Bumped by Community user
Bumped by Community user
Bumped by Community user
Here's a pic. Notice how there is image burn from the last frame? There is only one pillar, and only one frame of the player, but two appear. Is this fixable, or is it because of the screen only?
Here's a pic. Notice how there is image burn from the last frame? There is only one pillar, and only one frame of the player, but two appear. Is this fixable, or is it because of the screen only?
tam1a = tam1.split('\n')
tam2a = tam2.split('\n')
tam3a = tam3.split('\n')
#jump variables
dist = 0
gup = False
#jump variables
dist = 0 #distance off the ground
gup = False #isjumping
#obstacle variables
xx = 0 #x position of the obstacle that loops through the screen
#other variables
score = 0;
ind = 0; #current frame of player, there is 3
extraspeed = 0; #makes the pillar go faster as your score rises
while True: #gameloop start
draw.rectangle((0,0,LCD.LCDWIDTH,LCD.LCDHEIGHT), outline=255, fill=255)
#clear#clears imagethe screen --^
draw.text((0,0),str(score),font=font) #draw score
extraspeed = floor(score / 100) #set extraspeed based on score
if extraspeed > 10:
extraspeed = 10
score += 3
draw.rectangle((xx,32,xx+3,42),outline=0,fill=0)
xx = xx + 4 +extraspeed #move the pillar
if xx >= 84:
xx = -4;
if key == ' ':
if dist == 0:
gup = True
key = "lol" #if dist = 0 means its on the ground
#the "lol" thing is something I left over for some reason, it means no key pressed
else:
key = "lol"
if gup == True:
if dist != 12: #jumps up to 12 pixels off the ground
dist += 3
else:
gup = False #start falling if reached top
else:
if dist > 0:
dist -= 3
else:
dist = 0
#ind is the current animation sprite to draw
if ind == 1:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam1a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 2:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam2a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 3:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam3a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
ind += 1
if ind == 4:
ind = 1 #restart the animation
draw.line((0,43,83,43),fill=0)
draw.line((0,44,83,44),fill=0) #draw some ground
# if xx >= float(67) and xx<= float(80) and dist <= 7:
# break #Some simple collision detection
# Display image.
disp.image(image) #draw everything
disp.display() #display everything
time.sleep(0.2) #5 frames per second
draw.text((40,10),'Hit',font=font) #got here if 'break' occurs
disp.image(image) #displays hit, which means game over and loop is broken
disp.display()
tam1a = tam1.split('\n')
tam2a = tam2.split('\n')
tam3a = tam3.split('\n')
#jump variables
dist = 0
gup = False
#obstacle variables
xx = 0
#other variables
score = 0;
ind = 0;
extraspeed = 0;
while True:
draw.rectangle((0,0,LCD.LCDWIDTH,LCD.LCDHEIGHT), outline=255, fill=255)
#clear image
draw.text((0,0),str(score),font=font)
extraspeed = floor(score / 100)
if extraspeed > 10:
extraspeed = 10
score += 3
draw.rectangle((xx,32,xx+3,42),outline=0,fill=0)
xx = xx + 4 +extraspeed
if xx >= 84:
xx = -4;
if key == ' ':
if dist == 0:
gup = True
key = "lol"
else:
key = "lol"
if gup == True:
if dist != 12:
dist += 3
else:
gup = False
else:
if dist > 0:
dist -= 3
else:
dist = 0
#ind is the current animation sprite to draw
if ind == 1:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam1a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 2:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam2a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 3:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam3a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
ind += 1
if ind == 4:
ind = 1
draw.line((0,43,83,43),fill=0)
draw.line((0,44,83,44),fill=0)
# if xx >= float(67) and xx<= float(80) and dist <= 7:
# break
# Display image.
disp.image(image)
disp.display()
time.sleep(0.2)
draw.text((40,10),'Hit',font=font)
disp.image(image)
disp.display()
tam1a = tam1.split('\n')
tam2a = tam2.split('\n')
tam3a = tam3.split('\n')
#jump variables
dist = 0 #distance off the ground
gup = False #isjumping
#obstacle variables
xx = 0 #x position of the obstacle that loops through the screen
#other variables
score = 0;
ind = 0; #current frame of player, there is 3
extraspeed = 0; #makes the pillar go faster as your score rises
while True: #gameloop start
draw.rectangle((0,0,LCD.LCDWIDTH,LCD.LCDHEIGHT), outline=255, fill=255)
#clears the screen --^
draw.text((0,0),str(score),font=font) #draw score
extraspeed = floor(score / 100) #set extraspeed based on score
if extraspeed > 10:
extraspeed = 10
score += 3
draw.rectangle((xx,32,xx+3,42),outline=0,fill=0)
xx = xx + 4 +extraspeed #move the pillar
if xx >= 84:
xx = -4;
if key == ' ':
if dist == 0:
gup = True
key = "lol" #if dist = 0 means its on the ground
#the "lol" thing is something I left over for some reason, it means no key pressed
else:
key = "lol"
if gup == True:
if dist != 12: #jumps up to 12 pixels off the ground
dist += 3
else:
gup = False #start falling if reached top
else:
if dist > 0:
dist -= 3
else:
dist = 0
#ind is the current animation sprite to draw
if ind == 1:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam1a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 2:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam2a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
if ind == 3:
i = 12-dist #top left corner of drawn sprite y
j = 60 #top left corner of drawn sprite x
for line in tam3a:
for c in line:
if c == '1':
draw.point((j,i),fill=0)
j+=1
i+=1
j=60 #make same as j at start
ind += 1
if ind == 4:
ind = 1 #restart the animation
draw.line((0,43,83,43),fill=0)
draw.line((0,44,83,44),fill=0) #draw some ground
if xx >= float(67) and xx<= float(80) and dist <= 7:
break #Some simple collision detection
# Display image.
disp.image(image) #draw everything
disp.display() #display everything
time.sleep(0.2) #5 frames per second
draw.text((40,10),'Hit',font=font) #got here if 'break' occurs
disp.image(image) #displays hit, which means game over and loop is broken
disp.display()
lang-py