def main(): # this function sets the background # sets the background to image 0 in the bank # backgrounds do not have magents as a transparent color background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image bank, image # in bank, x, y) alien = stage.Sprite(image_bank_1, 4, 4, 5) sprites.append(alien) ship = stage.Sprite(image_bank_1, 6, 12, 10) sprites.insert(0, ship) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() # repeat forever, or you turn it off! while True: # get user input # update game logic game.render_sprites(sprites) game.tick() # wait for refresh rate to finish
def main(): # this function sets the background # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank_1, image # in bank, x, y) ball_one = stage.Sprite(image_bank_1, 3, 64, 56) sprites.append(ball_one) ball_two = stage.Sprite(image_bank_1, 2, 75, 56) sprites.insert(0, ball_two) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() while True: # get user inputs # update game logic # redraw sprtie list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # this function sets the background # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create sprite alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() while True: # get user input # update game logic # redraw sprite list game.render_sprites(sprites) game.tick()
def main(): # this function sets the background # sets the background to image 0 in the bank # backgrounds do not have magenta as a transparent color background = stage.Grid(image_bank_1, 10, 8) # changes (0,0) image to the 3rd image ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.append(ship) alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the background layer game.layers = [background] # render the background # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: #get user input #update game logic #redraw sprite list game.render_sprites(sprites) game.tick() #wait until refresh rate finishes
def main(): # this function is a scene # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank, image # in bank, x, y) alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = sprites + [background] # render the background and initial location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input # update game logic # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # sets the backround to the image 0 in the bank # if your 0 image is magenta, your backround will most lickley be distorted # backrounds do not have megenta as a transparent color background = stage.Grid(bank, 10, 8) alien = stage.Sprite(bank, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(bank, 5, 75, 56) sprites.insert(0, ship) # create a stage for the backround to show up on # and set the frame rate to 60 fps game = stage.Stage(ugame.display, 60) # set the backround layer game.layers = sprites + [background] # render the backround # most likely you will only render backound once per scene game.render_block() while True: game.render_sprites(sprites) game.tick()
def main(): # this function is a scene # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank, image # in bank, x, y) alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 74, 56) sprites.insert(0, ship) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = sprites + [background] # render the background and initial location of sprite list # most likely will only render background once per scene game.render_block() # repeat forever. game loop while True: # get user input keys = ugame.buttons.get_pressed() #print(keys) if keys & ugame.K_X: #print("A") pass if keys & ugame.K_O: #print("B") pass if keys & ugame.K_START: #print("K_START") pass if keys & ugame.K_SELECT: #print("K_SELECT") pass if keys & ugame.K_RIGHT: ship.move(ship.x + 1, ship.y) pass if keys & ugame.K_LEFT: ship.move(ship.x - 1, ship.y) pass elif keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) pass elif keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) pass # update game logic # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # this function sets the background # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank_1, image # in bank, x, y) ball_one = stage.Sprite(image_bank_1, 3, 64, 56) sprites.append(ball_one) ball_two = stage.Sprite(image_bank_1, 2, 75, 56) sprites.insert(0, ball_two) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() while True: # get user inputs keys = ugame.buttons.get_pressed() # print(keys) if keys & ugame.K_UP != 0: if