Beispiel #1
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 def _create_steady_rain(self, row_number, drop_number):
     rain = Drop(self)
     rain_width, rain_height = rain.rect.size
     rain.x = rain_width * drop_number
     rain.rect.x = rain.x
     rain.rect.y = rain_height * row_number
     self.drops.add(rain)
Beispiel #2
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    def update(cls, screen, survivor):
        del_zmbs = set()
        for zmb in cls.instances:
            if zmb.health <= 0.:
                Drop.spawn(zmb.pos)
                del_zmbs.add(zmb)
                stats["Zombies Killed"] += 1
                continue

            screen.blit(zmb.img, zmb.pos)
            zmb.health_bar(surface=screen)  # Health bar with rounded edges
            if Options.debug:
                for tile in zmb.path:
                    pygame.draw.circle(screen, zmb.path_colour,
                                       tile.get_centre(), Tile.length // 3)

            zmb_to_survivor_dist = (survivor.pos - zmb.pos).magnitude()

            if zmb_to_survivor_dist <= cls.attack_range:
                survivor.health -= 0.4

            if zmb.to is not None:  # if the zombie is not next to the player
                angle = angle_between(*zmb.pos, *(zmb.to + zmb.vel))
                if zmb.pos == zmb.to:  # If the zombie is directly on a tile
                    zmb.to = None  # Trigger A-Star, not run between tiles for performance
                else:
                    if "freeze" not in Drop.actives:
                        zmb.pos += zmb.vel
                if zmb.direction != angle:  # New direction, frame after a turn
                    zmb.rotate(angle)

            if zmb.to is None and zmb_to_survivor_dist > Tile.length:
                AStar(zmb, survivor).solve()
        cls.instances -= del_zmbs
Beispiel #3
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def create_drop(d_settings, screen, drops, drop_number, row_number):
    """Создаёт каплю и размещает её в ряду."""
    drop = Drop(d_settings, screen)
    drop_width = drop.rect.width
    drop.x = drop_width + 2 * drop_width * drop_number
    drop.rect.x = drop.x
    drop.rect.y = drop.rect.height + 2 * drop.rect.height * row_number
    drops.add(drop)
Beispiel #4
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def create_drop(ai_settings, screen, drops, drop_number, row_number):
    """Создание капли и размещение её в ряду"""
    drop = Drop(ai_settings, screen)
    drop_width = drop.rect.width
    drop.x = drop_width + 2 * drop_width * drop_number
    drop.rect.x = drop.x
    drop.rect.y = drop.rect.height + 2 * drop.rect.height * row_number
    drops.add(drop)
def create_drop(ai_settings, screen, drops, drop_number):
    drop = Drop(ai_settings, screen)
    drop_width = drop.rect.width
    randomx = randint(-drop_width, drop_width)
    drop.x = drop_width + 2 * drop_width * drop_number + randomx
    drop.rect.top = -2 * drop.rect.height
    drop.rect.x = drop.x
    drops.add(drop)
Beispiel #6
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 def set(self, key, value, expiry=0, parent_key=None):
     print 'inside of set function'
     d = Drop(key=key)
     d.set(value, expiry)
     if parent_key:
         d.parent_key = parent_key
     self.reservoir[key] = d
     self.add_to_replication_replay_logs('SET', d)
     return True
Beispiel #7
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 def set(self, key, value, expiry=0, parent_key=None):
     print 'inside of set function'
     d = Drop(key=key)
     d.set(value, expiry)
     if parent_key:
         d.parent_key = parent_key
     self.reservoir[key] = d
     self.add_to_replication_replay_logs('SET', d)
     return True
Beispiel #8
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def create_row_drops(ai_settings, screen, drops, row_number):
    drop = Drop(ai_settings, screen)
    number_drops_x = get_number_drops(ai_settings, drop.rect.width)
    for drop_number in range(number_drops_x):
        drop = Drop(ai_settings, screen)
        drop_width = drop.rect.width
        drop.x = drop_width + 2 * drop_width * drop_number
        drop.rect.x = drop.x
        drop.rect.y = 0
        drops.add(drop)
def create_raindrops(screen, number_rows, number_drops, drops):
    """Generate all raindrops."""
    for row in range(number_rows):
        for drop_num in range(number_drops):
            # Create new instance of Drop
            drop = Drop(screen)
            drop_width = drop.rect.width
            drop.x = drop_width + (2 * drop_width * drop_num)
            drop.rect.x = drop.x
            drop.rect.y = drop.rect.height + (2 * drop.rect.height * row)
            drops.add(drop)
def run_game():
    """Run raindrop game."""
    # Initialize game
    pygame.init()
    # Create window
    screen = pygame.display.set_mode((1200, 800))
    # Add caption to window
    pygame.display.set_caption('Raindrop Game')
    # Create collection of Drop sprites
    drops = Group()

