def __init__(self, title, width, height): self.Title = title self.Height = height self.Width = width self.Screen = pygame.display.set_mode((self.Width, self.Height)) #This is to initialize the framerate (fps) self.Clock = pygame.time.Clock() #This color is a refrence to the color object, in there all different colors are defined self.Color = clr.Color() self.DefaultFont = pygame.font.SysFont(None, 30) #Initialize text messages self.StartText = Text.Text( self.Color.Black, self.DefaultFont, "Make the player move on the screen, up, down, left and right!") self.NextLine = Text.Text( self.Color.Black, self.DefaultFont, "Why do the same thing over and over again when it allready exists!!!" ) #Create all game characters here self.Player1 = c.Component(c.Position(400, 100), "enemy.png") self.Apple = c.Component(c.Position(0, 0), "apple.png") self.AppleCounter = 0 self.Score = Text.Text(self.Color.Black, self.DefaultFont, "Apple Counter: " + str(self.AppleCounter))
def main(self): while True: if self.mainScreen: self.reset(0, 3, True) self.screen.blit(self.background, (0, 0)) self.titleText.draw(self.screen) self.titleText2.draw(self.screen) self.enemy1Text.draw(self.screen) self.enemy2Text.draw(self.screen) self.enemy3Text.draw(self.screen) self.enemy4Text.draw(self.screen) self.create_main_menu() elif self.startGame: if len(self.enemies) == 0: currentTime = time.get_ticks() if currentTime - self.gameTimer < 3000: self.screen.blit(self.background, (0, 0)) self.scoreText2 = Text(FONT, 20, str(self.score), GREEN, 85, 5) self.scoreText.draw(self.screen) self.scoreText2.draw(self.screen) self.nextRoundText.draw(self.screen) self.livesText.draw(self.screen) self.livesGroup.update(self.keys) self.check_input() if currentTime - self.gameTimer > 3000: # Move enemies closer to bottom self.enemyPositionStart += 35 self.reset(self.score, self.lives) self.gameTimer += 3000 else: currentTime = time.get_ticks() self.play_main_music(currentTime) self.screen.blit(self.background, (0, 0)) self.allBlockers.update(self.screen) self.scoreText2 = Text(FONT, 20, str(self.score), GREEN, 85, 5) self.scoreText.draw(self.screen) self.scoreText2.draw(self.screen) self.livesText.draw(self.screen) self.check_input() self.allSprites.update(self.keys, currentTime, self.enemies) self.explosionsGroup.update(self.keys, currentTime) self.check_collisions() self.create_new_ship(self.makeNewShip, currentTime) self.update_enemy_speed() if len(self.enemies) > 0: self.make_enemies_shoot() self.boss += 1 elif self.gameOver: currentTime = time.get_ticks() # Reset enemy starting position self.enemyPositionStart = self.enemyPositionDefault self.create_game_over(currentTime) self.boss = 0 display.update() self.clock.tick(60)
def __init__(self, title, width, height): self.Title = title self.Height = height self.Width = width self.Screen = pygame.display.set_mode((self.Width, self.Height)) #This is to initialize the framerate (fps) self.Clock = pygame.time.Clock() #This color is a refrence to the color object, in there all different colors are defined self.Color = clr.Color() self.DefaultFont = pygame.font.SysFont(None, 30) #Initialize text messages self.StartText = Text.Text(self.Color.Black, self.DefaultFont, "Welcom to my pygame template!!!") #Initialize the soundprovider self.BackgroundMusic = sp.SoundProvider( "9th_Symphony_Finale_by_Beethoven.mp3") #Set the background music to play self.BackgroundMusic.Play(5) #Create all game characters here self.Player1 = c.Component(c.Position(400, 100), "enemy.png") #Create a button self.ExitButton = button.Button( 300, 250, 50, 200, self.Color.Red, Text.Text(self.Color.Black, self.DefaultFont, "Exit"), lambda: sys.exit()) self.StartButton = button.Button( 600, 250, 50, 200, self.Color.Green, Text.Text(self.Color.Black, self.DefaultFont, "Start"))
