def main(): clear() print("Please set up all needed on the email spam tool path, once is done press enter.{0}".format(RESET)) a = input() if a == "": from Tools.Email_Spam_Tool import Emailing else: print("I told you to press enter") exit()
def main(): init_sim() physics = PhysicsSystem(env_size) rendering = RenderingSystem(rad) while True: draw_frame(rendering, physics) draw.show(0.0) draw.clear()
def main(): clear() print("Please connect to a nordvpn account, once is done press enter.{0}". format(RESET)) a = input() if a == "": from Tools.Traffic_Boost_Tool import Traffic else: print("I told you to press enter") exit()
def save_3(self, dt=0, img = None, path = None): self.busy = False if img != None: self.current_tool.unselect() draw.clear(1,1,1,1) graphics.set_color_extra(1,1,1,1) graphics.call_thrice(graphics.enter_canvas_mode) draw.image_extra(img,graphics.canvas_x+1,graphics.canvas_y+1) graphics.call_thrice(graphics.exit_canvas_mode) #graphics.call_much_later(self.current_tool.select()) graphics.call_much_later(self.current_tool.canvas_changed())
def redraw(): draw.clear() for i in range(speed): robot.update() for l in lines: draw.line(*l) robot.draw() draw.camera = robot.getPos() draw.ontimer(redraw, 1000 // target_frames)
def on_draw(self, dt=0): if self.keys[key.LEFT]: level.camera_x -= 10 if self.keys[key.RIGHT]: level.camera_x += 10 if self.keys[key.UP]: level.camera_y += 10 if self.keys[key.DOWN]: level.camera_y -= 10 draw.clear() pyglet.gl.glPushMatrix() self.apply_camera() self.draw_level() pyglet.gl.glPopMatrix() self.draw_tools()
def open_3(self, dt=0, path=None): self.busy = False if path != None: #self.current_tool.unselect() draw.clear(1,1,1,1) graphics.set_color_extra(1,1,1,1) graphics.call_thrice(graphics.enter_canvas_mode) graphics.call_thrice(pyglet.gl.glEnable, pyglet.gl.GL_BLEND) self.canvas_image = pyglet.image.load(path) draw.image_extra(self.canvas_image,graphics.canvas_x+1,graphics.canvas_y+1) graphics.call_thrice(pyglet.gl.glDisable, pyglet.gl.GL_BLEND) graphics.call_thrice(graphics.exit_canvas_mode) #graphics.call_much_later(self.current_tool.select()) graphics.call_much_later(self.current_tool.canvas_changed)
def draw(self): draw.clear(0,0,0,1) self.batch.draw() if self.typing: self.countdown -= env.dt if self.countdown <= 0: self.update_text() sound = resources.text_sounds[self.sender_names[self.msg_num]] if self.labels[self.msg_num].text[-1] != ' ': player = pyglet.media.ManagedSoundPlayer() player.pause() player.queue(sound) player.volume = settings.sound_volume*0.1 player.play() self.countdown += self.char_delay
def kugel_zurueck_setzen(): """ setzt die weisse Kugel auf die Ursprungsposition zurueck :return: """ k[0].eingelocht = False k[0].x = X_STR_2 k[0].y = Y_MID dir = 1 while True: if k[0].y >= 0.75 - kugel.RADIUS or k[ 0].y <= .25 + BORDER + kugel.RADIUS: dir *= -1 if draw.mouse_pressed(): if not k[0].overlap(k[1:]): break k[0].y += dir * .001 tisch() draw.show(1) draw.clear()