    # Create a single drop
    drop = Drop(screen)
    drop_width = drop.rect.width
    drop_height = drop.rect.height

    # Available room for drops width wise
    available_space_x = 1200 - (drop_width * 2)
    # How many stars can fit width-wise on screen
    number_drops = int(available_space_x / (2 * drop_width))
    # Available space for rows of stars
    available_space_y = (800 - drop_height)
    number_rows = int(available_space_y / (2 * drop_height))

    gf.create_raindrops(screen, number_rows, number_drops, drops)

    # Game loop
    while True:
        gf.check_events()
        gf.rain_drops(screen, drops)
        gf.update_screen(screen, drops)
Beispiel #11
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def create_one(my_settings, screen, drops):
	#创建一行雨滴
	drop = Drop(my_settings, screen)
	drop_width = drop.rect.width
	number_drops_x = get_number_drops_x(my_settings, drop_width)
	for drop_number in range(number_drops_x):
		create_one_drop(my_settings, screen, drops, drop_number)
Beispiel #12
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def main_loop(survivor, clock):
    total_frames = 0
    while survivor.health > 0:
        Tile.draw_all(display)
        interaction(display, survivor)
        Zombie.spawn(display, total_frames, survivor)
        survivor.movement()
        text(display, survivor.health, Zombie.left_round + len(Zombie.instances),
             clock.get_fps(), Zombie.level, survivor.ammo, Drop.actives)
        Bullet.update(display)
        survivor.draw(display)
        Zombie.update(display, survivor)
        PickUp.update(display, survivor, total_frames)
        Drop.update(display, survivor)
        clock.tick(Options.fps)
        pygame.display.flip()
        total_frames += 1
Beispiel #13
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def update_edge_drops(d_settings, screen, drops, deleted_storage_drops):
    for drop in drops:
        if drop.rect.top >= 800:
            deleted_storage_drops.append(drop)
            drops.remove(drop)

            number_drops_x = get_number_drops_x(d_settings, drop.rect.width)

            if len(deleted_storage_drops) == number_drops_x:
                for drop_number in range(number_drops_x):
                    # Создание капли и размещение ёё в ряду.
                    drop = Drop(d_settings, screen)
                    drop_width = drop.rect.width
                    drop.x = drop_width + 2 * drop_width * drop_number
                    drop.rect.x = drop.x
                    drops.add(drop)
                del deleted_storage_drops[:]
    print(len(drops))
Beispiel #14
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def create_grid(rd_settings, screen, drops):
    """Create a full grid of drops."""
    drop = Drop(rd_settings, screen)
    number_drops_x = get_number_drops_x(rd_settings, drop.rect.width)
    number_rows = get_number_rows(rd_settings, drop.rect.height)

