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@Jackhammer9
Created April 15, 2019 09:57
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source code to my dodge game please download or copy all the source codes so that you dont get any error as this is level based game each file is one level enjoy :)
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(480,-260)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 1' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.lt(90)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(450,-280)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(-500,-170)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(-500,-170)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(-500,170)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(-500,170)
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(485,265)
exitdoor.showturtle()
#-------------------------------------------- LOGIC -------------------------------------------------------------------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
gun.hideturtle()
gun1.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
import Dodge2lvl2
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
for i in range(1):
blt.showturtle()
for i in range(100):
blt.fd(10)
collide()
for i in range(1):
blt.speed(0)
blt.hideturtle()
blt.goto(-500,-170)
blt.speed(5)
for i in range(1):
blt1.showturtle()
for i in range(100):
blt1.fd(10)
collide1()
for i in range(1):
blt1.speed(0)
blt1.hideturtle()
blt1.goto(-500,170)
blt1.speed(5)
comp()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(485 , 265)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 2' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.lt(270)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(485,265)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(-500,-170)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(-500,-170)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(-500,170)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(-500,170)
# gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.lt(180)
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(500,0)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.lt(180)
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(500,0)
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(480,-260)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
gun.hideturtle()
gun1.hideturtle()
gun3.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
import Dodge2lvl3
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
for i in range(100):
blt.fd(10)
collide()
for i in range(1):
blt.speed(0)
blt.hideturtle()
blt.goto(-500,-170)
blt.speed(5)
comp()
# gun 2 shoot
for i in range(1):
blt1.showturtle()
for i in range(100):
blt1.fd(10)
collide1()
for i in range(1):
blt1.speed(0)
blt1.hideturtle()
blt1.goto(-500,170)
blt1.speed(5)
comp()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(100):
blt3.fd(10)
collide2()
for i in range(1):
blt3.speed(0)
blt3.hideturtle()
blt3.goto(500,0)
blt3.speed(5)
comp()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(480 , -260)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 3' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.lt(90)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(480,-260)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(-500,-170)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(-500,-170)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(-500,170)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(-500,170)
# gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.lt(180)
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(500,0)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.lt(180)
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(500,0)
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(480,260)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
char.hideturtle()
gun.hideturtle()
gun1.hideturtle()
gun3.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
sc.undo()
import Dodge2lvl4
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
for i in range(100):
blt.fd(10)
