pyscratch-pysc 1.0.4__py3-none-any.whl → 2.0.0__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- assets/startup-assets/tutorial-steps/1-create-sprites/main.py +10 -0
- assets/startup-assets/tutorial-steps/1-create-sprites/player.py +5 -0
- assets/startup-assets/tutorial-steps/1-create-sprites-task/enemy.py +4 -0
- assets/startup-assets/tutorial-steps/1-create-sprites-task/main.py +11 -0
- assets/startup-assets/tutorial-steps/1-create-sprites-task/player.py +5 -0
- assets/startup-assets/tutorial-steps/2-basic-events/enemy.py +4 -0
- assets/startup-assets/tutorial-steps/2-basic-events/main.py +11 -0
- assets/startup-assets/tutorial-steps/2-basic-events/player.py +31 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task1/enemy.py +4 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task1/main.py +11 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task1/player.py +23 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task2/enemy.py +14 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task2/main.py +11 -0
- assets/startup-assets/tutorial-steps/2-basic-events-task2/player.py +23 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions/enemy.py +14 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions/main.py +11 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions/player.py +23 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task1/enemy.py +14 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task1/main.py +11 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task1/player.py +34 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task2/enemy.py +23 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task2/main.py +11 -0
- assets/startup-assets/tutorial-steps/3-loops-conditions-task2/player.py +41 -0
- assets/startup-assets/tutorial-steps/4-variables/enemy.py +23 -0
- assets/startup-assets/tutorial-steps/4-variables/main.py +11 -0
- assets/startup-assets/tutorial-steps/4-variables/player.py +59 -0
- assets/startup-assets/tutorial-steps/5-sprite-object/enemy.py +19 -0
- assets/startup-assets/tutorial-steps/5-sprite-object/main.py +11 -0
- assets/startup-assets/tutorial-steps/5-sprite-object/player.py +20 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task1/enemy.py +19 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task1/main.py +11 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task1/player.py +38 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task2/enemy.py +20 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task2/main.py +11 -0
- assets/startup-assets/tutorial-steps/5-sprite-object-task2/player.py +58 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites/enemy.py +32 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites/main.py +11 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites/player.py +59 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites-task/enemy.py +37 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites-task/main.py +11 -0
- assets/startup-assets/tutorial-steps/6-referencing-sprites-task/player.py +60 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events/enemy.py +37 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events/main.py +11 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events/player.py +83 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-msg/enemy.py +37 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-msg/main.py +11 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-msg/player.py +86 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-task/enemy.py +35 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-task/main.py +11 -0
- assets/startup-assets/tutorial-steps/7-parameterised-events-task/player.py +86 -0
- assets/startup-assets/tutorial-steps/8-backdrop-music/enemy.py +35 -0
- assets/startup-assets/tutorial-steps/8-backdrop-music/main.py +11 -0
- assets/startup-assets/tutorial-steps/8-backdrop-music/player.py +86 -0
- assets/startup-assets/tutorial-steps/9-polish/enemy.py +39 -0
- assets/startup-assets/tutorial-steps/9-polish/enemy_red.py +40 -0
- assets/startup-assets/tutorial-steps/9-polish/main.py +12 -0
- assets/startup-assets/tutorial-steps/9-polish/player.py +119 -0
- examples/fish/assets/startup-assets/tutorial-steps/1-create-sprites/main.py +10 -0
- examples/fish/assets/startup-assets/tutorial-steps/1-create-sprites/player.py +5 -0
- examples/fish/assets/startup-assets/tutorial-steps/1-create-sprites-task/enemy.py +4 -0
- examples/fish/assets/startup-assets/tutorial-steps/1-create-sprites-task/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/1-create-sprites-task/player.py +5 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events/enemy.py +4 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events/player.py +31 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task1/enemy.py +4 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task1/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task1/player.py +23 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task2/enemy.py +14 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task2/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/2-basic-events-task2/player.py +23 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions/enemy.py +14 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions/player.py +23 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task1/enemy.py +14 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task1/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task1/player.py +34 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task2/enemy.py +23 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task2/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/3-loops-conditions-task2/player.py +41 -0
- examples/fish/assets/startup-assets/tutorial-steps/4-variables/enemy.py +23 -0
