示例#1
0
def main():
    """
    This program simulates a bouncing ball at (START_X, START_Y)
    that has VX as x velocity and 0 as y velocity. Each bounce reduces
    y velocity to REDUCE of itself.
    """
    global times,switch,VY
    ball=GOval(SIZE,SIZE,x=START_X,y=START_Y)
    ball.filled= True
    ball.fill_color='black'
    window.add(ball)
    switch = False
    onmouseclicked(turn_on)
    while True:
        pause(DELAY)
        if switch==True:
            VY+=GRAVITY
            ball.move(VX,VY)
            pause(DELAY)
            if ball.y>window.height:
                VY=-REDUCE*VY
            if ball.x>window.width:
                ball.x=START_X
                ball.y=START_Y
                times +=1
            if times>=3:
                break
        else:
            pass
示例#2
0
def main():
    """
    This program simulates a bouncing ball at (START_X, START_Y)
    that has VX as x velocity and 0 as y velocity. Each bounce reduces
    y velocity to REDUCE of itself.
    """
    onmouseclicked(bouncing)
示例#3
0
    def __init__(self,
                 window_width=WINDOW_WIDTH,
                 window_height=WINDOW_HEIGHT,
                 zone_width=ZONE_WIDTH,
                 zone_height=ZONE_HEIGHT,
                 ball_radius=BALL_RADIUS):
        # Create window
        self.window = GWindow(window_width, window_height, title='Zone Game')

        # Create zone
        self.zone = GRect(zone_width,
                          zone_height,
                          x=(window_width - zone_width) / 2,
                          y=(window_height - zone_height) / 2)
        self.zone.color = 'blue'
        self.window.add(self.zone)

        # Create ball and initialize velocity/position
        self.ball = GOval(2 * ball_radius, 2 * ball_radius)
        self.ball.filled = True
        self.ball.fill_color = 'salmon'

        self.dx = 0
        self.dy = 0

        self.reset_ball()

        # Initialize mouse listeners
        onmouseclicked(self.handle_click)
示例#4
0
def main():
    """
    """
    ball.filled = True
    ball.fill_color = 'black'
    window.add(ball, START_X - SIZE / 2, START_Y - SIZE / 2)
    onmouseclicked(start)
示例#5
0
def start():
    graphics.reset_ball_location()
    graphics.window.add(life_label,
                        graphics.window.width - life_label.width - 30,
                        life_label.height + 20)
    graphics.window.add(score_label, 20, score_label.height + 20)
    onmouseclicked(serve)
示例#6
0
def form_line(e):
    # Form a line from the dot to the coordinate clicked.
    path = GLine(dot.x+SIZE/2, dot.y+SIZE/2, e.x, e.y)
    window.add(path)
    # The dot will be removed when the line is formed.
    window.remove(dot)
    onmouseclicked(draw_dot)
示例#7
0
def create_beeper(e):
    # create 4 beepers
    size = 50
    for i in (1, 3, 7, 9):
        beeper = GOval(size, size, x=i * 50 - size / 2, y=400 - size / 2)
        beeper.filled = True
        beeper.fill_color = 'blue'
        window.add(beeper)
    label1 = GLabel('001', x=50 - size / 2 + 9, y=400 - size / 2 + 37)
    label2 = GLabel('101', x=150 - size / 2 + 9, y=400 - size / 2 + 37)
    label3 = GLabel('201', x=350 - size / 2 + 9, y=400 - size / 2 + 37)
    label4 = GLabel('202', x=450 - size / 2 + 9, y=400 - size / 2 + 37)
    label1.font = '-15'
    label2.font = '-15'
    label3.font = '-15'
    label4.font = '-15'
    label1.color = 'white'
    label2.color = 'white'
    label3.color = 'white'
    label4.color = 'white'
    window.add(label1)
    window.add(label2)
    window.add(label3)
    window.add(label4)
    onmouseclicked(build_karel)
示例#8
0
    def __init__(self, window_width=WINDOW_WIDTH, window_height=WINDOW_HEIGHT,
                 zone_width=ZONE_WIDTH, zone_height=ZONE_HEIGHT, ball_radius=BALL_RADIUS):
        # Create window
        self.w = GWindow(width=window_width, height=window_height, title='Zone_Game')

