def __init__(self, log, settings): self.log = log self.settings = settings # log.debug("App Class Initializing") # Setup home_dir and temp_dir self.home_dir = os.path.expanduser("~") tempfile.tempdir = self.home_dir self.temp_dir = tempfile.TemporaryDirectory() # log.debug('temp_dir: %s', self.temp_dir) # Initialize Frame self.frame = Urwid.Frame( Urwid.Filler(W.get_text('body', 'Loading...Please Wait', 'center'))) # Initialize MainLoop self.loop = Urwid.MainLoop(self.frame, self.settings.display['palette'], unhandled_input=self.unhandled_input, handle_mouse=False) self.errors = 0 self.state = State(self, self.log) self.menus = Menus(self) self.views = Views(self) self.actions = Actions(self) self.views.activate(self, {'view': 'home'}) self.action_pipes = []
def bootstrap(self): self.game_settings.load_settings() self.keys_settings.load_settings() self.display = BasicDisplayUtils() self.input_manager = InputManager(self.keys_settings, self.display) self.menus = Menus(self.input_manager, self.display, self.game_settings, self.keys_settings, self.start_new_game, self.quit)
def __init__(self, settings): L.debug("App Class Initializing") self.settings = settings self.frame = U.Frame( U.Filler(W.get_text('body', 'Loading...Please Wait', 'center'))) self.loop = U.MainLoop(self.frame, self.settings.display['palette'], unhandled_input=self.unhandled_input, handle_mouse=False) self.state = State(self) self.views = Views(self) self.menus = Menus(self)
def __init__(self, api_key, api_secret): """ Initializes the AWhereAPI class, which is used to perform HTTP requests to the aWhere V2 API. Docs: http://developer.awhere.com/api/reference """ self._fields_url = 'https://api.awhere.com/v2/fields' self._weather_url = 'https://api.awhere.com/v2/weather/fields' self.api_key = api_key self.api_secret = api_secret self.base_64_encoded_secret_key = self.encode_secret_and_key( self.api_key, self.api_secret) self.auth_token = self.get_oauth_token(self.base_64_encoded_secret_key) self._menu = Menus()
def __init__(self,parent, iface,core): self.menu = Menus(iface,core) QtGui.QDialog.__init__(self) self.setWindowFlags(QtCore.Qt.WindowStaysOnTopHint) self.parent, self.iface, self.core = parent, iface, core self.linesDic,self.linesCommDic = {},{} for mod in core.modelList: self.linesDic[mod] = core.diczone[mod].getLinesDic() self.linesCommDic[mod] = core.diczone[mod].getLinesCommDic() self.ui = Ui_Main() self.ui.setupUi(self,iface,core) self.ui.pFile.comboFile.activated['QString'].connect(self.fileChange) self.ui.pVar.comboModel.activated['QString'].connect(self.modelChange) self.ui.pVar.comboGroup.activated['QString'].connect(self.groupChange) self.ui.pVar.comboLine.activated['QString'].connect(self.lineChange) self.ui.pVar.comboType.activated['QString'].connect(self.typeChange)
def setUpClass(cls): cls.driver = Chrome(config.CHROMEDRIVER) # chromedriver的文件地址 url = config.HOMEPAGE_URL cls.session = Homepage(driver=cls.driver, url=url) cls.session.fullscreen() cls.m = Menus()
def __init__(self): self.menus = Menus()
def run(self): running = True tower_menu = Menus() frame = 1000 tick = 16 spawn_tick = 250 #proof = Towers((5, 5)) tower_menu.draw(screen) ground = self.load_level(2) sprite_terrain.draw(background) # Draws background terrain window.blit(background, (0, 0)) pygame.display.update() grid = pathfinder.AStar() grid.init_path(grid_row, grid_col, self.road, self.start, self.end) route = grid.process() render_sprites = pygame.sprite.LayeredUpdates(sprite_terrain, sprite_path, layer=1) while running: for event in pygame.event.get(): mouse_pos = pygame.mouse.get_pos() ratio_x = (window.get_width() / screen.get_width()) ratio_y = (window.get_height() / screen.get_height()) mouse_scaled = (mouse_pos[0] / ratio_x, mouse_pos[1] / ratio_y) if event.type == pygame.QUIT: running = False sys.exit(0) if event.type == pygame.MOUSEBUTTONDOWN: # check for left button if event.button == 1: # if tower_menu.basic_tower_button.collidepoint(mouse_scaled): # tower_menu.click(screen, tower_menu.basic_tower_button, True) # elif tower_menu.ice_tower_button.collidepoint(mouse_scaled): # tower_menu.click(screen, tower_menu.ice_tower_button, True) for x in range(grid_col): for y in range(grid_row): if pygame.Rect(ground[x][y].location).collidepoint(mouse_scaled): if ground[x][y].can_place: self.towers.append(Towers(ground[x][y].location)) ground[x][y].can_place = False render_sprites.add(sprite_towers, layer=2) for num in range(len(self.minion)): if self.minion[num].sprite.rect.collidepoint(mouse_scaled): self.minion[num].health = 0 # if event.type == pygame.MOUSEBUTTONUP: # if event.button == 1: # # if tower_menu.state: # # tower_menu.click(screen, tower_menu.basic_tower_button, False) # # if tower_menu.basic_tower_button.collidepoint(mouse_scaled) and not tower_menu.over: # # tower_menu.hover(screen, tower_menu.basic_tower_button) # # elif tower_menu.over and not tower_menu.basic_tower_button.collidepoint(mouse_scaled): # # tower_menu.hover_off(screen, tower_menu.basic_tower_button) if time() > tick: tick = time() + 17 kill = [] minion_hitboxs = [] for num in range(len(self.minion)): if self.minion[num]: if not self.minion[num].alive: kill.append(num) elif self.minion[num].health > 0: self.minion[num].update_location(route) minion_hitboxs.append(self.minion[num].sprite.rect) if len(kill) > 0: # If there are minions to kill in the list this del them for d in range(len(kill)): del self.minion[kill[d]] kill = [] for num in range(len(self.towers)): current_tower = self.towers[num] collision_index = current_tower.hit_box.rect.collidelist(minion_hitboxs) if not collision_index == -1 and current_tower.target == None: current_tower.target = collision_index elif not current_tower.target == collision_index: current_tower.target = None if not current_tower.target == None: self.minion[current_tower.target].health -= current_tower.damage #Clears then render sprites to display render_sprites.remove_sprites_of_layer(3) render_sprites.add(sprite_creeps, layer=3) if time() > frame: # Update minion animation frames frame = 80 + time() for num in range(len(self.minion)): if self.minion[num].health <= 0: if self.minion[num].update(12) == "dead": self.minion[num].alive = False else: self.minion[num].update() for num in range(len(self.towers)): self.towers[num].update() if time() > spawn_tick: if wave_Count >= len(self.minion): spawn_type = random.choice([Dwarf, Deer, Satyr, Hunter, Druid, Pixie]) #spawn_type = [Dwarf, Deer, Satyr, Hunter, Druid, Pixie] self.minion.append(spawn_type(self.spawn)) spawn_tick = time() + 500 render_sprites.add(sprite_creeps, layer = 3) #if wave_Count >= len(self.minion): # self.minion.append(Deer(self.spawn)) # spawn_tick = time() + 500 #render_sprites.add(sprite_creeps) clock.tick() render_sprites.draw(screen) #for num in range(len(self.towers)): # screen.blit(self.towers[num].hit_box.image, (self.towers[num].sprite.rect.center)) fps = myfont.render(str(int(clock.get_fps())), 1, (255, 255, 255), (15, 210, 50)) screen.blit(fps, (20, screen_height - 30)) window.blit((render_to_window(screen)), (0, 0)) pygame.display.update()
from menus import Menus from game_regra import GameRegra menu = Menus() menu.mostrar_menu() gameRegra = GameRegra() if menu.opcao == 1: gameRegra.solicitar_cadastro() elif menu.opcao == 2: gameRegra.visualizar_cadastro() elif menu.opcao == 3: gameRegra.deletar() elif menu.opcao == 4: gameRegra.alterar() else: print('Obrigado e volte sempre!') exit(0)