- examples/fish/assets/startup-assets/tutorial-steps/4-variables/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/4-variables/player.py +59 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object/enemy.py +19 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object/player.py +20 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task1/enemy.py +19 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task1/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task1/player.py +38 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task2/enemy.py +20 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task2/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/5-sprite-object-task2/player.py +58 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites/enemy.py +32 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites/player.py +59 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites-task/enemy.py +37 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites-task/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/6-referencing-sprites-task/player.py +60 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events/enemy.py +37 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events/player.py +83 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-msg/enemy.py +37 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-msg/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-msg/player.py +86 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-task/enemy.py +35 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-task/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/7-parameterised-events-task/player.py +86 -0
- examples/fish/assets/startup-assets/tutorial-steps/8-backdrop-music/enemy.py +35 -0
- examples/fish/assets/startup-assets/tutorial-steps/8-backdrop-music/main.py +11 -0
- examples/fish/assets/startup-assets/tutorial-steps/8-backdrop-music/player.py +86 -0
- examples/fish/assets/startup-assets/tutorial-steps/9-polish/enemy.py +39 -0
- examples/fish/assets/startup-assets/tutorial-steps/9-polish/enemy_red.py +40 -0
- examples/fish/assets/startup-assets/tutorial-steps/9-polish/main.py +12 -0
- examples/fish/assets/startup-assets/tutorial-steps/9-polish/player.py +119 -0
- examples/tutorial-day1/chest.py +21 -0
- examples/tutorial-day1/enemy.py +106 -0
- examples/tutorial-day1/friend.py +51 -0
- examples/tutorial-day1/in-steps/1-create-sprites/chest.py +5 -0
- examples/tutorial-day1/in-steps/1-create-sprites/enemy.py +5 -0
- examples/tutorial-day1/in-steps/1-create-sprites/main.py +9 -0
- examples/tutorial-day1/in-steps/2-basic-events/chest.py +24 -0
- examples/tutorial-day1/in-steps/2-basic-events/enemy.py +18 -0
- examples/tutorial-day1/in-steps/2-basic-events/main.py +9 -0
- examples/tutorial-day1/in-steps/3-flow/chest.py +25 -0
- examples/tutorial-day1/in-steps/3-flow/enemy.py +56 -0
- examples/tutorial-day1/in-steps/3-flow/friend.py +47 -0
- examples/tutorial-day1/in-steps/3-flow/main.py +9 -0
- examples/tutorial-day1/in-steps/4-variables/chest.py +37 -0
- examples/tutorial-day1/in-steps/4-variables/enemy.py +76 -0
- examples/tutorial-day1/in-steps/4-variables/friend.py +49 -0
- examples/tutorial-day1/in-steps/4-variables/main.py +9 -0
- examples/tutorial-day1/in-steps/5-backdrops/chest.py +37 -0
- examples/tutorial-day1/in-steps/5-backdrops/enemy.py +76 -0
- examples/tutorial-day1/in-steps/5-backdrops/friend.py +49 -0
- examples/tutorial-day1/in-steps/5-backdrops/main.py +26 -0
- examples/tutorial-day1/main.py +48 -0
- examples/tutorial-day1/target.py +14 -0
- examples/tutorial-day1/text.py +23 -0
- pyscratch/game_module.py +66 -25
- pyscratch/sprite.py +12 -4
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.0.dist-info}/METADATA +5 -1
- pyscratch_pysc-2.0.0.dist-info/RECORD +239 -0
- pyscratch_pysc-1.0.4.dist-info/RECORD +0 -101
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.0.dist-info}/WHEEL +0 -0
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.0.dist-info}/top_level.txt +0 -0
@@ -0,0 +1,11 @@
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import pyscratch as pysc
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import player # Very important!
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import enemy # Very important!
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# start the game
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WIN_WIDTH = 500 # change me
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WIN_HEIGHT = 500 # change me
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framerate = 60
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pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
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pysc.game.start(framerate)
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import pyscratch as pysc
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player = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
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player.set_draggable(True)
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def scale():
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for i in range(20):
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player.scale_by(1.025)
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yield 0.03
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for i in range(20):
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player.scale_by(0.975)
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yield 0.03
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player.when_this_sprite_clicked().add_handler(scale)
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# Remember: The function is the stack of scratch blocks without the event block at the top
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def move():
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while True: # the forever loop
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if pysc.is_key_pressed("d"):
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player.x += 4
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if pysc.is_key_pressed("a"):
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player.x -= 4
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if pysc.is_key_pressed("w"):
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player.y -= 4
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if pysc.is_key_pressed("s"):
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player.y += 4
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yield 1/60 # must have an yield in a loop!
