Ejemplo n.º 1
0
def MusicNotesStars():
    global screen, time, cm
    init_setup('shoot_stars.mp3')
    cm = CircleManager()

    listener = LeapMotionListener()
    controller = Leap.Controller()
    controller.add_listener(listener)

    for moffset in range(64):
        soffset = int(moffset / 16)
        gen_main_beat(moffset, soffset)

    try:
        while True:
            time.tick(50)
            pygame.display.update()
            drawBoundaries()

            cm.drawAndUpdate(10)

            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    exit()
    except KeyboardInterrupt:
        controller.remove_listener(listener)
    finally:
        # Remove the sample listener when done
        controller.remove_listener(listener)
Ejemplo n.º 2
0
def test_exp_naive(bases, exps):
    print("[slow_exp_test] bases=%s exps=%s" % (bases, exps))
    for base in bases:
        for exp in exps:
            t0 = tick()
            xn = exp_naive(base, exp)
            t1 = tick()
            print("\t%d^%d=%d dt=%f" % (base, exp, xn, t1 - t0))
Ejemplo n.º 3
0
def test_exp_naive(bases, exps):
	print("[slow_exp_test] bases=%s exps=%s" % (bases, exps))
	for base in bases:
		for exp in exps:
			t0 = tick()
			xn = exp_naive(base, exp)
			t1 = tick()
			print("\t%d^%d=%d dt=%f" % (base, exp, xn, t1 - t0))
Ejemplo n.º 4
0
def test_exp_sqamu(bases, exps):
	print("[fast_exp_test] bases=%s exps=%s" % (bases, exps))
	for base in bases:
		for exp in exps:
			me = [0, 0]
			t0 = tick()
			xn = exp_sqamu(base, exp, me)
			t1 = tick()
			print("\t%d^%d=%d a=%s dt=%f" % (base, exp, xn, me, t1 - t0))
Ejemplo n.º 5
0
def test_exp_sqamu(bases, exps):
    print("[fast_exp_test] bases=%s exps=%s" % (bases, exps))
    for base in bases:
        for exp in exps:
            me = [0, 0]
            t0 = tick()
            xn = exp_sqamu(base, exp, me)
            t1 = tick()
            print("\t%d^%d=%d a=%s dt=%f" % (base, exp, xn, me, t1 - t0))
Ejemplo n.º 6
0
def time(func, args={}, reps=3):

    times = []
    for rep in range(reps):
        start = tick()
        func(**args)
        end = tick()
        times.append(end - start)

    return min(times)
Ejemplo n.º 7
0
def click_levels():
    click = pygame.mouse.get_pos()
    if click[0] == 1000 and click[1] == 150:
        n_snakes = 5
        n_ladders = 5
        return [n_snakes, n_ladders]
    elif click[0] == 1000 and click[1] == 350:
        n_snakes = 10
        n_ladders = 10
        return [n_snakes, n_ladders]
    else:
        n_snakes = 15
        n_ladders = 15
        return [n_snakes, n_ladders]
    time.tick(30)
Ejemplo n.º 8
0
def roll_die(counter):

    if random.randint(1, 6) == 1:
        face_1 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_1.png")
        screen.blit(face_1, (800, 700))
        die = 1

        return die
    elif random.randint(1, 6) == 2:
        face_2 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_2.png")
        screen.blit(face_2, (800, 700))
        die = 2
        return die

