Beispiel #1
0
    def fill_meta(self):
        self.wgPreview.lblTitle.setText(self.file_name)
        self.wgPreview.lblDate.setText(
            str(
                datetime.datetime.fromtimestamp(
                    os.path.getmtime(self.load_file))).split(".")[0])
        self.wgPreview.lblSize.setText(
            str("{0:.2f}".format(
                os.path.getsize(self.load_file) / (1024 * 1024.0)) + " MB"))

        self.extension = self.wgLoad.lstFiles.currentItem().text().split(
            '.')[-1]
        if self.extension in self.data['script'][TITLE].get('img'):
            software_img = "software/img"
        else:
            software_img = "software/" + self.software_format[self.extension]
        if self.file_data and self.file_data.has_key(
                self.wgLoad.lstFiles.currentItem().text()):
            current_file = self.file_data[
                self.wgLoad.lstFiles.currentItem().text()]
            comment = current_file.get('comment')
            user_id = current_file.get('user')
        else:
            comment = ''
            user_id = 'unknown'

        self.wgPreview.edtComment.setPlainText(comment)
        self.wgPreview.lblUser.setText(user_id)
        self.wgPreview.lblSoftwareIcon.setPixmap(
            QtGui.QPixmap(QtGui.QImage(Tank().get_img_path(software_img))))
        self.wgPreview.lblUserIcon.setPixmap(
            QtGui.QPixmap(QtGui.QImage(Tank().get_img_path('user/' +
                                                           user_id))))
Beispiel #2
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    def change_lstFiles(self):
        self.extension = self.wgLoad.lstFiles.currentItem().text().split(
            '.')[-1]
        self.file_name = self.wgLoad.lstFiles.currentItem().text().split(
            '.')[0]

        if self.extension in self.data['script'][TITLE]['img']:
            self.preview_img_path = self.file_dir + '/' + self.wgLoad.lstFiles.currentItem(
            ).text()
        else:
            self.preview_img_path = self.file_dir + '/' + Tank().data_project[
                'META']['dir'] + '/' + self.file_name + '.' + self.data[
                    'project']['EXTENSION']['thumbnail']

        self.load_file = self.file_dir + '/' + self.wgLoad.lstFiles.currentItem(
        ).text()

        if os.path.exists(self.preview_img_path):
            self.wgPreview.btnPreviewImg.setIcon(
                QtGui.QPixmap(QtGui.QImage(self.preview_img_path)))
        else:
            self.wgPreview.btnPreviewImg.setIcon(
                QtGui.QPixmap(QtGui.QImage(
                    Tank().get_img_path("lbl/default"))))

        self.set_open_folder(self.file_dir)

        if os.path.exists(self.load_file): self.fill_meta()
        else: self.clear_meta()
Beispiel #3
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def create_default_notice(script_string, msg=""):
    root, script_name = script_string.split(":")

    notice_data = Tank().data_notice

    if root in notice_data and script_name in notice_data[root]:
        notice_data = notice_data[root][script_name]
        notice_msg = [lambda: notice_data["msg"], lambda: msg][msg != ""]()
    else:
        notice_data['title'] = root
        notice_msg = script_name
        # LOG.warning("notice.yml data doesnt exist: {}".format(script_name))
        # return

    if "quote" in notice_data: notice_quote = notice_data["quote"]
    else: notice_quote = ""

    img_name = [lambda: script_name,
                lambda: notice_data["img"]]["img" in notice_data]()
    img_link = [lambda: "",
                lambda: notice_data["img_link"]]["img_link" in notice_data]()
    img_path = Tank().get_img_path("lbl/notice_" + img_name)
    img_path = [
        lambda: "{}/notice_default.png".format(img_notice_path),
        lambda: img_path
    ][os.path.exists(img_path)]()

    note = Notice(title=notice_data["title"],
                  msg=notice_msg,
                  quote=notice_quote,
                  img=img_path,
                  img_link=img_link)