        # Create zone
        self.zone = GRect(zone_width, zone_height, x=(self.w.width-zone_width)/2, y=(self.w.height-zone_height)/2)
        self.zone.color = 'blue'
        self.w.add(self.zone)

        # Create ball and initialize velocity/position
        self.ball = GOval(ball_radius*2, ball_radius*2)
        self.ball.filled = True

        self.dx = 0
        self.dy = 0
        self.lives = 3
        self.reset_ball()

        # Lives Word
        self.lives_word = GLabel('Lives: ' + str(self.lives), x=WINDOW_WIDTH * 0.02, y=WINDOW_HEIGHT * 0.1)
        self.lives_word.font = 'Courier-25-bold'
        self.w.add(self.lives_word)

        # Initialize mouse listeners
        onmouseclicked(self.handle_click)
示例#9
0
def draw_dot(event):
    # Draw the first dot at the point clicked.
    global dot
    dot.move(event.x-dot.x-dot.width/2, event.y-dot.y-dot.height/2)
    window.add(dot)
    # The next click will activate the function: form_line.
    onmouseclicked(form_line)
示例#10
0
def play_again(n):
    """
    After finishing the game, if player click the result label, which show Game over or You win, the login page will
    show up again and player can start new run of game.
    :param n: the mouse positional information after game finished.
    """
    global log_in_page, NUM_LIVES
    if graphics.window.get_object_at(n.x, n.y) is graphics.result_label:

        NUM_LIVES = 3
        log_in_page = Log_in_page()
        graphics.window.remove(graphics.result_label)
        graphics.window.close()
        log_in_page.add_play_button()
        log_in_page.add_fb_button()
        log_in_page.solid_bar = GRect(log_in_page.load_bar.width,
                                      log_in_page.load_bar.height)
        log_in_page.loading()
        log_in_page.window.add(log_in_page.solid_bar, log_in_page.load_bar.x,
                               log_in_page.load_bar.y)
        log_in_page.load_label.text = '100%'
        log_in_page.window.add(
            log_in_page.load_label, log_in_page.load_bar.x +
            log_in_page.load_bar.width - log_in_page.load_label.width,
            log_in_page.load_bar.y + log_in_page.load_bar.height +
            log_in_page.load_label.height + 5)
        onmouseclicked(animation_loop)
示例#11
0
    def __init__(self, ball_radius=BALL_RADIUS, paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT, paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS, brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH, brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET, brick_spacing=BRICK_SPACING,
                 title='Breakout'):
        # Create a graphical window, with some extra space.
        window_width = brick_cols * (brick_width + brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows * (brick_height + brick_spacing) - brick_spacing)
        self.window = GWindow(width=window_width, height=window_height, title=title)

        # Create a paddle.
        self.paddle = GRect(paddle_width, paddle_height)
        self.window.add(self.paddle, (self.window.width - paddle_width) / 2,
                        self.window.height - paddle_offset - paddle_height)
        self.paddle.filled = True
        self.paddle.fill_color = 'blue'
        self.paddle.color = 'blue'

        # Center a filled ball in the graphical window.
        self.ball = GOval(ball_radius * 2, ball_radius * 2)
        self.ball.filled = True
        self.reset_ball()

        # Default initial velocity for the ball.
        self.__dx = 0
        self.__dy = 0
        self.switch = False

        # Initialize our mouse listeners.
        onmouseclicked(self.game_start)
        onmousemoved(self.move_paddle)

        # Draw bricks.
        by = 0
        for i in range(brick_rows):
            bx = 0
            for j in range(brick_cols):
                self.brick = GRect(brick_width, brick_height)
                self.brick.filled = True
                if i < brick_cols / 5:
                    self.brick.fill_color = 'red'
                elif brick_cols / 5 <= i < brick_cols / 5 * 2:
                    self.brick.fill_color = 'orange'
                elif brick_cols / 5 * 2 <= i < brick_cols / 5 * 3:
                    self.brick.fill_color = 'yellow'
                elif brick_cols / 5 * 3 <= i < brick_cols / 5 * 4:
                    self.brick.fill_color = 'green'
                else:
                    self.brick.fill_color = 'blue'
                self.window.add(self.brick, bx, brick_offset+by)
                bx += brick_width + brick_spacing
            by += brick_height + brick_spacing

