def __init__(self, x): pygame.sprite.Sprite.__init__(self) self.image = load_image("images/pala.png") self.rect = self.image.get_rect() self.rect.centerx = x self.rect.centery = HEIGHT / 2 self.speed = 0.5
def __init__(self, centerx, centery): pygame.sprite.Sprite.__init__(self) self.image = load_image('images/heart.png', True) self.image_mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.centerx = centerx self.rect.centery = centery
def evaluate(image): attention_plot = np.zeros((max_length, attention_features_shape)) hidden = decoder.reset_state(batch_size=1) temp_input = tf.expand_dims(load_image(image)[0], 0) img_tensor_val = image_features_extract_model(temp_input) img_tensor_val = tf.reshape( img_tensor_val, (img_tensor_val.shape[0], -1, img_tensor_val.shape[3])) features = encoder(img_tensor_val) dec_input = tf.expand_dims([tokenizer.word_index['<start>']], 0) result = [] for i in range(max_length): predictions, hidden, attention_weights = decoder( dec_input, features, hidden) attention_plot[i] = tf.reshape(attention_weights, (-1, )).numpy() predicted_id = tf.argmax(predictions[0]).numpy() result.append(index_word[predicted_id]) if index_word[predicted_id] == '<end>': return result, attention_plot dec_input = tf.expand_dims([predicted_id], 0) attention_plot = attention_plot[:len(result), :] return result, attention_plot
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image("images/ball.png", True) self.rect = self.image.get_rect() self.rect.centerx = WIDTH / 2 self.rect.centery = HEIGHT / 2 self.speed = [0.5, -0.5]
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image = load_image('images/player.png', True) self.image_mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.centerx = WIDTH / 2 self.rect.bottom = HEIGHT self.speed = 0.5
def __init__(self, image): pygame.sprite.Sprite.__init__(self) self.image = load_image(image, True) self.image_mask = pygame.mask.from_surface(self.image) self.rect = self.image.get_rect() self.rect.top = 0 self.rect.centerx = random.randint(0, WIDTH) self.speed = 0.2
def __init__(self): self.x = random.randint(1, 120) * 5 self.y = 500 self.score = -10 # negate floor platform -10 self.combo_score = 0 self.prev_pos = [(self.x, self.y), (self.x, self.y), (self.x, self.y), (self.x, self.y)] self.spritesheet_image = load_image(resource_path('spritesheet.png')) self.spritesheet = [] # Idle self.cropped = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 33, 57)) self.cropped2 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped2.blit(self.spritesheet_image, (0, 0), (37, 0, 33, 57)) self.cropped3 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped3.blit(self.spritesheet_image, (0, 0), (75, 0, 33, 57)) self.spritesheet.append(self.cropped) self.spritesheet.append(self.cropped2) self.spritesheet.append(self.cropped3) # Going right self.cropped4 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 56, 33, 57)) self.cropped5 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped5.blit(self.spritesheet_image, (0, 0), (37, 56, 33, 57)) self.cropped6 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped6.blit(self.spritesheet_image, (0, 0), (75, 56, 33, 57)) self.spritesheet.append(self.cropped4) self.spritesheet.append(self.cropped5) self.spritesheet.append(self.cropped6) # Going left self.spritesheet.append( pygame.transform.flip(self.cropped4, True, False)) self.spritesheet.append( pygame.transform.flip(self.cropped5, True, False)) self.spritesheet.append( pygame.transform.flip(self.cropped6, True, False)) # Jumping self.cropped7 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped7.blit(self.spritesheet_image, (0, 0), (75, 112, 33, 57)) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.combo_count = 0 self.combo_start_value = 0 self.sprite_index_x = 0 self.sprite_index_y = 0 self.frame_counter = 0 self.frame_delay = 9 self.is_on_platform = True
