new_game.py

Created by wperez274

Created on September 01, 2022

4.11 KB


from math import *
from random import *
from random import randint as R
from kandinsky import *
from kandinsky import fill_rect as F
from ion import *
from time import *

game=True
gravity=True
jump=False
p_on_platform=True
jump_height=24

bg=(200,255,255)
gx=0
gy=210
gw=10**4
gh=12
gc="pink"

area=1
#player

p_energy=35
p_score=0
px=35
py=gy-24
pw=16
ph=24
pc="blue"

p_right=True
p_left=False


"""
food_x=R(400,500)
food_y=gy-12
food_w=10
food_h=12
food_c=choice(['green','brown','pink'])
"""


rectx=gx+R(300,500)
recty=gy-R(140,200)
rectw=R(70,120)
recth=R(12,18)
rectc=choice(['blue','red','green','yellow','brown','white','pink','orange','purple','gray'])

rect_2_x=gx+R(320,400)
rect_2_y=R(100,150)
rect_2_w=R(40,80)
rect_2_h=R(20,50)
rect_2_c=choice(['blue','red','green','yellow','brown','white','pink','orange','purple','gray'])

rect_3_x=gx+R(600,700)
rect_3_y=R(140,180)
rect_3_w=R(25,50)
rect_3_h=R(40,100)
rect_3_c=(R(0,255),R(0,255),R(0,255))

rope_x=rect_2_x
#gx+rect_3_x+rect_3_w
rope_y=rect_3_y+20
rope_w=200
rope_h=2
rope_c=(40,52,14)

lavax=gx+R(600,800)
lavay=gy
lavaw=R(200,400)
lavah=gh
lavac="red"


def PrintData():
  global p_energy,p_score,area
  
  draw_string("Energy:",2,0)
  F(75,4,round(p_energy),10,"red")
  
  F(75+round(p_energy),4,1,10,bg)
  
  draw_string(chr(36)+str(p_score),160,0,(0,55,0))
  draw_string("Area:"+str(area),250,0)

F(0,0,322,222,bg)
F(gx,gy-2,gw,2,(R(0,255),R(0,255),R(0,255)))

while 1:
  #wall
  F(gx-200,0,10,222,"black")
  F(gx-195,0,5,222,"cyan")
  
  
  
  
  if px+pw>=lavax and px<=lavax+lavaw and py+ph>=lavay-3:
    energy-=0.025
    F(px,py,pw,ph,"red")

  


  
    
  PrintData()

  if keydown(KEY_LEFT):
    gx+=1
    p_left=True
    p_right=False
  
  if keydown(KEY_RIGHT):
    gx-=1
    p_left=False
    p_right=True
    

#player  
  F(px,py,pw,ph,"blue")
  F(px+3,py+5,10,6,"cyan")

  
  
  if py+ph>=gy-ph:
    F(px,gy-2,pw,2,"black")


  
  F(px,py,2,ph,"black")
  F(px+pw-2,py,2,ph,"black")
  F(px,py,pw,2,"black")
  F(px,py+ph-2,pw,2,"black")
  
#ground
  F(gx,gy,gw,gh,gc)

#rect  
  F(gx+rectx,gy-recty,rectw,recth,rectc)
#rect Border
  F(gx+rectx,gy-recty,3,recth,"black")
  F(gx+rectx+rectw-3,gy-recty,3,recth,"black")
  F(gx+rectx,gy-recty,rectw,3,"black")
  F(gx+rectx,gy-recty+recth-3,rectw,3,"black")

#rect erase trail  
  F(gx+rectx+rectw,gy-recty,1,recth,bg)
  F(gx+rectx-1,gy-recty,1,recth,bg)
  F(gx+lavax,lavay,lavaw,lavah,lavac)
  
#rect 2 
  F(gx+rect_2_x,gy-rect_2_y,rect_2_w,rect_2_h,rect_2_c)
#rect 2 Border
  F(gx+rect_2_x,gy-rect_2_y,3,rect_2_h,"black")
  F(gx+rect_2_x+rect_2_w-3,gy-rect_2_y,3,rect_2_h,"black")
  F(gx+rect_2_x,gy-rect_2_y,rect_2_w,3,"black")
  F(gx+rect_2_x,gy-rect_2_y+rect_2_h-3,rect_2_w,3,"black")
#rect 2, erase trail  
  F(gx+rect_2_x+rect_2_w,gy-rect_2_y,1,rect_2_h,bg)
  F(gx+rect_2_x-1,gy-rect_2_y,1,rect_2_h,bg)

#rect 3 
  F(gx+rect_3_x,gy-rect_3_y,rect_3_w,rect_3_h,rect_3_c)
#rect 2 Border
  F(gx+rect_3_x,gy-rect_3_y,3,rect_3_h,"black")
  F(gx+rect_3_x+rect_3_w-3,gy-rect_3_y,3,rect_3_h,"black")
  F(gx+rect_3_x,gy-rect_3_y,rect_3_w,3,"black")
  F(gx+rect_3_x,gy-rect_3_y+rect_3_h-3,rect_3_w,3,"black")
#rect 3, erase trail  
  F(gx+rect_3_x+rect_3_w,gy-rect_3_y,1,rect_3_h,bg)
  F(gx+rect_3_x-1,gy-rect_3_y,1,rect_3_h,bg)

  F(rope_x,rope_y,rope_w,rope_h,rope_c)



  if keydown(KEY_BACKSPACE) and jump_height<=7 and p_on_platform:
    jump=True
    p_score+=R(1,3)
   
    
  if jump:
    p_on_platform=False
    gravity=False
    py-=3
    F(px,py+ph,pw,3,bg)
  
    jump_height+=1
  
  if jump_height>=24:
    jump_height=0
    jump=False
  
  if jump==False:
    gravity=True
    
  if gravity:
    py+=choice([0,0,1,2])
    F(px,py-2,pw,2,bg)
  
        
  if py+ph>gy:
    py=gy-ph
    p_on_platform=True
    

  if px+pw>=gx+rectx and px<=gx+rectx+rectw and py+ph>=gy-recty and py+ph<=gy-recty+1:
    p_on_platform=True
    py=gy-recty-ph-1


  if px+pw>=gx+rect_2_x and px<=gx+rect_2_x+rect_2_w and py+ph>=gy-rect_2_y and py+ph<=gy-rect_2_y+1:
    p_on_platform=True
    py=gy-rect_2_y-ph-1
    
  if px+pw>=gx+rect_3_x and px<=gx+rect_3_x+rect_3_w and py+ph>=gy-rect_3_y and py+ph<=gy-rect_3_y+1:
    p_on_platform=True
    py=gy-rect_3_y-ph-1

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