def create_chain(self): main_chain = Screen.MainSurface( self.screen_resolution, (0, 0), Screen.HelpWindow(self.screen_resolution, pygame.SRCALPHA, (0, 0), Screen.ScreenHandle((0, 0)))) main_chain.connect_engine(self.engine) return main_chain
def beforeTriggerExec(): # (Line 39) sca.Exec(); sca.Exec() # (Line 40) foreach (cp : EUDLoopPlayer()) { for cp in EUDLoopPlayer(): # (Line 41) setcurpl(cp); f_setcurpl(cp) # (Line 42) sys.GetMousePos(); // 마우스 좌표 sys.GetMousePos() # (Line 43) statusBar.StatusBar(); // 상태바 statusBar.StatusBar() # (Line 44) sys.SetPlayerLoc(); // 플레이어 로케이션 sys.SetPlayerLoc() # (Line 45) if(v.KeyALT[cp] == 1 && v.singlePlay == 0) screen.WideCheckStart(); // ALT키 와이드 체크 if EUDIf()(EUDSCAnd()(v.KeyALT[cp] == 1)(v.singlePlay == 0)()): screen.WideCheckStart() # (Line 47) inven.Inventory(); // 인벤토리 EUDEndIf() inven.Inventory() # (Line 48) guard.Guard(); // 경비병 guard.Guard() # (Line 53) screen.WideCheckExec(); // 와이드 체크 screen.WideCheckExec() # (Line 54) screen.LightCheck(); // 밝기 체크 screen.LightCheck() # (Line 55) sys.AllyCheck(); // 동맹 체크 sys.AllyCheck() # (Line 56) } # (Line 57) SetMemoryEPD(EPD(0x5124F0), SetTo, 28); # (Line 58) } DoActions(SetMemoryEPD(EPD(0x5124F0), SetTo, 28))
def checkClicked(self): if Screen.checkOver((pygame.mouse.get_pos()), (Screen.screen.W / 20, Screen.screen.H / 40), int(Screen.screen.W / 20), int(Screen.screen.H / 30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = HomeScreen.homeScreen(self.scr) if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W - Screen.screen.W / 10, Screen.screen.H / 40), int(Screen.screen.W / 20), int(Screen.screen.H / 30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = HomeScreen.homeScreen(self.scr) if Screen.checkOver((pygame.mouse.get_pos()), (Screen.screen.W / 3, Screen.screen.H / 6.2 + (3 * Screen.screen.H / 10)), int(Screen.screen.W / 25), int(Screen.screen.W / 25)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = RecordScreen.recordScreen(self.scr) for i in self.audioButtons: if i.update(): pygame.mixer.Sound.play(Screen.screen.click) for j in self.audioButtons: if i != j: j.state = False winsound.PlaySound(None, winsound.SND_PURGE) if i.state: winsound.PlaySound( self.audioSamples[self.audioButtons.index(i)], winsound.SND_ASYNC | winsound.SND_ALIAS)
def run(): solved = False while not solved: screen.update(map_class) time.sleep(1) quit() sys.exit()
def draw(self): if self.dir == Background.ScrollDir.DOWN: origins = ((0, self.dividerY), (0, self.dividerY - Screen.height())) elif self.dir == Background.ScrollDir.LEFT: origins = ((self.dividerX, 0), (self.dividerX - Screen.width(), 0)) else: origins = ((0, 0), (0, 0)) # no scrolling for origin in origins: Screen.draw_to_screen(img, pygame.Rect(origin, Screen.res()))
def __init__(self, width, height): pygame.init() self.width = width self.height = height self.display = pygame.display.set_mode((width, height)) pygame.display.set_caption("Title") self.clock = pygame.time.Clock() self.running = True self.screen = Screen(256, 256, self.width, self.height, 50) self.t = 0 self.n = 1
def render(self): background.draw() for asteroid in self.asteroids: asteroid.draw() self.player.draw() self.scoreText.draw() if not self.player.alive: gameOverText.draw() Screen.display()
def get_nth_polygon_grid(self, num): polygon_edge_coordinates = self.get_nth_polygon_edge_coordinates(num) min_xcor, min_ycor, x_range, y_range = self.get_screen_info( polygon_edge_coordinates) grid = Screen.Screen(x_range + 2 * self.matrix_border_offset, y_range + 2 * self.matrix_border_offset) for index in xrange(len(polygon_edge_coordinates) - 1): coordinate_pair1, coordinate_pair2 = polygon_edge_coordinates[ index:index + 2] grid_x1 = int((coordinate_pair1[0] - min_xcor) * 10) + self.matrix_border_offset grid_y1 = y_range + self.matrix_border_offset - int( (coordinate_pair1[1] - min_ycor) * 10) grid_x2 = int((coordinate_pair2[0] - min_xcor) * 10) + self.matrix_border_offset grid_y2 = y_range + self.matrix_border_offset - int( (coordinate_pair2[1] - min_ycor) * 10) draw.draw_line(grid, grid_x1, grid_y1, grid_x2, grid_y2) draw.flood_fill(grid, 0, 0, 2, 0) first_interior_coordinate_match = re.search(' ', image_string(grid)) while first_interior_coordinate_match is not None: num_of_elems_in_row = x_range + 2 * self.matrix_border_offset draw.flood_fill( grid, first_interior_coordinate_match.start() % num_of_elems_in_row, first_interior_coordinate_match.start() / num_of_elems_in_row, 1, 0) first_interior_coordinate_match = re.search( ' ', image_string(grid)) # draw.flood_fill(grid, 0, 0, 0, 2) return grid