    classVar = ArNotice(note)
    def initGameBoard(self):
        self.num_of_all_enemies = 3
        self.num_of_enemies_per_level = 4
        self.current_level = 1
        self.force_x = None
        self.force_y = None
        self.enemies_increaser = 0
        self.chosen_enemy = None

        self.bullet_list = []
        self.enemy_list = []

        self.random_values = []
        self.random_values = sample(range(1, 32),
                                    self.num_of_enemies_per_level)

        self.player_1 = Tank(PlayerType.PLAYER_1)
        self.player_1_starting_position = ()
        self.player_2 = Tank(PlayerType.PLAYER_2)
        self.player_2_starting_position = ()

        self.clearBoard()

        self.loadLevel(self.current_level)
        for i in range(self.num_of_enemies_per_level):
            self.enemy_list.append(EnemyTank(self.random_values[i]))
            self.setShapeAt(self.enemy_list[i].x, self.enemy_list[i].y,
                            ElementType.ENEMY)
        self.sendBoard(True)
Beispiel #5
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    def change_lstStatus(self):
        if self.scene_steps < 5: part_path = ''
        else: part_path = self.wgLoad.lstAsset.currentItem().text() + '/'

        if not self.wgLoad.lstStatus.currentItem(
        ) or not self.wgLoad.lstTask.currentItem():
            return

        self.file_dir = self.load_dir + '/' + self.wgLoad.lstSet.currentItem(
        ).text() + '/' + part_path + self.wgLoad.lstTask.currentItem().text(
        ) + '/' + self.wgLoad.lstStatus.currentItem().text()
        tmp_content = pipefunc.get_file_list(self.file_dir, extension=True)

        self.wgLoad.lstFiles.clear()
        if not tmp_content: return

        file_list = []
        for file in tmp_content:
            if os.path.splitext(file)[1][1:] in self.software_keys:
                file_list.append(file)

        if file_list:
            if os.path.exists(self.file_dir +
                              Tank().data_project['META']['file']):
                self.file_data = Tank().get_yml_file(
                    self.file_dir + Tank().data_project['META']['file'])
            else:
                self.file_data = ''

            self.wgLoad.lstFiles.addItems(sorted(file_list, reverse=True))
            self.wgLoad.lstFiles.setCurrentRow(0)
Beispiel #6
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    def setup_env(self):
        LOG.debug('- {} -----------------------------------------------------'.
                  format(self._NAME.upper()))

        sub_path = []
        software_path = []

        for each_path in os.environ['SOFTWARE_SRC_PATH'].split(';'):
            # if not each_path.endswith('software'): each_path = os.path.dirname(each_path)
            tmp_paths = ('/').join([each_path, self._NAME])
            software_path.append(tmp_paths)
            tmp_folder = pipefunc.get_file_list(path=tmp_paths,
                                                exclude='.py',
                                                add_path=True)
            if not tmp_folder: continue
            sub_path.extend(tmp_folder)

        os.environ['SOFTWARE_PATH'] = (';').join(software_path)
        os.environ['SOFTWARE_SUB_PATH'] = (';').join(sub_path)
        LOG.debug("SOFTWARE_PATH: {}".format(os.environ['SOFTWARE_PATH']))

        # GET data
        self._software_data = Tank().data_software
        self._env = self._software_data.get('ENV', '')

        # ADD software ENV
        if (self._env):
            for env, content in self._env.iteritems():
                if isinstance(content, list):
                    for each in content:
                        Tank().add_env(env, each)
                else:
                    Tank().add_env(env, content)

