Beispiel #1
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	def __init__(self,**kwargs):
		super().__init__(**kwargs)
		self.fig, self.ax1 = plt.subplots()
		self.ax1.plot([],[],'bo')
		self.mpl_canvas = self.fig.canvas
		self.add_widget(self.mpl_canvas)
		Clock.schedule_interval(self.update,1)
Beispiel #2
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    def _update(self):
        """Updates the main window, causing a single new frame to be drawn."""
        # Handle events
        self._handleEvents()

        # If we're minimized or hidden, don't bother doing anything
        if not pygame.display.get_active():
            time.sleep(1.0 / 60.0)
            return

        # Call the FPS clock
        if self._limitFPS:
            Clock.get().tick(60)
        else:
            Clock.get().tick()
        timeElapsed = Clock.get().getTimeElapsed()

        self._input.update(timeElapsed)

        if self._delegate != None:
            self._delegate.update(timeElapsed)

        # Draw FPS on top, if enabled
        self._fpsDisplayer.draw()

        # Swap buffers
        pygame.display.flip()
Beispiel #3
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class Timer:
    def __init__(self, aKernel):
        self.quantum = aKernel.shortScheduler.quamtum()
        self.currentQuantum = self.quantum
        self.clock = Clock(self)
        self.kernel = aKernel
    
    def initializeThread(self):
        self.clock.start()

    def decreasedQuamtum(self):
        self.currentQuantum = self.currentQuantum - 1
        return self.currentQuantum
              
    def reset(self):
        self.currentQuantum = self.quantum
    
    def timeOut(self):
        return (self.currentQuantum == 0)
    
    def timeOutInterrupt(self):
        self.kernel.manageIRQ.timeOutInterrupt()
        
    def run(self):
        if not self.kernel.isModeKernel():
            if self.timeOut():
                self.timeOutInterrupt()
            else: 
                self.decreasedQuamtum()
                self.kernel.cpu.fetchInstruction()
Beispiel #4
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    def _update(self):
        """Updates the main window, causing a single new frame to be drawn."""
        # Handle events
        self._handleEvents()

        # If we're minimized or hidden, don't bother doing anything
        if not pygame.display.get_active():
            time.sleep(1.0 / 60.0)
            return

        # Call the FPS clock
        if self._limitFPS:
            Clock.get().tick(60)
        else:
            Clock.get().tick()
        timeElapsed = Clock.get().getTimeElapsed()

        self._input.update(timeElapsed)

        if self._delegate != None:
            self._delegate.update(timeElapsed)

        # Draw FPS on top, if enabled
        self._fpsDisplayer.draw()

        # Swap buffers
        pygame.display.flip()
Beispiel #5
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class Timer:
    def __init__(self, aKernel):
        self.quantum = aKernel.shortScheduler.quamtum()
        self.currentQuantum = self.quantum
        self.clock = Clock(self)
        self.kernel = aKernel

    def initializeThread(self):
        self.clock.start()

    def decreasedQuamtum(self):
        self.currentQuantum = self.currentQuantum - 1
        return self.currentQuantum

    def reset(self):
        self.currentQuantum = self.quantum

    def timeOut(self):
        return (self.currentQuantum == 0)

    def timeOutInterrupt(self):
        self.kernel.manageIRQ.timeOutInterrupt()

    def run(self):
        if not self.kernel.isModeKernel():
            if self.timeOut():
                self.timeOutInterrupt()
            else:
                self.decreasedQuamtum()
                self.kernel.cpu.fetchInstruction()
Beispiel #6
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    def addAccessRight(self,
                       weekday,
                       startTime=[0, 0],
                       endTime=[0, 0],
                       openRooms=["Complete"]):
        """ Fuege eine neue Zugangsberechtigung hinzu.

		Wenn diese sich ganz oder teilweise mit einer bestehenden Zugangsberechtigung ueberschneidet,
		wird die alte Berechtigung im Zeitraum der neuen Berechtigung ueberschrieben.

		@param weekday: Wochentag fuer die Zugangsberechtigung (String)
		@param startTime: Beginn des Berechtigungszeitraums in Stunde und Minute [int, int]
		@param endTime: Ende des Berechtigungszeitraums in Stunde und Minute [int, int]
		@param openRooms: Liste der Raeume, fuer die diese Berechtigung gelten soll

		@return: Wahrheitswert, der angibt ob die neue Berechtigung erfolgreich erstellt wurde 
		"""

        if weekday not in Clock.days or \
         startTime[0] not in range(24) or startTime[1] not in range(60) or \
         endTime[0] not in range(24) or endTime[1] not in range(60):

            print "Invalid input. Please try again."
            return False

        startTimeStamp = Clock.timeStamp(weekday, startTime[0], startTime[1])
        endTimeStamp = Clock.timeStamp(weekday, endTime[0], endTime[1])

        if startTimeStamp >= endTimeStamp:
            print "Start time after end time. Please try again."
            return False

        openDoorList = []
        for door in openRooms:
            accessList = roomAccess[door]
            for item in accessList:
                if doors[item] not in openDoorList:
                    openDoorList.append(doors[item])

        # Check if another accessRight already exists in the given timeframe
        # if so, overwrite it
        for i in reversed(range(len(self.accessRights) - 1)):
            access = self.accessRights[i]
            if startTimeStamp <= access[0] and endTimeStamp >= access[1]:
                # new access right STARTS BEFORE start of old one and ENDS AFTER end of old one
                self.accessRights.pop(i)
            elif startTimeStamp <= access[0] and endTimeStamp > access[0]:
                # new access right STARTS BEFORE start of old one and ENDS BEFORE end of old one
                self.accessRights[i][0] = endTimeStamp
            elif startTimeStamp < access[1] and endTimeStamp >= access[1]:
                # new access right STARTS AFTER start of old one and ENDS AFTER end of old one
                self.accessRights[i][1] = startTimeStamp
            elif startTime > access[0] and endTimeStamp < access[1]:
                # new access right STARTS AFTER start of old one and ENDS BEFORE end of old one
                self.accessRights.append([endTimeStamp, access[1], access[2]])
                self.accessRights[i][1] = startTimeStamp

        self.accessRights.append([startTimeStamp, endTimeStamp, openDoorList])
        return True
Beispiel #7
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def change_mode(pin):
    if pin.value() == 0:
        if Dial.mode == 'game':
            Dial.mode = 'clock'
            Game.stop()
            Clock.show_clock()
    else:
        if Dial.mode == 'clock':
            Dial.mode = 'game'
            Game.start()
Beispiel #8
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 def process_body(data):
     time = data['time']
     if not time:
         return
     return Clock.Alarm(
         hour=int(time.split(':')[0]),
         minute=int(time.split(':')[1]),
         day_of_week=data['daysOfWeek'],
         enabled=data['enabled'],
         duration_minutes=int(data['durationMinutes']),
         type=Clock.AlarmType(data['type'])
     )
    def getUWImageAt(self, time):

