Ahora la bicicleta y el rectángulo tienen el mismo nombre . Cambiemos el nombre del rectángulo para no confundirlos.
Encuentra el rectángulo en tu código.. Cambia la palabra antes del signo igual = a top_block . N ombre de la figura es la palabra naranja antes del signo =. Nombre de la figura se usa para darle comandos.
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stage.set_background("city")
sprite = codesters.Sprite("bike")
sprite.set_size(0.5)
sprite.go_to(-200, 0)
stage.set_gravity(10)
stage.disable_all_walls()
def space_bar():
sprite.jump(5)
# add other actions...
stage.event_key("space", space_bar)
def interval():
# add any other actions...
top_height = random.randint(1, 10)
# sprite = codesters.Rectangle(x, y, width, height, "color")
sprite = codesters.Rectangle(0, 0, 100, 50, "blue")
stage.event_interval(interval, 2)
t = codesters.Teacher()
try:
params = t.find_text("top_block")
tval1 = t.get_indent_at_line(params[0][0])
tval2 = params[0][1]
except:
params = "DNE"
tval1 = "DNE"
tval2 = "DNE"
# try:
# tval3 = t.find_text("my_var")
# except:
# tval3 = "DNE"
# print tval2, tval3
t1 = TestObjective()
t1.add_success(tval1 != "DNE" and tval1 == 4, "Great job!")
t1.add_failure(tval2 == "DNE" or params == [], "Did you change the name of your rectangle?")
t1.add_failure(tval1 != 4, "Did you unindent your rectangle? It needs to be indented four spaces.")
# ds1 = codesters.Display(tval2)
tester = TestManager()
tester.add_test_list([t1])
tester.run_tests()
tester.display_first_feedback()
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