def __init__(self, host, port, pseudo=None): self.run = False # Booléen déterminant si ce client est connecté au serveur ou non #connexion au serveur self.Connect((host, port)) #initialisation de pygame pygame.init() self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) #self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT),pygame.FULLSCREEN) self.clock = pygame.time.Clock() pygame.key.set_repeat(1, 1) #numero d'id sur le serveur self.idServeur = 0 self.pseudo = pseudo self.carte = None self.controlable = None self.isPaused = False self.fin_du_jeu = 0 self.controles_actif = False self.font_pixel_32 = pygame.font.Font( os.path.dirname(__file__) + "/../data/font/pixelmix.ttf", 32) self.font_pixel_20 = pygame.font.Font( os.path.dirname(__file__) + "/../data/font/pixelmix.ttf", 20) self.point_vert = utils.load_png( os.path.dirname(__file__) + "/../data/image/point_vert.png") # Chargement du background de la map self.background_image, self.background_rect = utils.load_png( os.path.dirname(__file__) + "/../data/sprite/background.png") # Instanciation des personnages et des groupes de sprites self.monGroup = GroupJoueur.GroupJoueur() # Instanciation des tirs et des sprites self.groupTir = GroupTir.GroupTir()
def __init__(self, object, rect, outlineImg=None, insideImg=None, attrName='health', fullAmt=100, outerColor=black, innerColor=red): """pass in a rectstyle to tell the statusbar where to appear and pass in an object with a health attribute""" pygame.sprite.Sprite.__init__(self) #call Sprite initializer rect = pygame.Rect(rect) self.outerColor = outerColor self.innerColor = innerColor self.innerOffset = (5, 5) #The outer image is usually something like a black outline # but it could be more complex, maybe with text or something if outlineImg is not None: self.backImg, self.rect = load_png(outlineImg) self.rect.move_ip(rect.topleft) else: self.rect = pygame.Rect(rect) self.backImg = pygame.Surface((self.rect.width, self.rect.height)) self.backImg.fill(self.outerColor) #The inside image defaults to a red rectangle if no image # is given. if insideImg is not None: self.innerImg, self.innerRect = load_png(insideImg) self.innerRect.move_ip(rect.topleft) self.innerOffset = (0, 0) else: self.innerRect = self.rect.inflate(-10, -10) self.innerImg = pygame.Surface( (self.innerRect.width, self.innerRect.height)) self.innerImg.fill(self.innerColor) self.object = object self.attrName = attrName self.fullAmt = fullAmt self.amt = getattr(self.object, self.attrName) #For efficiency, the object can update its status bar ONLY # when its health is changed, instead of every tick. self.onlyUpdateOnExplicitRequest = 0 #If the object has an attribute SetStatusBar, assume the object #will explicitly call self.UpdateImg() #NOTE: this could be made more correct (check interface, # callable, etc) if (hasattr(object, "SetStatusBar")): self.object.SetStatusBar(self) self.onlyUpdateOnExplicitRequest = 1 self.UpdateImg()
def __init__(self, object, rect, outlineImg=None, insideImg=None, attrName='health', fullAmt=100, outerColor=black, innerColor=red ): """pass in a rectstyle to tell the statusbar where to appear and pass in an object with a health attribute""" pygame.sprite.Sprite.__init__(self) #call Sprite initializer rect = pygame.Rect( rect ) self.outerColor = outerColor self.innerColor = innerColor self.innerOffset = (5,5) #The outer image is usually something like a black outline # but it could be more complex, maybe with text or something if outlineImg is not None: self.backImg = load_png(outlineImg) self.rect = self.backImg.get_rect() self.rect.move_ip( rect.topleft ) else: self.rect = pygame.Rect(rect) self.backImg = pygame.Surface( (self.rect.width, self.rect.height) ) self.backImg.fill( self.outerColor ) #The inside image defaults to a red rectangle if no image # is given. if insideImg is not None: self.innerImg = load_png(insideImg) self.innerRect = self.innerImg.get_rect() self.innerRect.move_ip( rect.topleft ) self.innerOffset = (0,0) else: self.innerRect = self.rect.inflate( -10, -10 ) self.innerImg = pygame.Surface( (self.innerRect.width, self.innerRect.height)) self.innerImg.fill( self.innerColor ) self.object= object self.attrName = attrName self.fullAmt = fullAmt self.amt = getattr(self.object, self.attrName) #For efficiency, the object can update its status bar ONLY # when its health is changed, instead of every tick. self.onlyUpdateOnExplicitRequest = 0 #If the object has an attribute SetStatusBar, assume the object #will explicitly call self.UpdateImg() #NOTE: this could be made more correct (check interface, # callable, etc) if( hasattr(object, "SetStatusBar") ): self.object.SetStatusBar( self ) self.onlyUpdateOnExplicitRequest = 1 self.UpdateImg()
def __init__(self): Sprite.__init__(self) self.images = [load_png( 'instruction_press00.png' ), load_png( 'instruction_press01.png' ) ] self.image = self.images[0] self.rect = self.image.get_rect() self.timer = 200 self.imgIndex = 0
def __init__(self, height="tall"): Sprite.__init__(self) if height == "tall": self.image = load_png( 'geyser_tall.png' ) else: self.image = load_png( 'geyser_short.png' ) self.rect = self.image.get_rect() self.jiggleCounter = 200 self.lifeCounter = settings.geyserLifetime
def __init__( self, name, onClickCallback=None, callbackArgs=() ): gui_widgets.Widget.__init__( self, None ) self.onImg = load_png( name+'_on.png' ) self.offImg = load_png( name+'_off.png' ) self.hiImg = load_png( name+'_hi.png' ) self.onClickCallback = onClickCallback self.callbackArgs = callbackArgs self.image = self.offImg self.rect = self.image.get_rect()
def __init__(self, name, onClickCallback=None, callbackArgs=()): gui_widgets.Widget.__init__(self, None) self.onImg = load_png(name + '_on.png') self.offImg = load_png(name + '_off.png') self.hiImg = load_png(name + '_hi.png') self.onClickCallback = onClickCallback self.callbackArgs = callbackArgs self.image = self.offImg self.rect = self.image.get_rect()
def __init__(self, height="tall"): Sprite.__init__(self) if height == "tall": self.image = load_png('geyser_tall.png') else: self.image = load_png('geyser_short.png') self.rect = self.image.get_rect() self.jiggleCounter = 200 self.lifeCounter = settings.geyserLifetime
def __init__( self, name, container=None, onClickCallback=None, callbackArgs=(), ): ButtonSprite.__init__( self, container, onClickCallback, callbackArgs ) self.toggleState = False self.onImage = load_png( 'btn_tog_'+ name +'_on.png' ) self.offImage = load_png( 'btn_tog_'+ name +'_off.png' ) self.image = self.offImage self.rect = self.image.get_rect()
def __init__(self, ceilingY): Sprite.__init__(self) self.formingImg= load_png( 'bubble_forming.png' ) self.risingImg= load_png( 'bubble_rising.png' ) self.rect = self.formingImg.get_rect() self.image = self.formingImg self.ceilingY = ceilingY self.isAtCeiling = False self.birthTimeCounter = 0 self.nextJiggleCounter = 500 self.deathCounter = 0
def __init__(self,parameters): self.clock = pygame.time.Clock() #it depends of resolution self.image_background = utils.load_png('gui/main_menu.png') #it depends of resolution self.main_title = utils.load_png('gui/title.png') self.version_font = pygame.font.SysFont('verdana',12) self.version_font.set_bold(True) self.version = parameters['version'] self.parameters = parameters self.screen = None
def __init__(self, ceilingY): Sprite.__init__(self) self.formingImg = load_png('bubble_forming.png') self.risingImg = load_png('bubble_rising.png') self.rect = self.formingImg.get_rect() self.image = self.formingImg self.ceilingY = ceilingY self.isAtCeiling = False self.birthTimeCounter = 0 self.nextJiggleCounter = 500 self.deathCounter = 0
def __init__(self): Sprite.__init__(self) self.images = [ load_png('instruction_press00.png'), load_png('instruction_press01.png') ] self.image = self.images[0] self.rect = self.image.get_rect() self.timer = 200 self.imgIndex = 0
def __init__(self): Sprite.__init__(self) self.onImg = load_png( 'quit_btn.png' ) self.focusImg = load_png( 'quit_btn_focus.png' ) self.image = self.onImg self.rect = self.image.get_rect() self.isClicking = False self.hasMouseFocus = False controller = mvcState.GetController() controller.mouseListeners.append( self )
