y < 200 def draw (): """Advance players and draw game.""" p1xy. How would you create a computer player? """ from turtle import * from freegames import square, vector p1xy = vector ( - 100, 0 ) p1aim = vector ( 4, 0 ) p1body = set () p2xy = vector ( 100, 0 ) p2aim = vector ( - 4, 0 ) p2body = set () def inside ( head ): """Return True if head inside screen.""" return - 200 < head. Allow the tron player to go around the edge of the screen. Stop a tron player from running into itself. We have a key press defined (the SPACE bar) in the on_key_down() function to call our init() function, which will not only set up variables when the game starts but sets things back to their starting state."""Tron, classic arcade game. Once it reaches the end of the sequence, the game stops. We set the gamestate variable to 1, which then means the update() function uses that variable as a counter to run through the frames of animation for the Cycle’s explosion. If we do detect a collision, then we can start the game-end sequence. We can then test to see if 15 updates have happened before testing the square for collisions, which gives our Cycle enough time to clear the area. We need to wait a while before checking for collisions on the current position, as the Cycle won’t have moved away for several updates, so each screen position in the matrix is actually a counter of how many updates it’s been there for. ![]() We have an on_key_down() function defined to handle changing the direction of the Cycle actor with the arrow keys. Each update we add x and y coordinates to the Cycle actor to move it in the direction that it’s pointing multiplied by our speed variable. We use a list of directions in degrees to control the angle the player is pointing, and another list of x and y increments for each direction. The update() function contains code to move the Cycle and check for collisions. The Cycle is then drawn and we can add a display of the score. Our homage to the TRON Light Cycle classic arcade game.įor the main draw() function, we first blit our background image which is the cross-hatched arena, then we iterate through our two-dimensional list of screen positions (each 10 pixels square) displaying a square anywhere the Cycle has been. This means that wherever the player moves on the screen, we can set the position as visited or check to see if it’s been visited before and, if so, trigger an end-game event. ![]() In this example, though, we’re going to use a two-dimensional list as a matrix of positions on the screen. We could use line drawing functions for the trail behind the bike, or go for a system like Snake, where blocks are added to the trail as the player moves. In this sample, we’ll focus on the movement of the player Light Cycle and creating the trails that are left behind as it moves around the screen. There are various ways to code this with Pygame Zero. The Light Cycle minigame is essentially a variation on Snake, with the player leaving a trail behind them as they move around the screen. The TRON game, distributed by Bally Midway, was well-received in arcades, and even won Electronic Games Magazine’s (presumably) coveted Coin-operated Game of the Year gong.Īlthough the arcade game wasn’t ported to home computers at the time, several similar games – and outright clones – emerged, such as the unsubtly named Light Cycle for the BBC Micro, Oric, and ZX Spectrum.
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