Example #1
0
def button(msg, font_size, Surface, xpos, ypos, w, h, ic, ac, action=None):
    #global HudiSurf, costo, Budget, crashed
    mouse = pygame.mouse.get_pos()  #meto en una lista la posicion del mouse
    click = pygame.mouse.get_pressed()
    crashed = False
    if xpos + w > mouse[0] > xpos and ypos + h > mouse[1] > ypos:
        pygame.draw.rect(Surface, ac, (xpos, ypos, w, h))

        pygame.mixer.music.load('./70_SOUNDS/Click.mp3')
        pygame.mixer.music.play(0)
        #pygame.time.wait(500)

        if click[0] == 1 and action != None:
            if action == "Play":
                map.map()

            elif action == "Quit":
                pygame.quit()
                quit()
            elif action == "Seismic":
                plotseis(x, y)
                costo += 100

            elif action == "Nextfield":
                crashed = True

    else:
        pygame.draw.rect(Surface, ic, (xpos, ypos, w, h))

    smallText = pygame.font.Font("freesansbold.ttf", font_size)
    textSurf, textRect = text_objects(msg, smallText)
    textRect.center = ((xpos + (w / 2)), (ypos + (h / 2)))
    Surface.blit(textSurf, textRect)

    return crashed
Example #2
0
    def __init__(self, gameID, hostID):
        self.gameID = gameID
        self.hostID = hostID
        self.guestID = None
        self.hostMap = map()
        self.guestMap = map()

        self.FSMsymbols = {}
        self.FSM = StateMachine(self.FSMsymbols)
        self.FSM.add_state('init', self.st_init)
        self.FSM.set_state('init')
Example #3
0
def colorSave(file):
    color.color(file, 1)
    color.color(file, 2)
    color.color(file, 3)
    gray.gray(file)
    map.map(file)
    rgb.rgb(file)
    var.var(file)


#colorSave("fruit")
Example #4
0
 def new_map(self, widget, event):
     print "new map"
     dialog = gtk.Dialog("New blank Map", None,
                         gtk.DIALOG_MODAL | gtk.DIALOG_DESTROY_WITH_PARENT,
                         (gtk.STOCK_CANCEL, gtk.RESPONSE_REJECT,
                          gtk.STOCK_OK, gtk.RESPONSE_ACCEPT))
     labelh = gtk.Label("Height (pixels)")
     inputh = gtk.Entry(4)
     labelw = gtk.Label("Width (pixels)")
     inputw = gtk.Entry(4)
     hboxh = gtk.HBox(True, 0)
     hboxh.pack_start(labelh)
     hboxh.pack_end(inputh)
     hboxw = gtk.HBox(True, 0)
     hboxw.pack_start(labelw)
     hboxw.pack_end(inputw)
     dialog.vbox.pack_start(hboxh)
     dialog.vbox.pack_end(hboxw)
     hboxh.show()
     hboxw.show()
     inputh.show()
     inputw.show()
     labelh.show()
     labelw.show()
     response = dialog.run()
     roundh = (int(inputh.get_text()) / 8) * 8
     roundw = (int(inputw.get_text()) / 8) * 8
     self.ui.m = map(roundh, roundw)
     self.ui.maparea.set_size_request(self.ui.m.w * 16, self.ui.m.h * 16)
     dialog.destroy()
     self.ui.queue_draw()
Example #5
0
def main():
    args = getargv()

    #quantify output
    matrix_map = map.map(args['fi'])

    matrix_inten_Top = TopInten(matrix_map, args['method'], args['n'],
                                args['rank'])

    tag = args['method'] + '_' + str(args['n']) + '_' + args['rank']

    writematrix(matrix_inten_Top, args, tag)

    #probe information

    probe_fo = args['fopath'] + args[
        'label'] + '_probe_information.txt' if 'label' in args else args[
            'fopath'] + 'probe_information.txt'
    annot_dir = probe(matrix_map, probe_fo)

    annot_file = args['fopath'] + args[
        'label'] + '_annotation.txt' if 'label' in args else args[
            'fopath'] + 'annotation.txt'
    label = args['label'] if 'label' in args else ''
    annotate(annot_dir, annot_file, label)

    print('Done!')
Example #6
0
 def setGame(self):
     pygame.mixer.music.load('.\\data\\game start.wav')
     pygame.mixer.music.play()
     self.hsLabel = self.myfont2.render('',1,[255,255,255])
     self.hsLabelAnnounc = self.myfont2.render('',1,[25,75,0])
     self.hsBG = pygame.Rect(0,0,0,0)
     self.username = ''
     self.level = 1
     self.score = 0
     self.lowestTime = self.size/2
     self.milliseconds = 0
     self.allowed = self.size
     self.seconds = self.allowed
     self.pathway = map([self.size,self.size])
     self.player = playerSquare(self.playerColor,[0,0])
     self.pathway.addPlayer(self.player.returnPos())
     self.wallPos = []
     self.walls = self.addWalls()
     self.pathway.addWalls(self.wallPos)
     self.label = self.myfont.render('%.1f' %self.seconds, 1, (255,255,255))
     self.scoreLabel = self.myfont2.render(str(self.score),1,(255,255,255))
     self.objective = square(self.objectiveColor)
     tempPos = self.pathway.addRandom('objective')
     self.objective.place(tempPos)
     self.key = []
     self.drawAll()
     self.t = pygame.time.Clock()
Example #7
0
def main():
    Map = map(sys.argv[1])
    pygame.init()
    clock = pygame.time.Clock()

    done = False

    Map.draw()

    while not done:
            for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        done = True
                    if event.type == pygame.KEYDOWN:
                        Map.draw()
                        if event.key == pygame.K_d:
                            _,path = Map.DFS()
                        elif event.key == pygame.K_b:
                            _,path = Map.BFS()                          
                        elif event.key == pygame.K_u:
                            _,path = Map.UCS()                       
                        elif event.key == pygame.K_a:
                            _,path = Map.AStar()                       
                        elif event.key == pygame.K_q:
                            done = True
                            break
                        else:
                            continue
                        Map.drawPath(path)
                        Map.drawCost(_)


            pygame.display.flip()
            clock.tick(30)
Example #8
0
    def __init__(self, auto, debug):
        # initialize car object
        self.myCar = car()
        # initialize current state
        self.state = "f"
        # initialize map
        self.myMap = map()
        # initialize action counter
        self.actioncounter = 0
        # initialize camera
        self.myCamera = camera()
        # initialize global variables
        vars.init()
        # debug or not
        self.debug = debug

