Example #1
0
    def __init__(self, centroids):
        self.centroids = centroids
        Centroid.centroids = centroids

        Bounds(centroids)

        Border.reset()  # starting over each frame
        Centroid.reset()  # starting over each frame

        l = len(Centroid.centroids)

        for n1 in range(1, len(Centroid.centroids)):
            print '%i/%i' % (n1, l)
            c1 = Centroid.centroids[n1]
            # dist-sort, & break when c1 in enclosed
            others = DistSort(c1, [Centroid.centroids[n2] for n2 in range(n1)])
            B = []
            for c2 in others:
                b = Border(c1, c2)
                for bb in B:
                    if bb.nIntersects < 2:
                        i = b.validate_BorderBorderIntersectPoint(bb)
                        if i and b.nIntersects == 2:
                            break
                B.append(b)
                if {bb.nIntersects for bb in B} == {2}:
                    break

        for c in Centroid.centroids:
            if not c.isClosed:
                c.addCornerVert()
Example #2
0
	def __init__(self, centroids):
		self.centroids= centroids
		Centroid.centroids= centroids

		Bounds(centroids)

		Border.reset() # starting over each frame
		Centroid.reset() # starting over each frame

		for n1 in range(1,len(Centroid.centroids)):
			c1= Centroid.centroids[n1]
			# dist-sort, & break when c1 in enclosed
			others= DistSort(c1, [Centroid.centroids[n2] for n2 in range(n1)] )
			B=[]
			for c2 in others:
				b= Border(c1,c2)
				for bb in B:
					if bb.nIntersects<2:
						i= b.validate_BorderBorderIntersectPoint(bb)
						if i and b.nIntersects==2:
								break
				B.append(b)
				if {bb.nIntersects for bb in B}=={2}:
					break

		for c in Centroid.centroids:
			if not c.isClosed:
				c.addCornerVert()
Example #3
0
    def __bounded_search(self, prob, strategy, max_depth):
        """
        Method required to do the bounded search. It uses a border, a queue of Nodes that
        have to be checked.

        :param prob: Problem Object, used to know if a Node is solution, and get successors.
        :param strategy: String, Strategy to follow, to get a solution
        :param max_depth: Integer, Maximum depth that the search tree must reach.
        :return: The solution, a list of successors to get the objective Node. If the algorithm
        doesn't find a solution, it returns None.
        """
        border = Border()
        closed_list = {}   # List needed to prune the tree
        initial_node = Node(prob.initial_state(), 0, None, 0, None, 0)
        border.InsertNode(initial_node)

        #closed_list[initial_node.get_state().__str__()] = initial_node.get_value()
        sol = False
        while not sol and not border.IsEmpty():
            actual_node = border.Delete()
            if strategy == 'BFS' or strategy == 'DFS':
                closed_list[actual_node.get_state().__str__()] = actual_node.get_cost()
            else:
                closed_list[actual_node.get_state().get_unique_representation()] = actual_node.get_value()

            if prob.goal_state(actual_node.get_state()):
                actual_node.get_state().print_terrain()
                sol = True
            else:
                if actual_node.get_depth() < max_depth:
                    successors_list = prob.successors(actual_node.get_state())
                    for successor in successors_list:
                        new_node = actual_node.create_node(successor, actual_node, strategy, max_depth,prob)
                        # Prune the tree
                        if strategy == 'BFS' or strategy == 'DFS':
                            if new_node.get_state().get_unique_representation() not in closed_list:
                                border.InsertNode(new_node)
                                closed_list[new_node.get_state().get_unique_representation()] = new_node.get_cost()
                            else:
                                if closed_list[new_node.get_state().get_unique_representation()] > new_node.get_cost():
                                    closed_list[new_node.get_state().get_unique_representation()] = new_node.get_cost()
                                    border.InsertNode(new_node)
                        else:
                            if new_node.get_state().get_unique_representation() not in closed_list:
                                border.InsertNode(new_node)
                                closed_list[new_node.get_state().get_unique_representation] = new_node.get_value()
                            else:
                                if closed_list[new_node.get_state().get_unique_representation()] > new_node.get_value():
                                    closed_list[new_node.get_state().get_unique_representation()] = new_node.get_value()
                                    border.InsertNode(new_node)



        if sol:
            print('El costo de la solución es: '+ str(actual_node.get_cost()))
            print('La profundidad es: ' + str(actual_node.get_depth()))
            return self.__create_solution(actual_node)
        else:
            return None
Example #4
0
    def __init__(self, type='frame', left=0, top=0, width=0, height=0,
                 bg_color=None, fg_color=None, selected_bg_color=None,
                 selected_fg_color=None, border=None, bd_color=None,
                 bd_width=None, vertical_expansion=0):