def __init__(self, title, width, height): self.Title = title self.Height = height self.Width = width self.Screen = pygame.display.set_mode((self.Width, self.Height)) #This is to initialize the framerate (fps) self.Clock = pygame.time.Clock() #This color is a refrence to the color object, in there all different colors are defined self.Color = clr.Color() self.DefaultFont = pygame.font.SysFont(None,30) #Initialize text messages self.InfoText = Text.Text(self.Color.Red, self.DefaultFont, "COUNT TO 10 | Click the button to increment the counter and finish the game!!!") #Create a button self.CountButton = button.Button(100,250, 50,200, self.Color.Yellow, Text.Text(self.Color.Black, self.DefaultFont, "Click me!")) #Initialize the counter to 0 self.Counter = 0 #Store the counter in a text object self.CounterText = Text.Text(self.Color.Black, self.DefaultFont, str(self.Counter))
def predict(with_embedding, input_prefix=''): if with_embedding: model_emb = models.load_model('data/out/lstm_model_emb') token2ind, ind2token = text_train.token2ind, text_train.ind2token text_prefix = Text(input_prefix, token2ind, ind2token) pred_emb = ModelPredict(model_emb, text_prefix, token2ind, ind2token, max_len, embedding=True) with open("./lstm_with_embedding_output.txt", 'w') as f: for idx in range(100): print(str(idx + 1) + "/100") f.write(pred.generate_sequence(40, temperature=0.7)) f.write('\n') else: model = models.load_model('lstm_model') token2ind, ind2token = text_train.token2ind, text_train.ind2token text_prefix = Text(input_prefix, token2ind, ind2token) pred = ModelPredict(model, text_prefix, token2ind, ind2token, max_len) with open("./lstm_output.txt", 'w') as f: for idx in range(100): print(str(idx + 1) + "/100") f.write(pred.generate_sequence(40, temperature=0.7)) f.write('\n')
def run(self): with open(self.parameters['ready_text'], "r") as myfile: text2show = myfile.read().replace('\n,', '\n') try: text2show = text2show.replace('NBLOCKS', str(self.parameters['nblocks'])) except: pass try: text2show = text2show.replace( 'NTRIALS', str(len(self.trial_settings) / self.parameters['nblocks'])) except: pass text_screen = Text(self.parameters, self.screen, text2show) text_screen.show() expdata = list() sumacc_mem = list() sumacc_tim = list() blocki = 0 for k, settings in enumerate(self.trial_settings): trial = Trial(settings, self.parameters, self.screen) trialdata = trial.run() expdata.append(trialdata) if 'mem' in settings: sumacc_mem.append(trialdata[2][0]) elif 'timing' in settings: sumacc_tim.append(trialdata[2][0]) if fmod(k + 1, len(self.trial_settings) / self.parameters['nblocks'] ) == 0: # feedback after mini/practice block blocki = blocki + 1 dbstop() avgacc_mem = round( float(np.mean(np.asarray(sumacc_mem))) * 100.0) avgacc_tim = float(np.mean(np.asarray(sumacc_tim))) if avgacc_tim < 0.25: timefb = 'underestimated' elif avgacc_tim > 0.25: timefb = 'overestimated' else: timefb = 'correctly estimated' text2show = ('This was block ' + str(blocki) + ' of ' + str(self.parameters['nblocks']) + '\n\nYour memory/search accuracy was ' + str(avgacc_mem) + '\n\nOn average you ' + timefb + ' the delays' + '\n\nPress a button to continue') text_screen = Text(self.parameters, self.screen, text2show) text_screen.show() self._finished = True self.output = expdata