collide()
for i in range(100):
blt.backward(10)
collide()
for i in range(1):
blt.hideturtle()
comp()
# gun 2 shoot
for i in range(1):
blt1.showturtle()
for i in range(100):
blt1.fd(10)
collide1()
for i in range(100):
blt1.backward(10)
collide1()
for i in range(1):
blt1.hideturtle()
comp()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(100):
blt3.fd(10)
collide2()
for i in range(100):
blt3.backward(10)
collide2()
for i in range(1):
blt3.hideturtle()
comp()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(480 , 260)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 4' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.lt(180)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(480 , 260)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(-500,0)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(-500,0)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.rt(90)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(0,280)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.rt(90)
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(0,280)
# gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.lt(90)
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(-250,-280)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.lt(90)
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(-250,-280)
# gun 4
gun4 = turtle.Turtle()
gun4.speed(15)
gun4.lt(90)
gun4.hideturtle()
gun4.color('cyan')
gun4.shape('triangle')
gun4.shapesize(2)
gun4.penup()
gun4.goto(250,-280)
gun4.showturtle()
# bullet
blt4 = turtle.Turtle()
blt4.hideturtle()
blt4.lt(90)
blt4.color('orange')
blt4.shape('circle')
blt4.shapesize(1)
blt4.speed(5)
blt4.penup()
blt4.goto(250,-280)
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(-480,-260)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide4():
if blt4.xcor() == char.xcor() and blt4.ycor() == char.ycor() or blt4.xcor() > char.xcor()-20 and blt4.xcor() < char.xcor() +20 and (blt4.ycor() < char.ycor() + 20) and blt4.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
gun.hideturtle()
gun1.hideturtle()
gun3.hideturtle()
gun4.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
import Dodge2lvl5
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
for i in range(100):
blt.fd(10)
collide()
for i in range(100):
blt.backward(10)
collide()
for i in range(1):
blt.hideturtle()
comp()
# gun 2 shoot
for i in range(1):
blt1.showturtle()
for i in range(56):
blt1.fd(10)
collide1()
for i in range(56):
blt1.backward(10)
collide1()
for i in range(1):
blt1.hideturtle()
comp()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(56):
blt3.fd(10)
collide2()
for i in range(56):
blt3.backward(10)
collide2()
for i in range(1):
blt3.hideturtle()
comp()
# gun 4 shoot
for i in range(1):
blt4.showturtle()
for i in range(56):
blt4.fd(10)
collide4()
for i in range(56):
blt4.backward(10)
collide4()
for i in range(1):
blt4.hideturtle()
comp()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(-480,-260)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('crimson')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 5 ' , align = 'center' , font = ('courier' , 24 , 'bold'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(-480 , -260)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.lt(180)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(480,0)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.lt(180)
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(500,0)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.rt(90)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(0,280)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.rt(90)
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(0,280)
# gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.rt(90)
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(250,280)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.rt(90)
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(250,280)
# gun 4
gun4 = turtle.Turtle()
gun4.speed(15)
gun4.rt(90)
gun4.hideturtle()
gun4.color('cyan')
gun4.shape('triangle')
gun4.shapesize(2)
gun4.penup()
gun4.goto(-250,280)
gun4.showturtle()
# bullet
blt4 = turtle.Turtle()
