Apple graphics arcade game design (stanton)catalog disk volume 254.i 005 applesoft a 005 hello.a 004 relocate applesoft.a 004 page flip.a 015 shape maker.a 003 shape msr.b 029 breakout.s.b 006 breakout.b 004 plot triangle.s.b 002 plot triangle.a 005 bird test.b 005 plot bird shape.s.b 002 plot bird shape.b 007 move hploted bird.s.b 002 move hploted bird.b 004 plot 2 apple. For System 6.x - Mac OS 9 Emulation This game works with: SheepShaver, Basilisk II, Mini vMac. Very nice version of the classic, well polished. And one of my favorites! (v2.0) Compatibility Architecture: 68k Comments. By MikeTomTom - 2012, April 11 - 9:24pm YW. I used to enjoy this one on my Quadra 630 back in the day when both were new. Space Invaders is a classic arcade video game released in 1978 and manufactured by Taito in Japan. The game was later on licensed for the United States by Midway.
- #Set up the screen
- importturtle
- importmath
- wn =turtle.Screen()
- wn.title('Space Invaders')
- #Draw border
- border_pen.speed(0)
- border_pen.penup()
- border_pen.pendown()
- for side inrange(4):
- border_pen.lt(90)
- player =turtle.Turtle()
- player.shape('triangle')
- player.speed(0)
- player.setheading(90)
- playerspeed =15
- enemy =turtle.Turtle()
- enemy.shape('circle')
- enemy.speed(0)
- bullet =turtle.Turtle()
- bullet.shape('triangle')
- bullet.speed(0)
- bullet.shapesize(0.5,0.5)
- #ready - ready to fire
- bulletstate ='ready'
- #move the player left and right
- x = player.xcor()
- if x < -280:
- player.setx(x)
- x = player.xcor()
- if x >280:
- player.setx(x)
- def fire_bullet():
- #Declare Bullet state as global if it needs changed
- if bulletstate 'ready':
- #move the bullet just above the player
- y = player.ycor() + 10
- bullet.showturtle()
- def isCollision(t1, t2):
- d =math.sqrt(math.pow(t1.xcor()-t2.xcor(),2) + math.pow(t1.ycor()-t2.ycor(),2))
- returnTrue
- returnFalse
- #Set keyboard bindings
- turtle.onkey(move_right,'Right')
- turtle.onkey(fire_bullet,'space')
- whileTrue:
- #move the enemy
- x += enemyspeed
- if enemy.xcor()>280:
- y -=40
- enemy.sety(y)
- if enemy.xcor()< -280:
- y -=40
- enemy.sety(y)
- y = bullet.ycor()
- bullet.sety(y)
- #Check if the bullet has gone to the top
- bullet.hideturtle()
- #Check for collision between the bullet and the enemy
- #Reset the bullet
- bulletstate ='ready'
- #Reset the enemy