def update(): global x, dx game2d.canvas_fill((255, 255, 255)) game2d.draw_circle((255, 0, 0), (x, y), 25) if not (0 <= x + dx <= ARENA_W - W): dx = -dx x += dx
def update(): game2d.canvas_fill((255, 255, 255)) for b in balls: b.move(True, True, True) x, y, r = b.get_coord() game2d.draw_circle((0, 0, 0), (x, y), (r + 2)) game2d.draw_circle((b.getter()), (x, y), (r))
def update(): game2d.canvas_fill((255, 255, 255)) ball.move() x, y, r = ball.get_coord() game2d.draw_circle((0, 0, 0), (x, y), (r + 3)) game2d.draw_circle((ball.getter()), (x, y), (r))
def update(): game2d.canvas_fill((255, 255, 255)) ball.move_sin() x, y, r = ball.get_coord() game2d.draw_circle((0, 0, 0), (x, y), (r)) game2d.draw_line((150, 150, 150), (0, arena.get_size()[1] // 2), (arena.get_size()[0], arena.get_size()[1] // 2))
def update(): arena.move_all() # Game logic game2d.canvas_fill((255, 255, 255)) for a in arena.actors(): x, y, w, h = a.rect() # use the following lines to cut a sprite from a larger image xs, ys = a.symbol() game2d.image_blit(sprites, (x, y), area=(xs, ys, w, h))
def update(): global dx, dy, verso game2d.canvas_fill((255, 255, 255)) game2d.image_blit(image, (dx, dy)) if dx < screen_x - 150 and dy < screen_y - 150: dx = (dx + 20) dy = (dy + 60) elif dx < screen_x - 150 and dy == screen_y - 150: dx = (dx + 20)
def update(): DX = 5 DY = 5 global x global y game2d.canvas_fill((255, 255, 255)) game2d.draw_rect((0, 0, 255), (x, y, 100, 100)) if x < 1100: x += DX if y < 700: y += DY
def update(): global dx,dy,verso game2d.canvas_fill((255,255,255)) game2d.image_blit(image, (dx, dy)) if (0 < dx < screen_x - 160 and x_on != 0) and (0 < dy < screen_y - 160 and y_on != 0): dx += 10 * x_on dy += 10 * y_on print("1^Ciclo Dy: ",dy,"Dx: ",dx) elif (dx == 0 or dx == screen_x - 160) and 0 < dy < screen_y - 160: dy += 10 * y_on print("2^Ciclo Dy: ",dy,"Dx: ",dx) elif (dy == 0 or dy == screen_x - 160) and 0 < dx < screen_x - 160: dx += 10 * x_on print("3^Ciclo Dy: ",dy,"Dx: ",dx)
def update(): global dx global dy global x global y game2d.canvas_fill((255, 255, 255)) game2d.draw_rect((0,0,255),(x,y,SIDE,SIDE)) if ((x+dx)<0): x=0 elif((x+dx)>(WIDTH-SIDE)): x=(WIDTH-SIDE) else: x+=dx if ((y+dy)<0): y=0 elif ((y+dy)>(HEIGHT-SIDE)): y=(HEIGHT-SIDE) else: y+=dy
def updateall(): game2d.canvas_fill((255, 255, 255)) for b in balls: b.update()
self._dx = 5 self._dy = 5 self._w = 20 self._h = 20 def move(self): self._x += self._dx if (self._x > (ARENA_W - self._w)): self._x = self._w self._y = (math.sin(self._x) * 10) + (ARENA_H / 2) def rect(self) -> (int, int, int, int): return self._x, self._y, self._w, self._h def draw(self): game2d.draw_circle((0, 0, 255), (self._x, self._y), self._w) game2d.canvas_init((ARENA_W, ARENA_H)) b1 = Ball(150, 40) b2 = Ball(80, 40) print('Ball 2 @', b2.rect()) while input() != 'x': game2d.canvas_fill((255, 255, 255)) b1.move() b2.move() b1.draw() b2.draw() print('Ball 2 @', b2.rect())
def update(): global palla game2d.canvas_fill((255,255,255)) palla.move() valori_palla = palla.rect() game2d.draw_circle((150,150,150),(valori_palla[0],valori_palla[1]),(valori_palla[2]))
import game2d def sierpiski(livello, x0, y0, w, h): ws = w // 2 hs = h // 2 if livello == 0 or ws == 0 or hs == 0: return for x in range(2): for y in range(2): xs = x0 + x * ws ys = y0 + y * hs if x == 1 and y == 0: game2d.draw_rect((255, 255, 255), (xs, ys, ws, hs)) else: sierpiski(livello - 1, xs, ys, ws, hs) screen = 400 livello = int(input("A quale livello vuoi arrivare? ")) game2d.canvas_init((screen, screen)) game2d.canvas_fill((0, 0, 0)) w = h = screen sierpiski(livello, 0, 0, w, h)