blt4.hideturtle()
blt4.rt(90)
blt4.color('orange')
blt4.shape('circle')
blt4.shapesize(1)
blt4.speed(5)
blt4.penup()
blt4.goto(-250,280)
# barrier 1
bar = turtle.Turtle()
bar.hideturtle()
bar.color('dark blue')
bar.shape('square')
bar.shapesize(12,2)
bar.speed(0)
bar.penup()
bar.goto(250,-170)
bar.showturtle()
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(480,-260)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide4():
if blt4.xcor() == char.xcor() and blt4.ycor() == char.ycor() or blt4.xcor() > char.xcor()-20 and blt4.xcor() < char.xcor() +20 and (blt4.ycor() < char.ycor() + 20) and blt4.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
gun.hideturtle()
gun1.hideturtle()
gun3.hideturtle()
gun4.hideturtle()
bar.hideturtle()
import Dodge2lvl6
def barochar():
if bar.xcor() == char.xcor() and bar.ycor() == char.ycor() or bar.xcor() > char.xcor() - 20 and bar.xcor() < char.xcor() +20 and bar.ycor() < char.ycor() + 120 and bar.ycor() > char.ycor() - 120:
char.setpos(char.xcor() - 20 , char.ycor())
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
barochar()
for i in range(100):
barochar()
blt.fd(10)
barochar()
collide()
for i in range(50):
barochar()
blt.backward(20)
barochar()
collide()
for i in range(1):
barochar()
blt.hideturtle()
comp()
# gun 2 shoot
for i in range(1):
barochar()
blt1.showturtle()
for i in range(56):
barochar()
blt1.fd(10)
barochar()
collide1()
for i in range(28):
barochar()
blt1.backward(20)
barochar()
collide1()
for i in range(1):
blt1.hideturtle()
comp()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(32):
barochar()
blt3.fd(10)
barochar()
collide2()
for i in range(16):
barochar()
blt3.backward(20)
barochar()
collide2()
for i in range(1):
blt3.hideturtle()
barochar()
comp()
# gun 4 shoot
for i in range(1):
blt4.showturtle()
for i in range(56):
barochar()
blt4.fd(10)
barochar()
collide4()
for i in range(28):
barochar()
blt4.backward(20)
barochar()
collide4()
for i in range(1):
barochar()
blt4.hideturtle()
barochar()
barochar()
comp()
barochar()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(480,-260)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 6 ' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.lt(90)
char.hideturtle()
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(480 , -260)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(-500,0)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(-500,0)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.hideturtle()
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(-500,-140)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(-480,-140)
# gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(-500,140)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(-480,140)
# gun 4
gun4 = turtle.Turtle()
gun4.speed(15)
gun4.lt(90)
gun4.hideturtle()
gun4.color('cyan')
gun4.shape('triangle')
gun4.shapesize(2)
gun4.penup()
gun4.goto(0,-280)
gun4.showturtle()
# bullet
blt4 = turtle.Turtle()
blt4.hideturtle()
blt4.lt(90)
blt4.color('orange')
blt4.shape('circle')
blt4.shapesize(1)
blt4.speed(5)
blt4.penup()
blt4.goto(0,-280)
# gun 5
gun5 = turtle.Turtle()
gun5.speed(15)
gun5.lt(90)
gun5.hideturtle()
gun5.color('cyan')
gun5.shape('triangle')
gun5.shapesize(2)
gun5.penup()
gun5.goto(250,-280)
gun5.showturtle()
# bullet
blt5 = turtle.Turtle()
blt5.hideturtle()
blt5.lt(90)
blt5.color('orange')
blt5.shape('circle')
blt5.shapesize(1)
blt5.speed(5)
blt5.penup()
blt5.goto(250,-280)
# barrier 1
bar = turtle.Turtle()
bar.hideturtle()
bar.color('dark blue')
bar.shape('square')
bar.shapesize(2,12)
bar.speed(0)
bar.penup()
bar.goto(405,-70)
bar.showturtle()
# barrier 2
bar2 = turtle.Turtle()
bar2.hideturtle()
bar2.color('dark blue')
bar2.shape('square')
bar2.shapesize(12,2)
bar2.speed(0)
bar2.penup()
bar2.goto(305,40)
bar2.showturtle()
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(480,0)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide4():
if blt4.xcor() == char.xcor() and blt4.ycor() == char.ycor() or blt4.xcor() > char.xcor()-20 and blt4.xcor() < char.xcor() +20 and (blt4.ycor() < char.ycor() + 20) and blt4.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide5():
