Beispiel #1
0
    def next_frame(self):

        while True:

            for x in range(self.width):

                w = (self.min_freq + x) / float(
                    self.cycles)  # pendulum frequency
                y_top = (cos(w * self.counter) + 1) * hex.HEX_SIZE / 2

                for y in range(hex.HEX_SIZE):
                    if self.up_down:
                        c = change_color(self.color, x * self.gradient /
                                         1500.0) if y < y_top else black()
                    else:
                        c = change_color(self.color, x * self.gradient /
                                         1500.0) if y > y_top else black()
                    h = x // hex.HEX_SIZE
                    hex_x = x % hex.HEX_SIZE

                    self.hexes.set_cell(
                        (h, hex_x - hex.HEX_OFFSET, y - hex.HEX_OFFSET),
                        dim_color(c, 0.5))

            self.counter += 1
            if self.counter % (int(2 * pi * self.cycles)) == 0:
                self.min_freq = up_or_down(self.min_freq, 1, 3, 10)
                self.gradient = up_or_down(self.gradient, 2, 5, 15)
                self.color = random_color_range(self.color, 0.007)
                self.up_down = not self.up_down

            yield self.speed  # random time set in init function
Beispiel #2
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 def __init__(self, hexmodel):
     self.name = "Seasons"
     self.hexes = hexmodel
     self.treespot = []  # List that holds branch cells
     self.leaves = []  # List that holds leaf objects
     self.sky_color = black()  # Set for each season
     self.ground_color = black()  # Set for each season
     self.treecolor = rgb_to_hsv((54, 0, 0))  # Dark brown
Beispiel #3
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    def next_frame(self):

        for i in range(0, 1000):  # number of steps per game

            # Calculate each hex's fate
            for cell in self.life_hexes.life_map:
                self.life_hexes.decide_fate(cell)

            # Push all at once the new fates into current state
            for cell in self.life_hexes.life_map:
                self.life_hexes.get(cell).push_state()

            # Draw the actual hexes, but only the ones in the display
            for cell in self.hexes.cellmap.keys():
                mapped_cell = self.life_hexes.get(cell)
                if mapped_cell:
                    color = self.on_color if mapped_cell.is_alive(
                    ) else self.off_color
                    self.hexes.set_cell(cell, color)

            # Slowly change the colors
            if helpfunc.one_in(10):
                self.on_color = change_color(self.on_color, 0.1)

            if helpfunc.one_in(5):
                if self.off_color != black():  # Black - keep as black
                    self.off_color = change_color(self.off_color, -0.05)

            yield self.speed  # random time set in init function
Beispiel #4
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def test_named_colors():
    for i in color_names:
        print(getattr(color, i)(i) + color.red('compare'))
        print(
            color.black(getattr(color, i + '_bg')(i + '_bg')) +
            color.red('compare'))
        print(getattr(color, i + '_hl')(i + '_hl') + color.red('compare'))
Beispiel #5
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def report(worklog, config):
    lines = []
    total = timedelta(seconds=0)
    rollup = dict()
    lines.append('{} {}'.format(
        color.bold('Worklog Report for'),
        color.purple(worklog.when.strftime('%F'), bold=True)))
    if len(worklog) == 0:
        lines.append('	no entries')
    else:
        for task, next_task in worklog.pairwise():
            if isinstance(task, GoHome):
                continue
            if isinstance(next_task, DummyRightNow):
                colorize_end_time = color.yellow
            else:
                colorize_end_time = color.green
            delta = next_task.start - task.start
            if task.include_in_rollup():
                total += delta
                if task.description not in rollup:
                    rollup[task.description] = delta
                else:
                    rollup[task.description] += delta
            if delta > timedelta():
                if not task.logged:
                    task.logged = False
                lines.append('	{:5s} {} {:5s} {}{!s:>7}{} {} {}  {}'.format(
                    color.green(task.start.strftime('%H:%M')),
                    color.black('-', intense=True),
                    colorize_end_time(next_task.start.strftime('%H:%M')),
                    color.black('(', intense=True),
                    Duration(delta).colorized(),
                    color.black(')', intense=True), {
                        True: color.green('*'),
                        False: color.red('*')
                    }[task.logged], task.ticket, task.description))

        lines.append('\n	{!s:>7}  {}'.format(
            Duration(total).colorized(underline=True),
            color.colorize('TOTAL', bold=True, underline=True)))
        for key in sorted(rollup.keys()):
            lines.append('	{!s:>7}  {}'.format(
                Duration(rollup[key]).colorized(), color.bold(key)))
        print('\n'.join(lines))
Beispiel #6
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    def __init__(self, hexmodel):
        self.name = "Game of Life"
        self.hexes = hexmodel  # Actual visualized hexes
        self.life_hexes = self.create_life_model(size=8)  # Virtual life hexes
        self.speed = 0.2 + (random() * 2)
        self.on_color = random_color()

        # Most of the time set the background to black
        # Some of the time choose a colored background
        self.off_color = black()
Beispiel #7
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 def __init__(self, hexmodel):
     self.name = "Driving"
     self.hexes = hexmodel
     self.stuffs = []  # List that holds stuffs objects
     self.sky_color = black()  # Set for each season
     self.ground_color = rgb_to_hsv((255, 255, 0))  # Set for each season
     self.cars_speed = 1.0  # How fast the scene moves
     self.clock = 0
     self.scene = 0
     self.max_scene = 6
Beispiel #8
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 def __init__(self, hexmodel):
     self.name = "Volcano"
     self.hexes = hexmodel
     self.rocks = []  # List that holds rocks
     self.rock_intense = [randint(3, 8) for _ in helpfunc.all_hexes()
                          ]  # Lower = more rocks
     self.lava_color = random_color(reds=True)
     self.volcano_color = rgb_to_hsv((100, 100, 100))  # Grey: (x,x,x)
     self.background_color = black()
     self.speed = 0.05 * randint(1, 5)
     self.clock = 0
Beispiel #9
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 def set_black(self):
     self.set_color(color_func.black())
Beispiel #10
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 def __init__(self, x, y):
     self.x, self.y = x, y
     self.s, self.led = self.get_led()
     self.curr_frame = color_func.almost_black()
     self.next_frame = color_func.black()
     self.interp_frame = color_func.black()
Beispiel #11
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 def __init__(self, hexmodel, h):
     super(Bird, self).__init__(hexmodel, h)
     self.y_coord = randint(-6, 6)
     self.color = black()
     self.x_dir = randint(-1, 1)
     self.y_dir = randint(-1, 1)
Beispiel #12
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 def __init__(self, h, x, y):
     self.h, self.x, self.y = h, x, y  # h = hex number = strip = universe
     self.led = self.get_led()
     self.curr_frame = color_func.almost_black()
     self.next_frame = color_func.black()
     self.interp_frame = color_func.black()