        GUIObject.__init__(self, left, top, width, height, bg_color, fg_color)

        self.layout_manager     = None
        self.border             = border
        self.bd_color           = bd_color
        self.bd_width           = bd_width
        self.vertical_expansion = vertical_expansion

        self.internal_h_align   = Align.LEFT
        self.internal_v_align   = Align.TOP
        self.h_spacing          = self.h_margin
        self.v_spacing          = self.v_margin

        if type == 'widget':
            ci = self.content_layout.types['selected'].rectangle
            self.selected_bg_color = selected_bg_color or Color(ci.bgcolor)
            self.selected_fg_color = selected_fg_color or Color(ci.color)

            if not self.bd_color:
                self.bd_color = Color(self.skin_info_widget.rectangle.color)

            if not self.bd_width:
                self.bd_width = self.skin_info_widget.rectangle.size

            if not self.border:
                self.border = Border(self, Border.BORDER_FLAT, self.bd_color, self.bd_width)

            elif border == -1:
                self.border = None
Example #5
0
    def __init__(self,
                 type='frame',
                 left=0,
                 top=0,
                 width=0,
                 height=0,
                 bg_color=None,
                 fg_color=None,
                 selected_bg_color=None,
                 selected_fg_color=None,
                 border=None,
                 bd_color=None,
                 bd_width=None,
                 vertical_expansion=0):

        GUIObject.__init__(self, left, top, width, height, bg_color, fg_color)

        self.layout_manager = None
        self.border = border
        self.bd_color = bd_color
        self.bd_width = bd_width
        self.vertical_expansion = vertical_expansion

        self.internal_h_align = Align.LEFT
        self.internal_v_align = Align.TOP
        self.h_spacing = self.h_margin
        self.v_spacing = self.v_margin

        if type == 'widget':
            ci = self.content_layout.types['selected'].rectangle
            self.selected_bg_color = selected_bg_color or Color(ci.bgcolor)
            self.selected_fg_color = selected_fg_color or Color(ci.color)

            if not self.bd_color:
                self.bd_color = Color(self.skin_info_widget.rectangle.color)

            if not self.bd_width:
                self.bd_width = self.skin_info_widget.rectangle.size

            if not self.border:
                self.border = Border(self, Border.BORDER_FLAT, self.bd_color,
                                     self.bd_width)

            elif border == -1:
                self.border = None
Example #6
0
 def init(self):
     pygame.mixer.music.load('music/snakeMusic.mp3')
     pygame.mixer.music.play(-1)
     self.bgColor = (255, 255, 255)
     self.gameOver = True
     # Snake
     Snake.init()
     self.snakeGroup = pygame.sprite.Group()
     self.snakeList = []
     # Snake movement
     self.counter = 0
     self.isMoveRight = True
     self.snakeLength = 4
     self.snakeSize = 14
     self.timer = 0
     # Border
     Border.init()
     self.blockGroup = pygame.sprite.Group()
     # Barrier
     Barrier.init()
     self.barrierGroup = pygame.sprite.Group()
     self.collideBarrier = (0, 0)
     self.points = 0
     # Food
     Food.init()
     # Block
     Block.init()
     # Initialize the snakeGroup
     for i in range(self.snakeLength):
         snake = Snake(self.width // 2,
                       self.height // 2 + self.snakeSize * i)
         self.snakeGroup.add(snake)
         self.snakeList.append(snake)
     # Initialize the foodGroup
     self.foodGroup = pygame.sprite.Group()
     # Initialize the borderGroup
     self.borderGroup = pygame.sprite.Group(
         Border(self.width // 2, self.height + 300, self.width,
                self.height))
     # GameOver Image
     self.GGImage = pygame.image.load('images/gameover.png').convert_alpha()
     self.GGImage = pygame.transform.scale(self.GGImage, (1920, 1080))
     self.GGrect = self.GGImage.get_rect()
Example #7
0
File: Table.py Project: nza3552/AIB
    def __init__(self):
        self.screen = pygame.display.set_mode((1050, 450))
        self.screen.fill((255, 255, 255))
        self.space = pymunk.Space()
        self.clock = pygame.time.Clock()