def mainmenu(): while True: os.system("cls") printmenu() op1 = input() while op1 not in ['1', '2', '3', '4', '5', '6', '7', '8', '9', '0']: print("输入有误,请重新输入") op1 = input() op = int(op1) if op == 1: printinfo() elif op == 2: Screen.Screenmain() elif op == 3: FastbootFlash.Flashmain() elif op == 4: FileTrans.FileTransmain() elif op == 5: FileBackUp.FileBackupmain() elif op == 6: SoftScript.Softmain() elif op == 7: rebootList() elif op == 8: os.startfile(os.getcwd() + "//README.html") elif op == 9: printcmd() sys.exit() elif op == 0: print("感谢使用!再见!") sys.exit()
def CheckScreenEvents(): """Checks for any screen touches.""" pygame = SystemState.pygame xpos = None ypos = None device = InputDevice("/dev/input/touchscreen") r, w, x = select.select([device], [], [], 0.2) try: for event in device.read(): if event.code == 53: xpos = event.value if event.code == 54: ypos = event.value except IOError: pass pos = (xpos, ypos) if xpos is not None and ypos is not None: time_delta = abs(time.time() - SystemState.screen_time) if time_delta > 0.15: SystemState.screen_time = time.time() Screen.ProcessScreenEvents(pos)
def KeyDetect(cp): # (Line 7) if(v.key[cp] == 0) return; _t1 = EUDIf() EUDTraceLog(7) if _t1(v.key[cp] == 0): EUDTraceLog(7) EUDReturn() # (Line 8) else if(v.key[cp] == v.KeySave) save.Save(); // F12 수동 저장 _t2 = EUDElseIf() EUDTraceLog(8) if _t2(v.key[cp] == v.KeySave): EUDTraceLog(8) save.Save() # (Line 9) else if(sys.single == false && v.key[cp] == v.KeyWideCheck) screen.WideCheck(); // ALT 와이드 체크 _t3 = EUDElseIf() EUDTraceLog(9) if _t3(EUDSCAnd()(sys.single == False)(v.key[cp] == v.KeyWideCheck)()): EUDTraceLog(9) screen.WideCheck() # (Line 11) if(v.numberKey[cp] == 0) return; EUDEndIf() _t4 = EUDIf() EUDTraceLog(11) if _t4(v.numberKey[cp] == 0): EUDTraceLog(11) EUDReturn() # (Line 12) else { if EUDElse()(): # (Line 13) v.s.print("\x05", v.numberKey[cp], "키 누름"); EUDTraceLog(13) v.s.print("\x05", v.numberKey[cp], "키 누름") # (Line 14) } # (Line 15) } EUDEndIf()
def Movement(ScreenValues, CurrentPosition, Screen_y, trail_horizontal, trail_vertical): # wasd for movement ''' Allows for the movement of a point on a screen given ScreenValues{list}, the CurrentPosition{int} of the point, and Screen_y{int} values. It will also change the point to vʌ<> given the direction input 'wsad' to show a head moving. Can leave a trail{single char. str} or trail_vertical{single char. str} behind the point that is moving. Will break and output a game over screen if the point hits '_' or '|'. ''' while True: Choice = msvcrt.getch() if str(Choice) == "b'd'": ScreenValues[CurrentPosition] = trail_horizontal ScreenValues[CurrentPosition + 1] = '<' CurrentPosition = CurrentPosition + 1 if str(Choice) == "b'a'": ScreenValues[CurrentPosition] = trail_horizontal ScreenValues[CurrentPosition - 1] = '>' CurrentPosition = CurrentPosition - 1 if str(Choice) == "b's'": ScreenValues[CurrentPosition] = trail_vertical ScreenValues[CurrentPosition + Screen_y] = 'ʌ' CurrentPosition = CurrentPosition + Screen_y if str(Choice) == "b'w'": ScreenValues[CurrentPosition] = trail_vertical ScreenValues[CurrentPosition - Screen_y] = 'v' CurrentPosition = CurrentPosition - Screen_y Screen.ScreenRefresher(BoardValues, y, Checker, 0)