    # Create the grid of drops.
    for row_number in range(number_rows):
        for drop_number in range(number_drops_x):
            create_drop(rd_settings, screen, drops, drop_number, row_number)
Beispiel #15
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def create_rain(ai_settings, screen, drops):
    """Создаёт дождь капель"""
    # Создание капли и вычисление количества капель в ряду
    drop = Drop(ai_settings, screen)
    number_drops_x = get_number_drops(ai_settings, drop.rect.width)
    number_rows = get_number_rows(ai_settings, drop.rect.height)
    # Создание капель
    for row_number in range(number_rows):
        for drop_number in range(number_drops_x):
            create_drop(ai_settings, screen, drops, drop_number, row_number)
def get_operation_for_table(cnx, table_name):
    """
        Valid operations:
        - truncate
        - erode_by_
        - drop
    """
    target = []

    # The highest precedence
    erodes = Erode.get_all(cnx, table_name)
    for erode_operation in erodes:
        target.append(erode_operation)

    if Truncate.is_required(cnx, table_name):
        target.append(Truncate(cnx=cnx, table_name=table_name))

    # The lowest precedence
    if Drop.is_required(cnx, table_name):
        target.append(Drop(cnx=cnx, table_name=table_name))

    if Noop.is_required(cnx, table_name):
        target.append(Noop(cnx=cnx, table_name=table_name))

    # This is costly to calculate, so we only do it if there is no previous operations
    if len(target) == 0:
        ops = get_parent_ops(cnx, table_name)
        for parent_operation in ops:
            target.append(parent_operation)

    # We can reduce all the operations to a subset of only the required. e.g. Drop  + Truncate = Drop
    if len(target):
        target = reduce(add_operations, target)
        if not isinstance(target, tuple):
            target = (target, )

    # We can make this a FailOperation
    if len(target) == 0:
        raise OperationError(
            "Error at: {}. Every table must have at least one operation".
            format(table_name))

    return target
Beispiel #17
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def create_drops(my_settings, screen, drops):
	#创建雨滴,等于先创建一个个实例
	
	drop = Drop(my_settings, screen)
	drop_width = drop.rect.width
	drop_height = drop.rect.height
	number_drops_x = get_number_drops_x(my_settings, drop_width)
	number_drops_y = get_number_drops_y(my_settings, drop_height)
	for drop_rows in range(number_drops_y): 
		for drop_number in range(number_drops_x):
			create_drop(my_settings, screen, drops, drop_number, drop_rows)
Beispiel #18
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def create_fleet(d_settings, screen, drops):
    """Создаёт ряд капель."""
    # Создание каплю и вычисление количества капель в ряду.
    drop = Drop(d_settings, screen)
    number_drops_x = get_number_drops_x(d_settings, drop.rect.width)
    number_rows = get_number_rows(d_settings, drop.rect.height)

    # Создание первого ряда капель.
    for row_number in range(number_rows):
        for drop_number in range(number_drops_x):
            # Создание капли и размещение ёё в ряду.
            create_drop(d_settings, screen, drops, drop_number, row_number)
Beispiel #19
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    def _create_rain(self):
        rain = Drop(self)
        rain_width, rain_height = rain.rect.size
        avalible_space_x = self.screen_width
        number_drop = avalible_space_x // (rain_width)

        avalible_space_y = self.screen_height
        number_rows = avalible_space_y // (rain_height)

        for row_number in range(number_rows):
            for drop_number in range(number_drop):
                self._create_steady_rain(row_number, drop_number)
Beispiel #20
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def create_drop(rd_settings, screen, drops, drop_number, row_number):
    """
	Create a drop, then set its position in a grid
	based upon drop # and row # parameters. Then, 
	add the drop to the drop-group.
	"""
    drop = Drop(rd_settings, screen)
    drop_width = drop.rect.width
    drop_height = drop.rect.height

    # Calculate drop positions
    drop.rect.x = drop_width + 2 * drop_width * drop_number
    drop.rect.y = drop_height + 2 * drop_height * row_number
    drops.add(drop)
Beispiel #21
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def run_rain():
    """Initialize rain simulator, settings and loop"""
    pygame.init()

    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption('Rain Simulation')

    drops = [Drop(ai_settings, screen)]

    while True:
        sf.check_events()
        pygame.mouse.set_visible(False)
        sf.update_fleet(ai_settings, screen, drops)
        sf.update_screen(ai_settings, screen, drops)
def get_operation_for_table(cnx, table_name):
    """
        Valid operations:
        - truncate
        - erode_by_
        - drop
    """
    target = []

