def generate_cell_array(game_surface): cells = [[[] for x in range(0, NUMBER_OF_CELLS_PER_ROW)] for i in range(0, NUMBER_OF_CELLS_PER_ROW)] for i in range(0, NUMBER_OF_CELLS_PER_ROW): for j in range(0, NUMBER_OF_CELLS_PER_ROW): cells[i][j] = Cell( bool(random.getrandbits(1)), pg.__rect_constructor(i * SIZE_OF_CELL, j * SIZE_OF_CELL, SIZE_OF_CELL, SIZE_OF_CELL), game_surface, K) return cells
def draw_game_timer(display): #Text font_size = 22 pygame.font.init() my_font = pygame.font.SysFont('Verdana', font_size) text_surface = my_font.render('Deadline: ', False, (0, 0, 0)) display.blit(text_surface, (10, 510)) #Box display.blit(timer_box_image, (125, 510)) #Inner box inner_box_rect = pygame.__rect_constructor( 126, 511, (648 * (GameLogic.current_timer / GameLogic.start_timer)), 28) pygame.draw.rect(display, (175, 32, 24), inner_box_rect, 0)
def tela_b(): pygame.init() maca = pygame.transform.scale(v.cenario.maca, (40, 40)) lareira = pygame.transform.scale(v.cenario.lareira, (400, 300)) moldura = pygame.transform.scale(v.cenario.moldura, (180, 220)) luminaria_a = pygame.transform.scale(v.cenario.luminaria_a, (150, 150)) prateleira = pygame.transform.scale(v.cenario.prateleira, (250, 75)) alavanca_on = v.cenario.alavanca_on alavanca_off = v.cenario.alavanca_off porta = pygame.transform.scale(v.cenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.cenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectAlavanca = alavanca_on.get_rect(topleft=(120, 150)) rectprateleira = pygame.__rect_constructor(460, 310, 470, 30) rectprateleira_a = pygame.__rect_constructor(70, 185, 240, 30) rectprateleira_b = pygame.__rect_constructor(1110, 510, 240, 30) rectAnnie = pygame.__rect_constructor(v.xAnnie + 10, v.yAnnie + 146, 84, 70) rectporta = porta.get_rect(topleft=(30, 350)) rectmaca = maca.get_rect(topleft=(v.maca, 250)) rectleft = pygame.__rect_constructor(-10, -10, 10, 800) rectright = pygame.__rect_constructor(1366, -10, 10, 800) collideleft = rectleft.colliderect(rectAnnie) collideright = rectright.colliderect(rectAnnie) collideporta = rectporta.colliderect(rectAnnie) collideprateleira = rectprateleira.colliderect(rectAnnie) collideprateleira_a = rectprateleira_a.colliderect(rectAnnie) collideprateleira_b = rectprateleira_b.colliderect(rectAnnie) collidealavanca = rectAlavanca.colliderect(rectAnnie) collidemaca = rectmaca.colliderect(rectAnnie) basecollide = base.colliderect(rectAnnie) v.tela.blit(prateleira, (450, 300)) v.tela.blit(prateleira, (700, 300)) v.tela.blit(prateleira, (60, 180)) v.tela.blit(prateleira, (1100, 500)) v.tela.blit(moldura, (300, 100)) v.tela.blit(luminaria_a, (200, 300)) v.tela.blit(luminaria_a, (1000, 300)) v.tela.blit(lareira, (480, 410)) v.tela.blit(maca, (v.maca, 250)) if v.maca == 0: v.macaVel += 40 if v.maca == 1320: v.macaVel -= 40 v.maca = v.maca + v.macaVel if collideleft: v.xAnnie += 10 if collideright: v.xAnnie -= 10 if basecollide or collideprateleira or collideprateleira_a or collideprateleira_b: v.gravidade = 0 if v.bPulo: v.gravidade = -37 elif not (basecollide or collideprateleira or collideprateleira_a or collideprateleira_b) and not v.bPulo: v.gravidade = 37 if collidemaca: v.xAnnie = v.largura / 2 v.yAnnie = 580 if not v.alavanca_off: v.tela.blit(alavanca_on, (120, 100)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_e = True if v.tela_b: v.tela.blit(porta_aberta, (30, 350)) if collideporta and v.tela_e: v.annie_tela = 2 v.maca = 0 v.macaVel = 0 v.alavanca_off = False v.tela_e = False if not v.tela_b: v.tela.blit(porta, (30, 350)) if v.alavanca_off: v.tela.blit(alavanca_off, (82, 142))
