@namespace class SpriteKind: Taco = 123 class Foo: def qux2(self): z = 12 x = z * 3 self.baz = x for q in range(10): x += q lst = ["foo", "bar", "baz"] lst = lst[1:2] assert len(lst) == 2, 201 def qux(self): self.baz = self.bar self.blah = "hello" self._priv = 1 self._prot = self.baz def _prot2(self): pass class Bar(Foo): def something(self): super()._prot2() def something2(self): self._prot = 12 class SpriteKind(Enum): Player = 0 Projectile = 1 Enemy = 2 Food = 3 ii = img(""" . . . . . a . . . b b . """) hbuf = hex("a007") hbuf2 = b'\xB0\x07' asteroids = [sprites.space.space_small_asteroid1, sprites.space.space_small_asteroid0, sprites.space.space_asteroid0, sprites.space.space_asteroid1, sprites.space.space_asteroid4, sprites.space.space_asteroid3] ship = sprites.create(sprites.space.space_red_ship, SpriteKind.Player) ship.set_flag(SpriteFlag.STAY_IN_SCREEN, True) ship.bottom = 120 controller.move_sprite(ship, 100, 100) info.set_life(3) def player_damage(sprite, other_sprite): scene.camera_shake(4, 500) other_sprite.destroy(effects.disintegrate) sprite.start_effect(effects.fire, 200) info.change_life_by(-1) sprites.on_overlap(SpriteKind.Player, SpriteKind.Enemy, player_damage) if False: player_damage(ship, ship) def enemy_damage(sprite:Sprite, other_sprite:Sprite): sprite.destroy() other_sprite.destroy(effects.disintegrate) info.change_score_by(1) sprites.on_overlap(SpriteKind.Projectile, SpriteKind.Enemy, enemy_damage) def shoot(): projectile = sprites.create_projectile_from_sprite(sprites.food.small_apple, ship, 0, -140) projectile.start_effect(effects.cool_radial, 100) controller.A.on_event(ControllerButtonEvent.PRESSED, shoot) def spawn_enemy(): projectile = sprites.create_projectile_from_side(asteroids[math.random_range(0, asteroids.length - 1)], 0, 75) projectile.set_kind(SpriteKind.Enemy) projectile.x = math.random_range(10, 150) game.on_update_interval(500, spawn_enemy) def qq(): pass qq()