def __init__(self, settings, surface, position): super().__init__(settings, surface, position, "resources/images/fire_flower_1.png") self.item_type = 3 images =\ [pygame.image.load("resources/images/fire_flower_" + str(x) + ".png").convert_alpha() for x in range(1, 4)] images.append( pygame.image.load( "resources/images/fire_flower_2.png").convert_alpha()) self.sway_animation = Timer(images, wait=250)
def __init__(self, settings, surface, position, floating=False): super().__init__(settings, surface, position, "resources/images/coin_1.png") self.item_type = 1 self.y_limit = 30 self.floating = floating images = [ pygame.image.load("resources/images/coin_" + str(x) + ".png").convert_alpha() for x in range(1, 5) ] self.spin_animation = Timer(images)
class FireFlower(Item): def __init__(self, settings, surface, position): super().__init__(settings, surface, position, "resources/images/fire_flower_1.png") self.item_type = 3 images =\ [pygame.image.load("resources/images/fire_flower_" + str(x) + ".png").convert_alpha() for x in range(1, 4)] images.append( pygame.image.load( "resources/images/fire_flower_2.png").convert_alpha()) self.sway_animation = Timer(images, wait=250) def update(self, level, scrolling, vel_x=None): """Pops out and remains still.""" if scrolling: if vel_x: self.rect.x += vel_x else: self.rect.x += self.scroll_rate if self.out_of_bounds(): self.kill() self.rect.y += self.velocity.y if self.rect.bottom >= self.position[1]: self.rect.bottom = self.position[1] self.fall() def draw(self): super().set_image(self.sway_animation.get_image()) super().draw()
def load_spin_animation(self): """Spins while moving.""" animation = [] for x in range(4): rotated_image = pygame.transform.rotate(self.image, 90 * x) animation.append(rotated_image) return Timer(animation)
def load_walk_animation(self, wait): animation = [] for x in range(self.data["frames"]["walking"]["sequence_sz"] - 1): animation.append( pygame.image.load(self.data["frames"]["walking"]["sequence"] [x]).convert_alpha()) return Timer(animation, wait)
def getWithLength(self, lengthBySeconds, outputPath, overWrite=True) : lengthOfVideo, lengthBySeconds = int(self.getDuration()), int(lengthBySeconds) start = random.randint(0, lengthOfVideo - lengthBySeconds) lengthBySeconds = Timer().convertToString(lengthBySeconds) start = Timer().convertToString(start) if overWrite : if os.path.isfile(outputPath) : os.remove(outputPath) command = self.commands['getSub'].format( self.program, start, self.audioPath, lengthBySeconds, outputPath ) text, exitCode = executor.runCommand(command) return exitCode == 0
def __init__(self): today = Timer().getTodayString() self.rawDirectory = os.path.join(config['Local']['videoPath'], today, 'raw') self.listFiles = set( open(os.path.join(self.rawDirectory, 'files.txt')).read().splitlines()) self.internetDirectory = config['Internet']['videoPath']
def load_fire_animation(): animation = [] normal_image = pygame.image.load("resources/images/mw1.png").convert_alpha() fire_image = pygame.image.load("resources/images/fm1.png").convert_alpha() for i in range(4): animation.append(fire_image) animation.append(normal_image) animation.append(fire_image) return Timer(animation, wait=80, loop_once=True)
def load_death_animation(self): """Shrinks when collided with terrain.""" animation = [] death_image = pygame.image.load( "resources/images/boom.png").convert_alpha() for x in range(1, 7): scale = self.rect.width - 2 * x, self.rect.height - 2 * x scaled_image = pygame.transform.scale(death_image, scale).convert_alpha() animation.append(scaled_image) return Timer(animation, wait=self.death_delay / 6)
