def __init__(self, width=640, height=480): ''' Description: The main controller class that handles the images Parameters: self, width, height - self is the default class parameter, width is the screen width, height is the screen height Return:none ''' pygame.init() self.width = width self.height = height self.screen = pygame.display.set_mode((self.width,self.height)) self.background = pygame.Surface(self.screen.get_size()).convert() self.textfont = pygame.font.SysFont("helvetica", 15) self.titlefont = pygame.font.SysFont("helvetica", 90) self.startRect = pygame.Rect(180,320,80,30) self.quitRect = pygame.Rect(380,320,80,30) self.cannon = cannon.Cannon(0, 420, "cannon.jpg") self.castle = castle.Castle(450, 310, "castle.png") self.rock = rock.Rock(105,420, "rocky.jpg") self.castlerect = self.castle.rect self.cannonSprite = pygame.sprite.Group(self.cannon) ##Used for drawing the cannon sprite self.castleSprite = pygame.sprite.Group(self.castle) ##Used for drawing the castle sprite self.rockSprite = pygame.sprite.Group(self.rock) ##Used for drawing the rock sprite self.shot = 0 self.angle = 0 self.velocity = 0 self.ixvelocity =0 self.iyvelocity = 0 self.rocktime = 0 self.bullets = 5
def __init__(self, width, height): self.width = width self.height = height self.bullet = bullet.Bullet(self.width / 2, self.height / 2, self.width, self.height) self.cannon = cannon.Cannon(self.width, self.height, self.width / 2, self.height / 2) self.wall = wall.Wall(self.width, self.height, self.width / 2, self.height / 2)
def handle_events(): global curCannonPrepareTime events = get_events() for event in events: spearRespawnButton.handleEvent(event, coin) axeRespawnButton.handleEvent(event, coin) swordRespawnButton.handleEvent(event, coin) if event.type == SDL_QUIT: gameFramework.running = False elif event.type == SDL_MOUSEMOTION: camera.handleEvent(event.x) elif event.type == SDL_KEYDOWN: if event.key == SDLK_ESCAPE: gameFramework.change_state(titleState) elif event.key == SDLK_SPACE: if curCannonPrepareTime <= 0.0: for i in range(4): worldObjManager.addObject(cannon.Cannon(), 3) curCannonPrepareTime = cannonPrepareTime
def enter(): global allyBase, enemyBase global coin, spearRespawnButton, axeRespawnButton, swordRespawnButton global font global oldScroll worldObjManager.deleteAllObjects() camera.enter() tempCannon = cannon.Cannon() del (tempCannon) # fourth type is base type True: ally allyBase = AllyBase("base\\allyBase.png", 200, 150) enemyBase = EnemyBase("base\\enemyBase.png", camera.backgroundImage.w - 200, 150) coin = GUI.Coin() spearRespawnButton = GUI.SpearmanRespawnButton() axeRespawnButton = GUI.AxemanRespawnButton() swordRespawnButton = GUI.SwordmanRespawnButton() worldObjManager.addObject(allyBase, 0) worldObjManager.addObject(enemyBase, 0) oldScroll = GUI.OldScroll() font = load_font('textfile\\Sofija.TTF', 25)
def __init__(self, _color, _width, _height): print("Creating new Tank...") super().__init__() self.image = pygame.Surface([_width, _height]) self.image.fill(_color) self.rect = self.image.get_rect() self.myHealthBar = healthBar.HealthBar() self.myHealthBar.setPos(2, 2) self.myBombBar = bombBar.BombBar() self.myBombBar.setPos(2, 10) self.myFuelBar = fuelBar.FuelBar() self.myFuelBar.setPos(2, 20) self.myChargeBar = chargeBar.ChargeBar() self.myCannon = cannon.Cannon(_color, (10, 2)) self.active_group = pygame.sprite.Group()
from levels import Level import pymunk as pm import math import physics from pig import Pig import cannon # Init pygame.init() window = pygame.display.set_mode((contants.WIDTH, contants.HEIGHT)) clock = pygame.time.Clock() Background = background.Background("images\\background.png") SlingShot = slingShot.SlingShot() Physics = physics.Physics() Cannon = cannon.Cannon() Running = True ParabolaList = [] birds = [] pigs = [] redbird = pygame.image.load("images\\red-bird3.png").convert_alpha() pigImage = pygame.image.load("images\\rsz_pig_failed.png").convert_alpha() space = pm.Space() space.gravity = (0.0, -982) physics.Polygon.create_ground(space)
screen_width = 500 screen_height = 150 screen = pygame.display.set_mode((screen_width,screen_height)) screen.fill(BLACK) canPlay = True clock = pygame.time.Clock() myHealthBar = healthBar.HealthBar() myBombBar = bombBar.BombBar() myFuelBar = fuelBar.FuelBar() myChargeBar = chargeBar.ChargeBar() myChargeBar.addHealthCharge() myChargeBar.addBombCharge() myChargeBar.addFuelCharge() myCannon = cannon.Cannon(GREEN, (10,2)) myCannon.setPos(100,100) group = pygame.sprite.Group() group.add(myCannon) myHealthBar.setPos(2,2) myBombBar.setPos(2,10) myFuelBar.setPos(2,20) hasShoot = False while canPlay: for event in pygame.event.get(): if event.type == pygame.QUIT: canPlay = False elif event.type == pygame.KEYDOWN:
trigLoop = gameFileIO.drawLeaderboard( ldrSurf, screen, ldrEl, heading) if trigLoop: ldrBoardSetup = False menuLoop = mainMenu if activeLoop == game: if gameSetup == False: gameData[0] += 1 gameSurf = pygame.Surface(size) hudElements = hud.createHUD(gameData, gameSurf, size) # Create Objects and Object containers cann = cannon.Cannon(size, gameSurf) collisions = [] groundImpacts = [ ] # track seperately to allow seperate animations asteroids = [] startDayFrame = frameTag # load assets background = pygame.image.load("assets/gameBackground.png") score = 0 # right now score is reset, will change when load game feature implemented oldScore = 0 gameSetup = True betweenDays = False try:
import camera import cannon import numpy as np import time dart_cannon = cannon.Cannon() cam = camera.CameraTracker( 0, np.matrix([[700., 0., 640. / 2.], [0., 700., 480 / 2.], [0., 0., 1.]])) pan, tilt, _ = cam.wait_for_event() print "Pan: {}, tilt: {}".format(np.rad2deg(pan), np.rad2deg(tilt)) dart_cannon.set_pan_tilt(np.rad2deg(pan), 0.) time.sleep(0.25) dart_cannon.fire()
import numpy as np import random import time import cv2 import math import cannon as cn if __name__ == "__main__": #creates a bunch of jpgs that can be made into a git k = cn.Cannon() img = np.zeros([28,28,3]) length = 20 x, y = k.generate_28x28(1, length) for i in xrange(length/2): img[:,:,0] = x[0,i*2,:].reshape(28,28) img[:,:,1] = x[0,i*2,:].reshape(28,28) img[:,:,2] = x[0,i*2,:].reshape(28,28) cv2.imwrite(str(i).zfill(3) + '.jpg', img*255) cv2.imshow('image', img) cv2.waitKey(0) cv2.destroyAllWindows()