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Provando... Pyxel (codice della live Twitch)
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import pyxel | |
import math | |
w = 100 | |
h = 100 | |
pyxel.init(w, h) | |
pyxel.load("my_resource.pyxres") | |
road_width = w / 2 | |
input_movimento = "" | |
car_x = w / 2 - 4 | |
car_y = h / 2 | |
collectible_x = w / 2 | |
collectible_y = -30 | |
collectible_taken = False | |
trattino_h = 10 | |
class WhiteStripe(): | |
def __init__(self) -> None: | |
self.x = 0 | |
self.y = 0 | |
def process(self, movement): | |
self.y += movement | |
pyxel.rectb(self.x - 1, self.y, 2, trattino_h, 7) | |
if self.y > h + trattino_h: | |
self.y = -trattino_h | |
white_stripes = [] | |
# trattini bianchi | |
for i in range(math.floor(h / (trattino_h * 2)) + 1): | |
ws = WhiteStripe() | |
ws.x = w / 2 | |
ws.y = i * 2 * trattino_h | |
white_stripes.append(ws) | |
def draw(): | |
global car_x, collectible_y, collectible_taken | |
movement = pyxel.frame_count % h | |
pyxel.cls(3) | |
# asfalto | |
pyxel.rect(road_width / 2, 0, road_width, h, 13) | |
# trattini bianchi | |
collectible_y += 1 | |
if input_movimento == "left": | |
car_x -= 3 | |
elif input_movimento == "right": | |
car_x += 3 | |
for stripe in white_stripes: | |
stripe.process(3) | |
if are_colliding(car_x, car_y, collectible_x, collectible_y): | |
collectible_taken = True | |
if not collectible_taken: | |
draw_collectible(collectible_x, collectible_y) | |
# macchina | |
pyxel.blt(car_x, car_y, 0, 4, 2, 8, 12, 0) | |
pyxel.flip() | |
def draw_collectible(x: int, y: int): | |
pyxel.blt(x, y, 0, 20, 2, 8, 12, 0) | |
def are_colliding(c1_x, c1_y, c2_x, c2_y, w = 8, h = 12): | |
return abs(c1_x - c2_x) < w and abs(c1_y - c2_y) < h | |
def update(): | |
global input_movimento | |
if pyxel.btn(pyxel.KEY_LEFT): | |
input_movimento = "left" | |
elif pyxel.btn(pyxel.KEY_RIGHT): | |
input_movimento = "right" | |
else: | |
input_movimento = "" | |
if pyxel.btnp(pyxel.KEY_Q): | |
pyxel.quit() | |
# pyxel.play(0, 2) | |
pyxel.run(update, draw) |
ciao @marco-zanella ! Hai completamente ragione, svista mia. Grazie per il suggerimento, appena posso correggo :)
grazie a te @davcri , le tue live sono molto interessanti!
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Ho pensato a un'implementazione alternativa per are_colliding:
def are_colliding(c1_x, c1_y, c2_x, c2_y, w = 8, h = 12):
return abs(c1_x - c2_x) < w and abs(c1_y - c2_y) < h
in quella attuale mi sembra che w e h siano invertite