        # get ready
        time.sleep(1)

        print("myCar and myCamera startup completed")

        if auto:
            # auto drive
            print("autoDrive mode")
            self.autoDrive()

        else:
            # manual drive
            print("manualDrive mode")
            self.manualDrive()
Example #9
0
    def __init__(self, coords_person, l_w, wall, sorties, obstacles, incendies):
        self.map = map.map(l_w, wall, sorties, obstacles, incendies)

        self.list_person = []
        self.list_move_pc = []
        # initialiser la liste de foule
        i = 0
        for coord in coords_person:
            i += 1
            self.list_person.append(Person(i, int(coord[0]), int(coord[1])))
        # pour stocker les donnees de heat map
        self.thmap = np.zeros(((l_w[0] + 2), (l_w[1] + 2)))
        # stocker les resultats pour Pd
        self.pos_pd = np.zeros((l_w[0]+1,l_w[1]+1))
        for i in range(0,l_w[0]+1):
            for j in range(0,l_w[1]+1):
                pt = (i,j)
                sor = fon.proche_sortie(pt,self.map.sorties)
                pd = fon.pd(pt,sor)
                self.pos_pd[i][j] = pd
        self.delta_time = 0.4
        # les poids de chaque partie
        self.u1 = 10  # u1: coefficient d'attractivité de la sortie
        self.u2 = 0.01  # u2: coefficient d'attractivité du foule
        self.u3 = -0.1  # u3: coefficient de répulsion entre foule et obstacle
        self.u4 = -0.05  # u4: coefficient de friction
        self.u5 = -0.01  # u5: Coefficient de répulsion du feu
Example #10
0
def start_game(hero, grid_select, spawn_coordinates, hero_name, oscars_hotfix):
    game_loop = True

    current_run = map(grid_size=grid_select)
    current_run.update_room(coordinate=spawn_coordinates, update="is_here")
    current_run.print_map()

    while game_loop is True:
        old_position = ask_player_to_move(current_run, hero_name)

        clear_screen()

        current_run.print_map()

        position = current_run.where_am_i(option="return")
        is_not_outside = check_if_outside(
            position, current_run
        )  # returns True for not outside and False for is outside

        if not is_not_outside:  # if not True/False, outside of map == False
            return "end"

        x, y = position

        current_room = current_run.grid[y][x]

        if oscars_hotfix == 0:  # om det är första rundan i spelet så kommer den att sätta första rummet som neutraliserat
            current_room.fight == False
            oscars_hotfix += 1

        if current_room.fight == False:
            # if the room is already "finished" or if it is "edge", if edge should be picked up a few lines above doe
            fight_outcome = "win"  # this is only so it will go down a few lines into the "elif  fight_outcome == "win":" section
        else:
            # if the room is "unfinished" or "untouched"
            current_fight = current_run.grid[y][x].fight_generator(
                hero
            )  # genererar en fight instans för dem x,y coordinates som anges
            fight_outcome = current_fight.run_fight(
            )  # kör den fighteninstansen och ska returnera outcome för fighten

        # försöka få mapen att uppdatera sig utifrån hur fight outcome blir
        if fight_outcome == "escaped":
            current_run.update_room(coordinate=old_position,
                                    update="unfinished")
        elif fight_outcome == "win":
            score = current_room.total_loot
            hero.score_list.append(score)
            print("Your points from this round: {}".format(score))
            update_score(hero_name, hero)
            current_room.total_loot = 0
            current_room.fight = False
        elif fight_outcome == "died":
            break

        current_run.print_map()

    return
	def __init__(self, grid_size, hero_instance):
		self.map_size = grid_size
		self.map = map(grid_size=self.map_size)
		self.hero = hero_instance
		self.ai = AI_class(hero_instance=self.hero, map_instance=self.map)
		self.fight = Fight(hero=self.hero, is_Ai=True)
		self.room = room()
		self.round_count = 0
		self.game_active = True
		self.round_max = 5
		self.stop_value = self.map_size**2
Example #12
0
def test_map():
    length_width, wall, sorties, obstacles, incendies, people = fon.lire_txt(
        'pytest/test.txt')
    res = map.map(length_width, wall, sorties, obstacles, incendies)
    assert res.length == 50
    assert res.width == 30
    assert res.wall == [[(0, 49)], [(0, 29)], [(0, 49)], [(0, 3), (7, 29)]]
    assert res.sorties == [(0, 6), (0, 5), (0, 4)]
    assert res.incendies == [(10, 10)]
    assert res.zone_obstacale == [((5, 4), (8, 5))]
    assert (0, 29) in res.list_obstacle
    assert (6, 5) in res.list_obstacle
Example #13
0
def load_files(url):
    files= glob.glob(url)
    json_out = []
    keys = []
    values = []

    for file in files:

        json_file= open(file,'r')
        json_object = json.load(json_file)
        keys, values = map.map(json_object)

    return keys, values
Example #14
0
    def __init__(self, md=True):
        self.R = render()
        self.M = map()
        self.xycar = car()

        self.end = False
        self.steering_AOC = 200

        self.set_frame(self.framepersec)
        self.curr_path = os.getcwd()
        self.pygame_exit = False
        if md:
            self.make_dir()
Example #15
0
def main(sc):
	curses.nl();
	gameplay_window = curses.newwin(10, 30, 0, 0);
	map_window = curses.newwin(5, 10, 0, 35);
	stats_window = curses.newwin(5, 10, 5, 35);
	gameplay_window.keypad(True);
	curses.curs_set(0);



	player = player_.player((13, 4), (0, 0));
	map = map_.map(5, 6);



	running = True;

	def render_all():
		stats_window.clear();
		map.rooms[player.room_y][player.room_x].render(gameplay_window)
		player.render(gameplay_window, stats_window);
		map.render(map_window, player);

		sc.refresh();
		gameplay_window.refresh();
		map_window.refresh();
		stats_window.refresh();

	render_all();

	while running:
		key = gameplay_window.getkey();

		if key == ' ':
			gameplay_window.addstr(2, 8, "Do you really");
			gameplay_window.addstr(3, 5, "want to quit (y/n) ?");
			gameplay_window.refresh();
			k = gameplay_window.getkey();
			if k == 'y':
				running = False;
			render_all();
			continue;

		player.update(key);
		player = map.rooms[player.room_y][player.room_x].update(player);