def Open(): # (Line 98) const cp = getcurpl(); EUDTraceLog(98) cp = f_getcurpl() # (Line 99) sys.CloseWindow(); EUDTraceLog(99) sys.CloseWindow() # (Line 100) crystal[cp] = 1; EUDTraceLog(100) _ARRW(crystal, cp) << (1) # (Line 101) if(IsUserCP()) { _t1 = EUDIf() EUDTraceLog(101) if _t1(IsUserCP()): # (Line 102) color[0] = Db("\x05"); EUDTraceLog(102) _ARRW(color, 0) << (Db("\x05")) # (Line 103) color[1] = Db("\x05"); EUDTraceLog(103) _ARRW(color, 1) << (Db("\x05")) # (Line 104) } # (Line 105) mousePosition[cp] = 0; EUDEndIf() EUDTraceLog(105) _ARRW(mousePosition, cp) << (0) # (Line 106) screen.SetLight(25); EUDTraceLog(106) screen.SetLight(25) # (Line 107) v.textRefresh[cp] = 1; EUDTraceLog(107) _ARRW(v.textRefresh, cp) << (1)
def screen(self): criterion = {} criterion["Market cap"] = self.marketCapCriteria.getBounds() criterion["Dividends (¢)"] = self.dividendsCriteria.getBounds() criterion["Dividend Yield (%)"] = self.dividendYieldCriteria.getBounds( ) criterion["Book value ($)"] = self.bookValueCriteria.getBounds() criterion[ "Average annual P/E ratio (%)"] = self.priceEarningsCriteria.getBounds( ) criterion[ "Shares outstanding"] = self.sharesOutstandingCriteria.getBounds() criterion["Cash on hand"] = self.cashCriteria.getBounds() criterion[ "Net profit margin (%)"] = self.profitMarginCriteria.getBounds() criterion["S/T debt"] = self.shortDebtCriteria.getBounds() criterion["EBITDA"] = self.ebitdaCriteria.getBounds() criterion[ "Return on capital (%)"] = self.returnCapitalCriteria.getBounds() criterion["L/T Debt"] = self.longDebtCriteria.getBounds() functionalCriterion = {} functionalCriterion["EV"] = self.evMultipleCriteria.getBounds() functionalCriterion["CY"] = self.cashYieldCriteria.getBounds() functionalCriterion[ "ND:EBITDA"] = self.netDebtEbitdaRatioCriteria.getBounds() database = pd.read_csv(os.getcwd() + '\\data\\database.csv') screenResults = Screen(database, criterion, functionalCriterion, self.search.get(), self.sector.get()).screen() self.screenTv.clear() for count, row in enumerate(screenResults): self.screenTv.insertValues([value for value in row], count)
def mainmenu(): while True: printmenu() op = int(input()) if op == 1: printinfo() elif op == 2: Screen.Screenmain() elif op == 3: FastbootFlash.Flashmain() elif op == 4: print("[1]高速文件传输\n[2]快速资料备份\n[3]返回主菜单") c = InputJudge(3) if c == 1: FileTrans.FileTransmain() elif c ==2: FileBackUp.FileBackupmain() elif c==3: continue elif op == 5: SoftScript.Softmain() elif op == 6: FastbootFlash.rebootList() elif op == 7: os.startfile(".//Readme.pdf") elif op == 8: os.startfile(".//runincmd.bat") elif op == 9: aboutProject() elif op == 0: print("感谢使用!再见!") exit()
def checkClicked(self): ##check for listen to story wala button if Screen.checkOver((pygame.mouse.get_pos()), (Screen.screen.W / 2 - Screen.screen.W / 10, Screen.screen.H / 1.6), int(Screen.screen.W / 5), int(Screen.screen.H / 15)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = bookScreen(self.scr) ##check for manage story wala button if Screen.checkOver((pygame.mouse.get_pos()), (Screen.screen.W / 2 - Screen.screen.W / 10, Screen.screen.H / 1.4), int(Screen.screen.W / 5), int(Screen.screen.H / 15)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = managerScreen(self.scr)
def __init__(self, dir=0, speed=0): # Speed: pix/s self.dir = dir self.set_speed(speed) self.lastScrollTime = time() self.dividerX = Screen.width() self.dividerY = 0
def mainmenu(): while True: os.system("cls") printmenu() op = int(input()) while op not in range(0, 10): print("输入有误,请重新输入") op = int(input()) if op == 1: printinfo() elif op == 2: Screen.Screenmain() elif op == 3: FastbootFlash.Flashmain() elif op == 4: FileTrans.FileTransmain() elif op == 5: FileBackUp.FileBackupmain() elif op == 6: SoftScript.Softmain() elif op == 7: rebootList() elif op == 8: os.startfile(os.getcwd() + "//README.html") elif op == 9: printcmd() sys.exit() elif op == 0: print("感谢使用!再见!") sys.exit()
def __init__(self, window=None): conf.game = self if window is None: if hasattr(conf, 'window'): window = conf.window else: window = Screen.Window() self.window = window self.screen = window.screen pygame.event.set_allowed(None) GameLooper.__init__(self) self.events.add(Event.KEYUP_Event(key=K_ESCAPE, callback=self.configure)) self.set_title() self.splash_screen() self.clock = pygame.time.Clock() conf.ticks = 0 #pygame.event.set_allowed(None) self.showMouse() self.freeMouse() self.game_configuration = GameConfiguration(self) self.initialize() self.splash_screen_poof() self.window.clear()
