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Jakob Kirsch
AsteroidenSchauer
Commits
52a07a68
Commit
52a07a68
authored
5 years ago
by
Jakob Kirsch
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asteroids split now
parent
910ffd2a
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main.py
+233
-218
233 additions, 218 deletions
main.py
with
233 additions
and
218 deletions
main.py
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−
218
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52a07a68
#!/usr/bin/python3
#!/usr/bin/python3
'''
'''
To add:
To add:
- fuel canisters
- fuel canisters
- shield
- shield
'''
'''
...
@@ -25,226 +25,241 @@ CIRCLE = max(SCREEN_WIDTH, SCREEN_HEIGHT)
...
@@ -25,226 +25,241 @@ CIRCLE = max(SCREEN_WIDTH, SCREEN_HEIGHT)
DISTANCE
=
128
DISTANCE
=
128
CONTROLS
=
{
CONTROLS
=
{
"
run
"
:
arcade
.
key
.
W
,
"
run
"
:
arcade
.
key
.
W
,
"
left
"
:
arcade
.
key
.
A
,
"
left
"
:
arcade
.
key
.
A
,
"
right
"
:
arcade
.
key
.
D
,
"
right
"
:
arcade
.
key
.
D
,
"
shoot
"
:
arcade
.
key
.
SPACE
"
shoot
"
:
arcade
.
key
.
SPACE
}
}
class
Game
(
arcade
.
Window
):
class
Game
(
arcade
.
Window
):
def
__init__
(
self
):
def
__init__
(
self
):
super
().
__init__
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
NAME
)
super
().
__init__
(
SCREEN_WIDTH
,
SCREEN_HEIGHT
,
NAME
)
self
.
all_sprites_list
=
None
self
.
all_sprites_list
=
None
self
.
asteroid_list
=
None
self
.
asteroid_list
=
None
self
.
shoot_list
=
None
self
.
shoot_list
=
None
self
.
player_list
=
None
self
.
player_list
=
None
self
.
score
=
0
self
.
score
=
0
self
.
running
=
0
self
.
running
=
0
self
.
player_sprite
=
None
self
.
player_sprite
=
None
self
.
time
=
0
self
.
time
=
0
self
.
view_left
=
0
self
.
view_left
=
0
self
.
view_bottom
=
0
self
.
view_bottom
=
0
self
.
slide
=
False
self
.
slide
=
False
arcade
.
set_background_color
(
arcade
.
color
.
BLACK
)
arcade
.
set_background_color
(
arcade
.
color
.
BLACK
)
# Add asteroid
# Add asteroid
def
asteroid
(
self
):
def
asteroid
(
self
):
x
=
random
.
randint
(
int
(
self
.
player_sprite
.
center_x
-
CIRCLE
),
int
(
self
.
player_sprite
.
center_x
+
CIRCLE
))
x
=
random
.
randint
(
int
(
self
.
player_sprite
.
center_x
-
CIRCLE
),
int
(
self
.
player_sprite
.
center_x
+
CIRCLE
))
y
=
random
.
randint
(
int
(
self
.
player_sprite
.
center_y
-
CIRCLE
),
int
(
self
.
player_sprite
.
center_y
+
CIRCLE
))
y
=
random
.
randint
(
int
(
self
.
player_sprite
.
center_y
-
CIRCLE
),
int
(
self
.
player_sprite
.
center_y
+
CIRCLE
))
if
((
x
-
self
.
player_sprite
.
center_x
)
**
2
+
(
y
-
self
.
player_sprite
.
center_y
)
**
2
)
<
(
DISTANCE
)
**
2
:
if
((
x
-
self
.
player_sprite
.
center_x
)
**
2
+
(
y
-
self
.
player_sprite
.
center_y
)
**
2
)
<
(
DISTANCE
)
**
2
:
return
return
asteroid_sprite
=
arcade
.
Sprite
(
random
.
choice
([
"
images/big_asteroid.png
"
]
*
3
+
[
"
images/small_asteroid.png
"
]
*
7
),
SPRITE_SCALING
)
asteroid_sprite
=
arcade
.