def __init__(self): self.x = 30 self.y = 500 self.score = 0 # negate floor platform self.spritesheet_image = load_image('12.png') self.spritesheet = [] # Idle self.cropped = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.cropped2 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped2.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.cropped3 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped3.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.spritesheet.append(self.cropped) self.spritesheet.append(self.cropped2) self.spritesheet.append(self.cropped3) # Going right self.cropped4 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.cropped5 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped5.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.cropped6 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped6.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.spritesheet.append(self.cropped4) self.spritesheet.append(self.cropped5) self.spritesheet.append(self.cropped6) # Going left self.spritesheet.append( pygame.transform.flip(self.cropped4, True, False)) self.spritesheet.append( pygame.transform.flip(self.cropped5, True, False)) self.spritesheet.append( pygame.transform.flip(self.cropped6, True, False)) # Jumping self.cropped7 = pygame.Surface((36, 58), pygame.SRCALPHA, 32) self.cropped7.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58)) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.sprite_index_x = 0 self.sprite_index_y = 0 self.frame_counter = 0 self.frame_delay = 9
def __init__(self): self.x = 30 self.y = 500 self.score = -10 # negate floor platform self.spritesheet_image = load_image('spritesheet.png') self.spritesheet = [] # Idle self.cropped = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 33, 57)) self.cropped2 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped2.blit(self.spritesheet_image, (0, 0), (37, 0, 33, 57)) self.cropped3 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped3.blit(self.spritesheet_image, (0, 0), (75, 0, 33, 57)) self.spritesheet.append(self.cropped) self.spritesheet.append(self.cropped2) self.spritesheet.append(self.cropped3) # Going right self.cropped4 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 56, 33, 57)) self.cropped5 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped5.blit(self.spritesheet_image, (0, 0), (37, 56, 33, 57)) self.cropped6 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped6.blit(self.spritesheet_image, (0, 0), (75, 56, 33, 57)) self.spritesheet.append(self.cropped4) self.spritesheet.append(self.cropped5) self.spritesheet.append(self.cropped6) # Going left self.spritesheet.append(pygame.transform.flip(self.cropped4, True, False)) self.spritesheet.append(pygame.transform.flip(self.cropped5, True, False)) self.spritesheet.append(pygame.transform.flip(self.cropped6, True, False)) # Jumping self.cropped7 = pygame.Surface((33, 57), pygame.SRCALPHA, 32) self.cropped7.blit(self.spritesheet_image, (0, 0), (75, 112, 33, 57)) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.spritesheet.append(self.cropped7) self.sprite_index_x = 0 self.sprite_index_y = 0 self.frame_counter = 0 self.frame_delay = 9
def main(): # Creamos la ventana pasandole como parametros una tupla con los valores # del Alto y ancho definidos para definir las dimensiones de la ventana. screen = pygame.display.set_mode((WIDTH, HEIGHT)) # Definimos el titulo de la ventana. pygame.display.set_caption("Pong Game") cover_image = load_image('images/cover.jpg') sprite_text, sprite_text_rect = get_text("PRESS ANY BUTTON", WIDTH / 2, (HEIGHT * 6) / 8) while True: is_close() screen.blit(cover_image, (0, 0)) screen.blit(sprite_text, sprite_text_rect) for event in pygame.event.get(): if event.type == pygame.KEYDOWN: start(screen) break pygame.display.flip() return 0
