def dispatchGoalRequest(self, req): if req.operation == 1: out = self.pushGoal(goal.Goal(req.position)) elif req.operation == 2: out = self.popGoal(index = req.index) elif req.operation == 3: out = self.updateGoal(req.index, goal.Goal(req.position)) else: out = 0 return GoalResponse(out)
def init_goal(): goalOne = goal.Goal("Horse Riding1", 9) goalOne.update(1, "rode a pony", ["a", "b", "c", "d", "e"]) goalOne.update(1, "it kicked me", ["aa", "bb", "cc", "dd", "ee"]) goalOne.save() print(goalOne.rec[0].time.month) print(goalOne.rec[0].survey) goalTwo = goal.Goal("Horse Riding1", 9) goalTwo.load() print(goalTwo.rec[0].time) print(goalTwo.rec[0].survey)
def aStarPlanner(): g = goal.Goal() p = planner.aStarPlanner() global listOfActions global step if actions.actionsInit.goalAchieved == True: actions.actionsInit.goalAchieved = False listOfActions = [] robotGoal = g.findGoal() g.updateWorldModel() if goal == "idle": return else: p.planner(robotGoal) step = p.step i = 0 for index in range(len(p.actions)): listOfActions.append(p.actions[(p.step - 1) - i]) i += 1 count = 0 for index in range(len(listOfActions)): print str((count) + 1) + ": " + listOfActions[count] count += 1 if actions.actionsInit.goalAchieved == False: finiteStateMachine()
def test_load_two(): obj = goal.Goal("Horse Riding2", 9) obj.load("Horse Riding2") print("TEST: load progress\n", obj.prog_rec) print("TEST: load timestamps\n", obj.time_rec) print("TEST: load notes list\n", obj.note_rec) print("TEST: progress --->", obj.progress) print()
def init_goal(): goalOne = goal.Goal("Horse Riding1", 9) goalOne.progress = 1 goalOne.time_rec = ['2020-02-10'] goalOne.prog_rec = [0] goalOne.note_rec = ['goal created'] goalOne.save("Horse Riding1")
def read_goal(): test = goal.Goal("testGoal", 10) test.load("files/testGoal.csv") for t in test.rec: print(t.time) print(t.progress) print(t.note)
def create_goal(self, node_id: str, cost=1) -> goal.Goal: """ Adds goal node to graph :param node_id: Goal node id :param cost: Goal cost :return: Goal node """ g = goal.Goal(node_id, cost) self._goals_dict[node_id] = g return g
def prog_one(): goalOne = goal.Goal("Horse Riding2", 9) goalOne.progress = 3 goalOne.time_rec = ['2020-02-10', '2020-02-20', '2020-02-24', '2020-02-27'] goalOne.prog_rec = [0, 1, 2, 3] goalOne.note_rec = [ 'goal created', 'groomed the horse', 'saddled the horse', 'horse jumping' ] goalOne.save("Horse Riding2")
def drawGoals(self, screen): #this draws the goals #TODO: ADD A BOOL TO SWITCH FROM MOVING AND STILL GOALS #the goal's width should fill 3/5ths of half the screen and height should be 1/5th of the screen goalWidth = self.height*.1 goalHeight = self.width*.2 xRight = self.goalWidth2//2 yRight = self.height//2 xLeft = self.width - self.goalWidth2//2 yLeft = self.height//2 if(self.moving): right = goal.MovingGoal(self.goalWidth, self.goalHeight, xRight,yRight, 2) left = goal.MovingGoal(self.goalWidth2, self.goalHeight2, xLeft,yLeft, 2) else: right = goal.Goal(self.goalWidth, self.goalHeight, xRight,yRight) left = goal.Goal(self.goalWidth2, self.goalHeight2, xLeft,yLeft) self.goals.add(right) self.goals.add(left)
def __init__(self, app): self.app = app self.player = player.Player(self.app) self.app.renderer.scene.add(self.player.graphics.canvas) self.terrain = None self.goal = goal.Goal(self.app) self.app.renderer.scene.add(self.goal.canvas) self.game_objects = set() self.vehicles = set() self.enemies = set() self.net_players = {}