		render_all();

	curses.curs_set(2);
	gameplay_window.keypad(False);
	curses.nonl();
Example #16
0
def create_world():
    global pacman, ghost, item_set, world_map, font_guide, font_life
    pacman = Player()
    ghost = [
        Enemy(35, 565, 1),
        Enemy(565, 35, 2),
        Enemy(565, 565, 3),
        Enemy(350, 390, 4)
    ]
    #   item_set = [item(100, 100, 0), item(200, 200, 0), item(300, 300, 0), item(400, 400, 0)
    #               ,item(100, 200, 4), item(200, 300, 5), item(300, 400, 6), item(400, 500, 7)]
    world_map = map()
    font_guide = load_font('resource/Pixel.ttf', 30)
    font_life = load_font('resource/CrackMan.ttf', 30)
Example #17
0
def main(sc):
    curses.nl()
    gameplay_window = curses.newwin(10, 30, 0, 0)
    map_window = curses.newwin(5, 10, 0, 35)
    stats_window = curses.newwin(5, 10, 5, 35)
    gameplay_window.keypad(True)
    curses.curs_set(0)
    curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_RED)

    player = player_.player((13, 4), (0, 0))
    map = map_.map(5, 6)

    running = True

    def render_all():
        stats_window.clear()
        gameplay_window.clear()
        player.render(gameplay_window, stats_window)
        map.rooms[player.room_y][player.room_x].render(gameplay_window, player)
        map.render(map_window, player)

        sc.refresh()
        gameplay_window.refresh()
        map_window.refresh()
        stats_window.refresh()

    render_all()

    while running:
        key = gameplay_window.getkey()

        if key == ' ':
            gameplay_window.addstr(2, 8, "Do you really")
            gameplay_window.addstr(3, 5, "want to quit (y/n) ?")
            gameplay_window.refresh()
            k = gameplay_window.getkey()
            if k == 'y':
                running = False
            render_all()
            continue

        player.update(key)
        player = map.rooms[player.room_y][player.room_x].update(
            player, gameplay_window)

        render_all()

    curses.curs_set(2)
    gameplay_window.keypad(False)
    curses.nonl()
Example #18
0
    def extra(self):
        self.disp_time.setText("0")
        self.disp_vehicles.setText("0")
        self.disp_stations.setText("0")
        self.disp_priority.setText("0")
        self.disp_outages.setText("0")
        self.btn_start.setStyleSheet("background-color: green")
        self.btn_start.clicked.connect(self.click_start)
        self.btn_step.setStyleSheet("background-color: #1aa3ff")
        self.btn_step.clicked.connect(self.click_step)
        self.btn_stop.setStyleSheet("background-color: red")
        self.btn_stop.clicked.connect(self.click_stop)

        self.map = map.map()
        self.reload_map()
Example #19
0
def init(data):
    data.mode = 'start'
    data.modeCache = 'start'

    data.frameCount = 0


    data.ScreenWidth = data.screen.get_width()
    data.ScreenHeight = data.screen.get_height()
    data.map = map.map('fastest', 64, 64,scale = 1.5)
    data.cellWidth, data.cellHeight = data.map.getCellsize()


    data.buildings = Building.building.buildings
    Building.building.setMap(data.map)
    Unit.Unit.setMap(data.map)
    Unit.Unit.setScreen(data.screen)

    player1 = Player.player('Protoss', 8,9,0)
    player2 = Player.player('Terran', 53,51,1)

    pMPic = 'Other/PauseMenu.png'
    data.pauseMenu = load.load_image(pMPic)

    data.currentPlayer = player1
    data.otherPlayer = player2

    #MenuFile = 'Other/Menu/Protoss Menu.png'
    data.MenuImage = data.currentPlayer.MenuImage #load.load_image(MenuFile)
    Menu_h = data.MenuImage.get_height()
    data.MenuHeight = Menu_h

    PointerFile = 'Other/Pointer.png'
    data.pointerImage = load.load_image(PointerFile)
    #pygame.mouse.set_visible(False)
    data.AutoScrollWidth = 20

    data.ViewBox = Menu.ViewBox(data.map)

    data.buildMode = False
    data.placeMode = False
    data.currentBuildIndex = None
    data.currentBuildClass = None

    data.selected = None
    data.buttonStatus = [0]*9

    data.currentPlayer.drawFogOfWar()
Example #20
0
 def __init__(self, coords_person, l_w, wall, sorties, obstacles, incendies):
     self.arg_A = 2000
     self.arg_B = 0.08
     self.k = 120000
     self.delta_time = 0.005
     self.map = map.map(l_w, wall, sorties, obstacles, incendies)
     self.list_person = []
     # initialiser la liste de foule
     i = 0
     for coord in coords_person:
         i += 1
         per = Person(i, coord[0], coord[1])
         per.destination = fon.proche_sortie(per.position, self.map.sorties)
         self.list_person.append(per)
     # pour stocker les donnees de heat map
     self.thmap = np.zeros(((l_w[0] + 2), (l_w[1] + 2)))
Example #21
0
 def __init__(self,map_name,camera):
     self.next=""
     self.current_maps=[]
     self.name_list=[]
     self.current_map=0
     while self.next!=None:
         self.current_maps.append(map.map(map_name))
         self.name_list.append(map_name)
         self.next=self.current_maps[-1].get_next_map()
         map_name=self.next
     spawn=self.current_maps[self.current_map].get_p_spawn()
     self.player=entity.Player(spawn[0],spawn[1],32,32)
     self.current_map=0
     self.camera=camera
     self.camera.cam_max_x=self.current_maps[self.current_map].map_width()
     self.camera.cam_max_y=self.current_maps[self.current_map].map_height()
Example #22
0
class robot:
    location = ''
    temp = map.map()

    def __init__(self, loc, currMap):
        self.location = loc
        self.temp = currMap

    def move(self, loc):
        print 'Moved from location: ' + self.location + ' to location : ' + loc
        self.location = loc

    def search(self, loc):
        if (self.temp.observeable(self.location, loc)):
            print 'Searched for Location: ' + loc + ' from location : ' + self.location + ' and found it!'
            return True
        else:
            print 'Searched for Location: ' + loc + ' from location : ' + self.location + ' and did not find it!'
            return False

    def enter(self, door):
        loc = self.temp.doors[door][0]
        print 'Exited Hallway : ' + self.location + ' and Entered Room : ' + loc
        self.location = loc

    def exit(self, door):
        loc = self.temp.doors[door][1]
        print 'Exited Room : ' + self.location + ' and Entered Hallway : ' + loc
        self.location = loc

    def currLoc(self):
        print self.location

    def naivePath(self, start, goal):
        return min(list(self.naivePathHelper(start, goal)), key=len)

    def naivePathHelper(self, start, goal):
        graph = self.arena.observMatrix
        stack = [(start, [start])]
        while stack:
            (vertex, path) = stack.pop()
            for next in graph[vertex] - set(path):
                if next == goal:
                    yield path + [next]
                else:
                    pass
                stack.append((next, path + [next]))
Example #23
0
    def trace_searching(self, mark):
        dbg_prnt(DBG_LVL_1, "Trace searching algorithm started.")

