grid = self.populate_board_with_element( i, j, grid, temp) count = count + 1 return grid
def PopulateBoardWithBricks(self, Grid): count = 0 for i in range(2, self.rows - 2): if i % 2 == 0: for j in range(4, self.columns - 4): if j % 4 == 0 and Grid[i][j] != 'X': # bricks are populated based on a random number if (random() > 0.7 and count < self.GetBrickslimit() and (i != 2 or j != 4) and (i != 2 or j != 8) and (i != 4 or j != 4)): brick = Bricks(4, 2) temp = brick.Brick Grid = self.PopulateBoardWithElement( i, j, Grid, temp) count = count + 1 return Grid
signal.alarm(0) return text except AlarmException: os.system('clear') b.output(disp) print("Your Score is %d" % score) signal.signal(signal.SIGALRM, signal.SIG_IGN) return '' player = Bomberman() # different objects being created b = Board() b.display(disp) e = Enemy() u = Bomb() s = Bricks() e.generate_enemies(disp, 10) # enemies being generated for i in range( 10 ): # if you want more enemies just change the number 10 in this and above line e.change(i, disp) s.generate_bricks(disp) # brikcs being generated player.start(disp) b.output(disp) planted = 0 # different variables for various purposes count = 0 flag = 0 die = 0 won = 1 score = 0 enemieskilled = 0
import time from turtle import Turtle, Screen from paddle import Paddle from bricks import Bricks from ball import Ball from scoreboard import Scoreboard screen = Screen() screen.title("Ping Pong") screen.bgcolor("black") screen.setup(width=800, height=800) screen.listen() screen.tracer(0) paddle = Paddle() brick = Bricks() brick.put_bricks() ball = Ball() scoreboard = Scoreboard() screen.onkey(paddle.go_right, "Right") screen.onkey(paddle.go_left, "Left") game_is_on = True while game_is_on: screen.update() time.sleep(0.1) ball.move() if ball.ycor() >= 380: ball.bounce_from_ceiling()
os.system('aplay song.wav &') B = Board() M = Mario() M.generate_mario() M.generate_boss(25, 420, B.left(), B.right()) for i in range(20, 400, 100): B.cloud_make(10, i) B.cloud_make(10, i + 50) B.mountain_make(16, i + 30) B.pit_make(i) B.pillar_make(i + 60) for j in range(0, 10): if j % 2: B.coin_make(25, i + j + 40) Bricks.make_brick(18, i + 20, B.left(), B.right()) en_arr = [25, i + 10, B.left(), B.right()] M.generate_enemy(en_arr) FT = time.time() C = 0 BFT = time.time() B.powerup(25, 40) while True: os.system("tput reset") M.print_scolife() B.print_board() if time.time() > FT + 1 and time.time() - FT < 2 and M.stat(): C += 1 if C % 13 <= 6: M.move_enemy(25, B.left(), B.right(), '+') else:
from input import Get, input_to from clouds import * from flag import * from mario import * brd = Board(19,600) Walls.placeWalls(brd) l = brd.length Brick_coordinates = [[12,28,1],[12,40,1],[12,56,1],[12,48,1],[12,52,2],[12,44,1],[6,48,1],[12,264,1],[12,268,1],[12,272,2],[6,276,1],[6,280,1],[6,284,1],[6,288,1],[6,292,1],[6,304,1],[6,308,1],[6,312,1],[6,316,1],[12,316,1],[12,324,1],[12,328,1],[12,338,1],[12,348,1],[12,358,1],[6,348,1],[12,370,1],[6,374,1],[6,378,1],[6,381,1],[6,393,1],[6,397,1],[6,401,1],[6,405,1],[12,397,1],[12,401,1],[12,522,1],[12,526,1],[12,530,1],[12,534,1]] Pipe_coordinates = [[brd.length-8,68],[brd.length-8,110],[brd.length-8,152],[brd.length-8,200],[l-8,510],[l-8,550]] Holes_coordinates = [[brd.length-2,248],[brd.length-2,290],[l-2,486],[l-2,488]] Stair_coordinates = [[brd.length-4,418],[brd.length-4,422],[brd.length-4,426],[brd.length-4,430],[brd.length-6,422],[l-6,426],[l-6,430],[l-8,426],[l-8,430],[l-10,430],[brd.length-4,454],[brd.length-4,450],[brd.length-4,446],[brd.length-4,442],[brd.length-6,450],[l-6,446],[l-6,442],[l-8,446],[l-8,442],[l-10,442],[l-4,466],[l-4,470],[l-4,474],[l-4,478],[l-4,482],[l-6,470],[l-6,474],[l-6,478],[l-6,482],[l-8,474],[l-8,478],[l-8,482],[l-10,478],[l-10,482],[l-4,492],[l-4,496],[l-4,500],[l-4,504],[l-6,492],[l-6,496],[l-6,500],[l-8,492],[l-8,496],[l-10,492],[l-4,554],[l-4,558],[l-4,562],[l-4,566],[l-4,570],[l-4,574],[l-6,558],[l-6,562],[l-6,566],[l-6,570],[l-6,574],[l-8,562],[l-8,566],[l-8,570],[l-8,574],[l-10,566],[l-10,570],[l-10,574],[l-12,570],[l-12,574],[l-14,574]] Enem_coordinates = [[l-4,120],[l-4,208],[l-4,124,-1],[l-4,240],[l-4,255,-1],[l-4,270,1],[l-4,305],[l-4,310],[l-4,370,-1],[l-4,520]] Cloud_coordinates = [[0,10],[0,75],[0,100],[0,150],[0,230],[0,350],[0,400],[0,450],[0,500],[0,550]] for cord in Brick_coordinates: bricks = Bricks(2,4,cord[2]) bricks.setPosition(cord[0],cord[1]) bricks.placebrick(brd) Rem.lis.append(bricks) for cord in Pipe_coordinates: bricks = Pipes(6,4) bricks.setPosition(cord[0],cord[1]) bricks.placebrick(brd) for cord in Holes_coordinates: bricks = Holes(2,4) bricks.setPosition(cord[0],cord[1]) bricks.placebrick(brd) for cord in Stair_coordinates:
'Score: ' + str(score) + " " + "Lives " + str(lives), True, (255, 255, 255), (0, 0, 0)) textrect = text.get_rect() textrect.x = 0 textrect.y = 1 all_sprites_list = pygame.sprite.Group() paddle = Paddle(GREEN, 40, 10, 300, 470) all_sprites_list.add(paddle) brick_list = [] for i in range(4): y = i * 10 + 22 for i in range(16): x = i * 40 brick = Bricks(RED, 39, 9, x, y) brick_list.append(brick) all_sprites_list.add(brick) while 1: all_sprites_list.update() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() ballrect = ballrect.move(speed) if ballrect.left < 0 or ballrect.right > width: speed[0] = -speed[0] if ballrect.top < 0: speed[1] = -speed[1] elif ballrect.top > height: lives = lives - 1
from turtle import Screen from paddle import Paddle from scoreboard import Scoreboard from ball import Ball from bricks import Bricks screen = Screen() screen.bgcolor("black") screen.title("Breakout Baby") screen.setup(width=600, height=800) screen.tracer(0) paddle = Paddle() bricks = Bricks() scoreboard = Scoreboard() bricks.make_bricks() ball = Ball() def brick_collision(): for brick in bricks.brick_list: if ball.distance(brick) < 30: bricks.brick_list.remove(brick) brick.hideturtle() ball.bounce_y() scoreboard.point(brick) def bounce(): if paddle.distance(ball) < 50 and ball.ycor() < -270: ball.bounce_y()
DatabaseComponent ) def make_length_verifier(): from listrr.listid import gen_list_uuid correct_length = len(gen_list_uuid(settings['list_uuid_size'])) def lenverify(s): return len(s) == correct_length return lenverify uuid_length = make_length_verifier() api_route = Route('api', handler=Api) routemap = Route('home', handler=Homepage) + { uuid_length: Route('list', handler=ListView), 'api': api_route + { uuid_length: api_route } } class Main(BaseMC): depends_on = [routemap] bricks = Bricks() for c in components: bricks.add(c) main = bricks.add(Main) application = wsgi(main)
