Beispiel #1
0
def turntable(name, step, env, start_rot):
    name = 'finals/' + name
    frame = 0
    for r in range(0, 360, step):
        frame_name = name + str(frame).zfill(4)
        scene.scene(frame_name, (r + start_rot) % 360, 0, True)
        print('Finished frame ' + str(frame))
        frame += 1

    if env:
        for r in range(0, 360, step):
            frame_name = name + str(frame).zfill(4)
            scene.scene(frame_name, start_rot, r, True)
            print('Finished frame ' + str(frame))
            frame += 1

    subprocess.call([
        'ffmpeg', '-framerate', '25', '-i', name + '%04d.tiff', '-vcodec',
        'libx264', '-pix_fmt', 'yuv420p', 'finals/out.mp4'
    ])
Beispiel #2
0
    def __init__(self, width, height):
        #
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        # create pyglet window
        self.window = pyglet.window.Window()
        self.window.on_draw = self.on_draw
        self.window.on_key_press = self.on_key_press
        self.window.on_key_release = self.on_key_release
        self.window.width = width
        self.window.height = height
        self.key_pressed = []

        # create fps display 
        self.fps_display = pyglet.clock.ClockDisplay()

        # sync clock
        pyglet.clock.schedule_interval(self.tick, 1.0/60.0)   
        pyglet.clock.set_fps_limit(60)

        # create world
        world_width = 5000
        world_height = 5000
        self.world = world.world(world_width, world_height)

        # set background
        # self.background = pyglet.graphics.OrderedGroup(0)
        # self.background_image = pyglet.image.load('assets/space.png')
        # self.background_image.x_anchor = world_width / 2
        # self.background_image.y_anchor = world_height / 2
        #self.background_image.blit_into(img1,0,0,0)

        # create scene- match dimensions of the app window
        self.scene = scene.scene(self.world, offset_x=0, offset_y=0,width=width, height=height)

        # create physics engine
        self.engine = engine.engine()

        # throw some objects in there for now
        for _ in xrange(0, 100):
            theta = random() * 2 * math.pi
            pos = dict(x=random() * world_width, y=random() * world_height)
            s = square.square(position=pos, size=50)
            s.rotate(theta)
            self.world.add_entity(s)
Beispiel #3
0
def main():
    WIDTH = 1000
    HEIGHT = 1000
    camera = point(0, 0, -1)
    objects = [
        sphere(point(0, 0, 0), 0.5,
               Material(color.from_hex("#FFFFFF"), 0.05, 0.1))
    ]
    lights = [
        Light(point(10.0 * -1.14, 10 * 1.14, 0), color.from_hex("#FF0000")),
        Light(point(0, -10, 0), color.from_hex("#00FF00")),
        Light(point(10.0 * 1.14, 10.0 * 1.14, 0), color.from_hex("#0000FF")),
    ]
    scene_1 = scene(camera, objects, lights, WIDTH, HEIGHT)
    engine = RenderEngine()
    im = engine.render(scene_1)
    with open("render.ppm", "w") as img_file:
        im.write_ppm(img_file)
Beispiel #4
0
def run():
    x_size = 512
    y_size = 512
    scene1 = scene(x_size, y_size)
    scene1.set_camera(0, 0, 10, 0, 0, 0)
    scene1.set_window(0.0, -7.25, -7.25, 7.25, 7.25)
    scene1.add_light([10, 0, 0])
    cam_loc = scene1.get_cam_loc()
    mat = material([1, 1, 1], [1, 1, 1], 4)
    scene1.add_sphere(3.5, 0, -1, .5, mat)
    mat2 = material([1, 0, 0], [.5, 1, .5], 32)
    scene1.add_sphere(2, 0, -1, .75, mat2)
    mat3 = material([0, 1, 0], [.5, 1, .5], 32)
    scene1.add_sphere(-6, 0, 0, 3, mat3)
    p_t = [[3, -3, -4], [0, 3, -1], [-3, -3, 2]]
    mat4 = material([0, 0, 1], [1, 1, 1], 32)
    scene1.add_poly(p_t, mat4)
    p_2t = [[-2, -1, 1], [-2, -5, 2], [-2, 1, -3]]
    mat5 = material([1, 1, 0], [1, 1, 1], 4)
    scene1.add_poly(p_2t, mat5)
    ray_trace(scene1, x_size, y_size)
Beispiel #5
0
def shootCueBall():
    muteKeys()
    play = [cueBall]
    gameScene = list()
    cueBall.setDirection(cueStick.getDirection())
    for x in range(32,1,-1):
        #if(len(play)>0):
        #    x = int((x/((len(play)/4))))
        for y in range(x,1,-1):
            for balls in play:
                turtle.setpos(balls.getCoordinates())
                turtle.seth(balls.getDirection())
                turtle.forward(1)
                balls.stampBall()
                if (balls.collisionWPocket()) == True:
                    play.remove(balls)
                    balls.setCoordinates((-1000,-1000))
                    continue
                for ball in allBall:
                    if(balls != ball):
                        if(balls.collisionWBall(ball) == True):
                            if(ball not in play):
                                play.append(ball)
        gameFrame = scene.scene()
        for balls in allBall:
            temporary = balls
            gameFrame.appendData(temporary)
        gameScene.append(gameFrame)
    sceneMaker.animateScene(gameScene)
    #Resetting Table
    if(cueBall not in play):
        cueBall.setCoordinates((0,200))
        cueBall.setOldCoordinates()
        cueBall.populateTable()
    turtle.update()
    wn.onkeypress(shootCueBall, "Up")
    wn.onkeypress(movStickLeft, "Left")
    wn.onkeypress(movStickRight, "Right")
    setKeys()
Beispiel #6
0
def main():