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# Attach the function to the event
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game_start = player.when_game_start()
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game_start.add_handler(move)
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# Or just in one line
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#player.when_game_start().add_handler(move)
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import pyscratch as pysc
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game = pysc.game
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enemy = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
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enemy.set_draggable(True) # optional: make the sprite draggable
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def appear():
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enemy.x = game.screen_width/2
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enemy.y = game.screen_height/2
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enemy.hide()
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yield 3
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enemy.show()
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enemy.when_game_start().add_handler(appear)
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def reduce_score():
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game['Score'] -= 1
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enemy.when_this_sprite_clicked().add_handler(reduce_score)
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import pyscratch as pysc
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import player # Very important!
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import enemy # Very important!
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# start the game
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WIN_WIDTH = 500 # change me
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WIN_HEIGHT = 500 # change me
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framerate = 60
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pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
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pysc.game.start(framerate)
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import pyscratch as pysc
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from pyscratch import game
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import pygame
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# create the variable
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game['Score'] = 0
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# for the display of the variable - v1.0.5, default font
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score_display = pysc.create_shared_data_display_sprite("Score")
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score_display.set_draggable(True) # optional
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# the sprite
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player = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
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player.set_draggable(True)
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def add_score():
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game['Score'] += 1
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player.when_this_sprite_clicked().add_handler(add_score)
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def scale():
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for i in range(20):
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player.scale_by(1.025)
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yield 0.03
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for i in range(20):
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player.scale_by(1/1.025)
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yield 0.03
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player.when_this_sprite_clicked().add_handler(scale)
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# Remember: The function is the stack of scratch blocks without the event block at the top
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def move():
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while True: # the forever loop
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if pysc.is_key_pressed("d"):
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player.x += 4
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if pysc.is_key_pressed("a"):
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player.x -= 4
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if pysc.is_key_pressed("w"):
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player.y -= 4
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if pysc.is_key_pressed("s"):
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player.y += 4
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yield 1/60 # must have an yield in a loop!
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# Attach the function to the event
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game_start = player.when_game_start()
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game_start.add_handler(move)
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# Or just in one line
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#player.when_game_start().add_handler(move)
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import pyscratch as pysc
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game = pysc.game
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spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
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spawn_button.y = 250
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def spwan_enemy():
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enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
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enemy_blue.y = pysc.random_number(0, game.screen_height)
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enemy_blue.x = 0
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while True:
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enemy_blue.x += 4
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yield 1/game.framerate # must have an yield in a loop!
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spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
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import pyscratch as pysc
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import player # Very important!
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import enemy # Very important!
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import pygame
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# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|
@@ -0,0 +1,20 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
|
3
|
+
player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
|
4
|
+
player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
|
5
|
+
|
6
|
+
def move():
|
7
|
+
while True:
|
8
|
+
if pysc.is_key_pressed("d"):
|
9
|
+
player1.x += 4
|
10
|
+
|
11
|
+
if pysc.is_key_pressed("right"):
|
12
|
+
player2.x += 4
|
13
|
+
|
14
|
+
yield 1/60 # must have an yield in a loop!
|
15
|
+
|
16
|
+
# for the purpose of this tutorial,
|
17
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
18
|
+
game_start = player2.when_game_start()
|
19
|
+
game_start.add_handler(move)
|
20
|
+
|
@@ -0,0 +1,19 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
|
5
|
+
spawn_button.y = 250
|
6
|
+
|
7
|
+
def spwan_enemy():
|
8
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
9
|
+
|
10
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
11
|
+
enemy_blue.x = 0
|
12
|
+
|
13
|
+
while True:
|
14
|
+
enemy_blue.x += 4
|
15
|
+
|
16
|
+
yield 1/game.framerate # must have an yield in a loop!
|
17
|
+
|
18
|
+
spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
|
19
|
+
|
@@ -0,0 +1,11 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
import player # Very important!
|
3
|
+
import enemy # Very important!