    elif random.randint(1, 6) == 3:
        face_3 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_3.png")
        screen.blit(face_3, (800, 700))
        die = 3
        return die
    elif random.randint(1, 6) == 4:
        face_4 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_4.png")
        screen.blit(face_4, (800, 700))
        die = 4
        return die
    elif random.randint(1, 6) == 5:
        face_5 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_5.png")
        screen.blit(face_5, (800, 700))
        die = 5
        return die
    elif random.randint(1, 6) == 6:
        face_6 = pygame.image.load(
            "/Users/mashaalyusufi/Desktop/DSA_game/Dice_6.png")
        screen.blit(face_6, (800, 700))
        die = 6
        return die
    time.tick(50)
Ejemplo n.º 9
0
    cInfo = deepcopy(cInfo)
    cInput = next(
        (c for c in configData.CourseInput if c.Course == cInfo.Course), None)
    if not cInput:
        continue
    if len(
            cInput.SectionNumbers
    ) > 0:  # todo: remove when done testing because normally this would mean 'I don't want any sections' but for now it means all sections are good
        cInfo.Sections[:] = [
            s for s in cInfo.Sections
            if s.SectionNumber in cInput.SectionNumbers
        ]
    if cInput.Mandatory:
        mandatoryCourses.append(cInfo)
    else:
        optionalCourses.append(cInfo)

from Scheduler import ScheduleList, CourseBlock
from time import perf_counter as tick
now = tick()
scheduleList = ScheduleList(
    configData.MinCredits, configData.MaxCredits,
    [CourseBlock(mandatoryCourses, True, len(mandatoryCourses))],
    [CourseBlock(optionalCourses, False)])
elapsed = tick() - now
print(str(len(scheduleList)) + ' schedules found')
print("completed in " + str(elapsed) + ' seconds')

from ScheduleViewer import ScheduleViewer
viewer = ScheduleViewer(scheduleList, [c.Course for c in optionalCourses])
Ejemplo n.º 10
0
import pygame
import time
import random
pygame.init()
from variables import *
from interact import *
from other import *
from Guy import *
from Car_and_Background import *

while not gameExit:

    car1.createcar()  #generate the car

    everything_appear()  #display everything on the screen

    guycontrols()  #STEROWANIE

    side_interact(guy1, car1)  #interact with the car - runing into

    up_interact(guy1, car1)  #interact with the car - jumping on

    pygame.display.update()  #refreashing the screen

    everything_moves()  #movement

    time.tick(FPS)  #frames

pygame.quit()
quit()
Ejemplo n.º 11
0
import pygame
import time
import random
pygame.init()
from variables import *
from interact import *
from other import *
from Guy import *
from Car_and_Background import *

while not gameExit:

	car1.createcar()		#GENEROWANIE AUT

	everything_appear()		#WYSWIETLANIE WSZYSTKICH KLAS NA EKRANIE

	guycontrols()			#STEROWANIE

	side_interact(guy1, car1)		#INTERAKCJA Z AUTEM - WBIEGANIE

	up_interact(guy1, car1)			#INTERAKCJA Z AUTEM - WSKAKIWANIE

	pygame.display.update()	#ODSWIEZANIE EKRANU

	everything_moves()		#RUCH

	time.tick(FPS)

pygame.quit()
quit()
Ejemplo n.º 12
0
def perform_probes(addresses, spacing, parallel, timeout, wr):
    """Make a TCP connection to each of the ADDRESSES, in order, and
    measure the time for connect(2) to either succeed or fail -- we
    don't care which.  Each element of the iterable ADDRESSES should
    be an AF_INET address 2-tuple (i.e. ('a.b.c.d', n)).  Successive
    connections will be no closer to each other in time than SPACING
    floating-point seconds.  No more than PARALLEL concurrent
    connections will occur at any one time.  Sockets that have neither
    succeeded nor failed to connect after TIMEOUT floating-point
    seconds will be treated as having failed.  No data is transmitted;
    each socket is closed immediately after the connection resolves.

    The results are written to the csv.writer object WR; each row of the
    file will be <ipaddr>,<port>,<elapsed time>.
    """

    if timeout <= 0:
        raise ValueError("timeout must be positive")
    if spacing <= 0:
        raise ValueError("spacing must be positive")
    if parallel < 1:
        raise ValueError("parallel must be at least 1")

    sel = selectors.DefaultSelector()
    EVENT_READ = selectors.EVENT_READ
    AF_INET = socket.AF_INET
    SOCK_STREAM = socket.SOCK_STREAM

