I'm new to Python and I need some help. How do I make it so a function executes after 2 or more key presses? I'm trying to make a game using turtle similar to Minicraft (a 2D top-down action game) where you can use materials you get from stone and wood to craft a variety of different items. The code isn't finished yet.
Code I need help with:
stone = turtle.Turtle()
stone.shape("circle")
stone.color("gray")
stone.penup()
stone.setposition(-220, 180)
stone.shapesize(stretch_wid=2, stretch_len=3)
def stonebreak():
stone = turtle.Turtle ()
stone.shape ("circle")
stone.color ("gray")
stone.penup ()
stone.setposition (-220, 180)
stone.shapesize (stretch_wid=2, stretch_len=3)
stone.speed("slow")
stone.hideturtle()
stone = 0
stone += 9
stonestring = "Stone: %s" % stone
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
penstone1.clear()
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
if isCollision(player, stone):
wn.onkeypress(stonebreak, "space")
stone.hideturtle()
Full code:
import turtle
import random
import math
import time
turtle.tracer(5)
score = 0
# Turtles
wn = turtle.Screen()
wn.tracer(0)
wn.bgcolor("black")
wn.title("Catcher")
wn.setup(800, 600)
penwood1 = turtle.Turtle()
penwood1.penup()
penwood1.color("white")
penwood1.hideturtle()
penwood1.goto(-280, 275)
wood = 0
woodstring = "Wood: %s" %wood
penwood1.write(woodstring, False, align ="left", font = ("system", 15, "normal"))
penstone1 = turtle.Turtle()
penstone1.penup()
penstone1.color("white")
penstone1.hideturtle()
penstone1.goto(-200, 275)
stone = 0
stonestring = "Stone: %s" %stone
penstone1.write(stonestring, False, align ="left", font = ("system", 15, "normal"))
player = turtle. Turtle()
player.hideturtle()
player.color("white")
player.shape("triangle")
player.penup()
player.setheading(180)
player.setposition(180, 0)
player.showturtle()
player.penup()
player.speed(0)
pen = turtle.Turtle()
pen.color("white")
pen.shape("circle")
pen.hideturtle()
pen.penup()
pen.setposition(360, 275)
pen.pendown()
pen.setposition(360, -275)
pen.setposition(-360, -275)
pen.setposition(-360, 275)
pen.setposition(360, 275)
pen.shapesize(stretch_wid=3, stretch_len=3)
pen1 = turtle.Turtle()
pen1.color("white")
pen1.shape("circle")
pen1.hideturtle()
pen1.penup()
pen1.goto(-360, 275)
scorestring = "Score: %s" %score
pen1.write(scorestring, False, align = "left", font = ("system", 15, "normal"))
tree = turtle.Turtle()
tree.shape("circle")
tree.color("green")
tree.penup()
tree.setposition(200, 140)
stone1 = turtle.Turtle ()
stone1.shape ("circle")
stone1.color ("gray")
stone1.penup ()
stone1.setposition (-200, 140)
stone1.shapesize (stretch_wid=2, stretch_len=3)
stone1.speed ("slow")
stone = turtle.Turtle()
stone.shape("circle")
stone.color("gray")
stone.penup()
stone.setposition(-220, 180)
stone.shapesize(stretch_wid=2, stretch_len=3)
# ______________________________________________________
treedown = turtle.Turtle()
treedown.shape("circle")
treedown.color("green")
treedown.penup()
treedown.setposition(-250, -140)
# Movement features
def pleft():
player.setheading(180)
x = player.xcor()
x -= 20
if x < -360:
x = - 360
player.setx(x)
def pright():
player.setheading(0)
x = player.xcor()
x += 20
if x > 360:
x = + 360
player.setx(x)
def pdown():
player.setheading(270)
y = player.ycor()
y -= 20
if y < -275:
y = - 275
player.sety(y)
def pup():
player.setheading(90)
y = player.ycor()
y += 20
if y > 275:
y = + 275
player.sety(y)
wn.listen()
wn.onkeypress(pleft, "Left")
wn.onkeypress(pright, "Right")
wn.onkeypress(pup, "Up")
wn.onkeypress(pdown, "Down")
while True:
wn.update()
def treebreak():
tree.speed("slow")
tree.hideturtle()
wood = 0
wood += 2
woodstring = "Wood: %s" % wood
penwood1.write (woodstring, False, align="left", font=("system", 15, "normal"))
penwood1.clear()
penwood1.write (woodstring, False, align="left", font=("system", 15, "normal"))
def treebbreak():
treedown.speed ("slow")
treedown.hideturtle ()
wood = 2
wood += 3
woodstring = "Wood: %s" % wood
penwood1.write (woodstring, False, align="left", font=("system", 15, "normal"))
penwood1.clear ()
penwood1.write (woodstring, False, align="left", font=("system", 15, "normal"))
if player.xcor () == -240 and player.ycor () == -140:
wn.onkeypress (treebbreak, "space")
if player.xcor() == 180 and player.ycor() == 140:
wn.onkeypress(treebreak, "space")
if player.xcor() == 200 and player.ycor() == 120:
wn.onkeypress(treebreak, "space")
if player.xcor() == 200 and player.ycor() == 160:
wn.onkeypress(treebreak, "space")
if player.xcor() == 221 and player.ycor() == 141:
wn.onkeypress(treebreak, "space")
def isCollision(t1, t2):
distance = math.sqrt(math.pow(t1.xcor()-t2.xcor(),2)+math.pow(t1.ycor()-t2.ycor(),2))
if distance < 25:
return True
else:
return False
def stonebreak():
stone = turtle.Turtle ()
stone.shape ("circle")
stone.color ("gray")
stone.penup ()
stone.setposition (-220, 180)
stone.shapesize (stretch_wid=2, stretch_len=3)
stone.speed("slow")
stone.hideturtle()
stone = 0
stone += 9
stonestring = "Stone: %s" % stone
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
penstone1.clear()
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
if isCollision(player, stone):
wn.onkeypress(stonebreak, "space")
stone.hideturtle()
def stone1break():
stone1 = turtle.Turtle ()
stone1.shape ("circle")
stone1.color ("gray")
stone1.penup ()
stone1.setposition (-200, 140)
stone1.shapesize (stretch_wid=2, stretch_len=3)
stone1.speed("slow")
stone1.hideturtle()
stone = 0
stone += 9
stonestring = "Stone: %s" % stone
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
penstone1.clear()
penstone1.write (stonestring, False, align="left", font=("system", 15, "normal"))
if isCollision(player, stone1):
wn.onkeypress(stone1break, "space")
stone1.hideturtle()
wn.mainloop()
I'm trying to make it so you gain the materials after 2 or more hits on the targets.
First of all, you shouldn't set onkeypress() event handler every time collision occurs. Try to handle it other way:
def checkCollisions():
if isCollision(player, stone1):
stone1break()
if isCollision(player, stone2):
stone2break()
...
wn.onkeypress(checkCollisions, "space")
This code and all of your function defs you should put before your main (while True:
) loop.
Then, you will need some state of your game objects. Trivial way is to add variables stone1strength=2, stone2strength=2, ..., and decrease them in coresponding stonebreak() function, clearing the stone after its strength goes below 1.
I like your effort very much. It reminds me my first game programming steps. :)
The next step could be rewriting of your code to store your stone objects into a list and iterate them instead of handling tens of stoneX variables...