Sprite
(
random
.
choice
([
"
images/big_asteroid.png
"
]
*
3
+
[
"
images/small_asteroid.png
"
]
*
7
),
SPRITE_SCALING
)
if
asteroid_sprite
.
texture
==
arcade
.
load_texture
(
"
images/big_asteroid.png
"
):
if
asteroid_sprite
.
texture
==
arcade
.
load_texture
(
"
images/big_asteroid.png
"
):
asteroid_sprite
.
name
=
"
big
"
asteroid_sprite
.
name
=
"
big
"
else
:
else
:
asteroid_sprite
.
name
=
"
small
"
asteroid_sprite
.
name
=
"
small
"
asteroid_sprite
.
set_position
(
x
,
y
)
asteroid_sprite
.
set_position
(
x
,
y
)
asteroid_sprite
.
change_x
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
asteroid_sprite
.
change_x
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
asteroid_sprite
.
change_y
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
asteroid_sprite
.
change_y
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
asteroid_sprite
.
change_angle
=
random
.
randint
(
-
ROT_SPEED
,
ROT_SPEED
)
/
1000
asteroid_sprite
.
change_angle
=
random
.
randint
(
-
ROT_SPEED
,
ROT_SPEED
)
/
1000
self
.
all_sprites_list
.
append
(
asteroid_sprite
)
self
.
all_sprites_list
.
append
(
asteroid_sprite
)
self
.
asteroid_list
.
append
(
asteroid_sprite
)
self
.
asteroid_list
.
append
(
asteroid_sprite
)
def
setup
(
self
):
def
setup
(
self
):
self
.
score
=
0
self
.
score
=
0
self
.
running
=
0
self
.
running
=
0
self
.
view_left
=
0
self
.
view_left
=
0
self
.
view_bottom
=
0
self
.
view_bottom
=
0
self
.
slide
=
False
self
.
slide
=
False
arcade
.
set_viewport
(
0
,
SCREEN_WIDTH
,
0
,
SCREEN_HEIGHT
)
arcade
.
set_viewport
(
0
,
SCREEN_WIDTH
,
0
,
SCREEN_HEIGHT
)
self
.
low_x
=
0
self
.
low_x
=
0
self
.
low_y
=
0
self
.
low_y
=
0
self
.
slide
=
False
self
.
slide
=
False
self
.
all_sprites_list
=
arcade
.
SpriteList
()
self
.
all_sprites_list
=
arcade
.
SpriteList
()
self
.
asteroid_list
=
arcade
.
SpriteList
()
self
.
asteroid_list
=
arcade
.
SpriteList
()
self
.
shoot_list
=
arcade
.
SpriteList
()
self
.
shoot_list
=
arcade
.
SpriteList
()
self
.
player_list
=
arcade
.
SpriteList
()
self
.
player_list
=
arcade
.
SpriteList
()
self
.
player_sprite
=
arcade
.
AnimatedWalkingSprite
(
SPRITE_SCALING
)
self
.
player_sprite
=
arcade
.
AnimatedWalkingSprite
(
SPRITE_SCALING
)
self
.
player_sprite
.
textures
.
append
(
arcade
.
load_texture
(
"
images/player_off.png
"
))
self
.
player_sprite
.
textures
.
append
(
arcade
.
load_texture
(
"
images/player_off.png
"
))
self
.
player_sprite
.
textures
.
append
(
arcade
.
load_texture
(
"
images/player_on.png
"
))
self
.
player_sprite
.
textures
.
append
(
arcade
.
load_texture
(
"
images/player_on.png
"
))
self
.
player_sprite
.
set_texture
(
0
)
self
.
player_sprite
.
set_texture
(
0
)
self
.
player_sprite
.
left
=
SCREEN_WIDTH
/
2
+
self
.
player_sprite
.
width
self
.
player_sprite
.
left
=
SCREEN_WIDTH
/
2
+
self
.
player_sprite
.
width
self
.
player_sprite
.
bottom
=
SCREEN_HEIGHT
/
2
+
self
.
player_sprite
.
height
self
.
player_sprite
.
bottom
=
SCREEN_HEIGHT
/
2
+
self
.
player_sprite
.
height
self
.
player_list
.
append
(
self
.
player_sprite
)
self
.
player_list
.
append
(
self
.
player_sprite
)
for
i
in
range
(
0
,
5000
):
for
i
in
range
(
0
,
5000
):
star
=
arcade
.