    EINPROGRESS = errno.EINPROGRESS
    CONN_RESOLVED = (0,
                     errno.ECONNREFUSED,
                     errno.EHOSTUNREACH,
                     errno.ENETUNREACH,
                     errno.ETIMEDOUT,
                     errno.ECONNRESET)

    pending = set()
    addresses.reverse()
    last_connection = 0
    last_progress = 0
    total = len(addresses)
    complete = 0
    change = False

    try:
        while pending or addresses:
            now = tick()
            if change or now - last_progress > 10:
                progress(total, len(pending), complete)
                last_progress = now
                change = False

            if (len(pending) < parallel and addresses
                and now - last_connection >= spacing):

                addr = addresses.pop()
                sock = socket.socket(AF_INET, SOCK_STREAM)
                sock.setblocking(False)

                last_connection = tick()
                err = sock.connect_ex(addr)
                log.debug("Socket %d connecting to %r returned %d/%s",
                          sock.fileno(), addr, err, os.strerror(err))
                if err == EINPROGRESS:
                    # This is the expected case: the connection attempt is
                    # in progress and we must wait for results.
                    pending.add(sel.register(sock, EVENT_READ,
                                             (addr, last_connection)))
                    change = True

                elif err in CONN_RESOLVED:
                    # The connection attempt resolved before connect()
                    # returned.
                    after = tick()
                    sock.close()
                    wr.writerow((addr[0], addr[1], after - now))
                    complete += 1
                    change = True

                else:
                    # Something dire has happened and we probably
                    # can't continue (for instance, there's no local
                    # network connection).
                    exc = socket.error(err, os.strerror(err))
                    exc.filename = '%s:%d' % addr
                    raise exc

            events = sel.select(spacing)
            after = tick()
            # We don't care whether each connection succeeded or failed.
            for key, _ in events:
                addr, before = key.data
                sock = key.fileobj
                log.debug("Socket %d connecting to %r resolved",
                          sock.fileno(), addr)

                sel.unregister(sock)
                sock.close()
                pending.remove(key)
                wr.writerow((addr[0], addr[1], after - before))
                complete += 1
                change = True

            # Check for timeouts.
            for key in list(pending):
                addr, before = key.data
                if after - before >= timeout:
                    sock = key.fileobj
                    log.debug("Socket %d connecting to %r timed out",
                              sock.fileno(), addr)
                    sel.unregister(sock)
                    sock.close()
                    pending.remove(key)
                    wr.writerow((addr[0], addr[1], after - before))
                    complete += 1
                    change = True

        #end while
        progress(total, len(pending), complete)

    finally:
        for key in pending:
            sel.unregister(key.fileobj)
            key.fileobj.close()
        sel.close()
Ejemplo n.º 13
0
def main():
    window = p.display.set_mode((W_WIDTH, W_HEIGHT))
    p.display.set_caption('Python Chess')
    time = p.time.Clock()
    window.fill(p.Color("black"))
    gamestate = ChessEngine.Game()
    validMoves = gamestate.getValidMoves()
    move_made = False
    loadIMG()
    loop = True
    squareSelected = (
    )  # this tuple holds the last click that was made (col,row)
    clicks = [
    ]  # two tuples meaning click 1 -> piece selected and click 2-> piece moved
    highlight = False
    row = -1
    col = -1
    while (loop):
        for e in p.event.get():
            if e.type == p.QUIT:  # quit the game
                loop = False
            elif e.type == p.MOUSEBUTTONDOWN:  # player selected a square
                cursorposition = p.mouse.get_pos()
                # map the cursor position to dimensions needed for the board
                row = cursorposition[1] // SQ_SIZE
                col = cursorposition[0] // SQ_SIZE
                if row == 9:  # out of bounds for now
                    highlight = False
                    squareSelected = ()
                    clicks = []
                elif squareSelected == (
                        row - 1, col):  # player clicked the same sq twice
                    # clears the clicks
                    highlight = False
                    squareSelected = ()
                    clicks = []
                else:
                    squareSelected = (row - 1, col)
                    clicks.append(squareSelected)  # adds the last click
                if len(clicks
                       ) == 1:  # player selected a piece, so highlight it
                    if row == 0 or row == 9:
                        highlight = False
                        squareSelected = ()
                        clicks = []
                    elif gamestate.board[row - 1][col] != "**":
                        highlight = True
                    else:
                        highlight = False
                        squareSelected = ()
                        clicks = []
                if len(clicks) == 2:
                    move = ChessEngine.Move(clicks[0], clicks[1],
                                            gamestate.board)
                    if move in validMoves:
                        gamestate.makeMove(move)
                        move_made = True
                    highlight = False
                    clicks = []
                    squareSelected = []
            elif e.type == p.KEYDOWN and e.key == p.K_z:
                gamestate.moveBack()
                highlight = False
                clicks = []
                squareSelected = []
        if gamestate.check_mate or gamestate.stale_mate:
            drawWinner(window, gamestate)
        if move_made:
            validMoves = gamestate.getValidMoves()
        drawBoard(window, gamestate, highlight, col, row - 1)
        time.tick(FPS)
        p.display.flip()
Ejemplo n.º 14
0
def mainComputer(genomes, config):
    global WINDOW, VELOCITY, SCORE, HIGHEST, ALIVE