ball_one.y < 0: ball_one.move(ball_one.x, 0) else: ball_one.move(ball_one.x, ball_one.y - 1) pass if keys & ugame.K_DOWN != 0: if ball_one.y > constants.SCREEN_Y - constants.SCREEN_GRID_Y: ball_one.move(ball_one.x, constants.SCREEN_Y - constants.SPRITE_SIZE) else: ball_one.move(ball_one.x, ball_one.y + 1) pass if keys & ugame.K_LEFT != 0: if ball_one.x < 0: ball_one.move(0, ball_one.y) else: ball_one.move(ball_one.x - 1, ball_one.y) pass if keys & ugame.K_RIGHT != 0: if ball_one.x > constants.SCREEN_X - constants.SCREEN_GRID_X: ball_one.move(constants.SCREEN_X - constants.SPRITE_SIZE, ball_one.y) else: ball_one.move(ball_one.x + 1, ball_one.y) pass # update game logic # redraw sprtie list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # this function sets the scene # an image bank for circuitpython image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") # a list of sprites that will be updated every frame sprites = [] ship = stage.Sprite( image_bank_1, 5, int(Constants.SCREEN_X / 2 - Constants.SPRITE_SIZE / 2), int(Constants.SCREEN_Y - Constants.SPRITE_SIZE + Constants.SPRITE_SIZE / 2)) sprites.append(ship) # insert at the top of the sprite list # sets the background to image 0 in the bank # backgrounds do not have magents as a transparent color background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank, image # in bank, x, y) alien = stage.Sprite(image_bank_1, 8, 64, 56) sprites.append(alien) # create a stage for the background to show up on # and set the frame rate to 60 game = stage.Stage(ugame.display, Constants.FPS) # set the layers, items show up in order game.layers = sprites + [background] # render the background and initial location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, or you turn it off while True: # get user input keys = ugame.buttons.get_pressed() # update_game_logic # move ship to the right and the left if keys & ugame.K_RIGHT != 0: if ship.x > Constants.SCREEN_X - Constants.SPRITE_SIZE: ship.move(Constants.SCREEN_X - Constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) pass # move ship up and down if keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) elif keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) pass # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # this function sets the background # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create sprite alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() while True: # get user input keys = ugame.buttons.get_pressed() # print(keys) if keys & ugame.K_X: # print("A") pass if keys & ugame.K_O: # print("B") pass if keys & ugame.K_START: # print("K_START") pass if keys & ugame.K_SELECT: # print("K_SELECT") pass if keys & ugame.K_RIGHT: ship.move(ship.x + 1, ship.y) pass if keys & ugame.K_LEFT: ship.move(ship.x - 1, ship.y) pass if keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) pass if keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) pass # update game logic # redraw sprite list game.render_sprites(sprites) game.tick()
def main(): # an image bank for CircuitPython image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") # a list of sprites sprites = [] # this function sets the background ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) # insert at the top of the sprite list # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # create sprite alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # set the background layer game.layers = sprites + [background] # render the background # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input keys = ugame.buttons.get_pressed() # moves ship in different directions if keys & ugame.K_RIGHT != 0: if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) # update game logic # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def main(): # this functionm is a scene # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # creating the sprites alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # create a stage for the background to show up # setting the frame rate to 60fps game = stage.Stage(ugame.display, 60) # setting the layers to show them in order game.layers = sprites + [background] # rendering the background and the locations of the sprites game.render_block() # repeat forever game loop while True: # get user input keys = ugame.buttons.get_pressed() # print(keys) if keys & ugame.K_X: # print("A") pass if keys & ugame.K_O: # print("B") pass if keys & ugame.K_START: # print("K_START") pass if keys & ugame.K_SELECT: # print("K_SELECT") pass if keys & ugame.K_RIGHT: ship.move(ship.x + 1, ship.y) pass if keys & ugame.K_LEFT: ship.move(ship.x - 1, ship.y) pass if keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) pass if keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) pass # update game logic # redraw sprites game.render_sprites(sprites) game.tick()