def tela_d(): pygame.init() grade = pygame.transform.scale(v.gcenario.grade, (75, 230)) guarda_roupa = pygame.transform.scale(v.gcenario.guarda_roupa, (275, 500)) espelho = pygame.transform.scale(v.gcenario.espelho, (250, 300)) cama = pygame.transform.scale(v.gcenario.cama, (400, 300)) luminaria_a = pygame.transform.scale(v.gcenario.luminaria_a, (150, 150)) prateleira = pygame.transform.scale(v.gcenario.prateleira, (250, 75)) chave = pygame.transform.scale(v.gcenario.chave, (120, 60)) alavanca_on = v.gcenario.alavanca_on alavanca_off = v.gcenario.alavanca_off porta = pygame.transform.scale(v.gcenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.gcenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectporta = porta.get_rect(topleft=(760, 350)) rectgrade = grade.get_rect(topleft=(180, 0)) rectAlavanca = alavanca_on.get_rect(topleft=(50, 115)) rectcamal = pygame.__rect_constructor(420, 560, 2, 400) rectcamar = pygame.__rect_constructor(800, 560, 2, 400) rectcamat = pygame.__rect_constructor(430, 550, 360, 2) rectprateleirat = pygame.__rect_constructor(0, 220, 240, 2) rectprateleirab = pygame.__rect_constructor(0, 250, 240, 2) rectGuarda_roupal = pygame.__rect_constructor(1030, 230, 2, 500) rectGuarda_roupar = pygame.__rect_constructor(1260, 230, 2, 500) rectGuarda_roupat = pygame.__rect_constructor(1040, 210, 190, 2) rectchave = chave.get_rect(topleft=(1250, 650)) rectGregor = v.gplayer.GregorEntrando[0].get_rect(topleft=(v.xGregor, v.yGregor)) collideporta = rectporta.colliderect(rectGregor) collideprateleirat = rectprateleirat.colliderect(rectGregor) collideprateleirab = rectprateleirab.colliderect(rectGregor) collidekey = rectchave.colliderect(rectGregor) collidecamal = rectcamal.colliderect(rectGregor) collidecamar = rectcamar.colliderect(rectGregor) collidecamat = rectcamat.colliderect(rectGregor) collideGuarda_roupal = rectGuarda_roupal.colliderect(rectGregor) collideGuarda_roupar = rectGuarda_roupar.colliderect(rectGregor) collideGuarda_roupat = rectGuarda_roupat.colliderect(rectGregor) collidealavanca = rectAlavanca.colliderect(rectGregor) collidegrade = rectgrade.colliderect(rectGregor) basecollide = base.colliderect(rectGregor) v.tela.blit(prateleira, (0, 200)) v.tela.blit(cama, (400, 450)) v.tela.blit(luminaria_a, (v.largura / 2, 50)) v.tela.blit(espelho, (75, 375)) v.tela.blit(guarda_roupa, (1000, 210)) if collidekey: v.key = True elif not v.key: v.tela.blit(grade, (180, 0)) v.tela.blit(chave, (1250, 650)) elif v.key: collidegrade = False if basecollide or collidecamat or collideGuarda_roupat or collideprateleirat: v.yGregor -= 5 if collidecamal or collideGuarda_roupal: v.xGregor -= 5 if collidecamar or collideGuarda_roupar or collidegrade: v.xGregor += 5 if collideprateleirab: v.yGregor += 5 if not v.alavanca_off: v.tela.blit(alavanca_on, (50, 115)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_a = True if v.alavanca_off: v.tela.blit(alavanca_off, (12, 157)) if v.tela_d: v.tela.blit(porta_aberta, (830, 350)) if collideporta and v.tela_a: v.key = False v.gregor_tela = 1 v.alavanca_off = False v.tela_a = False v.maca = 0 if not v.tela_d: v.tela.blit(porta, (830, 350))
