Le but du jeu est simple : survivre le plus longtemps !
Commandes : Se déplacer : flèches, Sauter : OK, Pouvoir spécial : Retour.
Bon jeu,
Kojiverse Productions
## Zozibou Part.II - Kojiverse Productions #reboot = True # !!! #pres = True # ! l=[] l1=[] ##import SAVEFILE = "zozibou_2.sav" high_score,last_score = 0,0 is_omega=True from random import *;from matplotlib.pyplot import *;from math import *;from kandinsky import *;from ion import *;from os import *;from random import *;from time import * try:from micropython import * except:is_omega = False if not is_omega:raise ImportError ("ce jeu necessite Omega pour fonctionner ! ") else: def del_prog(): if is_prog(): remove(SAVEFILE) def save_prog(a,b): with open(SAVEFILE,"w") as f: f.truncate(0) f.write("%d\n%d"%(a,b)) def is_prog(): if SAVEFILE in listdir():return True return False def load_prog(): with open(SAVEFILE,"r") as f: global high_score global last_score high_score = int(f.readline()) last_score = int(f.readline()) # print(high_score,last_score) ##shortcuts kbd_intr(KEY_XNT) k=keydown;fl=fill_rect;dr=draw_string;dl=draw_line ##colors ccl={"background":color(10,0,0), 22:color(22,22,22), 0:color(255,255,255), 255:color(255,255,255), 200:color(255,0,0), 20:color(0,255,0), 2:color(0,0,255), "or":color(50,0,0),"pull":color(189, 135, 136),"ch":color(67,39,56),} ##classe ecran class Screen: def render(self): fl(0,0,333,160,ccl["background"]) soleil() ##classe joueur class Player: def __init__(self): self.x,self.y = 120,90;self.dir_1 = "right";self.dir_2 = None;self.t=[20,70];self.is_up=0 self.max_jump=8 self.v=10 self.is_ac=False def move(self): if k(KEY_HOME):input("\n\ten pause!\n[press OK to continue]") if k(KEY_RIGHT) and self.x-int(self.t[0]/2)<310:self.x+=10;self.dir_1="right" if k(KEY_LEFT) and self.x-int(self.t[0]/2)>5:self.x-=10;self.dir_1="left" if k(KEY_OK) and self.is_up==0: if k(KEY_DOWN): self.tatata=0.8 else:self.tatata=1 self.is_up=1 if 1<=self.is_up<self.max_jump:self.is_up+=self.tatata;self.y-=10 if self.is_up>=self.max_jump and self.y<90:self.y+=10 if self.y==90:self.is_up=0 if k(KEY_BACK) and int(cTime>2) and not self.is_ac: self.is_ac=True if self.y<90 and not self.is_up:self.y+=10 def render(self,cry=False): if self.dir_1=="right":render_dir = "" else:render_dir = "-" #corps - (248,170,136) # fl(self.x-int(self.t[0]/2),self.y,self.t[0],self.t[1],(255,0,0)) fl(self.x-int(self.t[0]/3),self.y,int(self.t[0]/1.5),int(self.t[1]/2),(248,170,136)) fl(self.x-int(self.t[0]/4),self.y+int(self.t[1]/2),int(self.t[0]/2),int(self.t[1]/2),(248,170,136)) #chaussures fl(self.x-int(self.t[0]/2)+5,self.y+self.t[1]-15,int(self.t[0]/2),10,ccl["ch"]) fl(self.x-neg((int(self.t[0]/2)-5),render_dir),self.y+self.t[1]-10,neg(13,render_dir),10,ccl["ch"]) #jupe fl(self.x-int(self.t[0]/3),self.y+int(self.t[1]/2)-2,int(self.t[0]/1.5),2,ccl[0]) fl(self.x-int(self.t[0]/3)-2,self.y+int(self.t[1]/2),int(self.t[0]/1.5)+4,5,ccl[0]) fl(self.x-int(self.t[0]/3)-4,self.y+int(self.t[1]/2)+5,int(self.t[0]/1.5)+8,10,ccl[0]) #pull - (67,39,56) fl(self.x-int(self.t[0]/3),self.y+int(self.t[1]/2)-20,int(self.t[0]/1.5),20,ccl["pull"]) fl(self.x-neg((int(self.t[0]/2)-5),render_dir),self.y+int(self.t[1]/2)-18,neg(int((self.t[0]/1.5)),render_dir),10,ccl["pull"]) #visage fl(self.x+neg((int(self.t[0]/2)-5),render_dir),self.y+5,2,2,ccl[2]) fl(self.x+neg((int(self.t[0]/2)-3),render_dir),self.y+7,2,2,(248,170,136)) if cry: fl(self.x+neg((int(self.t[0]/2)-5),render_dir),self.y+5,2,2,(0,0,0)) fl(self.x+neg((int(self.t[0]/2)-5),render_dir),self.y+7,2,7,ccl[2]) #sac ## demander a lys les couleurs de son sac lol #fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12,-neg(15,render_dir),18,"green") fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12,-neg(15,render_dir),3,'red') fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12+3,-neg(15,render_dir),3,'orange') fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12+6,-neg(15,render_dir),3,"yellow") fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12+9,-neg(15,render_dir),3,"green") fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12+12,-neg(15,render_dir),3,"blue") fl(self.x+int(neg((int(self.t[0]/2)-5),render_dir)),self.y+int(self.t[1]/2)-12+15,-neg(15,render_dir),3,"purple") #18/6 = 3 #bras fl(self.x+neg((int(self.t[0]/2)-7),render_dir),self.y+int(self.t[1]/2)-18,-neg(int((self.t[0]/3)),render_dir),30,(248,170,136)) fl(self.x+neg((int(self.t[0]/2)-7),render_dir),self.y+int(self.t[1]/2)-18,-neg(int((self.t[0]/3)),render_dir),20,ccl["pull"]) #cheveux - (240,209,114) fl(self.x-int(self.t[0]/3)-1,self.y-2,int(self.t[0]/1.5)+2,5,(240,209,114)) fl(self.x-neg((int(self.t[0]/3)+5),render_dir),self.y,neg(int(self.t[0]/1.5),render_dir),20,(240,209,114)) def globall(self): self.move();self.render() class Mocassin: def __init__(self): self.y=150 self.dir=randint(1,2) if self.dir==1:self.x=randint(-200,0) else:self.x=randint(320,520) def move(self): if self.dir==1:self.x+=j1.v else:self.x-=j1.v def render(self): fl(self.x,self.y,27,5,(88,41,0));fl(self.x,self.y+5,30,5,(88,41,0));fl(self.x+10,self.y-2,5,10,(88,41,0)) def globall(self): self.move();self.render() class Z: def __init__(self): self.y=50 self.dir=randint(1,2) if self.dir==1:self.x=randint(-200,0) else:self.x=randint(320,520) def move(self): if self.dir==1:self.x+=j1.v*2 else:self.x-=j1.v*2 def render(self): dl(self.x,self.y,self.x+20,self.y,ccl[2]) dl(self.x,self.y+20,self.x+20,self.y+20,ccl[2]) dl(self.x+20,self.y,self.x,self.y+20,ccl[2]) def globall(self): self.move();self.render() ##assignement des classes screen=Screen() j1=Player() z=Z() def rainbow(): fl(0,0,333,37,"red");fl(0,37,333,37,"orange");fl(0,37*2,333,37,"yellow");fl(0,37*3,333,37,"green");fl(0,37*4,333,37,"blue");fl(0,37*5,333,37,(104,40,120)) def logo_ees(t=2):cl=(0,0,0);rainbow();fill_rect(100,50,100,10,cl);fill_rect(100,50,10,100,cl);fill_rect(100,100,100,10,cl);fill_rect(100,150,100,10,cl);fill_rect(140,50,10,100,cl);draw_string("+++ Ersatz d'Eratz studio +++",50,160,cl,"blue",1);sleep(t) def logo_rs(t=2):fl(0,0,333,333,(40,0,0));fl(19,19,282,182,(0,0,0));dr("RUSSIAN STUFF",85,8,(255,0,0),(40,0,0));fl(20,20,280,60,(255,0,0));fl(20,80,280,60,(0,0,248));dr("RUSSIAN STUFF",85,195,(255,255,255),(40,0,0));fl(20,140,280,60,(255,255,255));dr("'I'm stuff'",90,35,(255,255,255),(255,0,0));dr("'I'm stuff'",90,95,(255,0,0),(0,0,248));dr("'I'm stuff'",90,155,(0,0,248),(255,255,255));sleep(t) def logo():logo_ees();logo_rs() def start_screen(): rainbow();dr("Z O Z | B O U - part.II",35,50,"red","orange");dr("- Autograph Boy's Revenge -",20,37*2+5,"orange","yellow");dr("a game by Ersatz d'Ersatz studio",50,37*3+15,"yellow","green",1);dr(" and Russian Stuff",50,37*4+5,"green","blue",1) e = [104, 40, 120];c = [0, 0, 248] while not (k(KEY_OK) or k(KEY_ZERO)): dr("press [OK] to start",50,37*5+5,(c[0],c[1],c[2]),(104, 40, 120));c[0]+=13;c[1]+=5;c[2]-=16 if c==e:c=[0,0,248];sleep(0.15) sleep(0.15) def beggin(): if not is_prog(): rainbow();dr("cette loi c'est la legalisation\n de la pedophilie ! ",5,5,"purple","red",1);dr("l'homosexualite est une a-bo-mi-na-tion !",5,37+5,"red","orange",1);dr("ce n'est pas naturel",5,37*2+5,"orange","yellow",1);dr("l'amalgame est facile ;\n homo c'est l'abomination",5,37*3+5,"yellow","green",1);dr("ca s'propage en fait, \n c'est comme une maladie qui s'propage",5,37*4+5,"green","blue",1);dr("j'suis pas homophobe ;\n mais j'aime pas les pedes",5,37*5+5,"blue","purple",1) sleep(6) k=Player() fl(0,0,333,333,(10,0,40)) bridge_render();k.x=250;k.dir_1="left";k.render(True) dr("choquee par le comportement des gros fafs, \n lychka parti affronter Autograph boy\n le maitre de la secte des mocassins\n mais la route est longue et semmee \n d'embuches...