    clock = pygame.time.Clock()
    IMAGES_DIR = os.getcwd() + "\\images\\"
    icon = pygame.image.load(IMAGES_DIR + "icon.png")
    pygame.display.set_icon(icon)
    reso = (640, 480)
    screen = pygame.display.set_mode(reso)
    pygame.display.set_caption(".::TEAL CONCRETE::.")
    Mouse = mouse.mouse()

    ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie", 10)
    rob = unit.unit("rob", IMAGES_DIR + "rob", 10)
    alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa", 10)
    zoe = unit.unit("zoe", IMAGES_DIR + "zoe", 10)
    monster = unit.unit("monster", IMAGES_DIR + "monster", 5)
    monster.x = 340
    charSelected = False

    garage = scene.scene(IMAGES_DIR + "garage.png")
    robsHouse = scene.scene(IMAGES_DIR + "background.png")
    tv = pygame.image.load(IMAGES_DIR + "tvback.png")
    arrow = pygame.image.load(IMAGES_DIR + "arrow.png")

    counter = 0

    def resetStats():
        player.currentHP = player.maxHP
        player.x = 0
        player.y = 205
        player.hitCounter = 16
        player.bounceCounter = 10

        robsHouse.sysEvent = False
        robsHouse.userEvent = False

    def charSelection():

        fontType = pygame.font.SysFont("Pixelated Regular", 55)
        textbox = pygame.image.load(IMAGES_DIR + "textbox.png")

        garage.update(screen)
        ronnie.isFlipped = True

        ronnie.update(screen, ronnie.idleList, 475, 300)

        rob.update(screen, rob.idleList, 100, 280)

        alyssa.update(screen, alyssa.idleList, 380, 260)

        zoe.update(screen, zoe.idleList, 260, 240)

        screen.blit(textbox, (25, 5))
        screen.blit(fontType.render("SELECT YOUR CHARACTER", 0, (
            0,
            0,
            0,
        )), (55, 45))

    arrowCoord = [(130, 210), (290, 170), (410, 190), (480, 230)]
    arrowIndex = 0

    while 1:
        msElapse = clock.tick(30)
        Mouse.update()

        key = pygame.key.get_pressed()

        #Character Selection Screen
        if charSelected == False:

            charSelection()

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

                    if event.key == pygame.K_RIGHT:
                        if arrowIndex < 3:
                            arrowIndex += 1
                    elif event.key == pygame.K_LEFT:
                        if arrowIndex > 0:
                            arrowIndex -= 1

                    if event.key == pygame.K_z:
                        if arrowIndex == 0:
                            player = rob
                        elif arrowIndex == 1:
                            player = zoe
                        elif arrowIndex == 2:
                            player = alyssa
                        elif arrowIndex == 3:
                            player = ronnie

                        #player.maxHP = 10
                        resetStats()
                        charSelected = True

            screen.blit(arrow, arrowCoord[arrowIndex])