|
4
|
+
import pygame
|
5
|
+
# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|
@@ -0,0 +1,38 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
|
3
|
+
player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
|
4
|
+
player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
|
5
|
+
|
6
|
+
def move():
|
7
|
+
while True:
|
8
|
+
if pysc.is_key_pressed("d"):
|
9
|
+
player1.x += 4
|
10
|
+
|
11
|
+
if pysc.is_key_pressed("a"):
|
12
|
+
player1.x -= 4
|
13
|
+
|
14
|
+
if pysc.is_key_pressed("w"):
|
15
|
+
player1.y -= 4
|
16
|
+
|
17
|
+
if pysc.is_key_pressed("s"):
|
18
|
+
player1.y += 4
|
19
|
+
|
20
|
+
if pysc.is_key_pressed("right"):
|
21
|
+
player2.x += 4
|
22
|
+
|
23
|
+
if pysc.is_key_pressed("left"):
|
24
|
+
player2.x -= 4
|
25
|
+
|
26
|
+
if pysc.is_key_pressed("up"):
|
27
|
+
player2.y -= 4
|
28
|
+
|
29
|
+
if pysc.is_key_pressed("down"):
|
30
|
+
player2.y += 4
|
31
|
+
|
32
|
+
yield 1/60 # must have an yield in a loop!
|
33
|
+
|
34
|
+
# for the purpose of this tutorial,
|
35
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
36
|
+
game_start = player2.when_game_start()
|
37
|
+
game_start.add_handler(move)
|
38
|
+
|
@@ -0,0 +1,20 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
|
5
|
+
spawn_button.y = 250
|
6
|
+
|
7
|
+
def spwan_enemy():
|
8
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
9
|
+
|
10
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
11
|
+
enemy_blue.x = 0
|
12
|
+
|
13
|
+
while True:
|
14
|
+
enemy_blue.x += 4
|
15
|
+
|
16
|
+
yield 1/game.framerate # must have an yield in a loop!
|
17
|
+
|
18
|
+
spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
|
19
|
+
|
20
|
+
|
@@ -0,0 +1,11 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
import player # Very important!
|
3
|
+
import enemy # Very important!
|
4
|
+
import pygame
|
5
|
+
# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|
@@ -0,0 +1,58 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
|
3
|
+
player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
|
4
|
+
player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
|
5
|
+
|
6
|
+
def move():
|
7
|
+
while True:
|
8
|
+
if pysc.is_key_pressed("d"):
|
9
|
+
player1.x += 4
|
10
|
+
|
11
|
+
if pysc.is_key_pressed("a"):
|
12
|
+
player1.x -= 4
|
13
|
+
|
14
|
+
if pysc.is_key_pressed("w"):
|
15
|
+
player1.y -= 4
|
16
|
+
|
17
|
+
if pysc.is_key_pressed("s"):
|
18
|
+
player1.y += 4
|
19
|
+
|
20
|
+
if pysc.is_key_pressed("right"):
|
21
|
+
player2.x += 4
|
22
|
+
|
23
|
+
if pysc.is_key_pressed("left"):
|
24
|
+
player2.x -= 4
|
25
|
+
|
26
|
+
if pysc.is_key_pressed("up"):
|
27
|
+
player2.y -= 4
|
28
|
+
|
29
|
+
if pysc.is_key_pressed("down"):
|
30
|
+
player2.y += 4
|
31
|
+
|
32
|
+
yield 1/60 # must have an yield in a loop!
|
33
|
+
|
34
|
+
# for the purpose of this tutorial,
|
35
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
36
|
+
game_start = player2.when_game_start()
|
37
|
+
game_start.add_handler(move)
|
38
|
+
|
39
|
+
|
40
|
+
|
41
|
+
|
42
|
+
def move2():
|
43
|
+
player1.x = 200
|
44
|
+
player1.y = 400
|
45
|
+
|
46
|
+
player2.x = 400
|
47
|
+
player2.y = 200
|
48
|
+
|
49
|
+
while True:
|
50
|
+
if player1.is_touching(player2):
|
51
|
+
player1.hide()
|
52
|
+
player2.hide()
|
53
|
+
|
54
|
+
yield 1/60 # must have an yield in a loop!