def prog_two(): goalOne = goal.Goal("Horse Riding3", 9) goalOne.progress = 5 for i in range(goalOne.progress): goalOne.rec.append( Node(i, date.today() - timedelta(days=i * 3), "note number" + str(i))) # goalOne.time_rec = ['2020-02-10','2020-02-20','2020-02-24','2020-02-27','2020-03-2','2020-03-5'] # goalOne.prog_rec = [0,1,2,3,4,5] # goalOne.note_rec = ['goal created now lets see how the txt is formatted on screen','groomed the horse','saddled the horse','horse jumping','Replaced horse shoe','Beach riding'] #graph.build_graph(goalOne) goalOne.save("Horse Riding3")
def add_goal(self): ''' Creates a new goal object and adds it to the goal list. Saves the new goal list to the save file. Updates the listbox display. ''' newgoal = simpledialog.askstring("Input", "What goal would you like to begin tracking?", parent=self.root) # if nothing is entered then do nothing else if newgoal: goalamt = simpledialog.askinteger("Input", "What is your end goal amount?", parent=self.root, minvalue=1, maxvalue=1000000) # if no amount is entered default to 1 if goalamt is None: goalamt = 1 self.goal_list.goals.append(goal.Goal(newgoal,goalamt,0)) # add goal to goal list self.goal_list.goals[-1].update(0, "Goal Created") self.goal_list.save() # updates save data self.set_listbox() # updates listbox display print(self.goal_list)
def setGoal(self, newGoal): """ Put a goal on the stack. If there is already a goal in progress, replace it. Use this to receive messages sent as Pt() objects. """ assert isinstance(newGoal, Pt), "Must be Pt object: %s" % ` newGoal ` if self.gs.top(): # Pop the goal from the stack oldGoal = self.gs.pop() # Remove the corresponding force from the force list. self.fl.removeForce(oldGoal.goalPtr) g = goal.Goal(newGoal.point) print "adding goal: ", g.str() print " ==> we are here just now: (%.3f, %.3f, %.3f)" % tuple( self.position) self.pushGoal(g)
# Main Program # ##################### # create an empty maze (with just perimeter walls): # ------------------------------------ columns = 11 # should be an odd number! rows = 9 # should be an odd number! maze = maze.Maze(columns, rows) # size of maze (columns, rows) block_maze_perimeter(maze) # draw the surrounding walls around the maze # Create the goal: # ---------------- # The default position in the lower right corner of the maze, inside the maze (hence -1): goal = goal.Goal(maze, columns - 1, rows - 1, "gold") # (maze, column, row, color) # Create a maze walker: # --------------------- # The position should be top-right, inside the maze (hence 2,2) walker = walker.Walker(maze, 2, 2, 0, "blue") # (maze, column, row, heading, color) maze.update_display() # don't change this line. for display acceleration. # Create the maze walls: #----------------------- # the maze starts at (1, 1): top-left corner maze_start_column = 1 maze_start_row = 1
def game(): data = {} try: data = pickle.load(open("data","rb")) except: pass print(data) # This is to make sure that the score of the player is remembered name = input("Whats your name? ") screen = pygame.display.set_mode((SCREEN_WIDTH,SCREEN_HEIGHT)) clock = pygame.time.Clock() p = player.Player() enemies= pygame.sprite.Group() enemies.add(Wander(p)) g = goal.Goal(p) score = 0 scoreFont = pygame.font.SysFont("Arial",24) gameOver = False gameOverFont = pygame.font.SysFont("Arial", 100) playing = True # This is creating the start of the game while playing: if gameOver == True: for e in pygame.event.get(): if e.type == pygame.QUIT: return if e.type == pygame.KEYDOWN: if e.key == pygame.K_e: playing = False if e.key == pygame.K_r: gameOver = False enemies = pygame.sprite.Group() # These are the keys for what happens after the game is over. screen.fill((255,0,0)) gameOverText = gameOverFont.render("Game