            LOG.debug('{}_ENV: {}'.format(self._NAME.upper(), self._env))
Beispiel #7
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    def __init__(self, new_file=True):
        super(ArSaveAs, self).__init__()

        path_ui = ("/").join([os.path.dirname(__file__), "ui", TITLE + ".ui"])
        self.wgSaveAs = QtCompat.loadUi(path_ui)

        self.all_task = '<all tasks>'

        self.new_file = new_file
        self.save_file = ''
        self.save_dir = Tank().data_project['path']
        self.software = Tank().software.software
        self.inputs = [
            self.wgSaveAs.cbxScene, self.wgSaveAs.cbxSet,
            self.wgSaveAs.cbxAsset, self.wgSaveAs.cbxTask
        ]

        self.wgHeader.btnOption.hide()
        self.wgHeader.cbxAdd.hide()
        self.wgHeader.setWindowIcon(
            QtGui.QIcon(Tank().get_img_path("btn/btn_save")))

        btn_title = TITLE if self.new_file else 'Create New Folder'
        self.wgHeader.setWindowTitle(btn_title)
        btn_title = 'Save As' if self.new_file else 'Create'
        self.wgHeader.btnAccept.setText(btn_title)
        self.wgHeader.layMain.addWidget(self.wgSaveAs, 0, 0)
        self.resize_widget(self.wgSaveAs)

        # self.wgSaveAs : always on top
        self.wgSaveAs.setWindowFlags(QtCore.Qt.WindowStaysOnTopHint)

        self.setup()
        self.wgSaveAs.show()
        LOG.info('START : arSaveAs')
Beispiel #8
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    def __call__(self):
        from tank import Tank
        TITLE = os.path.splitext(os.path.basename(__file__))[0]
        LOG = Tank().log.init(script=TITLE)

        LOG.debug(
            '____________________________________________________________')
        LOG.debug('PIPELINE: {} [{}, {}, {}] {}'.format(
            self.pipeline_data['PIPELINE']['name'],
            self.pipeline_data['PIPELINE']['version'],
            os.environ['PIPELINE_STATUS'], 'user overwrite'
            if os.environ['DATA_USER_PATH'] else 'NO user overwrite',
            self.data_pipeline_path))

        LOG.debug('PROJECT:  {} [{}, {}] [{}{}]'.format(
            self.project_data['name'],
            '{} x {}'.format(Tank().data_project['resolution'][0],
                             Tank().data_project['resolution'][1]),
            Tank().data_project['fps'], ''
            if os.path.exists(self.project_data['path']) else 'NOT existing: ',
            os.path.normpath(self.project_data['path'])))

        LOG.debug(
            '------------------------------------------------------------')
        LOG.debug('SYS_PATH: {}'.format('[%s]' %
                                        ', '.join(map(str, sys.path))))
        LOG.debug('ADD_ENV:  {}'.format(self.pipeline_env))
Beispiel #9
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    def press_btnAccept(self):
        if not os.path.exists(self.load_file):
            self.set_status('FAILED LOADING : Path doesnt exists: {}'.format(self.load_file), msg_type=3)
            return False

        open_software = self.software_format[os.path.splitext(self.load_file)[1][1:]].upper()

       # OPEN in current software
        try:
            if open_software.lower() == Tank().software.software.lower():
                Tank().software.scene_open(self.load_file)
                self.wgHeader.close()
            elif open_software in self.data['software'].keys():
                try:    Tank().software.start(open_software, self.load_file)
                except: LOG.error('FAILED to open software', exc_info=True)
            else: subprocess.Popen(self.load_file, shell=True)
        except: LOG.warning("No Software setup")

        note = arNotice.Notice(title = os.path.basename(self.load_file).split('.')[0],
                               msg   = self.wgPreview.edtComment.toPlainText(),
                               user  = self.wgPreview.lblUser.text(),
                               func  = 'LOAD',
                               img   = self.preview_img_path if os.path.exists(self.preview_img_path) else 'lbl/lbl{}131'.format(Tank().software.software.lower().title()),
                               img_link = os.path.dirname(self.load_file))
        arNotice.ArNotice(note)
Beispiel #10
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    def __init__(self, width, height, title):
        # Window initializing code
        self.win_size = width, height
        self.win = pygame.display.set_mode((width, height))
        pygame.display.set_caption(title)

        self.running = True
        self.background = (0, 0, 0)