        #Main Game
        else:

            useList = player.idleList
            robsHouse.update(screen)
            robsHouse.checkIfMsg(player)

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

                    if event.key == pygame.K_z and robsHouse.userEvent == False and robsHouse.msgAvail == True:
                        robsHouse.userEvent = True
                    elif event.key == pygame.K_z and robsHouse.userEvent == True:
                        robsHouse.list1 = []
                        robsHouse.list2 = []
                        #robsHouse.text = ""
                        robsHouse.textCounter = 0
                        robsHouse.userEvent = False

                    elif event.key == pygame.K_ESCAPE:
                        charSelected = False
                    elif event.key == pygame.K_f:
                        player.currentHP -= 5

            if robsHouse.userEvent == False and robsHouse.sysEvent == False:
                if key[pygame.K_RIGHT]:
                    if player.x < (reso[0] - 128):
                        player.isFlipped = False
                        useList = player.walkList
                        player.x += 10
                elif key[pygame.K_LEFT]:
                    if player.x > 0:
                        player.isFlipped = True
                        useList = player.walkList
                        player.x -= 10

                if key[pygame.K_UP]:
                    if player.y > 205:
                        useList = player.walkList
                        player.y -= 5
                elif key[pygame.K_DOWN]:
                    if player.y < 355:
                        useList = player.walkList
                        player.y += 5

            if player.currentHP <= 0:
                charSelected = False
                #player.currentHP = player.maxHP

            if player.rect.colliderect(monster.rect) and player.isHit == False:
                player.immuneCount()
                player.currentHP -= 1

            elif player.isHit:
                player.immuneCount()

            if player.hitCounter >= 3 and player.hitCounter < 16:  #Countdown while being in "hit state".
                robsHouse.sysEvent = True
                if player.bounceCounter > 0:
                    player.bounceBack()
            else:
                robsHouse.sysEvent = False
                player.bounceBounce = 10
            monster.update(screen, monster.idleList, monster.x, monster.y)

            if player.hitCounter % 2 == 0:  #Flashing effect when damaged.
                player.update(screen, useList, player.x, player.y)

            screen.blit(tv, (380, 305))

            if robsHouse.userEvent == True:
                robsHouse.printText(screen, player)

            print "HP: " + str(player.currentHP) + "/" + str(player.maxHP)
            print "sys: " + str(robsHouse.sysEvent)
            print "user: " + str(robsHouse.userEvent)
            print player.bounceCounter
            #print player.rect
            #print monster.rect

        pygame.display.flip()
Beispiel #7
0
# Window Parameters
winName = b"Fuu Flappy Bird"
win_width = 600
win_height = 600
window = sdl2.SDL_CreateWindow(winName,
                               sdl2.SDL_WINDOWPOS_CENTERED,
                               sdl2.SDL_WINDOWPOS_CENTERED,
                               win_width,
                               win_height,
                               sdl2.SDL_WINDOW_SHOWN)
renderer = sdl2.SDL_CreateRenderer(window,
                                   -1,
                                   sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC)

# Instantiate Scenes
gameScene = scene()
gameScene.init_as_game(renderer)
menuScene = scene()
menuScene.init_as_menu(renderer)
sceneList = [gameScene, menuScene]

# Scene Indexes
game_scene_index = 0
menu_scene_index = 1
current_scene_index = menu_scene_index
sceneList[current_scene_index].Pause = False

# Clear Screen to Black
sdl2.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255)
sdl2.SDL_RenderClear(renderer)
Beispiel #8
0
	def __init__(self):
		
		# pygame init()
		init()
		#mixer.init()
		
		# Obj utils
		self.u = game_utils()
		self.d = driver()
		self.s = scene(self)
		self.p = page(self)
			
		#		self.debug = game_debug(self)
		
		# display initialized.
		self.screen_size = 800, 600
		self.screen = display.set_mode(self.screen_size)
		self.main_title = 'Worm Jumping'
		self.set_display()

		# load image
		self.playarea_image = self.u.load_image('S-3-800x600.png')
		self.playinfo_image = self.u.load_image('S-3-200x600.png')
		self.dancing_block_image = self.u.load_image('dancingblock.png', -1)
		self.key_dancing_image = self.u.load_image('keydancing.png', -1)
		self.cow_logo_image = self.u.load_image('mgamelogo.png', -1)
		self.menu_background_image = self.u.load_image('menu_background.png')
		self.menu_background2_image = self.u.load_image('menu_background2.png')
		