def main(): # Choose between ai and 2-player. clear() print_title() two_player = get_two_player() if two_player: player_x_func = get_human_move player_o_func = get_human_move else: ai_func = get_ai_func() move_first = get_move_first() player_x_func = get_human_move if move_first else ai_func player_o_func = ai_func if move_first else get_human_move # Run games until the player is done. play_again = True standings = {'X': 0, 'O': 0, 'Tie': 0} try: while play_again: winner = play_game(player_x_func, player_o_func) standings[winner] += 1 play_again = play_another() except SystemExit: pass # Tally results and print a farewell message. print '' print "Thanks for playing! Results:" x_score = standings['X'] o_score = standings['O'] player_x_string = 'Team X (%s):' % player_x_func.__doc__ player_o_string = 'Team O (%s):' % player_o_func.__doc__ if x_score >= o_score: print player_x_string, x_score print player_o_string, o_score else: print player_o_string, o_score print player_x_string, x_score print "Ties:", standings['Tie'] print ''
def main(): filename = sys.argv[1] dt = float(sys.argv[2]) universe = Universe(filename) physics = PhysicsSystem() rendering = RenderingSystem() while True: universe._bodies = physics.increaseTime(universe._bodies, dt) draw.clear() rendering.render(universe._bodies) draw.show(10.0) # sec = 60 # secondsWaited = 0.0 # while secondsWaited < sec: # universe.increaseTime(dt) # universe.draw() # draw.show(0.0) # secondsWaited += dt draw.save("/Users/daviddavitadze/Downloads/universe.jpg")
def play(): draw.header(title="Guess The Word") secret, shadow = secret_word() # max errors are 6 errors = 0 hits = 0 while errors < 6: char = input("Letter:").strip().upper() draw.clear() if char in secret: shadow = display(secret, shadow, char) hits += 1 else: errors += 1 draw.body(errors) draw.yaml({ "Hits": hits, "Errors": errors, # "Word": secret, # "Shadow": shadow }) if '?' in shadow: draw.word(shadow) else: draw.word(secret) break if errors < 6: print("Win") else: print("Lose")
def __init__(self): tool.painting_env = self #set up undo stack self.undo_queue = [] self.max_undo = 10 #arbitrary #init buttons self.save_button = gui.Button(resources.Button, self.save, graphics.width-resources.Button.width-3, 5, text='Save') self.open_button = gui.Button(resources.Button, self.open, self.save_button.x, resources.Button.height+5, text='Open') self.undo_button = gui.ImageButton(resources.Rewind, self.undo, 5, graphics.canvas_y+5) self.fill_outline_button_group = gui.ButtonGroup() self.outline_button = gui.PolygonButton( None, self.set_outline, graphics.width-480, 2, fill=False, parent_group=self.fill_outline_button_group, width=35, height=35 ) self.fill_button = gui.PolygonButton( None, self.set_fill, graphics.width-480, 37, outline=False, parent_group=self.fill_outline_button_group, width=35, height=35 ) self.fill_outline_button = gui.PolygonButton( None, self.set_fill_outline, graphics.width-480, 72, parent_group=self.fill_outline_button_group, width=35, height=35 ) self.fill_outline_button.select() self.color_button_group = gui.ButtonGroup() self.color_fill_button = gui.ColorButton( graphics.width-380, 10, 35, 35, parent_group = self.color_button_group, which_color=1 ) self.color_line_button = gui.ColorButton( graphics.width-380, 65, 35, 35, parent_group = self.color_button_group, which_color=0 ) self.color_fill_button.select() self.swap_button = gui.ImageButton( resources.ColorSwitch, self.swap_colors, graphics.width-410, graphics.canvas_y/2-resources.ColorSwitch.height/2 ) self.buttons = [ self.save_button, self.open_button, self.swap_button, self.undo_button, self.outline_button, self.fill_button, self.fill_outline_button, self.color_fill_button, self.color_line_button ] for button in self.buttons: graphics.main_window.push_handlers(button) #init tool control space self.toolbar_group = gui.ButtonGroup() tool.controlspace.max_x = self.outline_button.x-5 tool.controlspace.max_y = graphics.canvas_y graphics.main_window.push_handlers(tool.controlspace) #load tools, make toolbar self.toolbar = [] self.labels = [] self.toolsize = resources.SquareButton.width self.load_tools() #color picker stuff self.colorpicker = colorpicker.ColorPicker( graphics.width-340,10,15*12,15*6,step_x=15,step_y=15 ) graphics.main_window.push_handlers(self.colorpicker) #white background draw.clear(1,1,1,1);