        # Pymunk initializing code
        pymunk.pygame_util.positive_y_is_up = False
        self.space = pymunk.Space()
        self.space.gravity = 0, 700

        # Create game objects
        self.ground = Ground(self.win_size[0], 150, self.win_size)
        self.player1 = Tank("red")
        self.player2 = Tank("blue")
        self.bullets = []

        # Setup code
        self.current_player = self.player1
        self.other_player = self.player2
        self.moves_left = 100
        self.shoot_wait = 380
        self.shooting = False

        self.player1.body._set_position((100, 250))
        self.player2.body._set_position((width-136, 250))

        # Add game objects to space
        self.ground.add_to_space(self.space)
        self.player1.add_to_space(self.space)
        self.player2.add_to_space(self.space)
Beispiel #11
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    def add_preview(self, layout):
        path_ui = ("/").join(
            [os.path.dirname(__file__), "ui", TITLE + "_preview.ui"])
        self.wgPreview = QtCompat.loadUi(path_ui)
        layout.addWidget(self.wgPreview, 0, 0)

        self.wgPreview.btnPreviewImg.clicked.connect(self.press_btnPreviewImg)
        self.wgPreview.btnScreenshot.clicked.connect(self.press_btnScreenshot)
        self.wgPreview.btnSnapshotRender.clicked.connect(
            self.press_btnSnapshotRender)
        self.wgPreview.btnSnapshotViewport.clicked.connect(
            self.press_btnSnapshotViewport)

        self.wgPreview.btnPreviewImg.setIcon(
            QtGui.QPixmap(QtGui.QImage(Tank().get_img_path("lbl/default"))))
        self.wgPreview.btnScreenshot.setIcon(
            QtGui.QPixmap(QtGui.QImage(Tank().get_img_path("btn/btn_camera"))))
        self.wgPreview.btnSnapshotViewport.setIcon(
            QtGui.QPixmap(
                QtGui.QImage(Tank().get_img_path(
                    "software/maya/shelf/shelf_render_low"))))
        self.wgPreview.btnSnapshotRender.setIcon(
            QtGui.QPixmap(
                QtGui.QImage(Tank().get_img_path(
                    "software/maya/shelf/shelf_render_high"))))
Beispiel #12
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    def __init__(self):

        self.screen = pg.display.get_surface()
        self.screen_rect = self.screen.get_rect()
        self.clock = pg.time.Clock()
        self.fps = 60
        self.done = False
        self.keys = pg.key.get_pressed()

        p1keys = {
            pg.K_LEFT: 1,
            pg.K_RIGHT: -1,
            pg.K_UP: 1,
            pg.K_DOWN: 1,
            pg.K_k: 1
        }

        p1controls = [pg.K_LEFT, pg.K_RIGHT, pg.K_UP, pg.K_DOWN, pg.K_k]

        p2keys = {pg.K_a: 1, pg.K_d: -1, pg.K_w: 1, pg.K_s: 1, pg.K_g: 1}
        p2controls = [pg.K_a, pg.K_d, pg.K_w, pg.K_s, pg.K_g]

        self.tanks = []
        tank = Tank([100, 100], p1keys, p1controls, 1)
        tank2 = Tank([900, 700], p2keys, p2controls, 2)
        self.tanks.append(tank)
        self.tanks.append(tank2)

        self.walls = []
        self.make_walls()
Beispiel #13
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 def __init__(self):
     self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
     self.tank1 = Tank(300, 300, TANK_SPEED, GREEN)
     self.tank2 = Tank(100, 100, TANK_SPEED, RED, pygame.K_d, pygame.K_a, pygame.K_w, pygame.K_s)
     self.tanks = [self.tank1, self.tank2]
     self.bullets = []
     self.font = pygame.font.Font(None, FONT_MIN)
     self.game_over = False
     self.background = BACKGROUND
    def initMultiplayerOffline(self):
        self.random_values = []
        self.random_values = sample(range(1, 32),
                                    self.num_of_enemies_per_level)

