def update(self, msSinceLast): ''' Overrides Sprite update ''' if Viewport().hasMoved: self.rect.center = Viewport().convertPhysicalToPixelCoords(self.__physicalPosition) self.dirty = 1 if self.hasPhysics: newPhysicalPosition = Vect(self.body.position.x,self.body.position.y) if newPhysicalPosition != self.physicalPosition: self.physicalPosition = newPhysicalPosition getVel = self.body.GetLinearVelocity() self.curVel = (getVel.x, getVel.y) if self.curVel[0] >= -2.0 and self.curVel[0] < 0.0: self.tryStop() self.animstate = Spaceman.STANDING_LEFT elif self.curVel[0] <= 2.0 and self.curVel[0] > 0.0: self.tryStop() self.animstate = Spaceman.STANDING_RIGHT elif self.curVel[0] > 2.0: if self.isOnGround(): self.animstate = Spaceman.WALKING_RIGHT elif self.tryingToJump: self.animstate = Spaceman.JUMPING_RIGHT else: self.animstate = Spaceman.STANDING_RIGHT elif self.curVel[0] < -2.0: if self.isOnGround(): self.animstate = Spaceman.WALKING_LEFT elif self.tryingToJump: self.animstate = Spaceman.JUMPING_LEFT else: self.animstate = Spaceman.STANDING_LEFT self.spriteIndex += (msSinceLast/33.0) if self.animstate == Spaceman.WALKING_RIGHT: self.image = self.spritesRight[int(self.spriteIndex%len(self.spritesRight))] elif self.animstate == Spaceman.WALKING_LEFT: self.image = self.spritesLeft[int(self.spriteIndex%len(self.spritesLeft))] elif self.animstate == Spaceman.JUMPING_RIGHT: index = int(self.spriteIndex%len(self.sprJumpingRight)) if self.spriteIndex>len(self.sprJumpingRight)/2: index = len(self.sprJumpingRight)/2 self.image = self.sprJumpingRight[index] elif self.animstate == Spaceman.JUMPING_LEFT: index = int(self.spriteIndex%len(self.sprJumpingLeft)) if self.spriteIndex>len(self.sprJumpingLeft)/2: index = len(self.sprJumpingLeft)/2 self.image = self.sprJumpingLeft[index] elif self.animstate == Spaceman.STANDING_RIGHT: self.image = ImageHandler()["standingRight"] elif self.animstate == Spaceman.STANDING_LEFT: self.image = ImageHandler()["standingLeft"]
def update(self, msSinceLast): ''' Overrides Sprite update ''' if Viewport().hasMoved: self.rect.center = Viewport().convertPhysicalToPixelCoords(self.__physicalPosition) self.dirty = 1 if self.hasPhysics: newPhysicalPosition = Vect(self.body.position.x,self.body.position.y) if newPhysicalPosition != self.physicalPosition: self.physicalPosition = newPhysicalPosition
def projetar(self): self.pontoVista = PontoVista(int(self.entradaA.get()), int(self.entradaB.get()), int(self.entradaC.get())) ponto1 = [ int(self.entradaP1X.get()), int(self.entradaP1Y.get()), int(self.entradaP1Z.get()) ] ponto2 = [ int(self.entradaP2X.get()), int(self.entradaP2Y.get()), int(self.entradaP2Z.get()) ] ponto3 = [ int(self.entradaP3X.get()), int(self.entradaP3Y.get()), int(self.entradaP3Z.get()) ] self.planoProjecao = PlanoProjecao(ponto1, ponto2, ponto3) self.projPerspectiva = ProjPerspectiva(self.pontoVista, self.planoProjecao, self.objeto) matriz = self.projPerspectiva.projetarObjeto() cMatriz = self.cartesiano(matriz) rMatriz = self.reflexao(cMatriz) self.janelaMundo = Janela(min(rMatriz[0]), min(rMatriz[1]), max(rMatriz[0]), max(rMatriz[1])) self.janelaViewport = Janela(20, 20, 620, 460) self.viewport = Viewport(self.janelaMundo, self.janelaViewport, rMatriz) matrizFinal = self.viewport.transfViewport() self.desenhar(matrizFinal)