def tela_f(): pygame.init() maca = pygame.transform.scale(v.gcenario.maca, (40, 40)) moldura = pygame.transform.scale(v.gcenario.moldura, (180, 220)) guarda_roupa = pygame.transform.scale(v.gcenario.guarda_roupa, (275, 500)) cama = pygame.transform.scale(v.gcenario.cama, (400, 300)) luminaria_a = pygame.transform.scale(v.gcenario.luminaria_a, (150, 150)) alavanca_on = v.gcenario.alavanca_on alavanca_off = v.gcenario.alavanca_off porta = pygame.transform.scale(v.gcenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.gcenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectAlavanca = alavanca_on.get_rect(topleft=(1200, 600)) rectcamal = pygame.__rect_constructor(170, 560, 2, 400) rectcamar = pygame.__rect_constructor(560, 560, 2, 400) rectcamat = pygame.__rect_constructor(180, 550, 360, 2) rectGuarda_roupal = pygame.__rect_constructor(550, 230, 2, 500) rectGuarda_roupar = pygame.__rect_constructor(820, 230, 2, 500) rectGuarda_roupat = pygame.__rect_constructor(570, 220, 220, 2) rectGregor = v.gplayer.GregorEntrando[0].get_rect(topleft=(v.xGregor, v.yGregor)) rectporta = porta.get_rect(topleft=(900, 350)) rectmaca = maca.get_rect(topleft=(v.maca, 250)) rectmaca_a = maca.get_rect(topleft=(850, v.maca_y)) rectmaca_b = maca.get_rect(topleft=(1100, v.maca_y)) collidemaca = rectmaca.colliderect(rectGregor) collidemaca_a = rectmaca_a.colliderect(rectGregor) collidemaca_b = rectmaca_b.colliderect(rectGregor) collideporta = rectporta.colliderect(rectGregor) collidecamal = rectcamal.colliderect(rectGregor) collidecamar = rectcamar.colliderect(rectGregor) collidecamat = rectcamat.colliderect(rectGregor) collideGuarda_roupal = rectGuarda_roupal.colliderect(rectGregor) collideGuarda_roupar = rectGuarda_roupar.colliderect(rectGregor) collideGuarda_roupat = rectGuarda_roupat.colliderect(rectGregor) collidealavanca = rectAlavanca.colliderect(rectGregor) basecollide = base.colliderect(rectGregor) v.tela.blit(cama, (150, 450)) v.tela.blit(luminaria_a, (v.largura / 2, 50)) v.tela.blit(guarda_roupa, (550, 210)) v.tela.blit(moldura, (200, 250)) v.tela.blit(maca, (v.maca, 250)) v.tela.blit(maca, (850, v.maca_y)) v.tela.blit(maca, (1100, v.maca_y)) if v.maca == 0: v.macaVel += 10 if v.maca == 420: v.macaVel -= 10 v.maca = v.maca + v.macaVel if v.maca_y == 0: v.macaVely += 20 if v.maca_y == 680: v.macaVely -= 20 v.maca_y = v.maca_y + v.macaVely if collidemaca or collidemaca_a or collidemaca_b: v.xGregor = 10 v.yGregor = 560 if basecollide or collidecamat or collideGuarda_roupat: v.yGregor -= 5 if collidecamal or collideGuarda_roupal: v.xGregor -= 5 if collidecamar or collideGuarda_roupar: v.xGregor += 5 if not v.alavanca_off: v.tela.blit(alavanca_on, (1200, 600)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_c = True if v.alavanca_off: v.tela.blit(alavanca_off, (1162, 642)) if v.tela_f: v.tela.blit(porta_aberta, (900, 350)) if collideporta and v.tela_c: v.gregor_tela = 3 v.alavanca_off = False v.tela_c = False if not v.tela_f: v.tela.blit(porta, (900, 350))