def __init__(self): Sprite.__init__(self) self.onImg = load_png('quit_btn.png') self.focusImg = load_png('quit_btn_focus.png') self.image = self.onImg self.rect = self.image.get_rect() self.isClicking = False self.hasMouseFocus = False controller = mvcState.GetController() controller.mouseListeners.append(self)
def __init__( self, name, container=None, onClickCallback=None, callbackArgs=(), ): ButtonSprite.__init__(self, container, onClickCallback, callbackArgs) self.toggleState = False self.onImage = load_png('btn_tog_' + name + '_on.png') self.offImage = load_png('btn_tog_' + name + '_off.png') self.image = self.offImage self.rect = self.image.get_rect()
def __init__(self, bladder): Sprite.__init__(self) self.bladder = bladder self.topBottomSpacing = 40 self.composeTimeout = 100 self.squeezeImgs = [ load_png( 'squeeze_violet.png' ), load_png( 'squeeze_blue.png' ), load_png( 'squeeze_green.png' ), load_png( 'squeeze_yellow.png' ), load_png( 'squeeze_orange.png' ), load_png( 'squeeze_red.png' ), ] self.arrowTop = load_png( 'squeeze_arrow_top.png' ) self.arrowBot = load_png( 'squeeze_arrow_bot.png' ) self.image = self.squeezeImgs[0] self.rect = self.image.get_rect() self.arrowTopRect = self.arrowTop.get_rect() self.arrowBotRect = self.arrowBot.get_rect() self.ComposeImg() controller = mvcState.GetController() controller.mouseListeners.append( self )
def __init__(self, bladder): Sprite.__init__(self) self.bladder = bladder self.topBottomSpacing = 40 self.composeTimeout = 100 self.squeezeImgs = [ load_png('squeeze_violet.png'), load_png('squeeze_blue.png'), load_png('squeeze_green.png'), load_png('squeeze_yellow.png'), load_png('squeeze_orange.png'), load_png('squeeze_red.png'), ] self.arrowTop = load_png('squeeze_arrow_top.png') self.arrowBot = load_png('squeeze_arrow_bot.png') self.image = self.squeezeImgs[0] self.rect = self.image.get_rect() self.arrowTopRect = self.arrowTop.get_rect() self.arrowBotRect = self.arrowBot.get_rect() self.ComposeImg() controller = mvcState.GetController() controller.mouseListeners.append(self)
def __init__(self,image,path,map_pos, screen_pos): self._position = Vec2d(0,0) # x e y? funciones de gummworld2 #self.direction = DOWN self.dir = Vec2d(0.0, 0.0) #images loading front_image = path + '/' + image + '-idle-1.png' self.front_standing = utils.load_png(front_image) self.right_standing = utils.load_png(front_image) self.back_standing = pygame.transform.flip(self.front_standing, True, False) self.left_standing = pygame.transform.flip(self.right_standing, True, False) self.playerWidth, self.playerHeight = self.front_standing.get_size() ##animation loading self.imagesAndDurations = [('data/peasant/peasant-idle-%s.png' % (str(num)), 0.1) for num in range(1,7)] self.animObjs = pyganim.PygAnimation(self.imagesAndDurations,False) self.movement = 0 # to improve the path and left and right animations # create the right-facing sprites by copying and flipping the left-facing sprites #self.animObjs['-n-run'] = self.animObjs['-se-run'].getCopy() #self.animObjs['-s-run'] = self.animObjs['-se-run'].getCopy() #self.animObjs['-s-run'].flip(True, False) #self.animObjs['-s-run'].makeTransformsPermanent() #self.animObjs['-sw-run'] = self.animObjs['-se-run'].getCopy() #self.animObjs['-sw-run'].flip(True, False) #self.animObjs['-sw-run'].makeTransformsPermanent() #self.image = self.animObjs['-se-run'].getCurrentFrame() self.image = self.front_standing self.rect = self.image.get_rect() #move conductor self.moveConductor = pyganim.PygConductor(self.animObjs) ##voy por aqui modificando!! #start direction #self.direction = DOWN self.x = screen_pos[0] self.y = screen_pos[1] self.screen_position = screen_pos self.position = map_pos #game attributes self.strength = 1
def __init__(self, evManager, container=None, onClickEvent=None): Widget.__init__(self, evManager, container) if not isinstance(onClickEvent, GUIScrollRequest): raise Exception("Scroll Button Must have Scroll Event") self.onClickEvent = onClickEvent self.amount = self.onClickEvent.amount if self.amount < 0: self.image = load_png('scroll_left.png') else: self.image = load_png('scroll_right.png') self.rect = self.image.get_rect() self.originalRect = None