def __init__(self, window_width, window_height, dark_color, light_color): self.light_color = light_color self.dark_color = dark_color self.title = Text.Text("Laws of Reflection", (window_width // 2, window_height // 2 - 170), light_color, 60) self.author_text = Text.Text("A game by Michael Rainsford Ryan", (window_width // 2, window_height // 2 - 100), light_color, 20) self.continue_text = Text.Text("press space to play", (window_width // 2, window_height // 2 + 100), dark_color, 30) self.twitter_text = Text.Text("Twitter: @MichaelRainRyan", (window_width // 2, window_height // 2 + 260), dark_color, 18)
def create_text(self): self.titleText = Text(FONT, 50, 'Space Invaders', WHITE, 164, 155) self.titleText2 = Text(FONT, 25, 'Press any key to continue', WHITE, 201, 225) self.gameOverText = Text(FONT, 50, 'Game Over', WHITE, 250, 270) self.nextRoundText = Text(FONT, 50, 'Next Round', WHITE, 240, 270) self.enemy1Text = Text(FONT, 25, ' = 10 pts', GREEN, 368, 270) self.enemy2Text = Text(FONT, 25, ' = 20 pts', BLUE, 368, 320) self.enemy3Text = Text(FONT, 25, ' = 30 pts', PURPLE, 368, 370) self.enemy4Text = Text(FONT, 25, ' = ?????', RED, 368, 420) self.scoreText = Text(FONT, 20, 'Score', WHITE, 5, 5) self.livesText = Text(FONT, 20, 'Lives ', WHITE, 640, 5)
def __init__(self, window_width, window_height, text_color): self.thanks_text = Text.Text( "Thanks for Playing!", (window_width // 2, window_height // 2 - 50), text_color, 40) self.follow_text1 = Text.Text( "If you liked this game, consider following", (window_width // 2, window_height // 2 + 20), text_color, 20) self.follow_text2 = Text.Text( "me on Twitter @MichaelRainRyan :)", (window_width // 2, window_height // 2 + 60), text_color, 20) self.exit_text = Text.Text( "press Esc to exit to menu", (window_width // 2, window_height // 2 + 250), text_color, 25)
def draw(self): pygame.draw.rect(self.surface, self.bgColor, self.rect, self.width) self.onHover() txt = Text( self.surface, self.text, "Consolas", 30, (255, 255, 255), "center", (self.rect[0] + self.rect[2] / 2, self.rect[1] + self.rect[3] / 2)) txt.draw()
def __init__(this, screen, events, levelManager): ### Universal Componenets this.screen = screen this.events = events this.levelManager = levelManager # Level Properties this.stageText = Text(screen, "", screen.get_width() / 2, 20, (225, 75, 50), 45, "Fonts/Roboto.ttf", True, False, False, False, 0, 0, 0) this.colorList = [(225, 50, 50), (50, 225, 50), (50, 50, 225)] this.textColor = 0 this.textState = 1 # State-Specific Properties this.state = 0 ## Bonus Round this.bonusFrame = 0 this.frameTime = 0 this.textStage = 0 # Objects this.player = Player(screen, events, levelManager) this.bonusEnemies = 0 this.time = 0 this.SetState(0)
def test_analysis_is_correct(self): text1 = Text("The Ass of my aSs is not my arse") result1 = text1.generate_analysis() self.assertEqual(result1['ass']['position'], [1, 4]) self.assertEqual(result1['ass']['count'], 2) self.assertEqual(result1['arse']['position'], [8]) self.assertEqual(result1['arse']['count'], 1)
def __init__(self, title, width, height): #The basic parameters wich make up the game self.Title = title self.Height = height self.Width = width self.Screen = pygame.display.set_mode((self.Width, self.Height)) #This is to initialize the framerate (fps) self.Clock = pygame.time.Clock() #This color is a refrence to the color object, in there all different colors are defined self.Color = clr.Color() self.DefaultFont = pygame.font.SysFont(None, 30) self.InfoText = Text.Text( self.Color.Black, self.DefaultFont, "Score 3 points to go to the next level, press space to fly!") #Create all game characters here self.Player1 = c.Component(c.Position(400, 250), "enemy.png") #Empty list of enemies, this will be filled during the game #This is a special kind of list called an array, each element in the array has an unique Index #indeces start from 0, by calling Enemies[3] you call enemy in position number 3 #!!!!BECAREFULL WITH THE BOUNDS: When the index does not exist you will get an error, always check if the IndexError #exists before calling it. self.Enemies = []
