Пример #1
0
import time
from turtle import Screen
from player import Player
from car_manager import CarManager
from car_manager import CarManager
from scoreboard import Scoreboard

screen = Screen()
screen.setup(width=600, height=600)
screen.tracer(0)
screen.listen()
tu = Player()
score = Scoreboard()
screen.onkey(tu.go, 'Up')
manager = CarManager()
for _ in range(5):
    manager.spawn_car()
level = 0
game_is_on = True
while game_is_on:
    manager.spawn_car()
    manager.move(level)
    time.sleep(0.1)
    screen.update()
    if manager.collision(tu.position()[0], tu.position()[1]):
        tu.goto(0, -250)
    if tu.distance(0, 300) < 30:
        tu.goto(0, -250)
        level += 1
        score.update_score()
Пример #2
0
screen.tracer(0)
screen.listen()

# Spawn the player
play = Player()
# Init car manager
cars = CarManager()
# Create scoreboard
score = Scoreboard()

# Keyboard functionality
screen.onkey(play.move, 'Up')

game_is_on = True
while game_is_on:
  time.sleep(0.1)
  screen.update()
  cars.move_cars()
  chance = random.randint(1,6)
  if chance == 1:
    cars.create_car()
  if cars.collision(play):
    score.game_over()
    game_is_on = False
  if play.is_at_finish_line():
    play.goto_start()
    cars.level_up()
    score.update_score()

screen.exitonclick()
Пример #3
0
from car_manager import CarManager, MAX_NUMBER_OF_CARS

screen = Screen()
screen.setup(width=600, height=600)
screen.tracer(0)
screen.bgcolor("white")

player = Player()
level = Scoreboard()
car_manager = CarManager()

screen.listen()
screen.onkey(player.move, "Up")

game_is_on = True
while game_is_on:
    time.sleep(0.1)
    level.print_level()
    car_manager.move_cars()
    game_is_on = not car_manager.collision(player)
    if player.ycor() >= FINISH_LINE_Y:
        player.reset()
        level.level += 1
        car_manager.increase_speed()
        MAX_NUMBER_OF_CARS += 2
    screen.update()

level.print_game_over()

screen.exitonclick()
Пример #4
0
from scoreboard import ScoreBoard

screen = Screen()
screen.setup(width=600, height=600)
screen.tracer(0)
screen.listen()

player = Player()
car_manager = CarManager()
score = ScoreBoard()
screen.onkey(player.up, "Up")

game_is_on = True
cycle = 0
while game_is_on:
    cycle += 1
    time.sleep(0.1)
    screen.update()
    if cycle % score.cycle == 0:
        car_manager.create_car()
    car_manager.move()
    if car_manager.collision(player):
        game_is_on = False
        score.game_over()
    if player.end_of_stage():
        score.addLevel()
        player.go_to_start()
        car_manager.change_speed()

screen.exitonclick()
Пример #5
0
screen.tracer(0)
screen.listen()

car_manager = CarManager()
player = Player()
score = Scoreboard()

game_is_on = True
cycle_counter = 0
update_cycle = 10

while game_is_on:
    time.sleep(0.1)
    screen.update()
    if update_cycle > player.level * 2:
        if cycle_counter % (update_cycle - player.level * 2) == 0:
            car_manager.add_car()
    # player keeps track of levels, level up everytime the player crosses the street
    car_manager.car_forward(player.level)
    car_manager.remove_car()
    cycle_counter += 1
    score.update_score(player.level, car_manager.car_average_speed())
    screen.onkey(player.move_up, "w")
    screen.onkey(quit_game, "q")
    # collision detection monitor by each individual car
    if car_manager.collision(player.xcor(), player.ycor()):
        score.game_over()
        quit_game()

screen.exitonclick()