Exemplo n.º 1
0
def track(move=False):
    tommy.seth(tommy.towards(tina))
    if intersect(tina, tommy):
        tommy.write("tag!")
    elif move:
        tommy.forward(9)
    else:
        tommy.forward(1)
    checkpos([tina, tommy], screen)
    screen.tracer(1)
Exemplo n.º 2
0
 def track(self, move=False):
     self.seth(self.towards(self.target))
     if intersect(self.target, self):
         self.write("tag!")
     elif move:
         self.forward(9)
     else:
         self.forward(1)
     checkpos([self.target, self], screen)
     screen.tracer(1)
Exemplo n.º 3
0
 def track(self, move=False):
   self.seth(self.towards(self.target))
   if intersect(self.target, self):
     self.write("tag!")
   elif move:
     self.forward(9)
   else:
     self.forward(1)
   checkpos([self.target, self], screen)
   screen.tracer(1)
Exemplo n.º 4
0
def play():
  # Tell the screen to listen for key presses
  screen.listen()
  # Check boxes' hit state
  hits = []
  for box in boxturtles:
    hits.append(box.hit)
  # If all boxes are hit, the game is over!
  if False not in hits:
    printwin(tina)
    return
  mover = choice(boxturtles)
  if not mover.hit:
    mover.move()
  checkpos(boxturtles)
  # start the function over in 100 miliseconds (.1 seconds)
  screen.ontimer(play, 100)
Exemplo n.º 5
0
def play():
    # Tell the screen to listen for key presses
    screen.listen()
    # Check boxes' hit state
    hits = []
    for box in boxturtles:
        hits.append(box.hit)
    # If all boxes are hit, the game is over!
    if False not in hits:
        printwin(tina)
        return
    mover = choice(boxturtles)
    if not mover.hit:
        mover.move()
    checkpos(boxturtles)
    # start the function over in 100 miliseconds (.1 seconds)
    screen.ontimer(play, 100)
Exemplo n.º 6
0
def play():
    # Tell the screen to listen for key presses
    screen.listen()
    global level_index
    # Check boxes' hit state
    hits = []
    for box in boxturtles:
        hits.append(box.hit)
    scorecounter.update(hits.count(True))
    # Boomradius
    boomradius = (hits.count(True) +
                  1) * game_levels[level_index]["box_minspeed"] * 1.5
    mover = choice(boxturtles)
    if not mover.hit:
        mover.move()
    # Sometimes,a turtle will awaken
    else:
        if randint(0, 1500) < level_index * len(boxturtles):
            mover.awaken()
    # If all boxes are hit, the game is over!
    if False not in hits:
        for box in boxturtles:
            box.hideturtle()
        level_index += 1
        if level_index < len(game_levels):
            # Save score
            scorecounter.total += hits.count(True)
            tina.clear()
            turtle.hideturtle()
            turtle.penup()
            turtle.write(game_levels[level_index]['title'],
                         font=("Arial", 30),
                         align="center")
            sleep(2)
            turtle.clear()
            # Next level
            setup_level(game_levels[level_index], screen)
            # Update level display
            levelcounter.update(level_index)
        else:
            printwin()
            return

    checkpos(boxturtles)
    # Vary loop speed with number of turtles
    screen.ontimer(play, 200 / len(boxturtles))
Exemplo n.º 7
0
 def track(self, move=False):
     screen.tracer(0)
     self.seth(self.towards(self.target) + random.randint(-25, 25))
     self.width(self.distance(self.target.pos()) // 20)
     if intersect(self.target, self):
         x, y = self.pos()
         c1 = abs(x)
         c2 = abs(y)
         c3 = max(256, abs(sum([x, y])))
         self.color((c1, c2, c3))
         self.penup()
         self.goto(self.start)
         self.pendown()
     elif move:
         self.forward(9 + random.randint(-4, 0))
     else:
         self.forward(1)
     checkpos([self.target, self], screen)
     screen.tracer(1)
Exemplo n.º 8
0
 def track(self, move=False):
   screen.tracer(0)
   self.seth(self.towards(self.target) + random.randint(-25,25))
   self.width(self.distance(self.target.pos()) //20)
   if intersect(self.target,self):
     x,y = self.pos()
     c1 = abs(x)
     c2 = abs(y)
     c3 = max(256, abs(sum([x,y])))
     self.color((c1, c2, c3))
     self.penup()
     self.goto(self.start)
     self.pendown()
   elif move:
     self.forward(9+random.randint(-4,0))
   else:
     self.forward(1)
   checkpos([self.target,self],screen)
   screen.tracer(1)
Exemplo n.º 9
0
def play():
  # Tell the screen to listen for key presses
  screen.listen()
  global level_index 
  # Check boxes' hit state
  hits = []
  for box in boxturtles:
    hits.append(box.hit)
  scorecounter.update(hits.count(True))
  # Boomradius
  boomradius = (hits.count(True)+1) * game_levels[level_index]["box_minspeed"] * 1.5
  mover = choice(boxturtles)
  if not mover.hit:
    mover.move()
  # Sometimes,a turtle will awaken
  else:
    if randint(0,1500) < level_index * len(boxturtles):
      mover.awaken()
   # If all boxes are hit, the game is over!
  if False not in hits:
    for box in boxturtles:
      box.hideturtle()
    level_index += 1
    if level_index < len(game_levels):
      # Save score
      scorecounter.total += hits.count(True)
      tina.clear()
      turtle.hideturtle()
      turtle.penup()
      turtle.write(game_levels[level_index]['title'], font = ("Arial", 30), align = "center")
      sleep(2)
      turtle.clear()
      # Next level
      setup_level(game_levels[level_index], screen)
      # Update level display
      levelcounter.update(level_index)
    else:
      printwin()
      return

  checkpos(boxturtles)
  # Vary loop speed with number of turtles
  screen.ontimer(play, 200/len(boxturtles))
Exemplo n.º 10
0
def go_backward():
  tina.backward(10)
  check_intersect()
  checkpos([tina])
Exemplo n.º 11
0
def go_forward():
  tina.forward(10)
  check_intersect()
  checkpos([tina])
Exemplo n.º 12
0
def go_backward():
    tina.backward(10)
    check_intersect()
    checkpos([tina])
Exemplo n.º 13
0
def go_forward():
    tina.forward(10)
    check_intersect()
    checkpos([tina])