def layout(self): self.setbbox(QRectF(0.0, 0.0, self.loWidth(), self.loHeight())) n = self.no() + 1 + self._score.pageFormat()._pageOffset if self.score().styleB(StyleIdx.ST_showPageNumber) and ( self.no() > 0 or self.score().styleB(StyleIdx.ST_showPageNumberOne)): if n & 1: subtype = TEXT.TEXT_PAGE_NUMBER_ODD else: subtype = TEXT.TEXT_PAGE_NUMBER_EVEN if n & 1: style = TEXT.TEXT_STYLE_PAGE_NUMBER_ODD else: style = TEXT.TEXT_STYLE_PAGE_NUMBER_EVEN if self._pageNo == 0: self._pageNo = Text(self.score()) self._pageNo.setParent(self) if subtype != self._pageNo.subtype(): self._pageNo.setSubtype(subtype) self._pageNo.setTextStyle(style) s = QString("%1").arg(n) if self._pageNo.getText() != s: self._pageNo.setText(s) self._pageNo.layout() else: self._pageNo = 0 if self._score.rights: if self._copyright == 0: self._copyright = TextC(self._score.rights) self._copyright.setParent(self) self._copyright.setTextStyle(TEXT.TEXT_STYLE_COPYRIGHT) self._copyright.layout() else: self._copyright = 0
def __init__(this, screen, events, levelManager, command, commandParameter, txt, x, y, sizeX, sizeY, btnCol, hvrCol, psdCol, txtCol, fadeIn, speed): ### Universal Componenets this.screen = screen # used to display button this.events = events # gets events this.levelManager = levelManager ### Commands this.command = command # button pressed action this.commandParameter = commandParameter # extra button press parameter ### Button Properties this.x = x # x pos this.desiredX = x # used with transitions this.y = y # y pos this.size = (sizeX, sizeY) # size this.txt = txt # text ### Colors this.btnCol = btnCol # button this.hvrCol = hvrCol # hover this.psdCol = psdCol # pressed this.txtCol = txtCol # text ### Transitions this.fadeIn = fadeIn # whether or not to use a transition this.speed = speed # transition speed if (this.fadeIn): this.x = screen.get_width() ### Button State this.hover = False this.pressed = False this.text = Text(screen, this.txt, this.x, this.y - this.size[1]/2 + 7, this.txtCol, 30, "Fonts/Roboto.ttf",True, False, False, False, 0, 0, speed)
def __init__(this, screen, events, time): ### Universal Componenets this.screen = screen this.events = events this.time = time this.state = 0 this.textInput = Text(screen, "", screen.get_width() / 2, 250, (255, 255, 255), 18, "Fonts/Roboto.ttf", True, False, False, False, 0, 0, 0) this.leaderboards = [] for i in range(0, 5): this.leaderboards.append( Text(screen, "", screen.get_width() / 2 - 100, 250 + (25 * i), (255, 255, 255), 18, "Fonts/Roboto.ttf", False, False, False, False, 0, 0, 0))
def __init__(self,canvas,x,y,diameter,width,startDegrees,rangeDegrees,minValue,maxValue,minWrnValue,maxWrnValue,minColor,normalColor,maxColor,fontSize,textSize,textColor,text,backgroundColor,updateFunction,updateParam): self.updateFunction = updateFunction self.updateParam = updateParam self.canvas = canvas self.minValue=minValue self.maxValue=maxValue self.rangeDegrees = rangeDegrees self.startDegrees = startDegrees self.minWrnValue = minWrnValue self.maxWrnValue = maxWrnValue self.minColor = minColor self.normalColor = normalColor self.maxColor = maxColor self.idBackground = self.canvas.create_arc(x-(diameter/2),y-(diameter/2),x+(diameter/2),y+(diameter/2),style="arc", start=self.startDegrees, extent=-self.rangeDegrees,fill="",outline=backgroundColor,width=width) self.idCircle = self.canvas.create_arc(x-(diameter/2),y-(diameter/2),x+(diameter/2),y+(diameter/2),style="arc", start=self.startDegrees, extent=-self.rangeDegrees,fill="",outline=normalColor,width=width) self.idValue = Text(canvas,x,y,"Helvetica",fontSize,"bold",textColor,"","","80") self.idText = Text(canvas,x,y+(diameter/4.5),"Helvetica",textSize,"bold",textColor,"","",text)