def impulse(stock,data,date): if Screen.weekly_macd_screen(data.loc[:,'Weekly MACD'],date) == 1 and Screen.daily_ema_screen(data.loc[:,'Daily EMA'],date): if Screen.force_screen(data.loc[:,'Force Index'],date):#if Screen.rsi_screen(data.loc[:,'RSI'],date,35) == 1: if Screen.multi_week_low_screen(data,date,15): # daily screen return 1 elif Screen.weekly_macd_screen(data.loc[:,'Weekly MACD'],date) == -1 and not Screen.daily_ema_screen(data.loc[:,'Fast EMA'],date): # weekly screen if not Screen.force_screen(data.loc[:,'Force Index'],date) and Screen.multi_week_high_screen(data,date,15): # daily screen return -1 return 0
def moveRight(self): # Player is moving right if (self.x < Screen.getRightBorder(self) ): # If player has room to move right self.x += self.velocity # Move the x-axis right by the velocity amount self.left = False # Set left flag to false self.right = True # Set right flag to true self.isStanding = False # Set standing flag to false return # Return from the function
def offScreen(self): # Tests if professor will move off the screen movingRight = self.x + self.velocity # New X position if professor moves right movingLeft = self.x - self.velocity # New X position if professor moves left movingUp = self.y + self.velocity # New Y position if professor moves up movingDown = self.y - self.velocity # New Y position if professor moves down if (movingRight >= Screen.getRightBorder(self) ): # If professor would move off right side of screen return True # Return True if (movingLeft <= self.velocity ): # If professor would move off left side of screen return True # Return True if (movingUp >= Screen.getBottomBorder(self) ): # If professor would move off top of screen return True # Return True if (movingDown <= self.velocity): # If professor would move off bottom of screen return True # Return True return False # Professor won't move off of screen, so return False
def checkClicked(self): if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W/20, Screen.screen.H/40), int(Screen.screen.W/20), int(Screen.screen.H/30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = ManagerScreen.managerScreen(self.scr) if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W - Screen.screen.W/10,Screen.screen.H/40), int(Screen.screen.W/20), int(Screen.screen.H/30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = HomeScreen.homeScreen(self.scr) if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W/2 + Screen.screen.W/6,Screen.screen.H/1.15 ), int(Screen.screen.W/5), int(Screen.screen.H/10)) and self.button.state: pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = WaitScreen.waitScreen(self.scr) for i in range(len(self.sentences)): if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W/2 + Screen.screen.W/4, Screen.screen.H/3.55 + (i * Screen.screen.H/12) ), int(Screen.screen.W/25), int(Screen.screen.W/25)): for j in range(len(self.sentences)): if j!=i: self.iconType[j] = False self.iconType[i] = not self.iconType[i] if self.iconType[i]: for k in range(len(self.sentences)): if self.iconType[k]: self.scr.blit(self.micIcon2, (Screen.screen.W/2 + Screen.screen.W/4, Screen.screen.H/3.6 + (k * Screen.screen.H/12))) else: self.scr.blit(self.micIcon, (Screen.screen.W/2 + Screen.screen.W/4, Screen.screen.H/3.6 + (k * Screen.screen.H/12))) pygame.display.update() text = self.rec.record(self.sentences[i],r"data/recorded/"+str(i)+".wav") print(text, "_____ ",self.sentences[i]) if self.rec.get_validated(text, self.sentences[i]): self.recorded[i] = True self.iconType[i] = not self.iconType[i] if self.button.update(): pygame.mixer.Sound.play(Screen.screen.click)
def rsi(stock,data,date): if Screen.weekly_macd_screen(data.loc[:,'Weekly MACD'],date) == 1 and Screen.daily_macd_screen(data.loc[:,'Daily MACD'],date) == 1: if Screen.rsi_screen(data.loc[:,'RSI'],date,40) == 1 and Screen.multi_week_low_screen(data,date,15): # daily screen return 1 elif Screen.weekly_macd_screen(data.loc[:,'Weekly MACD'],date) == -1: if Screen.rsi_screen(data.loc[:,'RSI'],date,70) == -1 and Screen.multi_week_high_screen(data,date,15): # daily screen return -1 return 0
