def afterScreen(): global score, oldSec, oldMin, secLeft, air, cut, wallList, oldScore mouse.set_visible(True) startCount = 0 #Want to make sure that the user doesn't accidentally click start right after a game; #I am making a counter such that after a certain point the user can make a selection running = True while running: for evt in event.get(): if evt.type == QUIT: return "exit" startCount += 1 if startCount >= 120: if PlayAgain_Button.checkClicked() == True: #We must re-setup the core game variables as they have been altered in the past session oldSec = local(clock())[5] oldMin = local(clock())[4] air = [] cut = [] for i in range(choice([1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) song.play() return "Play" if MainMenu_Button.checkClicked() == True: return "Splash Screen" if Quit_Button.checkClicked() == True: return "exit" screen.blit(gameover_screen, (0, 0)) scoreBlit = largeFont.render("Score: " + str(oldScore), True, wallList[colS]) screen.blit(scoreBlit, (950, 350)) PlayAgain_Button.drawButton(screen) MainMenu_Button.drawButton(screen) Quit_Button.drawButton(screen) display.flip()
def afterScreen(): global score, oldSec, oldMin, secLeft, air, cut, wallList, oldScore mouse.set_visible(True) startCount = 0 running = True while running: for evt in event.get(): if evt.type == QUIT: return "exit" startCount += 1 if startCount >= 120: if PlayAgain_Button.checkClicked() == True: oldSec = local(clock())[5] oldMin = local(clock())[4] air = [] cut = [] for i in range(choice([1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) song.play() return "Play" if MainMenu_Button.checkClicked() == True: return "Splash Screen" if Quit_Button.checkClicked() == True: return "exit" screen.blit(gameover_screen, (0, 0)) scoreBlit = largeFont.render("Score: " + str(oldScore), True, wallList[colS]) screen.blit(scoreBlit, (950, 350)) PlayAgain_Button.drawButton(screen) MainMenu_Button.drawButton(screen) Quit_Button.drawButton(screen) display.flip()
def renew(): book_num=request.get_json().get('no') username=request.get_json().get('username') bok=Book.query.filter_by(book_num=book_num).first() lend_time=int(bok.lend_time) if (lend_time+4924800) < int(time.time()) and (lend_time+5155199) > int(time.time()): a=time.local(time.time()+5155199) bok.lend_time=str(time.time()) bok.return_time=str(a[0])+"-"+str(a[1])+"-"+str(a[2]) db.session.add(bok) db.session.commit() response=jsonify({}) response.status_code=200 return response else : response=jsonify({}) response.status_code=401 return response
def post(self, idx): # The activities the user attended user_id = idx # idx = user_id applications = Application.objects(applicant_id=user_id) apply_activities = [] if applications: for application in applications: activity_id = application.activity_id activity_id = activity_id status = application.status activity = Activity.objects(activity_id=activity_id).first() activity_name = activity.activity_name open_date = activity.open_date genre = activity.genre leader_name = activity.leader_name open_date_local = time.local(open_date) format_time = time.strftime("%Y-%m-%d %H:%M:%S", open_date_local) apply_activity_dict = { "Project_Name": activity_name, "Deadline": open_date, "Deadline": format_time, "Major": genre, "Leader": leader_name, "Application Status": status } apply_activities.append(apply_activity_dict) return jsonify(apply_activities, 200) return jsonify("You don't have any applied acticities", 400)
def main(): count = False counter = 0 counter2 = 0 #All of these variables had to be defined before the actual main() function so that they would not be reset #once we return to the function after pausing global mode, song, secLeft, oldSec, oldMin, pauseTime, air, cut, score, blade, oldScore mouse.set_visible(False) running = True while running: for evt in event.get(): if evt.type == QUIT: return "exit" #'Updating fruit positions' for fruit in air: fruit.updatePos() #'Updating bit positions' for bit in cut: bit.updatePos() #'Interactions' #In case the user pauses for exactly a minute and they return back to the exact same second, we don't want the program to glitch out #Instead, I created two "if" options: if the current second value doesn't equal the previous recorded second value OR the current second value equals #the previous recorded second value however the minutes are different, then the seconds left counter should be decreased if local(clock())[5] != oldSec or (local(clock())[4] != oldMin and local(clock())[5] == oldSec): secLeft -= 1 oldSec = local(clock())[5] oldMin = local(clock())[4] if secLeft <= 0: endScore = score running = False #After a fruit is cut, we want to randomly add more if count == True: counter += 1 if count == False: counter = 0 #Adding more based on a random time after a fruit is cut if counter >= choice( [10, 20, 20, 30, 30, 30, 50, 50, 100, 100, 100, 200, 200, 300]): for i in range(choice([1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) count = False #We also want more fruits to appear even if the player isn't slicing: this randomly #adds more fruit to the "air" list after an interval of time counter2 += 1 if counter2 >= choice([100, 100, 100, 200, 200, 300, 300, 400]): for i in range(choice([1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) counter2 = 0 #Determines what the current high score is if oldHS > score: highscore = oldHS else: highscore = score #'Checking for collision' for fruit in air: if fruit.checkCollide() == True: fruit.makeSound() if blade.blade_type == "kitchen": point = choice([ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10 ]) score += point else: point = choice( [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10] ) #The fighting blade gives a higher change of getting 10 points on a slice (user doesn't need to know) score += point del air[air.index(fruit)] cut.append( Bits(fruit.fruit_type, fruit.x, fruit.y, fruit.angle, fruit.vy)) count = True #'Checking if buttons are clicked' if Pause_Button.checkClicked() == True: pauseTime = secLeft return "Pause" #'Deleting fruits from air list if they are off the screen' for fruit in air: if fruit.y > height: del air[air.index(fruit)] #'''Drawing''' screen.blit(wallpaper, (0, 0)) #Fruits for fruit in air: fruit.drawFruit(screen) #Bits for bit in cut: bit.drawBits(screen) #Buttons Pause_Button.drawButton(screen) #Blade #A MODIFICAR blade.drawBlade(screen, mp()) #Seconds left if secLeft % 10 == 0 or secLeft <= 9: #Makes every interval or single digit second light up red timeCol = (255, 23, 34) else: timeCol = wallList[colT] secBlit = medFont.render(str(secLeft), True, timeCol) screen.blit(secBlit, (width // 2 - (secBlit.get_width() // 2), 15)) #Current Score scoreBlit = largeFont.render(str(score), True, wallList[colS]) screen.blit(scoreBlit, (50, 15)) #High Score highBlit = smallFont.render("High Score: " + str(highscore), True, wallList[colHS]) screen.blit(highBlit, (50, 88)) #FPS fpsBlit = smallFont.render("FPS: " + str(fps.get_fps())[0:2], True, wallList[colFPS]) screen.blit(fpsBlit, (1190, 15)) display.flip() mouse.set_visible(True) mixer.stop() #oldScore is the score that will be drawn on the 'after' screen #score is set to 0, and secLeft is set to 60 for the next time the user plays oldScore = score score = 0 secLeft = 60 return "After"
def splashScreen(): global oldSec, oldMin, startSec, secLeft, mode, game splashChoice = None drawSplashBits = False #For these three fruit objects, "loading" is set to True: we don't want the x and y values to update splashFruits = [ Fruit("banana", True), Fruit("apple", True), Fruit("watermelon", True) ] for fruit in splashFruits: #This centers the fruit coordinates on the three photoshopped circles fruit.x = 653 + 225 * splashFruits.index(fruit) + 64 fruit.y = 394 + 64 fruit.vx, fruit.vy = 0, 0 #Dictionaries of the fruit on the splash screen and the respective screens they lead to modes = {"banana": "Credits", "apple": "Play", "watermelon": "Options"} running = True #Same for the main() function: we are replacing the mouse with a knife therefore the cursor should be invisible mouse.set_visible(False) while running: for evt in event.get(): if evt.type == QUIT: return "exit" #Updating fruit positions for fruit in splashFruits: fruit.updatePos() #Updating bit positions if drawSplashBits == True: splashChoice.updatePos() #If the bits fall off the screen, the mode is updated if drawSplashBits == True: if splashChoice.y > height: mode = modes[splashChoice.bit_type] if mode == "Play": oldSec = local(clock())[5] oldMin = local(clock())[4] secLeft = 60 air = [] #List of everything in the air cut = [] #List of fruits that have already been cut for i in range(choice([1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) song.play() running = False drawBits = False #Checking for collisions #splashChoice is whichever fruit they sliced; we need to stop drawing it as a normal fruit as it will only be drawn as bits for fruit in splashFruits: if fruit.checkCollide() == True: fruit.makeSound() splashChoice = Bits(fruit.fruit_type, fruit.x, fruit.y, fruit.angle, uniform(0.5, 1.5)) del splashFruits[splashFruits.index(fruit)] drawSplashBits = True #Drawing everything screen.blit(splash_screen, (0, 0)) for fruit in splashFruits: fruit.drawFruit(screen) #Only draws the bits while they are above the screen if drawSplashBits == True: if splashChoice.y < height: splashChoice.drawBits(screen) #A MODIFICAR blade.drawBlade(screen, mp()) display.flip() fps.tick(60) return mode