        # self.moment = pymunk.moment_for_box(1000000, (800,400))
        # self.body = pymunk.Body(1000000, self.moment)
        # self.shape = pymunk.Poly(self.body, ((0,0), (800,0),(800,400), (0,400)))
        # # self.shape.friction = 0
        # self.body.position = (0,0)
        # self.space.add(self.body, self.shape)
        self.space.damping = 0.8
        self.textStatus = "Angle"
        self.angle = 0
        self.power = 0
        self.angleEntered = False
        self.powerEntered = False
        self.label = pygame.font.Font(None, 32)
        self.textinput = TextInput()

        p1 = Pocket(self.space, (24, -12), math.pi / 4)
        p2 = Pocket(self.space, (24, -12 + 402), math.pi / 4)
        p3 = Pocket(self.space, (24 + 802, -12), math.pi / 4)
        p4 = Pocket(self.space, (24 + 802, -12 + 402), math.pi / 4)
        p5 = Pocket(self.space, (400, -25), 0)
        p6 = Pocket(self.space, (400, 425), 0)

        b1 = Border(self.space, (0, 415), 0)
        b2 = Border(self.space, (0, -35), 1)
        b3 = Border(self.space, (0, -35 - 380 - 20), 1)
        b4 = Border(self.space, (-850, -35), 2)
        b5 = Border(self.space, (-450 - 1, 415), 3)
        b6 = Border(self.space, (-450 - 1, 415 + 380 + 20), 3)
Example #8
0
    def __init__(self, gui, players, game_mode):
        """
        Constructor.

        :param gui:        The game's Graphical User Interface
        :param players:    A list of the players currently playing in the round
        :param game_mode:  The current game mode (either 'singleplayer' or 'multiplayer')
        """
        self.__gui = gui
        self.__clock = pygame.time.Clock()
        self.__players = players
        self.__game_mode = game_mode
        self.__foods = []
        self.__border = Border(SCREEN_SIZE, GRID_SIZE)
        self.__score_bar = ScoreBar((15, 10))
        self.__high_score_bar = HighScoreBar((125, 10))
        pygame.joystick.init()

        # NOTE: --- Change the amount of food that is on the screen here (max is 2000) ---
        food_amt = 4
        for i in range(food_amt):
            self.__foods.append(Food(self.get_rand_pos()))
Example #9
0
 def __init__(self, node):
     '''
 Load a room object from the XML
 A room contains lists of items and borders
 '''
     self.name = node.find("name").text
     if node.find("action") != None:
         self.action = node.find("action").text
     else:
         self.action = None
     self.description = node.find("description").text
     self.items = []
     # Get items list
     for i in node.findall("./item"):
         self.items.append(i.text + "\n")
     # get borders
     self.borders = []
     for i in node.findall("./border"):
         b = Border(i)
         self.borders.append(b)
Example #10
0
    def __init__(self, root):

        # 地图投影
        self.projection = Projection(root[0])

        # 边界集合
        bordersleaf = root[0].find('Borders').getchildren()
        self.borders = []
        for borderleaf in bordersleaf:
            self.borders.append(Border(borderleaf))

        # clip区域集合
        clipsleaf = root[0].find('ClipBorders').getchildren()
        self.clipborders = []
        for clipleaf in clipsleaf:
            self.clipborders.append(ClipBorder(clipleaf))

        # 站点文件
        from Stations import Stations
        self.stations = Stations(root[0])

        pass
Example #11
0
class GameLoop:
    """
    The main loop of the game.