        Clock.update(time)
        scene = self.uwSceneGenerator.getScene()
        imSize = scene.shape
        distX, distY = self.uwDistSimulator.getDistortions()

        mappingR = np.clip(-(-self.R + distY), 0, imSize[0] - 1)
        mappingC = np.clip(self.C + distX, 0, imSize[1] - 1)

        uwScene = self.getBiLinearInterPImage(scene, mappingR, mappingC)

        return uwScene
Beispiel #10
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 def __init__(self):
     self.coord_x = -10  # x coordinate
     self.coord_y = -10  # y coordinate
     self.age = 0  # возраст куска травы
     self.state = Fruit.st_growing
     self.color = Light_green  # цвет куска травы, зависит от возраста
     self.health = 100  # прочность травы, в общем то, требуемое время на её поедание
     self.saturability = 100  # насыщаемость, как сильно животное наедается куском травы
     self.size = 0  # коэф размера куска травы
     self.id = canv.create_rectangle(self.coord_x - 2 * self.size,
                                     self.coord_y + 2 * self.size,
                                     self.coord_x + 2 * self.size,
                                     self.coord_y + 2 * self.size,
                                     fill=self.color,
                                     outline="#5c1841")
     self.clock = Clock()
Beispiel #11
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    def displayNumbers(self):

        screen = Tk()
        screen.geometry("900x125+510+50")
        screen.title(
            "These are your numbers! You need to try and get as close as possible to the number on the very right!"
        )
        screen.resizable(False, False)
        pos = 0
        for i in self.unchangedNumberList:
            Label(screen,
                  text=i,
                  bg="black",
                  foreground="white",
                  font=("Comic Sans", 12, "bold")).place(x=pos * 100,
                                                         y=0,
                                                         width=100,
                                                         height=125)
            pos += 1
        Label(screen,
              text=self.total,
              bg="white",
              foreground="red",
              font=("Comic Sans", 16, "bold")).place(x=600,
                                                     y=0,
                                                     width=300,
                                                     height=125)

        clock = Clock.Clock()  #display the clock

        self.numbers_screen.destroy()
        self.numbers_screen.after(
            30000, lambda: [self.timesUp(clock),
                            screen.destroy()])
Beispiel #12
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    def setUpCamera(self):
        m = self.m
       
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)      
        glLoadIdentity()

        glTranslate(0.0, 0.0, -self.camera.height())
        glRotatef(self.camera.pitch(), 1.0, 0.0, 0.0)
        glRotatef(self.camera.mapRotation(), 0.0, 0.0, 1.0)
        glTranslate(self.camera.offset().x,
                    self.camera.offset().y,
                    -self.camera.offset().z)
        
        lightIndex = GL_LIGHT0
        for l in self.lightEnv.lights():
            if lightIndex > GL_LIGHT7:
                break
            glLightfv(lightIndex, GL_POSITION, l.position())
            lightIndex += 1

#         glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0)
#         glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 0.0)
#         glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, [0.0, 0.4, -1.0, 1.0])
#        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1.0, 0.0, 0.0, 1.0])
#        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0)
            

        # modify the highlights by an alpha value dependent on time
        # set to the range (0.0, 1.0)
        self._highlightAlpha = (math.sin(Clock.get().getTime() * 2.0) +
                                1.0) / 2.0
        # now scale to the range (0.5, 0.8)
        self._highlightAlpha = self._highlightAlpha * 0.3 + 0.5
Beispiel #13
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def SetupClockWindowControls(Window):
    # time button
    Button = Window.GetControl(0)
    Clock.CreateClockButton(Button)

    # 41627 - Return to the Game World
    Button = Window.GetControl(2)
    Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, GUICommonWindows.CloseTopWindow)
    Button.SetTooltip(41627)

    # Select all characters
    Button = Window.GetControl(1)
    Button.SetTooltip(41659)
    Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, GUICommon.SelectAllOnPress)

    # Abort current action
    Button = Window.GetControl(3)
    Button.SetTooltip(41655)
    Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, GUICommonWindows.ActionStopPressed)

    # Formations
    import GUIWORLD
    Button = Window.GetControl(4)
    Button.SetTooltip(44945)
    Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, GUIWORLD.OpenFormationWindow)

    return
 def __init__(self):
     Animal.__init__(self)
     self.color = 'red'
     self.notice_radius = 300  # radius where predator notices objects
     self.state = Predator.st_idle  # basic state is wandering around
     self.kills = 0
     self.nearest_cattle = None
     self.nearest_predator = None
     self.health = 40000
     self.velocity = 50  # predator basic speed
     self.id = canv.create_oval(self.coord_x - self.radius,
                                self.coord_y - self.radius,
                                self.coord_x + self.radius,
                                self.coord_y + self.radius,
                                fill=self.color)
     self.clock = Clock()
Beispiel #15
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def stop_alarm():
    try:
        if Clock.stop_alarm():
            return json.dumps({'status': 'OK'})
        return json.dumps({'status': 'ALARM_NOT_SOUNDING'}), 400
    finally:
        broadcast_state()
Beispiel #16
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    def setUpCamera(self):
        m = self.m

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        glTranslate(0.0, 0.0, -self.camera.height())
        glRotatef(self.camera.pitch(), 1.0, 0.0, 0.0)
        glRotatef(self.camera.mapRotation(), 0.0, 0.0, 1.0)
        glTranslate(self.camera.offset().x, self.camera.offset().y, -self.camera.offset().z)

        lightIndex = GL_LIGHT0
        for l in self.lightEnv.lights():
            if lightIndex > GL_LIGHT7:
                break
            glLightfv(lightIndex, GL_POSITION, l.position())
            lightIndex += 1

        #         glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 90.0)
        #         glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 0.0)
        #         glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, [0.0, 0.4, -1.0, 1.0])
        #        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [1.0, 0.0, 0.0, 1.0])
        #        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64.0)

        # modify the highlights by an alpha value dependent on time
        # set to the range (0.0, 1.0)
        self._highlightAlpha = (math.sin(Clock.get().getTime() * 2.0) + 1.0) / 2.0
        # now scale to the range (0.5, 0.8)
        self._highlightAlpha = self._highlightAlpha * 0.3 + 0.5
Beispiel #17
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def set_alarm():
    def process_body(data):
        time = data['time']
        if not time:
            return
        return Clock.Alarm(
            hour=int(time.split(':')[0]),
            minute=int(time.split(':')[1]),
            day_of_week=data['daysOfWeek'],
            enabled=data['enabled'],
            duration_minutes=int(data['durationMinutes']),
            type=Clock.AlarmType(data['type'])
        )
    alarm = process_body(request.json)
    Clock.set_alarm(alarm)
    broadcast_state()
    return json.dumps({'status': 'OK'})
Beispiel #18
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    def getBounds(self):
        time = Clock.read()
        centreR, centreC = self.path.getLocation(time)
        rT = centreR - self.length/2
        rB = centreR + self.length/2