Over", False, (0,0,0)) screen.blit(gameOverText, (300,200)) restart = gameOverFont.render( " Press r to restart", False, (0,0,0)) screen.blit(restart, (300, 300)) exit = gameOverFont.render( " Press e to exit", False, (0,0,0)) screen.blit(exit, (300,400)) #These are the text that are going to display at the end of the game offset = 0 scores = [] for n in data: scores.append([data[n],n]) scores = sorted(scores) for s in scores: score = scoreFont.render( s[1] + " - "+ str(s[0]),False, (0,255,0) ) screen.blit(score, (10,10+offset)) offset+=25 pygame.display.update() continue for e in pygame.event.get(): if e.type == pygame.QUIT: return if e.type == pygame.KEYDOWN: if e.key == pygame.K_LEFT: p.speedx = -PLAYER_SPEED if e.key == pygame.K_RIGHT: p.speedx = PLAYER_SPEED if e.key == pygame.K_DOWN: p.speedy = PLAYER_SPEED if e.key == pygame.K_UP: p.speedy = -PLAYER_SPEED #This code controls how the player moves. if e.type == pygame.KEYUP: if e.key == pygame.K_LEFT and p.speedx == -PLAYER_SPEED: p.speedx= 0 if e.key == pygame.K_RIGHT and p.speedx == PLAYER_SPEED: p.speedx = 0 if e.key == pygame.K_DOWN and p.speedy == PLAYER_SPEED: p.speedy = 0 if e.key == pygame.K_UP and p.speedy == -PLAYER_SPEED: p.speedy = 0 #This code is to make sure that the player does not run out of the screen. screen.fill(BACKGROUND_COLOR) #update p.update() for e in enemies: e.update(p) screen.blit(e.image,(e.rect.x,e.rect.y)) #collisions if pygame.sprite.spritecollideany(p,enemies): gameOver = True if name not in data: data[name] = score elif data[name] < score: data[name]=score pickle.dump(data,open("data","wb")) if g.rect.contains(p.rect): score +=1 g = goal.Goal(p) r = random.uniform(0,1) if r < WANDER_CHANCE: enemies.add(Wander(p)) elif r < SNAKE_CHANCE: enemies.add(Snake(p)) elif r < HOMING_CHANCE: enemies.add(Homing(p)) #This code is responsible for which enemies form every point you earn. text = scoreFont.render("score: " + str(score), False, (255, 255, 255)) screen.blit(text,(10,10)) screen.blit(g.image, (g.rect.x, g.rect.y)) screen.blit(p.image, (p.rect.x, p.rect.y)) pygame.display.update() clock.tick(50)
# Main Program # ##################### # create the maze: # ---------------- columns = 6 rows = 6 maze = maze.Maze(columns, rows) # size of maze (columns, rows) # Create the goal (you can move it around the maze, if you'd like): # ----------------------------------------------------------------- goal_column = randint(1, maze.get_columns()) goal_row = randint(1, maze.get_rows()) goal = goal.Goal(maze, goal_column, goal_row, "gold") # (maze, column, row, color) # Create a maze walker (you can assume that the walker starts at the top left corner (1, 1): # ------------------------------------------------------------------------------------------ walker = walker.Walker(maze, 1, 1, 0, "blue") # (maze, column, row, heading, color) # Placing blocking walls/tiles in the maze: # ----------------------------------------- # When putting walls and bridges in the maze, don't put them on the goal and the walker: excluded_blocks = [ [goal.get_column(), goal.get_row()], [walker.get_column(), walker.get_row()] ] # For testing/debugging purposes: # Block specific tiles in a 6-by-6 maze: ''' maze.block_square(1, 2, "wall")
def test_load_three(): obj = goal.Goal("Horse Riding3", 9) obj.load("Horse Riding3") graph.build_graph(obj) print()
def init_goal(self, soup): goal_point = soup.find('goal_point') goal_x = float(goal_point.x.get_text()) goal_y = float(goal_point.y.get_text()) self.goal = goal.Goal(goal_x, goal_y)