        # scoreboard
        self.earned_score = 0
        self.total_score = brick_cols * brick_rows
        self.scoreboard = GLabel(f'score: {self.earned_score}/{self.total_score}', x=10, y=30)
        self.scoreboard.font = 'courier-20'
        self.window.add(self.scoreboard)
示例#12
0
def main():

    # Add animation loop here!
    # make paddle and bricks
    graphics.make_a_paddle()
    graphics.brick()
    onmouseclicked(function)
示例#13
0
    def __init__(self, ball_radius=BALL_RADIUS, paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT, paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS, brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH, brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET, brick_spacing=BRICK_SPACING,
                 title='Breakout'):

        # Create a graphical window, with some extra space
        window_width = brick_cols * (brick_width + brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows * (brick_height + brick_spacing) - brick_spacing)
        self.window = GWindow(width=window_width, height=window_height, title=title)
        self.paddle_offset = PADDLE_OFFSET
        self.ball_r = BALL_RADIUS
        # Create a paddle
        self.paddle = GRect(paddle_width, paddle_height, x=(window_width-paddle_width)/2, y=window_height-paddle_offset-paddle_height)
        self.paddle.filled = True
        self.paddle.fill_color = 'blue'
        self.window.add(self.paddle)
        # Center a filled ball in the graphical window
        self.first_ball = GOval(ball_radius*2, ball_radius*2, x=(window_width-ball_radius)/2, y=(window_height-ball_radius)/2)
        self.first_ball.filled = True
        self.first_ball.fill_color = 'black'
        self.window.add(self.first_ball)
        self.initial_x = (window_width-ball_radius)/2
        self.initial_y = (window_height-ball_radius)/2
        # Default initial velocity for the ball

        self.__dx = random.randint(1, MAX_X_SPEED)
        self.__dy = INITIAL_Y_SPEED
        if random.random() > 0.5:
            self.__dx = -self.__dx

        # Initialize our mouse listeners
        self.activate = False
        self.crash_is_paddle = False
        self.crash_is_brick = False
        self.point_count = 0
        onmousemoved(self.paddle_move)
        onmouseclicked(self.ball_start)

        # Draw bricks

        for y_pos in range(0, (BRICK_HEIGHT+BRICK_SPACING)*BRICK_ROWS-BRICK_SPACING, BRICK_HEIGHT+BRICK_SPACING):
            for x_pos in range(0, (BRICK_WIDTH+BRICK_SPACING)*BRICK_COLS-BRICK_SPACING, BRICK_WIDTH+BRICK_SPACING):
                self.brick = GRect(BRICK_WIDTH, BRICK_HEIGHT)
                self.brick.filled = True
                if y_pos < BRICK_HEIGHT+BRICK_SPACING * 2 + 1:
                    self.brick.fill_color = 'red'
                elif y_pos < (BRICK_HEIGHT+BRICK_SPACING) * 4:
                    self.brick.fill_color = 'orange'
                elif y_pos < (BRICK_HEIGHT+BRICK_SPACING) * 6:
                    self.brick.fill_color = 'yellow'
                elif y_pos < (BRICK_HEIGHT+BRICK_SPACING) * 8:
                    self.brick.fill_color = 'green'
                elif y_pos < (BRICK_HEIGHT+BRICK_SPACING) * 10:
                    self.brick.fill_color = 'blue'
                else:
                    self.brick.fill_color = 'black'
                self.window.add(self.brick, x=x_pos, y=y_pos)
示例#14
0
    def __init__(self,
                 ball_radius=BALL_RADIUS,
                 paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT,
                 paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS,
                 brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH,
                 brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET,
                 brick_spacing=BRICK_SPACING,
                 title='Breakout'):