		# load sound
		self.knock_sounds = [
			self.u.load_sound('humanbomb.ogg'),
			self.u.load_sound('shotb.ogg'),
			self.u.load_sound('laserrocket.ogg')
			]
		
		self.click_sounds = [
			self.u.load_sound('click_1d.ogg'),
			self.u.load_sound('click_h1.ogg'),
			self.u.load_sound('clickverb.ogg')
			]
		
		self.page_sounds = [
			self.u.load_sound('book_page_f2.ogg'),
			self.u.load_sound('book_page_s.ogg'),
			self.u.load_sound('book_page_f.ogg'),
			self.u.load_sound('book_page_s2.ogg')
			]

		# load fonts
		self.game_info_font = font.Font(self.u.load_font('graffiti.ttf'), 36)
		self.menu_info_font = font.Font(self.u.load_font('graffiti.ttf'), 24)
		self.game_info_small_font = font.Font(self.u.load_font('station.ttf'), 18)
		self.sys_font = font.Font(None, 56) 
		
		# load music
		self.u.play_music('coco.ogg')
		
		# Sprite Group init
		self.spider_group = sprite.Group()
		self.block_group = sprite.Group()
		self.groundblock_group = sprite.Group()
		self.menu_group = sprite.Group()

		self.init_base_int()
		
		# Set this value for test configure menu.
		self.config_speed = 170.00
		self.config_max = 170.00
		self.config_keep = 170.00
		self.config_music = 170.00
		
		# page int set.
		self.NEW_GAME_PAGE = -1
		self.GAME_PAGE = 1
		self.CONFIGURE_PAGE = 2
		self.QUIT_PAGE = 3
		self.MAIN_PAGE = 4
		
		# init menus Obj.
		self.m_m = main_menu(self, self.s.menu_s, self.menu_background_image)
		self.c_m = configure_menu(self, self.s.menu_s, self.menu_background_image)
		self.p_m = playing_menu(self, self.s.menu_s, self.menu_background_image)
		self.c_g_m = configure_game_menu(self, self.s.menu_choicebar_s, self.menu_background2_image)
#		self.choicebar = choicebar(self, self.s.menu_choicebar_s)
		self.m_list = []
Beispiel #9
0
import time
from rta import rta
from sum import sum
from button import button
from scene import scene


sum = sum()
button = button()
rta = rta()
scene = scene()

score = 0

while True:
	if scene.pressStart(rta, button) == True:
		break

for x in range(0, 3):
	
	# Clear the board
	rta.codeBig("JYM01")
	time.sleep(1)
	
	clickIn = 0
	answer = ""
	answerbit = ""	

	current = x
	som = sum.createSum()
Beispiel #10
0
    def __init__(self, width, height):
        # create pyglet window
        self.window = pyglet.window.Window()
        self.window.on_draw = self.on_draw
        self.window.on_key_press = self.on_key_press
        self.window.on_key_release = self.on_key_release
        self.window.width = width
        self.window.height = height
        self.key_pressed = []

        # create fps display 
        self.fps_display = pyglet.clock.ClockDisplay()
        self.clock = 0

        # sync clock
        pyglet.clock.schedule_interval(self.tick, 1.0/60.0)   
        pyglet.clock.set_fps_limit(60)

        # create world
        world_width = 3000
        world_height = 3000
        self.world = world.world(world_width, world_height)

        # create scene- match dimensions of the app window
        self.scene = scene.scene(self.world, offset_x=0, offset_y=0,width=width, height=height)

        # create physics engine
        self.engine = engine.engine()

        self.sun = []
        self.moon = []
        self.earth = []