def checkClicked(self): if Screen.checkOver((pygame.mouse.get_pos()), (Screen.screen.W / 20, Screen.screen.H / 40), int(Screen.screen.W / 20), int(Screen.screen.H / 30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = HomeScreen.homeScreen(self.scr) if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W - Screen.screen.W / 10, Screen.screen.H / 40), int(Screen.screen.W / 20), int(Screen.screen.H / 30)): pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = HomeScreen.homeScreen(self.scr) for i in range(self.bookIconCount): if (i // 4) % 2 == 0: if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W / 20 + ((i % 4) * Screen.screen.W / 4), Screen.screen.H / 4 + ((i // 4) * (Screen.screen.H / 4))), int(Screen.screen.W / 10), int(Screen.screen.H / 4)): Screen.screen.story = "" Screen.screen.pageCount = 4 pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = AudioScreen.audioScreen( self.scr) else: if Screen.checkOver( (pygame.mouse.get_pos()), (Screen.screen.W / 20 + ((i % 4) * Screen.screen.W / 4) + Screen.screen.W / 8, Screen.screen.H / 4 + ((i // 4) * (Screen.screen.H / 4))), int(Screen.screen.W / 10), int(Screen.screen.H / 4)): if i == self.bookIconCount - 1: Screen.screen.story = "C" Screen.screen.pageCount = 6 pygame.mixer.Sound.play(Screen.screen.click) Screen.screen.currentScreen = AudioScreen.audioScreen( self.scr)
def __init__(self): pygame.init() self.screen = pygame.display.set_mode((WIDTH, HEIGHT)) self.clock = pygame.time.Clock() self.level = Level.Level() self.cam = Camera.Camera(12.0, 2.250, 1, 0, 0.0, -0.66, self.level, self.screen) self.renderer = Screen.RenderScreen(self.level, self.cam) self.running = True pass
def __init__(self): self.title = Title() self.create_monster = CreateMonster() self.game_screen = GameScreen() self.currentscreen = Screen() self.fps_container = SimpleBox(pygame.Rect(10,10,0,0)) self.fps_container.add_sprite(MText(1,Point(0,0),50,Resources().font12,"")) self.change_screen(self.title,False); return
def __init__(self, width, height, screen, image): # Professor initialization function self.width = width # Assign provided width self.height = height # Assign provided height self.image = image # Assign provided image self.velocity = 10 # Initialize amount to move each step self.stepCount = 0 # Initialize step counter self.steps = random.randint(20, 30) # Initialize random number of steps self.startLocation = random.randint( 1, 4) # Initialize random start location self.moveDirection = random.randint( 1, 4) # Initialize random movement direction self.x = Screen.randomX( self, self.startLocation) # Initialize random X coordinate self.y = Screen.randomY( self, self.startLocation) # Randomly generate Y coordinate self.hitbox = (self.x, self.y, self.width, self.height ) # Initialize professor hitbox
def use(scr = None, remote = False): if remote: theGlobals = inspect.currentframe().f_back.f_back.f_globals else: theGlobals = inspect.currentframe().f_back.f_globals global remoteScreen if remoteScreen: remoteScreen.close() remoteScreen = None if not scr: SCREEN = Screen() else: SCREEN = scr Debug.log(3, "Jython: requested to use as default region: " + SCREEN.toStringShort()) globals()['SIKULISAVED'] = _exposeAllMethods(SCREEN, globals().get('SIKULISAVED'), theGlobals, None) theGlobals['SCREEN'] = SCREEN if remote: remoteScreen = SCREEN return SCREEN
