#importing relevant libraries from tkinter import * from time import * from math import * from random import * #making adjustable variable for the screen resolution most things will work with these but platform positions need to be adjusted manually screenW=600 screenH=600 #setting up tkinter window root = Tk() screen = Canvas(root, width=screenW,height=screenH,background="black") #using level dictionaries to change variables that change on a per level basis levelDictionaries = [ {'gravity':1,'friction':1,'name':"1:Getting Started",'bouncy':False}, {'gravity':0.5,'friction':0.3,'name':"2:To the Moon",'bouncy':False}, {'gravity':0.75,'friction':1,'name':"3:Bouncy Castle",'bouncy':True}, {'gravity':1,'friction':1,'name':"You win! Press R to restart."} ] #setting various values def setInitialValues(): global xPos,yPos,ySpeed,xSpeed,platXStart,platYStart,platXEnd,platYEnd,numPlats, onPlat, platform,friction,gravity,platforms,playerSize,platLength,platMid,coinSize,coins,levelNum,levelData,coinCollected,finishLength,gameSpeedMultiplier,easySpeed,fullSpeed,switchDelay,coinSign,coinsCollected,portal,bounceTick,screenM levelNum = 0 levelData=levelDictionaries[levelNum] playerSize=20 xPos = 0 yPos = screenH-playerSize ySpeed = 0 xSpeed = 0 platXStart=[0,240,420,80,320,0,180,80] platYStart=[600,520,480,420,340,280,260,180] platXEnd=[600,280,480,200,500,80,240,160] platYEnd=[600,540,500,440,360,300,280,200] numPlats=len(platXStart) onPlat=True platform=[] friction = 1 gravity = 1 platforms=[] coins=[] platLength=[] coinSize=10 platMid=[] coinCollected=[] finishLength=0 gameSpeedMulitplier=1 easySpeed=False fullSpeed=True switchDelay=0 coinSign=[] finishPlatform=0 coinsCollected=0 portal=[] bounceTick=0 screenM=screenW/2 def keyPressDetector(event): global xSpeed, ySpeed, xPos, yPos,onPlat,levelNum,levelData,easySpeed,fullSpeed,switchDelay,platforms,coins,coinSign #only lets player jump when on platforms if onPlat==True: if event.keysym == 'w': ySpeed = -15 onPlat = False if event.keysym == 'a': xSpeed = -10 if event.keysym == 'd': xSpeed = 10 #restart button if event.keysym == 'r': for i in range (numPlats): screen.delete(platforms[i],coins[i],coinSign[i]) setInitialValues() for i in range (numPlats): platforms.append(0) coins.append(0) coinSign.append(0) #easy mode which toggles. if event.keysym == 'e': if easySpeed==True and switchDelay==0: easySpeed=False fullSpeed=True #switchDelay was used because it would instantly switch back to what it was before if it was not included switchDelay=1 if fullSpeed==True and switchDelay==0: fullSpeed=False easySpeed=True switchDelay=1 #there is no collision with the sides of the platforms to make them a bit easier to jump onto def onPlatform(): global xPos,yPos,ySpeed,xSpeed,platXStart,platYStart,platXEnd,platYEnd,numPlats,onPlat,platforms,platform,finishLength,bounceTick for i in range(numPlats): platforms.append(0) #platform detection if(xPos > platXStart[i]-playerSize and xPos < platXEnd[i]) and yPos+playerSize< platYStart[i] and yPos+playerSize > platYStart[i]-15 and ySpeed>0: yPos=platYStart[i]-playerSize onPlat=True platform=[i] #used in level 3 to make sure that the player has fully landed before they jump again. if not included then the player will jump while still in the air due to how the detection works. bounceTick=1 #used to make the player go down if they hit the bottom of the platform if(xPos > platXStart[i]-playerSize and xPos < platXEnd[i]) and yPos > platYEnd[i]-5 and yPos < platYEnd[i] + 11 and ySpeed<0: yPos = platYEnd[i] ySpeed = 1 #detects if the player has fallen off if(xPos>platXEnd[i] or xPos<platXStart[i]-playerSize) and platform==[i] and yPos != screenH-playerSize: onPlat=False #does the same things but for the platform with the portal if(xPos > (screenM-finishLength)-playerSize and (xPos < screenM+finishLength)) and yPos+playerSize< 100 and yPos+playerSize > 85 and ySpeed>0: onPlat=True platform="Finish" yPos=100-playerSize bounceTick=1 if(xPos > (screenM-finishLength)-playerSize and xPos < (screenM+finishLength)) and yPos > 120-5 and yPos < 120 + 11 and ySpeed<0: yPos = 120 ySpeed = 1 if(xPos>(screenM+finishLength) or xPos<(screenM-finishLength)-playerSize) and