Example #1
0
    def run(self):
        placer = Placer(NEW, NR_OLD_ONES, from_nr)
        if SHOW:
            graphics = Graphics(placer)
            graphics.display()

            while True:
                pass

        else:
            placer.run()
Example #2
0
    def run(self, actual_map, size):
        final_path = [self.start]
        graphics = Graphics(actual_map, self.start, self.goal, size=size)
        graphics.display(final_path, self.obstacles)

        path = self.init_path()
        if path == None:
            return None

        curr = self.get(self.start)

        while curr.loc != self.goal:
            self.change_map(actual_map, curr)
            path = self.navigate_map(curr)

            if path == None:
                return None

            curr = self.get(path[1])
            final_path.append(path[1])

            graphics.display(final_path, self.obstacles)

        graphics.display(final_path, self.obstacles, done=True)
        return final_path
Example #3
0
    elif event.type == pygame.QUIT:
      sys.exit()
  #===============================================================================================
  #draw calls


  loc = dungeon.loc(pc)
  dungeon.draw( loc )
  selection.draw()

  for each in update_list:
    each.draw( each.loc, None )
    if not each.update( pygame.time.get_ticks() ):
      update_list.remove(each)

  gfx.display()

  pygame.display.flip()


  #===============================================================================================

#  textureData = pygame.image.tostring(screen, "RGBA", 1)
#  width  = screen.get_width()
#  height = screen.get_height()

#  texture = glGenTextures(1)
#  glBindTexture(GL_TEXTURE_2D, texture)
#  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
#  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
#  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,textureData)
Example #4
0
        elif event.type == pygame.QUIT:
            sys.exit()
    #===============================================================================================
    #draw calls

    loc = dungeon.loc(pc)
    dungeon.draw(loc)
    selection.draw()

    for each in update_list:
        each.draw(each.loc, None)
        if not each.update(pygame.time.get_ticks()):
            update_list.remove(each)

    gfx.display()

    pygame.display.flip()

    #===============================================================================================

#  textureData = pygame.image.tostring(screen, "RGBA", 1)
#  width  = screen.get_width()
#  height = screen.get_height()

#  texture = glGenTextures(1)
#  glBindTexture(GL_TEXTURE_2D, texture)
#  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
#  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
#  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,textureData)