        # Create a graphical window, with some extra space.
        self.window_width = brick_cols * (brick_width +
                                          brick_spacing) - brick_spacing
        self.window_height = brick_offset + 3 * (
            brick_rows * (brick_height + brick_spacing) - brick_spacing)
        self.window = GWindow(width=self.window_width,
                              height=self.window_height,
                              title=title)

        # Create a paddle.
        self.pw = paddle_width
        self.ph = paddle_height
        self.paddle = GRect(self.pw,
                            self.ph,
                            x=(self.window_width - self.pw) / 2,
                            y=self.window_height - paddle_offset)
        self.paddle.filled = True
        self.window.add(self.paddle)

        # Center a filled ball in the graphical window.
        self.bra = ball_radius * 2
        self.ball = GOval(self.bra, self.bra)
        self.ball.filled = True
        self.window.add(self.ball, (self.window_width - self.bra) / 2,
                        (self.window_height - self.bra) / 2)

        # Default initial velocity for the ball.
        self.__dx = 0
        self.__dy = 0

        # Initialize our mouse listeners.
        onmousemoved(self.paddle_move)
        onmouseclicked(self.ball_move)

        # Draw bricks.
        self.build_bricks()

        self.score = 0
        self.score_text = GLabel('Score: ' + str(self.score))
        self.score_text.font = '-15-bold'
        self.window.add(self.score_text, 0, self.window_height)

        self.lives_text = GLabel('Lives: ' + str(3))
        self.lives_text.font = '-15-bold'
        self.window.add(self.lives_text, self.window_width - 80,
                        self.window_height)
    def __init__(self,
                 ball_radius=BALL_RADIUS,
                 paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT,
                 paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS,
                 brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH,
                 brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET,
                 brick_spacing=BRICK_SPACING,
                 title='Breakout'):

        # Create a graphical window, with some extra space
        window_width = brick_cols * (brick_width +
                                     brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows *
                                            (brick_height + brick_spacing) -
                                            brick_spacing)
        self.window = GWindow(width=window_width,
                              height=window_height,
                              title='Breakout')

        # Element score label
        self.score = 0
        self.score_label = GLabel('Score: ' + str(self.score))

        # Element for game winning
        self.win_show = GLabel('Create by Mike Lin', x=100, y=100)
        self.win_show2 = GLabel('March 20 stanCode SC101', x=135, y=115)

        # Create a paddle
        self.paddle = GRect(paddle_width,
                            paddle_height,
                            x=(window_width - paddle_width) / 2,
                            y=window_height - paddle_offset)
        self.window.add(self.paddle)
        self.paddle.filled = True

        # Center a filled ball in the graphical window
        self.ball = GOval(2 * ball_radius,
                          2 * ball_radius,
                          x=window_width / 2 - ball_radius,
                          y=window_height / 2 - ball_radius)
        self.ball_x = window_width / 2 - ball_radius
        self.ball_y = window_height / 2 - ball_radius