    with open('/home/aryan/Desktop/Dino Game/highestScoreMachine.txt', 'r') as f:
        HIGHEST = int(f.readline())
        f.close()

    g = []
    dinos = []
    nets = []


    for genomeID, genome in genomes:
        genome.fitness = 0
        net = neat.nn.FeedForwardNetwork.create(genome, config)
        nets.append(net)
        g.append(genome)
        dinos.append(Dino(100, 330+94))


    tickCount = 0
    time = pygame.time.Clock()

    run = True

    bg = Background()
    base = Base(400)
    cactus = [Cactus(425)]

    while run :

        bg.draw()
        base.draw()

        tickCount += 1
        SCORE = tickCount
        time.tick(30)

        if tickCount % 100 == 0 and VELOCITY < 25.0:
            VELOCITY += 0.20
            print(f'Velocity increased : {VELOCITY}')

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

        if len(dinos) < 1:
            run = False
            break


        for x, dino in enumerate(dinos):
            g[x].fitness += 0.1
            dino.move()

            output = nets[x].activate((
                abs(cactus[-1].x - (dino.x + dino.image.get_width())),
                cactus[-1].y - (dino.y - dino.image.get_height()),
                VELOCITY
            ))

            if output[0] > 0.5:
                dino.jumped = True
                dino.duck = False
            else:
                dino.duck = True

        for c in cactus:
            passed = False
            c.draw()
            c.move()

            if dino.x  > c.x + c.image.get_width():
                passed = True

        for dino in dinos:
            if collision(cactus[-1], dino):
                g[dinos.index(dino)].fitness -= 1
                nets.pop(dinos.index(dino))
                g.pop(dinos.index(dino))
                dinos.pop(dinos.index(dino))

        if passed:
            cactus.append(Cactus(425))
            for genome in g:
                genome.fitness += 5
        else:
            ALIVE -= 1

        if cactus[0].x + cactus[0].image.get_width() < 0:
            cactus.pop(0)

        for dino in dinos:
            dino.draw()

        # dino.draw()

        if cactus[0].x + cactus[0].image.get_width() <= 0:
            cactus.append(Cactus(425))
            cactus.pop(0)

        bg.move()
        base.move()
        # dino.move()