        self.board = []
        self.bullet_dictionary = {}
        self.enemy_dictionary = {}
        for i in range(self.num_of_enemies_per_level):
            self.enemy_dictionary[EnemyTank(
                self.random_values[i])] = QLabel(self)

        self.player_1 = Tank(PlayerType.PLAYER_1)
        self.player_1_label = QLabel(self)
        self.player_1_starting_position = ()

        self.player_2 = Tank(PlayerType.PLAYER_2)
        self.player_2_label = QLabel(self)
        self.player_2_starting_position = ()

        self.clearBoard()
        self.setFocusPolicy(Qt.StrongFocus)
        self.setInitialMap()

        # region THREADS
        self.move_player_1_thread = MovePlayerThread(self.commands_1,
                                                     self.player_1, self)
        self.move_player_1_thread.player_moved_signal.connect(self.playerMoved)
        self.move_player_1_thread.bullet_fired_signal.connect(self.bulletFired)
        self.move_player_1_thread.bullet_impact_signal.connect(
            self.bulletMoved)

        self.move_player_2_thread = MovePlayerThread(self.commands_2,
                                                     self.player_2, self)
        self.move_player_2_thread.player_moved_signal.connect(self.playerMoved)
        self.move_player_2_thread.bullet_fired_signal.connect(self.bulletFired)
        self.move_player_2_thread.bullet_impact_signal.connect(
            self.bulletMoved)

        self.move_enemy_thread = MoveEnemyThread(self)
        self.move_enemy_thread.bullet_fired_signal.connect(self.bulletFired)
        self.move_enemy_thread.bullet_impact_signal.connect(self.bulletMoved)
        self.move_enemy_thread.enemy_move_signal.connect(self.enemyCallback)
        self.move_enemy_thread.dead_player_signal.connect(
            self.removeDeadPlayer)
        self.move_bullets_thread = MoveBulletsThread(self)
        self.move_bullets_thread.bullets_move_signal.connect(self.bulletMoved)
        self.move_bullets_thread.dead_player_signal.connect(
            self.removeDeadPlayer)

        self.ex_pipe, self.in_pipe = Pipe()
        self.deux_ex_machina_process = DeuxExMachina(
            pipe=self.ex_pipe,
            boardWidth=self.BoardWidth,
            boardHeight=self.BoardHeight)

        self.deux_ex_machina_thread = DeuxExMachinaThread(self)
Beispiel #15
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 def set_meta_data(self, save_path=''):
     if not save_path: save_path = self.save_file
     meta_path = os.path.dirname(
         save_path) + Tank().data_project['META']['file']
     # LOG.info(meta_path)
     comment_dict = {
         'user': User().id,
         'comment': str(self.wgSave.edtComment.text())
     }
     Tank().set_data(meta_path, os.path.basename(save_path), comment_dict)
Beispiel #16
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def copy_splash():
    splash_path = Tank().get_img_path("software/max/splash.bmp")
    max_path = os.path.dirname(Tank().software.data['path'])

    if not os.path.exists(max_path + '/splash.bmp'):
        try:
            shutil.copy(splash_path, max_path)
        except:
            LOG.error('FAILED to copy splash: '.format(max_path),
                      exc_info=True)
Beispiel #17
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def start():
    app = QtWidgets.QApplication(sys.argv)
    app.setQuitOnLastWindowClosed(False)

    trayIcon = SystemTrayIcon(app)
    trayIcon.show()
    trayIcon.setToolTip(Tank().data_project['name'] + ' [right click]')
    trayIcon.showMessage(Tank().data_project['name'], '[right click]', QtWidgets.QSystemTrayIcon.Information , 20000)

    app.exec_()
Beispiel #18
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    def setup_level(self, map_source="res/level.tmx"):
        self.tank_list = arcade.SpriteList()
        self.tank = Tank(self.tank_list)
        self.tank.set_position(100, 100)

        self.bullet_list = arcade.SpriteList()