def __init__(self, da): self.display_file = DisplayFile() self.draw_counter = 0 self.da = da da_width = da.get_allocation().width da_height = da.get_allocation().height # Window and viewport start with the same size as the drawing area, # but compensating for the clipping border size (otherwise you # wouldn't see by default a point drawn at 0,0). self.window = Window(-cbz, -cbz, da_width - cbz, da_height - cbz) self.viewport = Viewport(-cbz, -cbz, da_width - cbz, da_height - cbz) self.transform = Transform() # Pass reference to window for Transform and Viewport self.transform.setWindow(self.window) self.viewport.setWindow(self.window) # To verify that both normalize() and denormalize() work # print(self.transform.normalize(0,0)) # print(self.transform.normalize(self.window.getWidth(),self.window.getHeight())) # print(self.transform.denormalize(-1,-1)) # print(self.transform.denormalize(1,1)) self.projection = 'parallel'
def resetGame(): global screen, viewport, score, mosquito, bat, mute score = Score(screen) bgImage = pygame.image.load("resources/gfx/tlo_ost_calosc.png").convert() bgSize = bgImage.get_size() boundariesX = (0, bgSize[0]) boundariesY = (0, bgSize[1]) mosquito = Mosquito() mosquito.x = 100 mosquito.y = 100 mosquito.score = score mosquito.set_boundaries(boundariesX, boundariesY) mosquito.image = pygame.image.load( "resources/gfx/mosquito.png").convert_alpha() mosquito.empty_animation = pyxel.AnimatedPyxel( pyxel.Pyxel('resources/gfx/Latanie.pyxel', 'tmp')) mosquito.mid_animation = pyxel.AnimatedPyxel( pyxel.Pyxel('resources/gfx/Latanie_napełniony1.pyxel', 'tmp')) mosquito.full_animation = pyxel.AnimatedPyxel( pyxel.Pyxel('resources/gfx/Latanie_napełniony2.pyxel', 'tmp')) mosquito.suck_target = None bat = Bat() bat.x = -500 bat.y = -300 bat.animation = pyxel.AnimatedPyxel( pyxel.Pyxel('resources/gfx/Topesz_Latajuncy.pyxel', 'tmp')) mute = 0 viewport = Viewport(bgImage, screen, mosquito, [bat])
def run(self): rekt2 = Triangles((-0.5, -0.5, 0), (0.5, -0.5, 0), (0.5, 0.5, 0), colors=[(1, 0, 0), (0, 1, 0), (0, 0, 1)]) delta_time = 0 v_port2 = Viewport(400, 300, 400, 300, 50, 0.001, clear_before_draw=True) v_port1 = self.window.viewports[0] self.window.viewports = (self.window.viewports[0], v_port2) v_port1.camera.look_at_pos = (0.3, 0, 0) rotate = True tme = 0 colors = rekt2.colors while True: tme = fmod(tme + (delta_time * 2 * pi * rotate), 2 * pi) curr_time = time.time() self.draw_all() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() break if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: rotate = not rotate print(colors) print(rekt2.colors) rekt2.colors = tuple([ tuple(map(mul, color, ((sin(tme) + 1) / 2, ) * len(color))) for color in colors ]) delta_time = time.time() - curr_time
def __init__(self): self.entities = {'all': pygame.sprite.Group()} mapRender = MapRender(World.LEVEL_ONE_FILENAME) self.map_surface = mapRender.get_surface() self.add_entity( mapRender.get_object_entities('blocker', Entity, passable=False), ('blockers', )) self.add_entity( mapRender.get_object_entities('door', Door, passable=False), ('doors', )) self.add_entity( mapRender.get_object_entities('trigger', Entity, passable=True), ('triggers', )) key_image = pygame.image.load('images/card.png') self.add_entity( mapRender.get_object_entities('key', Entity, passable=True, image=key_image), ('keys', )) # parallax this basement = mapRender.map_data.get_layer_by_name('basement') self.basement = { 'image': pygame.image.load(basement.source.replace('../', '')), 'x': 800, 'y': 650, } self.viewport = Viewport() self.level_surface = pygame.Surface(mapRender.get_size())
def main(self): self.running = True self.state = "INTRO" msSinceLast = 0 intro = self.image = ImageHandler()["start"] self.surface.blit(intro, (0, 0)) pygame.display.flip() while self.running and self.state == "INTRO": for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False elif event.type == pygame.KEYDOWN: self.state = "PLAYING" pygame.mixer.music.stop() pygame.mixer.music.load("alone2.mp3") pygame.mixer.music.play(-1) while self.running and self.state == "PLAYING": self.processEventLoop() self.activeLevel.update(msSinceLast) msSinceLast = self.clock.tick(FRAMERATE) self.activeLevel.render(self.surface) pygame.display.flip() Viewport().hasMoved = False