        self.__mark = mark  # store object internally
        self.__ctr = 0  # clear mapping counter

        # create a mapping object
        mapping = M.map(mark.map_graph, self.__IR.nregs, self.__IR.nregvars)

        # enumerate all possible register and variable mappings
        rval = mapping.enum_mappings(self.__mapping_callback)

        dbg_prnt(
            DBG_LVL_1, "Trace searching algorithm finished with exit code %s" %
            bold(rval))

        return rval
Example #24
0
 def open_map_rle(self, widget, event):
     print "open map"
     fcd = gtk.FileChooserDialog(title="Open map file",
                                 parent=None,
                                 action=gtk.FILE_CHOOSER_ACTION_OPEN,
                                 buttons=(gtk.STOCK_OPEN, gtk.RESPONSE_OK),
                                 backend=None)
     response = fcd.run()
     if response == gtk.RESPONSE_OK:
         f = fcd.get_filename()
         if self.ui.m == None:
             print "creation"
             self.ui.m = map(128, 128)
         self.ui.m.read_from_file_rle(f)
         self.ui.maparea.set_size_request(self.ui.m.w * 16,
                                          self.ui.m.h * 16)
     fcd.destroy()
     print f
Example #25
0
def run_game():
	pygame.init()
	
	maps				= map()
	gray_map			= maps.get_gray_map()
	colored_map			= maps.get_colored_map()
	
	screen_size			= maps.get_mapsize()
	
	SCREEN_WIDTH		= screen_size[0]
	SCREEN_HEIGHT 		= screen_size[1]
	BG_COLOR 			= 150, 150, 80

	screen 				= pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
	
	countries			= country(gray_map, screen)
	armie				= army(countries)
	continent			= continents(countries)
	player				= players()
	
	clock 				= pygame.time.Clock()
	
	armie.set_army(12, 88)
	
	screen.fill(BG_COLOR)
	screen.blit(colored_map, (0,0))
    
    #Phase 1
	while True:
		clock.tick(50)

		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			if event.type == pygame.MOUSEBUTTONDOWN:
				if countries.is_country(countries.get_country_id(event.pos)) == True:
					pass

		#End Phase 1
		if player.get_player_army() <= 0:
			break
		
		countries.update_countries(armie)
		pygame.display.flip()
Example #26
0
def main(scr):
    curses.curs_set(0)
    pc = plyr(10, 10, 10, 10, 10, 10, scr)
    curses.use_default_colors()
    scr.clear()
    floor = map(scr)

    floor.defmap()

    #######################################################################################
    ############# PLAYER CHARACTER FUNCTIONS ##############################################
    #######################################################################################

    a = equip(1)
    b = equip(2)
    c = equip(3)
    d = equip(5)
    e = equip(6)
    f = equip(7)

    pc.addinv(a)
    pc.addinv(b)
    pc.addinv(c)
    pc.addinv(d)
    pc.addinv(e)
    pc.addinv(f)
    #####################################################################################
    #################### RUNTIME ########################################################
    #####################################################################################

    while True:
        if pc.xp > (pc.lvl * pc.lvl + 10):
            pc.lvlup()
        floor.full.refresh(
            pc.cords[0] - 12,
            pc.cords[1] - 25,
            1,
            1,
            25,
            50,
        )
        pc.run(floor.hostile, floor.impass)
        floor.draw(pc)
Example #27
0
def traceMin_runtime(mapT, N_vec, M, T, params, time):
    """Short summary.

    Parameters
    ----------
    mapT : type
        Description of parameter `mapT`.
    N_vec : vector
        i ** 2 = total number of districts
    M : type
        Description of parameter `M`.
    T : type
        Description of parameter `T`.
    params : type
        Description of parameter `params`.

    Returns
    -------
    type
        Description of returned object.

    """

    n_out = []
    t_out = []
    for i in N_vec:
        print(i)
        mapT = map.map(i, M, T, params)
        sim = mapT.sim(15)
        covM = mapT.covMat(sim)
        start_time = time.time()
        covMtm = mapT.traceMin(covM)
        t = time.time() - start_time
        t_out.append(t)
        n_out.append(covM.shape[0])
    return( np.array([np.array(n_out), np.array(t_out)]) )
Example #28
0
def main():
    #Initialise Vehicle Class
    TEG = Vehicle(0, 0, 2)
    #Initialise blank image
    height = 500
    width = 500
    #Set the current map class to blank
    agvcmap = map.map(height, width, 255)
    #Generate a list of objects
    genObjects.main(agvcmap)
    #Retrieve objects from file
    obsList = loader.getObs()

    #M Mapping of obstacles and lines onto a pixel image and skeleton planning returning GPS (or distance) waypoints

    #Place obstacles on map
    agvcmap.updateObstacles(obsList)

    #Morph the obstacles
    agvcmap.updateMorph()

    nav = Navigation(agvcmap, obsList, TEG)

    nav.calculatePath()
Example #29
0
def main():
	 #Initialise Vehicle Class
	TEG =  Vehicle(0,0,2)
	#Initialise blank image
	height = 500
	width = 500  
	#Set the current map class to blank
	agvcmap = map.map(height, width, 255)
	#Generate a list of objects
	genObjects.main(agvcmap)
	#Retrieve objects from file
	obsList = loader.getObs()

	#M Mapping of obstacles and lines onto a pixel image and skeleton planning returning GPS (or distance) waypoints 
		
	#Place obstacles on map
	agvcmap.updateObstacles(obsList)

