def main(): global key_block game2d.canvas_init((screen_x,screen_y)) game2d.handle_keyboard(keydown, keyup) game2d.set_interval(update,1000//30)
def setup(): global arena, turtle, sprites arena = Arena(320, 240) Ball(arena, 40, 80) Ball(arena, 80, 40) game2d.canvas_init(arena.size()) sprites = game2d.image_load("sprites.png") game2d.set_interval(update, 1000 // 30) # millis
def main(): global balls arena = actors.Arena(screen_x, screen_y) balls.append( actors.Ball(0 + radius, arena.get_size()[1] // 2, radius, arena)) balls.append( actors.Ball(0 + radius + second_ball_distance, arena.get_size()[1] // 2, radius, arena)) game2d.canvas_init((arena.get_size())) game2d.set_interval(update, 1000 // 30)
def main(): global arena, mario, sprites, background arena = Arena(224, 256) mario = Mario(arena, 50, 230) Barrel(arena, 180, 70) Barrel(arena, 150, 70) for t, x, y, w, h in map_elements: if t == "Platform": Platform(arena, int(x), int(y)) elif t == "Ladder": Ladder(arena, int(x), int(y), int(h)) game2d.canvas_init(arena.size()) sprites = game2d.image_load("dk_sprites.png") background = game2d.image_load("dk_background.png") game2d.handle_keyboard(keydown, keyup) game2d.set_interval(update, 1000 // 30) # millis
self._y += self._dy if (self._y >= (ARENA_H - self._h)): self._y = (ARENA_H - self._h) self._dy *= -1 def rect(self) -> (int, int, int, int): return self._x, self._y, self._w, self._h def update(self): self.move() self.draw() def draw(self): game2d.draw_circle(self._color, (self._x, self._y), self._w) def updateall(): game2d.canvas_fill((255, 255, 255)) for b in balls: b.update() game2d.canvas_init((ARENA_W, ARENA_H)) balls = [] for i in range(1, 5): balls.append( Ball(random.randint(0, ARENA_W), random.randint(0, ARENA_H), random.randint(10, 40))) game2d.set_interval(updateall, 1000 // 30)
def main(): game2d.canvas_init((screen_x, screen_y)) game2d.set_interval(update, 1000 // 30)
def main(): initialize() game2d.set_interval(update, 1000 // 30)