    Calculates all of the non-visual logic during game play.
    """

    # Member variables
    __gui = None  # The game's Graphical User Interface
    __clock = None  # The game clock used to set the fps of the game
    __joysticks = None  # A list of all the joysticks currently connected to the computer
    __players = None  # A list of the players currently playing in the round
    __game_mode = None  # The current game mode (either 'singleplayer' or 'multiplayer')
    __foods = None  # A list of food objects
    __border = None  # The border object
    __score_bar = None  # The score bar object

    def __init__(self, gui, players, game_mode):
        """
        Constructor.

        :param gui:        The game's Graphical User Interface
        :param players:    A list of the players currently playing in the round
        :param game_mode:  The current game mode (either 'singleplayer' or 'multiplayer')
        """
        self.__gui = gui
        self.__clock = pygame.time.Clock()
        self.__players = players
        self.__game_mode = game_mode
        self.__foods = []
        self.__border = Border(SCREEN_SIZE, GRID_SIZE)
        self.__score_bar = ScoreBar((15, 10))
        self.__high_score_bar = HighScoreBar((125, 10))
        pygame.joystick.init()

        # NOTE: --- Change the amount of food that is on the screen here (max is 2000) ---
        food_amt = 4
        for i in range(food_amt):
            self.__foods.append(Food(self.get_rand_pos()))

    def run(self):
        """
        Run the logic of the loop.
        """
        do_count_down = True
        running = True
        while running:
            # Clear the screen
            self.__gui.clear()

            # Event handler
            for event in pygame.event.get():
                # Key events
                if event.type == pygame.KEYDOWN:
                    for player in self.__players:
                        if player.is_alive():
                            if player.can_turn():
                                key = event.key
                                if key == player.up_button:
                                    if player.get_direction() != DOWN:
                                        player.set_direction(UP)
                                        player.set_turning(False)
                                elif key == player.left_button:
                                    if player.get_direction() != RIGHT:
                                        player.set_direction(LEFT)
                                        player.set_turning(False)
                                elif key == player.down_button:
                                    if player.get_direction() != UP:
                                        player.set_direction(DOWN)
                                        player.set_turning(False)
                                elif key == player.right_button:
                                    if player.get_direction() != LEFT:
                                        player.set_direction(RIGHT)
                                        player.set_turning(False)

                # Joystick events
                if event.type == pygame.JOYHATMOTION:
                    for player in self.__players:
                        if player.is_alive():
                            if player.can_turn():
                                if player.get_joystick() is not None:
                                    if event.joy == player.get_joystick(
                                    ).get_id():
                                        x_axis, y_axis = event.value
                                        if y_axis == 1:
                                            if player.get_direction() != DOWN:
                                                player.set_direction(UP)
                                                player.set_turning(False)
                                        elif x_axis == -1:
                                            if player.get_direction() != RIGHT:
                                                player.set_direction(LEFT)
                                                player.set_turning(False)
                                        elif y_axis == -1:
                                            if player.get_direction() != UP:
                                                player.set_direction(DOWN)
                                                player.set_turning(False)
                                        elif x_axis == 1:
                                            if player.get_direction() != LEFT:
                                                player.set_direction(RIGHT)
                                                player.set_turning(False)

                # Quit event
                if event.type == pygame.QUIT:
                    pygame.quit()
                    exit()

            # Player mechanics
            for player in self.__players:
                if player.is_alive():
                    # Move the snake
                    player.move()

                    # Make it so the player can turn again
                    player.set_turning(True)

                    # Check for collisions with self and border
                    if player.is_colliding(self.__border.get_positions() +
                                           player.get_body_positions()[1:]):
                        player.kill()
                        self.__players.remove(player)

                    # Check for collisions with other players
                    for other_player in self.__players:
                        if other_player == player:
                            continue
                        else:
                            if player.is_colliding(
                                    other_player.get_body_positions()):
                                player.kill()
                                self.__players.remove(player)

                    # Check for collisions with the food pieces
                    for food in self.__foods:
                        if player.is_colliding([food.get_pos()]):
                            # Move the food
                            food.set_pos(self.get_rand_pos())

                            # Add a new body segment to the snake
                            player.add_segment()

                            # Update the score
                            self.__score_bar.increment()
                            self.__high_score_bar.update(
                                self.__score_bar.get_score())