def _clickCanvasOpen(self, event): c_name = str(event.widget).split('.')[-1] filename = tkfd.askopenfilename( initialdir='.', title='Select an Image.', filetypes=(('JPG files', '*.jpg'), ('JPEG files', '*.jpeg'), ('PNG files', '*.png'), ("All files", "*.*"))) if len(filename) > 0: img_size = Image.open(filename).size scale_img = smpd.askfloat( title='Scaling the image', prompt='Original size: {}'.format(img_size), initialvalue=1.0) image = load_image(filename, scale=scale_img) setattr(self, c_name, image) if c_name == 'output': print(c_name) self.output = self.output.div(255.).unsqueeze(0).cuda() self.optimizer = optim.LBFGS([self.output.requires_grad_()], lr=0.1) load_image2canvas(event.widget, tensor2Image(image)) event.widget.master.label['text'] = '{} | size: {}x{}'.format( c_name, image.shape[1], image.shape[2])
def startElement(self, name, attrs): if name == "missionlist": self.missionList = [] elif name == "mission": mission = [] mission.append(attrs.get('file','')) image_file = attrs.get('icon','') if not(image_file == None): try: image, rect = load_image(image_file, colorkey = -1) except SystemExit, message: image = None print "Error loading file: " + image_file mission.append(image) else: mission.append(None) mission.append(attrs.get('name','')) mission.append('') # description self.missionList.append(mission) self.inMission = True
def __init__(self, image, colorkey, tower_width, tower_height): #tower attributes self.image = load_image(image, colorkey) self.tower_width = tower_width self.tower_height = tower_height self.tower_dict = dict()
def main(): screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('Hier631') background_image = load_image('images/background.png') player = Player() sword1= Evil(swordImage) orange1 = Good(orangeImage, orangePoints) apple1 = Good(appleImage, applePoints) watermelon1 = Good(watermelonImage, watermelonPoints) cube1 = Evil(cubeImage) vida1 = Vida(15, 10) vida2 = Vida(35, 10) vida3 = Vida(55, 10) clock = pygame.time.Clock() cube = [] sword = [] puntos = 0 vidas = 3 level = 1 while True: time = clock.tick(60) keys = pygame.key.get_pressed() for eventos in pygame.event.get(): if eventos.type == QUIT: sys.exit(0) level = increaseLevel(puntos, level, cube, sword) for index in range(0, len(cube)): cube[index].speed = level / 100 + 0.2 for index in range(0, len(sword)): sword[index].speed = level / 100 + 0.2 cube1.speed = level / 100 + 0.2 sword1.speed = level / 100 + 0.2 orange1.speed = level / 100 + 0.2 apple1.speed = level / 100 + 0.2 watermelon1.speed = level / 100 + 0.2 if vidas > 0: player.mover(time, keys) for index in range(0, len(cube)): vidas = cube[index].Update(time, vidas, player, sword1, orange1, apple1, watermelon1, cube1, cube, sword) for index in range(0, len(sword)): vidas = sword[index].Update(time, vidas, player, sword1, orange1, apple1, watermelon1, cube1, cube, sword) vidas = sword1.Update(time, vidas, player, cube, sword, orange1, apple1, watermelon1, cube1) puntos = orange1.Update(time, puntos, player, cube, sword, sword1, apple1, watermelon1, cube1) puntos = apple1.Update(time, puntos, player, cube, sword, sword1, orange1, watermelon1, cube1) puntos = watermelon1.Update(time, puntos, player, cube, sword, sword1, orange1, apple1, cube1) vidas = cube1.Update(time, vidas, player, cube, sword, sword1, orange1, apple1, watermelon1) p_jug, p_jug_rect = texto(str(puntos), WIDTH / 2, 10, size=20) game_over, game_over_rect = texto('Game Over', WIDTH / 2, HEIGHT / 2, size=50) press_enter, press_enter_rect = texto('Press enter to restart', WIDTH / 2, HEIGHT * 0.60, size=15) level_text, level_text_rect = texto('Level: '+str(level), WIDTH * 0.75, 10, size = 20) screen.blit(background_image, (0, 0)) screen.blit(sword1.image, sword1.rect) screen.blit(orange1.image, orange1.rect) screen.blit(apple1.image, apple1.rect) screen.blit(watermelon1.image, watermelon1.rect) for