def init(self):
        self.mainGame = mainGame.game
        self.map_editor = mapGen.mapGen()

        self.gHeight = self.height / 20
        self.tCount = 0
        # game state
        self.gState = "splash"
        # Menu states
        self.menuStates = [
            'menu_playGame', 'menu_createLevel', 'menu_createBG',
            'menu_leaveGame'
        ]
        self.menuState = 0

        # All other images in a dictionary
        self.scaledImages = {}
        self.rawImgs = {}

        # loading screen
        img = pygame.image.load(
            "D:/Coursework/15-112 (CS)/Term Project/Ninja Side-Scroller/loadingScreen.jpg"
        )
        self.rawImgs['loading'] = img
        self.scaledImages['loading'] = pygame.transform.scale(img, (1280, 720))

        # splash screen
        img = pygame.image.load(
            "D:/Coursework/15-112 (CS)/Term Project/Ninja Side-Scroller/splashScreen2.png"
        )
        self.rawImgs['splash'] = img
        self.scaledImages['splash'] = pygame.transform.scale(img, (1280, 720))

        # menu (selection: play)
        img = pygame.image.load("../Level images/menu_playGame.png")
        self.rawImgs['menu_playGame'] = img
        self.scaledImages['menu_playGame'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: create level)
        img = pygame.image.load("../Level images/menu_createLevel.png")
        self.rawImgs['menu_createLevel'] = img
        self.scaledImages['menu_createLevel'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: create BG)
        img = pygame.image.load("../Level images/menu_createBG.png")
        self.rawImgs['menu_createBG'] = img
        self.scaledImages['menu_createBG'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: leave game)
        img = pygame.image.load("../Level images/menu_leaveGame.png")
        self.rawImgs['menu_leaveGame'] = img
        self.scaledImages['menu_leaveGame'] = pygame.transform.scale(
            img, (1280, 720))
Example #2
0
from mapGen import mapGen
from windAnalyser import windAnalyser
import argparse

#---------------------#
#------ Parser -------#

parser=argparse.ArgumentParser(description="Analyse a picture and apply a uniform wind to the coasts, hence giving the resulting local wind.")
parser.add_argument('picture', metavar='Picture', nargs='?', type=str, help='The picture to analyse')

parser.add_argument('-o','--output',metavar='OUT', dest='output', type=str, default='a.bmp', help='where the resulting image will be saved')
parser.add_argument('-v','--verbose', dest='debug', action='store_true', default=False, help='be verbose')

parser.add_argument('-c','--config', metavar='CONF', dest='config', nargs=1, type=str, help='config file to load')

parser.add_argument('-g','--generate', dest='generate', action='store_true', default=False, help='generate a random map')
parser.add_argument('--genCoast_size', metavar='SIZE', dest='genCoast_size', nargs=2, type=int, default=(420,420), help='size of the generated map')
parser.add_argument('--genCoast_mode', metavar='MODE',dest='genCoast_mode', nargs=1, type=str,default='RGB', help='color mode of the generated map')
parser.add_argument('--genCoast_iter', metavar='ITER', dest='genCoast_iter', nargs=1, type=int,default=5, help='number of iteration the coast generation will do')
parser.add_argument('--genCoast_scatter', metavar='SCATTER', dest='genCoast_scatter', nargs=1, type=int,default=20, help='percentage of randomness in the scattering')

args = parser.parse_args()

if args.generate: im=mapGen(args.genCoast_mode,args.genCoast_size,genCoast_iter=args.genCoast_iter,genCoast_scatter=args.genCoast_scatter)
else: im=Image.open(args.picture)

wind=(21,5)
windAnalyser(im,wind)

im.save(args.output,'bmp')
Example #3
0
    def init(self, state="splash"):
        self.hero = ninja.Ninja()
        self.map_editor = mapGen.mapGen()
        self.bgEditor = bgGen.bgGen()
        self.gHeight = self.height / 20
        self.tCount = 0
        self.levelList = []
        self.currLevelName = None
        self.pause = 0
        self.gravity = 4
        self.levelState = "play"  # play, victory, defeat
        # game state
        self.gState = state
        self.scrollX = 0
        self.scrollY = 0
        # creating emtpy screen list
        self.screenObjList = [[0 for i in range((1280 * 5) // 50)]
                              for j in range(720 // 50)]
        # Menu states
        self.menuStates = [
            'menu_playGame', 'menu_createLevel', 'menu_createBG',
            'menu_leaveGame'
        ]
        self.menuState = 0
        self.playMenuStates = [
            'play_newGame', 'play_autoGen', 'play_loadLevel', 'play_backToMenu'
        ]