platform=="Finish" and yPos != screenH-playerSize: onPlat=False #fairly self-explanitory def createPlatforms(): global platforms,finishPlatform for i in range(numPlats): platforms.append(0) platforms[i]=screen.create_rectangle(platXStart[i],platYStart[i],platXEnd[i],platYEnd[i],fill="deepskyblue") finishPlatform=screen.create_rectangle(300-finishLength,100,300+finishLength,120,fill="orange") #also fairly self explanitory def createCoins(): global platLength,platXEnd,platXStart,platMid,coins,platLength,platMid,coinCollected,coinSign for i in range(numPlats): platLength.append(0) platMid.append(0) coins.append(0) coinSign.append(0) coinCollected.append(False) platLength[i]=platXEnd[i]-platXStart[i] platMid[i]=platXStart[i]+platLength[i]/2 if(coinCollected[i]==False): coins[i]=screen.create_oval(platMid[i]-coinSize,platYStart[i]-coinSize*2,platMid[i]+coinSize,platYStart[i],fill="gold") coinSign[i]=screen.create_text(platMid[i],platYStart[i]-coinSize,text="$",fill="darkgoldenrod") def collectCoins(): global coins,coinSign,coinCollected,finishLength,coinsCollected for i in range(numPlats): #detects if the player is touching the coin and collects it if(coinCollected[i]==False and xPos<platMid[i]+coinSize and xPos+playerSize>platMid[i]-coinSize and yPos<platYStart[i] and yPos>platYStart[i]-(coinSize*3)): finishLength += 10 coinsCollected += 1 coinCollected[i]=True def createPortal(): #draws the portal when all coins are collected global coinsCollected,portal,numPlats if coinsCollected==numPlats: portal=[screen.create_oval(280,40,320,100,fill="gray"),screen.create_oval(284,44,316,96,fill="midnightblue",outline=""),screen.create_oval(288,48,312,92,fill="mediumblue",outline=""),screen.create_oval(292,52,308,88,fill="blue",outline=""),screen.create_oval(296,56,304,84,fill="cornflowerblue",outline="")] def resetValues(): #used to reset values that are changed throughout the level global xPos,yPos,ySpeed,xSpeed,onPlat,coinsCollected,coinCollected,finishLength,numPlats xPos = 0 yPos = screenH-playerSize ySpeed = 0 xSpeed = 0 onPlat=True finishLength=0 coinsCollected=0 coinCollected.clear() for i in range(numPlats): coinCollected.append(0) def nextLevel(): #changes the level when global levelNum,levelDictionaries,levelData if coinsCollected==numPlats and (xPos > (screenM-20)-playerSize and xPos < (screenM+20)) and yPos+playerSize < 101 and yPos+playerSize > 59: #does not change level if on level 4. if levelNum != 3: levelNum += 1 #loads data for next level levelData = levelDictionaries[levelNum] resetValues() #shows the title of the level def levelText(): global title title=screen.create_text(0,20,text=levelData.get('name'),fill="white",anchor=W,font=("FreeMono",25)) #various miscellanious functions that mostly pertain to movement def miscFunc(): global xPos,yPos,ySpeed,xSpeed,numPlats,onPlat,platforms,numPlats,switchDelay,portal,finishPlatform,bounceTick,gameSpeedMultiplier,coins,coinSign #used to make sure that the bouncing works properly if levelNum==2 and onPlat==True: if bounceTick == 1: bounceTick=0 else: ySpeed = -15 onPlat=False #used to make difficulty switching work if switchDelay == 1: switchDelay -= 1 #used to keep players on a platform if onPlat==True: ySpeed = 0 #gravity else: ySpeed += levelData.get('gravity') #friction if xSpeed > 0: xSpeed -= levelData.get('friction') if xSpeed < levelData.get('friction'): xSpeed = 0 if xSpeed < 0: xSpeed += levelData.get('friction') if xSpeed*(-1) < levelData.get('friction'): xSpeed = 0 #used to make the player loop around the edges of the screen if xPos>screenW: xPos=-playerSize+1 if xPos<-playerSize: xPos=screenW-1 #movement yPos = yPos + ySpeed xPos = xPos + xSpeed #terminal velocity if ySpeed > 10: ySpeed = 10 #used for the win screen to make sure they do not fall through as the platform that is usually there is not created if yPos+playerSize > screenH: yPos = screenH-playerSize #difficulty switching if fullSpeed==True: gameSpeedMultiplier=1 elif easySpeed==True: gameSpeedMultiplier=2 def runGame(): global xPos,yPos,ySpeed,xSpeed,numPlats,onPlat,platforms,numPlats,switchDelay,portal,finishPlatform,bounceTick,gameSpeedMultiplier,levelNum setInitialValues() while