screen.bgcolor('black') screen.setup(width=800, height=600) screen.title('Breakout') screen.tracer(0) paddle = Paddle(0) ball = Ball() bricks = [] score_keeper = Scorekeeper() life_keeper = Lifekeeper() starting_brick_x_position = -354 starting_brick_y_position = 240 for _ in range(11): bricks.append( Bricks(starting_brick_x_position, starting_brick_y_position, 1, 3)) starting_brick_x_position += 70 second_brick_x_position = -375 second_brick_y_position = 210 for _ in range(16): bricks.append( Bricks(second_brick_x_position, second_brick_y_position, 1, 2)) second_brick_x_position += 50 third_brick_x_position = -354 third_brick_y_position = 180 for _ in range(11): bricks.append(Bricks(third_brick_x_position, third_brick_y_position, 1, 3)) third_brick_x_position += 70
# Create Screen screen = Screen() screen.setup(width=650, height=600) screen.bgcolor("black") screen.title("Atari BREAKOUT") screen.tracer(0) # Create paddle object paddle = Paddle((0, -200)) # Create ball object ball = Ball() # Create bricks bricks = Bricks() # Create scoreboard scoreboard = Scoreboard() # Move paddle left and right screen.listen() screen.onkeypress(paddle.move_right, "Right") screen.onkeypress(paddle.move_left, "Left") num_of_hits = 0 game_is_on = True while game_is_on: time.sleep(ball.move_speed) screen.update()
class Board: def __init__(self, vari): self.vari = vari self.c1 = Bricks(42, 84, 50) self.Board = self.c1.board_after_bricks() self.cnt = self.c1.return_count() self.enemy_array = self.c1.enemy_array() self.enemy_array1 = self.c1.enemy_array1() self.x_v = 2 self.y_v = 4 self.x_b = 2 self.y_b = 4 #self.game_over=0 self.score = 0 self.score1 = 0 self.l11 = self.cnt def place_man(self): b2 = Bomberman(2, 4) b2 = b2.create_man(self.Board) return b2 def movement(self, direction, x_cor, y_cor, index, type_c): if direction == 'a': if self.Board[x_cor][y_cor - 4] == '#' or self.Board[x_cor][y_cor - 4] == '%': return self.Board else: self.Board[x_cor][y_cor] = ' ' self.Board[x_cor][y_cor + 1] = ' ' self.Board[x_cor][y_cor + 2] = ' ' self.Board[x_cor][y_cor + 3] = ' ' self.Board[x_cor + 1][y_cor] = ' ' self.Board[x_cor + 1][y_cor + 1] = ' ' self.Board[x_cor + 1][y_cor + 2] = ' ' self.Board[x_cor + 1][y_cor + 3] = ' ' y_cor = y_cor - 4 if type_c == 1: b2 = Bomberman(x_cor, y_cor) b21 = b2.create_man(self.Board) self.x_v = x_cor self.y_v = y_cor self.x_b = x_cor self.y_b = y_cor return b21 elif type_c == 2: b3 = Enemy(x_cor, y_cor) b3 = b3.create_enemy(self.Board) self.enemy_array[index] = x_cor self.enemy_array1[index] = y_cor return b3 elif direction == 'd': if self.Board[x_cor][y_cor + 4] == '#' or self.Board[x_cor][y_cor + 4] == '%': return self.Board else: self.Board[x_cor][y_cor] = ' ' self.Board[x_cor][y_cor + 1] = ' ' self.Board[x_cor][y_cor + 2] = ' ' self.Board[x_cor][y_cor + 3] = ' ' self.Board[x_cor + 1][y_cor] = ' ' self.Board[x_cor + 1][y_cor + 1] = ' ' self.Board[x_cor + 1][y_cor + 2] = ' ' self.Board[x_cor + 1][y_cor + 3] = ' ' y_cor = y_cor + 4 if type_c == 1: b2 = Bomberman(x_cor, y_cor) b21 = b2.create_man(self.Board) self.x_v = x_cor self.y_v = y_cor self.x_b = x_cor self.y_b = y_cor return b21 elif type_c == 2: b3 = Enemy(x_cor, y_cor) b3 = b3.create_enemy(self.Board) self.enemy_array[index] = x_cor self.enemy_array1[index] = y_cor return b3 elif direction == 's': if self.Board[x_cor + 2][y_cor] == '#' or self.Board[x_cor + 2][y_cor] == '%': return self.Board else: self.Board[x_cor][y_cor] = ' ' self.Board[x_cor][y_cor + 1] = ' ' self.Board[x_cor][y_cor + 2] = ' ' self.Board[x_cor][y_cor + 3] = ' ' self.Board[x_cor + 1][y_cor] = ' ' self.Board[x_cor + 1][y_cor + 1] = ' ' self.Board[x_cor + 1][y_cor + 2] = ' ' self.Board[x_cor + 1][y_cor + 3] = ' ' x_cor = x_cor + 2 if type_c == 1: b2 = Bomberman(x_cor, y_cor) b21 = b2.create_man(self.Board) self.x_v = x_cor self.y_v = y_cor self.x_b = x_cor self.y_b = y_cor return b21 elif type_c == 2: b3 = Enemy(x_cor, y_cor) b3 = b3.create_enemy(self.Board) self.enemy_array[index] = x_cor self.enemy_array1[index] = y_cor return b3 elif direction == 'w': if self.Board[x_cor - 2][y_cor] == '#' or self.Board[x_cor - 2][y_cor] == '%': return self.Board else: self.Board[x_cor][y_cor] = ' ' self.Board[x_cor][y_cor + 1] = ' ' self.Board[x_cor][y_cor + 2] = ' ' self.Board[x_cor][y_cor + 3] = ' ' self.Board[x_cor + 1][y_cor] = ' ' self.Board[x_cor + 1][y_cor + 1] = ' ' self.Board[x_cor + 1][y_cor + 2] = ' ' self.Board[x_cor + 1][y_cor + 3] = ' ' x_cor = x_cor - 2 if type_c == 1: b2 = Bomberman(x_cor, y_cor) b21 = b2.create_man(self.Board) # b2.set_x_cor(x_cor) # b2.set_y_cor(y_cor) self.x_v = x_cor self.y_v = y_cor self.x_b = x_cor self.y_b = y_cor return b21 elif type_c == 2: b3 = Enemy(x_cor, y_cor) b3 = b3.create_enemy(self.Board) self.enemy_array1[index] = y_cor self.enemy_array[index] = x_cor return b3 def ret_x_cor_b(self): return self.x_v def ret_y_cor_b(self): return self.y_v def ret_x_cor_e(self): return self.enemy_array def ret_y_cor_e(self): return self.enemy_array1 def enemy_cnt(self): return self.cnt def enemy_arr(self): return self.enemy_array def enemy_arr1(self): return self.enemy_array1 def ret_x_cor_bomb(self): return self.x_b def ret_y_cor_bomb(self): return self.y_b def game_score(self): return self.score def bomb(self, x, y, array): array[x][y] = 'B' array[x][y + 1] = 'B' array[x][y + 2] = 'B' array[x][y + 3] = 'B' array[x + 1][y] = 'B' array[x + 1][y + 1] = 'B' array[x + 1][y + 2] = 'B' array[x + 1][y + 3] = 'B' return array def blast(self, x, y, array): k = self.cnt if array[x][y] == '(': for i in range(k): if self.enemy_array[i] == x and self.enemy_array1[i] == y: self.enemy_array[i] = -1 self.enemy_array1[i] = -1 self.score = self.score + 100 self.l11 = self.l11 - 1 array[x][y] = '^' array[x][y + 1] = '^' array[x][y + 3] = '^' array[x][y + 2] = '^' array[x + 1][y] = '^' array[x + 1][y + 1] = '^' array[x + 1][y + 3] = '^' array[x + 1][y + 2] = '^' if array[x][y - 4] != '#': if array[x][y - 4] == '(': for i in range(k): if self.enemy_array[i] == x and self.enemy_array1[ i] == y - 4: self.enemy_array[i] = -1 self.enemy_array1[i] = -1 self.score = self.score + 100 self.l11 = self.l11 - 1 if array[x][y - 4] == '%': self.score = self.score + 20 array[x][y - 4] = '^' array[x][y - 3] = '^' array[x][y - 2] = '^' array[x][y - 1] = '^' array[x + 1][y - 1] = '^' array[x + 1][y - 2] = '^' array[x + 1][y - 3] = '^' array[x + 1][y - 4] = '^' if array[x][y + 4] != '#': if array[x][y + 