if blt5.xcor() == char.xcor() and blt5.ycor() == char.ycor() or blt5.xcor() > char.xcor()-20 and blt5.xcor() < char.xcor() +20 and (blt5.ycor() < char.ycor() + 20) and blt5.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
gun.hideturtle()
gun1.hideturtle()
gun3.hideturtle()
gun4.hideturtle()
gun5.hideturtle()
bar.hideturtle()
bar2.hideturtle()
import Dodge2lvl7
def barochar():
if bar.xcor() == char.xcor() and bar.ycor() == char.ycor() or bar.xcor() > char.xcor() - 80 and bar.xcor() < char.xcor() +80 and bar.ycor() < char.ycor() + 20 and bar.ycor() > char.ycor() - 20:
char.setpos(char.xcor() , char.ycor()- 20)
def barochar1():
if bar2.xcor() == char.xcor() and bar2.ycor() == char.ycor() or bar2.xcor() > char.xcor() - 20 and bar2.xcor() < char.xcor() +20 and bar2.ycor() < char.ycor() + 100 and bar2.ycor() > char.ycor() - 100:
char.setpos(char.xcor() - 20 , char.ycor())
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
barochar()
barochar1()
for i in range(80):
barochar()
barochar1()
blt.fd(10)
barochar1()
barochar()
collide()
for i in range(40):
barochar()
barochar1()
blt.backward(20)
barochar1()
barochar()
collide()
for i in range(1):
barochar()
blt.hideturtle()
comp()
barochar1()
# gun 2 shoot
for i in range(1):
barochar()
barochar1()
blt1.showturtle()
barochar1()
for i in range(100):
barochar1()
barochar()
blt1.fd(10)
barochar()
barochar1()
collide1()
for i in range(50):
barochar()
blt1.backward(20)
barochar()
collide1()
for i in range(1):
blt1.hideturtle()
comp()
barochar1()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(100):
barochar()
barochar1()
blt3.fd(10)
barochar()
barochar1()
collide2()
for i in range(50):
barochar()
barochar1()
blt3.backward(20)
barochar()
barochar1()
collide2()
for i in range(1):
blt3.hideturtle()
barochar()
comp()
barochar1()
# gun 4 shoot
for i in range(1):
blt4.showturtle()
for i in range(56):
barochar()
barochar1()
blt4.fd(10)
barochar()
barochar1()
collide4()
for i in range(28):
barochar()
barochar1()
blt4.backward(20)
barochar()
barochar1()
collide4()
for i in range(1):
barochar()
blt4.hideturtle()
barochar()
barochar()
comp()
barochar()
barochar1()
# gun 5 shoot
for i in range(1):
blt5.showturtle()
for i in range(56):
barochar()
barochar1()
blt5.fd(10)
barochar()
barochar1()
collide5()
for i in range(28):
barochar()
barochar1()
blt5.backward(20)
barochar()
barochar1()
collide5()
for i in range(1):
barochar()
barochar1()
blt5.hideturtle()
barochar()
barochar()
barochar1()
comp()
barochar()
turtle.update()
import turtle
import time
import random
#-------------------------------------------- APPERANCE --------------------------------------------------------------
# screen setup
win = turtle.Screen()
win.bgcolor('black')
win.title('Dodge 2')
win.setup(1200,600)
# starting door
enterdoor = turtle.Turtle()
enterdoor.speed(15)
enterdoor.hideturtle()
enterdoor.color('white')
enterdoor.shape('square')
enterdoor.shapesize(3,2)
enterdoor.penup()
enterdoor.goto(-480,0)
enterdoor.showturtle()
# score card
sc = turtle.Turtle()
sc.hideturtle()
sc.color('white')
sc.penup()
sc.goto(0,250)
sc.pensize(10)
sc.write('LEVEL : 7 ' , align = 'center' , font = ('courier' , 24 , 'normal'))
#protaganist
char = turtle.Turtle()
char.speed(0)
char.hideturtle()
char.lt(180)
char.color('red')
char.shape('triangle')
char.shapesize(1,1)
char.penup()
char.goto(-480,0)
char.speed(0)
char.showturtle()
# ball shooter 1
gun = turtle.Turtle()
gun.speed(15)
gun.hideturtle()
gun.color('cyan')
gun.shape('triangle')
gun.shapesize(2)
gun.penup()
gun.goto(500,200)
gun.showturtle()
# bullet
blt = turtle.Turtle()
blt.hideturtle()
gun.lt(180)
blt.lt(180)
blt.color('orange')
blt.shape('circle')
blt.shapesize(1)
blt.speed(5)
blt.penup()
blt.goto(500,200)
# ball shooter 2
gun1 = turtle.Turtle()
gun1.speed(15)
gun1.hideturtle()
gun1.lt(180)
gun1.color('cyan')
gun1.shape('triangle')
gun1.shapesize(2)
gun1.penup()
gun1.goto(500,-200)
gun1.showturtle()
# bullet
blt1 = turtle.Turtle()
blt1.hideturtle()
blt1.lt(180)
blt1.color('orange')
blt1.shape('circle')
blt1.shapesize(1)
blt1.speed(5)
blt1.penup()
blt1.goto(480,-200)
#gun 3
gun3 = turtle.Turtle()
gun3.speed(15)
gun3.hideturtle()