|
55
|
+
|
56
|
+
# for the purpose of this tutorial,
|
57
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
58
|
+
player2.when_game_start().add_handler(move2)
|
@@ -0,0 +1,32 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
|
5
|
+
spawn_button.y = 250
|
6
|
+
|
7
|
+
# no guarantee that the `player1` and `player2` are created at this point.
|
8
|
+
# therefore, do not do this:
|
9
|
+
#player1 = game['player1']
|
10
|
+
|
11
|
+
def spwan_enemy():
|
12
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
13
|
+
|
14
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
15
|
+
enemy_blue.x = 0
|
16
|
+
|
17
|
+
player1 = game['player1']
|
18
|
+
|
19
|
+
# a better way: break the loop when the sprite is removed
|
20
|
+
#while not enemy_blue.removed:
|
21
|
+
while True:
|
22
|
+
enemy_blue.x += 4
|
23
|
+
|
24
|
+
if enemy_blue.is_touching(player1):
|
25
|
+
enemy_blue.remove()
|
26
|
+
player1.scale_by(1.1)
|
27
|
+
|
28
|
+
yield 1/game.framerate # must have an yield in a loop!
|
29
|
+
|
30
|
+
spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
|
31
|
+
|
32
|
+
|
@@ -0,0 +1,11 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
import player # Very important!
|
3
|
+
import enemy # Very important!
|
4
|
+
import pygame
|
5
|
+
# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|
@@ -0,0 +1,59 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
|
4
|
+
player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
|
5
|
+
game['player1'] = player1
|
6
|
+
|
7
|
+
def move():
|
8
|
+
while True:
|
9
|
+
if pysc.is_key_pressed("d"):
|
10
|
+
player1.x += 4
|
11
|
+
|
12
|
+
if pysc.is_key_pressed("a"):
|
13
|
+
player1.x -= 4
|
14
|
+
|
15
|
+
if pysc.is_key_pressed("w"):
|
16
|
+
player1.y -= 4
|
17
|
+
|
18
|
+
if pysc.is_key_pressed("s"):
|
19
|
+
player1.y += 4
|
20
|
+
|
21
|
+
if pysc.is_key_pressed("right"):
|
22
|
+
player2.x += 4
|
23
|
+
|
24
|
+
if pysc.is_key_pressed("left"):
|
25
|
+
player2.x -= 4
|
26
|
+
|
27
|
+
if pysc.is_key_pressed("up"):
|
28
|
+
player2.y -= 4
|
29
|
+
|
30
|
+
if pysc.is_key_pressed("down"):
|
31
|
+
player2.y += 4
|
32
|
+
|
33
|
+
yield 1/60 # must have an yield in a loop!
|
34
|
+
|
35
|
+
# for the purpose of this tutorial,
|
36
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
37
|
+
game_start = player2.when_game_start()
|
38
|
+
game_start.add_handler(move)
|
39
|
+
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
def move2():
|
44
|
+
player1.x = 200
|
45
|
+
player1.y = 400
|
46
|
+
|
47
|
+
player2.x = 400
|
48
|
+
player2.y = 200
|
49
|
+
|
50
|
+
while True:
|
51
|
+
if player1.is_touching(player2):
|
52
|
+
player1.hide()
|
53
|
+
player2.hide()
|
54
|
+
|
55
|
+
yield 1/60 # must have an yield in a loop!
|
56
|
+
|
57
|
+
# for the purpose of this tutorial,
|
58
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
59
|
+
player2.when_game_start().add_handler(move2)
|
@@ -0,0 +1,37 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
|
5
|
+
spawn_button.y = 250
|
6
|
+
|
7
|
+
# no guarantee that the `player1` and `player2` are created at this point.
|
8
|
+
# therefore, do not do this:
|
9
|
+
#player1 = game['player1']
|
10
|
+
|
11
|
+
def spwan_enemy():
|
12
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
13
|
+
|
14
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
15
|
+
enemy_blue.x = 0
|
16
|
+
|
17
|
+
player1 = game['player1']
|
18
|
+
player2 = game['player2']
|
19
|
+
|
20
|
+
# a better way: break the loop when the sprite is removed
|
21
|
+
#while not enemy_blue.removed:
|
22
|
+
while True:
|
23
|
+
enemy_blue.x += 4
|
24
|
+
|
25
|
+
if enemy_blue.is_touching(player1):
|
26
|
+
enemy_blue.remove()
|
27
|
+
player1.scale_by(1.1)
|
28
|
+
|
29
|
+
if enemy_blue.is_touching(player2):
|
30
|
+
enemy_blue.remove()
|
31
|
+
player2.scale_by(1.1)
|
32
|
+
|
33
|
+
yield 1/game.framerate # must have an yield in a loop!
