chute.py

Created by antarctus

Created on November 26, 2021

8.45 KB

Le jeu Chute arrive sur Numworks ! Vous pourriez vous baladez à travers les niveaux et détruire des ennemis !


Il existe un autre script qui vous permet de créer vos propres niveaux il s’agit de level_maker.py ou vous pourriez tous faire concernant un niveau.


De plus des mises à jours constantes consistant en l’ajout de nombreux niveaux proposé par la communauté sont à attendre , car vous pouvez me parlez de ce jeu et proposer vos maps sur ce discord !


N’installez pas la version 16 de la Numworks, il s’agit d’un blocage en règle du code source, des liberté et des capacités de la calculatrice, si vous l’installez vous ne pourriez pas installer des versions alternatives tel que Omega.



Vous pouvez me contacter sur Discord à l’aide de ce lien https://discord.gg/wNtEFdQgWD.
N’hésitez pas à venir, vous pourriez découvrir des choses intéressantes…


Voici Un shop alternatif avec des selecteurs


from kandinsky import *
from ion import *
from time import *

backColor=(255,)*3
plateforms_color=(0,0,200)
death_color=(0,0,0)
shoot_color=(255,100,0)
trainee=False

level=0


class Entity():
  def __init__(self,x,y,width,height,speed,ma=True):
    self.x=x
    self.y=y
    self.width=width
    self.height=height
    self.speed=speed
    self.move_alone=ma
    self.chute=0
    self.gx=self.x+int(self.width/2)
    self.gy=self.y+self.height
    self.dead=False
    self.drawing=[]
    self.shooting=None

  def set_drawing_inverse(self):
    self.drawing_inverse=[None,]*len(self.drawing)
    for i in range(len(self.drawing)):
      j=self.drawing[i]
      self.drawing_inverse[i]=[self.width-j[0]-j[2],j[1],j[2],j[3],j[4]]

  def contact(self,x1,y1,x2,y2):
    if self.x<=x1<=self.x+self.width or self.x<=x2<=self.x+self.width:
      if self.y<=y1<=self.y+self.height or self.y<=y2<=self.y+self.height:
        return True
    return False

  def step(self):
    x=self.x
    y=self.y
    self.move()
    if self.x!=x or self.y!=y or len(shoot):
      fill_rect(x,y,20,30,backColor)
      self.draw()
    if is_shooting:
      draw_shoot((0,)*3)

  def move(self):
    global level

    if is_shooting: draw_shoot(backColor)
    if self.chute:
      if self.chute>0:
        if self.tomber():
          self.y+=self.chute
          self.chute+=1
        else:
          self.y=plateforms[self.get_plateform()][1]-self.height
        if self.y>222:
          self.dead=True

      else:
        self.y+=self.chute
        self.chute+=1

    if self.move_alone:
      self.x+=self.speed
      if self.tomber():
        self.speed*=-1
        self.x+=self.speed

    else:
      x=(keydown(3)-keydown(0))

      if x:
        self.speed=abs(self.speed)*x
        self.x+=self.speed

      if keydown(KEY_UP) and not self.tomber():
        self.y=plateforms[self.get_plateform()][1]-self.height
        self.chute=-10

      if (not self.tomber()):
        if self.contact(points[1][0],points[1][1],points[1][0]+20,points[0][1]+5):
          level+=1
          self.dead=True

    if self.tomber() and self.chute==0:
      self.chute=1


  def tomber(self):
    self.gx=self.x+int(self.width/2)
    self.gy=self.y+self.height
    for i in plateforms:
      if self.gy<=i[1]<=self.gy+self.chute:
        if i[0]<=self.gx<=i[0]+i[2]:
          return False
    return True

  def get_plateform(self):
    if not self.tomber():
      for i in plateforms:
        if self.gy<=i[1]<=self.gy+self.chute:
          if i[0]<=self.gx<=i[0]+i[2]:
            return plateforms.index(i)

  def draw(self):
    if self.speed<=0:
      for i in self.drawing:
        fill_rect(self.x+i[0],self.y+i[1],i[2],i[3],i[4])
    else:
      for i in self.drawing_inverse:
        fill_rect(self.x+i[0],self.y+i[1],i[2],i[3],i[4])


