def display_start_button(self): start_square = codesters.Rectangle(0, -80, 100, 50, 'green') start_square.event_click(self.start_level) self.sprites.append(start_square) button_text = codesters.Text('Start', 0, -80) button_text.set_color('#ffffff') self.sprites.append(button_text) goal_text = codesters.Text('Goal: ' + str(self.num_goal) + ' points') goal_text.set_color('#ffffff') self.sprites.append(goal_text)
def collision(sprite, hit_sprite): global pitcher global caught global baseball global safeatfirst global batter global held if hit_sprite==pitcher: caught=True baseball.set_y_speed(0) baseball.set_x_speed(0) pitcher.collision_off() if hit_sprite==firstBase: held=True baseball.set_y_speed(0) baseball.set_x_speed(0) firstBase.collision_off() if safeatfirst == False and outatfirst==False: outatfirst==True batter.set_y_speed(0) batter.set_x_speed(0) # text = codesters.Text("text", x, y) text = codesters.Text("OUT", 0, 100) text.set_size(3) if hit_sprite==secondBase: held=True baseball.set_y_speed(0) baseball.set_x_speed(0) secondBase.collision_off() if hit_sprite==thirdBase: held=True baseball.set_y_speed(0) baseball.set_x_speed(0) thirdBase.collision_off()
def start_level(self): self.clean_up() global level_running level_running = True self.score = 0 self.score_text = codesters.Text('0', -230, 205) self.score_text.set_color('#ffffff') self.sprites.append(self.score_text) goal_text = codesters.Text('Goal: ' + str(self.num_goal) + ' points', -180, 230) goal_text.set_color('#ffffff') self.sprites.append(goal_text) self.make_circles() stage.event_click(self.click_circle) self.user_has_clicked = False
def collision(): game_over = True sprite.go_to(0, 0) sprite.set_y_speed(0) sprite.set_gravity_off() flappiness = 0 text = codesters.Text("Game Over!", 0, 100, "red") for pipe in pipe_list: pipe.set_x_speed(0)
def end_level(self): self.clean_up() if self.score >= self.num_goal: end_text = codesters.Text('You Win!') self.sprites.append(end_text) next_button = codesters.Rectangle(0, -80, 100, 50, 'green') next_button.event_click(self.next_level) self.sprites.append(next_button) button_text = codesters.Text('Continue', 0, -80) button_text.set_color('#ffffff') self.sprites.append(button_text) else: end_text = codesters.Text('Close! Try again.') self.sprites.append(end_text) next_button = codesters.Rectangle(0, -80, 100, 50, 'green') next_button.event_click(self.restart_level) self.sprites.append(next_button) button_text = codesters.Text('Restart', 0, -80) button_text.set_color('#ffffff') self.sprites.append(button_text)
def interval(): global safeatfirst global outatfirst runx=batter.get_x() runy=batter.get_y() # print(str(runx) + " " +str(runy)) # print("x?: "+str(220<runx<230)) # print("y?: "+str(-15<runy<25)) # print(outatfirst) # print(safeatfirst) if 220<runx<230 and -15<runy<25: if outatfirst==False and safeatfirst==False: safeatfirst=True batter.set_y_speed(0) batter.set_x_speed(0) # text = codesters.Text("text", x, y) text = codesters.Text("SAFE", 0, 100) text.set_size(3)
def mouse_move(): global held global caught global stage x = stage.mouse_x() y = stage.mouse_y() pitcher.set_position(x, y) if caught: held=True pitcher.collision_off() baseball.set_position(x,y) if 220<x<230 and -15<y<25: if outatfirst==False and safeatfirst==False: batter.set_y_speed(0) batter.set_x_speed(0) # text = codesters.Text("text", x, y) text = codesters.Text("OUT", 0, 100) text.set_size(3) stage.remove_sprite(batter)
## VOLLEYBALL BY SHIRLY ## LOCATED HERE: https://www.codesters.com/preview/2abfa838e59334f3c287194a0ecc8fbf625f9e3a/ import codesters stage = codesters.Environment() global ball, start_txt, win_text, player1, player2, barrier, net, player1_area, player2_area start_txt = codesters.Text("PRESS SPACE TO START", 0, 75, "red") ball = codesters.Circle(0, 0, 40, "blue") ball.set_gravity_off() win_text = codesters.Text(" ", 0, 175, "black") def space_bar(): ball.set_x_speed(random.randint(-6, 6) + 1) ball.set_gravity_on() start_txt.hide() win_text.hide() stage.event_key("space", space_bar) player1 = codesters.Sprite("hedgehog", -210, -225) player1.set_size(.6) player2 = codesters.Sprite("kitten", 210, -225) player2.set_size(.5) player2.flip_right_left() barrier = codesters.Line(0, 250, 0, -250, "gray") barrier.set_gravity_off() net = codesters.Rectangle(0, -210, 20, 80, "darkgray")
back.set_gravity_off() back.set_size(0.5) back.cannot_collide() hoop = codesters.Sprite('hoop', 170, -150) hoop.set_gravity_off() hoop.cannot_collide() hoop.set_size(0.5) hoop.is_goal() ball = codesters.Sprite('basketball') ball.set_size(0.4) stage.set_gravity(10) score = 0 t = codesters.Text('0', 200, 200) def click(): ball.set_gravity_off() ball.go_to(stage.click_x(), stage.click_y()) ball.set_y_speed(0) ball.set_x_speed(0) stage.event_click(click) def click_up(): ball.set_gravity_on() new_velx = ball.get_x() - stage.click_x()
stage.event_key("left", left_key) def right_key(): # EVENT frogger.set_x(frogger.get_x() + 50) print frogger.xcor, frogger.future_x print frogger.ycor, frogger.future_y frogger.print_corners() # add other actions... stage.event_key("right", right_key) stage.disable_all_walls() result = codesters.Text(" ", 0, 0, "red") global result # GLOBALS # detecting what was collided with by color / shape seems like the easiest way def collision( sprite, hit_sprite ): # COLLISIONS MARK REALLY WEIRDLY IN THIS PROJECT. TRYING TO FIGURE THAT OUT. # print '############' # hit_sprite.get_name() # print '############' # if frogger hits a lilypad if hit_sprite.get_name() == "circle": ''' print frogger.xcor, ', ', sprite.xcor, ',', hit_sprite.xcor # FOR BUG TESTING print frogger.ycor, ', ', sprite.ycor, ',', hit_sprite.ycor # FOR BUG TESTING
import codesters import random #global hedgey, stage, text global hedgey, text stage = codesters.Environment() stage.set_background("moon") hedgey = codesters.Sprite("hedgehog") hedgey.go_to(0, -210) points = 0 text = codesters.Text(str(points), 190, -65, "black") def interval(): x = random.randint(-230, 230) y = random.randint(0, 230) star = codesters.Star(x, y, 5, 20, "yellow") stage.event_interval(interval, 2) def left(): hedgey.turn_left(10) stage.event_left_key(left)
def restart_level(self): if self.current_level < len(self.levels): l = self.levels[self.current_level] l.display_start_button() else: end_text = codesters.Text('Game Over', 0, 0)
is_drawing = sprite.get_pen_down() if is_drawing: sprite.pen_up() if not is_drawing: sprite.pen_down() stage.event_click(click) def mouse_move(): x = stage.mouse_x() y = stage.mouse_y() sprite.set_position(x, y) # add other actions... stage.event_mouse_move(mouse_move) finish_bg = codesters.Rectangle(-150, -225, 100, 30, None, "black") finish_btn = codesters.Text("Done drawing?", -150, -225) finish_btn.set_size(.7) def click_finish(): sprite.pen_up() print("done") announcer.say("Time to guess!") stage.wait(1) guess = " " while guess != word: stage.wait(1) guess = announcer.ask("What is the word?") if guess != word: announcer.say("Sorry, that's wrong!") else: announcer.say("Great job, you got it!")
gravity = 3 flappiness = 12 # Stage setup stage.set_background("moon") stage.set_gravity(gravity) stage.disable_all_walls() # Dino setup sprite = codesters.Sprite("fox") sprite.set_size(0.5) sprite.go_to(-200, 0) # Score setup score = 0 score_display = codesters.Text("Flappy Points: ", 0, 200, "white") game_over = False pipe_list = [] def space(): sprite.jump(flappiness) # add other actions... stage.event_space_key(space) floor = codesters.Rectangle(0, -240, 500, 20, "black") floor.set_gravity_off()
stage_move_right) # The left key makes the stage move right # Do the same thing for the other direction def stage_move_left(): for p in presents: p.set_x(p.get_x() - 20) for f in flowers: f.set_x(f.get_x() - 20) stage.event_key('right', stage_move_left) # We can give the fox points when the fox gets a present points = 0 points_text = codesters.Text(str(points), -220, 200) # Make a function for when the fox finds a present def get_present(fox, present): # the present disappears stage.remove_sprite(present) # the fox spins fox.left(720) fox.set_rotation(0) # we get a point global points points = points + 1