import game SOUTH = grid.SOUTH EAST = grid.EAST NORTH = grid.NORTH WEST = grid.WEST table =[[9, 8, 8, 8, 10, 12], [1, 0, 2, 4, 9, 6], [3, 0, 8, 0, 0, 12], [9, 0, 0, 0, 0, 4], [1, 4, 1, 0, 6, 5], [7, 3, 2, 2, 10, 6]] test_grid = grid.Grid(table) r0 = robot.Robot((3,0),0) r1 = robot.Robot((4,4),1) robots=[r0,r1] goal = goal.Goal(r0 ,(1,1)) jeutest=game.Game(test_grid,robots,goal) print(robots) r0.move(NORTH) print(robots) r1.move(SOUTH) print(jeutest.robots)
def initNiveau(self, niveau): self.les_sprites.empty() self.plateformes.empty() self.pieges.empty() self.check.empty() self.goals = pygame.sprite.Group() self.plateformegGravite = pygame.sprite.Group() #MISE EN PLACE DU NOMBRE DE POINTS pts = self.niveau stringpts = "Points : " + str(self.niveau) self.pts = texte.Texte(self, stringpts, LARGEURFENETRE - 150, 0, 150) if niveau == 1: #VRAI NIVEAU 1 background.Background(self, "images/backgrounds/background_1.png") for plate in [(0, 728), (150, 650), (700, 300), (900, 300)]: plat.Plat(self, *plate) for piegee in []: piege.Piege(self, *piegee) for gravv in [(300, 500), (300, 400), (300, 300), (400, 500), (400, 400), (400, 300)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 80, 618) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(950, 250)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 700) elif niveau == 2: #VRAI NIVEAU 2 background.Background(self, "images/backgrounds/background_1.png") for plate in [(0, 150)]: plat.Plat(self, *plate) for piegee in [(0, 600)]: piege.Piege(self, *piegee) for gravv in [(300, 500), (300, 400), (300, 300), (400, 500), (400, 400), (400, 300)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 0, 40) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(600, 718)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 150) elif niveau == 3: #VRAI LEVEL 3 background.Background(self, "images/backgrounds/background_2.jpg") for plate in [(5, 700), (388, 700), (650, 580), (520, 450), (5, 100), (120, 450)]: plat.Plat(self, *plate) for piegee in []: piege.Piege(self, *piegee) for gravv in [(220, 350), (120, 250)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 50, 590) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(0, 0)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(20, 620) elif niveau == 4: #VRAI NIVEAU 4 background.Background(self, "images/backgrounds/background_2.jpg") for plate in [(900, 80), (725, 600), (240, 600), (946, 600, 6), (805, 0, 4), (805, 100, 4), (805, 200, 4), (805, 300, 4), (805, 364, 4), (805, 600, 4)]: plat.Plat(self, *plate) for piegee in [(835, 0, 3), (835, 100, 3), (835, 200, 3), (835, 300, 3), (835, 364, 3), (835, 600, 3), (946, 630), (0, -60, 4), (100, -60, 4), (200, -60, 4), (300, -60, 4), (400, -60, 4), (500, -60, 4), (600, -60, 4), (700, -60, 4), (800, -60, 4), (900, -60, 4)]: piege.Piege(self, *piegee) for gravv in [(850, 500), (850, 600), (850, 250), (560, 500), (120, 500), (120, 600), (120, 400), (120, 300)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 940, -35) for checkk in [(760, 490)]: checkpoint.Check(self, *checkk) for finniv in [(155, 0)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(950, 50) elif niveau == 5: #VRAI NIVEAU 5 background.Background(self, "images/backgrounds/background_1.png") for plate in [(0, 728), (310, 550, 2), (460, 450, 2), (610, 350, 2), (760, 250, 2)]: plat.Plat(self, *plate) for piegee in [(300, 550, 2), (450, 450, 2), (600, 350, 2), (750, 250, 2)]: piege.Piege(self, *piegee) for gravv in [(200, 550), (350, 450), (500, 350), (650, 250)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 10, 620) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(800, 250)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 700) elif niveau == 6: # VRAI LEVEL 6 background.Background(self, "images/backgrounds/background_1.png") for plate in [(20, 120, 6), (455, 680, 6), (490, 0, 4), (490, 100, 4), (490, 200, 4), (490, 300, 4), (490, 400, 4), (490, 455, 4)]: plat.Plat(self, *plate) for piegee in [(0, -60, 4), (100, -60, 4), (200, -60, 4), (300, -60, 4), (400, -60, 4), (500, -60, 4), (600, -60, 4), (700, -60, 4), (800, -60, 4), (900, -60, 4), (480, 0, 2), (480, 100, 2), (480, 200, 2), (480, 300, 2), (480, 400, 2), (480, 455, 2), (520, 0, 3), (520, 100, 3), (520, 200, 3), (520, 300, 3), (520, 400, 3), (520, 455, 3)]: piege.Piege(self, *piegee) for gravv in [(210, 200), (210, 300), (210, 400), (210, 500), (210, 600), (210, 100)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 60, 0) for checkk in [(530, 560)]: checkpoint.Check(self, *checkk) for finniv in [(950, 250)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(60, 100) elif niveau == 7: #VRAI NIVEAU 7 background.Background(self, "images/backgrounds/background_1.png") for plate in [ (0, 150), (210, 0, 2), (210, 100, 2), (210, 200, 2), (210, 500, 2), (210, 600, 2), (210, 700, 2) #,(210,300,2) , (450, 700, 1) ]: plat.Plat(self, *plate) for piegee in [(200, 0, 2), (200, 100, 2), (200, 200, 2), (200, 500, 2), (200, 600, 2), (200, 700, 2)]: #,(200,300,2) piege.Piege(self, *piegee) for gravv in [(100, 150), (100, 250), (100, 350), (100, 450), (100, 550), (100, 650)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 10, 40) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(500, 650)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 20) elif niveau == 8: #VRAI NIVEAU 8 background.Background(self, "images/backgrounds/background_1.png") for plate in [(0, 150), (0, 410), (100, 410), (200, 410), (300, 410), (400, 410), (500, 410), (600, 410), (600, 600), (0, 410), (100, 410), (200, 410), (300, 410), (400, 410), (500, 410), (600, 410), (600, 600), (0, 440, 3), (100, 440, 3), (200, 440, 3), (300, 440, 3), (400, 440, 3), (500, 440, 3), (600, 440, 3)]: plat.Plat(self, *plate) for piegee in [(0, 400, 4), (100, 400, 4), (200, 400, 4), (300, 400, 4), (400, 400, 4), (500, 400, 4), (600, 400, 4), (0, 470, 1), (100, 470, 1), (200, 470, 1), (300, 470, 1), (400, 470, 1), (500, 470, 1), (600, 470, 1)]: piege.Piege(self, *piegee) for gravv in [(300, 100), (500, 200), (700, 300), (700, 400), (700, 500), (500, 550), (400, 550), (300, 550), (200, 550), (100, 550)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 0, 40) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(30, 700)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 150) elif niveau == 9: #VRAI LEVEL 9 background.Background(self, "images/backgrounds/background_1.png") for plate in [(20, 120), (220, 0, 2), (220, 100, 2), (220, 200, 2), (120, 300), (170, 450), (370, 320), (478, 200, 2), (545, 0, 2), (10, 450)]: plat.Plat(self, *plate) for piegee in [(0, 757, 4), (100, 757, 4), (200, 757, 4), (300, 757, 4), (400, 757, 4), (500, 757, 4), (600, 757, 4), (700, 757, 4), (800, 757, 4), (900, 757, 4), (210, 0, 2), (210, 100, 2), (210, 200, 2), (120, 290, 4), (10, 440, 4), (0, -60, 4), (100, -60, 4), (200, -60, 4), (300, -60, 4), (400, -60, 4), (500, -60, 4), (600, -60, 4), (700, -60, 4), (800, -60, 4), (900, -60, 4), (535, 0, 2), (470, 200, 2)]: piege.Piege(self, *piegee) for gravv in [(10, 180), (10, 280), (270, 65), (300, -35), (400, -35), (540, 120)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 60, 0) for checkk in [(410, 205)]: checkpoint.Check(self, *checkk) for finniv in [(950, 250)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(60, 100) elif niveau == 10: background.Background(self, "images/backgrounds/background_2.jpg") for plate in [(0, 150)]: plat.Plat(self, *plate) #pieges vers la droite descente for piegee in [(100, 170, 3), (100, 270, 3), (100, 370, 3), (100, 470, 3), (100, 570, 3), (100, 625, 3)]: piege.Piege(self, *piegee) #piege vers la gauche descente for piegee in [(185, -30, 2), (185, 70, 2), (185, 170, 2), (185, 270, 2), (185, 370, 2), (185, 470, 2)]: piege.Piege(self, *piegee) #piege vers le bas ligne droite for piegee in [(190, 580, 1), (290, 580, 1), (390, 580, 1), (490, 580, 1), (590, 580, 1), (670, 580, 1)]: piege.Piege(self, *piegee) #piege vers le haut ligne droite for piegee in [(100, 730, 4), (200, 730, 4), (300, 730, 4), (400, 730, 4), (500, 730, 4), (600, 730, 4), (700, 730, 4), (770, 730, 4)]: piege.Piege(self, *piegee) #piege vers la gauche montée for piegee in [ (868, 630, 2), (868, 530, 2), (868, 430, 2), (868, 330, 2), (868, 230, 2), ]: piege.Piege(self, *piegee) #pieges vers la droite montée for piegee in [ (770, 470, 3), (770, 400, 3), (770, 370, 3), ]: piege.Piege(self, *piegee) #piege vers le bas petite ligne droite for piegee in [ (768, 230, 1), (668, 230, 1), (568, 230, 1), ]: piege.Piege(self, *piegee) #piege vers le haut petite ligne droite for piegee in [(670, 370, 4), (570, 370, 4)]: piege.Piege(self, *piegee) #plateformes descente gauche for plate in [(70, 150, 2), (70, 250, 2), (70, 350, 2), (70, 450, 2), (70, 550, 2), (70, 650, 2)]: plat.Plat(self, *plate) #plateformes descente droite for plate in [(195, -30, 2), (195, 70, 2), (195, 170, 2), (195, 270, 2), (195, 370, 2), (195, 470, 2)]: plat.Plat(self, *plate) #plateformes ligne droite haut for plate in [ (200, 550, 3), (300, 550, 3), (400, 550, 3), (500, 550, 3), (600, 550, 3), (670, 550, 3), ]: plat.Plat(self, *plate) #plateformes ligne droite bas for plate in [(100, 740), (200, 740), (300, 740), (400, 740), (500, 740), (600, 740), (700, 740), (800, 740)]: plat.Plat(self, *plate) #plateformes montée droite for plate in [(878, 640, 2), (878, 540, 2), (878, 440, 2), (878, 340, 2), (878, 240, 2), (878, 220, 2)]: plat.Plat(self, *plate) #plateformes montée gauche for plate in [(740, 470, 2), (740, 380, 2)]: plat.Plat(self, *plate) #le reste des plateformes osef de les décrire de toute façon personne lit ça for plate in [(670, 380), (570, 380), (768, 200, 3), (668, 200, 3), (568, 200, 3)]: plat.Plat(self, *plate) for gravv in [(100, 150), (100, 246), (100, 342), (100, 438), (100, 534), (100, 630), (196, 630), (292, 630), (388, 630), (484, 630), (580, 630), (676, 630), (772, 630), (772, 534), (772, 438), (772, 342), (772, 246), (676, 246), (580, 246)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 0, 40) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(400, 500)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 20) elif niveau == 11: background.Background(self, "images/backgrounds/background_1.png") for plate in [(0, 750), (950, 750)]: plat.Plat(self, *plate) for gravv in [(-46, 114), (-46, 210), (-46, 306), (-46, 402), (-46, 498), (50, 114), (146, 114), (50, 306), (50, 500), (144, 500), (288, 114), (288, 302), (288, 396), (288, 490), (288, 208), (384, 208), (432, 304), (480, 400), (576, 496), (576, 400), (576, 304), (576, 208), (576, 112), (720, 112), (720, 208), (720, 304), (720, 400), (720, 496), (816, 112), (816, 496), (912, 208), (912, 400), (960, 304)]: plateformeAntiGrav.PlateformeAntiGrav(self, *gravv) self.checkpointCourant = checkpoint.Check(self, 0, 650) for checkk in []: checkpoint.Check(self, *checkk) for finniv in [(950, 700)]: goal.Goal(self, *finniv) self.joueur = perso.Perso(self) self.joueur.pos = vec(40, 20)