def __init__(self, number, name=str("Dude")): #Constants self.score = 0 self.name = str(" ") self.name = name[0:9] #Variables self.pinFallen = [] self.emptyTurns = 0 #Count the number of turns without points self.textName = Text() self.textScore = Text() nameScreen = overlayer1.objects["playerNameText"] scoreScreen = overlayer1.objects["playerScoreText"] camera = overlayer1.objects["Camera"] self.textName.consRel(self.name, "Russian.ttf", nameScreen, camera, -Vector((0, number*0.1*6, 0)), 10) self.textScore.consRel(str(self.score), "Russian.ttf", scoreScreen, camera, -Vector((0, number*0.1*6, 0)), 1, Vector((0.1, 0.1))) print(" Player "+name+" has been successfully created")
def run(self): with open(self.parameters['ready_text'], "r") as myfile: text2show = myfile.read().replace('\n,', '\n') try: text2show = text2show.replace('NBLOCKS', str(self.parameters['nblocks'])) except: pass try: text2show = text2show.replace( 'NTRIALS', str(len(self.trials) / self.parameters['nblocks'])) except: pass text_screen = Text(self.parameters, self.screen, text2show) text_screen.show() expdata = list() sumacc = 0 blocki = 0 # for k, settings in enumerate(self.trial_settings): for k, trial in enumerate(self.trials): # trial = Trial(settings, self.parameters, self.screen) trialdata = trial.run() expdata.append(trialdata) sumacc = sumacc + trialdata[2][0] if fmod(k + 1, len(self.trial_settings) / self.parameters['nblocks'] ) == 0: # feedback after mini/practice block blocki = blocki + 1 avgacc = round(float(sumacc) / float(len(expdata)) * 100.0) text2show = 'This was block ' + str(blocki) + ' of ' + str( self.parameters['nblocks'] ) + '\n\nYour accuracy was ' + str( avgacc) + '\n\nPress a button to continue' text_screen = Text(self.parameters, self.screen, text2show) text_screen.show() self._finished = True self.output = expdata
def __init__(self, file_path): super(Scene, self).__init__() pygame.mixer.init(44100, -16, 4, 2048) self.all_object_list = pygame.sprite.LayeredUpdates() self.blocks = dict() # Prototype self.main_block = BlockSprite() self.background = Object() self.current_button = None self.button_list = [] self.block_list = [] self.sound_list = dict() self.current_stage = 0 self.board = None self.stage_text = Text('Monotype Corsiva', 38, bold = True, color = (200, 50, 0)) self.solution_text = Text('Consolas', 20, bold = True, color = (50, 140, 0)) self.time_text = Text('Consolas', 20, bold = True, color = (50, 140, 0)) self.mem_text = Text('Consolas', 20, bold = True, color = (50, 140, 0)) self.step_text = Text('Consolas', 20, bold = True, color = (50, 140, 0)) self.is_mouse_pressed = False self.is_drag = False self.orig_mouse_pos = None self.orig_block_pos = None self.current_block_margin = [0, 0] self.current_block = None self.game_mode = Game_mode.NORMAL self.is_solve = False self.is_moving = False self.speed = 5 self.velocity = None self.goal = None # Load scene's resources self.read_scene(file_path)
def __init__(this, screen, events, levelManager): ### Universal Components this.screen = screen this.events = events this.levelManager = levelManager this.title = Text(screen, "Retalion", screen.get_width() / 2, 20, (225, 240, 230), 30, "Fonts/Roboto.ttf", True, True, True, True, this.screen.get_width() / 8, -100, 12) this.button = Button(screen, events, this.levelManager, Command.LevelChange, 1, "Play", screen.get_width() / 2, 300, 200, 50, (100, 250, 100), (150, 255, 150), (75, 225, 75), (0, 0, 0), True, 11)