def Activate(self, renderGroup, rect, evManager=None): GUIView.Activate(self, renderGroup, rect, evManager) self.__msg = "Error" self.dialogMsgCount = 1 bgSprite = pygame.sprite.Sprite() bgSprite.image = load_png('dialog_background.png') #bgSprite.rect = bgSprite.image.get_rect() bgSprite.rect = self.rect closeEvent = GUIDialogRemoveRequest('msgDialog') closeButton = ButtonSprite(self.evManager, "Close", container=self, onClickEvent=closeEvent) self.background = bgSprite self.widgets = [ closeButton, LabelSprite(self.evManager, self.__msg, container=self), ] #because this is a Dialog, it should be shown on the topmost #layer of the View. #the renderGroup here is expected to be a LayeredSpriteGroup self.renderGroup.add_top(self.background) for wid in self.widgets: self.renderGroup.add_top(wid) self.ArrangeWidgets()
def __init__(self, mon_type, level): if mon_type['random_state']: self.state = random.choice(mon_type['init_state']) else: self.state = mon_type['init_state'][0] self.prev_state = self.state img = utils.load_png(mon_type['image']) img = pygame.transform.scale2x(img) actor.Actor.__init__(self, img, Rect(0,0,mon_type['size'],mon_type['size']), mon_type['state_anims'], respawns = mon_type['is_boss']) self.name = mon_type['name'] self.behavior = mon_type['behavior'] screen = pygame.display.get_surface() self.area = screen.get_rect() self.movepos = [0,0] self.hitcount = 0 self.pushcount = 0 self.cannot_collide = pygame.sprite.Group() self.health = mon_type['health']+(level-1) self.strength = mon_type['strength']+(level-1) self.waitcount = 0 self.movecount = 0 self.isBoss=mon_type['is_boss'] random.seed() if self.state == 'wait': self.waitcount == random.randint(0,40)
def LoadResource(self, name): fname = name.replace( ' ', '_' ) + '.png' try: self._d[name] = load_png( fname ) except pygame.error: font = pygame.font.Font(None, 60) self._d[name] = font.render( name, 1, (255,255,255) )
def __init__(self): Sprite.__init__(self) self.stableImg = load_png('cloud.png') self.image = self.stableImg self.rect = self.image.get_rect() self.jiggleCounter = 1500 self.jiggles = [(4, 0), (-4, 0), (-1, 3), (-2, -4), (3, 1)] self.jiggleIndex = 0 self.dripMoves = [ (0, 3), (0, 2), (0, 2), (0, 1), (0, 1), (0, 1), (0, 1), (0, -3), (0, -3), (0, -3), (0, -1), (0, -1), ] self.dripIndex = 0 self.isDripping = False self.dropColor = None
def help(self): """Build the help screen.""" self.game = None help_file = 'help0{}.png'.format(str(self.help_)) # Print Title title, title_pos = write( 'Help', 96, 'Multicolore.otf', colorScheme.OPTIONSTITLE, ) title_pos.centerx = self.background.get_rect().centerx title_pos.centery = self.background.get_rect().height / 6 self.background.blit(title, title_pos) help_image = load_png(help_file) help_image_pos = help_image.get_rect() help_image_pos.centerx = self.background.get_rect().centerx help_image_pos.centery = self.background.get_rect().centery self.background.blit(help_image, help_image_pos) self.hm.assemble() self.hm.menu_pos.centerx = self.background.get_rect().centerx self.hm.menu_pos.centery = 5 * (self.background.get_rect().height / 6) self.background.blit(self.hm.menu, self.hm.menu_pos)
def __init__(self,parameters): self.clock = pygame.time.Clock() #it depends of resolution self.image_background = utils.load_png('gui/main_menu.png') #it depends of resolution self.main_title = utils.load_png('gui/title.png') self.title_font = pygame.font.SysFont('verdana',22) self.title_font.set_bold(True) self.title = 'CONFIGURATION' self.option_font = pygame.font.SysFont('verdana',16) self.option_font.set_bold(True) self.option_video = 'VIDEO OPTIONS:' self.parameters = parameters
def LoadResource(self, name): fname = name.replace( ' ', '_' ) + '.png' color = (0,0,0) try: self._d[name] = load_png( fname ) except pygame.error: font = pygame.font.Font(None, 28) self._d[name] = font.render( name, 1, color )