        # collision(cactus[-1], dino)

        # if(collision(cactus[-1], dino)):
            # run = False
            # print(f'Score {SCORE}')

        # cactus[-1].move()
        # showScore()

        WINDOW.blit(pygame.font.Font('freesansbold.ttf', 32).render(f'HIGHEST : {HIGHEST}  Alive : {len(dinos)}  Score : {SCORE}', True, (0,0,0)), (50, 10))

        pygame.display.update()

    if SCORE > HIGHEST:
        with open('/home/aryan/Desktop/Dino Game/highestScoreMachine.txt', 'w') as f:
            f.write(str(SCORE))
        f.close()
    
    pygame.quit()
Ejemplo n.º 15
0
def time(fn, *args, **kwds):
    start = tick()
    result = fn(*args,
                **kwds)  ## unpacking since fn takes any additional arguments
    stop = tick()
    return stop - start, result
Ejemplo n.º 16
0
def main():
    over = False
    FPS = 60  #images par seconde
    level = 0
    lives = 5
    font = pygame.font.SysFont("comicsans", 35)
    defeat_font = pygame.font.SysFont("comicsans", 60)

    ennemies = []
    wave_length = 4
    speed_ennemy = 1

    speed_player = 5

    speed_laser = 6

    player = Player(234, 430)

    time = pygame.time.Clock()

    countdown_defeat = 0

    def global_rendering():  #gestion des images
        window.blit(background, (0, 0))  #affichage de l'image de fond
        #affichage du texte
        lives1 = font.render("Lives: " + str(lives), True, (255, 255, 255))
        level1 = font.render("Level: " + str(level), True, (255, 255, 255))
        window.blit(lives1, (10, 10))
        window.blit(level1, (375, 10))

        for ennemy in ennemies:
            ennemy.render(window)

        player.render(window)

        if over == True:
            over1 = defeat_font.render("You lost!!", 1, (255, 255, 255))
            window.blit(over1, (width / 2 - over1.get_width() / 2, 250))
            pygame.quit()
            quit()

        pygame.display.update()  #actualisation de l'écran

    while over == False:
        time.tick(FPS)  #la boucle s'active 60 fois par seconde

        if lives <= 0 or player.health <= 0:
            over = True

        if len(ennemies) == 0:
            level += 1
            wave_length += 2
            for i in range(wave_length):
                ennemy = Ennemy(random.randrange(40, width - 40),
                                random.randrange(-500, -100),
                                random.choice(["orange", "green", "blue"]))
                ennemies.append(ennemy)

        for event in pygame.event.get():
            if event.type == QUIT:  #gestion de la fermeture de la fenêtre
                over = True
                pygame.quit()
                quit()

        keys = pygame.key.get_pressed(
        )  #gestion des mouvements du joueur, des projectiles et des bords de l'écran
        if keys[pygame.K_LEFT] and player.x - speed_player > 0:
            player.x -= speed_player
        if keys[pygame.K_RIGHT] and player.x + speed_player + 32 < width:
            player.x += speed_player
        if keys[pygame.K_UP] and player.y - speed_player > 0:
            player.y -= speed_player
        if keys[pygame.K_DOWN] and player.y + speed_player + 42 < height:
            player.y += speed_player
        if keys[pygame.K_SPACE]:
            player.shoot()

        for ennemy in ennemies[:]:
            ennemy.move(speed_ennemy)
            ennemy.move_laser(speed_laser, player)

            if random.randrange(0, 120) == 1:
                ennemy.shoot()

            if contact(ennemy, player):
                player.health -= 10
                ennemies.remove(ennemy)

            elif ennemy.y + 32 > height:
                lives -= 1
                ennemies.remove(ennemy)

        player.move_laser(-speed_laser, ennemies)

        global_rendering()
Ejemplo n.º 17
0
def perform_probes(addresses, spacing, parallel, timeout, wr):
    """Make a TCP connection to each of the ADDRESSES, in order, and
    measure the time for connect(2) to either succeed or fail -- we
    don't care which.  Each element of the iterable ADDRESSES should
    be an AF_INET address 2-tuple (i.e. ('a.b.c.d', n)).  Successive
    connections will be no closer to each other in time than SPACING
    floating-point seconds.  No more than PARALLEL concurrent
    connections will occur at any one time.  Sockets that have neither
    succeeded nor failed to connect after TIMEOUT floating-point
    seconds will be treated as having failed.  No data is transmitted;
    each socket is closed immediately after the connection resolves.

