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))
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')
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()
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()