def _launch_game_round(dt=None): width = BLOCK_SIZE[0] * GAME_AREA_SIZE[0] height = BLOCK_SIZE[1] * GAME_AREA_SIZE[1] game_scene = Viewport(width=width, height=height) game = MoonRabbitGame() game_scene.add_widget(game) self.context.scene = game_scene Clock.schedule_once(game_scene.fit_to_window, -1)
def update(self, msSinceLast): ''' Overrides Sprite update ''' if Viewport().hasMoved: self.rect.center = Viewport().convertPhysicalToPixelCoords(self.__physicalPosition) self.dirty = 1 if self.hasPhysics: newPhysicalPosition = Vect(self.body.position.x,self.body.position.y) if newPhysicalPosition != self.physicalPosition: self.physicalPosition = newPhysicalPosition newRotation = self.body.angle if abs(newRotation - self.rotation) > 0.001: self.rotation = newRotation self.dirty = 1 self.image = pygame.transform.rotate(self._image, self.rotation*(180.0/3.14159))
def playerWin(player, viewport, SCREEN_HEIGHT, SCREEN_WIDTH, level): viewport.render_victory_message() pygame.display.update() time.sleep(5) #RELOAD LEVEL # Load in block sprites renders = file_rendering.render(level) # load level from Excel file block_list = renders['ground'] power_list = renders['power'] pipe_list = renders['pipe'] brick_list = renders['breakable'] coin_list = renders['coin'] hidden_list = renders['hidden'] single_coin_group = renders['singleCoin'] star_group = renders['star'] oneUp_group = renders['oneUp'] multi_group = renders['multiCoin'] enemy_list = renders['enemies'] powerup_list = pygame.sprite.Group() if (power_list != None): block_list.add(power_list) block_list.add(brick_list) block_list.add(pipe_list) if (single_coin_group != None): block_list.add(single_coin_group) if (star_group != None): block_list.add(star_group) if (oneUp_group != None): block_list.add(oneUp_group) if (multi_group != None): block_list.add(multi_group) if (coin_list != None): block_list.add(coin_list) if (hidden_list != None): block_list.add(hidden_list) flag_list = renders['flag'] pipe_list = renders['pipe'] flagLoc = [] # Load in image sprite player = Character(140, 20) player.powerUp(2) viewport = Viewport(SCREEN_WIDTH, SCREEN_HEIGHT) return player, viewport, renders, block_list, enemy_list
def render(self,surface): ''' Renders a game step after the logic is complete ''' self.allObjects.draw(surface,self.background) if self.drawDebug: upperLeftCorner = Viewport().convertPhysicalToPixelCoords((0,self.physicalSize.y)) size = self.physicalSize * PIXELS_PER_METER debugRect = pygame.Rect(upperLeftCorner,size) pygame.draw.rect(surface,(255,0,0),debugRect,1)
def _load_parcellation_check(self): pcw = self.parcellation_chooser_window if not pcw.finished: return if pcw.ctl.new_dataset: if pcw.ctl.new_dataset_name == '': self.error_dialog('Must specify a dataset name!') return elif pcw.ctl.new_dataset_name in self.controller.ds_instances: self.error_dialog('Dataset name is not unique') return else: ds_name = pcw.ctl.new_dataset_name import preprocessing parc_struct = preprocessing.process_parc(pcw.ctl, self) if parc_struct is None: return #preprocessing errored out lab_pos, labnam, srf, labv, subject_name, parc_name = parc_struct display_metadata = DisplayMetadata(subject_name=subject_name, parc_name=parc_name, adj_filename='') ds = Dataset(ds_name, lab_pos, labnam, srf, labv, gui=self) self.controller.add_dataset(ds, display_metadata) else: import preprocessing parc_struct = preprocessing.process_parc(pcw.ctl, self) if parc_struct