gun3.lt(180)
gun3.color('cyan')
gun3.shape('triangle')
gun3.shapesize(2)
gun3.penup()
gun3.goto(500,280)
gun3.showturtle()
blt3 = turtle.Turtle()
blt3.hideturtle()
blt3.lt(180)
blt3.color('orange')
blt3.shape('circle')
blt3.shapesize(1)
blt3.speed(5)
blt3.penup()
blt3.goto(500,280)
# gun 4
gun4 = turtle.Turtle()
gun4.speed(15)
gun4.hideturtle()
gun4.lt(180)
gun4.color('cyan')
gun4.shape('triangle')
gun4.shapesize(2)
gun4.penup()
gun4.goto(500,-280)
gun4.showturtle()
# bullet
blt4 = turtle.Turtle()
blt4.hideturtle()
blt4.lt(180)
blt4.color('orange')
blt4.shape('circle')
blt4.shapesize(1)
blt4.speed(5)
blt4.penup()
blt4.goto(500,-280)
# barrier 2
bar2 = turtle.Turtle()
bar2.hideturtle()
bar2.color('dark blue')
bar2.shape('square')
bar2.shapesize(19,2)
bar2.speed(0)
bar2.penup()
bar2.goto(0,0)
bar2.showturtle()
# exit door
exitdoor = turtle.Turtle()
exitdoor.hideturtle()
exitdoor.color('white')
exitdoor.shape('square')
exitdoor.shapesize(3,2)
exitdoor.penup()
exitdoor.goto(480,0)
exitdoor.showturtle()
# ------- LOGIC- --------
def up():
char.fd(20)
def left():
char.lt(90)
def right():
char.rt(90)
def collide():
if blt.xcor() == char.xcor() and blt.ycor() == char.ycor() or blt.xcor() > char.xcor()-20 and blt.xcor() < char.xcor() +20 and (blt.ycor() < char.ycor() + 20) and blt.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide1():
if blt1.xcor() == char.xcor() and blt1.ycor() == char.ycor() or blt1.xcor() > char.xcor()-20 and blt1.xcor() < char.xcor() +20 and (blt1.ycor() < char.ycor() + 20) and blt1.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide2():
if blt3.xcor() == char.xcor() and blt3.ycor() == char.ycor() or blt3.xcor() > char.xcor()-20 and blt3.xcor() < char.xcor() +20 and (blt3.ycor() < char.ycor() + 20) and blt3.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def collide4():
if blt4.xcor() == char.xcor() and blt4.ycor() == char.ycor() or blt4.xcor() > char.xcor()-20 and blt4.xcor() < char.xcor() +20 and (blt4.ycor() < char.ycor() + 20) and blt4.ycor() > char.ycor() - 20:
sc.undo()
sc.write('HARD LUCK!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
turtle.bye()
def comp():
if char.xcor() == exitdoor.xcor() and char.ycor() == exitdoor.ycor() or char.xcor() >= exitdoor.xcor() - 20 and char.xcor() <= exitdoor.xcor() + 20 and char.ycor() <= exitdoor.ycor() + 20 and char.ycor() >= exitdoor.ycor() - 20:
sc.undo()
sc.write('CLEARED!' , align = 'center' , font = ('courier' , 24 , 'normal'))
time.sleep(3)
sc.undo()
char.hideturtle()
enterdoor.hideturtle()
exitdoor.hideturtle()
gun.hideturtle()
gun1.hideturtle()
import Dodge2lvl1
def barochar1():
if bar2.xcor() == char.xcor() and bar2.ycor() == char.ycor() or bar2.xcor() > char.xcor() - 40 and bar2.xcor() < char.xcor() +40 and bar2.ycor() < char.ycor() + 180 and bar2.ycor() > char.ycor() - 180:
char.setpos(char.xcor() - 20 , char.ycor())
# bindings
win.listen()
win.onkeypress(up , 'w')
win.onkeypress(left , 'a')
win.onkeypress(right , 'd')
o = True
while o:
# gun 1 shoot
for i in range(1):
blt.showturtle()
barochar1()
for i in range(50):
barochar1()
blt.fd(20)
barochar1()
collide()
for i in range(50):
barochar1()
blt.backward(20)
barochar1()
collide()
for i in range(1):
blt.hideturtle()
comp()
barochar1()
# gun 2 shoot
for i in range(1):
barochar1()
blt1.showturtle()
barochar1()
for i in range(50):
barochar1()
blt1.fd(20)
barochar1()
collide1()
for i in range(20):
blt1.backward(50)
collide1()
for i in range(1):
blt1.hideturtle()
comp()
barochar1()
# gun 3 shoot
for i in range(1):
blt3.showturtle()
for i in range(50):
#barochar()
barochar1()
blt3.fd(20)
#barochar()
barochar1()
collide2()
for i in range(50):
#barochar()
barochar1()
blt3.backward(20)
#barochar()
barochar1()
collide2()
for i in range(1):
blt3.hideturtle()
#barochar()
comp()
barochar1()
# gun 4 shoot
for i in range(1):
blt4.showturtle()
for i in range(50):
#barochar()
barochar1()
blt4.fd(20)
#barochar()
barochar1()
collide4()
for i in range(50):
#barochar()
barochar1()
blt4.backward(20)
#barochar()
barochar1()
collide4()
for i in range(1):
#barochar()
blt4.hideturtle()
comp()
turtle.update()
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