def __init__( self, settings ): self.window = settings[WINDOW] Controller.__init__( self, GameScreen( self.window.screenDimensions ) ) self.level = 1 self.type = GAME self.nextLevel = None self.playerCount = settings[PLAYERS] + 1 self.mapper = MapBuilder( self.window.brickDimensions, [self.window.brickZone, self.window.brickZoneDimensions]) self.score = MODES[settings[MODE]]( "black", (self.window.screenDimensions[X]/2, SCORE_BUFFER/2), self.playerCount, self ) ''' for p in range( self.playerCount ): axis = racketDetails[p]['axis'] self.rackets.append( Racket( axis, racketDetails[p]['color'], racketDetails[p]['position'], self.window.racketDimensions[axis], self.window.screenSize ) ) #racketDetails[p]['axis']( racketDetails[p]['color'], racketDetails[p]['position'], self.window. ) ) self.players.append( Player( p, self.rackets[p] ) ) self.walls[p] = False ''' self.racketMover = RacketController( self.window.racketPosition, self.window.ballPosition ) results = self.racketMover.buildRackets( self.playerCount, self.window.racketDimensions, self.window.screenSize ) self.bricks = [] self.walls = results[WALLS] self.rackets = results[RACKETS] self.players = results[PLAYERS] self.balls = [ Ball( self.racketMover.racketDetails[p]['ballposition'], self.players[p], self, self.window.ballDimensions, self.window.screenSize ) for p in range( self.playerCount ) ] self.gameOver = False self.start()
def __init__(self, joints, kp=None, kd=None, gpos_des=None, gvel_des=None, name=None): Controller.__init__(self, name=name) self._cndof = 0 dof_map = [] for j in joints: if not isinstance(j, LinearConfigurationSpaceJoint): raise ValueError('Joints must be LinearConfigurationSpaceJoint instances') else: self._cndof += j.ndof dof_map.extend(range(j.dof.start, j.dof.stop)) self._dof_map = array(dof_map) self.joints = joints if kp is None: self.kp = zeros((self._cndof, self._cndof)) else : self.kp = array(kp).reshape((self._cndof, self._cndof)) if kd is None: self.kd = zeros((self._cndof, self._cndof)) else : self.kd = array(kd).reshape((self._cndof, self._cndof)) if gpos_des is None: self.gpos_des = zeros(self._cndof) else: self.gpos_des = array(gpos_des).reshape(self._cndof) if gvel_des is None: self.gvel_des = zeros(self._cndof) else: self.gvel_des = array(gvel_des).reshape(self._cndof)
def __init__( self, settings ): self.window = settings[WINDOW] Controller.__init__( self, EditorScreen( self.window.screenDimensions, [self.window.brickZone, self.window.brickZoneDimensions] ) ) self.type = EDITOR self.bricks = [] self.mapper = MapBuilder( self.window.brickDimensions, [self.window.brickZone, self.window.brickZoneDimensions]) self.mapper.newTemplate() self.score = EditorMode( "black", (self.window.screenDimensions[0]/2, SCORE_BUFFER/2), 0, self )
def __init__( self, settings ): #display='main', dimensions=MENU_DIMENSIONS ): Controller.__init__( self, MenuScreen( settings[DIMENSIONS] )) self.type = MENU if len( settings ) == 3: self.scores = settings[SCORES] else: self.scores = None self.menuStack = [] self.menuList = {'main':menu1, 'settings':menu2, 'scores':menu3} self.menu = Menu( settings[DISPLAY], self.menuList[ settings[DISPLAY] ] ) self.screen.screen.blit( self.menu.image, MENU_POSITION ) self.initGame = 0 self.currentOption = 0 self.onSubOption = False #Selecting a suboption? (As opposed to a main option) self.pointer = Pointer( "images/pointer.gif", self.menu.positionMap, self.currentOption ) self.subPointer = Pointer( "images/subpointer.gif", self.menu.subPositionMap, self.currentOption, visible=False ) #change to "images/subpointer.gif" self.selected = None
def __init__(self, world, gravity=-9.81, name=None): assert isinstance(world, World) self._bodies = world.ground.iter_descendant_bodies self.gravity = float(gravity) Controller.__init__(self, name=name)
def __init__(self, gravity=-9.81, name=None): self.gravity = float(gravity) Controller.__init__(self, name=name)