#Plateforme    

def draw_all_plateforms(color):
  for i in plateforms:
    fill_rect(i[0],i[1],i[2],i[3],color)

#Entites

def draw_all_entities():
  for i in entities:
    i.move()
    i.draw()

#Shoot

is_shooting=None
shooting_direction=1

shoot=[]

shooting_list=[]

for i in range(20):
  shooting_list+=[[int((15**2-(i-10)**2)**0.5),i-10],]

def get_shoot(e,shooting):
    return [e.gx,e.y+8+10,
    shooting_list[shooting][0]*((e.speed>0)*2-1),
    shooting_list[shooting][1],0]

def draw_shoot(color):
  c=get_shoot(avatar,is_shooting)
  fill_rect(c[0]+c[2]*2-5,c[1]+c[3]*2-2,10,10,color)


#Dead animation

def death_animation():
  for y in range(11):
    for x in range(16):
      fill_rect(x*20,y*20,20,24,death_color)
      sleep(0.003)

#points

points=[]

def draw_all_points():
  fill_rect(points[0][0],points[0][1]-5,20,5,(255,150,100))
  fill_rect(points[1][0],points[1][1]-5,20,5,(100,100,255))


#Spawn

maps=[
#[spaw/end,monsters,plateforms(,txt)]
  [
    [[10,200],[290,200]],
    [],
    [
      [10,200,300,10],
    ],"utilisez les fleches\n pour vous deplacer"
  ],[
    [[10,200],[10,100]],
    [],
    [
      [10,200,100,10],
      [140,200,100,10],
      [170,150,100,10],
      [10,100,100,10],
    ],"utilisez la fleche\n du haut pour sauter"
  ],
  [
    [[10,160],[280,80]],
    [[100,100,20,30,5],],
    [
      [10,160,50,10],
      [100,130,100,10],
      [200,80,100,10],
    ],"appuyez sur OK pour tirer"
  ],
  [
    [[0,120],[280,80]],
    [
      [130,100,20,30,5],
      [160,100,20,30,5],
      [190,100,20,30,5],
    ],[
      [0,120,50,10],
      [100,130,140,10],
      [200,80,100,10],
    ],"restez appuye pour viser"
  ],
[[[10, 190], [270, 90]], [[180, 100, 20, 30, 5]], [[10, 190, 130, 10], [140, 140, 100, 10], [240, 90, 50, 10]]],
[[[10, 170], [270, 170]], [[90, 140, 20, 30, 5]], [[10, 170, 100, 10], [170, 170, 120, 10]]],
[[[20, 40], [270, 200]], [[270, 100, 20, 30, 5], [100, 80, 20, 30, 5], [180, 130, 20, 30, 5], [160, 10, 20, 30, 5], [50, 50, 20, 30, 5], [230, 170, 20, 30, 5]], [[220, 200, 70, 10], [220, 130, 70, 10], [160, 160, 60, 10], [90, 110, 40, 10], [140, 40, 60, 10], [40, 80, 40, 10], [20, 40, 50, 10]]],
#[[[120, 200], [290, 50]], [[190, 120, 20, 30, 5], [110, 120, 20, 30, 5], [100, 70, 20, 30, 5], [200, 70, 20, 30, 5], [150, 70, 20, 30, 5], [80, 20, 20, 30, 5], [120, 20, 20, 30, 5], [180, 20, 20, 30, 5], [220, 20, 20, 30, 5]], [[100, 150, 120, 10], [90, 100, 140, 10], [70, 50, 180, 10], [120, 200, 80, 10], [280, 50, 30, 10]]],
#[[[40, 130], [240, 130]], [[70, 0, 20, 30, 5], [90, 10, 20, 30, 5], [110, 20, 20, 30, 5], [130, 30, 20, 30, 5], [150, 40, 20, 30, 5], [170, 50, 20, 30, 5], [190, 60, 20, 30, 5], [210, 70, 20, 30, 5], [230, 80, 20, 30, 5]], [[40, 130, 220, 10],]],
[[[10, 200], [280, 40]], [[250, 10, 20, 30, 5], [190, 150, 20, 30, 5], [260, 100, 20, 30, 5], [120, 70, 20, 30, 5], [30, 20, 20, 30, 5], [140, -10, 20, 30, 5]], [[240, 40, 60, 10], [10, 200, 80, 10], [180, 180, 50, 10], [240, 130, 70, 10], [100, 100, 70, 10], [2990, 210, 20, 10], [10, 50, 60, 10], [110, 20, 90, 10]]],
[[[20, 190], [280, 70]], [[160, 110, 20, 30, 5], [70, 70, 20, 30, 5], [150, 20, 20, 30, 5], [110, 160, 20, 30, 5]], [[20, 190, 270, 10], [140, 140, 70, 10], [50, 100, 60, 10], [130, 50, 60, 10], [230, 70, 70, 10]]],