    # The highest precedence
    erodes = Erode.get_all(cnx, table_name)
    for erode_operation in erodes:
        target.append(erode_operation)

    if Truncate.is_required(cnx, table_name):
        target.append(Truncate(cnx=cnx, table_name=table_name))

    # The lowest precedence
    if Drop.is_required(cnx, table_name):
        target.append(Drop(cnx=cnx, table_name=table_name))

    if Noop.is_required(cnx, table_name):
        target.append(Noop(cnx=cnx, table_name=table_name))

    # This is costly to calculate, so we only do it if there is no previous operations
    if len(target) == 0:
        ops = get_parent_ops(cnx, table_name)
        for parent_operation in ops:
            target.append(parent_operation)

    # We can reduce all the operations to a subset of only the required. e.g. Drop  + Truncate = Drop
    if len(target):
        target = reduce(add_operations, target)
        if not isinstance(target, tuple):
            target = (target,)

    # We can make this a FailOperation
    if len(target) == 0:
        raise OperationError("Error at: {}. Every table must have at least one operation".format(table_name))

    return target
Beispiel #23
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def run():
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.width, ai_settings.height))
    pygame.display.set_caption("Purple Rain")

    drops = Group()

    for i in range(501):
        new_drop = Drop(screen, ai_settings)
        drops.add(new_drop)

    while True:
        for event in pygame.event.get():
            ai_settings.check_events(event)

        screen.fill(ai_settings.bg_color)

        for d in drops:
            d.show()
            d.update()

        pygame.display.flip()
Beispiel #24
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def learn():

    #Initialise learning variables & Q-table
    learning_rate = 0.1
    DISCOUNT = 0.9
    EPISODES = 75
    q_table = np.random.uniform(low = 4000, high = 5000, size =(64, 3))

    #Set max distance & reward sum, used to find average reward
    stop = 5000
    reward_sum = 0

    for i in range(EPISODES):
        #Remove display for training, initialise pygame
        os.environ['SDL_VIDEODRIVER'] = 'dummy'
        pygame.init()
        win = pygame.display.set_mode((500,500))
        pygame.display.set_caption('Make It Rain')

        #Initialise variables of man
        x = 210
        y = 450
        width = 30
        height = 30
        vel = 5

        #Initialise variables of drops
        rate = 100
        vel_rain = 1
        count = 0
        drops = []

        #Q-learning loop variables
        reward = 0
        state_list = []

        run = True

        while run:
            #Check to see if window has been closed
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

            #Generate rain drops
            if count%rate == 0:
                size = random.randint(5,20)
                new_drop = Drop(random.randint(0,490), 0, size, size, vel_rain)
                drops.append(new_drop)
                count += 1
                if rate > 75:
                    rate -= 1
            else:
                count += 1

            #View enviroment & choose best action based on current view state & Q-table values
            vision = view(x,y,width,drops)
            action = np.argmax(q_table[vision])

            #Set list of states ordered by the last time they were present
            if vision not in state_list:
                state_list.insert(0,vision)
            else:
                state_list.remove(vision)
                state_list.insert(0,vision)

            #Take action
            if action == 0 and x > 0:
                x -= vel
            if action == 1 and x <460:
                x += vel

            #Code for human play
            """
            pygame.time.delay(5)
            keys = pygame.key.get_pressed()

            if keys[pygame.K_LEFT] and x > 0:
                x -= vel
            if keys[pygame.K_RIGHT] and x <470:
                x += vel
            if keys[pygame.K_UP] and y > 0:
                y -= vel
            if keys[pygame.K_DOWN] and y < 460:
                y += vel

            """
            
            #Check for collision between man and rain drops
            for drop in drops:
                drop.fall()
                if (x + width >= drop.get_x() and x <= drop.get_x() + drop.get_width()) and (y + height >= drop.get_y() and y <= drop.get_y() + drop.get_height()):
                    for drop_stop in drops:
                        drop_stop.set_velocity(0)
                    vel = 0
                    run = False
                    break