        cL = centreC - self.length/2
        cR = centreC + self.length/2

        return int(rT), int(cL), int(rB), int(cR)
 def __init__(self):
     Animal.__init__(self)
     self.anxiety = 0  # represents how anxious the animal is
     self.state = Cattle.st_idle
     self.nearest_predator = None  # if cattle could identify predator near it
     self.nearest_fruit = None  # if cattle could identify predator near it
     self.nearest_cattle = None
     self.velocity = 35  # cattle basic speed
     self.color = 'green'
     self.birfability = 0
     self.eaten = 0
     self.count = 0
     self.under_attack = False
     self.notice_radius = 80  # radius where cattle notices objects
     self.id = canv.create_oval(self.coord_x - self.radius,
                                self.coord_y - self.radius,
                                self.coord_x + self.radius,
                                self.coord_y + self.radius,
                                fill=self.color)
     self.clock = Clock()
Beispiel #20
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def broadcast_state():
    alarm = Clock.get_alarm()
    state = {
        'time': Clock.get_datetime(),
        'alarm': {
            'time': f'{str(alarm.hour).zfill(2)}:{str(alarm.minute).zfill(2)}',
            'daysOfWeek': alarm.day_of_week,
            'enabled': alarm.enabled,
            'durationMinutes': alarm.duration_minutes,
            'isSounding': Clock.alarm_is_on(),
            'type': alarm.type.value
        },
        'radio': {
            'on': Radio.is_playing(),
            'stations': [{'name': s.name, 'url': s.url} for s in Radio.get_stations()],
            'currentStation': Radio.state.current_station.url,
            'volume': Radio.get_volume()
        }
    }
    socketio.emit('state_update', json.dumps(state))
Beispiel #21
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def menue_prev():
    global mode

    if mode == 0:
        print("Stoppe Uhr")
        mode = 4
        update_lcd(1)
        return

    if mode == 1:
        mylcd.lcd_clear()
        print("Starte Uhr")
        amplifier_off()  #Relais schaltet verstärker aus
        Clock.write_big_time()
        mode = 0
        return

    if mode in [2, 3, 4]:
        mode = mode - 1
        update_lcd(0)
        return
Beispiel #22
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def main():
    kbd = Kbd2.Kbd2()
    clk = Clock.clock(kbd)
    clk.menu.load("menu.csv")

    kbd.sethanddle('k3', clk.nextbk)
    kbd.sethanddle('k2', clk.sinfo)
    kbd.sethanddle('k1', clk.sysexit)
    kbd.sethanddle('left', clk.menu.start)
    #kbd.sethanddle( 'right', clk.menu.stop )
    kbd.sethanddle('enter', clk.menu.run)
    kbd.sethanddle('up', clk.menu.previous)
    kbd.sethanddle('down', clk.menu.next)

    clk.run()
Beispiel #23
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    def displaySelected(self):
        screen = Tk()
        screen.geometry("900x125+510+50")
        for i in range(0, 9):
            Label(screen,
                  text=self.letterList[i],
                  bg="black",
                  foreground="white",
                  font=("Comic Sans", 12, "bold")).place(x=i * 100,
                                                         y=0,
                                                         width=100,
                                                         height=125)

        clock = Clock.Clock()  #display the clock
        self.letters_screen.destroy()
        self.letters_screen.after(
            30000, lambda: [self.timesUp(clock),
                            screen.destroy()])
Beispiel #24
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def main():
    """Main function to get information for Bar 4.
    """
    getter_battery = Battery.Battery()
    getter_clock = Clock.Clock()
    getter_keyboard = Keyboard.Keyboard()
    getter_os = Os.Os()

    getter_battery.show_info()
    sys.stdout.write(" | ")
    getter_clock.get_uptime()
    sys.stdout.write(" | ")
    getter_clock.get_time()
    sys.stdout.write("  ")
    getter_clock.get_date()
    sys.stdout.write(" | ")
    getter_keyboard.get_layout()
    getter_keyboard.show_locks()
    sys.stdout.write(" | ")
    getter_os.get_os()
Beispiel #25
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 def _adjustTranslation(self, timeElapsed):
     if self._scrollTarget == None:
         return
     (x, y, z) = self._scrollTarget
     if Clock.get().getFPS() <= 10:
         self.setOffset(x, y, z)
         self._scrollTarget = None
         return
     (offsetX, offsetY, offsetZ) = self._offset.asTuple()
     dx = x - offsetX
     dy = y - offsetY
     dz = 0
     if z != None:
         dz = z - offsetZ
     speed = 5.0
     offsetX += dx * timeElapsed * speed
     offsetY += dy * timeElapsed * speed
     offsetZ += dz * timeElapsed * speed
     cutoff = 0.2
     if abs(dx) < cutoff and abs(dy) < cutoff and abs(dz) < cutoff:
         self._scrollTarget = None
     else:
         self.setOffset(offsetX, offsetY, offsetZ)
Beispiel #26
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 def _adjustTranslation(self, timeElapsed):
     if self._scrollTarget == None:
         return
     (x, y, z) = self._scrollTarget
     if Clock.get().getFPS() <= 10:
         self.setOffset(x, y, z)
         self._scrollTarget = None
         return
     (offsetX, offsetY, offsetZ) = self._offset.asTuple()
     dx = x - offsetX
     dy = y - offsetY
     dz = 0
     if z != None:
         dz = z - offsetZ
     speed = 5.0
     offsetX += dx * timeElapsed * speed
     offsetY += dy * timeElapsed * speed
     offsetZ += dz * timeElapsed * speed
     cutoff = 0.2
     if abs(dx) < cutoff and abs(dy) < cutoff and abs(dz) < cutoff:
         self._scrollTarget = None
     else:
         self.setOffset(offsetX, offsetY, offsetZ)
Beispiel #27
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    def getSurfaceAndNormals(self):
        time = Clock.read()
        surface = self.getSurface(time)
        normals = self.getSurfaceNormals(time)

        return surface, normals
Beispiel #28
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 def fps(self):
     return Clock.get().getFPS()
Beispiel #29
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# Zach Taylor - CINF308 Programming for Informatics

import tkinter as tk
import Clock

clock = Clock.Clock()  # Instantiates a clock object
screen = tk.Tk()  # Instantiates a tkinter object
screen.title("Clock")  # Window title is 'Clock'
screen.geometry("850x550")  # Window size is 850x550
screen.configure(bg="steelblue1")  # Sets window background color


def increaseDay():  # Defines the increaseDay command
    clock.increaseDay()  # Calls the increaseDay function from the Clock class
    label2.place(
        relx=.34,
        rely=.15)  # Resets the time label because setClock changes it if error
    label2.config(text=clock.__str__())  # Displays clock.__str__ in label 2


def decreaseDay():
    clock.decreaseDay()  # Calls the decreaseDay function from the Clock class
    label2.place(relx=.34, rely=.15)
    label2.config(text=clock.__str__())


def increaseSecond():
    clock.increaseSecond(
    )  # Calls the increaseSecond function from the Clock class
    label2.place(relx=.34, rely=.15)
    label2.config(text=clock.__str__())
Beispiel #30
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def OpenContainerWindow():
    global ContainerWindow, Container

    if ContainerWindow:
        return

    global HideOnClose
    HideOnClose = IsGameGUIHidden()

    if HideOnClose:
        SetGameGUIHidden(False)
        # must use a timed event because SetGameGUIHidden(False) sets a flag to unhide the gui next frame
        # AFIK not needed, commented out in case it turns out there are conditions we will need it
        # GemRB.SetTimedEvent (lambda: GemRB.GetView ("MSGWIN").SetVisible(False), 1)
    else:
        GemRB.GetView("MSGWIN").SetVisible(False)
        ActWin = GemRB.GetView("ACTWIN")
        if ActWin:
            ActWin.SetVisible(False)