  [
    [[10,200],[290,200]],
    [],
    [
      [10,200,300,10],
    ],"Vous avez gagne !"
  ]
]

def spawn(level):
  global avatar,entities,plateforms,shoot,points,txt,run

  fill_rect(0,0,320,222,backColor)
  shoot=[]
  if level==len(maps):
    run=False
    return
  map=maps[level]
  points=map[0]

  plateforms=map[2]

  avatar=Entity(points[0][0],points[0][1]-30,20,30,10,False)
  avatar.drawing=[
  (3,0,17,30,(255,0,0)),
  (0,3,12,10,(200,200,200)),
  ]
  avatar.set_drawing_inverse()

  entities=[avatar,]

  for i in map[1]:
    entities+=[Entity(i[0],i[1],i[2],i[3],i[4]),]

    entities[-1].drawing=[
    (3,0,17,30,(0,255,0)),
    (0,3,12,10,(200,200,200)),
    ]
    entities[-1].set_drawing_inverse()

  if len(map)==4:
    draw_string(map[3],20,20,(150,)*3,backColor)


  avatar.draw()

spawn(level)

time_start=monotonic()
run=True

while run:
  if avatar.dead:
    death_animation()
    spawn(level)


  for i in range(len(entities)-1,0,-1):
    for j in range(len(shoot)-1,-1,-1):
      if entities[i].contact(shoot[j][0]-5,shoot[j][1]-5,shoot[j][0]+5,shoot[j][1]+5):
        fill_rect(entities[i].x,entities[i].y,20,30,backColor)
        fill_rect(shoot[j][0]-5,shoot[j][1]-5,10,10,backColor)
        del entities[i]
        del shoot[j]
        break

  if keydown(KEY_OK) or is_shooting!=None:
    if keydown(KEY_OK):
      if is_shooting==None:
        is_shooting=1

      draw_shoot(backColor)

      is_shooting+=shooting_direction

      if is_shooting==len(shooting_list)-1 or is_shooting==0:
        shooting_direction*=-1

    elif is_shooting!=None:
      shoot+=[get_shoot(avatar,is_shooting),]
      shoot[-1][0]+=shoot[-1][2]
      shoot[-1][1]+=shoot[-1][3]

      draw_shoot(backColor)
      is_shooting=None

  for i in entities:
    i.step()

  if not trainee:
    for i in shoot:
      fill_rect(i[0]-5,i[1]-5,10,10,backColor)

  for i in range(len(shoot)-1,-1,-1):
    shoot[i][0]+=shoot[i][2]
    shoot[i][1]+=shoot[i][3]
    shoot[i][3]+=1
    if shoot[i][1]>222:
      del shoot[i]
      continue
    fill_rect(shoot[i][0]-5,shoot[i][1]-5,10,10,shoot_color)

  for i in entities[1:]:
    if i.contact(avatar.x,avatar.y,avatar.x+avatar.width,avatar.y+avatar.height):
      avatar.dead=True

  draw_all_points()
  draw_all_plateforms(plateforms_color)

  sleep(0.05)


print("Gagne !")
print("Temps:")
print(round(monotonic()-time_start,3)," s")

#Everyone !
#You can change all features (go to top) 
#You can also create levels with
#level_maker.py (the same creator) and put
#it at line 225

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