            #Clear window. Redraw man. Redraw drops. Update display
            win.fill((0,0,0))
            pygame.draw.rect(win, (255, 255, 255), (x,y,width,height))
            for drop in drops:
                pygame.draw.rect(win, (0, 0, 255), (drop.get_x(),drop.get_y(),drop.get_width(),drop.get_height()))
            pygame.display.update()

            #Increment reward
            reward +=1

            #Stop game if end has been reached
            if reward >= stop:
                run = False
            
        #pygame.quit()

        #discount variable
        this_discount = 1

        #Loop through states of previous game, update q-table based on reward of previous game
        for state in state_list:
            q_table[state][np.argmax(q_table[state])] = (1-(learning_rate*this_discount))*(q_table[state][np.argmax(q_table[state])])+((learning_rate*this_discount)*reward)

            #Decrement discount
            this_discount = this_discount*DISCOUNT
        
        #Change learning rate based on average reward over 50 games
        if i%50==49:

          print("Average reward: " + str(reward_sum/50))

          if (reward_sum/50)>2500 and (reward_sum/50) <= 3250:
            learning_rate = 0.08
          elif (reward_sum/50)>3250 and (reward_sum/50) <= 4000:
            learning_rate = 0.04
          elif (reward_sum/50)>4000 and (reward_sum/50) <= 4500:
            learning_rate = 0.03
          elif (reward_sum/50) > 4500:
            learning_rate = 0.02
            stop += 1000
          elif (reward_sum/50) < 2500 and (reward_sum/50) >= 2000:
            learning_rate = 0.1
          elif (reward_sum/50) < 2000 and (reward_sum/50) >= 1500:
            learning_rate = 0.15
          elif (reward_sum/50) < 1500:
            learning_rate = 0.2
          
          print("New learning rate: " + str(learning_rate))

          reward_sum = 0
          reward_sum+=reward
        else:
          reward_sum += reward

    #Export Q-table to CSV file
    q_table_final = asarray(q_table)
    savetxt('q_table_new.csv', q_table_final, delimiter=',')
Beispiel #25
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def init_drop_objects(screenWidth, number=300):
    drops = []
    for i in range(number):
        newDrop = Drop(screenWidth)
        drops.append(newDrop)
    return drops
Beispiel #26
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 def drop_balls(self):
     for x in range(self.__num_of_balls):
         new_drop = Drop(x, self.__levels)
         new_drop.start_drop()
         self.__ball_drop.append(new_drop)
def create_drops(ai_settings, screen, drops):
    drop = Drop(ai_settings, screen)
    number_drops_x = get_number_drops_x(ai_settings, drop.rect.width)
    #print(str(number_drops_x))
    for drop_number in range(number_drops_x):
        create_drop(ai_settings, screen, drops, drop_number)
Beispiel #28
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def _simulate_single_step(state):
    """Run a single step of the simulation on `state`, returning the next state."""
    # Recover the important parts of our state.
    geo = state['geo']
    points = state['points']
    steps_completed = state['steps_completed']
    settings = state['settings']

    PLANE_SHAPE = settings['PLANE_SHAPE']
    DROP_RADIUS = settings['DROP_RADIUS']
    STEM_RADIUS = settings['STEM_RADIUS']
    STEM_STICK_PROBABILITY = settings['STEM_STICK_PROBABILITY']
    GROUND_STICK_PROBABILITY = settings['GROUND_STICK_PROBABILITY']
    OLD_GENOME_BIAS = settings['OLD_GENOME_BIAS']
    MELT_INTERVAL = settings['MELT_INTERVAL']
    INTERACTIVE_MODE = settings['INTERACTIVE_MODE']
    PERIODIC_BOUNDARY = settings['PERIODIC_BOUNDARY']
    BOUNCE_DISTANCE = settings['BOUNCE_DISTANCE']