    ContainerWindow = Window = GemRB.LoadWindow(8, GUICommon.GetWindowPack(),
                                                WINDOW_BOTTOM | WINDOW_HCENTER)
    # fix wrong height in the guiw10.chu and reposition
    # that chu is also used as a base for some arbitrary resolutions
    if GameCheck.IsBG2() and GemRB.GetSystemVariable(SV_HEIGHT) >= 768:
        Size = Window.GetSize()
        Pos = Window.GetPos()
        Window.SetSize(Size[0], 90)
        Window.SetPos(Pos[0], GemRB.GetSystemVariable(SV_HEIGHT) - 90)

    if not GameCheck.IsIWD2() and not GameCheck.IsGemRBDemo(
    ) and not GameCheck.IsPST():
        # container window shouldnt be in front
        GemRB.GetView("OPTWIN").Focus()
        GemRB.GetView("PORTWIN").Focus()

    Container = GemRB.GetContainer(0)

    # Gears (time) when options pane is down
    if GameCheck.IsBG2():
        import Clock
        Clock.CreateClockButton(Window.GetControl(62))

    # 0-5 - Ground Item
    for i in range(ground_size):
        Button = Window.GetControl(i)
        Button.SetVarAssoc("LeftIndex", i)
        Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, TakeItemContainer)
        if GameCheck.IsPST():
            Button.SetFont("NUMBER")
            Button.SetFlags(
                IE_GUI_BUTTON_ALIGN_RIGHT | IE_GUI_BUTTON_ALIGN_BOTTOM, OP_OR)

    # 10-13 - Personal Item
    for i in range(4):
        Button = Window.GetControl(i + 10)
        Button.SetVarAssoc("RightIndex", i)
        Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, DropItemContainer)
        if GameCheck.IsPST():
            Button.SetFont("NUMBER")
            Button.SetFlags(
                IE_GUI_BUTTON_ALIGN_RIGHT | IE_GUI_BUTTON_ALIGN_BOTTOM, OP_OR)

    # left scrollbar (container)
    ScrollBar = Window.GetControl(52)
    ScrollBar.SetVisible(
        True)  # unhide because in PST it is linked to a TextArea
    ScrollBar.SetEvent(IE_GUI_SCROLLBAR_ON_CHANGE, RedrawContainerWindow)

    # right scrollbar (inventory)
    ScrollBar = Window.GetControl(53)
    ScrollBar.SetVisible(
        True)  # unhide because in PST it is linked to a TextArea
    ScrollBar.SetEvent(IE_GUI_SCROLLBAR_ON_CHANGE, RedrawContainerWindow)

    # encumbrance and inventory icon
    # iwd has a handy button
    Button = Window.GetControl(54)
    if Button:
        if GameCheck.IsPST():
            Button.SetFont("NUMBER")
            Button.SetFlags(IE_GUI_BUTTON_NO_IMAGE, OP_SET)
        Button.CreateLabel(
            0x10000045, "NUMBER", "",
            IE_FONT_ALIGN_LEFT | IE_FONT_ALIGN_TOP | IE_FONT_SINGLE_LINE)
        Button.CreateLabel(
            0x10000046, "NUMBER", "",
            IE_FONT_ALIGN_RIGHT | IE_FONT_ALIGN_BOTTOM | IE_FONT_SINGLE_LINE)
    else:
        Window.CreateLabel(
            0x10000045, 323, 14, 60, 15, "NUMBER", "0:",
            IE_FONT_ALIGN_LEFT | IE_FONT_ALIGN_TOP | IE_FONT_SINGLE_LINE)
        Window.CreateLabel(
            0x10000046, 323, 20, 80, 15, "NUMBER", "0:",
            IE_FONT_ALIGN_RIGHT | IE_FONT_ALIGN_TOP | IE_FONT_SINGLE_LINE)

    # container icon
    Button = Window.GetControl(50)
    if GameCheck.IsPST():
        Button.SetFlags(IE_GUI_BUTTON_NO_IMAGE, OP_SET)
    Button.SetState(IE_GUI_BUTTON_LOCKED)

    if not GameCheck.IsPST():
        Table = GemRB.LoadTable("containr")
        row = Container['Type']
        tmp = Table.GetValue(row, 0)
        if tmp != '*':
            GemRB.PlaySound(tmp)
        tmp = Table.GetValue(row, 1)
        if tmp != '*':
            Button.SetSprites(tmp, 0, 0, 0, 0, 0)

    # Done
    Button = Window.GetControl(51)
    if GameCheck.IsPST():
        Button.SetText(1403)
    else:
        Button.SetText("")

    Button.MakeEscape()
    Button.SetEvent(IE_GUI_BUTTON_ON_PRESS, LeaveContainer)

    GemRB.SetVar("LeftTopIndex", 0)
    GemRB.SetVar("RightTopIndex", 0)
    UpdateContainerWindow()
Beispiel #31
0
    print("Starting market")
    marketProcess.start()

    weatherProcess = Weather.Weather(weather, clocker, day)
    print("Starting weather")
    weatherProcess.start()

    houses = [
        House.House(i, clocker, weather, lockHouse, houses_pipes[i][1])
        for i in range(numberOfHouses)
    ]
    print("Starting every Houses")
    for k in houses:
        k.start()

    tickProcess = Clock.Clock(clocker)
    print("Starting the clock")
    tickProcess.start()

    firstTime = True  #Used for the first day (the market isn't up)

    # For the graph
    dayG = []
    priceG = []
    communityG = []

    while True:
        if clocker.value == 0:

            print("--NIGHT--")
Beispiel #32
0
 def __init__(self, aKernel):
     self.quantum = aKernel.shortScheduler.quamtum()
     self.currentQuantum = self.quantum
     self.clock = Clock(self)
     self.kernel = aKernel
Beispiel #33
0
	def sTime(self, time):
		"Setup level timer"
		self.startTime = time
		self.timer = Clock(self.surface, time, 1, 1, self.levelTime)
Beispiel #34
0
class Fruit:
    st_growing = 0
    st_ripe = 1
    st_rotten = 2
    st_dead = 3
    Ripe = 500 * 1
    Rotten = 1000 * 1
    Dead = 1500 * 1

    def __init__(self):
        self.coord_x = -10  # x coordinate
        self.coord_y = -10  # y coordinate
        self.age = 0  # возраст куска травы
        self.state = Fruit.st_growing
        self.color = Light_green  # цвет куска травы, зависит от возраста
        self.health = 100  # прочность травы, в общем то, требуемое время на её поедание
        self.saturability = 100  # насыщаемость, как сильно животное наедается куском травы
        self.size = 0  # коэф размера куска травы
        self.id = canv.create_rectangle(self.coord_x - 2 * self.size,
                                        self.coord_y + 2 * self.size,
                                        self.coord_x + 2 * self.size,
                                        self.coord_y + 2 * self.size,
                                        fill=self.color,
                                        outline="#5c1841")
        self.clock = Clock()

    # if fruit is eaten we delete it
    def eaten(self):
        canv.delete(self.id)
        return True

    # defines if lake is nearby
    def lake_nearby(self):
        if ((self.coord_x - x_lake) / (a_axle + 3*self.size)) ** 2 +\
                ((self.coord_y - y_lake) / (b_axle + 3*self.size)) ** 2 <= 1:
            return True
        else:
            return False