def text_(self): if s.is_empty(): self.open() else: self.make_duplicate() path = s.peek() content = self.textEdit.toPlainText() fontScale = int(self.text_fontScale.value()) color = (text_b, text_g, text_r) x = int(self.text_x.toPlainText()) y = int(self.text_y.toPlainText()) thickness = int(self.text_thickess.value()) txt = Text() txt.addText(path, content, fontScale, x, y, color, thickness) self.show_()
def __init__(self, run, x, y, w, h, align): self.run = run self.color = Constants.BLUE self.image = pygame.Surface((w, h)) self.image.convert() self.image.fill(self.color) self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y self.align = align self.text_list = [] # Assigns coordinates of textbox based on alignment for line in range(0, 8): if self.align == "left": text = Text(Constants.font_sz, "", "left", x + Constants.mar_1, y + Constants.mar_1 + Constants.font_sz * line, Constants.WHITE) else: text = Text( Constants.font_sz, "", "center", self.rect.centerx, self.rect.y + Constants.mar_1 + Constants.font_sz * line, Constants.WHITE) self.text_list += [text]
def setup(): globs.camera = Camera(vec3(0, 0, 1), vec3(0, 0, 0), vec3(0, 1, 0), 3.14 / 4, 0.1, 1000) globs.pewSound = Mix_LoadWAV(os.path.join("assets", "pew.ogg").encode()) glEnable(GL_MULTISAMPLE) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glClearColor(0, 0, 0, 0) globs.starProg = Program("starvs.txt", "starfs.txt") globs.mainProg = Program("vs.txt", "fs.txt") globs.shipProg = Program("shipvs.txt", "shipfs.txt") globs.boss = Mesh(os.path.join("assets", "toothyjaws.obj.mesh")) globs.boss.pos = vec3(3.5, 0, 0) globs.starVao = makeStars() glEnable(GL_PROGRAM_POINT_SIZE) globs.player = Ship() globs.enemyShips.append(EnemyShip()) globs.enemySins.append(EnemySin()) #drawBackground() glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) Program.setUniform("screenSize", globs.screenSize) Program.updateUniforms() globs.charge = Text("Roboto-Black.ttf", 26) globs.chargeCount = 0 global lightPositions #change x*4 to suit num lights lightPositions = array.array("f", [0] * 1 * 4) lightColors = array.array("f", [0] * 1 * 4) idx = 0 lightPositions[idx] = 0 #x lightPositions[idx + 1] = 1 #y lightPositions[idx + 2] = 1 #z lightPositions[idx + 3] = 0 #w, 0-directional or 1-positional lightColors[idx] = 1.5 lightColors[idx + 1] = 0 lightColors[idx + 2] = 0 Program.setUniform("lightPositions[0]", lightPositions) Program.setUniform("lightColors[0]", lightColors)
def __init__(self, xpos, ypos, row, ship, mystery, score, game): sprite.Sprite.__init__(self) self.isMystery = mystery self.game = game self.isShip = ship if mystery: self.text = Text(FONT, 20, str(score), WHITE, xpos + 20, ypos + 6) elif ship: self.image = IMAGES[SHIP] self.rect = self.image.get_rect(topleft=(xpos, ypos)) else: self.row = row self.load_image() self.image = transform.scale(self.image, (40, 35)) self.rect = self.image.get_rect(topleft=(xpos, ypos)) self.game.screen.blit(self.image, self.rect) self.timer = time.get_ticks()
def __init__(self, master=None, filePath=None, helpURL=None, **kargs): Tkinter.Frame.