def initialize():

    global arena, mario, background, sprites, platforms

    arena = actor.Arena(screen_x, screen_y)

    mario = jumper.Jumper(arena, 16, 248)

    game2d.canvas_init(arena.size())

    platforms = []

    for n in range(len(dk_elements.map_elements)):
        if dk_elements.map_elements[n][0] == "Platform":

            x, y, w, h = dk_elements.map_elements[n][-4:]
            platforms.append(entities.Platform(x, y, w, h, arena))

            print(platforms)

    background = game2d.image_load("dk_background.png")

    sprites = game2d.image_load("dk_sprites.png")

    game2d.handle_keyboard(keydown, keyup)
示例#2
0
def main():

    global cell_x, cell_y, conta_x, conta_y

    game2d.canvas_init((canvas_x, canvas_y))
    rosso = verde = blu = 0

    colonne = int(input("Ok e quante colonne devo disegnare?"))
    righe = int(input("Quante righe devo disegnare?"))

    #Determino di quanto devo incrementare la posizione dei quadri e tolgo 1 px per il margine
    incremento_x = canvas_x // colonne
    incremento_y = canvas_y // righe

    #Incrementi usati per avere sempre il quadrato (0,255,0) in basso sx il quad(0,0,255) in alto a dx e il quad(0,255,255)
    incremento_blu = 255 // (colonne - 1)
    incremento_verde = 255 // (righe - 1)

    for conta_y in range(canvas_y // incremento_y):
        for conta_x in range(canvas_x // incremento_x):
            game2d.draw_rect((rosso, verde, blu),
                             (cell_x, cell_y, incremento_x, incremento_y))
            cell_x += incremento_x + 1
            blu += incremento_blu
            conta_x += 1

        cell_x = 0
        conta_x = blu = 0
        cell_y += incremento_y + 1
        verde += incremento_verde
        conta_y += 1
示例#3
0
def main():
    global key_block
    
    game2d.canvas_init((screen_x,screen_y))
    game2d.handle_keyboard(keydown, keyup)
    
    
    game2d.set_interval(update,1000//30)
def setup():
    global arena, turtle, sprites

    arena = Arena(320, 240)
    Ball(arena, 40, 80)
    Ball(arena, 80, 40)

    game2d.canvas_init(arena.size())
    sprites = game2d.image_load("sprites.png")

    game2d.set_interval(update, 1000 // 30)  # millis
def main():
    global balls
    arena = actors.Arena(screen_x, screen_y)
    balls.append(
        actors.Ball(0 + radius,
                    arena.get_size()[1] // 2, radius, arena))
    balls.append(
        actors.Ball(0 + radius + second_ball_distance,
                    arena.get_size()[1] // 2, radius, arena))

    game2d.canvas_init((arena.get_size()))
    game2d.set_interval(update, 1000 // 30)
示例#6
0
def main():
    global arena, mario, sprites, background

    arena = Arena(224, 256)
    mario = Mario(arena, 50, 230)
    Barrel(arena, 180, 70)
    Barrel(arena, 150, 70)

    for t, x, y, w, h in map_elements:
        if t == "Platform":
            Platform(arena, int(x), int(y))
        elif t == "Ladder":
            Ladder(arena, int(x), int(y), int(h))

    game2d.canvas_init(arena.size())
    sprites = game2d.image_load("dk_sprites.png")
    background = game2d.image_load("dk_background.png")

    game2d.handle_keyboard(keydown, keyup)
    game2d.set_interval(update, 1000 // 30)  # millis
示例#7
0
        self._y += self._dy
        if (self._y >= (ARENA_H - self._h)):
            self._y = (ARENA_H - self._h)
            self._dy *= -1

    def rect(self) -> (int, int, int, int):
        return self._x, self._y, self._w, self._h

    def update(self):
        self.move()
        self.draw()

    def draw(self):
        game2d.draw_circle(self._color, (self._x, self._y), self._w)


def updateall():
    game2d.canvas_fill((255, 255, 255))
    for b in balls:
        b.update()


game2d.canvas_init((ARENA_W, ARENA_H))
balls = []
for i in range(1, 5):
    balls.append(
        Ball(random.randint(0, ARENA_W), random.randint(0, ARENA_H),
             random.randint(10, 40)))

game2d.set_interval(updateall, 1000 // 30)
import game2d

cont = 0
raggio = 250
centro_x = 250
centro_y = 250

rosso = 255

game2d.canvas_init((500, 500))

num_cerchi = int(input("Quanti cerchi vuoi disegnare?(Max 250)"))

if num_cerchi >= 0 and num_cerchi <= 250:

    decremento_rosso = 255 // num_cerchi
    decremento_raggio = 250 // num_cerchi
    while cont < num_cerchi:

        game2d.draw_circle((rosso, 0, 0), (centro_x, centro_y), (raggio))
        rosso -= decremento_rosso
        raggio -= decremento_raggio

        cont += 1
else:
    print("Input non valido!")
import math, actors, game2d

screen_x = screen_y = 500
radius = 10


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))


arena = actors.Arena(screen_x, screen_y)
game2d.canvas_init(arena.get_size())
ball = actors.Ball(0 + radius, arena.get_size()[1] // 2, radius, arena)
game2d.set_interval(update, 1000 // 30)
def main():
    game2d.canvas_init((screen_x, screen_y))
    game2d.set_interval(update, 1000 // 30)
示例#11
0

def keydown(key: str):
    if key == "ArrowRight":
        ball.go_right()
    elif key == "ArrowLeft":
        ball.go_left()
    elif key == "ArrowUp":
        ball.jump()


def keyup(key: str):
    ball.stay()


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))


ball = Ball(0 + radius + 1, screen_y - radius, radius, screen_x, screen_y)
ball.stay()
game2d.handle_keyboard(keydown, keyup)
game2d.canvas_init((screen_x, screen_y))
game2d.set_interval(update, 1000 // 30)
示例#12
0
import game2d


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


game2d.canvas_init((1200, 800))
x = 50
y = 50
game2d.set_interval(update, 1000 // 30)
示例#13
0
    if (code=="ArrowUp" or code=="ArrowDown"):
        dy=0

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

game2d.canvas_init((WIDTH, HEIGHT))
dx = 0
dy = 0
x = 50
y = 50
game2d.handle_keyboard(keydown,keyup)
game2d.set_interval(update, 1000 // 30)
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)