|
34
|
+
|
35
|
+
spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
|
36
|
+
|
37
|
+
|
@@ -0,0 +1,11 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
import player # Very important!
|
3
|
+
import enemy # Very important!
|
4
|
+
import pygame
|
5
|
+
# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|
@@ -0,0 +1,60 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
|
4
|
+
player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
|
5
|
+
game['player1'] = player1
|
6
|
+
game['player2'] = player2
|
7
|
+
|
8
|
+
def move():
|
9
|
+
while True:
|
10
|
+
if pysc.is_key_pressed("d"):
|
11
|
+
player1.x += 4
|
12
|
+
|
13
|
+
if pysc.is_key_pressed("a"):
|
14
|
+
player1.x -= 4
|
15
|
+
|
16
|
+
if pysc.is_key_pressed("w"):
|
17
|
+
player1.y -= 4
|
18
|
+
|
19
|
+
if pysc.is_key_pressed("s"):
|
20
|
+
player1.y += 4
|
21
|
+
|
22
|
+
if pysc.is_key_pressed("right"):
|
23
|
+
player2.x += 4
|
24
|
+
|
25
|
+
if pysc.is_key_pressed("left"):
|
26
|
+
player2.x -= 4
|
27
|
+
|
28
|
+
if pysc.is_key_pressed("up"):
|
29
|
+
player2.y -= 4
|
30
|
+
|
31
|
+
if pysc.is_key_pressed("down"):
|
32
|
+
player2.y += 4
|
33
|
+
|
34
|
+
yield 1/60 # must have an yield in a loop!
|
35
|
+
|
36
|
+
# for the purpose of this tutorial,
|
37
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
38
|
+
game_start = player2.when_game_start()
|
39
|
+
game_start.add_handler(move)
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
|
44
|
+
def move2():
|
45
|
+
player1.x = 200
|
46
|
+
player1.y = 400
|
47
|
+
|
48
|
+
player2.x = 400
|
49
|
+
player2.y = 200
|
50
|
+
|
51
|
+
while True:
|
52
|
+
if player1.is_touching(player2):
|
53
|
+
player1.hide()
|
54
|
+
player2.hide()
|
55
|
+
|
56
|
+
yield 1/60 # must have an yield in a loop!
|
57
|
+
|
58
|
+
# for the purpose of this tutorial,
|
59
|
+
# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
|
60
|
+
player2.when_game_start().add_handler(move2)
|
@@ -0,0 +1,37 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
spawn_button = pysc.create_single_costume_sprite("assets/fish_red_outline.png")
|
5
|
+
spawn_button.y = 250
|
6
|
+
|
7
|
+
# no guarantee that the `player1` and `player2` are created at this point.
|
8
|
+
# therefore, do not do this:
|
9
|
+
#player1 = game['player1']
|
10
|
+
|
11
|
+
def spwan_enemy():
|
12
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
13
|
+
|
14
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
15
|
+
enemy_blue.x = 0
|
16
|
+
|
17
|
+
player1 = game['player1']
|
18
|
+
player2 = game['player2']
|
19
|
+
|
20
|
+
# a better way: break the loop when the sprite is removed
|
21
|
+
#while not enemy_blue.removed:
|
22
|
+
while True:
|
23
|
+
enemy_blue.x += 4
|
24
|
+
|
25
|
+
if enemy_blue.is_touching(player1):
|
26
|
+
enemy_blue.remove()
|
27
|
+
player1.scale_by(1.1)
|
28
|
+
|
29
|
+
if enemy_blue.is_touching(player2):
|
30
|
+
enemy_blue.remove()
|
31
|
+
player2.scale_by(1.1)
|
32
|
+
|
33
|
+
yield 1/game.framerate # must have an yield in a loop!
|
34
|
+
|
35
|
+
spawn_button.when_this_sprite_clicked().add_handler(spwan_enemy)
|
36
|
+
|
37
|
+
|
@@ -0,0 +1,11 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
import player # Very important!
|
3
|
+
import enemy # Very important!
|
4
|
+
import pygame
|
5
|
+
# start the game
|
6
|
+
WIN_WIDTH = 500 # change me
|
7
|
+
WIN_HEIGHT = 500 # change me
|
8
|
+
framerate = 60
|
9
|
+
|
10
|
+
pysc.game.update_screen_mode((WIN_WIDTH, WIN_HEIGHT))
|
11
|
+
pysc.game.start(framerate, use_frame_time=True)
|