__init__(self, master, **kargs) self.master = master self.filePath = filePath self.inputWdg = Text.Text(master=self, width=60, height=10, helpURL=helpURL) self.inputWdg.grid(row=0, column=0, sticky=Tkinter.NSEW) self.inputWdg.bind("<Key-Escape>", self.run) self.scroll = Tkinter.Scrollbar(self, command=self.inputWdg.yview) self.inputWdg.configure(yscrollcommand=self.scroll.set) self.scroll.grid(row=0, column=1, sticky=Tkinter.NS) if self.filePath: fd = RO.OS.openUniv(self.filePath) try: self.inputWdg.delete(1.0, Tkinter.END) for line in fd.readlines(): self.inputWdg.insert(Tkinter.END, line) finally: fd.close() self.cmdbar = Tkinter.Frame(self, borderwidth=2, relief=Tkinter.SUNKEN) self.open = Tkinter.Button(self.cmdbar, text='Open...', command=self.open) self.open.pack(side=Tkinter.LEFT, expand=0, padx=3, pady=3) self.save = Tkinter.Button(self.cmdbar, text='Save...', command=self.save) self.save.pack(side=Tkinter.LEFT, expand=0, padx=3, pady=3) self.clr = Tkinter.Button(self.cmdbar, text='Clear', command=self.clr) self.clr.pack(side=Tkinter.LEFT, expand=0, padx=3, pady=3) self.run = Tkinter.Button(self.cmdbar, text='Run', command=self.run) self.run.pack(side=Tkinter.RIGHT, expand=0, padx=3, pady=3) self.cmdbar.grid(row=1, column=0, columnspan=2, sticky=Tkinter.EW) self.grid_rowconfigure(0, weight=1) self.grid_columnconfigure(0, weight=1) self.inputWdg.focus_set()
def __init__(self, screen, width, height): super().__init__(screen, width, height) self.__back_img = pygame.image.load('./source/image/background.jpg') self.__back_img = pygame.transform.scale(self.__back_img, (SCREEN_WIDTH, SCREEN_HEIGHT)) self.__title = Text(screen, None, TITLE_HEIGHT, 'Five Chess', BLACK_COLOR, TITLE_X, TITLE_Y) self.__start_button = StartButton(self.get_screen(), 'Start', TITLE_X - BUTTON_WIDTH // 2, TITLE_Y + TITLE_HEIGHT, True) self.__model_button = UseAIButton(self.get_screen(), 'PVE', TITLE_X - BUTTON_WIDTH // 2, TITLE_Y + TITLE_HEIGHT + 60) self.__exit_button = ExitButton(self.get_screen(), 'Exit', TITLE_X - BUTTON_WIDTH // 2, TITLE_Y + TITLE_HEIGHT + 120)
def draw(self): r = self.borderRadius rect = tuple(int(i) for i in self.rect) if r > min(rect[2], rect[3]) // 2: r = min(rect[2], rect[3]) // 2 pygame.draw.rect(self.surface, self.bgColor, (rect[0], rect[1] + r, rect[2], rect[3] - 2 * r)) pygame.draw.rect(self.surface, self.bgColor, (rect[0] + r, rect[1], rect[2] - 2 * r, rect[3])) pygame.draw.circle(self.surface, self.bgColor, (rect[0] + r, rect[1] + r), r) pygame.draw.circle(self.surface, self.bgColor, (rect[0] + rect[2] - r, rect[1] + r), r) pygame.draw.circle(self.surface, self.bgColor, (rect[0] + rect[2] - r, rect[1] + rect[3] - r), r) pygame.draw.circle(self.surface, self.bgColor, (rect[0] + r, rect[1] + rect[3] - r), r) self.onHover() txt = Text( self.surface, self.text, "Consolas", 30, (255, 255, 255), "center", (self.rect[0] + self.rect[2] / 2, self.rect[1] + self.rect[3] / 2)) txt.draw()
def __init__(self, canvas, x, y, diameter, maxG, outlineWidth, outlineColor, lineWidth, lineColor, textColor): self.x = x self.y = y self.diameter = diameter self.maxG = maxG self.canvas = canvas self.idGauge = self.canvas.create_oval(x - (diameter / 2), y - (diameter / 2), x + (diameter / 2), y + (diameter / 2), outline=outlineColor, width=outlineWidth) self.idLine = self.canvas.create_line(x, y, x, y + (diameter / 2), fill=lineColor, width=lineWidth) self.text = Text(canvas, x + (diameter / 2.6), y + (diameter / 2.1), "Helvetica", int(diameter * 0.09), "bold", textColor, "", "", "1.0 G")
def __init__(this, screen, events, levelManager): ### Universal Components this.screen = screen this.events = events this.levelManager = levelManager # Player Properties this.speed = 6.8 this.rotSpeed = 6.89 this.x = 300 this.y = 400 this.rot = 0 this.size = (50, 50) this.color = (235, 235, 235) this.player = pygame.image.load("Images/Player.png").convert_alpha() this.playerRect = this.player.get_rect() this.hp = 3 this.hpText = Text(screen, ("Health: " + str(this.hp)), 5, 5, (255, 255, 255), 18, "Fonts/Roboto.ttf", False, False, False, False, 0, 0, 0) # State-Specific Properties this.state = 0