def __init__(self, sprite): """ Platform constructor. Assumes constructed with user passing in an array of 5 numbers like what's defined at the top of this code. """ pygame.sprite.Sprite.__init__(self) # Grab the image for this platform self.image,self.rect = utils.load_png(sprite)
def __init__(self): Sprite.__init__(self) self.fillingImgs = [ load_png( 'bladder00.png' ), load_png( 'bladder01.png' ), load_png( 'bladder02.png' ), load_png( 'bladder03.png' ), load_png( 'bladder04.png' ), ] self.tooFullImg = load_png( 'bladder_toofull.png' ) self.ventImg = self.tooFullImg self.shootImg = load_png( 'bladder_shoot.png' ) self.image = self.fillingImgs[0] self.rect = self.image.get_rect() self.originalMidBottom = self.rect.midbottom self.dirty = 1 self.capacity = settings.bladderCapacity self.numBubbles = 0 self.isShooting = False self.isVenting = False self.overCapacityCounter = 0 self.tooFullAnimCounter= 0 self.squeezeFactor = 0 self.maxPower = settings.bladderMaxPower self.tooFullAnim = [ (2,0), (-2,0) ] self.tooFullAnimIndex = 0 controller = mvcState.GetController() controller.gameEventListeners.append( self ) controller.mouseListeners.append( self )
def __init__(self): Sprite.__init__(self) self.fillingImgs = [ load_png('bladder00.png'), load_png('bladder01.png'), load_png('bladder02.png'), load_png('bladder03.png'), load_png('bladder04.png'), ] self.tooFullImg = load_png('bladder_toofull.png') self.ventImg = self.tooFullImg self.shootImg = load_png('bladder_shoot.png') self.image = self.fillingImgs[0] self.rect = self.image.get_rect() self.originalMidBottom = self.rect.midbottom self.dirty = 1 self.capacity = settings.bladderCapacity self.numBubbles = 0 self.isShooting = False self.isVenting = False self.overCapacityCounter = 0 self.tooFullAnimCounter = 0 self.squeezeFactor = 0 self.maxPower = settings.bladderMaxPower self.tooFullAnim = [(2, 0), (-2, 0)] self.tooFullAnimIndex = 0 controller = mvcState.GetController() controller.gameEventListeners.append(self) controller.mouseListeners.append(self)
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.temperature = 81 self.isActive = False self.hasMouseFocus = False self.isClicking = False self.offImg = load_png('solar_off.png') self.onImg = load_png('solar_on.png') self.focusImg = load_png('solar_focus.png') self.image = self.offImg self.rect = self.image.get_rect() controller = mvcState.GetController() controller.mouseListeners.append(self) controller.GameEvent('HeaterBirth', self)
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.temperature = 81 self.isActive = False self.hasMouseFocus = False self.isClicking = False self.offImg = load_png( 'solar_off.png' ) self.onImg = load_png( 'solar_on.png' ) self.focusImg = load_png( 'solar_focus.png' ) self.image = self.offImg self.rect = self.image.get_rect() controller = mvcState.GetController() controller.mouseListeners.append( self ) controller.GameEvent( 'HeaterBirth', self )
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_png('character.gif') screen = pygame.display.get_surface() self.area = screen.get_rect() self.vector = vector self.speed = 10 self.state = 'still' self.reinit
def splash_screen(self): """Generate the initial Buey splashscreen.""" self.background.fill((0, 0, 0)) bg = load_png('splash_bg.png') self.background.blit(bg, (0, 0)) self.splash_track.play(1) for i in range(0, 255, 10): self.background.set_alpha(i) self.screen.blit(self.background, (0, 0)) pygame.display.flip() pygame.time.wait(10) buey_spritesheet = load_png('buey_sprite.png') buey_spritesheet_pos = buey_spritesheet.get_rect() buey_spritesheet_pos.centerx = self.background.get_rect().centerx buey_spritesheet_pos.centery = self.background.get_rect().centery for i in range(0, 255, 4): self.background.blit(bg, (0, 0)) blit_alpha(self.background, buey_spritesheet, buey_spritesheet_pos, i) self.screen.blit(self.background, (0, 0)) pygame.display.flip() pygame.time.wait(10) pygame.time.wait(1500) fade_out = pygame.Surface(self.screen.get_size()) for i in range(0, 255, 10): self.background.blit(bg, (0, 0)) self.background.blit(buey_spritesheet, buey_spritesheet_pos) fade_out.set_alpha(i) self.background.blit(fade_out, (0, 0)) self.screen.blit(self.background, (0, 0)) pygame.display.flip() pygame.time.wait(10) self.splash_track.stop() pygame.time.wait(200)