def main(): count = False counter = 0 counter2 = 0 global mode, song, secLeft, oldSec, oldMin, pauseTime, air, cut, score, blade, oldScore mouse.set_visible(False) running = True while running: for evt in event.get(): if evt.type == QUIT: return "exit" 'Updating fruit positions' for fruit in air: fruit.updatePos() 'Updating bit positions' for bit in cut: bit.updatePos() 'Interactions' #Instead, I created two "if" options: if the current second value doesn't equal the previous recorded second value OR the current second value equals #the previous recorded second value however the minutes are different, then the seconds left counter should be decreased if local(clock())[5] != oldSec or (local(clock())[4] != oldMin and local(clock())[5] == oldSec): secLeft -= 1 oldSec = local(clock())[5] oldMin = local(clock())[4] if secLeft <= 0: endScore = score running = False if count == True: counter += 1 if count == False: counter = 0 if counter >= choice( [10, 20, 20, 30, 30, 30, 50, 50, 100, 100, 100, 200, 200, 300]): for i in range(choice([1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) count = False #this randomly adds more fruit to the "air" list after an interval of time counter2 += 1 if counter2 >= choice([100, 100, 100, 200, 200, 300, 300, 400]): for i in range(choice([1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) counter2 = 0 #Determines what the current high score is if oldHS > score: highscore = oldHS else: highscore = score 'Checking for collision' for fruit in air: if fruit.checkCollide() == True: fruit.makeSound() if blade.blade_type == "kitchen": point = choice([ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10 ]) score += point else: point = choice( [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 10] ) #The fighting blade gives a higher change of getting 10 points on a slice (user doesn't need to know) score += point del air[air.index(fruit)] cut.append( Bits(fruit.fruit_type, fruit.x, fruit.y, fruit.angle, fruit.vy)) count = True 'Checking if buttons are clicked' if Pause_Button.checkClicked() == True: pauseTime = secLeft return "Pause" 'Deleting fruits from air list if they are off the screen' for fruit in air: if fruit.y > height: del air[air.index(fruit)] '''Drawing''' screen.blit(wallpaper, (0, 0)) for fruit in air: fruit.drawFruit(screen) for bit in cut: bit.drawBits(screen) Pause_Button.drawButton(screen) blade.drawBlade(screen, mp()) if secLeft % 10 == 0 or secLeft <= 9: timeCol = (255, 23, 34) else: timeCol = wallList[colT] secBlit = medFont.render(str(secLeft), True, timeCol) screen.blit(secBlit, (width // 2 - (secBlit.get_width() // 2), 15)) #Current Score scoreBlit = largeFont.render(str(score), True, wallList[colS]) screen.blit(scoreBlit, (50, 15)) #High Score highBlit = smallFont.render("High Score: " + str(highscore), True, wallList[colHS]) screen.blit(highBlit, (50, 88)) #FPS fpsBlit = smallFont.render("FPS: " + str(fps.get_fps())[0:2], True, wallList[colFPS]) screen.blit(fpsBlit, (1190, 15)) display.flip() mouse.set_visible(True) mixer.stop() oldScore = score score = 0 secLeft = 60 return "After"
def splashScreen(): global oldSec, oldMin, startSec, secLeft, mode, game splashChoice = None drawSplashBits = False #For these three fruit objects, "loading" is set to True: we don't want the x and y values to update splashFruits = [ Fruit("banana", True), Fruit("apple", True), Fruit("watermelon", True) ] for fruit in splashFruits: fruit.x = 653 + 225 * splashFruits.index(fruit) + 64 fruit.y = 394 + 64 fruit.vx, fruit.vy = 0, 0 modes = {"banana": "Credits", "apple": "Play", "watermelon": "Options"} running = True mouse.set_visible(False) while running: for evt in event.get(): if evt.type == QUIT: return "exit" for fruit in splashFruits: fruit.updatePos() if drawSplashBits == True: splashChoice.updatePos() #If the bits fall off the screen, the mode is updated if drawSplashBits == True: if splashChoice.y > height: mode = modes[splashChoice.bit_type] if mode == "Play": oldSec = local(clock())[5] oldMin = local(clock())[4] secLeft = 60 air = [] cut = [] for i in range(choice([1, 1, 2, 2, 2, 3, 3, 4, 5])): air.append(Fruit(randfruit())) song.play() running = False drawBits = False #Checking for collisions for fruit in splashFruits: if fruit.checkCollide() == True: fruit.makeSound() splashChoice = Bits(fruit.fruit_type, fruit.x, fruit.y, fruit.angle, uniform(0.5, 1.5)) del splashFruits[splashFruits.index(fruit)] drawSplashBits = True screen.blit(splash_screen, (0, 0)) for fruit in splashFruits: fruit.drawFruit(screen) if drawSplashBits == True: if splashChoice.y < height: splashChoice.drawBits(screen) blade.drawBlade(screen, mp()) display.flip() fps.tick(60) return mode