	#Morph the obstacles
	agvcmap.updateMorph();

	nav = Navigation(agvcmap,obsList,TEG)

	nav.calculatePath()
Example #30
0
#-- GENERATE PLAYER ------------------------------------------------------------------------------#
import character as ch
player_bstat = ch.basic_stat(acc=3,
                             jump_power=10,
                             max_speed=10,
                             max_hp=100,
                             max_mp=100)
player_phstat = ch.physics_stat(width=20, height=20, air_drag=0.2)
player = ch.player("1P", (500, 400), player_bstat, player_phstat)

#-- GENERATE MAPS ------------------------------------------------------------------------------#
import map
maps = {}

# MAP: TEST MAP
maps['test_map'] = map.map(player, (40, 24))
map_now.map_setting(map_temp, {'start': (50, 300)})
test_map.background_setting(pygame.image.load("img/background.png"))
test_map.start(player, test_map.spawn_list['start'])
test_map.add_block(
    entity.eventblock(
        test_map, (5, 5), entity.PLAYER_COLLIDE,
        lambda: test_map.player.harms.append(attack.damage(5, False))))
test_map.add_block(
    entity.eventblock(test_map, (10, 5), entity.PLAYER_COLLIDE,
                      lambda: test_map.player.set_acc((3, 3), 10)))
test_map.add_block(
    entity.eventblock(test_map, (15, 5), entity.PLAYER_COLLIDE,
                      lambda: test_map.player.set_controlled('stunned', 30)))
test_map.add_block(
    entity.eventblock(test_map, (20, 5), entity.PLAYER_COLLIDE,
Example #31
0
import map as mp
import datetime

######## Function for finding primes between two numbers
def numprimes(x,y):
	prime_nos=[]
	for num in range(x,y + 1):
	   # prime numbers are greater than 1
	   if num > 1:
		   for i in range(2,int(num**0.5)+1):
			   if (num % i) == 0:
				   break
		   else:
			   prime_nos.append(num)
	return prime_nos

upper=2000000
num_steps=20
args=[(upper*i/num_steps,upper*(i+1)/num_steps) for i in range(0,num_steps)]

now=datetime.datetime.now()

######## This is a parallelization of the above function
primes=(reduce(lambda x,y:x+y,mp.map(numprimes,args)))

print("Running time using mappy: "+str(datetime.datetime.now()-now))

now=datetime.datetime.now()
primes=(reduce(lambda x,y:x+y,[numprimes(*arg) for arg in args]))
print("Running time without mappy: "+str(datetime.datetime.now()-now))
Example #32
0
#!/usr/bin/env python
# coding=utf-8
from  scenes import *
from engine import engine
from map import map

amap = map('central_corridor')
aengine = engine(amap)
aengine.play()
Example #33
0
import map as Mapper
square = lambda x: x * x
my_arr = [1,2,3]

Mapper.map(my_arr, square)
print(my_arr)
Example #34
0
TARGET_FPS = 100
clock = pygame.time.Clock()
life = 20
count = 0  #타임 조정을 위해 선언됨

while True:

    #마우스 좌표받기 #copyright 이동우
    position = pygame.mouse.get_pos()

    #화면 구성 #copyright 이동우
    screen.fill((255, 255, 255))

    #임의의 맵 구현 #copyright 이동우
    map1 = map.map(screen)
    map1.set([0, 100], [1280, 600])
    map1.draw()

    #타이머 구현 #copyright 이동우
    if count == 0:
        count += 1
        tick = pygame.time.get_ticks()
    if 2900 <= pygame.time.get_ticks() - tick <= 3000:
        if virus.Virus.staticNum < wave_num:
            virus.Virus.staticNum += 1
            count -= 1

    #문구 출력 #copyright 이동우
    virus.draw_text("remaining virus : ", screen, 150, 150, BLACK)
    virus.draw_text(str(virus.Virus.virusNum), screen, 250, 150, BLACK)
Example #35
0
File: ss.py Project: masonasons/SB
import map
import application
from random import randint
import sound
from sound_positioning import position_sound_1d
import player
from pyglet.window import key
from speak import speak
import pyglet
m=map.map()
me=player.player()
en=player.player()
en.x=-15
gun=sound.sound()
step=sound.sound()
death=sound.sound()
amb=sound.sound()
pain=sound.sound()
enemyhit=sound.sound()
enemydeath=sound.sound()
jump=sound.sound()
amb.load("sounds/amb.wav")
enemy=sound.sound()
jump.load("sounds/jump.wav")
enemy.load("sounds/enemy.wav")
death.load("sounds/playerdeath.ogg")
enemydeath.load("sounds/enemydeath.wav")
enemyhit.load("sounds/enemyhit.wav")
gun.load("sounds/gun.wav")
def positions():
	position_sound_1d(enemy.handle,me.x,en.x,1,0.5)
Example #36
0
File: run.py Project: bhamrick/ai2
import sys
from world import world
from agent import agent
import random
from PyQt4 import QtGui, QtCore
from map import map

app = QtGui.QApplication(sys.argv)
inname = sys.argv[1]

mp = map(inname)

wrld = world(mp)
for i in range(mp.mwidth*mp.mheight/8):
	agent(wrld,i)
wrld.show()
sys.exit(app.exec_())
Example #37
0
import optparse
import os
from glob import glob
import shutil
from sys import exit

usage = "usage: %prog [options] outpath"
parser = optparse.OptionParser(usage=usage)
archived_options = map(os.path.basename, glob(os.path.join(os.path.dirname(__file__), 'mechmap_archive', '*')))
parser.add_option("-a", dest = "archive", help = "Use archived mapping (one of: %s)" % ', '.join(archived_options), metavar="ARCHIVE", default = None)
parser.add_option("-t", dest = "tracerinfo", help = "path to tracerinfo.dat (defaults to SOA from v9-01-01)", metavar="TRACERINFO", default = None)
parser.add_option("-s", dest = "smvlog", help = "path to smv2.log (defaults to SOA from v9-01-01)", metavar="SMV", default = None)
parser.add_option("-m", dest = "mechpath", help = "path to mechanism include files (e.g., mechpath*.EXT; defaults to cb05cl_ae6_aq)", metavar="MECHPATH", default = None)
parser.add_option("-c", dest = "conversion", help = "path to converstion (i.e., mapping file)", metavar="CONV", default = None)
parser.add_option("-e", dest = "extfiles", help = "use ext files instead of namelist", metavar="EXT", default = False, action = 'store_true')
parser.add_option("-p", dest = "profiledat", help = "path to profile (e.g., CMAQ BCON input) (defaults profile.dat", metavar="PROFILEDAT", default = None)
options, args = parser.parse_args()

