Beispiel #1
0
 def test_blit(self):
     """quadratic image is shown, then cleared."""
     screen = Screen(RESOLUTION, BACKGROUND_IMAGE)
     bitmap = pygame.image.load(TILE).convert()
     dest = pygame.Rect(60, 60, 32, 32)
     source = pygame.Rect(0, 0, 32, 32)
     screen.blit(bitmap, dest, source)
     next_frame()
     screen.clear()
Beispiel #2
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 def test_blit(self, tile_bitmap):
     """quadratic image is shown, then cleared."""
     screen = Screen()
     dest = pygame.Rect(60, 60, 32, 32)
     source = pygame.Rect(0, 0, 32, 32)
     screen.blit(tile_bitmap, dest, source)
     next_frame()
     screen.clear()
Beispiel #3
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            self.steps -= 1
        if self.steps <= 0:
            self.finished = True
            if self.callback:
                self.callback()

    def draw(self):
        self.tile.draw(self.frame, self.current_vector)


def wait_for_move(move, screen=None, draw=None, delay=0.01):
    while not move.finished:
        if screen:
            screen.clear()
        move.move()
        if draw:
            draw()
        move.draw()
        pygame.display.update()
        time.sleep(delay)


if __name__ == '__main__':
    screen = Screen(Vector(800, 520), '../lightsouls/data/background.png')
    frame = Frame(screen, Rect(64, 64, 320, 320))
    tile_factory = TileFactory('../lightsouls/data/tiles.conf')
    pac = tile_factory.get('b.pac_right')
    move = Move(frame, pac, Vector(50, 50), RIGHT * 2, 200)
    wait_for_move(move, screen)
    time.sleep(1)
Beispiel #4
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    def zeichnen(self, screen, tiles):
        '''Auf dem Bildschirm anzeigen'''
        tile = tiles.get(self.name.lower())
        tile.draw(screen, (self.position[0] + 300, self.position[1] + 200))


def simulieren(planeten, screen, tf):
    screen.clear()
    sonne = planeten[0]
    planeten = planeten[1:]
    for p in planeten:
        p.bewegen()
        p.zeichnen(screen, tf)
        p.anziehungskraft(sonne)
    sonne.zeichnen(screen, tf)
    pygame.display.update()
    time.sleep(VERZOEGERUNG)


sc = Screen()
tf = TileFactory()

planeten = [
    Planet("Sonne", 0.0, 0.0, 0.0, 0.0, 300000000.0),
    Planet("Erde", 0.0, 100.0, 2.17601657851805, 0.0, 1.0),
    Planet("Venus", 0.0, 60.0, -5.91572020809202436808504899092, 0.0, 1.0)
]

while True:
    simulieren(planeten, sc, tf)
Beispiel #5
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            self.map.set_map(self.tile_name * self.value)
        self.frame.clear()
        self.map.draw()

    def increase(self):
        self.value += 1
        self.redraw()

    def decrease(self):
        if self.value > 0:
            self.value -= 1
        self.redraw()


if __name__ == '__main__':
    screen = Screen()
    tile_factory = TileFactory()
    frame = Frame(screen, Rect(96, 64, 640, 32))
    bananas = BarDisplay(frame, tile_factory, 0, 'b', False)
    frame = Frame(screen, Rect(64, 64, 32, 320))
    cherries = BarDisplay(frame, tile_factory, 10, 'c', True)
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
        # screen.clear()
        bananas.increase()
        cherries.decrease()
        pygame.display.update()
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
        self.frame.clear()
        self.map.draw()

    def increase(self):
        self.value += 1
        self.redraw()

    def decrease(self):
        if self.value > 0:
            self.value -= 1
        self.redraw()



if __name__ == '__main__':
    screen = Screen(Vector(800,550), '../lightsouls/data/background.png')
    tile_factory = TileFactory('../lightsouls/data/tiles.conf')
    frame = Frame(screen, Rect(96, 64, 640, 32))
    bananas = BarDisplay(frame, tile_factory, 0, 'b', False)
    frame = Frame(screen, Rect(64, 64, 32, 320))
    cherries = BarDisplay(frame, tile_factory, 10, 'c', True)
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
        #screen.clear()
        bananas.increase()
        cherries.decrease()
        pygame.display.update()
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
Beispiel #7
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 def test_clear(self):
     """Screen can be cleared."""
     screen = Screen(RESOLUTION, BACKGROUND_IMAGE)
     screen.clear()
Beispiel #8
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            self.map.set_map(self.tile_name * self.value)
        self.frame.clear()
        self.map.draw()

    def increase(self):
        self.value += 1
        self.redraw()

    def decrease(self):
        if self.value > 0:
            self.value -= 1
        self.redraw()


if __name__ == '__main__':
    screen = Screen()
    tile_factory = TileFactory()
    frame = Frame(screen, Rect(96, 64, 640, 32))
    bananas = BarDisplay(frame, tile_factory, 0, 'b', False)
    frame = Frame(screen, Rect(64, 64, 32, 320))
    cherries = BarDisplay(frame, tile_factory, 10, 'c', True)
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
        # screen.clear()
        bananas.increase()
        cherries.decrease()
        pygame.display.update()
    for i in range(15):
        pygame.display.update()
        time.sleep(0.1)
Beispiel #9
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 def test_clear(self):
     """Screen can be cleared."""
     screen = Screen()
     screen.clear()