STEP 13: Our time's been counting down...what happens when it hits zero? Let's add code!

  • In LOGIC from add if in the interval event. It should only be indented once, like this! ····¬
  • Change choice to time and "yes" to 0. If time is equal to 0, the game is over!
  • In GRAPHICS from add Disable All Events indented inside the if-statement.
  • stage.remove_all_events() should be indented twice, like this: ········¬

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stage.set_background("moon") sprite = codesters.Sprite("hedgehog", 0, -210) score = 0 #my_display = codesters.Display(my_var, x, y) score_display = codesters.Display(score, -210, -210) time = 60 #my_display = codesters.Display(my_var, x, y) time_display = codesters.Display(time, 210, -210) def left_key(): rotation = sprite.get_rotation() print(rotation) sprite.set_rotation(rotation+3) # add other actions... stage.event_key("left", left_key) def right_key(): rotation = sprite.get_rotation() print(rotation) sprite.set_rotation(rotation-3) # add other actions... stage.event_key("right", right_key) def interval(): global time time -=1 time_display.update(time) if time % 2 == 0: x = random.randint(-230,230) y = random.randint(0,230) star = codesters.Star(x, y, 5, 20, "yellow") stage.event_interval(interval, 1)
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