from draw import clear, take_input_from_player, check_if_finished, draw_board from winner import who_wins # Set a while flag playing = True game = [ [" ", " ", " "], [" ", " ", " "], [" ", " ", " "], ] player1 = "X" player2 = "O" clear() draw_board(game) while playing: winner = who_wins(game) if check_if_finished(game) and not winner: take_input_from_player(player1, game) winner = who_wins(game) if check_if_finished(game) and not winner: take_input_from_player(player2, game) if winner: playing = False print("The winner is player {}!\n".format(winner))
def main(): pygame.init() #screen = pygame.display.set_mode((1200, 1200)) pygame.mouse.set_visible(1) pygame.key.set_repeat(1, 100) pygame.display.set_caption("Billard") draw.set_canvas_size(1000, 600) running = True c_bande = 0.02 c_bande_2 = c_bande * 1000 / 600 #setzt Löcher holes = [(0.2,0.25),(0.2,0.75),(0.5,0.25),(0.5,0.75),(0.8,0.25),(0.8,0.75)] #Initialisiert die Kugeln liste = [1, 2, 3, 4, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15] random.shuffle(liste) x = 0 j = 0 liste_neu = [] while x != 7: if liste[j] < 9: liste_neu.append(liste[j]) j = j + 1 x = x + 1 else: j = j + 1 x = 0 j = 0 while x != 7: if liste[j] >= 9: liste_neu.append(liste[j]) j = j + 1 x = x + 1 else: j = j + 1 for i in liste_neu: liste.remove(i) c = (((8 * ((((((3**(1/2)) / 2) * c_bande)**2) + ((0.5 * c_bande_2)**2))**(1/2)))**2) - ((4 * c_bande_2)**2))**(1/2) startwert_1 = 0.65 startwert_2 = 0.5 k_0 = bowl.kugel(0.35, 0.5, 0, 0, c_bande * 0.5, 0) k_1 = bowl.kugel(startwert_1, startwert_2, 0, 0, c_bande * 0.5, liste_neu[0]) k_2 = bowl.kugel(startwert_1 + (c / 8), startwert_2 + (c_bande_2 / 2), 0, 0, c_bande * 0.5, liste_neu[1]) k_3 = bowl.kugel(startwert_1 + (c / 8), startwert_2 - (c_bande_2 / 2), 0, 0, c_bande * 0.5, liste_neu[7]) k_4 = bowl.kugel(startwert_1 + (c / 4), startwert_2 + c_bande_2, 0, 0, c_bande * 0.5, liste_neu[8]) k_5 = bowl.kugel(startwert_1 + (c / 4), startwert_2, 0, 0, c_bande * 0.5, 8) k_6 = bowl.kugel(startwert_1 + (c / 4), startwert_2 - c_bande_2, 0, 0, c_bande * 0.5, liste_neu[2]) k_7 = bowl.kugel(startwert_1 + (3*c / 8), startwert_2 + (1.5 * c_bande_2), 0, 0, c_bande * 0.5, liste_neu[3]) k_8 = bowl.kugel(startwert_1 + (3*c / 8), startwert_2 + (0.5 * c_bande_2), 0, 0, c_bande * 0.5, liste_neu[9]) k_9 = bowl.kugel(startwert_1 + (3*c / 8), startwert_2 - (0.5 * c_bande_2), 0, 0, c_bande * 0.5, liste_neu[4]) k_10 = bowl.kugel(startwert_1 + (3*c / 8), startwert_2 - 1.5 * c_bande_2, 0, 0, c_bande * 0.5, liste_neu[10]) k_11 = bowl.kugel(startwert_1 + (c / 2), startwert_2 + (2 * c_bande_2), 0, 0, c_bande * 0.5, liste_neu[11]) k_12 = bowl.kugel(startwert_1 + (c / 2), startwert_2 + c_bande_2, 0, 0, c_bande * 0.5, liste_neu[12]) k_13 = bowl.kugel(startwert_1 + (c / 2), startwert_2, 0, 0, c_bande * 0.5, liste_neu[5]) k_14 = bowl.kugel(startwert_1 + (c / 2), startwert_2 - c_bande_2, 0, 0, c_bande * 0.5, liste_neu[13]) k_15 = bowl.kugel(startwert_1 + (c / 2), startwert_2 - (2 * c_bande_2), 0, 0, c_bande * 0.5, liste_neu[6]) hole_in = [] k = [k_0, k_1, k_2, k_3, k_4, k_5, k_6, k_7, k_8, k_9, k_10, k_11, k_12, k_13, k_14, k_15] #Spieler konfigurieren player = [] player.append(spieler.spieler(0)) player.append(spieler.spieler(1)) round_counter = 0 no_ply = 0 end = False while running: # clock.tick(1000000) tisch.tisch() kugel_geschw_test = 0 for i in k: if i.v_x or i.v_y != 0: kugel_geschw_test += 1 if kugel_geschw_test == 0: queue(k_0,) k_0.move() #eingelochte Kugeln for ply in player: ply.draw_holeins() if (k_0 in hole_in) and (kugel_geschw_test == 0): check = True while(check): tisch.tisch() draw.set_pen_color(color.WHITE) draw._thick_line(0.35, 0.25, 0.35, 0.75, 0.001) for kugel in k: kugel.draw_kugel() draw.show(1) if draw.mouse_pressed(): (press_x, press_y) = draw.mouse_position() if 0.25 <= press_y <= 0.75: ueberlagerungstest = 0 for i in k: dx = i.x - 0.35 dy = (i.y - press_y) * 6 / 10 dist = ((dx ** 2) + (dy ** 2)) ** 0.5 if dist <= (2 * i.r): ueberlagerungstest = ueberlagerungstest + 1 if ueberlagerungstest == 0: hole_in.remove(k_0) k_0 = bowl.kugel(0.35, press_y, 0, 0, c_bande * 0.5, 0) k.append(k_0) check = False else: if draw.mouse_pressed() and k_0.v_x == k_0.v_y == 0: (press_x, press_y) = draw.mouse_position() k_0.v_x = (press_x - k_0.x) / 25 k_0.v_y = (press_y - k_0.y) / 25 round_counter += 1 #Text Spieleranzeige if kugel_geschw_test == 0: if not (round_counter % 2 == no_ply): hole_in = [] no_ply = round_counter % 2 draw.set_pen_color(color.BLACK) draw.set_font_size(16) draw.set_pen_radius(5) draw.text(0.2,0.85,"Spieler "+str(no_ply+1)+" ist an der Reihe") # Bewegungen durchführen und zeichnen for kugel_1 in k: kugel_1.move() # Zeichnen kugel_1.draw_kugel() # Kollision k_tmp = k.copy() k_tmp.remove(kugel_1) for kugel_2 in k_tmp: if kollision_check(kugel_1, kugel_2): kugel_1.kollision(kugel_2) #Abfrage ob Kugel eingelocht for hole in holes : if strike_check(kugel_1,hole[0],hole[1],c_bande*0.75): k.remove(kugel_1) hole_in.append(kugel_1) #weist die kugel_art den Spielern durch if player[0].kugel_art == None and player[1].kugel_art == None : if kugel_1.number == 8 : end = True ply = player.copy() ply.remove(ply[no_ply]) winner = ply[0] if not kugel_1.number == 0: round_counter += 1 player[no_ply].strike(kugel_1) if no_ply == 0 and player[no_ply].kugel_art == 'voll' : player[1].kugel_art = 'halb' if i == 0 and player[no_ply].kugel_art == 'halb' : player[1].kugel_art = 'voll' if no_ply == 1 and player[no_ply].kugel_art == 'voll' : player[0].kugel_art = 'halb' if no_ply == 1 and player[no_ply].kugel_art == 'halb' : player[0].kugel_art = 'voll' #Schaut welche Kugel eingelocht wurde #bestimmt das Resultat für die Spieler else : #Falls Schwarze Kugel versenkt wurde if kugel_1.number == 8 and not (len(player[no_ply].hole_in) == 7): end = True ply = player.copy() ply.remove(player[no_ply]) winner = ply[0] elif kugel_1.number == 8 and len(player[no_ply].hole_in) == 7: end = True winner = player[no_ply] #Falls eine Kugel versenkt wurde die nicht weiß oder Schwarz ist if not ((kugel_1.number > 8 and player[no_ply].kugel_art == 'halb') or (kugel_1.number < 8 and kugel_1.number > 0 and player[no_ply].kugel_art == 'voll')) : if no_ply == 0 and not kugel_1.number == 0 : player[1].strike(kugel_1) if no_ply == 1 and not kugel_1.number == 0 : player[0].strike(kugel_1) else: player[no_ply].strike(kugel_1) round_counter += 1 draw.show(1) draw.clear() #Bricht die while schleife ab, falls ein Spieler gewonnen hat if end : break #Gibt den gewinner an draw.set_pen_color(color.BLACK) draw.set_font_size(20) draw.text(0.5,0.5,"Spieler "+ str(winner.num + 1) + " hat gewonnen") draw.show()