                    # Draw each player
                    self.__gui.draw(player)

            # Draw all of the game objects
            self.__gui.draw(self.__foods)
            self.__gui.draw(self.__border)
            if self.__game_mode == 'singleplayer':
                self.__gui.draw(self.__score_bar)
                self.__gui.draw(self.__high_score_bar)

            # Update the screen
            self.__gui.update()

            # NOTE: --- Change the speed of the snakes here (frames per second) ---
            # Set the speed of each frame
            self.__clock.tick(10)

            # Check for a singleplayer game over
            if self.__game_mode == 'singleplayer':
                if len(self.__players) == 0:
                    self.__high_score_bar.save()
                    self.__gui.game_over(None, (255, 255, 255),
                                         self.__game_mode)
                    running = False

            # Check for a winner
            if self.__game_mode == 'multiplayer':
                if len(self.__players) == 1:
                    self.__gui.game_over(self.__players[0].get_name(),
                                         self.__players[0].get_color(),
                                         self.__game_mode)
                    running = False

            # Do the countdown at the beginning of the round
            if do_count_down:
                self.__gui.count_down()
                do_count_down = False

    @staticmethod
    def get_rand_pos():
        """
        Returns a random position on the screen that isi within the bounds of the play area.

        :return:  A tuple containing an xy position on the screen
        """
        return random.randint(
            1, SCREEN_SIZE // GRID_SIZE - 2) * GRID_SIZE, random.randint(
                1, SCREEN_SIZE // GRID_SIZE - 2) * GRID_SIZE
Example #12
0
display.fill(Colors.WHITE)

#GeneratePlayers
ComputerPlayer = Player(Colors.BLUE, Constants.RACKET_OFFSET,
                        Constants.RACKET_START_HEIGHT, Constants.RACKET_WIDTH,
                        Constants.RACKET_HEIGHT, display, False)

HumanPlayer = Player(
    Colors.BLUE,
    Constants.DISPLAY_WIDTH - Constants.RACKET_OFFSET - Constants.RACKET_WIDTH,
    Constants.RACKET_START_HEIGHT, Constants.RACKET_WIDTH,
    Constants.RACKET_HEIGHT, display, True)

Ball = PongBall(Colors.RED, Constants.PONG_START_X, Constants.PONG_START_Y,
                Constants.PONG_RADIUS, display)
Border = Border(Constants.BORDER_X, Constants.BORDER_Y)

Grid = EventManager(ComputerPlayer, HumanPlayer, Ball, display)
# Run until the user asks to quit
FPS = 25
clock = pygame.time.Clock()
running = True
pressed_up = False
pressed_down = False