is None: return lab_pos, labnam, srf, labv, subject_name, parc_name = parc_struct pcw.ctl.ds_ref._load_parc(lab_pos, labnam, srf, labv) self.controller.update_display_metadata(pcw.ctl.ds_ref.name, subject_name=subject_name, parc_name=parc_name) #find the viewports that were previously holding this scene #find_dataset_views returns a DatasetViewportInterface object #with references to the viewports (source in viewport.py) ds_interface = self.controller.find_dataset_views(pcw.ctl.ds_ref) ds_interface.mayavi_port = Viewport(pcw.ctl.ds_ref) ds_interface.matrix_port = Viewport(pcw.ctl.ds_ref) ds_interface.circle_port = Viewport(pcw.ctl.ds_ref)
def __init__(self, *size, viewports=[ Viewport(0, 0, 800, 600, 50, 0.001), ], mode='pygame', **kwargs): self.x = size[0] self.y = size[1] self.viewports = viewports self.mode = mode self.additional_options = kwargs self.all_windows.add(self)
def run(self): rekt1 = Polygon((-0.25, -0.25, 0), (0.25, -0.25, 0), (0.25, 0.25, 0), (-0.25, 0.25, 0), colors=[(1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 1)]) rekt2 = Polygon((-0.25, -0.25, 0), (0.25, -0.25, 0), (0.25, 0.25, 0), (-0.25, 0.25, 0), colors=[(1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 1)]) rekt3 = Polygon((-0.25, -0.25, 0), (0.25, -0.25, 0), (0.25, 0.25, 0), (-0.25, 0.25, 0), colors=[(1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 1)]) rekt4 = Polygon((-0.25, -0.25, 0), (0.25, -0.25, 0), (0.25, 0.25, 0), (-0.25, 0.25, 0), colors=[(1, 0, 0), (0, 1, 0), (0, 0, 1), (1, 1, 1)]) rekt1.transform = (-0.5, 0.5, 0) rekt2.transform = (0.5, 0.5, 0) rekt3.transform = (0.5, -0.5, 0) rekt4.transform = (-0.5, -0.5, 0) delta_time = 0 v_port2 = Viewport(400, 300, 400, 300, 50, 0.001, clear_before_draw=False) v_port1 = self.window.viewports[0] self.window.viewports = (self.window.viewports[0], v_port2) v_port1.camera.pos = (0, 0, 2) v_port1.camera.look_at_pos = (0.3, 0, 0) rotate = True while True: curr_time = time.time() print('time', delta_time) self.draw_all() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() break if event.type == pygame.KEYUP: if event.key == pygame.K_SPACE: rotate = not rotate rekt1.rotation = tuple( map(add, rekt1.rotation, (0, 0, 90 * delta_time * rotate))) rekt2.rotation = tuple( map(add, rekt2.rotation, (0, 0, 180 * delta_time * rotate))) rekt3.rotation = tuple( map(add, rekt3.rotation, (0, 0, 50 * delta_time * rotate))) rekt4.rotation = tuple( map(add, rekt4.rotation, (0, 0, 360 * delta_time * rotate))) delta_time = time.time() - curr_time
def run(self): tpot = TeaPot(color=(0, 0, 1), solid=False) tpots_around = [TeaPot(color=(0, 1, 0), solid=False) for _ in range(7)] for tpt in tpots_around: tpt.scale = (0.5, 0.5, 0.5) for index, tpt in enumerate(tpots_around): tpt.transform = (3 * cos(index * (2 * pi / len(tpots_around))), 0, 3 * sin(index * (2 * pi / len(tpots_around)))) rotation_times = tuple( [random.uniform(-360, 360) for _ in range(len(tpots_around))]) composite_obj = Composite(*tpots_around) composite_rot = random.uniform(-360, 360) self.window.viewports[0].camera.pos = (0, 1.5, 5) self.window.viewports.append( Viewport(400, 300, 400, 300, 50, 0.001, clear_before_draw=False, projection='persp')) self.window.viewports[1].camera.pos = (5, 5, 0) def display_func(): current_time = time.time() tpot.rotation = (0, (tpot.rotation[1] + (self.delta_time * 360)) % 360, 0) # tpots_around[0].rotation = (0,(tpot.rotation[1] + (self.delta_time * 180)) % 360,0) for tpt, rotation_time in zip(tpots_around, rotation_times): tpt.rotation = (0, (tpt.rotation[1] + (self.delta_time * rotation_time)) % 360, 0) composite_obj.rotation = (0, composite_obj.rotation[1] + (self.delta_time * composite_rot) % 360, 0) self.draw_all() self.delta_time = time.time() - current_time def keyboard_func(*args): print(args) glutKeyboardFunc(keyboard_func) glutDisplayFunc(display_func) glutMainLoop()