def game_scene(): # Main game scene # IMAGE BANKS game_image_bank = stage.Bank.from_bmp16("image_bank_1.bmp") # BACKGROUND # Sets background to the 0th image in the image bank, 10x8 grid game_background = stage.Grid(game_image_bank, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y) # Sets the floor as the 1st image in the image bank, the walls are # still going to be the 0th image for x_location in range(1, constants.SCREEN_GRID_X - 1): for y_location in range(1, constants.SCREEN_GRID_Y - 1): tile_picked = 1 game_background.tile(x_location, y_location, tile_picked) # SPRITES CREATION # Character sprite being displayed character = stage.Sprite(game_image_bank, 2, 75, 66) # STAGE AND RENDER # Creates a stage for the background # Sets frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # Sets sprite layers and show up in order game.layers = ([character] + [game_background]) # Renders all sprites, only once game.render_block() # GAME LOOP while True: pass
def game_scene(): # this function is the main game game_scene # image banks for CIrcuitPython image_bank_background = stage.Bank.from_bmp16( "space_aliens_background.bmp") image_bank_sprites = stage.Bank.from_bmp16("space_aliens.bmp") # sets the background to image 0 in the image Bank # and the size (10x8 tiles of size 16x16) background = stage.Grid(image_bank_background, 10, 8) ship = stage.Sprite(image_bank_sprites, 5, 75, 66) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = [ship] + [background] # render the background and initial location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input # update game logic # redraw image_bank_sprites game.render_sprites([ship]) game.tick()
def game_scence(): # this function is a scence image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") background = stage.Grid(image_bank_1, constants.SCREEN_X, constants.SCREEN_Y) sprites = [] ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) game = stage.Stage(ugame.display, constants.FPS) game.layers = sprites + [background] game.render_block() while True: keys = ugame.buttons.get_pressed() if keys & ugame.K_RIGHT != 0: if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) game.render_sprites(sprites) game.tick()
def main(): # this functionm is a scene # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) # creating the sprites alien = stage.Sprite(image_bank_1, 7, 64, 56) sprites.append(alien) ship = stage.sprites(image_bank_1, 8, 75, 56) sprites.insert(0, ship) # create a stage for the background to show up # setting the frame rate to 60fps game = stage.Stage(ugame.display, 60) # setting the layers to show them in order game.layers = sprites + [background] # rendering the background and the locations of the sprites game.render_block() # repeat forever game loop while True: # redraw sprites game.render_sprites(sprites) game.tick()
def main(): # set background background = stage.Grid(bank_1, 10, 8) # creates sprite alien = stage.Sprite(bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(bank_1, 9, 64, 56) sprites.insert(0, ship) game = stage.Stage(ugame.display, 60) game.layers = sprites + [background] game.rander_block() while True: game.render_sprites(sprites) game.tick()
def game_scene(): # Main game scene # IMAGE BANKS game_image_bank = stage.Bank.from_bmp16("image_bank_1.bmp") # BACKGROUND # Sets background to the 0th image in the image bank, 10x8 grid game_background = stage.Grid(game_image_bank, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y) # Sets the floor as the 1st image in the image bank, the walls are # still going to be the 0th image for x_location in range(1, constants.SCREEN_GRID_X - 1): for y_location in range(1, constants.SCREEN_GRID_Y - 1): tile_picked = 1 game_background.tile(x_location, y_location, tile_picked) # SPRITES CREATION # Character sprite being displayed character = stage.Sprite(game_image_bank, 2, 75, 66) # STAGE AND RENDER # Creates a stage for the background # Sets frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # Sets sprite layers and show up in order game.layers = ([character] + [game_background]) # Renders