        # Default initial velocity for the ball
        self.__dx = 0
        self.__dy = 0

        # Other variables
        self.total_bricks = 0

        # Initialize our mouse listeners
        onmousemoved(
            self.paddle_move)  # using own method must add 'self.' in the front
        onmouseclicked(self.clicked)
        self.draw_bricks_and_ball()
示例#16
0
def main():
    """
    This program is the game that the player controls a paddle to rebound the ball.
    And the ball will break bricks that it hits.
    :return:
    """
    life_count.text = 'Live: ' + str(life_left)
    onmouseclicked(click_start)
示例#17
0
def main():
    """
    This program will set attribute to the ball and add ball instance on window,
    while listening to onmouseclicked and onmousemoved events.
    """
    ball_setting()
    onmouseclicked(click_event)
    onmousemoved(move_event)
示例#18
0
def main():
    """
    This program will prepare canvas for drawing circle and line,
    while listening to onmouseclicked and onmousemove events.
    """
    prepare_canvas()
    onmouseclicked(click_event)
    onmousemoved(move_event)
示例#19
0
def main():
    onmouseclicked(hit)
    while True:
        mole=GImage('mole.jpeg')
        mole_x=random.randint(0,window.width-mole.width)
        mole_y=random.randint(0,window.height-mole.height)
        window.add(mole,mole_x,mole_y)
        pause(DELAY)
示例#20
0
def main():
    window.add(rect)
    rect.filled = True
    rect.color = COLOR
    rect.fill_color = COLOR
    onmousemoved(reset_position)
    onmouseclicked(my_punch)
    onmousedragged(draw)
示例#21
0
def draw_line(event):
    """
    When the user clicks the mouse again, this function will remove the former dot and draw a line.
    """
    line = GLine(dot.x + SIZE / 2, dot.y + SIZE / 2, event.x, event.y)
    window.add(line)
    window.remove(dot)
    onmouseclicked(function)
示例#22
0
def function(event):
    """
    When the user clicks the mouse, this function will make a dot at that point.
    """
    global dot
    dot = GOval(SIZE, SIZE, x=event.x - SIZE / 2, y=event.y - SIZE / 2)
    window.add(dot)
    onmouseclicked(draw_line)
示例#23
0
def main():
    opening()
    life_ui.font = "-15"
    score_ui.font = "-15"
    w.add(life_ui, x=w.width - life_ui.width, y=w.height - life_ui.height)
    w.add(score_ui, x=0, y=w.height - score_ui.height)
    onmousemoved(mouse_move)
    onmouseclicked(main_game)
示例#24
0
def main():
    """
    This program creates lines on an instance of GWindow class.
    There is a circle indicating the user’s first click. A line appears
    at the condition where the circle disappears as the user clicks
    on the canvas for the second time.
    """
    onmouseclicked(draw_line)
示例#25
0
    def __init__(self,
                 ball_radius=BALL_RADIUS,
                 paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT,
                 paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS,
                 brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH,
                 brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET,
                 brick_spacing=BRICK_SPACING,
                 title='Breakout'):

        # Create a graphical window, with some extra space.
        window_width = brick_cols * (brick_width +
                                     brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows *
                                            (brick_height + brick_spacing) -
                                            brick_spacing)
        self.window = GWindow(width=window_width,
                              height=window_height,
                              title=title)

        # Create a paddle.
        self.pof = paddle_offset
        self.paddle = GRect(paddle_width, paddle_height)
        self.paddle.filled = True
        self.window.add(self.paddle, (window_width - self.paddle.width) / 2,
                        window_height - self.pof)

        # Center a filled ball in the graphical window.
        self.ball = GOval(2 * ball_radius, 2 * ball_radius)
        self.ball.filled = True
        self.window.add(self.ball, self.window.width / 2 - self.ball.width / 2,
                        self.window.height / 2)
        self.initial_x = self.window.width / 2 - self.ball.width / 2
        self.initial_y = self.window.height / 2
        # Default initial velocity for the ball.
        self.__dx = 0
        self.__dy = 0
        self.set_speed()
        self.get_dx()
        self.get_dy()

        # Initialize our mouse listeners.
        self.click = False
        onmousemoved(self.paddle_follow)
        onmouseclicked(self.start)

        # Draw bricks.
        self.br = brick_rows
        self.bc = brick_cols
        self.sp = brick_spacing
        self.of = brick_offset
        self.set_brick()
        # self.check()
        # self.rest_ball()
        self.total = self.br * self.bc
    def __init__(self,
                 ball_radius=BALL_RADIUS,
                 paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT,
                 paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS,
                 brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH,
                 brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET,
                 brick_spacing=BRICK_SPACING,
                 title='Breakout'):
        num_bricks = 100
        # Create a graphical window, with some extra space.
        window_width = brick_cols * (brick_width +
                                     brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows *
                                            (brick_height + brick_spacing) -
                                            brick_spacing)
        self.window = GWindow(width=window_width,
                              height=window_height,
                              title=title)
        self.paddle = GRect(paddle_width, paddle_height, x=(window_width - paddle_width)/2, y = window_height - \
                            paddle_offset)