def handleKeyDown(self, event): vp = Viewport() if event.key == pygame.K_ESCAPE: self.running = False elif event.key == pygame.K_UP: self.activeLevel.characterJump() #vp.move((0,50)) elif event.key == pygame.K_w: self.activeLevel.moveShip(0, 5) elif event.key == pygame.K_s: self.activeLevel.moveShip(0, -5) elif event.key == pygame.K_d: self.activeLevel.moveShip(5, 0) elif event.key == pygame.K_a: self.activeLevel.moveShip(-5, 0)
def start(self): self.map.load() self._entity_map = {} self._position_map = {} self._entities = {} self._registered = {} self._enemySpawns = {} for x, y in self.map.getMap().keys(): self._position_map[(x, y)] = [] self._total_surface = Surface((self.map.w, self.map.h)) tid = self.addEntity(register=True, entity=MChar(self, self.map.getType(Tiles.Start)[0], inputStream=self.getInputStream())) self._camera = Viewport( tuple([s * const.res for s in const.screenSize]), lambda: self.map.getAttr("scale"), self.get(tid), (150, 200, 150, 200), self.map) self._background = Parallax(const.backgrounds) self.editor = Editor(self.map, self._surface, enabled=False, inputStream=self.getInputStream()) self._input = Input(inputStream=self.getInputStream()) self._input.set(KEYDOWN, self.editor.toggleEnabled, K_e) self._input.set(KEYDOWN, self.start, K_r) # self._sound = Sound("assets\\music.ogg") # self._sound.play(-1) try: self._healthBar = HealthBar(10, 10, self.get(tid)) except AssertionError: pass for (x, y), val in self.map.enemies.items(): block = self.map.get(x, y) self._enemySpawns[block] = EnemySpawn(level=self, anchor=Object(pos=(block.x, block.y)), maxEmitted=val, timeBetween=2) self._countdown = CountdownTimer(const.screenSize[0] * const.res - 50, 10, self.map.getAttr("timeLim"))
def main(): # First check if there is a command-line argument. # If not, use 'usa.txt' if len(sys.argv) == 2: img_name = sys.argv[1] else: img_name = 'usa.txt' (img_width, img_height, img) = read_img(img_name) # Initialize the viewport port = Viewport(60,20) port.set_img(img_width, img_height) while True: # This is the prompt-move loop # Show the viewport's portion of the image port.display(img) print (port) reply = input('Right, Left, Up, Down, Quit? ') # Do some input validation input_OK = True if len(reply) > 0: code = reply.lower()[0] if code not in 'udlrq': input_OK = False else: input_OK = False if not input_OK: print ('u d r l q only, please!') continue if code == 'q': break elif code == 'r': port.move_right() elif code == 'l': port.move_left() elif code == 'u': port.move_up() elif code == 'd': port.move_down()
def __setPhysicalPosition(self,value): self.__physicalPosition = value self.rect.center = Viewport().convertPhysicalToPixelCoords(value) self.dirty = 1
from PIL import Image from PIL import ImageEnhance from mandelbrot_03 import MandelbrotSet from viewport import Viewport if __name__ == "__main__": print("This might take a while...") mandelbrot_set = MandelbrotSet(max_iterations=256, escape_radius=1000) image = Image.new(mode="L", size=(512, 512)) for pixel in Viewport(image, center=-0.7435 + 0.1314j, width=0.002): c = complex(pixel) instability = 1 - mandelbrot_set.stability(c, smooth=True) pixel.color = int(instability * 255) enhancer = ImageEnhance.Brightness(image) enhancer.enhance(1.25).show()
