Example #1
0
 def attack(self):
     now = pygame.time.get_ticks()
     if self._current_mana > 0 and now - self._last_attack_time > self._attack_interval:
         self._last_attack_time = now
         if self._selected_attack == GameEnums.AttackTypes.FIREBALL.value:
             shell = Fireball.Fireball(
                 self._rect.centerx, self._rect.centery,
                 'resources/images/shells/fireball.png',
                 (float(pygame.mouse.get_pos()[0] - self._rect.centerx),
                  float(pygame.mouse.get_pos()[1] - self._rect.centery)))
             self._current_mana -= 4
             return [shell]
         else:
             shell_1 = Lighting.Lighting(
                 self._rect.centerx,
                 self._rect.centery,
                 animation_images=Textures.LIGHTING,
                 shooting_direction=(float(pygame.mouse.get_pos()[0] -
                                           self._rect.centerx),
                                     float(pygame.mouse.get_pos()[1] -
                                           self._rect.centery)))
             shell_2 = Lighting.Lighting(
                 self._rect.centerx,
                 self._rect.centery,
                 animation_images=Textures.LIGHTING,
                 shooting_direction=(float(pygame.mouse.get_pos()[0] - 50 -
                                           self._rect.centerx),
                                     float(pygame.mouse.get_pos()[1] - 50 -
                                           self._rect.centery)))
             shell_3 = Lighting.Lighting(
                 self._rect.centerx,
                 self._rect.centery,
                 animation_images=Textures.LIGHTING,
                 shooting_direction=(float(pygame.mouse.get_pos()[0] - 50 -
                                           self._rect.centerx),
                                     float(pygame.mouse.get_pos()[1] + 50 -
                                           self._rect.centery)))
             shell_4 = Lighting.Lighting(
                 self._rect.centerx,
                 self._rect.centery,
                 animation_images=Textures.LIGHTING,
                 shooting_direction=(float(pygame.mouse.get_pos()[0] + 50 -
                                           self._rect.centerx),
                                     float(pygame.mouse.get_pos()[1] - 50 -
                                           self._rect.centery)))
             shell_5 = Lighting.Lighting(
                 self._rect.centerx,
                 self._rect.centery,
                 animation_images=Textures.LIGHTING,
                 shooting_direction=(float(pygame.mouse.get_pos()[0] + 50 -
                                           self._rect.centerx),
                                     float(pygame.mouse.get_pos()[1] + 50 -
                                           self._rect.centery)))
             self._current_mana -= 20
             return [shell_1, shell_2, shell_3, shell_4, shell_5]
     return []
Example #2
0
    def __init__(self, w, h, title):
        self.cam = Camera(90.0, 800/600,1, 100000.0)
        self.eye = [0.0, -2000.0, 3800.0]
        self.target = [0.0, 0.0, 2500.0]
        self.up = [0.0, 0.0, 1.0]
        self.cam.setPos(self.eye, self.target)
        self.timer = Timer()
        self.gridMode = False
        self.gridAngle = 0
        self.gridAxis = [1,0,0]

        self.graphics = Graphics()
        self.lighting = Lighting()
        self.scene = Scene()
        self.background = Background()
        self.obj_basic = OBJ('island_basic_1.obj', swapyz=True)
        self.obj_snow = OBJ('island_basic_snow.obj', swapyz=True)
        self.obj_rain = OBJ('island_basic_rain.obj', swapyz=True)
        self.obj = self.obj_basic
        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(w, h)
        glutInitWindowPosition(800, 600)


        glEnable(GL_DEPTH_TEST)
        glShadeModel(GL_SMOOTH)
        self.lighting.LightSet()
Example #3
0
    def __init__(self, w, h, title):
        self.KeyInputState = {
            "reset": False,
            "space": False,
            "b": False,
            "v": False,
            "g": False,
            "h": False,
            "n": False
        }
        self.cam = Camera(60., 1.0, 0.1, 1000.0)
        #self.cam.setPos([0,10,1], [0,0,0])
        #self.cam.setPos([10,10,10], [0,0,0])
        #self.cam.setPos([10,5,10], [0,0,0])
        #self.cam.setPos([10,2,10], [0,0,0])
        self.cam.setPos([20, 10, 10], [0, 0, 0])
        self.timer = Timer()
        self.gridMode = False
        self.gridAngle = 0
        self.gridAxis = [1, 0, 0]
        self.graphics = Graphics()
        self.lighting = Lighting()
        self.scene = Scene()
        self.background = Background()

        glutInit(sys.argv)
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(w, h)
        glutInitWindowPosition(100, 100)
        glutCreateWindow(title)
        glClearColor(0.25, 0.25, 0.25, 1.0)
        glEnable(GL_DEPTH_TEST)
        self.lighting.LightSet()
Example #4
0
 def __init__(self):
     self.loading = LoadingScreen(self)
     self.camera = Camera(self)
     self.lighting = Lighting(self)
     self.balltable = BallTable(self)
     self.menu = Menu(self)
     self.decision = Decision(self)
     self.mousekey = MouseKey(self)
     self.shotStrength = ShotStrength(self)
     self.state = GameState.START
     self.mode = GameMode.TUTORIAL
     self.balls = [Ball(self)] * 16
     self.ballinHole = [None] * 16
     self.LastFrameTimePoint = 0
Example #5
0
        self.updateForce()
        print(self.vel[0])
        print("\n") 
        acc = self.gravity + self.force / self.mass
        self.vel = self.vel + acc*time
        self.loc = self.loc + self.vel*time