all sprites, only once game.render_block() # GAME LOOP while True: # USER MOVEMENT keys = ugame.buttons.get_pressed() if keys & ugame.K_RIGHT: # Move right character.move(character.x + 1, character.y) character.set_frame(2, 0) if keys & ugame.K_LEFT: # Move left character.move(character.x - 1, character.y) character.set_frame(2, 4) if keys & ugame.K_UP: # Move up character.move(character.x, character.y - 1) character.set_frame(3, 0) if keys & ugame.K_DOWN: # Move down character.move(character.x, character.y + 1) character.set_frame(4, 0) # RENDER AND REDRAW # Renders and redraws the sprites that move game.render_sprites([character]) # Waits until refresh rate finishes game.tick()
def game_scene(): image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") a_button = constants.button_state["button_up"] pew_sound = open("pew.wav", 'rb') sound = ugame.audio sound.stop() sound.mute(False) background = stage.Grid(image_bank_1, constants.SCREEN_X, constants.SCREEN_Y) sprites = [] ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) game = stage.Stage(ugame.display, constants.FPS) game.layers = sprites + [background] game.render_block() while True: keys = ugame.buttons.get_pressed() # print (keys) if keys & ugame.K_X != 0: if a_button == constants.button_state["button_up"]: a_button = constants.button_state["button_just_pressed"] elif a_button == constants.button_state["button_just_pressed"]: a_button = constants.button_state["button_still_pressed"] else: if a_button == constants.button_state["button_still_pressed"]: a_button = constants.button_state["button_released"] else: a_button = constants.button_state["button_up"] if keys & ugame.K_RIGHT != 0: if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) # if a_button == constants.button_state["button_just_pressed"]: sound.play(pew_sound) game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def game_scene(): # this function is the main game scene # image bank image_bank_background = stage.Bank.from_bmp16( "space_aliens_background.bmp") image_bank_sprites = stage.Bank.from_bmp16("space_aliens.bmp") # set background to img 0 and 10x8 tiles of size 16x16 background = stage.Grid(image_bank_background, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y) # sprite that will be updated every frame ship = stage.Sprite(image_bank_sprites, 5, 75, constants.SCREEN_Y - (2 * constants.SPRITE_SIZE)) # creates stage and sets it to 60fps game = stage.Stage(ugame.display, constants.FPS) # sets the layers of all sprites, in order game.layers = [ship] + [background] # renders all sprites, only once game.render_block() # forever game loop while True: # get user input keys = ugame.buttons.get_pressed() if keys & ugame.K_X: pass if keys & ugame.K_O: pass if keys & ugame.K_START: pass if keys & ugame.K_SELECT: pass if keys & ugame.K_RIGHT: if ship.x <= constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(ship.x + constants.SPRITE_MOVEMENT_SPEED, ship.y) else: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) if keys & ugame.K_LEFT: if ship.x >= 0: ship.move(ship.x - constants.SPRITE_MOVEMENT_SPEED, ship.y) else: ship.move(0, ship.y) if keys & ugame.K_UP: pass if keys & ugame.K_DOWN: pass # update game logic #redraw Sprite game.render_sprites([ship]) game.tick()
def game_scene(): # this function is the main game game_scene # image banks for CircuitPython image_bank_bankground = stage.Bank.from_bmp16("space_aliens_background.bmp") image_bank_sprites = stage.Bank.from_bmp16("space_aliens.bmp") # set the background to image 0 in the image Bank # and the size (10x8 tiles of the size 16x16) background = stage.Grid(image_bank_bankground, 10,8) # a sprite that will be updated every frame ship = stage.Sprite(image_bank_sprites, 5, 75, constants.SCREEN_Y - (2 * constants.SPRITE_SIZE)) # create a stage for the background to show up on # and set the frame rate for 60fps game = stage.Stage(ugame.display, 60) # set layers of all sprites, items show up in order game.layers = [ship] + [background] # render all sprites # most likely you will only render the background once per game scene game.render_block() # repeat forever, game loop while True: # get user input keys = ugame.buttons.get_pressed() if keys & ugame.K_X: print("A") if keys & ugame.K_O: print("Start") if keys & ugame.K_START: print("A") if keys & ugame.K_SELECT: print("Select") if keys & ugame.K_RIGHT != 0: if ship.x < (constants.SCREEN_X - constants.SPRITE_SIZE): ship.move((ship.x + constants.SPRITE_MOVEMENT_SPEED), ship.y) else: ship.move((constants.SCREEN_X - constants.SPRITE_SIZE), ship.y) if keys & ugame.K_LEFT != 0: if ship.x > 0: ship.move((ship.x - constants.SPRITE_MOVEMENT_SPEED), ship.y) else: ship.move(0, ship.y) if keys & ugame.K_UP: pass if keys & ugame.K_DOWN: pass # update game logic # redraw Sprite game.render_sprites([ship]) game.tick() # wait until refresh rate finishes