    # We're constantly removing and adding to our kdtree, so rebalance it every
    # so often for efficiency.
    if len(points
           ) != 0 and steps_completed % 600 == 0 and geo.data is not None:
        geo = geo.rebalance()

    # In interactive fast mode we draw the state every so often.
    if settings['INTERACTIVE_FAST_MODE'] and len(points) != 0:
        if steps_completed % settings['INTERACTIVE_FAST_INTERVAL'] == 0:
            visualize_state(state)

    # Create a new drop in the plane.
    drop_coord = random_coord(PLANE_SHAPE)

    drop_artist = None
    if settings['INTERACTIVE_MODE']:
        drop_artist = visualize_drop_active(drop_coord, settings)

    # The drop can keep bouncing as long as it intersects a stem
    # and hasn't stuck yet. The bounce probability is determined
    # by bounce_probability(bounce_count).
    drop_stuck = False
    bounce_count = 0
    while not drop_stuck:
        # Check intersection with any stem.
        drop_stem_intersect = False

        # Search the tree for any drop intersections.
        intersections = geo.search_nn_dist(drop_coord,
                                           (DROP_RADIUS + STEM_RADIUS) *
                                           (DROP_RADIUS + STEM_RADIUS))
        if settings['PERIODIC_BOUNDARY']:
            phantom_drops = [(drop_coord[0] + 2, drop_coord[1]),
                             (drop_coord[0] - 2, drop_coord[1]),
                             (drop_coord[0], drop_coord[1] + 2),
                             (drop_coord[0], drop_coord[1] - 2),
                             (drop_coord[0] + 2, drop_coord[1] + 2),
                             (drop_coord[0] + 2, drop_coord[1] - 2),
                             (drop_coord[0] - 2, drop_coord[1] + 2),
                             (drop_coord[0] - 2, drop_coord[1] - 2)]
            for phantom_drop in phantom_drops:
                intersections.extend(
                    geo.search_nn_dist(phantom_drop,
                                       (DROP_RADIUS + STEM_RADIUS) *
                                       (DROP_RADIUS + STEM_RADIUS)))

        if intersections:
            # The drop has intersected with some other drops that are already there.
            # Find the drop that is the highest up.
            highest_point_height = None
            highest_point = None
            highest_point_id = None
            for node in intersections:
                point_id = node.ident
                point = points[point_id]

                assert node == point['coord']

                intersection_height = point['height']
                if highest_point_height is None or intersection_height > highest_point_height:
                    highest_point_height = intersection_height
                    highest_point = point
                    highest_point_id = point_id
            drop_stem_intersect = True

        # Check if the drop bounces.
        if drop_stem_intersect and random_real() <= bounce_probability(
                bounce_count):
            assert highest_point is not None
            if settings['INTERACTIVE_MODE']:
                unvisualize_drop(drop_artist)
            # The drop bounces.
            bounce_count += 1
            bounce_angle = random_theta()
            bounce_offset = polar_to_cartesian(BOUNCE_DISTANCE, bounce_angle)

            # For periodic boundary conditions we roll over from the edges of the boundary.
            if PERIODIC_BOUNDARY:
                assert PLANE_SHAPE == SQUARE
                drop_coord = [
                    highest_point['coord'][0] + bounce_offset[0],
                    highest_point['coord'][1] + bounce_offset[1]
                ]
                if drop_coord[0] > 1:
                    drop_coord[0] -= 2
                if drop_coord[1] > 1:
                    drop_coord[1] -= 2
                if drop_coord[0] < -1:
                    drop_coord[0] += 2
                if drop_coord[1] < -1:
                    drop_coord[1] += 2
                drop_coord = tuple(drop_coord)
            else:
                drop_coord = (highest_point['coord'][0] + bounce_offset[0],
                              highest_point['coord'][1] + bounce_offset[1])