def __init__(self): localPath = os.path.join(config['Local']['videoPath'], Timer().getTodayString()) self.inputFolder = os.path.join(localPath, 'preprocessed') self.tempFolder = os.path.join(localPath, 'temp') self.trashFolder = os.path.join(localPath, 'trash') self.outputFolder = os.path.join(localPath, 'done') self.videoSize = int(config['Video']['videoSize']) self.extensionAllowed = config['Video']['extension'].split(',') self.acceptSAR = config['Video']['acceptSAR'].strip() self.outputExtension = 'mp4' self.audioFolder = config['Local']['musicPath']
def __init__(self): localPath = os.path.join( config['Local']['videoPath'], Timer().getTodayString() ) self.inputFolder = os.path.join(localPath, 'raw') self.tempFolder = os.path.join(localPath, 'temp') self.outputFolder = os.path.join(localPath, 'preprocessed') self.lastSeconds = 4 self.scaleSize = config['Video']['scaleSize'] self.extensionAllowed = config['Video']['extension'].split(',') self.errorFiles = []
def __init__(self): today = Timer().getTodayString() videoPath = os.path.join(config['Local']['videoPath'], today) if not os.path.isdir(videoPath): os.makedirs(videoPath) for key, val in self.videoStructure.items(): currentPath = os.path.join(videoPath, key) if not os.path.isdir(currentPath): os.makedirs(currentPath) if 'files' in val: filePath = os.path.join(currentPath, val['files']) if not os.path.isfile(filePath): f = open(filePath, 'w') f.close()
def load_bigger_animation(): animation = [] small_image = pygame.image.load("resources/images/s_mw1.png").convert_alpha() scale = small_image.get_rect().width, small_image.get_rect().height + 5 medium_image = pygame.transform.scale(small_image, scale).convert_alpha() scale = small_image.get_rect().width, small_image.get_rect().height + 10 big_image = pygame.transform.scale(small_image, scale).convert_alpha() bigger_image = pygame.image.load("resources/images/mw1.png").convert_alpha() animation.append(medium_image) animation.append(big_image) animation.append(bigger_image) animation.append(big_image) animation.append(medium_image) animation.append(small_image) animation.append(medium_image) animation.append(big_image) animation.append(bigger_image) return Timer(animation, wait=80, loop_once=True)
def reduceVideo(self, lastSeconds, outputPath, overWrite=True, removeOld=False): lengthOfVideo = self.getDuration() lengthOfVideo -= lastSeconds lengthOfVideo = Timer().convertToString(lengthOfVideo) if overWrite: if os.path.isfile(outputPath): os.remove(outputPath) command = self.commands['reduceVideo'].format(self.program, self.videoPath, lengthOfVideo, outputPath) _, exitCode = executor.runCommand(command) success = (exitCode == 0) if success and removeOld: os.remove(self.videoPath) return success
class Coin(Item): def __init__(self, settings, surface, position, floating=False): super().__init__(settings, surface, position, "resources/images/coin_1.png") self.item_type = 1 self.y_limit = 30 self.floating = floating images = [ pygame.image.load("resources/images/coin_" + str(x) + ".png").convert_alpha() for x in range(1, 5) ] self.spin_animation = Timer(images) def update(self, level, scrolling, vel_x=None): """Pops out and disappears.""" if scrolling: if vel_x: self.rect.x += vel_x else: self.rect.x += self.scroll_rate if self.out_of_bounds(): self.kill() if not self.floating: self.rect.y += self.velocity.y if self.rect.bottom >= self.position[1]: self.rect.bottom = self.position[1] self.fall() def draw(self): super().set_image(self.spin_animation.get_image()) if not self.floating: self.y_limit -= 2 if self.y_limit < 0: self.kill() else: self.rect.y -= 4 super().draw()
def load_walk_animation(self, animation_speed): animation = [] for x in range(self.data[self.state]["walking"]["sequence_sz"]): animation.append(pygame.image.load(self.data[self.state]["walking"]["sequence"][x]).convert_alpha()) return Timer(animation, wait=animation_speed)