index in range(0, len(cube)): screen.blit(cube[index].image, cube[index].rect) for index in range(0, len(sword)): screen.blit(sword[index].image, sword[index].rect) screen.blit(cube1.image, cube1.rect) screen.blit(player.image, player.rect) screen.blit(p_jug, p_jug_rect) screen.blit(level_text, level_text_rect) if vidas >= 1: screen.blit(vida1.image, vida1.rect) if vidas >= 2: screen.blit(vida2.image, vida2.rect) if vidas == 3: screen.blit(vida3.image, vida3.rect) if vidas <= 0: screen.blit(game_over, game_over_rect) screen.blit(press_enter, press_enter_rect) if keys[K_RETURN]: main() pygame.display.flip() return 0
class Menu: #info bar stuff infobar_sprite = load_image('infobar.png') full_heart_sprite = load_image('100_heart.png') threequarters_heart_sprite = load_image('75_heart.png') half_heart_sprite = load_image('50_heart.png') onequarter_heart_sprite = load_image('25_heart.png') # weapons axe_sprite = load_image('axe.png') # Dialogue dialogue_sprite = load_image('dialoguebox.png') def __init__(self, playerObj, dungeonObj): self.dialogue = "" self.playerObj = playerObj self.dungeonObj = dungeonObj self.showText = False self.logger = logging.getLogger(__name__) self.logger.debug('Menu Initialized') def update(self): self.drawMenu() self.drawHearts() self.drawMap() if self.dialogue != "": self.logger.debug('Displaying dialogue: %s', self.dialogue) self.displayDialogue() def activateText(self): self.showText = True self.logger.debug('Activating menu') def displayDialogue(self): pygame.draw.rect( Display.DISPLAYSURF, Display.RED, pygame.Rect(0, Display.DIALOGUE_BOX_START, Display.SCREEN_WIDTH, Display.GAME_SCREEN_START)) Display.DISPLAYSURF.blit( self.dialogue_sprite, pygame.Rect(0, Display.DIALOGUE_BOX_START, Display.SCREEN_WIDTH, Display.GAME_SCREEN_START)) myfont = pygame.font.SysFont("monospace", 15) for x in range(0, len(self.dialogue), 61): text = myfont.render(self.dialogue[x:x + 61], 1, Display.WHITE) Display.DISPLAYSURF.blit( text, (15, Display.DIALOGUE_BOX_START + 10 + 15 * x // 61)) def drawMenu(self): Display.DISPLAYSURF.blit( self.infobar_sprite, pygame.Rect(0, 0, Display.SCREEN_WIDTH, Display.GAME_SCREEN_START)) self.drawHearts() Display.DISPLAYSURF.blit( self.axe_sprite, pygame.Rect(280, 18, Display.TILE_SIZE, Display.TILE_SIZE)) myfont = pygame.font.SysFont("monospace", 15) scoretext = myfont.render("Score = " + str(self.playerObj.score), 1, Display.RED) roomtext = myfont.render( "Room = " + str(self.dungeonObj.currRoomIndex), 1, Display.RED) healthtext = myfont.render("Health =" + str(self.playerObj.health), 1, Display.RED) Display.DISPLAYSURF.blit(scoretext, (450, 10)) Display.DISPLAYSURF.blit(roomtext, (450, 20)) Display.DISPLAYSURF.blit(healthtext, (450, 30)) def drawMap(self): currentRoom = self.dungeonObj.returnCurrentRoom() for room in self.dungeonObj.returnListRooms(): if room == currentRoom: pygame.draw.rect(Display.DISPLAYSURF, Display.YELLOW, (380 + room.x * 8, 40 + room.y * 8, 6, 6)) else: pygame.draw.rect(Display.DISPLAYSURF, Display.RED, (380 + room.x * 8, 40 + room.y * 8, 6, 6)) def drawHearts(self): healthBits = self.playerObj.health x = 0 y = 5 while healthBits > 0: if healthBits >= 4: Display.DISPLAYSURF.blit(self.full_heart_sprite, pygame.Rect(x * 29 + 5, y, 29, 24)) elif healthBits == 3: Display.DISPLAYSURF.blit(self.threequarters_heart_sprite, pygame.Rect(x * 29 + 5, y, 29, 24)) elif healthBits == 2: Display.DISPLAYSURF.blit(self.half_heart_sprite, pygame.Rect(x * 29 + 5, y, 29, 24)) elif healthBits == 1: Display.DISPLAYSURF.blit(self.onequarter_heart_sprite, pygame.Rect(x * 29 + 5, y, 29, 24)) else: return x += 1 healthBits -= 4
def __init__(self, name, i, j): pygame.sprite.Sprite.__init__(self) self.rect = pygame.Rect(32 * j, 32 * i, 32, 32) self.pos = (j, i) self.bullet_through = False self.image = load_image(TEXTURE_PATH, name)[0]