def game_scene(): # this function is the main game game_scene # image banks for CIrcuitPython image_bank_background = stage.Bank.from_bmp16("space_aliens_background.bmp") image_bank_sprites = stage.Bank.from_bmp16("space_aliens.bmp") # sets the background to image 0 in the image Bank # and the size (10x8 tiles of size 16x16) background = stage.Grid(image_bank_background, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y) ship = stage.Sprite(image_bank_sprites, 5, 75, constants.SCREEN_Y - (2 * constants.SPRITE_SIZE)) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = [ship] + [background] # render the background and initial location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input keys = ugame.buttons.get_pressed() if keys & ugame.K_X: pass if keys & ugame.K_O: pass if keys & ugame.K_START: pass if keys & ugame.K_SELECT: pass if keys & ugame.K_RIGHT: if ship.x <= constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(ship.x + 1, ship.y) else: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) if keys & ugame.K_LEFT: if ship.x >= 0: ship.move(ship.x - 1, ship.y) else: ship.move(0, ship.y) if keys & ugame.K_UP: pass if keys & ugame.K_DOWN: pass # update game logic # redraw image_bank_sprites game.render_sprites([ship]) game.tick()
def main(): # this function is a scene # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, constants.SCREEN_X, constants.SCREEN_Y) # create a sprite # parameters (image_bank, image # in bank, x, y) ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) # insert at the top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # set the layers, items show up in order game.layers = sprites + [background] # render the background and inital location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input keys = ugame.buttons.get_pressed() # print(keys) if keys & ugame.K_X: # a pass if keys & ugame.K_O: # b pass if keys & ugame.K_START: # start pass if keys & ugame.K_SELECT: # select pass if keys & ugame.K_RIGHT != 0: # right if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) pass if keys & ugame.K_LEFT != 0: # left if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) pass # update game logic # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def game_splash_scene(): # this function is the MT splash scene # an image bank for CircuitPython image_bank_2 = stage.Bank.from_bmp16("sprites.bmp") image_bank_3 = stage.Bank.from_bmp16("splash_screen.bmp") # sets the background to image 0 in the bank background = stage.Grid(image_bank_2, constants.SCREEN_GRID_X, constants.SCREEN_GRID_Y) T = stage.Sprite(image_bank_3, 0, 65, 45) sprites.append(T) J = stage.Sprite(image_bank_3, 1, 81, 45) sprites.append(J) G = stage.Sprite(image_bank_3, 2, 40, 63) sprites.append(G) A = stage.Sprite(image_bank_3, 3, 56, 63) sprites.append(A) M = stage.Sprite(image_bank_3, 4, 72, 63) sprites.append(M) E = stage.Sprite(image_bank_3, 5, 88, 63) sprites.append(E) S = stage.Sprite(image_bank_3, 6, 104, 63) sprites.append(S) # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = [background] # render the background and inital location of sprite list # most likely you will only render background once per scene game.render_block() sprites.remove(T) sprites.remove(J) sprites.remove(G) sprites.remove(A) sprites.remove(M) sprites.remove(E) sprites.remove(S) # repeat forever, game loop while True: # get user input # update game logic # Wait for 3 seconds time.sleep(3.0) main_menu_scene()
def game_scene(): # this function is a scene # an image bank for CircuitPython image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, constants.SCREEN_X, constants.SCREEN_Y) # a list of sprites that will be updated every frame sprites = [] ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) # insert at the top of sprite list # create a stage for the background to show up on # and set the frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # set in layers, items shi\ow up in order game.layers = sprites + [background] # render the background and initial location of sprite list # mpst likely you will only render background once per scene game.render_block() # repeat forever, game loop while True: # get user input keys = ugame.buttons.get_pressed() # primt(keys) # update game logic # move ship right if keys & ugame.K_RIGHT != 0: if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) # move ship left if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) # redraw sprite list game.render_sprites(sprites) game.tick()