    # controls states of fruits and changes it
    def state_machine(self):
        if (self.health < 0) or self.age >= Fruit.Dead:
            self.state = Fruit.st_dead
        else:
            if self.age < Fruit.Ripe:
                self.state = Fruit.st_growing
            if Fruit.Ripe <= self.age < Fruit.Rotten:
                self.state = Fruit.st_ripe
            if self.age >= Fruit.Rotten:
                self.state = Fruit.st_rotten
            if self.lake_nearby() is True:
                self.state = Fruit.st_dead

    # updates states
    def update(self):
        self.state_machine()
        self.clock.update()
        if self.state == Fruit.st_dead:
            self.eaten()
        else:
            if self.state == Fruit.st_growing:
                self.size = self.age / Fruit.Ripe * 3
                self.color = Light_green
            elif self.state == Fruit.st_ripe:
                self.saturability -= (self.age - Fruit.Rotten) * 10
                self.color = Ripe_green
            elif self.state == Fruit.st_rotten:
                self.saturability -= (self.age - Fruit.Rotten)
                self.color = Rotten_green
            self.clock.start(0.1)
            self.age += 1
            canv.coords(
                self.id,
                self.coord_x - 1 * self.size,
                self.coord_y - 1 * self.size,
                self.coord_x + 1 * self.size,
                self.coord_y + 1 * self.size,
            )
            canv.itemconfig(self.id, fill=self.color)
Beispiel #35
0
 def getText(self):
     return "FPS: %d" % Clock.get().getFPS()
Beispiel #36
0
from SceneGenerator import MovingObject

import Clock

for i in range(1000):
    O = MovingObject(50, (512, 512), 60, 30)

    for f in range(1500):
        t = f / 50

        Clock.update(t)

        rT, cL, rB, cR = O.getBounds()

        if ((cR - cL != 50) | (rB - rT) != 50):
            print(cL, cR)
            rT, cL, rB, cR = O.getBounds()

        if ((cR < 0) | (cL) < 0 | rT < 0 | rB < 0):
            print('Negative')
Beispiel #37
0
class Game():
	def __init__(self,surface):
		# Setup initial surface and variables
		#read what level game is supposed to be
		self.curLevel = int(open("files/selected_level.txt").read())
		#dictionary for level maps
		LevelsMap = {
		1 : Levels.level1Map,
		2 : Levels.level2Map,
		3 : Levels.level3Map,
		4 : Levels.level4Map,
		5 : Levels.level5Map,
		6 : Levels.level6Map,
		7 : Levels.level7Map,
		8 : Levels.level8Map,
		9 : Levels.level9Map,
		10 : Levels.level10Map,
		11 : Levels.level11Map,
		12 : Levels.level12Map,
		13 : Levels.level13Map,
		14 : Levels.level14Map,
		15 : Levels.level15Map,
		}
		#dictionary for obstacle cars
		LevelsCar = {
		1 : [],
		2 : [],
		3 : [Car(surface, "res/car4.png", 430, 450, 20), Car(surface, "res/car13.png", 550, 460, 17)],
		4 : [Car(surface, "res/car9.png", 490, 450, -45), Car(surface, "res/car5.png", 700, 330, -45)],
		5 : [Car(surface, "res/car17.png", 220, 340, 30), Car(surface, "res/car18.png", 600, 230, 90), Car(surface, "res/car11.png", 400, 430, 12)],
		6 : [Car(surface, "res/car15.png", 680, 420, 30)],
		7 : [Car(surface, "res/car2.png", 260, 370, 4), Car(surface, "res/car4.png", 350, 370, 349), Car(surface, "res/car6.png", 510, 370, 14), Car(surface, "res/car16.png", 680, 370, 93), Car(surface, "res/car17.png", 260, 575, 18), Car(surface, "res/car17.png", 360, 575, 18), Car(surface, "res/car17.png", 460, 575, 18), Car(surface, "res/car17.png", 560, 575, 18), Car(surface, "res/car17.png", 660, 575, 18), Car(surface, "res/car17.png", 760, 575, 18)],
		8 : [Car(surface, "res/car8.png", 560, 520, 11), Car(surface, "res/car9.png", 730, 520, 17), Car(surface, "res/car10.png", 700, 420, 35), Car(surface, "res/car11.png", 530, 420, 60), Car(surface, "res/car3.png", 610, 320, 85), Car(surface, "res/car4.png", 500, 300, 95), Car(surface, "res/car5.png", 420, 420, 104), Car(surface, "res/car18.png", 300, 420, 90), Car(surface, "res/car17.png", 180, 420, 90), Car(surface, "res/car17.png", 400, 310, 90), Car(surface, "res/car18.png", 280, 310, 90), Car(surface, "res/car16.png", 80, 380, 20)],
		9 : [],
		10 : [Car(surface, "res/car11.png", 450, 350, 4), Car(surface, "res/car12.png", 450, 480, -4), Car(surface, "res/car6.png", 460, 560, 86), Car(surface, "res/car5.png", 500, 240, -39)],
		11 : [Car(surface, "res/car6.png", 150, 650, 5)],
		12 : [Car(surface, "res/car3.png", 940, 180, -44), Car(surface, "res/car1.png", 200, 450, 89), Car(surface, "res/car2.png", 720, 480, -90), Car(surface, "res/car16.png", 500, 350, 0)],
		13 : [Car(surface, "res/car7.png", 300, 450, 90), Car(surface, "res/car10.png", 640, 200, 95)],
		14 : [Car(surface, "res/car13.png", 800, 540, 90)],
		15 : [Car(surface, "res/car5.png", 760, 450, 34), Car(surface, "res/car6.png", 950, 430, -44)]
		}
		#dictionary for parking location with park object
		ParkLoc = {
		1 : Park(surface, 475, 324),
		2 : Park(surface, 240, 260),
		3 : Park(surface, 459, 230),
		4 : Park(surface, 710, 130),
		5 : Park(surface, 700, 200),
		6 : Park(surface, 50, 150),
		7 : Park(surface, 400, 320),
		8 : Park(surface, 100, 150),
		9 : Park(surface, 310, 280),
		10 : Park(surface, 550, 350),
		11 : Park(surface, 730, 220),
		12 : Park(surface, 700, 550),
		13 : Park(surface, 755, 570),
		14 : Park(surface, 670, 410),
		15 : Park(surface, 810, 510)
		}
		#dictionary for level time
		Times = {
		1 : 30,
		2 : 60,
		3 : 60,
		4 : 60,
		5 : 60,
		6 : 60,
		7 : 60,
		8 : 75,
		9 : 75,
		10 : 75,
		11 : 75,
		12 : 75,
		13 : 75,
		14 : 75,
		15 : 75,
		}
		#read car image that is active
		self.carImg = open("files/car.txt").read().strip()
		#dictionary for main car location
		MainCar = {
		1 : Car(surface, self.carImg, surface.get_width()//2,surface.get_height()//2+200,0),
		2 : Car(surface, self.carImg, surface.get_width()//2-50,surface.get_height()//2+300,0),
		3 : Car(surface, self.carImg, 496,surface.get_height()//2+250,0),
		4 : Car(surface, self.carImg, surface.get_width()//2-100,surface.get_height()//2+250,0),
		5 : Car(surface, self.carImg, surface.get_width()//2-50,surface.get_height()//2+300,0),
		6 : Car(surface, self.carImg, 320, 500, 0),
		7 : Car(surface, self.carImg, 850, 475, 0),
		8 : Car(surface, self.carImg, 650, 630, 0),
		9 : Car(surface, self.carImg, 484, 700, 0),
		10 : Car(surface, self.carImg, 180, 250, 0),
		11 : Car(surface, self.carImg, 900, 650, 0),
		12 : Car(surface, self.carImg, 500, 520, 0),
		13 : Car(surface, self.carImg, 120, 640, 0),
		14 : Car(surface, self.carImg, 120, 620, 0),
		15 : Car(surface, self.carImg, 140, 260, 0)
		}
		#set variables based on current level
		self.parkSpot = ParkLoc[self.curLevel]
		self.levelTime = Times[self.curLevel]
		self.surface = surface
		self.mainCar = MainCar[self.curLevel]
		#engine start sound
		mixer.music.load("res/audio/start.mp3")
		mixer.music.play(0)
		# mixer.music.load("res/audio/engine.mp3")
		# mixer.music.play(-1)
		#setup lives
		self.lifeCount = 5
		self.lifeImage = image.load("res/life.png")