## initialize object ##
game = myGame(750, 750, "201724515 À±½ÂÈñ assigment02")
game.grid(True)
table = BillTable(billSize, [0, billSize[1]/2.0, 0])
ball1 = Ball(billSize, 5, [1, 0, 0, 1])
ball2 = Ball(billSize, -5, [0, 0, 1, 1]) 
clock = Timer()
clock.start()
light = Lighting([0, 100, 0, 0])
light.LightSet() 

## toggle setting ##
round = False;
lightON = True;

def draw():
    global angle 
    game.frame()
    drawBackGround()
    if(round is True) : 
        angle = angle + 0.02
    game.setCamera([cameraPos[0]*math.cos(angle) , cameraPos[1], cameraPos[2]*math.sin(angle)], cameraCen, [0, 1, 0])
    table.showing()
    ball1.simulate(clock.getDt())
Example #6
0
    def __init__(self):
        QMainWindow.__init__(self)
        UI.Ui_MainWindow.__init__(self)
        self.setupUi(self)
        self.stackedWidget.setCurrentIndex(0)
        if not (os.path.exists("process")):
            os.makedirs("process")

        # 程序启动即初始化栈数据结构
        global s
        s = Stack()
        s.__init__()

        global lig
        lig = Lighting()

        global col
        col = Color()

        # 打开
        self.open_.clicked.connect(self.open)
        # 储存
        self.save_.clicked.connect(self.save)
        # 重置按钮
        self.reset_.clicked.connect(self.reset)
        # 撤销按钮
        self.undo_.clicked.connect(self.undo)
        # 裁剪
        self.btn_cut.clicked.connect(self.cut_)
        # 旋转
        self.rotate.clicked.connect(self.page_rotate_show)
        self.rotate_ensure.clicked.connect(self.rotate_)

        # 分页
        self.editor.clicked.connect(self.page_0_show)
        self.btn_text.clicked.connect(self.page_1_show)
        self.btn_denoise.clicked.connect(self.page_2_show)
        self.btn_statistic.clicked.connect(self.page_3_show)
        self.btn_filter.clicked.connect(self.page_4_show)
        self.btn_cutout.clicked.connect(self.page_5_show)
        self.btn_face.clicked.connect(self.page_6_show)
        self.btn_sticker.clicked.connect(self.page_7_show)
        self.btn_change_face.clicked.connect(self.page_8_show)
        self.filter_more.clicked.connect(self.page_9_show)
        self.filter_back.clicked.connect(self.page_4_show)

        # 光效
        self.brightness.sliderReleased.connect(self.bright_)
        self.contrast.sliderReleased.connect(self.contrast_)
        self.sharpness.sliderReleased.connect(self.sharpness_)
        # 色彩
        self.saturate.sliderReleased.connect(self.saturate_)

        # 直方图
        self.btn_rgb.clicked.connect(self.showRGB)
        self.btn_pixel.clicked.connect(self.showPixel)

        # 降噪
        self.btn_gaussian.clicked.connect(self.gaussian_)
        self.btn_blur.clicked.connect(self.blur_)
        self.btn_smooth_more.clicked.connect(self.smooth_more_)

        # 文字
        self.text_color.clicked.connect(self.text_color_)
        self.textEnsure.clicked.connect(self.text_)

        # 滤镜
        self.filter_pencil.clicked.connect(self.pencil)
        self.filter_emboss.clicked.connect(self.emboss)
        self.filter_blur.clicked.connect(self.blur__)
        self.filter_smooth.clicked.connect(self.smooth)
        self.filter_sharpen.clicked.connect(self.sharpen)
        self.filter_edge.clicked.connect(self.edge)
        self.filter_sunny.clicked.connect(lambda :self.filter_more_("sunny"))
        self.filter_trip.clicked.connect(lambda: self.filter_more_("trip"))
        self.filter_sakura.clicked.connect(lambda: self.filter_more_("sakura"))
        self.filter_jiangnan.clicked.connect(lambda: self.filter_more_("jiang_nan"))
        self.filter_wangjiawei.clicked.connect(lambda: self.filter_more_("wangjiawei"))
        self.filter_prague.clicked.connect(lambda: self.filter_more_("prague"))

        # 抠图
        self.cutout_auto.clicked.connect(self.autocutout_)
        self.cutout_manu.clicked.connect(self.manucutout_)

        # 人像
        self.face_ensure.clicked.connect(self.face_)

        # 贴图
        self.stick_select.clicked.connect(self.stick_open)
        self.stick_ensure.clicked.connect(self.stick_)

        # 换脸
        self.change_face_select.clicked.connect(self.change_face_open)
        self.change_face_ensure.clicked.connect(self.changeface_)