def tela_e(): pygame.init() maca = pygame.transform.scale(v.gcenario.maca, (40, 40)) g = pygame.transform.scale(v.gcenario.grade, (75, 230)) moldura = pygame.transform.scale(v.gcenario.moldura, (180, 220)) grade = pygame.transform.rotate(g, 270) guarda_roupa = pygame.transform.scale(v.gcenario.guarda_roupa, (275, 500)) cama = pygame.transform.scale(v.gcenario.cama, (400, 300)) luminaria_a = pygame.transform.scale(v.gcenario.luminaria_a, (150, 150)) prateleira = pygame.transform.scale(v.gcenario.prateleira, (250, 75)) chave = pygame.transform.scale(v.gcenario.chave, (120, 60)) alavanca_on = v.gcenario.alavanca_on alavanca_off = v.gcenario.alavanca_off porta = pygame.transform.scale(v.gcenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.gcenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectgrade = grade.get_rect(topleft=(1140, 220)) rectAlavanca = alavanca_on.get_rect(topleft=(1200, 600)) rectcamal = pygame.__rect_constructor(170, 560, 2, 400) rectcamar = pygame.__rect_constructor(560, 560, 2, 400) rectcamat = pygame.__rect_constructor(180, 550, 360, 2) rectprateleirat = pygame.__rect_constructor(0, 220, 240, 2) rectprateleirab = pygame.__rect_constructor(0, 250, 240, 2) rectGuarda_roupal = pygame.__rect_constructor(920, 230, 2, 500) rectGuarda_roupar = pygame.__rect_constructor(1160, 230, 2, 500) rectGuarda_roupat = pygame.__rect_constructor(930, 220, 220, 2) rectchave = chave.get_rect(topleft=(50, 150)) rectGregor = v.gplayer.GregorEntrando[0].get_rect(topleft=(v.xGregor, v.yGregor)) rectporta = porta.get_rect(topleft=(700, 350)) rectmaca = maca.get_rect(topleft=(v.maca, 250)) collidemaca = rectmaca.colliderect(rectGregor) collideporta = rectporta.colliderect(rectGregor) collideprateleirat = rectprateleirat.colliderect(rectGregor) collideprateleirab = rectprateleirab.colliderect(rectGregor) collidekey = rectchave.colliderect(rectGregor) collidecamal = rectcamal.colliderect(rectGregor) collidecamar = rectcamar.colliderect(rectGregor) collidecamat = rectcamat.colliderect(rectGregor) collideGuarda_roupal = rectGuarda_roupal.colliderect(rectGregor) collideGuarda_roupar = rectGuarda_roupar.colliderect(rectGregor) collideGuarda_roupat = rectGuarda_roupat.colliderect(rectGregor) collidealavanca = rectAlavanca.colliderect(rectGregor) collidegrade = rectgrade.colliderect(rectGregor) basecollide = base.colliderect(rectGregor) v.tela.blit(prateleira, (0, 200)) v.tela.blit(cama, (150, 450)) v.tela.blit(luminaria_a, (v.largura / 2, 50)) v.tela.blit(guarda_roupa, (900, 210)) v.tela.blit(moldura, (300, 250)) v.tela.blit(maca, (v.maca, 250)) if v.maca == 0: v.macaVel += 20 if v.maca == 840: v.macaVel -= 20 v.maca = v.maca + v.macaVel if collidemaca: v.xGregor = 10 v.yGregor = 560 if collidekey: v.key = True elif not v.key: v.tela.blit(grade, (1140, 200)) v.tela.blit(chave, (50, 150)) elif v.key: collidegrade = False if basecollide or collidecamat or collideGuarda_roupat or collideprateleirat or collidegrade: v.yGregor -= 5 if collidecamal or collideGuarda_roupal: v.xGregor -= 5 if collidecamar or collideGuarda_roupar: v.xGregor += 5 if collideprateleirab: v.yGregor += 5 if not v.alavanca_off: v.tela.blit(alavanca_on, (1200, 600)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_b = True if v.alavanca_off: v.tela.blit(alavanca_off, (1162, 642)) if v.tela_e: v.tela.blit(porta_aberta, (700, 350)) if collideporta and v.tela_b: v.gregor_tela = 2 v.alavanca_off = False v.tela_b = False v.maca = 0 v.macaVel = 0 v.xGregor = 50 v.yGregor = 650 if not v.tela_e: v.tela.blit(porta, (700, 350))
