Beispiel #1
0
 def initializeAnimals(self, fx=5, rb=10, wl=10, br=10, ea=10):
     for z in range(rb):
         x = random.randint(0, self.size[0] - 1)
         y = random.randint(0, self.size[1] - 1)
         pos = (x, y)
         r = rabbit.Rabbit(pos, self)
     for a in range(fx):
         b = random.randint(0, self.size[0] - 1)
         c = random.randint(0, self.size[1] - 1)
         pos = (b, c)
         f = fox.Fox(pos, self)
     for m in range(fx):
         n = random.randint(0, self.size[0] - 1)
         o = random.randint(0, self.size[1] - 1)
         pos = (n, o)
         w = wolf.Wolf(pos, self)
     for m in range(br):
         n = random.randint(0, self.size[0] - 1)
         o = random.randint(0, self.size[1] - 1)
         pos = (n, o)
         b = bear.Bear(pos, self)
     for m in range(ea):
         n = random.randint(0, self.size[0] - 1)
         o = random.randint(0, self.size[1] - 1)
         pos = (n, o)
         ea = eagle.Eagle(pos, self)
Beispiel #2
0
    def __init__(self, file_path):
        self.starting_blocks = []
        self.starting_enemies = []
        self.starting_coins = []
        self.starting_powerups = []
        self.starting_flag = []
        self.starting_fires = []

        self.blocks = pygame.sprite.Group()
        self.enemies = pygame.sprite.Group()
        self.coins = pygame.sprite.Group()
        self.powerups = pygame.sprite.Group()
        self.flag = pygame.sprite.Group()
        self.fires = pygame.sprite.Group()

        self.active_sprites = pygame.sprite.Group()
        self.inactive_sprites = pygame.sprite.Group()

        with open(file_path, 'r') as f:
            data = f.read()

        map_data = json.loads(data)

        self.width = map_data['width'] * game.GRID_SIZE
        self.height = map_data['height'] * game.GRID_SIZE

        self.start_x = map_data['start'][0] * game.GRID_SIZE
        self.start_y = map_data['start'][1] * game.GRID_SIZE

        for item in map_data['blocks']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            img = game.block_images[item[2]]
            self.starting_blocks.append(block.Block(x, y, img))

        for item in map_data['fires']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_fires.append(fire.Fire(x, y, game.fire_img))

        for item in map_data['bears']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_enemies.append(bear.Bear(x, y, game.bear_images))

        for item in map_data['monsters']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_enemies.append(
                monster.Monster(x, y, game.monster_images))

        for item in map_data['coins']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_coins.append(coin.Coin(x, y, game.coin_img))

        for item in map_data['oneups']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_powerups.append(oneUp.OneUp(x, y, game.oneup_img))

        for item in map_data['hearts']:
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE
            self.starting_powerups.append(heart.Heart(x, y, game.heart_img))

        for i, item in enumerate(map_data['flag']):
            x, y = item[0] * game.GRID_SIZE, item[1] * game.GRID_SIZE

            if i == 0:
                img = game.flag_img
            else:
                img = game.flagpole_img

            self.starting_flag.append(flag.Flag(x, y, img))

        self.background_layer = pygame.Surface([self.width, self.height],
                                               pygame.SRCALPHA, 32)
        self.scenery_layer = pygame.Surface([self.width, self.height],
                                            pygame.SRCALPHA, 32)
        self.inactive_layer = pygame.Surface([self.width, self.height],
                                             pygame.SRCALPHA, 32)
        self.active_layer = pygame.Surface([self.width, self.height],
                                           pygame.SRCALPHA, 32)

        if map_data['background-color'] != "":
            self.background_layer.fill(map_data['background-color'])

        if map_data['background-img'] != "":
            background_img = pygame.image.load(
                map_data['background-img']).convert_alpha()

            if map_data['background-fill-y']:
                h = background_img.get_height()
                w = int(background_img.get_width() * game.HEIGHT / h)
                background_img = pygame.transform.scale(
                    background_img, (w, game.HEIGHT))

            if "top" in map_data['background-position']:
                start_y = 0
            elif "bottom" in map_data['background-position']:
                start_y = self.height - background_img.get_height()

            if map_data['background-repeat-x']:
                for x in range(0, self.width, background_img.get_width()):
                    self.background_layer.blit(background_img, [x, start_y])
            else:
                self.background_layer.blit(background_img, [0, start_y])

        if map_data['scenery-img'] != "":
            scenery_img = pygame.image.load(
                map_data['scenery-img']).convert_alpha()

            if map_data['scenery-fill-y']:
                h = scenery_img.get_height()
                w = int(scenery_img.get_width() * game.HEIGHT / h)
                scenery_img = pygame.transform.scale(scenery_img,
                                                     (w, game.HEIGHT))