def __init__(self, area, side): pygame.sprite.Sprite.__init__(self) self.side = side self.background, self.rect = load_png(BAR_FILENAME) self.rect.top = 20 if side == 'left': self.rect.right = area.centerx - 10 elif side == 'right': self.rect.left = area.centerx + 10 self.paint()
def GetBackgroundBlit(self): bgImg = pygame.Surface((self.rect.width, self.rect.height)) splashBG = load_png('splash_back.png') splashRect = splashBG.get_rect() bgRect = bgImg.get_rect() splashRect.x = bgRect.width - splashRect.width bgImg.fill((0, 0, 5)) bgImg.blit(splashBG, splashRect) return [bgImg, self.rect]
def __init__(self, colName, startPos): Sprite.__init__(self) self.colorName = colName self.image = load_png( 'drop_'+self.colorName+'.png' ) self.rect = self.image.get_rect() self.rect.midtop = startPos controller = mvcState.GetController() controller.GameEvent( 'DropBirth', self )
def __init__(self, colName, startPos): Sprite.__init__(self) self.colorName = colName self.image = load_png('drop_' + self.colorName + '.png') self.rect = self.image.get_rect() self.rect.midtop = startPos controller = mvcState.GetController() controller.GameEvent('DropBirth', self)
def __init__( self, screen, display ): self.nextModelClass = None self.screen = screen self.screenRect = screen.get_rect() self.display = display self.model = None self.bgImage = load_png( 'bg_mainmenu.png' ) self.btnGroup = RenderUpdates() fBtn = ImgButton( 'freestyle', self.Freestyle ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 100 self.btnGroup.add( fBtn ) self.freestyleButton = fBtn fBtn = ImgButton( 'freestyle_tricky', self.FreestyleTricky ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 160 self.btnGroup.add( fBtn ) self.freestyleTrickyButton = fBtn fBtn = ImgButton( 'speedy', self.Speedy ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 220 self.btnGroup.add( fBtn ) self.speedyButton = fBtn fBtn = ImgButton( 'sharpshooter', self.Sharpshooter ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 280 self.btnGroup.add( fBtn ) self.sharpshooterButton = fBtn fBtn = ImgButton( 'firehose', self.Firehose ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 340 self.btnGroup.add( fBtn ) self.firehoseButton = fBtn fBtn = ImgButton( 'loading', self.Loading ) fBtn.rect.midtop = self.screenRect.midtop fBtn.rect.y += 400 self.loadingButton = fBtn dBtn = ImgButton( 'debug', self.Debug ) dBtn.rect.midbottom = self.screenRect.midbottom dBtn.rect.y -= 10 self.btnGroup.add( dBtn ) self.debugButton = dBtn self.groups = [ self.btnGroup ]
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.hiTempLimit = 200 self.lowTempLimit = 10 self.isHeating = 0 self.cursorIndex = 0 self.xlens = precomputed_circle.xlens[:] self.ylens = precomputed_circle.ylens[:] self.redImg = load_png('manual_heater_on.png') self.blackImg = load_png('manual_heater_off.png') self.cursorImg = load_png('heater_cursor.png') self.cursorRect = self.cursorImg.get_rect() self.rect = self.blackImg.get_rect() self.ComposeImg() self.dirty = 1
def __init__(self, xlens, ylens): self.alreadyMovedInThisFrame = False self.cursorImg = load_png('heater_cursor.png') self.cursorRect = self.cursorImg.get_rect() self.cursorIndex = 0 self.xlens = xlens self.ylens = ylens self.BeginLoopCallback = None self.EndLoopCallback = None
def __init__(self, xlens, ylens): self.alreadyMovedInThisFrame = False self.cursorImg = load_png( 'heater_cursor.png' ) self.cursorRect = self.cursorImg.get_rect() self.cursorIndex = 0 self.xlens = xlens self.ylens = ylens self.BeginLoopCallback = None self.EndLoopCallback = None
def __init__(self, evManager, text, container=None, onClickEvent=None): ButtonSprite.__init__(self, evManager, text, container, onClickEvent) self.zAxis = 5 originalImg = self.image originalRect = self.rect self.image = load_png('balloon_button.png') self.rect = self.image.get_rect() originalRect.center = self.rect.center self.image.blit(originalImg, originalRect)