mapopt = dict([(o.dest, getattr(options, o.dest)) for o in parser.option_list[1:]])

convpath = options.conversion or os.path.join(os.path.dirname(__file__), 'mapping', 'saprc07t.csv')
if not os.path.exists(convpath):
    temppath = os.path.join(os.path.dirname(__file__), 'mapping', convpath + '.csv')
    if os.path.exists(temppath):
        convpath = temppath
        del temppath
tracerpath = options.tracerinfo or os.path.join(os.path.dirname(__file__), 'testdata', 'tracerinfo.dat')
smvpath = options.smvlog or os.path.join(os.path.dirname(__file__), 'testdata', 'smv2.log')
mechpath = options.mechpath or os.path.join(os.path.dirname(__file__), 'testdata')
profilepath = options.profiledat or os.path.join(os.path.dirname(__file__), 'testdata', 'profile.dat')
if len(args) < 1:
Example #38
0
    yvals = np.dot(yPoints, polynomial_array)

    return xvals, yvals

def column(matrix, i):
    return [row[i] for row in matrix]

if __name__ == "__main__":

    #Initialise Vehicle Class
    TEG =  Vehicle(0,0,2)
    #Initialise blank image
    height = 500
    width = 500  
    #Set the current map class to blank
    agvcmap = map.map(height, width, 255)
    #Generate a list of objects
    genObjects.main(agvcmap)
    #Retrieve objects from file
    obsList = loader.getObs()

    #M Mapping of obstacles and lines onto a pixel image and skeleton planning returning GPS (or distance) waypoints 
        
    #Place obstacles on map
    agvcmap.updateObstacles(obsList)

    #Morph the obstacles
    agvcmap.updateMorph();

    #Plan routes through obstacles
    #Skeleton Method---------------------------------------
Example #39
0
import engine
import map

# Sheol #
# Lee Enck #

area = map.map('intro')
Sheol = engine.engine(area)
Sheol.play()
Example #40
0
def tutorial_starting(screen) :
    chal = [0,0,0,0,0,0,0,0,0]
    chal_sv = [0,0,0,0,0,0,0,0,0]
    touer = [False, False, False, False]
    chal_scr = [500, 1000, 2000, 4000,6000,2000, 500, 3000, 5000] #도전과제 달성시 보상
    chal_money = [100,200,350,550,700,200,100,500,0]
    score = 0
    virus.Virus.Allnum = 0
    virus.game_reset()

    WHITE = (255, 255, 255)
    BLACK = (0, 0, 0)
    back_ground = pygame.image.load("image/virus/map2.png")
    interface = pygame.image.load("image/virus/interface.png")
    map1 = map.map(screen)
    map1.ch = [[120,60],[120,300],[900,300],[900,720]]
    map1.set([0, 60], [900, 720])

    chal_img = []
    chal_img.append(pygame.image.load("image/challenge/chal_1.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_2.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_3.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_4.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_5.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_6.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_7.png"))
    chal_img.append(pygame.image.load("image/challenge/chal_8.png"))


    support_index = []

    life = 20
    tower1 = []
    enemy1 = []
    index = -1
    vindex = -1
    timg = []
    timg.append(pygame.image.load("tower/normal_tower1.png"))
    timg.append(pygame.image.load("tower/short_tower1.png"))
    timg.append(pygame.image.load("tower/long_tower1.png"))
    timg.append(pygame.image.load("tower/support_tower1.png"))
    cancel_img = pygame.image.load("tower/cancel.png")
    build = 0
    build_ok = True
    game_timer = time.time()
    old_time = game_timer
    gold = 1000
    round123 = 0
    count = 0
    Font = pygame.font.Font(None, 52)
    font = pygame.font.Font(None, 26)
    vtimer = time.time()
    screen.blit(back_ground, (0, 0))
    map1.draw()
    Gameoverbool = False

## 바이러스

    badguy = []

    selectNum = -1

    count = 0
    type_virus = 0
    # copyright -shin hyuk jin
    pygame.mixer.init()
    pygame.mixer.music.load("sound/tutorbgm.wav")
    pygame.mixer.music.set_volume(0.1)  # 1 ~ 0.1

    pygame.mixer.music.play(-1)

    pygame.mixer.Sound("sound/tutorbgm.wav")
    managetime = time.time()
    viruslist = [[1,0,0,0],[2,0,0,0],[3,0,0,0],[4,0,0,0],[5,0,0,0]]
    wave = 0

    while True :

        screen.blit(back_ground, (0, 0))
        screen.blit(interface, (1030, 0))
        map1.draw()
        pygame.display.flip()

        oldtime = time.time()
        curtime = time.time()







        while True : #Copyright : 노관태
            timer = Font.render("Time : " + str(int(10-(curtime-oldtime))),True,(0,0,0)) #Copyright : 노관태

            screen.blit(back_ground, (0, 0))
            screen.blit(interface, (1030, 0))
            if(curtime-oldtime < 10) :
                screen.blit(timer,(850,20))
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN:
                    position = pygame.mouse.get_pos()

                    if build == 0:

                        for n in range(0, len(badguy)):  # Copyright : 이동우 ~
                            badguy[n].calDistance(position[0], position[1])
                        for i in range(0, len(badguy)):
                            if badguy[i].boolDtc():
                                selectNum = i
                                break
                            selectNum = -1  # ~ Copyright : 이동우

                        for i in range(0, len(tower1)):  # made by 김재희~
                            if tower1[i].selected:
                                if position[0] >= 1048 and position[0] <= 1048 + tower1[i].sell.get_width():
                                    if position[1] >= 512 and position[1] <= 512 + tower1[i].sell.get_height():
                                        gold += tower1[i].sell_tower()
                                        if tower1[i].is_support == True:
                                            for k in range(0, len(support_index)):
                                                if support_index[k] == i:
                                                    support_index.pop(k)
                                                    break
                                            for k in range(0, len(tower1)):
                                                if tower1[k].is_support == False:
                                                    tower1[k].plus_damage = 0
                                        for j in range(0, len(support_index)):
                                            if support_index[j] > i:
                                                support_index[j] -= 1
                                        tower1.pop(i)
                                        index -= 1
                                        break
                                    if position[1] >= 459 and position[1] <= 459 + tower1[i].upgrade.get_height():
                                        if tower1[i].level <= 2:
                                            if gold >= tower1[i].upgrade_price[tower1[i].level]:
                                                gold -= tower1[i].upgrade_tower()
                                else:
                                    tower1[i].selected = tower1[i].select_tower(position[0], position[1])
                            else:
                                tower1[i].selected = tower1[i].select_tower(position[0], position[1])