Sprite
(
"
images/star.png
"
,
SPRITE_SCALING
)
star
=
arcade
.
Sprite
(
"
images/star.png
"
,
SPRITE_SCALING
)
star
.
set_position
(
random
.
randint
(
int
(
-
10000
),
int
(
10000
)),
random
.
randint
(
int
(
-
10000
),
int
(
10000
)))
star
.
set_position
(
random
.
randint
(
int
(
-
10000
),
int
(
10000
)),
random
.
randint
(
int
(
-
10000
),
int
(
10000
)))
self
.
all_sprites_list
.
append
(
star
)
self
.
all_sprites_list
.
append
(
star
)
def
update
(
self
,
delta_time
):
def
update
(
self
,
delta_time
):
self
.
player_list
.
update
()
self
.
player_list
.
update
()
self
.
time
+=
1
self
.
time
+=
1
if
self
.
time
%
50
==
0
:
if
self
.
time
%
50
==
0
:
self
.
asteroid
()
self
.
asteroid
()
'''
for asteroid in self.asteroid_list:
'''
for asteroid in self.asteroid_list:
if asteroid.center_x < self.view_left - 300 or asteroid.center_x > self.view_left + SCREEN_WIDTH + 300:
if asteroid.center_x < self.view_left - 300 or asteroid.center_x > self.view_left + SCREEN_WIDTH + 300:
self.asteroid_list.remove(asteroid)
self.asteroid_list.remove(asteroid)
self.all_sprites_list.remove(asteroid)
self.all_sprites_list.remove(asteroid)
if asteroid.center_y < self.view_bottom - 300 or asteroid.center_y > self.view_bottom + SCREEN_HEIGHT + 300:
if asteroid.center_y < self.view_bottom - 300 or asteroid.center_y > self.view_bottom + SCREEN_HEIGHT + 300:
self.asteroid_list.remove(asteroid)
self.asteroid_list.remove(asteroid)
self.all_sprites_list.remove(asteroid)
'''
self.all_sprites_list.remove(asteroid)
'''
if
not
self
.
slide
:
if
not
self
.
slide
:
self
.
player_sprite
.
change_y
=
self
.
running
*
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
player_sprite
.
change_y
=
self
.
running
*
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
player_sprite
.
change_x
=
self
.
running
*
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
player_sprite
.
change_x
=
self
.
running
*
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
all_sprites_list
.
update
()
self
.
all_sprites_list
.
update
()
if
self
.
slide
:
if
self
.
slide
:
low_x
=
0.1
low_x
=
0.1
low_y
=
0.1
low_y
=
0.1
check_x
=
self
.
player_sprite
.
change_x
check_x
=
self
.
player_sprite
.
change_x
check_y
=
self
.
player_sprite
.
change_y
check_y
=
self
.
player_sprite
.
change_y
if
self
.
player_sprite
.
change_x
<
0
:
if
self
.
player_sprite
.
change_x
<
0
:
low_x
*=
-
1
low_x
*=
-
1
check_x
*=
-
1
check_x
*=
-
1
if
self
.
player_sprite
.
change_y
<
0
:
if
self
.
player_sprite
.
change_y
<
0
:
low_y
*=
-
1
low_y
*=
-
1
check_y
*=-
1
check_y
*=-
1
if
math
.
fabs
(
self
.
player_sprite
.
change_x
)
>
0
:
if
math
.
fabs
(
self
.
player_sprite
.
change_x
)
>
0
:
self
.
player_sprite
.
change_x
/=
SLIDE_SPEED
self
.
player_sprite
.
change_x
/=
SLIDE_SPEED
if
math
.
fabs
(
self
.