    The results are written to the csv.writer object WR; each row of the
    file will be <ipaddr>,<port>,<elapsed time>.
    """

    if timeout <= 0:
        raise ValueError("timeout must be positive")
    if spacing <= 0:
        raise ValueError("spacing must be positive")
    if parallel < 1:
        raise ValueError("parallel must be at least 1")

    sel = selectors.DefaultSelector()
    EVENT_READ = selectors.EVENT_READ
    AF_INET = socket.AF_INET
    SOCK_STREAM = socket.SOCK_STREAM

    EINPROGRESS = errno.EINPROGRESS
    CONN_RESOLVED = (0,
                     errno.ECONNREFUSED,
                     errno.EHOSTUNREACH,
                     errno.ENETUNREACH,
                     errno.ETIMEDOUT,
                     errno.ECONNRESET)

    pending = set()
    addresses.reverse()
    last_connection = 0
    last_progress = 0
    total = len(addresses)
    complete = 0
    change = False

    try:
        while pending or addresses:
            now = tick()
            if change or now - last_progress > 10:
                progress(total, len(pending), complete)
                last_progress = now
                change = False

            if (len(pending) < parallel and addresses
                and now - last_connection >= spacing):

                addr = addresses.pop()
                sock = socket.socket(AF_INET, SOCK_STREAM)
                sock.setblocking(False)

                last_connection = tick()
                err = sock.connect_ex(addr)
                log.debug("Socket %d connecting to %r returned %d/%s",
                          sock.fileno(), addr, err, os.strerror(err))
                if err == EINPROGRESS:
                    # This is the expected case: the connection attempt is
                    # in progress and we must wait for results.
                    pending.add(sel.register(sock, EVENT_READ,
                                             (addr, last_connection)))
                    change = True

                elif err in CONN_RESOLVED:
                    # The connection attempt resolved before connect()
                    # returned.
                    after = tick()
                    sock.close()
                    wr.writerow((addr[0], addr[1], after - now))
                    complete += 1
                    change = True

                else:
                    # Something dire has happened and we probably
                    # can't continue (for instance, there's no local
                    # network connection).
                    exc = socket.error(err, os.strerror(err))
                    exc.filename = '%s:%d' % addr
                    raise exc

            events = sel.select(spacing)
            after = tick()
            # We don't care whether each connection succeeded or failed.
            for key, _ in events:
                addr, before = key.data
                sock = key.fileobj
                log.debug("Socket %d connecting to %r resolved",
                          sock.fileno(), addr)

                sel.unregister(sock)
                sock.close()
                pending.remove(key)
                wr.writerow((addr[0], addr[1], after - before))
                complete += 1
                change = True

            # Check for timeouts.
            for key in list(pending):
                addr, before = key.data
                if after - before >= timeout:
                    sock = key.fileobj
                    log.debug("Socket %d connecting to %r timed out",
                              sock.fileno(), addr)
                    sel.unregister(sock)
                    sock.close()
                    pending.remove(key)
                    wr.writerow((addr[0], addr[1], after - before))
                    complete += 1
                    change = True

        # end while
        progress(total, len(pending), complete)

    finally:
        for key in pending:
            sel.unregister(key.fileobj)
            key.fileobj.close()
        sel.close()
Ejemplo n.º 18
0
import pygame
import time
import random
pygame.init()
from variables import *
from interact import *
from other import *
from Guy import *
from Car_and_Background import *

while not gameExit:

    car1.createcar()  #GENEROWANIE AUT

    everything_appear()  #WYSWIETLANIE WSZYSTKICH KLAS NA EKRANIE

    guycontrols()  #STEROWANIE

    side_interact(guy1, car1)  #INTERAKCJA Z AUTEM - WBIEGANIE

    up_interact(guy1, car1)  #INTERAKCJA Z AUTEM - WSKAKIWANIE

    pygame.display.update()  #ODSWIEZANIE EKRANU

    everything_moves()  #RUCH

    time.tick(FPS)

pygame.quit()
quit()
Ejemplo n.º 19
0
def time(fn,*args,**kwds):
    start = tick()
    result = fn(*args,**kwds)
    end = tick()
    return (end-start), result
Ejemplo n.º 20
0