        # Music for menu
        pygame.mixer.music.load("../Music/menu.wav")
        pygame.mixer.music.play(-1)

        # All other images in a dictionary
        self.scaledImages = {}
        self.rawImgs = {}

        # GUI Text buttons. Each button maps to start cell and length in cells
        self.buttons = {}

        # dev variables
        self.showGrid = False
        self.showPath = False

        # wall
        img = pygame.image.load("../Level images/basic wall.png")
        self.rawImgs['wall'] = img
        self.scaledImages['wall'] = pygame.transform.scale(img, (50, 50))

        # floor
        img = pygame.image.load("../Level images/floor 1.png")
        self.rawImgs['floor'] = img
        self.scaledImages['floor'] = pygame.transform.scale(img, (50, 50))

        # spike
        img = pygame.image.load("../Level images/spike.png")
        self.rawImgs['spike'] = img
        self.scaledImages['spike'] = pygame.transform.scale(img, (50, 50))

        # delete
        img = pygame.image.load("../Level images/delete.png")
        self.rawImgs['delete'] = img
        self.scaledImages['delete'] = pygame.transform.scale(img, (50, 50))

        # loading screen
        img = pygame.image.load("../loadingScreen.jpg")
        self.rawImgs['loading'] = img
        self.scaledImages['loading'] = pygame.transform.scale(img, (1280, 720))

        # splash screen
        img = pygame.image.load("../splashScreen2.png")
        self.rawImgs['splash'] = img
        self.scaledImages['splash'] = pygame.transform.scale(img, (1280, 720))

        # scroll2
        img = pygame.image.load("../Level images/scroll2.png")
        self.rawImgs['scroll2'] = img
        self.scaledImages['scroll2'] = pygame.transform.scale(img, (600, 720))

        # menu (selection: play)
        img = pygame.image.load("../Level images/menu_playGame.png")
        self.rawImgs['menu_playGame'] = img
        self.scaledImages['menu_playGame'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: create level)
        img = pygame.image.load("../Level images/menu_createLevel.png")
        self.rawImgs['menu_createLevel'] = img
        self.scaledImages['menu_createLevel'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: create BG)
        img = pygame.image.load("../Level images/menu_createBG.png")
        self.rawImgs['menu_createBG'] = img
        self.scaledImages['menu_createBG'] = pygame.transform.scale(
            img, (1280, 720))

        # menu (selection: leave game)
        img = pygame.image.load("../Level images/menu_leaveGame.png")
        self.rawImgs['menu_leaveGame'] = img
        self.scaledImages['menu_leaveGame'] = pygame.transform.scale(
            img, (1280, 720))

        # play menu (selection: new game)
        img = pygame.image.load("../Level images/play_newGame.png")
        self.rawImgs['play_newGame'] = img
        self.scaledImages['play_newGame'] = pygame.transform.scale(
            img, (1280, 720))

        # play menu (selection: auto gen)
        img = pygame.image.load("../Level images/play_autoGen.png")
        self.rawImgs['play_autoGen'] = img
        self.scaledImages['play_autoGen'] = pygame.transform.scale(
            img, (1280, 720))

        # play menu (selection: load level)
        img = pygame.image.load("../Level images/play_loadLevel.png")
        self.rawImgs['play_loadLevel'] = img
        self.scaledImages['play_loadLevel'] = pygame.transform.scale(
            img, (1280, 720))

        # play menu (selection: back to game)
        img = pygame.image.load("../Level images/play_backToMenu.png")
        self.rawImgs['play_backToMenu'] = img
        self.scaledImages['play_backToMenu'] = pygame.transform.scale(
            img, (1280, 720))

        # victory image
        img = pygame.image.load("../Level images/victory.png")
        self.rawImgs['victory'] = img
        self.scaledImages['victory'] = pygame.transform.scale(img, (975, 675))

        # defeat image
        img = pygame.image.load("../Level images/defeat.png")
        self.rawImgs['defeat'] = img
        self.scaledImages['defeat'] = pygame.transform.scale(img, (975, 675))

        self.generateLevelImage()
Example #4
0
    if val == terrains["borders"]:
        return 0
    print val
    raise ValueError


def colorVector(val):
    return (val % 255, val % 255, val % 255)


#################
# Test
#################
if __name__ == "__main__":
    args = sys.argv
    if len(args) > 1 and args[1] == "test":
        im = mapGen("RGB", (500, 500))
        dr_im = ImageDraw.Draw(im)
        # 		table=windAnalyser(im,(21,7))
        # 		for i in table:
        # 			print i
        # 		a=vector(1,2)
        # 		b=vector([1,5])
        # 		print a,b
        for i in xrange(1, 101):
            for j in xrange(1, 101):
                windVector([i * 10, j * 10], (i + j) * 25, (i + j) * 10).write(dr_im)
        # 		print c
        # 		c.write(dr_im)
        im.show()