def example_2d(): # Load 2D image filename = './data/sample_2d.png' img = utils.load_png(filename) print('Input:', img.shape) # Randon motion 2D output = rand_motion_2d(img, cfg=cfg) print('Output:', output.shape) h = utils.display_result_2d(img, output) plt.show() return
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.hiTempLimit = 200 self.lowTempLimit = 10 self.isHeating = 0 self.cursorIndex = 0 self.xlens = precomputed_circle.xlens[:] self.ylens = precomputed_circle.ylens[:] self.redImg= load_png( 'manual_heater_on.png' ) self.blackImg = load_png( 'manual_heater_off.png' ) self.cursorImg = load_png( 'heater_cursor.png' ) self.cursorRect = self.cursorImg.get_rect() self.rect = self.blackImg.get_rect() self.ComposeImg() self.dirty = 1
def right(self): self.image = utils.load_png(self.imageFolder + "/droite.png") self.speed[0] = 5 #end right def update(self): self.rect = self.rect.move(self.speed) Animable.Animable.update(self) #end Personnage
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.temperature = 0 self.isActive = False self.hasMouseFocus = False self.isClicking = False self.isSpinning = False self.timeSinceStartSpinning = 0 self.timeSinceStopSpinning = 0 self.timeUntilNextGust = rng.randint( settings.windGustTimeMin, settings.windGustTimeMax ) self.spinDuration = 0 self.lastAnimFrameTime = 0 self.lastAnimFrameIndex = 0 self.offImg = load_png( 'wind_off.png' ) self.onImg = load_png( 'wind00.png' ) self.focusImg = load_png( 'wind_focus.png' ) self.image = self.offImg self.rect = self.image.get_rect() self.spiningImgs = [ load_png( 'wind00.png' ), load_png( 'wind01.png' ), load_png( 'wind02.png' ), ] controller = mvcState.GetController() controller.mouseListeners.append( self ) controller.GameEvent( 'HeaterBirth', self )
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.temperature = 300 self.hiTempLimit = 300 self.lowTempLimit = 20 self.isActive = False self.hasMouseFocus = False self.isClicking = False self.offImg = load_png( 'fire_off.png' ) self.onImg = load_png( 'fire_on.png' ) self.focusImg = load_png( 'fire_focus.png' ) self.outImg = load_png( 'fire_out.png' ) self.matchImg = load_png( 'fire_match_off.png' ) self.matchFocusImg = load_png( 'fire_match_focus.png' ) self.image = self.offImg self.rect = self.image.get_rect() self.cursorComposer = CursorComposer( [5,70], [70,70] ) self.cursorComposer.BeginLoopCallback = self.BeginCursorLoop self.cursorComposer.EndLoopCallback = self.EndCursorLoop self.isExtinguished = False self.isBuyingMatch = False self.timeSinceStarted = 0 self.strikeTimeCounter = 0 self.fullStrikeTime = 0 self.fireStrikeLimit = settings.fireStrikeLimit controller = mvcState.GetController() controller.mouseListeners.append( self ) controller.gameEventListeners.append( self ) controller.GameEvent( 'HeaterBirth', self )
def __init__(self, container=None, onClickEvent, direction ): ButtonSprite.__init__( self, container, onClickEvent ) assert( direction in ['up','right','down','left'] ) # Tries to load an image that looks like scroll_up.png try: self.image = load_png( 'scroll_'+ direction +'.png' ) except: #TODO: make some font image with ^>V< pass self.rect = self.image.get_rect() self.originalRect = None
def LoadResource(self, weaponClass ): try: cName = 'icon_'+ weaponClass.__name__.lower() self._d[weaponClass] = load_png( cName +'.png') except pygame.error: print 'there was a pygame error' #make a transparent surface img = Surface( (40, 40), SRCALPHA, 32 ) img.fill( [0,0,0,0] ) #make a filled circle the color of the weapon col = weaponClass().GetColor() circle = pygame.draw.circle( img, col, (20,20), 35, 0 ) #store the surface self._d[weaponClass] = img except Exception, e: log.debug( 'dynamic loader failed '+ str(e) ) raise e