if __name__ == '__main__':
    try:
        f = open('words.txt', 'rt', encoding="utf-8")
    except Exception:
        print('В каталоге программы не найден файл words.txt с набором слов для игры')
        exit(0)
    temp_wds = f.readlines()
    words = set()
    for i in temp_wds:
        words.add(i.rstrip())
    words = list(words)
    pygame.init()
    width, height = 1200, 900
    game_board = t_board(width, height,"codenames on pygame")
    # control_board = t_board(width//2, height//2, "codenames on pygame: панель управления")
    running = True
    time = pygame.time.Clock()
    fps = 20
    while running:
        for event in pygame.event.get():
            print(event)
            if event.type == 1025:
                circle_center_x = event.pos[0]
                circle_center_y = event.pos[1]
                radius = 1
            if event.type == pygame.QUIT:
                running = False
        time.tick(fps)
    pygame.quit()
Ejemplo n.º 21
0
def time1(thunk):
    start = tick()
    result = thunk()
    stop = tick()
    return stop - start, result
Ejemplo n.º 22
0
def get_current_time():
    return tick()
Ejemplo n.º 23
0
def mainManual():
    global WINDOW, VELOCITY, SCORE, HIGHEST, ALIVE

    with open('/home/aryan/Desktop/Dino Game/highestScoreHuman.txt', 'r') as f:
        HIGHEST = int(f.readline())
        f.close()

    tickCount = 0
    time = pygame.time.Clock()

    run = True
    alive = True

    bg = Background()
    base = Base(400)
    cactus = [Cactus(425)]
    dino = Dino(100, 330+94)

    while run :

        tickCount += 1
        time.tick(30)

        if alive : 
            SCORE = tickCount

            bg.draw()
            base.draw()

            if tickCount % 100 == 0 and VELOCITY < 25.0:
                VELOCITY += 0.20
                print(f'Velocity increased : {VELOCITY}')

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_SPACE:
                        dino.jumped = True
                        dino.duck = False
                    if event.key == pygame.K_DOWN:
                        dino.duck = True
                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_DOWN:
                        dino.duck = False

            for c in cactus:
                passed = False
                c.draw()
                c.move()

                if dino.x  > c.x + c.image.get_width():
                    passed = True

            if passed:
                cactus.append(Cactus(425))

            if collision(cactus[-1], dino):
                alive = False
        
            if cactus[0].x + cactus[0].image.get_width() < 0:
                cactus.pop(0)

            dino.draw()

            if cactus[0].x + cactus[0].image.get_width() <= 0:
                cactus.append(Cactus(425))
                cactus.pop(0)

            bg.move()
            base.move()
            dino.move()

            WINDOW.blit(pygame.font.Font('freesansbold.ttf', 32).render(f'HIGHEST : {HIGHEST}  Alive : {1}  Score : {SCORE}', True, (0,0,0)), (50, 10))

            pygame.display.update()

        else:

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    run = False

            WINDOW.blit(pygame.font.Font('freesansbold.ttf', 78).render(f'Your score : {SCORE}', True, (0,0,0)), (50, 200))
            pygame.display.update()

            if SCORE > HIGHEST:
                with open('/home/aryan/Desktop/Dino Game/highestScoreHuman.txt', 'w') as f:
                    f.write(str(SCORE))
                f.close()
    
    pygame.quit()
Ejemplo n.º 24
0
import pygame
import time
import random
pygame.init()
from variables import *
from interact import *
from other import *
from Guy import *
from Car_and_Background import *

while not gameExit:

	car1.createcar()		#generate the car

	everything_appear()		#display everything on the screen

	guycontrols()			#STEROWANIE

	side_interact(guy1, car1)		#interact with the car - runing into

	up_interact(guy1, car1)			#interact with the car - jumping on

	pygame.display.update()	#refreashing the screen

	everything_moves()		#movement

	time.tick(FPS)			#frames

pygame.quit()
quit()