pyscratch-pysc 1.0.4__py3-none-any.whl → 2.0.1__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 +70 -27
- pyscratch/sprite.py +12 -4
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.1.dist-info}/METADATA +8 -1
- pyscratch_pysc-2.0.1.dist-info/RECORD +239 -0
- pyscratch_pysc-1.0.4.dist-info/RECORD +0 -101
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.1.dist-info}/WHEEL +0 -0
- {pyscratch_pysc-1.0.4.dist-info → pyscratch_pysc-2.0.1.dist-info}/top_level.txt +0 -0
@@ -0,0 +1,58 @@
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import pyscratch as pysc
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player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
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player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
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def move():
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while True:
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if pysc.is_key_pressed("d"):
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player1.x += 4
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if pysc.is_key_pressed("a"):
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player1.x -= 4
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if pysc.is_key_pressed("w"):
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player1.y -= 4
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if pysc.is_key_pressed("s"):
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player1.y += 4
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if pysc.is_key_pressed("right"):
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player2.x += 4
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if pysc.is_key_pressed("left"):
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player2.x -= 4
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if pysc.is_key_pressed("up"):
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player2.y -= 4
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if pysc.is_key_pressed("down"):
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player2.y += 4
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yield 1/60 # must have an yield in a loop!
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# for the purpose of this tutorial,
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# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
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game_start = player2.when_game_start()
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game_start.add_handler(move)
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def move2():
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player1.x = 200
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player1.y = 400
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player2.x = 400
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player2.y = 200
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while True:
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if player1.is_touching(player2):
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player1.hide()
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player2.hide()
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yield 1/60 # must have an yield in a loop!
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# for the purpose of this tutorial,
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# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
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player2.when_game_start().add_handler(move2)
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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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# no guarantee that the `player1` and `player2` are created at this point.
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# therefore, do not do this:
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#player1 = game['player1']
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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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player1 = game['player1']
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# a better way: break the loop when the sprite is removed
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#while not enemy_blue.removed:
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while True:
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enemy_blue.x += 4
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if enemy_blue.is_touching(player1):
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enemy_blue.remove()
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player1.scale_by(1.1)
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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
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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, use_frame_time=True)
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import pyscratch as pysc
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game = pysc.game
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player1 = pysc.create_single_costume_sprite("assets/fish_brown_outline.png")
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player2 = pysc.create_single_costume_sprite("assets/fish_orange_outline.png")
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game['player1'] = player1
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def move():
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while True:
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if pysc.is_key_pressed("d"):
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player1.x += 4
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if pysc.is_key_pressed("a"):
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player1.x -= 4
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if pysc.is_key_pressed("w"):
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player1.y -= 4
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if pysc.is_key_pressed("s"):
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player1.y += 4
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if pysc.is_key_pressed("right"):
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player2.x += 4
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if pysc.is_key_pressed("left"):
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player2.x -= 4
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if pysc.is_key_pressed("up"):
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player2.y -= 4
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if pysc.is_key_pressed("down"):
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player2.y += 4
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yield 1/60 # must have an yield in a loop!
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# for the purpose of this tutorial,
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# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
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game_start = player2.when_game_start()
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game_start.add_handler(move)
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def move2():
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player1.x = 200
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player1.y = 400
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player2.x = 400
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player2.y = 200
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while True:
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if player1.is_touching(player2):
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player1.hide()
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player2.hide()
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yield 1/60 # must have an yield in a loop!
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# for the purpose of this tutorial,
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# `player1.when_game_start()` and `player2.when_game_start()` are almost the same.
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player2.when_game_start().add_handler(move2)
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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
|
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)
|
@@ -0,0 +1,83 @@
|
|
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)
|
61
|
+
|
62
|
+
|
63
|
+
def test_key_event(key, updown):
|
64
|
+
print("key event:", key, updown)
|
65
|
+
|
66
|
+
player1.when_any_key_pressed().add_handler(test_key_event)
|
67
|
+
|
68
|
+
|
69
|
+
def player1_skill(updown):
|
70
|
+
|
71
|
+
if updown == 'up':
|
72
|
+
print("space pressed!")