        level_map = arcade.tilemap.read_tmx(map_source)
        self.level_boundary = ((0, 0), (level_map.map_size.width *
                                        level_map.tile_size.width,
                                        level_map.map_size.height *
                                        level_map.tile_size.height))
        enemies_position = self.get_enemies_position(level_map)
        self.layers = {
            key: None
            for key in ("boundary", "background", "terrain", "box")
        }

        if level_map.background_color:
            arcade.set_background_color(level_map.background_color)
        for layer_name in self.layers.keys():
            self.layers[layer_name] = arcade.tilemap.process_layer(
                map_object=level_map, layer_name=layer_name)
        for sprite in self.layers["box"]:
            sprite.health = 20

        self.physics_engines = []
        self.physics_engines.append(
            arcade.PhysicsEngineSimple(self.tank.wheel_sprite,
                                       self.layers["boundary"]))
        self.physics_engines.append(
            arcade.PhysicsEngineSimple(self.tank.wheel_sprite,
                                       self.layers["box"]))

        self.ai_sprite_list = arcade.SpriteList()
        self.ai_objects = []
        for position in enemies_position:
            ai_obj = Tank(self.ai_sprite_list, "res/ai.png")
            ai_obj.set_position(*position)
            self.ai_objects.append(ai_obj)
            self.physics_engines.append(
                arcade.PhysicsEngineSimple(ai_obj.wheel_sprite,
                                           self.tank_list))
            self.physics_engines.append(
                arcade.PhysicsEngineSimple(self.tank.wheel_sprite,
                                           self.ai_sprite_list))
            self.physics_engines.append(
                arcade.PhysicsEngineSimple(ai_obj.wheel_sprite,
                                           self.layers["boundary"]))
            self.physics_engines.append(
                arcade.PhysicsEngineSimple(ai_obj.wheel_sprite,
                                           self.layers["box"]))
        self.path = None
        self.create_barriers()
Beispiel #19
0
def save_snapshot(rlt_path, src_path=DEFAULT_PATH):
    img = QtGui.QImage()
    img.load(src_path)
    thumbnail_extension = '.' + Tank().data_project['EXTENSION']['thumbnail']

    tmpDir = os.path.dirname(
        rlt_path) + '/' + Tank().data_project['META']['dir']
    rlt_path = tmpDir + "/" + os.path.basename(rlt_path).split(
        ".")[0] + thumbnail_extension

    pipefunc.create_folder(rlt_path)
    img.save(rlt_path, format=thumbnail_extension)
    remove_tmp_img(src_path)
    return rlt_path
Beispiel #20
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 def prep_lives(self):
     """Creating two sprite groups for both players to show lives"""
     self.p1_lives = Group()
     self.p2_lives = Group()
     for tank_number in range(self.game_set.p1_lives):
         tank1 = Tank(self.game_set, self.screen, 'lives', 'p1')
         tank1.rect.x = 30 + tank_number * (tank1.rect.width + 5)
         tank1.rect.y = 60
         self.p1_lives.add(tank1)
     for tank_number in range(self.game_set.p2_lives):
         tank2 = Tank(self.game_set, self.screen, 'lives', 'p2')
         tank2.rect.x = 884 + tank_number * (tank2.rect.width + 5)
         tank2.rect.y = 60
         self.p2_lives.add(tank2)
Beispiel #21
0
def test_fire_consumes_ammo():
    mytank = Tank(0, 0)

    assert mytank.ammo == 50, 'Initial ammo should be 50'
    mytank.fire()

    assert mytank.ammo == 49, 'Ammo should have decreased of one'
Beispiel #22
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def main():

    pygame.init()
    globals.pygame = pygame
    update_display_mode()
    clock = pygame.time.Clock()

    entities = []

    entities.append(Tank(100, 100))

    loop = True

    while (loop):
        clock.tick(60)  # 60 FPS
        globals.window.fill((255, 255, 255))  # Fill window white

        globals.events = pygame.event.get()

        for entitiy in entities:
            entitiy.update()

        for entitiy in entities:
            entitiy.draw()

        if isKeyJustPressed(pygame.K_RETURN):
            toggle_fullscreen()

        if isKeyJustPressed(pygame.K_ESCAPE):
            globals.pygame.quit()
            loop = False