True: #does not draw during the win screen. if levelNum != 3: createPlatforms() createCoins() collectCoins() createPortal() onPlatform() #functions levelText() nextLevel() miscFunc() #making the player out of different shades of green player=[screen.create_rectangle(xPos,yPos,xPos+playerSize,yPos+playerSize,fill="darkgreen",outline=""),screen.create_rectangle(xPos+3,yPos+3,xPos-3+playerSize,yPos-3+playerSize,fill="forestgreen",outline=""),screen.create_rectangle(xPos+6,yPos+6,xPos-6+playerSize,yPos-6+playerSize,fill="limegreen",outline=""),screen.create_rectangle(xPos+9,yPos+9,xPos-9+playerSize,yPos-9+playerSize,fill="lime",outline="")] screen.update() #sleep changes depending on difficulty allowing for more time to react sleep(gameSpeedMultiplier*0.03) #deleting things screen.delete(title,finishPlatform) for i in range(len(player)): screen.delete(player[i]) for i in range(len(portal)): screen.delete(portal[i]) for i in range(numPlats): screen.delete(platforms[i],coins[i],coinSign[i]) #other tkinter functions root.after(1000, runGame) screen.bind("<Key>", keyPressDetector) screen.pack() screen.focus_set()
Write, Run & Share Python code online using OneCompiler's Python online compiler for free. It's one of the robust, feature-rich online compilers for python language, supporting both the versions which are Python 3 and Python 2.7. Getting started with the OneCompiler's Python editor is easy and fast. The editor shows sample boilerplate code when you choose language as Python or Python2 and start coding.
OneCompiler's python online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample python program which takes name as input and print your name with hello.
import sys
name = sys.stdin.readline()
print("Hello "+ name)
Python is a very popular general-purpose programming language which was created by Guido van Rossum, and released in 1991. It is very popular for web development and you can build almost anything like mobile apps, web apps, tools, data analytics, machine learning etc. It is designed to be simple and easy like english language. It's is highly productive and efficient making it a very popular language.
When ever you want to perform a set of operations based on a condition IF-ELSE is used.
if conditional-expression
#code
elif conditional-expression
#code
else:
#code
Indentation is very important in Python, make sure the indentation is followed correctly
For loop is used to iterate over arrays(list, tuple, set, dictionary) or strings.
mylist=("Iphone","Pixel","Samsung")
for i in mylist:
print(i)
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while condition
#code
There are four types of collections in Python.
List is a collection which is ordered and can be changed. Lists are specified in square brackets.
mylist=["iPhone","Pixel","Samsung"]
print(mylist)
Tuple is a collection which is ordered and can not be changed. Tuples are specified in round brackets.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
Below throws an error if you assign another value to tuple again.
myTuple=("iPhone","Pixel","Samsung")
print(myTuple)
myTuple[1]="onePlus"
print(myTuple)
Set is a collection which is unordered and unindexed. Sets are specified in curly brackets.
myset = {"iPhone","Pixel","Samsung"}
print(myset)
Dictionary is a collection of key value pairs which is unordered, can be changed, and indexed. They are written in curly brackets with key - value pairs.
mydict = {
"brand" :"iPhone",
"model": "iPhone 11"
}
print(mydict)
Following are the libraries supported by OneCompiler's Python compiler
Name | Description |
---|---|
NumPy | NumPy python library helps users to work on arrays with ease |
SciPy | SciPy is a scientific computation library which depends on NumPy for convenient and fast N-dimensional array manipulation |
SKLearn/Scikit-learn | Scikit-learn or Scikit-learn is the most useful library for machine learning in Python |
Pandas | Pandas is the most efficient Python library for data manipulation and analysis |
DOcplex | DOcplex is IBM Decision Optimization CPLEX Modeling for Python, is a library composed of Mathematical Programming Modeling and Constraint Programming Modeling |