def tela_a(): pygame.init() guarda_roupa = pygame.transform.scale(v.cenario.guarda_roupa, (275, 500)) cama = pygame.transform.scale(v.cenario.cama, (400, 300)) luminaria_a = pygame.transform.scale(v.cenario.luminaria_a, (150, 150)) prateleira = pygame.transform.scale(v.cenario.prateleira, (250, 75)) alavanca_on = v.cenario.alavanca_on alavanca_off = v.cenario.alavanca_off porta = pygame.transform.scale(v.cenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.cenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectAlavanca = alavanca_on.get_rect(topleft=(120, 150)) rectcama = pygame.__rect_constructor(990, 600, 350, 50) rectprateleira = pygame.__rect_constructor(570, 340, 200, 30) rectGuarda_roupa = pygame.__rect_constructor(50, 260, 275, 30) rectAnnie = pygame.__rect_constructor(v.xAnnie, v.yAnnie + 186, 110, 35) rectporta = porta.get_rect(topleft=(760, 350)) rectleft = pygame.__rect_constructor(-10, -10, 10, 800) rectright = pygame.__rect_constructor(1366, -10, 10, 800) collideleft = rectleft.colliderect(rectAnnie) collideright = rectright.colliderect(rectAnnie) collideporta = rectporta.colliderect(rectAnnie) collideGuarda_roupa = rectGuarda_roupa.colliderect(rectAnnie) collideprateleira = rectprateleira.colliderect(rectAnnie) collidecama = rectcama.colliderect(rectAnnie) collidealavanca = rectAlavanca.colliderect(rectAnnie) basecollide = base.colliderect(rectAnnie) v.tela.blit(prateleira, (550, 330)) v.tela.blit(cama, (950, 450)) v.tela.blit(luminaria_a, (300, 300)) v.tela.blit(luminaria_a, (1000, 300)) if collideleft: v.xAnnie += 10 if collideright: v.xAnnie -= 10 if basecollide or collidecama or collideprateleira or collideGuarda_roupa: v.gravidade = 0 if v.bPulo: v.gravidade = -37 elif not (basecollide or collidecama or collideprateleira or collideGuarda_roupa) and not v.bPulo: v.gravidade = 37 if not v.alavanca_off: v.tela.blit(alavanca_on, (120, 150)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_d = True if v.alavanca_off: v.tela.blit(alavanca_off, (82, 192)) if v.tela_a: v.tela.blit(porta_aberta, (760, 350)) if collideporta and v.tela_d: v.annie_tela = 1 v.alavanca_off = False v.tela_d = False if not v.tela_a: v.tela.blit(porta, (760, 350)) v.tela.blit(guarda_roupa, (50, 210))
def tela_c(): pygame.init() maca = pygame.transform.scale(v.cenario.maca, (40, 40)) piano = pygame.transform.scale(v.cenario.piano, (500, 400)) grade = pygame.transform.scale(v.cenario.grade, (75, 230)) moldura = pygame.transform.scale(v.cenario.moldura, (180, 220)) chave = pygame.transform.scale(v.cenario.chave, (120, 60)) luminaria_a = pygame.transform.scale(v.cenario.luminaria_a, (150, 150)) prateleira = pygame.transform.scale(v.cenario.prateleira, (250, 75)) alavanca_on = v.cenario.alavanca_on alavanca_off = v.cenario.alavanca_off porta = pygame.transform.scale(v.cenario.porta, (180, 350)) porta_aberta = pygame.transform.scale(v.cenario.porta_aberta, (180, 350)) base = pygame.__rect_constructor(-10, 738, 1376, 30) rectAlavanca = alavanca_on.get_rect(topleft=(120, 150)) rectprateleira = pygame.