def loop(): print(" ") print('**********************E-Shopiing-App*********************') print('Click 1 to view to view Latest Products') print('Else, Click 0 to Register or Authenticate.') choice = int(input('Enter your choice = ')) if(choice == 1): latest_products() uid='' elif(choice == 0): print('To Register Click 2.') print('Else to Authenticate Click 3') choice = int(input('Enter your choice = ')) if(choice == 2): print('**************User Registration*****************') emailid = input('Enter your Email= ') password = input('Enter your password= '******' has been registered for the email id ',emailid) userid,ids = users_credentials(user) uid = user elif(choice == 3): user = input('Enter your user Id = ') print('Authenticating your Account.....') userid,ids = users_credentials(user) uid = str(userid) if(uid == ids): while(True): time.sleep(2) sales(str(userid)) else: print('This seems that you may have not Registered or Authenticated ! Please Try Again :(') choice = int(input('To go back to registeration or authentication,please Click 3... Else click 0 to quit...')) if(choice == 3): Screen.clear() loop() elif(choice == 0): sys.exit()
def __init__(self, ghostleg): self.__leg = None self.__ghostleg = ghostleg self.__screen = Screen.Screen() self.__width = 8 self.__color = (255,255,255) self.__to_goal_pointlist = None # ゴールまでの頂点リスト(self.__legから生成する) self.__select_line_color = (255,0,0) self.__select_line_width = 2 self.__linesanim = None self.__CalcSize = CalcSize.CalcSize(self.__ghostleg, self.__screen)
class GameManager(metaclass = Singleton): def __init__(self): self.title = Title() self.create_monster = CreateMonster() self.game_screen = GameScreen() self.currentscreen = Screen() self.fps_container = SimpleBox(pygame.Rect(10,10,0,0)) self.fps_container.add_sprite(MText(1,Point(0,0),50,Resources().font12,"")) self.change_screen(self.title,False); return def update(self): self.fps_container.update() self.fps_container.get_sprite(1).set_text("%.3f" % TimeManager().fps) InputManager().update_start() if self.currentscreen is not None: self.currentscreen.update() InputManager().update_end() return def draw(self,screen): if self.currentscreen is not None: self.currentscreen.draw(screen) self.fps_container.draw(screen) return def change_screen(self, new_screen, perform_transition = False): if self.currentscreen is not None: self.currentscreen.close() if perform_transition: self.currentscreen = new_screen else: self.currentscreen = new_screen self.currentscreen.open() return
class GameManager: def __init__(self): # initial processing pygame.init() self.screen = Screen(640, 480) ImagePack.setScreen(self.screen) self.FPS = 60 self.fpsClock = pygame.time.Clock() self.step = 0 # global variables self.keys = [False, False] # key input check # image loading ImagePack.getFiles('__dummy', 'Etc/__dummy') ImagePack.getFiles('__rect', 'Etc/__rect') for i in range(10): ImagePack.getFiles('text_'+str(i), 'Text/text_'+str(i)) ImagePack.getFiles('p_superbounce', 'Players/superbounce', 2) ImagePack.getFiles('p_superbounce_face', 'Players/superbounce_face', 2) ImagePack.getFiles('e_minislime', 'Enemies/minislime', 9) ImagePack.getFiles('e_minislime_walk', 'Enemies/minislime_walk', 8) ImagePack.getFiles('e_minislime_die', 'Enemies/minislime_die', 6) ImagePack.getFiles('t___dummy', 'Terrains/__dummy') ImagePack.getFiles('t_solid0', 'Terrains/solid0') ImagePack.getFiles('t_foothold0', 'Terrains/foothold0') DamageText.loadImages() # get enemy data from xml file self.enemyStamp = [] self.enemyId = defaultdict(list) self.initEnemyData() # add objects self.player = Player_Superbounce(70, 100) self.terrains = [] for x in range(0, 640, 50): self.terrains.append(Terrain(x, 450, 't_solid0')) self.terrains.append(Terrain(0, 400, 't_solid0')) self.terrains.append(Terrain(600, 400, 't_solid0')) for x in range(150, 500, 50): self.terrains.append(Terrain_Foothold(x, 300, 't_foothold0')) self.enemies = [] # self.enemies.append(Enemy_Minislime(400, 100)) self.attacksAlly = [] self.attacksEnemy = [] self.damageText = [] def initEnemyData(self): cnt = 0 # get root node root = parse("Enemy.xml").getroot() for tag in root.getiterator("enemy"): # get name especially name = tag.find("name").text stamp = Enemy(0, 0, name) # get data stamp.eid = cnt stamp.lv = int(tag.find("lv").text) stamp.sort = tag.find("sort").text # species(machine, ghost, animal, ...) #stamp.type stamp.boss = bool(int(tag.find("boss").text)) stamp.move = int(tag.find("move").text) stamp.maxHP = stamp.HP = int(tag.find("hp").text) stamp.maxMP = stamp.MP = int(tag.find("mp").text) stamp.ATK = int(tag.find("atk").text) stamp.DEF = int(tag.find("def").text) stamp.MATK = int(tag.find("matk").text) stamp.MDEF = int(tag.find("mdef").text) stamp.SPD = int(tag.find("speed").text) stamp.JMP = int(tag.find("jump").text) stamp.KB = int(tag.find("kb").text) stamp.EXP = int(tag.find("exp").text) stamp.GOLD = int(tag.find("gold").text) #stamp.drop stamp.imgFrame = int(tag.find("imgframe").text) stamp.rect.size = (int(tag.find("width").text), int(tag.find("height").text)) #stamp.skill # append to list and dict self.enemyStamp.append(stamp) self.enemyId[name] = cnt cnt += 1 def draw(self): # draw background (default) self.screen.draw() # draw player self.player.draw() # draw blocks for obj in self.terrains: obj.draw() # draw enemies for enemy in self.enemies: enemy.draw() # draw attacks for aa in self.attacksAlly: aa.draw() # draw damage texts for dt in self.damageText: dt.draw() # draw updating pygame.display.update() def update(self): # FPS setting self.fpsClock.tick(self.FPS) # preorder update functions self.player.updatePreorder() for enemy in self.enemies: enemy.updatePreorder() for atkA in self.attacksAlly: atkA.updatePreorder() for atkE in self.attacksEnemy: atkE.updatePreorder() # update functions self.player.update(self.enemies, self.attacksAlly, self.attacksEnemy, self.damageText) for enemy in self.enemies: enemy.update(self.player, self.attacksAlly, self.attacksEnemy, self.damageText) for obj in self.terrains: obj.update() # must be checked horizontally first # otherwise player can jump on side of vertical terrains(bug) obj.horiCollision(self.player) obj.vertiCollision(self.player) for ene in self.enemies: obj.horiCollision(ene) obj.vertiCollision(ene) # update attacks for atkA in self.attacksAlly: atkA.update(self.enemies, self.damageText) for atkE in self.attacksEnemy: atkE.update(self.player, self.damageText) for dt in self.damageText: dt.update() # postorder update functions self.player.updatePostorder() for enemy in self.enemies: enemy.updatePostorder() for atkA in self.attacksAlly: atkA.updatePostorder() for atkE in self.attacksEnemy: atkE.updatePostorder() self.enemies[:] = [enemy for enemy in self.enemies if not enemy.isExpired()] self.attacksAlly[:] = [atkA for atkA in self.attacksAlly if not atkA.expire] self.attacksEnemy[:] = [atkE for atkE in self.attacksEnemy if not atkE.expire] self.damageText[:] = [dt for dt in self.damageText if dt.remain > 0] if self.step % 60 == 0 and len(self.enemies) < 10: self.makeEnemy(0, random.randrange(200, 400), 100) self.step += 1 def makeEnemy(self, eid, x, y): # check invalid eid value if eid < 0 or eid >= len(self.enemyStamp): print "invalid index" return newEnemy = self.enemyStamp[eid].stampCopy() #copy.copy(self.enemyStamp[eid]) newEnemy.setCoord(x, y) self.enemies.append(newEnemy)
def main(): pg.init() screen = Screen() screen.loop()
def main(): window = pygame.display.set_mode(SCREEN_SIZE) pygame.display.set_caption("Messaging System Test") global messenger messenger=Messenger() screen=Screen( 0, 0, SCREEN_SIZE) clock=pygame.time.Clock() circs.append(Circle(SCREEN_SIZE[0]/2., SCREEN_SIZE[1]/2., 0, (random.random()*255, random.random()*255, random.random()*255))) running=True messenger.add_listener(Listener("circ",add_circ)) messenger.add_listener(Listener("shake", screen.set_random)) add_circ(1) while running: dt=clock.tick(FPS) messenger.update(dt) for event in pygame.event.get(): if event.type==pygame.QUIT: running = False break keys=pygame.key.get_pressed() if keys[pygame.K_LSHIFT]: vel=0.3 elif keys[pygame.K_LCTRL]: vel=0.05 else: vel=0.1 if keys[pygame.K_ESCAPE]: running=False break if keys[pygame.K_SPACE]: messenger.clear_events("shake") screen.shake(messenger, 1000, 70) if keys[pygame.K_a]: if cursor[0]>=0: cursor[0]-=vel*dt if keys[pygame.K_d]: if cursor[0]<=SCREEN_SIZE[0]: cursor[0]+=vel*dt if keys[pygame.K_w]: if cursor[1]<=SCREEN_SIZE[1]: cursor[1]+=vel*dt if keys[pygame.K_s]: if cursor[1]>=0: cursor[1]-=vel*dt window.fill(THECOLORS['black']) screen.surf.fill(THECOLORS['white']) for circ in circs: circ.render(screen.surf) circ.radius+=0.1*dt if len(circs)>130: circs.pop(0) screen.render(window) pygame.display.update() pygame.quit()
