Пример #1
0
rect5 = pygame.Rect(rect5x, rect5y, 50, 50)
rect6 = pygame.Rect(rect6x, rect6y, 50, 50)
spaceship = pygame.Rect(300, 175, 50, 50)
speed1 = 5
speed2 = 5
speed3 = 5
win = 0
while running and not done:
    window.fill((0, 0, 0))
    rect1.x += speed1
    rect2.x += speed2
    rect3.x += speed3
    pygame.draw.rect(window, (122, 122, 122), rect1)
    pygame.draw.rect(window, (122, 122, 122), rect2)
    pygame.draw.rect(window, (122, 122, 122), rect3)
    if tsk.get_key_pressed(pygame.K_UP):
        spaceship.y -= 10
    if tsk.get_key_pressed(pygame.K_DOWN):
        spaceship.y += 10
    if tsk.get_key_pressed(pygame.K_LEFT):
        spaceship.x -= 10
    if tsk.get_key_pressed(pygame.K_RIGHT):
        spaceship.x += 10
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = False
    if spaceship.y < -30:
        spaceship.y += 380
    if spaceship.y > 370:
        spaceship.y -= 380
    if rect1.x > 400:
Пример #2
0
     for enemy in enemies:
         # animate all enemies.
         enemy[0] += enemy[3]
         enemy[1] += enemy[4]
         if enemy[0] <= 0:
             enemy[3] *= -1
         if enemy[0] >= SCREEN_WIDTH:
             enemy[3] *= -1
         
         # draw enemies.
         pygame.draw.circle(w, (0, 0, 0), (int(enemy[0]), int(enemy[1])), 20)
         pygame.draw.circle(w, (255, 0, 0), (int(enemy[0]), int(enemy[1])), 10)
 
     # check if player is sprinting
     speedfactor = 1
     if tsk.get_key_pressed(pygame.K_RSHIFT) or tsk.get_key_pressed(pygame.K_LSHIFT):
         speedfactor = 2
     # check if player should be moved
     if tsk.get_key_pressed(pygame.K_a):
         if playerx >= 0:
             playerx -= 5 * speedfactor
     if tsk.get_key_pressed(pygame.K_d):
         if playerx <= SCREEN_WIDTH:
             playerx += 5 * speedfactor
         
     # draw the player
     playerRekt = pygame.Rect(playerx - 10, playery - 10, 40, 40)
     pygame.draw.rect(w, (150, 150, 150), playerRekt)
 
 # flip the display
 pygame.display.flip()
Пример #3
0
                 P1_plus="backward"
             elif P1_plus == "backward":
                 P1_plus="up"
             elif P1_plus == "up":
                 P1_plus="forward"
         if event.key ==pygame.K_SLASH:
             if P2_plus == "forward":
                 P2_plus="down"
             elif P2_plus == "down":
                 P2_plus="backward"
             elif P2_plus == "backward":
                 P2_plus="up"
             elif P2_plus == "up":
                 P2_plus="forward"
 # MOVING
 if tsk.get_key_pressed(pygame.K_d):
     P1.x+=10
     if P1.x > 950:
         P1.x=950
 if tsk.get_key_pressed(pygame.K_a):
     P1.x-=10
     if P1.x < 0:
         P1.x=0
 if tsk.get_key_pressed(pygame.K_w):
     P1.y-=10
     if P1.y < 0:
         P1.y=0
 if tsk.get_key_pressed(pygame.K_s):
     P1.y+=10
     if P1.y > 950:
         P1.y=950
Пример #4
0
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
            break

    w.fill((223, 223, 223))

    # check for player movement commands.
    # recalculate robot pose based on commands.
    # if there is a collision with a wall (check each point), then undo the movement with the previous pose.
    cache_player_pose()
    robot_y_angle = playerrot - (math.pi / 4)
    robot_x_angle = playerrot + (math.pi / 4)
    half_player_diagonal = PLAYER_DIAGONAL_SIZE / (2.0 * FEET_PER_PIXEL)
    if tsk.get_key_pressed(pygame.K_o):
        playerrot -= MAX_ANGULAR_SPEED / fps
    if tsk.get_key_pressed(pygame.K_p):
        playerrot += MAX_ANGULAR_SPEED / fps
    if tsk.get_key_pressed(pygame.K_w):
        playerx += (MAX_Y_SPEED /
                    (FEET_PER_PIXEL * fps)) * math.cos(robot_y_angle)
        playery += (MAX_Y_SPEED /
                    (FEET_PER_PIXEL * fps)) * math.sin(robot_y_angle)
    elif tsk.get_key_pressed(pygame.K_s):
        playerx += (MAX_Y_SPEED /
                    (FEET_PER_PIXEL * fps)) * math.cos(robot_y_angle - math.pi)
        playery += (MAX_Y_SPEED /
                    (FEET_PER_PIXEL * fps)) * math.sin(robot_y_angle - math.pi)
    elif tsk.get_key_pressed(pygame.K_a):
        playerx += (MAX_X_SPEED /
score = 0
mistakes = 0