unit_w = int(WIDTH / 3) windowSurfaceObj = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Tic Tac Toe") icon = pygame.image.load("content//a2d.jpg") pygame.display.set_icon(icon) play = 0 menu_screen = True select = False idle = True idle2 = True mute = False p1_wins, p2_wins, ties = 0, 0, 0 grid_array, val, winner, turns = draw.clear(HEIGHT, WIDTH, windowSurfaceObj) while True: if menu_screen and idle: volume = draw.menu(WIDTH, HEIGHT, windowSurfaceObj) idle = False elif menu_screen == False and select == False and idle2: pygame.mixer.music.load('content//Smoothie_Samba.mp3') pygame.mixer.music.play(-1, 0.0) idle2 = False for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit()
def main(): """ Hauptprogram - erstellt Fenster und Queue - laeuft Spielschleife :return: """ draw.set_canvas_size(1000, 1000) my_cue = cue.cue() kugeln_legen() #p[0].ist_am_zug = True #current_player = p[0] # Spielschleife while True: tisch() # Tisch & Kugeln werden gezeichnet draw.show(1) # Schlagen ------------------------------------------------------------------------------- if kugeln_stehen_still(k): for i in p: print(i.points) print("") if p[0].ist_am_zug: p[0].ist_am_zug = False p[1].ist_am_zug = True else: p[1].ist_am_zug = False p[0].ist_am_zug = True if p[0].ist_am_zug: current_player = p[0] else: current_player = p[1] print("{} ist am Zug.".format(current_player.name)) # weisse Kugel setzen if k[0].eingelocht: k[0].eingelocht = False k[0].x = X_STR_2 k[0].y = Y_MID dir = 1 while True: draw.clear() tisch() draw.show(1) if draw.mouse_pressed(): if not k[0].overlap(k[1:]): break k[0].y += dir * 0.001 if .25 + BORDER + kugel.RADIUS >= k[0].y or k[ 0].y >= 0.75 - kugel.RADIUS: dir *= -1 while True: try: winkel = int( input( "In welchen Winkel (degrees) wollen sie schlagen")) except: continue my_cue.alpha = math.radians(winkel) draw.clear() tisch() my_cue.draw(k[0]) draw.show(1) try: if str( input( "Wollen Sie in wirklich in {} schlagen".format( winkel))).lower() == "y": break except: pass while True: try: cue_power = float( input("Wie hart wollen sie schlagen [0,2]?")) except: continue if 0 > cue_power or cue_power > 2: print("DEPP!") continue try: if str( input( "Wollen Sie in wirklich mit {} power schlagen". format(cue_power))).lower() == "y": # animationn weg while my_cue.pow < 0.5 + 2 * cue_power: my_cue.pow += 0.02 draw.clear() tisch() my_cue.draw(k[0]) draw.show(1) # animation hin while my_cue.pow > 1: my_cue.pow -= 0.2 * cue_power draw.clear() tisch() my_cue.draw(k[0]) draw.show(1) k[0].v = my_cue.power(k[0], cue_power) break except: pass # Rand Kollision ------------------------------------------------------------------------- for i in range(len(k)): if not k[i].eingelocht: if math.hypot(k[i].v.x, k[i].v.y) > 0.00001: collision_border(k[i], current_player) else: k[i].v = vektor.vektor(0, 0) # Kugeln Kollision ----------------------------------------------------------------------- for i in range(len(k) - 1): if not k[i].eingelocht: next_collision(k[i]) # collision_kugel(k[i], k[i + 1:]) k[len(k) - 1].move() # Bewegen der Kugeln --------------------------------------------------------------------- # for i in k: # if not i.eingelocht: # i.move() # draw.show(1) # zeigt alle Objekte fuer 1 ms draw.clear() # leert die Zeichenflaeche