#default movement indicators moving_right = False moving_left = False jumping = False # Load in enemy list enemy_list = pygame.sprite.Group() e0 = Enemy0(400, 20, -1) e1 = Enemy1(100, 20, 2) e3 = Enemy3(200, 20, 1) for e in [e0, e1, e3]: enemy_list.add(e) # Initialize viewport viewport = Viewport(SCREEN_WIDTH, SCREEN_HEIGHT) #A list of all rects in the level allRects = file_rendering.render(level) #initial momentum value player_x_momentum = 0 player_y_momentum = 0 while True: #Fills the background with the sky color constant viewport.reset(SKY_COLOR) #if character falls below floor, resets to floor. Will fix once collisions are implemented if player_location[1] > 208: player_location[1] = 208
def __init__(self): super(GeoLogic, self).__init__() self.imported_tools = load_tools("macros.gl") self.env = GraphicalEnv(self.imported_tools) self.vis = self.env.vis self.general_tools = GToolDict(self.imported_tools.tool_dict) self.keyboard_capture = None menu_items = ( ("Undo", self.undo, "<Control>z"), ("Redo", self.redo, "<Control><Shift>z"), ("Reset", self.restart, "<Control>n"), ("Open...", self.load, "<Control>o"), ("Save", self.save, "<Control>s"), ("Save as...", self.save_as, "<Control><Shift>s"), ("Export SVG...", self.export_svg, "<Control><Shift>e"), ("Quit", self.on_exit, "<Control>q"), ) gtools = ( ComboPoint(), ComboLine(), ComboPerpLine(), ComboCircle(), ComboCircumCircle(), GToolMove(), GToolHide(), GToolLabel(), GToolReason(), ) self.key_to_gtool = dict( (gtool.get_key_shortcut(), gtool) for gtool in gtools) vbox = Gtk.VBox() self.add(vbox) self.toolbar = ToolBar(menu_items, gtools, self.general_tools) vbox.pack_start(self.toolbar, False, False, 0) hpaned = Gtk.HPaned() vbox.add(hpaned) self.step_list = StepList(self.env) hpaned.pack1(self.step_list, False, True) self.viewport = Viewport(self.env, self) self.viewport.set_tool(ComboPoint()) hpaned.pack2(self.viewport.darea, True, False) hpaned.set_position(250) self.viewport.click_hook = self.toolbar.entry.unselect self.toolbar.set_entry_unselect(self.viewport.darea.grab_focus) self.toolbar.change_tool_hook = self.viewport.set_tool self.add_accel_group(self.toolbar.accelerators) def update_progress_bar(done, size): if size == 0: self.progress_bar.set_fraction(0) else: self.progress_bar.set_fraction(done / size) return False def update_progress_bar_idle(done, size): GLib.idle_add(update_progress_bar, done, size) proof_checker.paralelize(progress_hook=update_progress_bar_idle) self.progress_bar = Gtk.ProgressBar(show_text=False) vbox.pack_end(self.progress_bar, False, False, 0) self.connect("key-press-event", self.on_key_press) self.connect("key-release-event", self.on_key_release) self.connect("delete-event", self.on_exit) self.resize(1000, 600) self.set_position(Gtk.WindowPosition.CENTER) self.set_events(Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK) self.show_all() self.update_title(None)
def init_welcome_screen(self): self.__viewport = Viewport(*globales.DIMENSION) self.__viewport.init_viewport(globales.LOGO, globales.CAPTION) self.__viewport.bkg_color(globales.COLOR_FONDO) self.init_welcome_text()
def __init__(self, content=None, parent=None): Group.__init__(self, content, parent) self._viewport = Viewport(content)
camera.append( WebcamVideoStream( 0, width=width, height=height, portrait_alignment=False, Viewport=Viewport, Framebuffer=data.Framebuffer, flip_h=False, flip_v=False, gamma=0.5, floor=5000, threshold_filter=8)) Webcam = Cameras(source=camera, current_camera=0) _Deepdreamer = dreamer.Artist('test', Framebuffer=data.Framebuffer) Model = neuralnet.Model(program_duration=-1, current_program=0, Renderer=_Deepdreamer) Viewport = Viewport(window_name='deepdreamvisionquest', monitor=data.MONITOR_MAIN, fullscreen=True, listener=listener) Composer = Composer() # new idea, so objects have common pointers data.vis = np.zeros((data.viewsize[1], data.viewsize[0], 3), np.uint8) data.Model=Model data.Webcam=Webcam data.Viewport=Viewport data.Renderer=_Deepdreamer data.Composer = Composer main()