            if INTERACTIVE_MODE:
                drop_artist = visualize_drop_bounce(drop_coord)
        else:
            # The drop does not bounce.
            drop_stuck = True
            if drop_stem_intersect:
                # The drop has landed on top of an existing stem. Replace
                # the top of the stem with the new drop.
                if random_real() <= STEM_STICK_PROBABILITY:
                    if INTERACTIVE_MODE:
                        unvisualize_drop(drop_artist)
                        drop_artist = visualize_drop(drop_coord)
                        unvisualize_drop(highest_point['artist'])
                    geo = geo.remove(highest_point['coord'])
                    assert drop_coord is not None
                    new_coord = ((OLD_GENOME_BIAS * highest_point['coord'][0] +
                                  drop_coord[0]) / (1 + OLD_GENOME_BIAS),
                                 (OLD_GENOME_BIAS * highest_point['coord'][1] +
                                  drop_coord[1]) / (1 + OLD_GENOME_BIAS))
                    geo.add(Drop(new_coord, ident=steps_completed))
                    new_height = highest_point['height'] + 1 + settings[
                        'BOUNCE_HEIGHT_ADDITION']
                    points[steps_completed] = {
                        'height': new_height,
                        'artist': drop_artist,
                        'coord': new_coord
                    }
            else:
                # The drop has landed outside of any stem. Simply add
                # it as a new stem.
                if random_real() <= GROUND_STICK_PROBABILITY:
                    # Create a new stem for this drop.
                    if INTERACTIVE_MODE:
                        unvisualize_drop(drop_artist)
                        drop_artist = visualize_drop(drop_coord)
                    assert drop_coord is not None
                    geo.add(Drop(drop_coord, ident=steps_completed))
                    points[steps_completed] = {
                        'height': 0,
                        'artist': drop_artist,
                        'coord': drop_coord
                    }
                elif INTERACTIVE_MODE:
                    unvisualize_drop(drop_artist)

    new_state = {
        'points': points,
        'geo': geo,
        'steps_completed': steps_completed,
        'settings': settings
    }
    if steps_completed % MELT_INTERVAL == 0:
        new_state = melt(new_state)

    return {
        'points': new_state['points'],
        'geo': new_state['geo'],
        'steps_completed': new_state['steps_completed'] + 1,
        'settings': settings
    }
Beispiel #29
0
from umbrella import Umbrella

pygame.init()

win = pygame.display.set_mode((1200,600))
clock = pygame.time.Clock()
fps = 60

RED = (20,0,0)
NUM_OF_DROPS = 1200

pygame.display.set_caption('I only want to see you bathing in the purple rain')

all_drops = []
for i in range(NUM_OF_DROPS):
    all_drops.append(Drop())


umb = Umbrella([i//2 for i in pygame.display.get_surface().get_size()])


show_umb = False
run = True
while run:
    clock.tick(fps)

    for i in range(NUM_OF_DROPS):
        all_drops[i].fall()
        all_drops[i].show(win)
        all_drops[i].check_umb(umb)
Beispiel #30
0
def create_one_drop(my_settings, screen, drops, drop_number):
	drop = Drop(my_settings, screen)
	drop.rect.x = 2 * drop.rect.width * drop_number
	drop.rect.y = 0
	drops.add(drop)
Beispiel #31
0
import pygame, sys, random
from drop import Drop
pygame.init()

size = width, height = 1024, 360
background = 0, 0, 0
screen = pygame.display.set_mode(size)

droplets = []
for i in range(500):
    x = random.randint(0, width)
    y = random.randint(50, 200) * -1
    grav = random.uniform(2, 3)
    scale = random.uniform(1, 4)

    droplets.append(Drop(i, x, y, grav, scale, screen))

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

    screen.fill(background)
    for obj in droplets:
        obj.fall()
        obj.splash()

    pygame.display.update()
Beispiel #32
0
def create_drop(my_settings, screen, drops, drop_number, drop_rows):
	drop = Drop(my_settings, screen)
	drop.rect.x = 2 * drop.rect.width * drop_number
	drop.y = drop.rect.height * drop_rows
	drop.rect.y = drop.y
	drops.add(drop)