def __init__( self, screen, display ): self.screen = screen self.screenRect = screen.get_rect() self.display = display self.model = None self.currentTime = 0 self.bgImage = load_png( 'bg_game.png' ) self.hiGroup = RenderUpdates() self.lowGroup = RenderUpdates() self.viewOnlyGroup = RenderUpdates() self.bubbleGroup = RenderUpdates() self.ins_spin = None self.ins_press = None self.quitButton = None self.squeezePrompt = None self.groups = [self.lowGroup, self.bubbleGroup, self.hiGroup, self.viewOnlyGroup] self.locks = [] self.stripeOrder = ['violet','blue','green', 'yellow','orange','red'] self.stripeHeights = { 'violet': 233, 'blue': 189, 'green': 136, 'yellow': 85, 'orange': 44, 'red': 11, } self.heaterRects = { 'green': Rect ( 160, 470, 80, 100 ), 'blue': Rect ( 265, 470, 80, 100 ), 'violet': Rect ( 370, 470, 80, 100 ), 'red': Rect ( 475, 470, 80, 100 ), 'orange': Rect ( 580, 470, 80, 100 ), 'yellow': Rect ( 685, 470, 80, 100 ), } self.purseStatusbars = [] controller = mvcState.GetController() controller.gameEventListeners.append( self )
def __init__(self,image,path,map_pos): self._position = Vec2d(0,0) # x e y? funciones de gummworld2 self.movement = 0 #self.direction = DOWN self.dir = Vec2d(0.0, 0.0) #images loading arrow_image = path + '/'+ image self.right_arrow = utils.load_png(arrow_image) self.image = self.right_arrow self.rect = self.right_arrow.get_rect() #start direction #self.direction = DOWN self.x = map_pos[0] self.y = map_pos[1] self.position = map_pos
def __init__( self, screen, display ): self.screen = screen self.screenRect = screen.get_rect() self.display = display self.model = None self.bgImage = load_png( 'bg_winscreen.png' ) self.btnGroup = RenderUpdates() quitBtn = QuitButton() quitBtn.rect.bottomleft = self.screenRect.bottomleft quitBtn.rect.move_ip( 10, -10 ) self.btnGroup.add( quitBtn ) self.quitButton = quitBtn self.groups = [ self.btnGroup ]
def __init__(self): Sprite.__init__(self) self.stableImg = load_png( 'cloud.png' ) self.image = self.stableImg self.rect = self.image.get_rect() self.jiggleCounter = 1500 self.jiggles = [ (4,0), (-4,0), (-1,3), (-2,-4), (3,1) ] self.jiggleIndex = 0 self.dripMoves = [ (0,3), (0,2), (0,2), (0,1), (0,1), (0,1), (0,1), (0,-3), (0,-3), (0,-3), (0,-1), (0,-1), ] self.dripIndex = 0 self.isDripping = False self.dropColor = None
def __init__(self, name, height): Sprite.__init__(self) self.height = height self.name = name self.shouldLeak = True start_opa = getattr( settings, 'stripeStartOpacity'+name ) self._opacity= start_opa self.hiOpacityLimit = 100 self.bonusOpacityLimit = settings.stripeBonusOpacity self.lowOpacityLimit = settings.stripeLowOpacity self.opacityImgStep = 5 self.fullImg= load_png( 'stripe_'+name+'_full.png' ) self.rect = self.fullImg.get_rect() numImages = (self.hiOpacityLimit - self.lowOpacityLimit ) \ / self.opacityImgStep self.allImages = [] import os.path for i in range( numImages ): alpha = self.lowOpacityLimit+ (self.opacityImgStep*i) filename = os.path.join( settings.TMPDIR, 'stripe'+ self.name + str(alpha) +'.tga') try: img = pygame.image.load(filename) if img == None: raise Exception("WTF") except Exception, e: log.debug( 'could not load cached stripe' ) log.debug( e ) img = self.fullImg.convert_alpha() change_alpha_mult( img, alpha ) img.unlock() try: pygame.image.save( img, filename ) except Exception, e: log.debug( 'could not save stripe' ) log.debug( e )
def __init__(self): Sprite.__init__(self) Heater.__init__(self) self.temperature = settings.waterWheelTemperature self.isActive = False self.hasMouseFocus = False self.isClicking = False self.isBuyingRepair = False self.isBroken = False self.isAccelerated = False self.timeSinceStarted = 0 self.lastAnimFrameTime = 0 self.lastAnimFrameIndex = 0 self.timeSinceAccelerated = 0 self.offImg = load_png( 'waterwheel_off.png' ) self.focusImg = load_png( 'waterwheel_focus.png' ) self.repairImg = load_png( 'waterwheel_repair.png' ) self.repairFocusImg = load_png( 'waterwheel_repair_focus.png' ) self.images = [ load_png( 'waterwheel00.png' ), load_png( 'waterwheel01.png' ), load_png( 'waterwheel02.png' ), ] self.onImg = self.images[0] self.image = self.offImg self.rect = self.image.get_rect() self.cursorComposer = CursorComposer( [25,68,35], [15,50,68] ) self.cursorComposer.EndLoopCallback = self.BeginAcceleration controller = mvcState.GetController() controller.mouseListeners.append( self ) controller.gameEventListeners.append( self ) controller.GameEvent( 'HeaterBirth', self )