        # throw some objects in there for now
        moon_pos = dict(x=world_width/2, y=world_height/2)
        moon = circle(position=moon_pos, color=(100, 100, 100, 255), radius=400, num_vertices=50, z_index=100)
        self.world.add_entity(moon)
        self.moon.append(moon)

        moon_pos = dict(x=world_width/2, y=world_height/2)
        moon = circle(position=moon_pos, color=(200, 200, 200, 255), radius=380, num_vertices=50, z_index=101)
        self.world.add_entity(moon)
        self.moon.append(moon)

        sun_pos = dict(x=world_width/4, y=world_height/4)
        sun = circle(position=sun_pos, color=(255, 255, 0, 200), radius=100, num_vertices=50, z_index=3)
        self.world.add_entity(sun)
        self.sun.append(sun)

        sun_pos = dict(x=world_width/4, y=world_height/4)
        sun = circle(position=sun_pos, color=(255, 215, 0, 200), radius=110, num_vertices=50, z_index=2)
        self.world.add_entity(sun)
        self.sun.append(sun)

        sun_pos = dict(x=world_width/4, y=world_height/4)
        sun = circle(position=sun_pos, color=(255, 150, 0, 200), radius=120, num_vertices=50, z_index=1)
        self.world.add_entity(sun)
        self.sun.append(sun)

        earth_pos = dict(x=world_width/8, y=world_height/8)
        earth = circle(position=earth_pos, color=(255, 255, 255, 100), radius=42, num_vertices=50, z_index=100)
        self.world.add_entity(earth)
        self.earth.append(earth)

        earth_pos = dict(x=world_width/8, y=world_height/8)
        earth = circle(position=earth_pos, color=(27, 92, 174, 255), radius=38, num_vertices=50, z_index=101)
        self.world.add_entity(earth)
        self.earth.append(earth)

        earth_pos = dict(x=world_width/8 + 5, y=world_height/8 + 5)

        land = [dict(x=-10, y=30), dict(x=0,y=0), dict(x=15, y=7.5), dict(x=20, y=15), dict(x=22, y=10), dict(x=20,y=-15)]
        earth = entity(position=earth_pos, color=(27, 98, 22, 225), z_index=102, vertices=land)
        self.world.add_entity(earth)
        self.earth.append(earth)
Beispiel #11
0
from scene import scene
from sphere import sphere
from argparse import ArgumentParser
from material import diffuse

parser = ArgumentParser()
parser.add_argument('--width', type=int)
parser.add_argument('--height', type=int)
parser.add_argument('--spp', type=int)

args = parser.parse_args()

CAM_WIDTH = args.width or 400
CAM_HEIGHT = args.height or 200
SAMPLES_PER_PIXEL = args.spp or 1

cam = camera(width=CAM_WIDTH,
             height=CAM_HEIGHT,
             samples_per_pixel=SAMPLES_PER_PIXEL)

# ppm header
print('P3 {} {} {}'.format(cam.width, cam.height, 255))

main_scene = scene(cam)
s1 = sphere([0, 0, -1], 0.5, mat=diffuse(colour([0.7, 0.3, 0.3])))
s2 = sphere([0, -100.5, -2], 100, mat=diffuse(colour([0.8, 0.8, 0])))
main_scene.add_object(s1)
main_scene.add_object(s2)

main_scene.draw_scene()
Beispiel #12
0
def main():

    clock = pygame.time.Clock()
    IMAGES_DIR = os.getcwd() + "\\images\\"
    icon = pygame.image.load(IMAGES_DIR + "icon.png")
    pygame.display.set_icon(icon)
    reso = (640, 480)
    screen = pygame.display.set_mode(reso)
    pygame.display.set_caption(".::TEAL CONCRETE::.")
    Mouse = mouse.mouse()

    ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie", 10)
    rob = unit.unit("rob", IMAGES_DIR + "rob", 10)
    alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa", 10)
    zoe = unit.unit("zoe", IMAGES_DIR + "zoe", 10)
    monster = unit.unit("monster", IMAGES_DIR + "monster", 5)
    monster.x = 340
    charSelected = False

    garage = scene.scene(IMAGES_DIR + "garage.png")
    robsHouse = scene.scene(IMAGES_DIR + "background.png")
    tv = pygame.image.load(IMAGES_DIR + "tvback.png")
    arrow = pygame.image.load(IMAGES_DIR + "arrow.png")

    counter = 0

    def resetStats():
        player.currentHP = player.maxHP
        player.x = 0
        player.y = 205
        player.hitCounter = 16
        player.bounceCounter = 10

        robsHouse.sysEvent = False
        robsHouse.userEvent = False

    def charSelection():

        fontType = pygame.font.SysFont("Pixelated Regular", 55)
        textbox = pygame.image.load(IMAGES_DIR + "textbox.png")

        garage.update(screen)
        ronnie.isFlipped = True

        ronnie.update(screen, ronnie.idleList, 475, 300)

        rob.update(screen, rob.idleList, 100, 280)

        alyssa.update(screen, alyssa.idleList, 380, 260)

        zoe.update(screen, zoe.idleList, 260, 240)

        screen.blit(textbox, (25, 5))
        screen.blit(fontType.render("SELECT YOUR CHARACTER", 0, (0, 0, 0)), (55, 45))

    arrowCoord = [(130, 210), (290, 170), (410, 190), (480, 230)]
    arrowIndex = 0

    while 1:
        msElapse = clock.tick(30)
        Mouse.update()

        key = pygame.key.get_pressed()