            if "top" in map_data['scenery-position']:
                start_y = 0
            elif "bottom" in map_data['scenery-position']:
                start_y = self.height - scenery_img.get_height()

            if map_data['scenery-repeat-x']:
                for x in range(0, self.width, scenery_img.get_width()):
                    self.scenery_layer.blit(scenery_img, [x, start_y])
            else:
                self.scenery_layer.blit(scenery_img, [0, start_y])

        pygame.mixer.music.load(map_data['music'])

        self.gravity = map_data['gravity']
        self.terminal_velocity = map_data['terminal-velocity']

        self.completed = False

        self.blocks.add(self.starting_blocks)
        self.enemies.add(self.starting_enemies)
        self.coins.add(self.starting_coins)
        self.powerups.add(self.starting_powerups)
        self.flag.add(self.starting_flag)
        self.fires.add(self.starting_fires)

        self.active_sprites.add(self.coins, self.enemies, self.powerups,
                                self.fires)
        self.inactive_sprites.add(self.blocks, self.flag)

        # with this speed up blitting on slower computers?
        for s in self.active_sprites:
            s.image.convert()

        for s in self.inactive_sprites:
            s.image.convert()

        self.inactive_sprites.draw(self.inactive_layer)

        # is converting layers helpful at all?
        self.background_layer.convert()
        self.scenery_layer.convert()
        self.inactive_layer.convert()
        self.active_layer.convert()
Beispiel #3
0
    parser = argparse.ArgumentParser(description = 'Export Bear posts as Jekyll-compatible markdown')
    parser.add_argument('output', type = str,
                        help = 'directory to output to')
    parser.add_argument('--tag', type = str, action='append', help='Tag to export, you can specify multiple times. If no tags are specified all posts will be exported')
    parser.add_argument('--html', action = "store_true", help = "render as html")
    args = parser.parse_args()

    full_path = os.path.join(os.getcwd(), args.output)

    # Check directory exists
    if not os.path.isdir(full_path):
        print("The given output directory {} does not exist".format(full_path))
        sys.exit(1)

    # Open Bear database
    b = bear.Bear()

    # Check tags
    if args.tag:
        notes = []
        for tag in args.tag:
            t = b.tag_by_title(tag)
            if not t:
                print("The given tag '{}' does not exist - note they're case sensitive".format(tag))
                sys.exit(1)
            for note in t.notes():
                notes.append(note)
    else:
        notes = b.notes()

    # Iterate through all notes
Beispiel #4
0
def main():
    #random.seed(0)

    draw_api = draw.init()

    arctic = geometry.Arctic(HEXDEPTH)

    list_of_bears = []

    player_bear = bear.Bear((0, 0), 0, BLUE, INVLIGHTBLUE, 'M')
    player_bear.put_trail(arctic)
    player_bear.destination = (0, 0)
    list_of_bears.append(player_bear)

    another_bear = bear.Bear((1, 0), 1, RED, INVLIGHTRED, 'F')
    another_bear.put_trail(arctic)
    list_of_bears.append(another_bear)
    yet_another_bear = bear.Bear((4, 4), -1, RED, INVLIGHTRED, 'F')
    yet_another_bear.put_trail(arctic)
    list_of_bears.append(yet_another_bear)

    #print(draw.get_hex_distance(player_bear.position,another_bear.position))
    #print('{0:.2f}'.format(draw.get_hex_angle(player_bear.position,another_bear.position))+'°')

    fpsClock = pygame.time.Clock()

    redraw(draw_api, arctic, list_of_bears)

    set_purpose(arctic, list_of_bears)

    while True:
        for event in pygame.event.get():
            if event.type == pg.QUIT:
                pygame.quit()
                sys.exit()

            if event.type == pg.KEYDOWN:
                if (event.key == pg.K_UP):
                    co = -1
                    list_of_bears[0].destination = (0, 1)

                    animate(draw_api, arctic, list_of_bears, fpsClock, co=co)

                    arctic.move_forward()

                    for b in list_of_bears:
                        b.shift_forward()

                    move_bears(arctic, list_of_bears)
                    set_purpose(arctic, list_of_bears)
                    redraw(draw_api, arctic, list_of_bears)

                if (event.key == pg.K_RIGHT):
                    cr = 1

                    list_of_bears[0].turn_right()

                    animate(draw_api, arctic, list_of_bears, fpsClock, cr=cr)

                    arctic.turn_right()

                    for b in list_of_bears:
                        b.turn_left()
                        b.rotate_right()

                    move_bears(arctic, list_of_bears)
                    set_purpose(arctic, list_of_bears)
                    redraw(draw_api, arctic, list_of_bears)

