speed = 5 gap = 450 stage.set_background("city") sprite = codesters.Sprite("kitten") sprite.set_size(0.4) sprite.set_x(-200) stage.set_gravity(10) stage.set_bounce(0) stage.disable_all_walls() #sprite.gravity_off() def space(): sprite.jump(5) # add other actions... stage.event_space_key(space) #sprite.set_drag_on() def left(): sprite.turn_left(15) # add other actions... stage.event_left_key(left) def right(): sprite.turn_right(15) # add other actions... stage.event_right_key(right) def up(): sprite.set_size(1.2) # add other actions... stage.event_up_key(up) def down(): sprite.set_size(1/1.2) # add other actions... stage.event_down_key(down) stop = False def up(): global stop stop = True # add other actions... stage.event_up_key(up) def boom(): global stop stop = True print("boom") # add any other actions... sprite.event_collision(boom) block_list = [] def interval(): global stop if stop == False: # sprite = codesters.Rectangle(x, y, width, height, "color") y = random.randint(-250,-100) block_b = codesters.Rectangle(300, y, 100, 300, "blue") block_b.gravity_off() block_b.set_x_speed(-1*speed) block_t = codesters.Rectangle(300, y+gap, 100, 300, "blue") block_t.gravity_off() block_t.set_x_speed(-1*speed) block_list.append(block_b) block_list.append(block_t) # add any other actions... else: for block in block_list: block.set_x_speed(0) block.set_color("red") stage.set_gravity(0) sprite.set_y_speed(0) sprite.set_y(0) stage.event_interval(interval, 1)
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