drawing = True
while drawing:

    for event in pygame.event.get():

        if event.type == pygame.QUIT:
            drawing = False

        if event.type == pygame.KEYDOWN:

            if tsk.get_key_pressed(
                    pygame.K_RIGHT
            ) and arrow == "right" or tsk.get_key_pressed(
                    pygame.K_LEFT) and arrow == "left" or tsk.get_key_pressed(
                        pygame.K_DOWN
                    ) and arrow == "down" or tsk.get_key_pressed(
                        pygame.K_UP) and arrow == "up":

                arrow_color = "green"

                score += 1

            else:

                mistakes += 1

    if arrow_timer >= arrow_limit:
Пример #6
0
    # Create an EVENT LOOP that gets all events
    for event in pygame.event.get():

        # If the event TYPE is QUIT
        if event.type == pygame.QUIT:

            # Assign done the value True
            # ---> TEST AFTER THIS LINE <--- #
            done = True

        # --- Spacebar pressed --- #

        # Elif event.type is equal to KEYDOWN
        # and event.key is equal to SPACE
        elif tsk.get_key_pressed(pygame.KEYDOWN) and tsk.get_key_pressed(
                pygame.K_SPACE):

            # --- Check if fly is in the box --- #

            # Assign in_x the value False
            in_x = False

            # Assign in_y the value False
            in_y = False

            # If fly.x - box.x is greater than or equal to 0
            # and fly.x - box.x is less than or equal to 80
            if fly.x - box.x >= 0 and fly.x - box.x <= 80:

                # Assign in_x the value True
Пример #7
0
w.fill((0, 0, 0))
snail_1_y = 550
snail_1 = pygame.Rect(50, snail_1_y, 40, 50)
pygame.draw.ellipse(w, (255, 0, 0), snail_1)
snail_2_y = 550
snail_2 = pygame.Rect(200, snail_2_y, 40, 50)
pygame.draw.ellipse(w, (0, 0, 255), snail_2)

animating = True
while animating:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            animating = False

        if tsk.get_key_pressed(pygame.K_w):
            snail_1_y -= 3
            snail_1 = pygame.Rect(50, snail_1_y, 40, 50)

            pygame.draw.ellipse(w, (255, 0, 0), snail_1)

        if tsk.get_key_pressed(pygame.K_UP):
            snail_2_y -= 3
            snail_2 = pygame.Rect(200, snail_2_y, 40, 50)

            pygame.draw.ellipse(w, (0, 0, 255), snail_2)

    pygame.time.wait(10)
    pygame.display.flip()

    if snail_1_y <= 1:
Пример #8
0
while wait:
    w.fill([255, 255, 255])
    font.render_to(w, (0, 0), "Press W, A, S or D to start first wave.")
    font.render_to(
        w, (0, 20),
        "Use [W][A][S][D] keys to move, and the mouse to aim. Left-click to fire."
    )
    font.render_to(
        w, (0, 40),
        "Hold [SHIFT] to sprint. Use [1] and [2] to switch fire modes.")
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            wait = False
            running = False
    if tsk.get_key_pressed(pygame.K_w) or tsk.get_key_pressed(
            pygame.K_s) or tsk.get_key_pressed(
                pygame.K_a) or tsk.get_key_pressed(pygame.K_d):
        wait = False

    for enemy in enemies:
        # draw enemies.
        r = 0
        g = 0
        half_health = enemy[3] / 2
        enemy_health = enemy[2]
        if enemy_health > half_health:
            g = 255 * ((enemy_health - half_health) / half_health)
        else:
            r = 255 * ((half_health - enemy_health) / half_health)
        pygame.draw.circle(w, (int(r), int(g), 0),