__rect_constructor(360, 310, 460, 30) rectprateleira_a = pygame.__rect_constructor(0, 170, 240, 30) rectprateleira_b = pygame.__rect_constructor(1100, 170, 240, 30) rectpiano = pygame.__rect_constructor(980, 560, 500, 30) rectAnnie = pygame.__rect_constructor(v.xAnnie + 10, v.yAnnie + 146, 74, 70) rectmaca = maca.get_rect(topleft=(v.maca, 250)) rectmaca_a = maca.get_rect(topleft=(v.maca_a, 250)) rectgrade = grade.get_rect(topleft=(180, -10)) rectgrade_a = grade.get_rect(topleft=(1086, -10)) rectkey = chave.get_rect(topleft=(560, 260)) rectkey_a = chave.get_rect(topleft=(1175, 140)) rectporta = porta.get_rect(topleft=(30, 350)) rectleft = pygame.__rect_constructor(-10, -10, 10, 800) rectright = pygame.__rect_constructor(1366, -10, 10, 800) collideleft = rectleft.colliderect(rectAnnie) collideright = rectright.colliderect(rectAnnie) collideporta = rectporta.colliderect(rectAnnie) collidegrade = rectgrade.colliderect(rectAnnie) collidegrade_a = rectgrade_a.colliderect(rectAnnie) collidekey = rectkey.colliderect(rectAnnie) collidekey_a = rectkey_a.colliderect(rectAnnie) collideprateleira = rectprateleira.colliderect(rectAnnie) collideprateleira_a = rectprateleira_a.colliderect(rectAnnie) collideprateleira_b = rectprateleira_b.colliderect(rectAnnie) collidealavanca = rectAlavanca.colliderect(rectAnnie) basecollide = base.colliderect(rectAnnie) collidemaca = rectmaca.colliderect(rectAnnie) collidemaca_a = rectmaca_a.colliderect(rectAnnie) collidepiano = rectpiano.colliderect(rectAnnie) v.tela.blit(prateleira, (350, 300)) v.tela.blit(prateleira, (600, 300)) v.tela.blit(prateleira, (0, 180)) v.tela.blit(prateleira, (1100, 180)) v.tela.blit(moldura, (500, 400)) v.tela.blit(luminaria_a, (200, 300)) v.tela.blit(luminaria_a, (1000, 300)) v.tela.blit(maca, (v.maca, 250)) v.tela.blit(maca, (v.maca_a, 250)) v.tela.blit(piano, (900, 400)) if collideleft: v.xAnnie += 10 if collideright: v.xAnnie -= 10 if v.maca == 0: v.macaVel += 15 if v.maca == 630: v.macaVel -= 15 v.maca = v.maca + v.macaVel if v.maca_a == 660: v.macaVel_a += 15 if v.maca_a == 1290: v.macaVel_a -= 15 v.maca_a = v.maca_a + v.macaVel_a if collidekey: v.key = True elif not v.key: v.tela.blit(grade, (1086, -10)) v.tela.blit(chave, (560, 260)) elif v.key: collidegrade_a = False if collidegrade_a: v.xAnnie -= 10 if collidekey_a: v.key_a = True elif not v.key_a: v.tela.blit(grade, (180, -10)) v.tela.blit(chave, (1175, 140)) elif v.key_a: collidegrade = False if collidegrade: v.xAnnie += 10 if basecollide or collideprateleira or collideprateleira_a or collideprateleira_b or collidepiano: v.gravidade = 0 if v.bPulo: v.gravidade = -37 elif not (basecollide or collideprateleira or collideprateleira_a or collideprateleira_b or collidepiano) and not v.bPulo: v.gravidade = 37 if collidemaca or collidemaca_a: v.xAnnie = v.largura / 2 v.yAnnie = 580 if not v.alavanca_off: v.tela.blit(alavanca_on, (80, 100)) if collidealavanca: if v.alavanca: v.alavanca_off = True v.tela_f = True if v.tela_c: v.tela.blit(porta_aberta, (30, 350)) if collideporta and v.tela_f: v.annie_tela = 3 v.alavanca_off = False v.tela_f = False if not v.tela_c: v.tela.blit(porta, (30, 350)) if v.alavanca_off: v.tela.blit(alavanca_off, (42, 142))