player_sprite
.
change_y
)
>
0
:
if
math
.
fabs
(
self
.
player_sprite
.
change_y
)
>
0
:
self
.
player_sprite
.
change_y
/=
SLIDE_SPEED
self
.
player_sprite
.
change_y
/=
SLIDE_SPEED
if
math
.
fabs
(
self
.
player_sprite
.
change_x
)
<
low_x
:
if
math
.
fabs
(
self
.
player_sprite
.
change_x
)
<
low_x
:
self
.
player_sprite
.
change_x
=
0
self
.
player_sprite
.
change_x
=
0
if
math
.
fabs
(
self
.
player_sprite
.
change_y
)
<
low_y
:
if
math
.
fabs
(
self
.
player_sprite
.
change_y
)
<
low_y
:
self
.
player_sprite
.
change_y
=
0
self
.
player_sprite
.
change_y
=
0
if
math
.
fabs
(
check_x
)
<
low_x
and
math
.
fabs
(
check_y
)
<
low_y
:
if
math
.
fabs
(
check_x
)
<
low_x
and
math
.
fabs
(
check_y
)
<
low_y
:
self
.
player_sprite
.
change_x
=
0
self
.
player_sprite
.
change_x
=
0
self
.
player_sprite
.
change_y
=
0
self
.
player_sprite
.
change_y
=
0
self
.
slide
=
False
self
.
slide
=
False
changed
=
False
changed
=
False
# Scroll left
# Scroll left
left_bndry
=
self
.
view_left
+
VIEWPORT_MARGIN
left_bndry
=
self
.
view_left
+
VIEWPORT_MARGIN
if
self
.
player_sprite
.
left
<
left_bndry
:
if
self
.
player_sprite
.
left
<
left_bndry
:
self
.
view_left
-=
left_bndry
-
self
.
player_sprite
.
left
self
.
view_left
-=
left_bndry
-
self
.
player_sprite
.
left
changed
=
True
changed
=
True
# Scroll right
# Scroll right
right_bndry
=
self
.
view_left
+
SCREEN_WIDTH
-
RIGHT_MARGIN
right_bndry
=
self
.
view_left
+
SCREEN_WIDTH
-
RIGHT_MARGIN
if
self
.
player_sprite
.
right
>
right_bndry
:
if
self
.
player_sprite
.
right
>
right_bndry
:
self
.
view_left
+=
self
.
player_sprite
.
right
-
right_bndry
self
.
view_left
+=
self
.
player_sprite
.
right
-
right_bndry
changed
=
True
changed
=
True
# Scroll up
# Scroll up
top_bndry
=
self
.
view_bottom
+
SCREEN_HEIGHT
-
VIEWPORT_MARGIN
top_bndry
=
self
.
view_bottom
+
SCREEN_HEIGHT
-
VIEWPORT_MARGIN
if
self
.
player_sprite
.
top
>
top_bndry
:
if
self
.
player_sprite
.
top
>
top_bndry
:
self
.
view_bottom
+=
self
.
player_sprite
.
top
-
top_bndry
self
.
view_bottom
+=
self
.
player_sprite
.
top
-
top_bndry
changed
=
True
changed
=
True
# Scroll down
# Scroll down
bottom_bndry
=
self
.
view_bottom
+
VIEWPORT_MARGIN
bottom_bndry
=
self
.
view_bottom
+
VIEWPORT_MARGIN
if
self
.
player_sprite
.
bottom
<
bottom_bndry
:
if
self
.
player_sprite
.
bottom
<
bottom_bndry
:
self
.
view_bottom
-=
bottom_bndry
-
self
.
player_sprite
.
bottom
self
.
view_bottom
-=
bottom_bndry
-
self
.
player_sprite
.
bottom
changed
=
True
changed
=
True
# If we need to scroll, go ahead and do it.
# If we need to scroll, go ahead and do it.
if
changed
:
if
changed
:
arcade
.
set_viewport
(
self
.
view_left
,
arcade
.
set_viewport
(
self
.
view_left
,
SCREEN_WIDTH
+
self
.