		#load all images, fonts, and setup flags
		self.coin_count = open("files/coins.txt").read()
		self.coin_image = image.load("res/coin_small.png")
		self.coin_font = font.Font("res/fonts/pricedown.ttf", 32)

		self.logo = image.load("res/logo_main.png")
		self.startTime = 0
		self.timeDelay = False

		self.gameover = False
		
		#set crash variables
		self.crash = False
		self.crashImage = image.load("res/crash.png")
		self.crashX, self.crashY = 0,0
		self.crashTime = 0
		self.crashObj = Game

		self.gear = Gear()

		self.boundRect = Rect(0,100,surface.get_width(),surface.get_height()-100)

		self.walls = []
		self.grasses = []
		self.cones = []

		self.carObsctacles = LevelsCar[self.curLevel]

		self.grass = image.load("res/grass.png").convert()

		self.timer = Clock(surface, cTime, 1, 1, 0)

		self.pauseButton = image.load("res/pause.png")
		self.pauseRect = Rect(940,18,64,64)

		self.isPause = False
		self.levelComplete = False

		# Level maps for walls
		for x in range(len(LevelsMap[self.curLevel])):
			for y in range(len(LevelsMap[self.curLevel][x])):
				if LevelsMap[self.curLevel][x][y] == 1:
					self.walls.append(Wall(y*16,x*16+100,self.surface))
				elif LevelsMap[self.curLevel][x][y] == 2:
					self.grasses.append((y*16,x*16+100))
				elif LevelsMap[self.curLevel][x][y] == 3:
					self.cones.append(Wall(y*16,x*16+100,self.surface, True))

		#load images and setup popup for game end
		self.wall_y = image.load("res/wall_y.png").convert()
		self.wall_b = image.load("res/wall_b.png").convert()
		self.wall = image.load("res/wall.png").convert()
		self.coneImage = image.load("res/cone.png")

		#popups
		self.complete = Popup(surface, "Level Complete", ["You completed the level"], False)
		self.fail = Popup(surface, "Level Failed", ["Please try again"], False)

		self.completedIn = 0
		self.justEnded = False

		self.stars = 0

		self.nextLevel = image.load("res/next_level.png")
		self.menuButton = image.load("res/menu.png")

		self.goNextLevel = False
		self.goMenu = False

		self.restart = image.load("res/restart.png")

	def sTime(self, time):
		"Setup level timer"
		self.startTime = time
		self.timer = Clock(self.surface, time, 1, 1, self.levelTime)

	def run(self):
		"Main game run function"
		self.mx, self.my = mouse.get_pos()
		self.mb = mouse.get_pressed()
		#end game and engine delay for 2 seconds
		if self.timer.gameOver():
			self.gameover = True
		if self.lifeCount == 0:
			self.gameover = True
		if cTime()-self.startTime > 2:
			self.timeDelay = True
		#blit heads up display
		self.HUD()
		#get keys pressed
		pressed = key.get_pressed()
		#change gear/speed
		if pressed[K_1]:
			self.shift(1)
		if pressed[K_2]:
			self.shift(2)
		if pressed[K_3]:
			self.shift(3)
		if pressed[K_4]:
			self.shift(4)
		if pressed[K_5]:
			self.shift(5)
		#get arrow/wasd keys for driving
		arrows = [pressed[K_UP], pressed[K_DOWN], pressed[K_RIGHT], pressed[K_LEFT]]
		if pressed[K_DOWN] and not self.gameover:
			self.gear.gearImage = image.load("res/gear_r.png")
		elif not self.gameover:
			self.gear.gearImage = image.load("res/gear_"+str(self.mainCar.speed)+".png")
		wasd = [pressed[K_w],pressed[K_s],pressed[K_d],pressed[K_a]]
		#if game is not ended, drive
		if not self.gameover:
			if pressed[K_e]:
				self.mainCar.brake()
				self.mainCar.drive()
			elif True in arrows and self.timeDelay:
				self.mainCar.drive(pressed[K_UP], pressed[K_DOWN], pressed[K_RIGHT], pressed[K_LEFT])
				self.mainCar.brakeSound.stop()
			elif True in wasd and self.timeDelay:
				self.mainCar.drive(pressed[K_w],pressed[K_s],pressed[K_d],pressed[K_a])
				self.mainCar.brakeSound.stop()
			else:
				self.mainCar.drive()
				self.mainCar.brakeSound.stop()
		#blit obstacle cars and check collisoin from main car
		for car in self.carObsctacles:
			if Rect((car.x-car.boundingRect[2]/2,car.y-car.boundingRect[3]/2, car.boundingRect[2], car.boundingRect[3])).colliderect(Rect(self.mainCar.x-self.mainCar.boundingRect[2]/2,self.mainCar.y-self.mainCar.boundingRect[3]/2, self.mainCar.carImageRotated.get_rect()[2], self.mainCar.carImageRotated.get_rect()[3])):
				for pt in self.mainCar.outlineRotated:
					if (int(pt[0]),int(pt[1])) in car.outlineRotated and self.timeDelay:
						self.crash = True
						self.crashX, self.crashY = int(pt[0]),int(pt[1])
					self.crashObj = car
			car.render()
		#blit walls, cone, and grass
		yellow = False
		for wall in self.walls:
			if yellow:
				wall.render(self.wall_y)
				yellow = False
			else:
				wall.render(self.wall_b)
				yellow = True
			if wall.getBoundRect().colliderect((self.mainCar.x-self.mainCar.boundingRect[2]/2,self.mainCar.y-self.mainCar.boundingRect[3]/2, self.mainCar.carImageRotated.get_rect()[2], self.mainCar.carImageRotated.get_rect()[3])):
				for pt in self.mainCar.outlineRotated:
					if wall.getBoundRect().collidepoint(pt) and self.timeDelay:
						self.crash = True
						self.crashX, self.crashY = int(pt[0]),int(pt[1])
						self.crashObj = wall
		for gr in self.grasses:
			self.surface.blit(self.grass, gr)
		for cone in self.cones:
			cone.render(self.coneImage)
			if cone.getBoundRect().colliderect((self.mainCar.x-self.mainCar.boundingRect[2]/2,self.mainCar.y-self.mainCar.boundingRect[3]/2, self.mainCar.carImageRotated.get_rect()[2], self.mainCar.carImageRotated.get_rect()[3])):
				for pt in self.mainCar.outlineRotated:
					if cone.getBoundRect().collidepoint(pt) and self.timeDelay:
						self.crash = True
						self.crashX, self.crashY = int(pt[0]),int(pt[1])
						self.crashObj = wall