        # initializing the paddle
        self.paddle.filled = True
        self.paddle.fill_color = 'black'
        self.window.add(self.paddle)

        # initializing the ball
        self.ball = GOval(width=ball_radius * 2,
                          height=ball_radius * 2,
                          x=window_width / 2 - BALL_RADIUS,
                          y=window_height / 2 - BALL_RADIUS)
        self.ball.filled = True
        self.ball.fill_color = 'black'
        self.window.add(self.ball)

        # initial velocity
        self.vx = 0
        self.vy = INITIAL_Y_SPEED

        # draw bricks
        self.draw_bricks()

        # number of lives left
        self.num_lives = 3

        # running? big question mark
        self.running = False

        # brick count
        self.brick_count = 100

        # mouse listeners
        onmouseclicked(self.start)
        onmousemoved(self.move_paddle)
示例#27
0
    def __init__(self, ball_radius=BALL_RADIUS, paddle_width=PADDLE_WIDTH,
                 paddle_height=PADDLE_HEIGHT, paddle_offset=PADDLE_OFFSET,
                 brick_rows=BRICK_ROWS, brick_cols=BRICK_COLS,
                 brick_width=BRICK_WIDTH, brick_height=BRICK_HEIGHT,
                 brick_offset=BRICK_OFFSET, brick_spacing=BRICK_SPACING,
                 title='Breakout'):

        # Create a graphical window, with some extra space
        window_width = brick_cols * (brick_width + brick_spacing) - brick_spacing
        window_height = brick_offset + 3 * (brick_rows * (brick_height + brick_spacing) - brick_spacing)
        self.window = GWindow(width=window_width, height=window_height, title='Breakout')

        # Create a paddle
        self.paddle = GRect(paddle_width, paddle_height, x=(window_width-paddle_width)/2,
                            y=window_height-paddle_offset)
        self.window.add(self.paddle)
        self.paddle.filled = True
        # Center a filled ball in the graphical window
        self.ball = GOval(2*ball_radius, 2*ball_radius, x=window_width/2 - ball_radius,
                          y=window_height/2 - ball_radius)
        self.window.add(self.ball)
        self.ball.filled = True

        self.ball_x = window_width/2 - ball_radius
        self.ball_y = window_height/2 - ball_radius

        # Default initial velocity for the ball
        self.__dx = 0
        self.__dy = 0
        # Other variables
        self.total_bricks = 0
        self.__start = False
        # Initialize our mouse listeners
        onmousemoved(self.paddle_move)  # using own method must add 'self.' in the front
        onmouseclicked(self.clicked)

        # Draw bricks
        color_num = BRICK_COLS/5

        for i in range(BRICK_ROWS):
            for j in range(BRICK_COLS):
                if j // color_num == 0:
                    color = 'red'
                elif j // color_num == 1:
                    color = 'orange'
                elif j // color_num == 2:
                    color = 'yellow'
                elif j // color_num == 3:
                    color = 'green'
                else:
                    color = 'blue'
                bricks = GRect(BRICK_WIDTH, BRICK_HEIGHT)
                self.window.add(bricks, x=0+i*(BRICK_WIDTH+BRICK_SPACING),
                                y=BRICK_OFFSET+j*(BRICK_HEIGHT+BRICK_SPACING))
                bricks.filled = True
                bricks.fill_color = color
                self.total_bricks += 1
示例#28
0
def build_karel(e):
    # Build up the robot, Karel.
    karel_head()
    karel_eye()
    karel_neck()
    karel_body()
    karel_limb()
    karel_label()
    onmouseclicked(move)
 def start(self, e):
     """
     Start the game
     :param e: event
     :return: None
     """
     onmousemoved(self.paddle_move)
     onmouseclicked(self.click)
     self.window.remove(self.icon)
示例#30
0
def main():
    onmouseclicked(start_the_game)
    label_1 = add_life()
    graphics.window.add(label_1, x=graphics.window.width - label_life.width, \
                        y=graphics.window.height - label_life.height)
    label_2 = add_score()
    graphics.window.add(label_2,
                        x=0,
                        y=graphics.window.height - label_life.height)