def __init__(self, resolution): pygame.init() self.settings = {} self.settings['sound_system'] = True self.settings['stage_music'] = True # TODO: implement this self.settings['music'] = True self.settings['music_vol'] = .4 self.settings['sounds'] = True # TODO: implement this # pygame.mixer.init(frequency=44100, size=-16, channels=2, # buffer=4096) if self.settings['sound_system']: print("initializing sound with volume " + str(self.settings['music_vol'])) pygame.mixer.init(frequency=44100, channels=2) pygame.mixer.music.set_volume(self.settings['music_vol']) else: self.settings['sounds'] = False self.settings['music'] = False if self.settings['music']: pygame.mixer.music.set_endevent(pygame.USEREVENT) else: self.settings['stage_music'] = False print("effective settings: " + str(self.settings)) self.music_name = None self.queued_music_name = None self.prev_offset = 0.0 self.prev_song_len = 0.0 self.music_loaded = None self.clock = pygame.time.Clock() self.music_count = -1 data_sub_dir = "data" ced = os.path.dirname(__file__) # current executable directory self.DATA_PATH = os.path.join(ced, data_sub_dir) self.screen = pygame.display.set_mode(resolution) pygame.display.set_caption("Pylaga " + __version__) self.world = World(self, self.screen) logo_image = self.load_file("screen-intro.png") cursor_image = self.load_file('pship0.png') about_string = ''' PYLAGA Code License: GPL 3.0 Media License: CC-BY-SA 4.0 International Original Creator: Derek Mcdonald FreeSansBold.ttf: Copyleft 2002, 2003, 2005, 2008, 2009, 2010 Free Software Foundation ([GPL License] (https://www.gnu.org/licenses/gpl-3.0.en.html)) PYLAGA fork [python 2] RJ Marsan (gmail RJMarsan) PYLAGA [Python 3] new graphics new enemies removed globalvars sound fx [own work] particles poikilos CRYSTAL-Regular.ttf: Felipe Munoz (CC-BY SA 4.0 International) Music MixMystery ''' help_string = ''' MOVE: move mouse FIRE: click/tap MENU: Escape ("Esc") key MENU controls: click/tap choice, or use arrows & enter key (Esc or q key to resume/retry) EXIT: In the menu, click EXIT (or select EXIT with arrows then press Enter key) ''' pages_dict = { 'ABOUT': { 'scroll_text': about_string }, 'HELP': { 'scroll_text': help_string } } # pages_dict['ABOUT']['scroll_text'] = about_string # pages_dict['HELP'] = {} # pages_dict['HELP']['scroll_text'] = help_string self.menus = Menus(self.world.statcounter, self, logo_image, cursor_image, pages_dict) init_menu_strings = ["PLAY", "ABOUT", "HELP", "EXIT"] self.menus.show_dialog(init_menu_strings) print("starting world...") self.world.start(self.menus) tries = 1 open_page = None caption = None retry_menu_strings = [ "RETRY", "ABOUT", "HELP", "EXIT", "Score: %s" % self.world.statcounter.get_val() ] if self.world.won: open_page = 'ABOUT' caption = self.world.won_msg # retry_menu_strings.insert(0, self.world.won_msg) else: caption = 'GAME OVER' # retry_menu_strings.insert(0, 'GAME OVER') while ((not self.menus.get_bool('exit')) and (self.menus.show_dialog(retry_menu_strings, cursor_spin=-1.0, open_page=open_page, caption=caption))): print("starting world (tries: " + str(tries) + ")...") self.world.start(self.menus) open_page = None retry_menu_strings = [ "RETRY", "ABOUT", "HELP", "EXIT", "Score: %s" % self.world.statcounter.get_val() ] if self.world.won: open_page = 'ABOUT' caption = self.world.won_msg # retry_menu_strings.insert(0, self.world.won_msg) else: caption = 'GAME OVER' # retry_menu_strings.insert(0, 'GAME OVER') tries += 1 self.world.on_exit()