        # Flip the buffer
        pygame.display.flip()
Beispiel #23
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def nuke_viewerSnapshot(img_path=DEFAULT_PATH):
    LOG.info("nuke_viewerSnapshot")
    import nuke
    viewer = nuke.activeViewer()
    viewNode = nuke.activeViewer().node()

    actInput = nuke.ViewerWindow.activeInput(viewer)
    if actInput < 0: return False

    selInput = nuke.Node.input(viewNode, actInput)

    # look up filename based on top read node
    topName = "[file tail [knob [topnode].file]]"

    # create writes and define render format
    write1 = nuke.nodes.Write(
        file=img_path.replace("\\", "/"),
        name='writeNode1',
        file_type=Tank().data_project['EXTENSION']['thumnail'])
    write1.setInput(0, selInput)

    # look up current frame
    curFrame = int(nuke.knob("frame"))
    # start the render
    nuke.execute(write1.name(), curFrame, curFrame)
    # clean up
    for n in [write1]:
        nuke.delete(n)
    def _add_tile_to_tank(self, tank_id, tile, x, y):
        if tank_id not in self.tanks:
            # Add new tank!
            self.tanks[tank_id] = Tank(tank_id, y)

        tank = self.tanks[tank_id]
        tank.add_horizontal_line(x, y, tile)
Beispiel #25
0
def make_github_issue(title, body=None, assignee='', milestone=None, labels=None):
    import requests
    from tank import Tank

    REPO_DATA = Tank().user.data_user_path
    if not assignee: assignee = REPO_DATA['username']

    # Our url to create issues via POST
    url = 'https://api.github.com/repos/%s/%s/issues' % (REPO_DATA['owner'], REPO_DATA['repository'])

    # Create an authenticated session to create the issue
    session = requests.Session()
    session.auth = (REPO_DATA['username'], REPO_DATA['password'])

    issue = {'title': title,
             'body': body,
             'assignee': assignee,
             'milestone': milestone,
             'labels': labels}

    # Add the issue to our repository
    repo = session.post(url, json.dumps(issue))

    if repo.status_code == 201:
        LOG.info('Successfully created Issue {}'.format(title))
    else:
        LOG.warning('Could not create Issue {}.\nResponse:{}'.format(title, repo.content))
Beispiel #26
0
    def __init__(self, parent=None):
        super(ArSave, self).__init__()

        path_ui = ("/").join([os.path.dirname(__file__), "ui", TITLE + ".ui"])
        self.wgSave = QtCompat.loadUi(path_ui)

        self.save_dir = os.getenv('PROJECT_PATH')
        self.save_file = ''
        self.comment = "Comment"
        self.img_path = libSnapshot.default_tmp_path
        self.software = Tank().software.software

        self.wgSave.btnVersionUp.clicked.connect(self.update_version)
        self.wgSave.btnVersionDown.clicked.connect(
            lambda: self.update_version(add=-1))

        # self.wgSave.btnPreviewImg.clicked.connect(self.press_btnPreviewImg)
        self.wgSave.btnScreenshot.clicked.connect(self.press_btnScreenshot)
        self.wgSave.btnSnapshotViewport.clicked.connect(
            self.press_btnSnapshotViewport)
        self.wgSave.btnSnapshotRender.clicked.connect(
            self.press_btnSnapshotRender)