while running:
    #Did the user click the window close button?
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:  # check for key presses
Example #13
0
def initMap(map):
    # map.states.append("North Carolina")
    # map.states.append("South Carolina")
    # map.states.append("Virginia")
    # map.states.append("Tennessee")
    # map.states.append("Kentucky")
    # map.states.append("West Virginia")
    # map.states.append("Georgia")
    # map.states.append("Alabama")
    # map.states.append("Mississippi")
    # map.states.append("Florida")
    #
    # map.borders.append(Border(0, 1))
    # map.borders.append(Border(0, 2))
    # map.borders.append(Border(0, 3))
    # map.borders.append(Border(0, 6))
    # map.borders.append(Border(1, 6))
    # map.borders.append(Border(2, 3))
    # map.borders.append(Border(2, 4))
    # map.borders.append(Border(2, 5))
    # map.borders.append(Border(3, 4))
    # map.borders.append(Border(3, 6))
    # map.borders.append(Border(3, 7))
    # map.borders.append(Border(3, 8))
    # map.borders.append(Border(4, 5))
    # map.borders.append(Border(6, 7))
    # map.borders.append(Border(6, 9))
    # map.borders.append(Border(7, 8))
    # map.borders.append(Border(7, 9))
    ##################################################51 states#########################################
    map.states.append("AK")  # 0
    map.borders.append(Border(0, 1))
    map.states.append("WA")  # 1
    map.borders.append(Border(1, 2))
    map.borders.append(Border(1, 3))
    map.states.append("ID")  # 2
    map.borders.append(Border(2, 4))
    map.borders.append(Border(2, 5))
    map.borders.append(Border(2, 6))
    map.borders.append(Border(2, 7))
    map.borders.append(Border(2, 3))
    map.states.append("OR")  # 3
    map.borders.append(Border(3, 7))
    map.borders.append(Border(3, 8))
    map.states.append("MT")  # 4
    map.borders.append(Border(4, 9))
    map.borders.append(Border(4, 10))
    map.borders.append(Border(4, 5))
    map.states.append("WY")  # 5
    map.borders.append(Border(5, 10))
    map.borders.append(Border(5, 11))
    map.borders.append(Border(5, 12))
    map.borders.append(Border(5, 6))
    map.states.append("UT")  # 6
    map.borders.append(Border(6, 12))
    map.borders.append(Border(6, 13))
    map.borders.append(Border(6, 14))
    map.borders.append(Border(6, 7))
    map.states.append("NV")  # 7
    map.borders.append(Border(7, 14))
    map.borders.append(Border(7, 8))
    map.states.append("CA")  # 8
    map.borders.append(Border(8, 14))
    map.borders.append(Border(8, 15))
    map.states.append("ND")  # 9
    map.borders.append(Border(9, 16))
    map.borders.append(Border(9, 10))
    map.states.append("SD")  # 10
    map.borders.append(Border(10, 16))
    map.borders.append(Border(10, 17))
    map.borders.append(Border(10, 11))
    map.states.append("NE")  # 11
    map.borders.append(Border(11, 17))
    map.borders.append(Border(11, 19))
    map.borders.append(Border(11, 18))
    map.borders.append(Border(11, 12))
    map.states.append("CO")  # 12
    map.borders.append(Border(12, 19))
    map.borders.append(Border(12, 20))
    map.borders.append(Border(12, 13))
    map.borders.append(Border(12, 14))
    map.states.append("NM")  # 13
    map.borders.append(Border(13, 20))
    map.borders.append(Border(13, 21))
    map.borders.append(Border(13, 14))
    map.states.append("AZ")  # 14

    map.states.append("HI")  # 15

    map.states.append("MN")  # 16
    map.borders.append(Border(16, 22))
    map.borders.append(Border(16, 17))
    map.states.append("IA")  # 17
    map.borders.append(Border(17, 22))
    map.borders.append(Border(17, 23))
    map.borders.append(Border(17, 18))
    map.states.append("MO")  # 18
    map.borders.append(Border(18, 23))
    map.borders.append(Border(18, 24))
    map.borders.append(Border(18, 25))
    map.borders.append(Border(18, 20))
    map.borders.append(Border(18, 19))
    map.states.append("KS")  # 19
    map.borders.append(Border(19, 20))
    map.states.append("OK")  # 20
    map.borders.append(Border(20, 26))
    map.borders.append(Border(20, 21))
    map.states.append("TX")  # 21
    map.borders.append(Border(21, 26))
    map.borders.append(Border(21, 27))
    map.states.append("WI")  # 22
    map.borders.append(Border(22, 28))
    map.borders.append(Border(22, 23))
    map.states.append("IL")  # 23
    map.borders.append(Border(23, 29))
    map.borders.append(Border(23, 24))
    map.states.append("KY")  # 24
    map.borders.append(Border(24, 30))
    map.borders.append(Border(24, 31))
    map.borders.append(Border(24, 32))
    map.borders.append(Border(24, 25))
    map.borders.append(Border(24, 29))
    map.states.append("TN")  # 25
    map.borders.append(Border(25, 32))
    map.borders.append(Border(25, 33))
    map.borders.append(Border(25, 33))
    map.borders.append(Border(25, 34))
    map.borders.append(Border(25, 35))
    map.borders.append(Border(25, 36))
    map.borders.append(Border(25, 26))
    map.states.append("AR")  # 26
    map.borders.append(Border(26, 36))
    map.borders.append(Border(26, 27))
    map.states.append("LA")  # 27
    map.borders.append(Border(27, 36))
    map.states.append("MI")  # 28
    map.borders.append(Border(28, 30))
    map.borders.append(Border(28, 29))
    map.states.append("IN")  # 29
    map.borders.append(Border(29, 30))
    map.states.append("OH")  # 30
    map.borders.append(Border(30, 37))
    map.borders.append(Border(30, 31))
    map.states.append("WV")  # 31
    map.borders.append(Border(31, 37))
    map.borders.append(Border(31, 38))
    map.borders.append(Border(31, 32))
    map.states.append("VA")  # 32
    map.borders.append(Border(32, 38))
    map.borders.append(Border(32, 39))
    map.borders.append(Border(32, 33))
    map.states.append("NC")  # 33
    map.borders.append(Border(33, 40))
    map.borders.append(Border(33, 34))
    map.states.append("GA")  # 34
    map.borders.append(Border(34, 40))
    map.borders.append(Border(34, 41))
    map.borders.append(Border(34, 35))
    map.states.append("AL")  # 35
    map.borders.append(Border(35, 41))
    map.borders.append(Border(35, 36))
    map.states.append("MS")  # 36