        # Character Selection Screen
        if charSelected == False:

            charSelection()

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

                    if event.key == pygame.K_RIGHT:
                        if arrowIndex < 3:
                            arrowIndex += 1
                    elif event.key == pygame.K_LEFT:
                        if arrowIndex > 0:
                            arrowIndex -= 1

                    if event.key == pygame.K_z:
                        if arrowIndex == 0:
                            player = rob
                        elif arrowIndex == 1:
                            player = zoe
                        elif arrowIndex == 2:
                            player = alyssa
                        elif arrowIndex == 3:
                            player = ronnie

                        # player.maxHP = 10
                        resetStats()
                        charSelected = True

            screen.blit(arrow, arrowCoord[arrowIndex])

        # Main Game
        else:

            useList = player.idleList
            robsHouse.update(screen)
            robsHouse.checkIfMsg(player)

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

                    if event.key == pygame.K_z and robsHouse.userEvent == False and robsHouse.msgAvail == True:
                        robsHouse.userEvent = True
                    elif event.key == pygame.K_z and robsHouse.userEvent == True:
                        robsHouse.list1 = []
                        robsHouse.list2 = []
                        # robsHouse.text = ""
                        robsHouse.textCounter = 0
                        robsHouse.userEvent = False

                    elif event.key == pygame.K_ESCAPE:
                        charSelected = False
                    elif event.key == pygame.K_f:
                        player.currentHP -= 5

            if robsHouse.userEvent == False and robsHouse.sysEvent == False:
                if key[pygame.K_RIGHT]:
                    if player.x < (reso[0] - 128):
                        player.isFlipped = False
                        useList = player.walkList
                        player.x += 10
                elif key[pygame.K_LEFT]:
                    if player.x > 0:
                        player.isFlipped = True
                        useList = player.walkList
                        player.x -= 10

                if key[pygame.K_UP]:
                    if player.y > 205:
                        useList = player.walkList
                        player.y -= 5
                elif key[pygame.K_DOWN]:
                    if player.y < 355:
                        useList = player.walkList
                        player.y += 5

            if player.currentHP <= 0:
                charSelected = False
                # player.currentHP = player.maxHP

            if player.rect.colliderect(monster.rect) and player.isHit == False:
                player.immuneCount()
                player.currentHP -= 1

            elif player.isHit:
                player.immuneCount()

            if player.hitCounter >= 3 and player.hitCounter < 16:  # Countdown while being in "hit state".
                robsHouse.sysEvent = True
                if player.bounceCounter > 0:
                    player.bounceBack()
            else:
                robsHouse.sysEvent = False
                player.bounceBounce = 10
            monster.update(screen, monster.idleList, monster.x, monster.y)

            if player.hitCounter % 2 == 0:  # Flashing effect when damaged.
                player.update(screen, useList, player.x, player.y)

            screen.blit(tv, (380, 305))

            if robsHouse.userEvent == True:
                robsHouse.printText(screen, player)

            print "HP: " + str(player.currentHP) + "/" + str(player.maxHP)
            print "sys: " + str(robsHouse.sysEvent)
            print "user: " + str(robsHouse.userEvent)
            print player.bounceCounter
            # print player.rect
            # print monster.rect

        pygame.display.flip()
Beispiel #13
0
                           vector3(255.0, 50.0, 50.0) )   #specular component

l2 = material.point_light( vector3(-2.0, -2.0, -3.0),
                           20.0,
                           vector3(20.0, 20.0, 150.0),
                           vector3(50.0, 50.0, 255.0) )

l3 = material.square_light( vector3(-0.25, 4.99, -3.75),
                            0.5,
                            -0.5,
                            20.0,
                            vector3(255.0, 255.0, 255.0),
                            vector3(255.0, 255.0, 255.0) )