4] == '(': for i in range(k): if self.enemy_array[i] == x and self.enemy_array1[ i] == y + 4: self.enemy_array[i] = -1 self.enemy_array1[i] = -1 self.score = self.score + 100 self.l11 = self.l11 - 1 elif array[x][y + 4] == '%': self.score = self.score + 20 array[x][y + 4] = '^' array[x][y + 5] = '^' array[x][y + 6] = '^' array[x][y + 7] = '^' array[x + 1][y + 4] = '^' array[x + 1][y + 5] = '^' array[x + 1][y + 6] = '^' array[x + 1][y + 7] = '^' if array[x - 2][y] != '#': if array[x - 2][y] == '(': for i in range(k): if self.enemy_array[i] == x - 2 and self.enemy_array1[ i] == y: self.enemy_array[i] = -1 self.enemy_array1[i] = -1 self.score = self.score + 100 self.l11 = self.l11 - 1 elif array[x - 2][y] == '%': self.score = self.score + 20 array[x - 2][y] = '^' array[x - 2][y + 1] = '^' array[x - 2][y + 2] = '^' array[x - 2][y + 3] = '^' array[x - 1][y] = '^' array[x - 1][y + 1] = '^' array[x - 1][y + 2] = '^' array[x - 1][y + 3] = '^' if array[x + 2][y] != '#': if array[x + 2][y] == '(': for i in range(k): if self.enemy_array[i] == x + 2 and self.enemy_array1[ i] == y: self.enemy_array[i] = -1 self.enemy_array1[i] = -1 self.score = self.score + 100 self.l11 = self.l11 - 1 elif array[x + 2][y] == '%': self.score = self.score + 20 array[x + 2][y] = '^' array[x + 2][y + 1] = '^' array[x + 2][y + 2] = '^' array[x + 2][y + 3] = '^' array[x + 3][y] = '^' array[x + 3][y + 1] = '^' array[x + 3][y + 2] = '^' array[x + 3][y + 3] = '^' return array def after_blast(self, x, y, array): array[x][y] = ' ' array[x][y + 1] = ' ' array[x][y + 3] = ' ' array[x][y + 2] = ' ' array[x + 1][y] = ' ' array[x + 1][y + 1] = ' ' array[x + 1][y + 3] = ' ' array[x + 1][y + 2] = ' ' if array[x][y - 4] == '^': array[x][y - 4] = ' ' array[x][y - 3] = ' ' array[x][y - 2] = ' ' array[x][y - 1] = ' ' array[x + 1][y - 1] = ' ' array[x + 1][y - 2] = ' ' array[x + 1][y - 3] = ' ' array[x + 1][y - 4] = ' ' if array[x][y + 4] == '^': array[x][y + 4] = ' ' array[x][y + 5] = ' ' array[x][y + 6] = ' ' array[x][y + 7] = ' ' array[x + 1][y + 4] = ' ' array[x + 1][y + 5] = ' ' array[x + 1][y + 6] = ' ' array[x + 1][y + 7] = ' ' if array[x - 2][y] == '^': array[x - 2][y] = ' ' array[x - 2][y + 1] = ' ' array[x - 2][y + 2] = ' ' array[x - 2][y + 3] = ' ' array[x - 1][y] = ' ' array[x - 1][y + 1] = ' ' array[x - 1][y + 2] = ' ' array[x - 1][y + 3] = ' ' if array[x + 2][y] == '^': array[x + 2][y] = ' ' array[x + 2][y + 1] = ' ' array[x + 2][y + 2] = ' ' array[x + 2][y + 3] = ' ' array[x + 3][y] = ' ' array[x + 3][y + 1] = ' ' array[x + 3][y + 2] = ' ' array[x + 3][y + 3] = ' ' return array def game_end(self): return self.l11
from render import Render from player import Player from ball import Ball from bricks import Bricks from bar import Bar Score = 0 Lives = 9 Time = time.time() Level = 1 while True: screen = Render() player = Player(screen) ball = Ball(screen, player) bricks = Bricks(screen) bar = Bar(screen) bar.score = Score bar.lives = Lives bar.level = Level bar.start_time = Time while True: # Restart if player.movement(input_to(), screen): Score = 0 Time = time.time() Lives = 10 break # Endgame
def setUp(self): self.bricks = Bricks() self.bricks.add(Settings) self.pool = self.bricks.add(SqliteThreadPool) self.db = self.bricks.add(DatabaseComponent)