    map.states.append("PA")  # 37
    map.borders.append(Border(37, 42))
    map.borders.append(Border(37, 44))
    map.borders.append(Border(37, 43))
    map.borders.append(Border(37, 38))
    map.states.append("MD")  # 38
    map.borders.append(Border(38, 44))
    map.borders.append(Border(38, 39))
    map.states.append("DC")  # 39

    map.states.append("SC")  # 40

    map.states.append("FL")  # 41

    map.states.append("NY")  # 42
    map.borders.append(Border(42, 45))
    map.borders.append(Border(42, 46))
    map.borders.append(Border(42, 47))
    map.borders.append(Border(42, 43))
    map.states.append("NJ")  # 43
    map.borders.append(Border(43, 47))
    map.borders.append(Border(43, 44))
    map.states.append("DE")  # 44

    map.states.append("VT")  # 45
    map.borders.append(Border(45, 48))
    map.borders.append(Border(45, 46))
    map.states.append("MA")  # 46
    map.borders.append(Border(46, 48))
    map.borders.append(Border(46, 47))
    map.borders.append(Border(46, 49))
    map.states.append("CT")  # 47
    map.borders.append(Border(47, 49))
    map.states.append("NH")  # 48
    map.borders.append(Border(48, 50))
    map.states.append("RI")  # 49
    map.states.append("ME")  # 50 
Example #14
0
class Container(GUIObject):
    """
    """
    def __init__(self,
                 type='frame',
                 left=0,
                 top=0,
                 width=0,
                 height=0,
                 bg_color=None,
                 fg_color=None,
                 selected_bg_color=None,
                 selected_fg_color=None,
                 border=None,
                 bd_color=None,
                 bd_width=None,
                 vertical_expansion=0):

        GUIObject.__init__(self, left, top, width, height, bg_color, fg_color)

        self.layout_manager = None
        self.border = border
        self.bd_color = bd_color
        self.bd_width = bd_width
        self.vertical_expansion = vertical_expansion

        self.internal_h_align = Align.LEFT
        self.internal_v_align = Align.TOP
        self.h_spacing = self.h_margin
        self.v_spacing = self.v_margin

        if type == 'widget':
            ci = self.content_layout.types['selected'].rectangle
            self.selected_bg_color = selected_bg_color or Color(ci.bgcolor)
            self.selected_fg_color = selected_fg_color or Color(ci.color)

            if not self.bd_color:
                self.bd_color = Color(self.skin_info_widget.rectangle.color)

            if not self.bd_width:
                self.bd_width = self.skin_info_widget.rectangle.size

            if not self.border:
                self.border = Border(self, Border.BORDER_FLAT, self.bd_color,
                                     self.bd_width)

            elif border == -1:
                self.border = None

    def set_layout(self, layout=None):
        if not layout:
            layout = FlowLayout(self)
        self.layout_manager = layout

    def get_layout(self):
        return self.layout_manager

    def layout(self):
        if not self.layout_manager:
            self.layout_manager = FlowLayout(self)

        self.layout_manager.layout()

    def _draw(self):
        _debug_('Container::draw %s' % self, 2)

        for child in self.children:
            if not child == self.border:
                child.draw()

        if self.border and self.border != -1:
            self.border.draw()
from Tail import Tail
from sketch import Sketch

delay = 0.001
start_tail = 1
score = 0
# Set up the screen
screen = turtle.Screen()
screen.setup(width=1000, height=600)