def main(): global flag global count screen=Screen() i=25 j=1 pm=Player(i,j) screen.printpm(i,j,'P') #flag=0 #screen.printScreen() os.system("clear") screen.genCoins() screen.printScreen() while(1): print "Enter Move :", ch=getchar() if(ch=='q'): break pm.move(ch,screen) print "" os.system("clear") screen.printScreen() print "Score :", print screen.getScore() if(screen.getflag1()==1): break print "" print "Game Over!!! Score is:", print screen.getScore()
import sys import Screen import Container from shape import * #Set up the initial test shapes hard coded at the moment Shapes = Container.Generate() #Calculate the heat graph to be displayed in the GUI heatMap = Container.calculateHeat(Shapes) #Calculate the possible nodes for containers Container.findContainer(heatMap) #Draw the screen with the calculations found from the Container problem Screen.draw(Shapes,heatMap)
def main(): # print while(1): global lives global score if(lives==0): break screen=Screen(score) screen.generatecoin() screen.printscreen() pl=Player(24,1) dn=Donkey(4,1) # dn.donkeyposition(screen) while(1): global cnt global firefl cnt+=1 ch=getchar() if(ch=='q'): lives=0 break if(cnt==10): fb=Fireball(dn.getx(),dn.gety()) fb.move(screen) firefl=1 cnt=-10000 if(firefl==1): fb.move(screen) if(fb.getx()==pl.getx() and fb.gety()==pl.gety()): lives-=1 score=screen.getscore() score-=50 os.system("clear") break if(dn.getx()==pl.getx() and dn.gety()==pl.gety()): lives-=1 os.system("clear") score=screen.getscore() score-=50 break dn.move(screen) if(firefl==1): # fb.move(screen) if(fb.getx()==pl.getx() and fb.gety()==pl.gety()): lives-=1 score=screen.getscore() score-=50 os.system("clear") break if(dn.getx()==pl.getx() and dn.gety()==pl.gety()): lives-=1 os.system("clear") score=screen.getscore() score-=25 break pl.move(ch,screen) if(firefl==1): # fb.move(screen) if(fb.getx()==pl.getx() and fb.gety()==pl.gety()): lives-=1 score=screen.getscore() score-=50 os.system("clear") break if(dn.getx()==pl.getx() and dn.gety()==pl.gety()): lives-=1 os.system("clear") score=screen.getscore() score-=50 break if(pl.gety()==28 and pl.getx()==1): score=screen.getscore() score+=50 os.system("clear") print "Bravo!!! You saved your Queen" print 'You get 50 bonus points' lives=3 break print "Your Score:" print screen.getscore() print "Ooops!!! Game Over: Your Final Score was:", print screen.getscore()
def __init__(self): # initial processing pygame.init() self.screen = Screen(640, 480) ImagePack.setScreen(self.screen) self.FPS = 60 self.fpsClock = pygame.time.Clock() self.step = 0 # global variables self.keys = [False, False] # key input check # image loading ImagePack.getFiles('__dummy', 'Etc/__dummy') ImagePack.getFiles('__rect', 'Etc/__rect') for i in range(10): ImagePack.getFiles('text_'+str(i), 'Text/text_'+str(i)) ImagePack.getFiles('p_superbounce', 'Players/superbounce', 2) ImagePack.getFiles('p_superbounce_face', 'Players/superbounce_face', 2) ImagePack.getFiles('e_minislime', 'Enemies/minislime', 9) ImagePack.getFiles('e_minislime_walk', 'Enemies/minislime_walk', 8) ImagePack.getFiles('e_minislime_die', 'Enemies/minislime_die', 6) ImagePack.getFiles('t___dummy', 'Terrains/__dummy') ImagePack.getFiles('t_solid0', 'Terrains/solid0') ImagePack.getFiles('t_foothold0', 'Terrains/foothold0') DamageText.loadImages() # get enemy data from xml file self.enemyStamp = [] self.enemyId = defaultdict(list) self.initEnemyData() # add objects self.player = Player_Superbounce(70, 100) self.terrains = [] for x in range(0, 640, 50): self.terrains.append(Terrain(x, 450, 't_solid0')) self.terrains.append(Terrain(0, 400, 't_solid0')) self.terrains.append(Terrain(600, 400, 't_solid0')) for x in range(150, 500, 50): self.terrains.append(Terrain_Foothold(x, 300, 't_foothold0')) self.enemies = [] # self.enemies.append(Enemy_Minislime(400, 100)) self.attacksAlly = [] self.attacksEnemy = [] self.damageText = []