view_left
,
SCREEN_WIDTH
+
self
.
view_left
,
self
.
view_bottom
,
self
.
view_bottom
,
SCREEN_HEIGHT
+
self
.
view_bottom
)
SCREEN_HEIGHT
+
self
.
view_bottom
)
# Collision checking
# Collision checking
if
arcade
.
check_for_collision_with_list
(
self
.
player_sprite
,
self
.
asteroid_list
):
if
arcade
.
check_for_collision_with_list
(
self
.
player_sprite
,
self
.
asteroid_list
):
self
.
setup
()
self
.
setup
()
for
shoot
in
self
.
shoot_list
:
for
shoot
in
self
.
shoot_list
:
for
asteroid
in
self
.
asteroid_list
:
for
asteroid
in
self
.
asteroid_list
:
if
arcade
.
check_for_collision
(
asteroid
,
shoot
):
if
arcade
.
check_for_collision
(
asteroid
,
shoot
):
if
asteroid
.
name
==
"
big
"
:
if
asteroid
.
name
==
"
big
"
:
self
.
score
+=
10
for
i
in
range
(
0
,
2
):
else
:
x
,
y
=
asteroid
.
center_x
,
asteroid
.
center_y
self
.
score
+=
5
asteroid_sprite
=
arcade
.
Sprite
(
"
images/small_asteroid.png
"
,
SPRITE_SCALING
)
self
.
asteroid_list
.
remove
(
asteroid
)
asteroid_sprite
.
set_position
(
x
,
y
)
self
.
all_sprites_list
.
remove
(
asteroid
)
asteroid_sprite
.
change_x
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
self
.
all_sprites_list
.
remove
(
shoot
)
asteroid_sprite
.
change_y
=
random
.
randint
(
-
AS_SPEED
,
AS_SPEED
)
/
1000
self
.
shoot_list
.
remove
(
shoot
)
asteroid_sprite
.
change_angle
=
random
.
randint
(
-
ROT_SPEED
,
ROT_SPEED
)
/
1000
asteroid_sprite
.
name
=
"
small
"
def
on_draw
(
self
):
self
.
all_sprites_list
.
append
(
asteroid_sprite
)
arcade
.
start_render
()
self
.
asteroid_list
.
append
(
asteroid_sprite
)
self
.
all_sprites_list
.
draw
()
self
.
asteroid_list
.
remove
(
asteroid
)
self
.
player_list
.
draw
()
self
.
all_sprites_list
.
remove
(
asteroid
)
output
=
f
"
Score:
{
self
.
score
}
"
self
.
all_sprites_list
.
remove
(
shoot
)
arcade
.
draw_text
(
output
,
self
.
view_left
+
50
,
self
.
view_bottom
+
SCREEN_HEIGHT
-
70
,
arcade
.
color
.
WHITE
,
14
)
self
.
shoot_list
.
remove
(
shoot
)
self
.
score
+=
2
def
on_key_press
(
self
,
key
,
modifier
):
continue
if
key
==
CONTROLS
[
"
run
"
]:
else
:
self
.
slide
=
False
self
.
score
+=
5
self
.
running
=
1
self
.
asteroid_list
.
remove
(
asteroid
)
self
.
player_sprite
.
change_y
=
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
all_sprites_list
.
remove
(
asteroid
)
self
.
player_sprite
.
change_x
=
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
self
.
all_sprites_list
.
remove
(
shoot
)
self
.
player_sprite
.
set_texture
(
1
)
self
.
shoot_list
.
remove
(
shoot
)
if
key
==
CONTROLS
[
"
left
"
]:
def
on_draw
(
self
):
self
.
player_sprite
.
change_angle
=
ROTATE_SPEED
arcade
.
start_render
()
self
.
all_sprites_list
.
draw
()
self
.
player_list
.
draw
()
if
key
==
CONTROLS
[
"
right
"
]:
output
=
f
"
Score:
{
self
.
score
}
"
self
.
player_sprite
.
change_angle
=
-
ROTATE_SPEED
arcade
.
draw_text
(
output
,
self
.
view_left
+
50
,
self
.
view_bottom
+
SCREEN_HEIGHT
-
70
,
arcade
.
color
.