        self.wgSave.btnPreviewImg.setIcon(
            QtGui.QPixmap(QtGui.QImage(libData.get_img_path("lbl/default"))))
        self.wgSave.btnScreenshot.setIcon(
            QtGui.QPixmap(QtGui.QImage(
                libData.get_img_path("btn/btnCamera48"))))
        self.wgSave.btnSnapshotRender.setIcon(
            QtGui.QPixmap(
                QtGui.QImage(
                    libData.get_img_path(
                        "software/maya/shelf/shelf_renderHigh35"))))
        self.wgSave.btnSnapshotViewport.setIcon(
            QtGui.QPixmap(
                QtGui.QImage(
                    libData.get_img_path(
                        "software/maya/shelf/shelf_viewport35"))))

        self.resize_widget(self.wgSave)

        if not self.set_path():
            self.press_btnOption()
            return

        # self.wgSave : always on top
        # self.wgHeader.setWindowFlags(QtCore.Qt.WindowStaysOnTopHint)

        self.wgHeader.setWindowTitle(TITLE)
        self.wgHeader.setWindowIcon(
            QtGui.QIcon(libData.get_img_path("btn/btnSave48")))

        self.wgHeader.btnOption.setText('SaveAs')
        self.wgSave.btnSnapshotRender.hide()
        if self.software == 'nuke': self.wgSave.btnSnapshotRender.hide()

        self.wgHeader.layMain.addWidget(self.wgSave, 0, 0)

        self.wgSave.show()
        LOG.info('START : arSave')
Beispiel #27
0
def load_menus():
    if cmds.menu(os.getenv('PROJECT_NAME').replace(' ', ''),
                 query=True,
                 exists=True):
        cmds.deleteUI(os.getenv('PROJECT_NAME').replace(' ', ''), menu=True)

    menu = cmds.menu(
        os.getenv('PROJECT_NAME').replace(' ', ''),
        hm=1,
        p='MayaWindow',
        l=os.getenv('PROJECT_NAME').replace(' ', ''),
        to=1,
    )

    Tank().software.add_menu(menu)
    Tank().software.add_shelf()
Beispiel #28
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def load_menus():
    project_path = os.getenv('PROJECT_NAME').replace(' ', '')

    if cmds.menu(project_path, query=True, exists=True):
        cmds.deleteUI(project_path, menu=True)

    menu = cmds.menu(
        project_path,
        hm=True,
        parent='MayaWindow',
        l=project_path,
        to=True,
    )

    Tank().software.add_menu(menu)
    Tank().software.add_shelf()
def run_game():
    # Initialize pygame, settings, and screen object.
    pygame.init()
    tw_settings = Settings()
    screen = pygame.display.set_mode(
        (tw_settings.screen_width, tw_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make a tank.
    tank = Tank(screen)

    enemy_tank = EnemyTank(screen)

    enemy_dedector = EnemyDedector(screen, enemy_tank)

    # Make a group to store bullets in.
    bullets = Group()
    enemy_bullets = Group()

    ###########################################################
    # Threads for each function.
    t1 = threading.Thread(target=thread_1_,
                          args=(tw_settings, screen, tank, enemy_tank,
                                enemy_dedector, bullets, enemy_bullets))
    t2 = threading.Thread(target=thread_2_,
                          args=(tw_settings, screen, tank, enemy_tank,
                                enemy_dedector, bullets, enemy_bullets))
    t3 = threading.Thread(target=thread_3_,
                          args=(tw_settings, screen, tank, enemy_tank,
                                enemy_dedector, bullets, enemy_bullets))
    ###########################################################
    t1.start()
    t2.start()
    t3.start()
    """
Beispiel #30
0
    def scene_setup(self, setup_type, status='', default=True):
        import maya.cmds as cmds

        data_setup = Tank().data_software[setup_type]
        new_setup = []

        if default:
            new_setup += data_setup['DEFAULT']

        if status in data_setup:
            new_setup += data_setup[status]

        LOG.debug(new_setup)

        for setting in new_setup:
            for key, item in setting.items():
                # TODO: Maybe needs optVar option - will see
                render = "cmds.setAttr('{}', {})".format(key, item)

                try:
                    eval(render)
                except:
                    LOG.error(
                        'Scene Setup is not executable: {}'.format(render),
                        exc_info=True)