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How to realize 100-tier games with Pygame

2025-01-14 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >

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< 0 or rect.left + SIDE >

= SCREEN_WIDTH: return False for ba in self.barrier: if rect.colliderect (ba.rect): return False self.body = rect return True def get_score (self) Ba): if self.body.top > ba.rect.top and not ba.score: self.score + = 1 ba.score = True def to_hell (self): self.body.top + = 2 for ba in self.barrier: if not self.body.colliderect (ba.rect): self.get_score (ba) Continue if ba.type = = DEADLY: self.show_end () return self.body.top = ba.rect.top-SIDE-2 if ba.type = = FRAGILE: ba.frag_touch = True elif ba.type = = BELT_LEFT or ba.type = = BELT_RIGHT: # self.body.left + = ba.belt_dire self.move_man (ba.belt_dire) break top = self.body.top if top

< 0 or top+SIDE >

= SCREEN_HEIGHT: self.show_end () def create_barrier (self): solid = list (filter (lambda ba: ba.type = = SOLID, self.barrier)) if len (solid)

< 1: self.barrier.append(Barrier(self.screen, SOLID)) else: self.barrier.append(Barrier(self.screen)) self.last = randint(3, 5) * SIDE def update(self, current_time): if self.end or self.is_pause: return self.last -= 1 if self.last == 0: self.create_barrier() for ba in self.barrier: if not ba.rise(): if ba.type == FRAGILE and ba.rect.top >

0: self.score + = 1 self.barrier.remove (ba) self.move_man (self.dire) self.move_man (self.dire) self.to_hell () def draw (self, current_time, end=False): if self.end or self.is_pause: return self.screen.fill (0x000000) self.draw_score ((0x3c 0x3c, 0x3c)) for ba in self.barrier: ba.draw () if not end: self.screen.fill (COLOR [BODY], self.body) else: self.screen.fill (COLOR [DEADLY], self.body) pygame.display.update () if _ _ name__ = ='_ main__': hell = Hell ("one hundred layers", (SCREEN_WIDTH) SCREEN_HEIGHT)) hell.run ()

The effect picture is as follows:

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