# SNAKE PART
# Snake head
snake = Snake()
snakehead = snake.snakehead()
# long border
bor = Border()
border = bor.setUpBorder()
# Snake tail
segments = []
# Paddle
# You can move the paddle with 'z' and 's'
pad = Paddle()
paddle = pad.paddle()
# Ball of circle shape
Ball = Ball()

# Global part
#Sets key bindings to the right thing.
bindings = Bindings(screen, snakehead, paddle)
bindings.Keyboard_bindings()
#movement of the snakehead
Example #16
0
class Container(GUIObject):
    """
    """

    def __init__(self, type='frame', left=0, top=0, width=0, height=0,
                 bg_color=None, fg_color=None, selected_bg_color=None,
                 selected_fg_color=None, border=None, bd_color=None,
                 bd_width=None, vertical_expansion=0):

        GUIObject.__init__(self, left, top, width, height, bg_color, fg_color)

        self.layout_manager     = None
        self.border             = border
        self.bd_color           = bd_color
        self.bd_width           = bd_width
        self.vertical_expansion = vertical_expansion

        self.internal_h_align   = Align.LEFT
        self.internal_v_align   = Align.TOP
        self.h_spacing          = self.h_margin
        self.v_spacing          = self.v_margin

        if type == 'widget':
            ci = self.content_layout.types['selected'].rectangle
            self.selected_bg_color = selected_bg_color or Color(ci.bgcolor)
            self.selected_fg_color = selected_fg_color or Color(ci.color)

            if not self.bd_color:
                self.bd_color = Color(self.skin_info_widget.rectangle.color)

            if not self.bd_width:
                self.bd_width = self.skin_info_widget.rectangle.size

            if not self.border:
                self.border = Border(self, Border.BORDER_FLAT, self.bd_color, self.bd_width)

            elif border == -1:
                self.border = None


    def set_layout(self, layout=None):
        if not layout:
            layout = FlowLayout(self)
        self.layout_manager = layout


    def get_layout(self):
        return self.layout_manager


    def layout(self):
        if not self.layout_manager:
            self.layout_manager = FlowLayout(self)

        self.layout_manager.layout()


    def _draw(self):
        logger.log( 9, 'Container::draw %s', self)

        for child in self.children:
            if not child == self.border:
                child.draw()

        if self.border and self.border != -1:
            self.border.draw()
Example #17
0
# ===================
#   INITIALIZATION
# ===================

pygame.init()
pygame.mixer.init()

# GLOBAl VARIABLES
screen = pygame.display.set_mode((800, 800))
font = pygame.font.Font('slkscrb.ttf', 40)
player_image = pygame.image.load("icon00.png")
qix_image = pygame.image.load("icon10.png")
sparc_image = pygame.image.load("icon20.png")

player = Player(player_image)
border = Border()
qix = Qix(qix_image)
sparc = Sparx(sparc_image)
level = 1

game_start = False
running_end = False
game_over = False
running = True

# =============================
#   MAIN FUNCTION STARTS HERE
# =============================

while running:
    # START SCREEN
Example #18
0
def initMap(map):
    map.states.append("North Carolina")
    map.states.append("South Carolina")
    map.states.append("Virginia")
    map.states.append("Tennessee")
    map.states.append("Kentucky")
    map.states.append("West Virginia")
    map.states.append("Georgia")
    map.states.append("Alabama")
    map.states.append("Mississippi")
    map.states.append("Florida")

    map.borders.append(Border(0, 1))
    map.borders.append(Border(0, 2))
    map.borders.append(Border(0, 3))
    map.borders.append(Border(0, 6))
    map.borders.append(Border(1, 6))
    map.borders.append(Border(2, 3))
    map.borders.append(Border(2, 4))
    map.borders.append(Border(2, 5))
    map.borders.append(Border(3, 4))
    map.borders.append(Border(3, 6))
    map.borders.append(Border(3, 7))
    map.borders.append(Border(3, 8))
    map.borders.append(Border(4, 5))
    map.borders.append(Border(6, 7))
    map.borders.append(Border(6, 9))
    map.borders.append(Border(7, 8))
    map.borders.append(Border(7, 9))