                if (event.key == pg.K_LEFT):
                    cr = -1

                    list_of_bears[0].turn_left()

                    animate(draw_api, arctic, list_of_bears, fpsClock, cr=cr)

                    arctic.turn_left()

                    for b in list_of_bears:
                        b.turn_right()
                        b.rotate_left()

                    move_bears(arctic, list_of_bears)
                    set_purpose(arctic, list_of_bears)
                    redraw(draw_api, arctic, list_of_bears)

                if (event.key == pg.K_DOWN):
                    animate(draw_api, arctic, list_of_bears, fpsClock)

                    arctic.remain()

                    move_bears(arctic, list_of_bears)
                    set_purpose(arctic, list_of_bears)
                    redraw(draw_api, arctic, list_of_bears)

                if (event.key == pg.K_ESCAPE):
                    print(sys.getsizeof(draw_api.get_h_lookup))

        pygame.display.update()
Beispiel #5
0
def main():
    parser = argparse.ArgumentParser(
        description='Export Bear posts as Jekyll-compatible markdown')
    parser.add_argument('output', type=str, help='directory to output to')
    parser.add_argument(
        '--tag',
        type=str,
        action='append',
        help=
        'Tag to export, you can specify multiple times. If no tags are specified all posts will be exported'
    )
    args = parser.parse_args()

    full_path = os.path.join(os.getcwd(), args.output)

    # Check directory exists
    if not os.path.isdir(full_path):
        print("The given output directory {} does not exist".format(full_path))
        sys.exit(1)

    # Open Bear database
    b = bear.Bear()

    # Check tags
    if args.tag:
        notes = []
        for tag in args.tag:
            t = b.tag_by_title(tag)
            if not t:
                print(
                    "The given tag '{}' does not exist - note they're case sensitive"
                    .format(tag))
                sys.exit(1)
            for note in t.notes():
                notes.append(note)
    else:
        notes = b.notes()

    css = get_css()

    # Iterate through all notes
    for note in notes:
        # Create a suitable filename
        filename = title_to_filename(full_path, note.title) + '.html'

        # Write out the post
        with open(filename, 'w', encoding='utf8') as f:
            content = markdown.markdown(note.text,
                                        extensions=[
                                            ImageExtension(),
                                            'markdown.extensions.nl2br',
                                            'markdown.extensions.fenced_code'
                                        ])
            html = """<html>
    <head>
        <title>{}</title>
    </head>
    <body>
        <div class="note-wrapper">
        {}
        </div>
        <style>{}</style>
    </body>
</html>
""".format(note.title, content, css)
            f.write(html)

            # Images to copy
            for image in note.images():
                if image.exists():
                    # Figure out target path for image
                    target_path = os.path.join(full_path, image.uri)
                    # Make dir
                    os.makedirs(os.path.dirname(target_path), exist_ok=True)
                    # Copy file
                    shutil.copyfile(image.path, target_path)
Beispiel #6
0
def main():
    parser = argparse.ArgumentParser(
        description='Export Bear posts as Jekyll-compatible markdown')
    parser.add_argument('output', type=str, help='directory to output to')
    parser.add_argument(
        '--tag',
        type=str,
        action='append',
        help=
        'Tag to export, you can specify multiple times. If no tags are specified all posts will be exported'
    )
    parser.add_argument('--html', action="store_true", help="render as html")
    args = parser.parse_args()

    full_path = os.path.join(os.getcwd(), args.output)

    # Check directory exists
    if not os.path.isdir(full_path):
        print("The given output directory {} does not exist".format(full_path))
        sys.exit(1)

    # Open Bear database
    b = bear.Bear()

    # Check tags
    if args.tag:
        notes = []
        for tag in args.tag:
            t = b.tag_by_title(tag)
            if not t:
                print(
                    "The given tag '{}' does not exist - note they're case sensitive"
                    .format(tag))
                sys.exit(1)
            for note in t.notes():
                notes.append(note)
    else:
        notes = b.notes()

    # Iterate through all notes
    for note in notes:
        # Create a suitable filename
        filename = title_to_filename(full_path, note.title) + '.md'

        # Write out the post
        with open(filename, 'w', encoding='utf8') as f:

            f.write("""---
    title: {}
    date: {}
    tags: {}
    uuid: {}
    ---
    {}""".format(note.title, note.created.strftime('%Y-%m-%d %H:%M:%S +0000'),
                 ' '.join([t.title for t in note.tags()]), note.id, note.text))

            # Images to copy
            for image in note.images():
                if image.exists():
                    # Figure out target path for image
                    target_path = os.path.join(full_path, image.uri)
                    # Make dir
                    os.makedirs(os.path.dirname(target_path), exist_ok=True)
                    # Copy file
                    shutil.copyfile(image.path, target_path)