\n\n\n\n\n c'est pourquoi lychka devra recourir a \n son nouveau pouvoir...",5,5,(255,255,255),(10,0,40),1) sleep(7) del k input("commandes du jeu : \nse deplacer : croix directionnelle\nsauter : OK\nAntechrist : RETOUR (se teleporte en haut\n en echange d'une reduction du score)\npause : HOME\nreinitialiser la sauvegarde : ON/OFF\n[press OK]") def waiting_for_game(): if is_prog(): # input("load prog : HG : %s"%(high_score)) load_prog() try: if reboot:del_prog();print("progression reboot") except:pass def start(): logo() start_screen() beggin() waiting_for_game() ##def def aC(x,y):fl(x,y,10,60,(255,0,0));fl(x-20,y+40,50,10,(255,0,0)) def soleil():fl(0,0,40,40,(100,0,0));fl(0,0,39,41,(220,220,220));fl(0,0,41,39,(220,220,220)) def code_preuve(x): x=str(x);x=[i for i in x];x.reverse();code=[] for i in range(len(x)):code.append("/%d/"%(int(x[i])-(7-666))) return "".join([i for i in code]) def neg(txt,var):return int("{}{}".format(var,txt)) def carre_or(x,y,x1,y1):fl(x,y,x1,y1,ccl["or"]);fl(x+1,y+1,x1-2,y1-2,ccl[22]) def pilier(x):fl(x,201,60,30,ccl[22]);fl(x+1,200,58,30,ccl[22]);carre_or(x+20,170,20,50) def bridge_render():fl(0,200,333,222,ccl["background"]);fl(0,160,333,40,ccl[22]);dl(0,160,333,160,ccl["or"]);carre_or(5,170,45,20);carre_or(90,170,140,20);carre_or(270,170,45,20);pilier(40);pilier(220) def bulle_txt(x,y,t1,t2,txt):fl(x,y,t1,t2,(255,255,255));dr(txt,y+5,y+5,ccl[0]) def spawner(n): for i in range(n): s="m{}".format(len(l)+i+1);s=Mocassin();l.append(s) def spawner_z(n): for i in range(n): s="m{}".format(len(l1)+i+1);s=Z();l1.append(s) try: if pres: start() except: waiting_for_game() p=4 p1=4 spawner_z(p1) spawner(p) ##pont bridge_render() ##main s=0 global cTime cTime=0 print("load save : ",is_prog(),"\n") while True: if get_pixel(0,210)==ccl[255]: bridge_render() wait_vblank() screen.render() j1.globall() for i in range(len(l)): l[i].globall() if l[i]==1: if l[i].x>320: l[i]=Mocassin() else: if l[i].x<0: l[i]=Mocassin() for i in range(len(l1)): l1[i].globall() if l1[i]==1: if l1[i].x>320: l1[i]=Z() else: if l1[i].x<0: l1[i]=Z() if get_pixel(j1.x-int(j1.t[0]/2),j1.y+68)==color(88,41,0) or get_pixel(j1.x+int(j1.t[0]/2),j1.y+68)==color(88,41,0) or get_pixel(j1.x-int(j1.t[0]/2),j1.y)==ccl[2] or get_pixel(j1.x+int(j1.t[0]/2),j1.y)==ccl[2]: if True: if cTime>high_score: high_score=int(cTime) print("\n\nGame over ! \nscore : %s\nhigh score : %s\nlast score : %s\n"%(int(cTime),high_score,last_score));print("code_preuve : %s"%code_preuve(int(cTime)));last_score = int(cTime);save_prog(high_score,last_score) p=4;p1=0;s=0;l=[];l1=[];cTime=0;spawner(4);j1.x=100 if k(KEY_ZERO):break sleep(0.03) if j1.is_ac and cTime>2:cTime-=2;aC(j1.x,j1.y);sleep(1);j1.y = -100;j1.is_ac=False cTime+=0.05 dr(str(int(cTime)),5,5,(0,0,0),(220,220,220)) s+=0.02 j1.v=int(s)+1 #print(p,j1.v) if int(j1.v)==5: p+=2;s=0;spawner(2);p1+=2;spawner_z(2) if p1>1:p1+=2;spawner_z(2) if p>=6:p=4;p1+=2;spawner_z(p1) if p1>=6:p1=2;l1=[];spawner_z(p1) if k(KEY_ONOFF):del_prog();dr("progression reboot",50,100);sleep(1);p=4;p1=2;s=0;l=[];l1=[];cTime=0;spawner(4);j1.x=100;spawner_z(2) ##break save_prog(high_score,last_score) input("\n\n\n\tunlaunched\n\n[press OK]") # Ersatz d'Eratz Studio & Russian Stuff # # A game about the real life # # to skip intro, put # in 2nd line # # to restart prog, dimiss # in 1st line #