		#render parking spot and main car
		self.parkSpot.render()
		self.mainCar.render()

		#if car crashed restart car, remove life, and blit crash sign
		if self.crash:
			self.surface.blit(self.crashImage, (self.crashX-40,self.crashY-34))
			self.crash = False
			self.mainCar.crashed(self.crashObj, (self.crashX, self.crashY))
			self.lostLife()
			self.crashTime = cTime()
			self.timeDelay = False
			self.startTime = cTime()
			if self.lifeCount > 0:
				mixer.music.load("res/audio/start.mp3")
				mixer.music.play(0)
		#end game if gameover and write to files
		if self.gameover:
			if self.levelComplete:
				self.complete.setText(["Level completed in %s seconds" % str(self.timeLeft)])
				self.complete.render(self.stars)
				self.surface.blit(self.nextLevel, (550,500))
				self.surface.blit(self.menuButton, (350,470))
				newUnlock = open("files/unlocked_levels.txt").read()
				if int(newUnlock) == self.curLevel:
					newUnlock = str(int(newUnlock)+1)
				f1 = open("files/unlocked_levels.txt", "w")
				f1.write(newUnlock)
				f1.close()
				if self.curLevel < 15 and Rect(550,500,162,48).collidepoint(self.mx,self.my) and self.mb[0]:
					f2 = open("files/selected_level.txt", "w")
					f2.write(str(self.curLevel+1))
					f2.close()
					self.goNextLevel = True
				elif Rect(350,470,82,84).collidepoint(self.mx,self.my) and self.mb[0]:
					self.goMenu = True
			else:
				self.fail.render(0)
			self.surface.blit(self.restart, (480, 384))
			if Rect(480,384,64,64).collidepoint(self.mx,self.my) and self.mb[0]:
				self.goNextLevel = True

		#check if car is in parking and asign stars based on time and life
		if self.mainCar.checkPark(self.parkSpot):
			if not self.justEnded:
				self.justEnded = True
				self.timeLeft = int(ceil(self.levelTime - self.timer.end()))
				if self.timeLeft < self.levelTime/4 and self.lifeCount == 5:
					self.stars = 3
				elif self.timeLeft < self.levelTime/2 and self.lifeCount >= 3:
					self.stars = 2
				else:
					self.stars = 1
				coins = int(open("files/coins.txt").read()) + self.stars
				open("files/coins.txt", "w").write(str(coins))
				starF = open("files/stars.txt").read().split("\n")
				if int(starF[self.curLevel-1]) < self.stars:
					starF[self.curLevel-1] = str(self.stars)
				open("files/stars.txt", "w").write("\n".join(starF))
			self.levelComplete = True

	def HUD(self):
		"Heads up display that has logo, coins, timer"
		self.header = draw.rect(self.surface, (51, 153, 255), (0,0,self.surface.get_width(),100))
		self.surface.blit(self.gear.gearImage, (0,0))
		livesLocation = 750
		#blit lives
		for i in range(self.lifeCount):
			self.surface.blit(self.lifeImage, (livesLocation, 34))
			livesLocation += 37
		#blit logo and timer
		self.surface.blit(self.logo, (self.surface.get_width()//2-(self.logo.get_width()//2),13))
		if not self.gameover:
			self.timer.render()
		#blit coins
		self.surface.blit(self.coin_image, (615,34))
		self.surface.blit(self.coin_font.render(self.coin_count, 1, (255,255,255)), (650,28))

	def lostLife(self):
		"Remove a life"
		self.lifeCount -= 1

	def shift(self, gear=0, reverse=False):
		"Takes in gear/speed and if reverse and blits gear respectively and changes speed"
		self.gear.gear = gear
		self.gear.reverse = reverse
		self.gear.gearImage = image.load("res/gear_"+str(gear)+".png")
		self.mainCar.speed = gear

	def getWall(self):
		"Gets all the walls"
		return self.walls

	def isNextLevel(self):
		"Checks if level complete and go to next level"
		return self.goNextLevel

	def startMenu(self):
		"Go back to menu screen"
		return self.goMenu
Beispiel #38
0
    instruc = CU.read_instructions('ins4.code')
    CU.orchestra(instruc, clock_speed[1], REM.RAM)

    x = input('Continue with file No. 5? (y/n)\n')

    if x == 'n' or x == 'N':
        ALU.HALT()
    else:
        pass

    print('\n---------- Executing file No. 5 ----------')
    instruc = CU.read_instructions('ins5.code')
    CU.orchestra(instruc, clock_speed[1], REM.RAM)

    print('\n ---------- End Program ---------- \n')


if __name__ == "__main__":

    REG = Registers(4)
    REM = RAM(16)
    read = CU()
    clock = Clock('clock', 'i5', 'Intel')