                        if position[0] >= 1050 and position[0] <= 1050 + timg[0].get_width() and \
                                position[1] >= 110 and position[1] <= 110 + timg[0].get_height():
                            if gold >= 50:
                                gold -= 50
                                index += 1
                                build += 1
                                tower1.append(tower())
                                tower1[index].timer = time.time()
                        if position[0] >= 1170 and position[0] <= 1170 + timg[1].get_width() and \
                                position[1] >= 110 and position[1] <= 110 + timg[1].get_height():
                            if gold >= 150:
                                gold -= 150
                                index += 1
                                build += 1
                                tower1.append(short_tower())
                                tower1[index].timer = time.time()
                        if position[0] >= 1050 and position[0] <= 1050 + timg[2].get_width() and \
                                position[1] >= 230 and position[1] <= 230 + timg[2].get_height():
                            if gold >= 100:
                                gold -= 100
                                index += 1
                                build += 1
                                tower1.append(long_tower())
                                tower1[index].timer = time.time()
                        if position[0] >= 1170 and position[0] <= 1170 + timg[3].get_width() and \
                                position[1] >= 230 and position[1] <= 230 + timg[3].get_height():
                            if gold >= 200:
                                gold -= 200
                                index += 1
                                build += 1
                                tower1.append(support_tower())
                                support_index.append(index)
                                tower1[index].timer = time.time()

                    elif build == 1:
                        for i in range(0, len(tower1)):
                            if (i != index):
                                if (position[0] <= tower1[i].x + timg[0].get_width() / 2 + 15 and position[0] >= tower1[
                                    i].x - timg[0].get_width() / 2 - 15\
                                        and position[1] <= tower1[i].y + timg[0].get_height() / 2 + 15 and position[1] >=
                                        tower1[i].y - timg[0].get_height() / 2 - 15):
                                    build_ok = False
                                    break
                                else:
                                    build_ok = True

                        if on_roadt(position[0], position[1]) == False :
                            if (build_ok == True) :
                                build -= 1
                                if tower1[index].tower_name == "normal tower":# Copyright : 노관태~
                                    touer[0] = True
                                if tower1[index].tower_name == "short tower":
                                    touer[1] = True
                                if tower1[index].tower_name == "long tower":
                                    touer[2] = True
                                if tower1[index].tower_name == "support tower":# ~ Copyright : 노관태
                                    touer[3] = True

                        if position[0] >= 1150 and position[0] <= 1150 + cancel_img.get_width() and \
                                position[1] >= 615 and position[1] <= 615 + cancel_img.get_height():
                            build -= 1
                            if tower1[index].tower_name == "normal tower":  # Copyright : 노관태~
                                gold += 50
                            if tower1[index].tower_name == "short tower":
                                gold += 150
                            if tower1[index].tower_name == "long tower":
                                gold += 100
                            if tower1[index].tower_name == "support tower":  # ~ Copyright : 노관태
                                gold += 200
                            if tower1[i].is_support:
                                support_index.pop()
                            index -= 1
                            tower1.pop()  # ~made by 김재희

            if build == 1:  # made by 김재희~
                position = pygame.mouse.get_pos()
                tower1[index].build_tower(position[0], position[1])

            for i in range(0, len(tower1)):
                attack_on = False
                if len(badguy) > 0:
                    for j in range(0, len(badguy)):
                        if build == 1:
                            if index == i :
                                break
                        if (tower1[i].is_support != True):
                            if (badguy[j].center[0] - tower1[i].x) * (badguy[j].center[0] - tower1[i].x) \
                                    + (badguy[j].center[1] - tower1[i].y) * (badguy[j].center[1] - tower1[i].y) <= tower1[i].range * \
                                    tower1[i].range:
                                attack_on = True
                                if tower1[i].tower_attack(game_timer):
                                    badguy[j].hp -= tower1[i].damage + tower1[i].plus_damage
                                    if badguy[j].hp <= 0:
                                        if badguy[j].name == "MERS virus":  # Copyright : 노관태~
                                            score += 10
                                            gold += 7
                                        if badguy[j].name == "ZIKA virus":
                                            score += 15
                                            gold += 8
                                        if badguy[j].name == "EBOLA virus":
                                            score += 20
                                            gold += 10
                                        if badguy[j].name == "CORONA virus":  # ~ Copyright : 노관태
                                            score += 300
                                            gold += 300
                                        badguy[j].dead()
                                        badguy.pop(j)

                                        if selectNum == j:
                                            selectNum = -1
                                        elif selectNum > j:
                                            selectNum -= 1
                                        vindex -= 1
                                        break
                                break
                else:
                    if tower1[i].is_support == False:
                        tower1[i].attack = 0
                if tower1[i].is_support == False:
                    if attack_on == False:
                        tower1[i].attack = 0

            if build == 0:
                for i in support_index:
                    exist = False
                    for j in range(0, len(tower1)):
                        if tower1[j].is_support == False:
                            if (tower1[j].x - tower1[i].x) * (tower1[j].x - tower1[i].x) \
                                    + (tower1[j].y - tower1[i].y) * (tower1[j].y - tower1[i].y) <= tower1[i].range * \
                                    tower1[i].range:
                                tower1[j].plus_damage = tower1[i].plus_damage
                                exist = True
                                tower1[i].tower_attack(game_timer)
                    if exist == False:
                        tower1[i].attack = 0

            for i in range(0, len(tower1)):
                tower1[i].blit_tower(screen)

            for i in range(0, len(enemy1)):
                screen.blit(enemy1[i].enemy_img, (
                enemy1[i].x - enemy1[i].enemy_img.get_width() / 2, enemy1[i].y - enemy1[i].enemy_img.get_height() / 2)) # ~made by 김재희

            gold_font = font.render(str(gold), True, (0, 0, 0))
            life_font = font.render(str(life),True,(0,0,0))
            screen.blit(life_font, (1080, 32))
            screen.blit(gold_font, (1195, 32))
            screen.blit(timg[0], (1050, 112))
            screen.blit(timg[1], (1175, 115))
            screen.blit(timg[2], (1052, 238))
            screen.blit(timg[3], (1177, 233))
            screen.blit(cancel_img, (1150, 615))
            game_timer = time.time()

            map1.draw()