def main(): background = stage.Grid(image_bank_1, 10, 8) alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 74, 56) sprites.append(ship) game = stage.Stage(ugame.display, 60) game.layers = sprites + [background] game.render_block() while True: keys = ugame.buttons.get_pressed() print(keys) if keys & ugame.K_X: pass if keys & ugame.K_O: pass if keys & ugame.K_START: pass if keys & ugame.K_SELECT: pass if keys & ugame.K_LEFT: ship.move(ship.x - 1, ship.y) if keys & ugame.K_RIGHT: ship.move(ship.x + 1, ship.y) if keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) if keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) game.render_sprites(sprites) game.tick()
def __init__(self, text1, text2=None): bank = stage.Bank.from_bmp16("gui.bmp") super().__init__(bank, width=game.tilesX, height=2, text1=text1, text2=text2) self.fromHexList(["0111111112", "3444444445"]) self.sprite1 = stage.Sprite(bank, 10, game.width - 2 * game.spriteSize, game.height - int(1.5 * game.spriteSize)) self.move(0, game.height - 2 * game.spriteSize)
def main(): # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, 10, 8) alien = stage.Sprite(image_bank_1, 9, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 5, 75, 56) sprites.insert(0, ship) # setting up the background to show up on the PyPadge # setting up the frame rate to 60fps game = stage.Stage(ugame.display, 60) game.layers = sprites + [background] game.render_block() while True: game.render_sprites(sprites) game.tick()
def main(): # this function sets the scene # sets the background to image 0 in the bank # backgrounds do not have magents as a transparent color background = stage.Grid(image_bank_1, 10, 8) # create a sprite # parameters (image_bank, image # in bank, x, y) alien = stage.Sprite(image_bank_1, 8, 64, 56) sprites.append(alien) ship = stage.Sprite(image_bank_1, 4, 75, 56) sprites.insert(0, ship) # insert at top of sprite list # create a stage for the background to show up on # and set the frame rate to 60 game = stage.Stage(ugame.display, 60) # set the layers, items show up in order game.layers = sprites + [background] # render the background and initial location of sprite list # most likely you will only render background once per scene game.render_block() # repeat forever, or you turn it off while True: # get user input keys = ugame.buttons.get_pressed() # update_game_logic if keys & ugame.K_LEFT: ship.move(ship.x - 1, ship.y) elif keys & ugame.K_RIGHT: ship.move(ship.x + 1, ship.y) pass if keys & ugame.K_UP: ship.move(ship.x, ship.y - 1) elif keys & ugame.K_DOWN: ship.move(ship.x, ship.y + 1) pass # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes
def game_scene(): # this function is a scene # an image bank of CircuitPython image_bank_1 = stage.Bank.from_bmp16("space_aliens.bmp") # sets the background to image 0 in the bank background = stage.Grid(image_bank_1, constants.SCREEN_X, constants.SCREEN_Y) # the list of the sprites that will be on the device sprites = [] ship = stage.Sprite( image_bank_1, 5, int(constants.SCREEN_X / 2 - constants.SPRITE_SIZE / 2), int(constants.SCREEN_Y - constants.SPRITE_SIZE + constants.SPRITE_SIZE / 2)) sprites.append(ship) # insert at the top of sprite list # create a stage for the background to show up # setting the frame rate to 60fps game = stage.Stage(ugame.display, constants.FPS) # setting the layers to show them in order game.layers = sprites + [background] # rendering the background and the locations of the sprites game.render_block() # repeat forever game loop while True: # get user input keys = ugame.buttons.get_pressed() #print(keys) # update game logic # move ship right if keys & ugame.K_RIGHT != 0: if ship.x > constants.SCREEN_X - constants.SPRITE_SIZE: ship.move(constants.SCREEN_X - constants.SPRITE_SIZE, ship.y) else: ship.move(ship.x + 1, ship.y) # move ship right if keys & ugame.K_LEFT != 0: if ship.x < 0: ship.move(0, ship.y) else: ship.move(ship.x - 1, ship.y) # redraw sprite list game.render_sprites(sprites) game.tick() # wait until refresh rate finishes