    CU.turn_on(CU, 'bios.yml', 'instructions.code',
               REM.RAM)  # Imprime los valores de la ram en decima
    clock_speed = (CU.read_instructions('bios.yml'))
    Brain()
    #instruc = CU.read_instructions('instructions.code')                      # Instruc es el arreglo de instrucciones
    #CU.orchestra(instruc, clock_speed[1], REM.RAM)
Beispiel #39
0
 def getText(self):
     return "FPS: %d" % Clock.get().getFPS()
Beispiel #40
0
	def __init__(self,surface):
		# Setup initial surface and variables
		#read what level game is supposed to be
		self.curLevel = int(open("files/selected_level.txt").read())
		#dictionary for level maps
		LevelsMap = {
		1 : Levels.level1Map,
		2 : Levels.level2Map,
		3 : Levels.level3Map,
		4 : Levels.level4Map,
		5 : Levels.level5Map,
		6 : Levels.level6Map,
		7 : Levels.level7Map,
		8 : Levels.level8Map,
		9 : Levels.level9Map,
		10 : Levels.level10Map,
		11 : Levels.level11Map,
		12 : Levels.level12Map,
		13 : Levels.level13Map,
		14 : Levels.level14Map,
		15 : Levels.level15Map,
		}
		#dictionary for obstacle cars
		LevelsCar = {
		1 : [],
		2 : [],
		3 : [Car(surface, "res/car4.png", 430, 450, 20), Car(surface, "res/car13.png", 550, 460, 17)],
		4 : [Car(surface, "res/car9.png", 490, 450, -45), Car(surface, "res/car5.png", 700, 330, -45)],
		5 : [Car(surface, "res/car17.png", 220, 340, 30), Car(surface, "res/car18.png", 600, 230, 90), Car(surface, "res/car11.png", 400, 430, 12)],
		6 : [Car(surface, "res/car15.png", 680, 420, 30)],
		7 : [Car(surface, "res/car2.png", 260, 370, 4), Car(surface, "res/car4.png", 350, 370, 349), Car(surface, "res/car6.png", 510, 370, 14), Car(surface, "res/car16.png", 680, 370, 93), Car(surface, "res/car17.png", 260, 575, 18), Car(surface, "res/car17.png", 360, 575, 18), Car(surface, "res/car17.png", 460, 575, 18), Car(surface, "res/car17.png", 560, 575, 18), Car(surface, "res/car17.png", 660, 575, 18), Car(surface, "res/car17.png", 760, 575, 18)],
		8 : [Car(surface, "res/car8.png", 560, 520, 11), Car(surface, "res/car9.png", 730, 520, 17), Car(surface, "res/car10.png", 700, 420, 35), Car(surface, "res/car11.png", 530, 420, 60), Car(surface, "res/car3.png", 610, 320, 85), Car(surface, "res/car4.png", 500, 300, 95), Car(surface, "res/car5.png", 420, 420, 104), Car(surface, "res/car18.png", 300, 420, 90), Car(surface, "res/car17.png", 180, 420, 90), Car(surface, "res/car17.png", 400, 310, 90), Car(surface, "res/car18.png", 280, 310, 90), Car(surface, "res/car16.png", 80, 380, 20)],
		9 : [],
		10 : [Car(surface, "res/car11.png", 450, 350, 4), Car(surface, "res/car12.png", 450, 480, -4), Car(surface, "res/car6.png", 460, 560, 86), Car(surface, "res/car5.png", 500, 240, -39)],
		11 : [Car(surface, "res/car6.png", 150, 650, 5)],
		12 : [Car(surface, "res/car3.png", 940, 180, -44), Car(surface, "res/car1.png", 200, 450, 89), Car(surface, "res/car2.png", 720, 480, -90), Car(surface, "res/car16.png", 500, 350, 0)],
		13 : [Car(surface, "res/car7.png", 300, 450, 90), Car(surface, "res/car10.png", 640, 200, 95)],
		14 : [Car(surface, "res/car13.png", 800, 540, 90)],
		15 : [Car(surface, "res/car5.png", 760, 450, 34), Car(surface, "res/car6.png", 950, 430, -44)]
		}
		#dictionary for parking location with park object
		ParkLoc = {
		1 : Park(surface, 475, 324),
		2 : Park(surface, 240, 260),
		3 : Park(surface, 459, 230),
		4 : Park(surface, 710, 130),
		5 : Park(surface, 700, 200),
		6 : Park(surface, 50, 150),
		7 : Park(surface, 400, 320),
		8 : Park(surface, 100, 150),
		9 : Park(surface, 310, 280),
		10 : Park(surface, 550, 350),
		11 : Park(surface, 730, 220),
		12 : Park(surface, 700, 550),
		13 : Park(surface, 755, 570),
		14 : Park(surface, 670, 410),
		15 : Park(surface, 810, 510)
		}
		#dictionary for level time
		Times = {
		1 : 30,
		2 : 60,
		3 : 60,
		4 : 60,
		5 : 60,
		6 : 60,
		7 : 60,
		8 : 75,
		9 : 75,
		10 : 75,
		11 : 75,
		12 : 75,
		13 : 75,
		14 : 75,
		15 : 75,
		}
		#read car image that is active
		self.carImg = open("files/car.txt").read().strip()
		#dictionary for main car location
		MainCar = {
		1 : Car(surface, self.carImg, surface.get_width()//2,surface.get_height()//2+200,0),
		2 : Car(surface, self.carImg, surface.get_width()//2-50,surface.get_height()//2+300,0),
		3 : Car(surface, self.carImg, 496,surface.get_height()//2+250,0),
		4 : Car(surface, self.carImg, surface.get_width()//2-100,surface.get_height()//2+250,0),
		5 : Car(surface, self.carImg, surface.get_width()//2-50,surface.get_height()//2+300,0),
		6 : Car(surface, self.carImg, 320, 500, 0),
		7 : Car(surface, self.carImg, 850, 475, 0),
		8 : Car(surface, self.carImg, 650, 630, 0),
		9 : Car(surface, self.carImg, 484, 700, 0),
		10 : Car(surface, self.carImg, 180, 250, 0),
		11 : Car(surface, self.carImg, 900, 650, 0),
		12 : Car(surface, self.carImg, 500, 520, 0),
		13 : Car(surface, self.carImg, 120, 640, 0),
		14 : Car(surface, self.carImg, 120, 620, 0),
		15 : Car(surface, self.carImg, 140, 260, 0)
		}
		#set variables based on current level
		self.parkSpot = ParkLoc[self.curLevel]
		self.levelTime = Times[self.curLevel]
		self.surface = surface
		self.mainCar = MainCar[self.curLevel]
		#engine start sound
		mixer.music.load("res/audio/start.mp3")
		mixer.music.play(0)
		# mixer.music.load("res/audio/engine.mp3")
		# mixer.music.play(-1)
		#setup lives
		self.lifeCount = 5
		self.lifeImage = image.load("res/life.png")

		#load all images, fonts, and setup flags
		self.coin_count = open("files/coins.txt").read()
		self.coin_image = image.load("res/coin_small.png")
		self.coin_font = font.Font("res/fonts/pricedown.ttf", 32)

		self.logo = image.load("res/logo_main.png")
		self.startTime = 0
		self.timeDelay = False

		self.gameover = False
		
		#set crash variables
		self.crash = False
		self.crashImage = image.load("res/crash.png")
		self.crashX, self.crashY = 0,0
		self.crashTime = 0
		self.crashObj = Game

		self.gear = Gear()

		self.boundRect = Rect(0,100,surface.get_width(),surface.get_height()-100)

		self.walls = []
		self.grasses = []
		self.cones = []

		self.carObsctacles = LevelsCar[self.curLevel]

		self.grass = image.load("res/grass.png").convert()

		self.timer = Clock(surface, cTime, 1, 1, 0)

		self.pauseButton = image.load("res/pause.png")
		self.pauseRect = Rect(940,18,64,64)

		self.isPause = False
		self.levelComplete = False

		# Level maps for walls
		for x in range(len(LevelsMap[self.curLevel])):
			for y in range(len(LevelsMap[self.curLevel][x])):
				if LevelsMap[self.curLevel][x][y] == 1:
					self.walls.append(Wall(y*16,x*16+100,self.surface))
				elif LevelsMap[self.curLevel][x][y] == 2:
					self.grasses.append((y*16,x*16+100))
				elif LevelsMap[self.curLevel][x][y] == 3:
					self.cones.append(Wall(y*16,x*16+100,self.surface, True))

		#load images and setup popup for game end
		self.wall_y = image.load("res/wall_y.png").convert()
		self.wall_b = image.load("res/wall_b.png").convert()
		self.wall = image.load("res/wall.png").convert()
		self.coneImage = image.load("res/cone.png")

		#popups
		self.complete = Popup(surface, "Level Complete", ["You completed the level"], False)
		self.fail = Popup(surface, "Level Failed", ["Please try again"], False)

		self.completedIn = 0
		self.justEnded = False

		self.stars = 0

		self.nextLevel = image.load("res/next_level.png")
		self.menuButton = image.load("res/menu.png")

		self.goNextLevel = False
		self.goMenu = False

		self.restart = image.load("res/restart.png")