            chal = challenge.challenge_1_5_8_9(chal,virus.Virus.AllNum,gold,touer)

            for z in range (0,7,1) :
                if chal_sv[z] ==0 and chal[z] == 1 :
                    chal_sv[z] = 2
                    managetime = time.time()

            for z in range(0, 7, 1):
                if chal_sv[z] == 2 or chal_sv[z] == 3 :
                    if curtime - managetime < 3 :
                        scr_giv = font.render("+" + str(chal_scr[z]),True,(0,0,0))
                        screen.blit(scr_giv,(150,680))
                        mon_giv = font.render("+" + str(chal_money[z]), True, (0, 0, 0))
                        screen.blit(mon_giv, (1190, 60))
                        if chal_sv[z] == 2 :
                            score += int(chal_scr[z])
                            gold += int(chal_money[z])
                            chal_sv[z] =3
                        screen.blit(chal_img[z],(0,0))
                    elif curtime - managetime > 3 :
                        if chal_sv[z] == 3 :
                            chal_sv[z] =1

            wave_print = Font.render("Wave  : " + str(int(wave + 1)), True, (0, 0, 0))
            Score_print = Font.render("Score : " + str(int(score)), True, (0, 0, 0))
            screen.blit(Score_print, (10, 620))
            screen.blit(wave_print, (10, 580))

            chal = challenge.challenge_6(chal, life)
            if chal_sv[7] == 0 and chal[7] == 1:
                chal_sv[7] = 2
                managetime = time.time()

            if chal_sv[7] == 2 or chal_sv[7] == 3:
                if curtime - managetime < 3:
                    scr_giv = font.render("+" + str(chal_scr[7]), True, (0, 0, 0))
                    screen.blit(scr_giv, (150, 680))
                    mon_giv = font.render("+" + str(chal_money[7]), True, (0, 0, 0))
                    screen.blit(mon_giv, (1190, 60))
                    if chal_sv[7] == 2:
                        score += int(chal_scr[7])
                        gold += int(chal_money[7])
                        chal_sv[7] = 3
                    screen.blit(chal_img[7], (0, 0))
                elif curtime - managetime > 3:
                    if chal_sv[7] == 3:
                        chal_sv[7] = 1











            if(curtime-oldtime > 10) :
                # 타이머 구현 #copyright 이동우

                if count < viruslist[wave][0]:
                    type_virus = 0
                elif count >= viruslist[wave][0] and count < viruslist[wave][0] + viruslist[wave][1]:
                    type_virus = 1
                elif count >= viruslist[wave][0] + viruslist[wave][1] and count < viruslist[wave][0] + viruslist[wave][
                    1] + viruslist[wave][2]:
                    type_virus = 2
                elif count >= viruslist[wave][0] + viruslist[wave][1] + viruslist[wave][2]:
                    type_virus = 3

                if count < viruslist[wave][0] + viruslist[wave][1] + viruslist[wave][2] + viruslist[wave][3] :
                    if curtime - vtimer >= 1 :
                        count += 1
                        vtimer = curtime
                        badguy.append(virus.Virus(type_virus))
                        vindex += 1
                        badguy[vindex].setType()
                        badguy[vindex].setPos([900, 720])
                        badguy[vindex].path = [[900,720],[900,300],[120,300],[120,60],[0,60]]





                #바이러스 좌표 조정 #copyright 이동우
                for n in range(0, len(badguy)):
                    if badguy[n].pos[0] < badguy[n].x_size:  # 바이러스가 맵 끝에 도달하면
                        vindex -= 1
                        life -= badguy[n].dmg
                        badguy.pop(n)
                        if selectNum == n:
                            selectNum = -1
                        elif selectNum > n:
                            selectNum -= 1
                        break
                    else:
                        badguy[n].move()

                # 바이러스 화면 출력 #copyright 이동우
                for n in range(0, len(badguy)):
                    x = badguy[n].pos[0]
                    y = badguy[n].Repeat(badguy[n].pos[1])
                    screen.blit(badguy[n].img, (x, y))

                # 바이러스 클릭 시 바이러스 정보 출력 #copyright 이동우
                if selectNum == -1:
                    pass
                elif selectNum != -1:
                    badguy[selectNum].drawInfo(screen, 1085, 370)



                if(life <=0) :
                    # copyright -shin hyuk jin
                    pygame.mixer.init()
                    pygame.mixer.music.load("sound/damage.wav")
                    pygame.mixer.music.set_volume(0.1)  # 1 ~ 0.1

                    pygame.mixer.music.play()

                    pygame.mixer.Sound("sound/damage.wav")
                    Gameoverbool = True
                    break
                if count >= viruslist[wave][0] + viruslist[wave][1] + viruslist[wave][2] + viruslist[wave][3] :
                    if len(badguy) == 0 :
                        count = 0
                        gold += 100
                        wave += 1
                        if wave == 5:
                            #copyright-shin
                            pygame.mixer.init()
                            pygame.mixer.music.load("sound/roundswap.wav")
                            pygame.mixer.music.set_volume(0.1)  # 1 ~ 0.1

                            pygame.mixer.music.play()

                            pygame.mixer.Sound("sound/roundswap.wav")
                            score += life*100
                            score += gold
                            GameOver.GameClear(screen, score, life, gold)

                            return 1
                        break







            pygame.display.flip()
            curtime = time.time()

        if Gameoverbool :
            GameOver.GameOver(screen,score,life,gold)
            return 1











        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit(0)
Example #41
0
def main():
    m = map.map("test1.map")
Example #42
0
File: game.py Project: nullsub/city
pygame.init()
window_size_x = 400
window_size_y = 300
cursor_x = (window_size_x/2)
cursor_y = (window_size_y/2)

pygame.mouse.set_visible(1)
screen = pygame.display.set_mode((window_size_x, window_size_y))
pygame.display.set_caption("City Simulation")

scroll_speed = 3
border = 50
map_pos_x = 0
map_pos_y = 0

std_map = map.map()
std_map.load_map("map/","std_map.xml")
std_map.set_window_size(window_size_x, window_size_y)

pygame.time.set_timer(USEREVENT+1, 16)
pygame.time.set_timer(USEREVENT+2, 16)
while True:
	for event in pygame.event.get():
		if event.type == QUIT:
			quit()
		if event.type == KEYDOWN:
			if event.key == K_ESCAPE:
				quit()
		if event.type == MOUSEBUTTONDOWN and event.button == 1:
			print "pressed"