def __init__(self, *args, **kwargs): wx.Frame.__init__(self, *args, **kwargs) self.app = wx.GetApp() self.preMaxPos = None self.preMaxSize = None self.actns = { ID_EDIT_UNDO: self.app.Undo, ID_EDIT_REDO: self.app.Redo, ID_EDIT_GROUP: self.app.Group, ID_EDIT_UNGROUP: self.app.Ungroup, ID_EDIT_PARENT: self.app.Parent, ID_EDIT_UNPARENT: self.app.Unparent } # Bind frame events self.Bind(wx.EVT_CLOSE, self.OnClose) self.Bind(wx.EVT_KEY_UP, p3d.wx.OnKeyUp) self.Bind(wx.EVT_KEY_DOWN, p3d.wx.OnKeyDown) self.Bind(wx.EVT_SIZE, self.OnSize) self.Bind(wx.EVT_MOVE, self.OnMove) # Bind publisher events pub.subscribe(self.OnUpdate, 'Update') # Build application preferences self.cfg = wx.Config('pandaEditor') # Build toolbars self.BuildFileActions() self.BuildEditActions() self.BuildModifyActions() self.BuildXformActions() self.BuildLayoutActions() # Build viewport. Don't initialise just yet as ShowBase has not yet # been created. self.pnlViewport = Viewport(self) # Build editor panels self.pnlSceneGraph = SceneGraphPanel(self, style=wx.SUNKEN_BORDER) self.pnlLightLinker = LightLinkerPanel(self, style=wx.SUNKEN_BORDER) self.pnlProps = PropertiesPanel(self, style=wx.SUNKEN_BORDER) self.pnlRsrcs = ResourcesPanel(self, style=wx.SUNKEN_BORDER) self.pnlLog = LogPanel(self, style=wx.SUNKEN_BORDER) # Build aui manager to hold all the widgets self.BuildAuiManager() # Build menus and menu bar self.mb = wx.MenuBar() self.BuildViewMenu() self.BuildCreateMenu() self.BuildWindowMenu() self.BuildMenuBar() # Populate the panels menu bar with items representing each floating # panel. self.RebuildPanelMenu() # Update the view menu based on the perspective saved in preferences self.OnUpdateWindowMenu(None)
def playerDeath(player, viewport, SCREEN_HEIGHT, SCREEN_WIDTH, level, level_info): # If lose_life() returns true, we end the game end_game = level_info.lose_life() viewport.render_death_message(level_info.lives) pygame.display.update() time.sleep(3) if end_game: pygame.display.quit() pygame.quit() # Stop pygame sys.exit() # Stop script #RELOAD LEVEL # Load in block sprites # Load in block sprites renders = file_rendering.render(level) # load level from Excel file block_list = renders['ground'] power_list = renders['power'] pipe_list = renders['pipe'] brick_list = renders['breakable'] coin_list = renders['coin'] hidden_list = renders['hidden'] single_coin_group = renders['singleCoin'] star_group = renders['star'] oneUp_group = renders['oneUp'] multi_group = renders['multiCoin'] enemy_list = renders['enemies'] powerup_list = pygame.sprite.Group() if(power_list != None): block_list.add(power_list) block_list.add(brick_list) block_list.add(pipe_list) if(single_coin_group != None): block_list.add(single_coin_group) if(star_group != None): block_list.add(star_group) if(oneUp_group != None): block_list.add(oneUp_group) if(multi_group != None): block_list.add(multi_group) if(coin_list != None): block_list.add(coin_list) if(hidden_list != None): block_list.add(hidden_list) flag_list = renders['flag'] flagLoc = [] # Load in image sprite player = Character(140, 20) #END RELOAD player = Character(140, 20) player.powerUp(1) viewport = Viewport(SCREEN_WIDTH, SCREEN_HEIGHT) return player, viewport, renders, block_list, enemy_list
def loadLevel(self, filename=None): self.activeLevel = Level(filename) Viewport().levelHeight = self.activeLevel.physicalSize.y self.activeLevel.setup()
def __setPixelPosition(self,value): self.rect.move_ip(*value) self.__physicalPosition = Viewport().convertPixelsToPhysicalCoords(self.rect.center)