WHITE
,
14
)
if
key
==
CONTROLS
[
"
shoot
"
]:
def
on_key_press
(
self
,
key
,
modifier
):
shoot
=
arcade
.
Sprite
(
"
images/laser.png
"
,
0.05
)
if
key
==
CONTROLS
[
"
run
"
]:
shoot
.
change_y
=
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
*
1.5
self
.
slide
=
False
shoot
.
change_x
=
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
*
1.5
self
.
running
=
1
shoot
.
angle
=
self
.
player_sprite
.
angle
self
.
player_sprite
.
change_y
=
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
shoot
.
center_x
=
self
.
player_sprite
.
center_x
self
.
player_sprite
.
change_x
=
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
shoot
.
center_y
=
self
.
player_sprite
.
center_y
self
.
player_sprite
.
set_texture
(
1
)
self
.
shoot_list
.
append
(
shoot
)
self
.
all_sprites_list
.
append
(
shoot
)
if
key
==
CONTROLS
[
"
left
"
]:
sound
=
arcade
.
sound
.
Sound
(
"
sounds/shot.wav
"
)
self
.
player_sprite
.
change_angle
=
ROTATE_SPEED
sound
.
play
(
volume
=
0.1
,
pan
=
((
180
<
(
self
.
player_sprite
.
angle
)
<
360
)
-
(
0
<
(
self
.
player_sprite
.
angle
)
<
180
)))
def
on_key_release
(
self
,
key
,
modifier
):
if
key
==
CONTROLS
[
"
right
"
]:
if
key
==
CONTROLS
[
"
run
"
]:
self
.
player_sprite
.
change_angle
=
-
ROTATE_SPEED
self
.
running
=
0
self
.
slide
=
True
if
key
==
CONTROLS
[
"
shoot
"
]:
self
.
player_sprite
.
set_texture
(
0
)
shoot
=
arcade
.
Sprite
(
"
images/laser.png
"
,
0.05
)
if
key
==
CONTROLS
[
"
left
"
]:
shoot
.
change_y
=
SPEED
*
math
.
cos
(
math
.
radians
(
self
.
player_sprite
.
angle
))
*
1.5
self
.
player_sprite
.
change_angle
=
0
shoot
.
change_x
=
-
SPEED
*
math
.
sin
(
math
.
radians
(
self
.
player_sprite
.
angle
))
*
1.5
if
key
==
CONTROLS
[
"
right
"
]:
shoot
.
angle
=
self
.
player_sprite
.
angle
self
.
player_sprite
.
change_angle
=
-
0
shoot
.
center_x
=
self
.
player_sprite
.
center_x
shoot
.
center_y
=
self
.
player_sprite
.
center_y
self
.
shoot_list
.
append
(
shoot
)
self
.
all_sprites_list
.
append
(
shoot
)
sound
=
arcade
.
sound
.
Sound
(
"
sounds/shot.wav
"
)
sound
.
play
(
volume
=
0.1
,
pan
=
((
180
<
(
self
.
player_sprite
.
angle
)
<
360
)
-
(
0
<
(
self
.
player_sprite
.
angle
)
<
180
)))
def
on_key_release
(
self
,
key
,
modifier
):
if
key
==
CONTROLS
[
"
run
"
]:
self
.
running
=
0
self
.
slide
=
True
self
.
player_sprite
.
set_texture
(
0
)
if
key
==
CONTROLS
[
"
left
"
]:
self
.
player_sprite
.
change_angle
=
0
if
key
==
CONTROLS
[
"
right
"
]:
self
.
player_sprite
.
change_angle
=
-
0
def
main
():
def
main
():
game
=
Game
()
game
=
Game
()
game
.
setup
()
game
.
setup
()
arcade
.
run
()
arcade
.
run
()
try
:
try
:
main
()
main
()
except
KeyboardInterrupt
:
except
KeyboardInterrupt
:
pass
pass
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