pygame.init()
scene = scene.scene()
scene.shapes = [p1, p2, p3, p4, p5, p6, v1]
scene.lights = [l1]
scene.select_collides()

rend = render.render( scene )

start = pygame.time.get_ticks()
success = rend.render()
end = pygame.time.get_ticks()

seconds = (end-start) / 1000.0
minutes = int(seconds) / 60
seconds = seconds - (minutes*60.0)

print "Render took %d:%f (minutes:seconds)" % (minutes, seconds)
Beispiel #14
0
            elif handleResult == 2:  # Logout
                PLAYER_GAME[connectionUsername].stop()
                PLAYER_GAME.pop(connectionUsername)
                CONNECTION_USERS[sock] = None
                logout(connectionUsername)
                sendMsgToSock(sock, "$lot")


def logout(username):
    if username != None and username in USERS_CONNECTION:
        print("User '%s' quit" % username)
        USERS_CONNECTION.pop(username)


if __name__ == "__main__":
    SCENE = scene.scene("height.bin", "triangle.bin", "octree.dll")
    USER_DATABASE = loadUserDatabase("user.json")
    gameSocketServer = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    gameSocketServer.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
    gameSocketServer.bind((ADDRESS, PORT))
    gameSocketServer.listen(1000)
    gameSocketServer.setblocking(False)
    CONNECTION_LIST.append(gameSocketServer)
    print("Welcome to Monsters Castle (Server) on %s:%d" % (ADDRESS, PORT))

    while True:
        readSockets, writeSockets, errSockets = select.select(
            CONNECTION_LIST, [], [])
        for sock in readSockets:

            # new connection
Beispiel #15
0
def main():

    clock = pygame.time.Clock()
    IMAGES_DIR = os.getcwd() + "\\images\\"
    icon = pygame.image.load(IMAGES_DIR + "icon.png")
    pygame.display.set_icon(icon)
    reso = (640,480)
    screen = pygame.display.set_mode(reso)
    pygame.display.set_caption(".::TEAL CONCRETE::.")
    Mouse = mouse.mouse()
    
    ronnie = unit.unit("ronnie", IMAGES_DIR + "ronnie")
    rob    = unit.unit("rob", IMAGES_DIR + "rob")
    alyssa = unit.unit("alyssa", IMAGES_DIR + "alyssa")
    zoe    = unit.unit("zoe", IMAGES_DIR + "zoe")

    player = alyssa
    
    robsHouse = scene.scene(IMAGES_DIR + "background.png")
    tv = pygame.image.load(IMAGES_DIR + "tvback.png")
    counter = 0
   
    
    while 1:
        msElapse = clock.tick(30)
        Mouse.update()
        useList = player.idleList
        key = pygame.key.get_pressed()
        
        robsHouse.update(screen)
        robsHouse.checkIfMsg(player)
        
        
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
                pygame.quit()
            if event.type == pygame.KEYDOWN:
                    
                if event.key == pygame.K_z and robsHouse.pressed == False and robsHouse.msgAvail == True:
                    robsHouse.pressed = True
                elif event.key == pygame.K_z and robsHouse.pressed == True:
                    robsHouse.pressed = False
                
        
            
                    
        
             
        #If "z" isnt pressed down, then move.. if not you cant move
        if robsHouse.pressed == False:     
            if key[pygame.K_RIGHT]:
                if player.x < (reso[0] - 128):
                    player.isFlipped = False
                    useList = player.walkList
                    player.x += 10
            elif key[pygame.K_LEFT]:
                if player.x > 0:
                    player.isFlipped = True
                    useList = player.walkList
                    player.x -= 10
                
            if key[pygame.K_UP]:
                if player.y > 205:
                    useList = player.walkList
                    player.y -= 5
            elif key[pygame.K_DOWN]:
                if player.y < 355:
                    useList = player.walkList
                    player.y += 5
      
        
        
        
            
        print player.x,  player.y
        
        
        #TODO: IF THERE IS NO MSG AVAILABLE DONT PRINT THE TEXT BOX..
            
       

        
                
                
        player.update(screen, useList)
        screen.blit(tv, (380,305))
        if robsHouse.pressed == True:
            robsHouse.printText(screen, player)
        
        
        
        
        
        
        pygame.display.flip()