|
73
|
+
for i in range(20):
|
74
|
+
player1.scale_by(1.025)
|
75
|
+
yield 1/game.framerate
|
76
|
+
|
77
|
+
if updown == 'down':
|
78
|
+
print("space released!")
|
79
|
+
for i in range(20):
|
80
|
+
player1.scale_by(1/1.025)
|
81
|
+
yield 1/game.framerate
|
82
|
+
|
83
|
+
player1.when_key_pressed("space").add_handler(player1_skill)
|
@@ -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 +1,86 @@
|
|
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)
|
61
|
+
|
62
|
+
|
63
|
+
def message_event(data):
|
64
|
+
print("Received a message with data:", data)
|
65
|
+
player1.when_receive_message("message_topic1").add_handler(message_event)
|
66
|
+
|
67
|
+
|
68
|
+
|
69
|
+
|
70
|
+
def player1_skill(updown):
|
71
|
+
|
72
|
+
game.broadcast_message("message_topic1", updown)
|
73
|
+
|
74
|
+
if updown == 'up':
|
75
|
+
for i in range(20):
|
76
|
+
player1.scale_by(1.025)
|
77
|
+
yield 1/game.framerate
|
78
|
+
|
79
|
+
if updown == 'down':
|
80
|
+
|
81
|
+
for i in range(20):
|
82
|
+
player1.scale_by(1/1.025)
|
83
|
+
yield 1/game.framerate
|
84
|
+
|
85
|
+
|
86
|
+
player1.when_key_pressed("space").add_handler(player1_skill)
|
@@ -0,0 +1,35 @@
|
|
1
|
+
import pyscratch as pysc
|
2
|
+
game = pysc.game
|
3
|
+
|
4
|
+
def spwan_enemy(data):
|
5
|
+
enemy_blue = pysc.create_single_costume_sprite("assets/fish_blue_outline.png")
|
6
|
+
|
7
|
+
enemy_blue.y = pysc.random_number(0, game.screen_height)
|
8
|
+
enemy_blue.x = 0
|
9
|
+
|
10
|
+
player1 = game['player1']
|
11
|
+
player2 = game['player2']
|
12
|
+
|
13
|
+
# a better way: break the loop when the sprite is removed
|
14
|
+
#while not enemy_blue.removed:
|
15
|
+
while True:
|
16
|
+
enemy_blue.x += 4
|
17
|
+
|
18
|
+
if enemy_blue.is_touching(player1):
|
19
|
+
enemy_blue.remove()
|
20
|
+
player1.scale_by(1.1)
|
21
|
+
|
22
|
+
if enemy_blue.is_touching(player2):
|
23
|
+
enemy_blue.remove()
|
24
|
+
player2.scale_by(1.1)
|
25
|
+
|
26
|
+
yield 1/game.framerate # must have an yield in a loop!
|
27
|
+
|
28
|
+
game.when_receive_message("spawn_enemy").add_handler(spwan_enemy)
|
29
|
+
|
30
|
+
def on_start():
|
31
|
+
while True:
|
32
|
+
game.broadcast_message("spawn_enemy")
|
33
|
+
yield 1
|
34
|
+
|
35
|
+
game.when_game_start().add_handler(on_start)
|
@@ -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 +1,86 @@
|
|
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)
|
61
|
+
|
62
|
+
|
63
|
+
def message_event(data):
|
64
|
+
print("Received a message with data:", data)
|
65
|
+
player1.when_receive_message("message_topic1").add_handler(message_event)
|
66
|
+
|
67
|
+
|
68
|
+
|
69
|
+
|
70
|
+
def player1_skill(updown):
|
71
|
+
|
72
|
+
game.broadcast_message("message_topic1", updown)
|
73
|
+
|
74
|
+
if updown == 'up':
|
75
|
+
for i in range(20):
|
76
|
+
player1.scale_by(1.025)
|
77
|
+
yield 1/game.framerate
|
78
|
+
|
79
|
+
if updown == 'down':
|
80
|
+
|
81
|
+
for i in range(20):
|
82
|
+
player1.scale_by(1/1.025)
|
83
|
+
yield 1/game.framerate
|
84
|
+
|
85
|
+
|
86
|
+
player1.when_key_pressed("space").add_handler(player1_skill)
|