Example #1
0
    def __init__(self, arbalet, sim_height, sim_width):
        Thread.__init__(self)
        self.arbalet = arbalet
        self.sim_width = sim_width
        self.sim_height = sim_height
        self.border_thickness = 1
        self.cell_height = sim_width / arbalet.width
        self.cell_width = sim_height / arbalet.height
        self.rate = Rate(arbalet.config['refresh_rate'])

        display.set_caption("Arbalet simulator", "Arbalet")
        if get_extended():
            try:
                self.icon = load_extended(join(dirname(__file__), 'icon.png'))
            except error:
                raise
            else:
                display.set_icon(self.icon)

        environ['SDL_VIDEO_CENTERED'] = '1'
        print("Launching simulator %dx%d " % (self.sim_width, self.sim_height))
        with self.arbalet.sdl_lock:
            self.display = display.set_mode([self.sim_width, self.sim_height],
                                            0, 32)

        self.running = False
        self.start()
Example #2
0
    def __initialize_window(self):
        self.running = False
        init()

        display.set_icon(image.load(read_preferences().get_logo_image()))

        display.set_caption(read_preferences().get_title())
Example #3
0
    def __init__(self, state):
        """
			Args:
				state ('dict of class:Pokemon'): A dictionary with all the
												 information needed to display
												 the a battle.
					Note: This dict have as key: "Ally_0", "Ally_1", "Foe_0"
						  and "Foe_1" with the corresponding pokemon as a value.

			Action:
				Create and execute a window where the 'state' of a  battle
				is displayed.
		"""
        pygame.init()
        width, height = Display_Config['BATTLE_SIZE']
        height += Display_Config['LOG_SIZE'][1]
        height += Display_Config['SELECT_SIZE'][1]
        if state['use_agent'] and Display_Config['VISUALIZE_AGENT_INFO']:
            width *= 2
        SCREEN_SIZE = (width, height)
        self.SCREEN = display.set_mode(scale(SCREEN_SIZE))

        display.set_icon(load_image(Directory['ICON_FILE']))
        display.set_caption(Display_Config['TITLE'])

        self.battle = Battle_display(state)
        self.dialog = Dialog_display()
        self.select = Selection_Manager(state)
        self.visualize_items = [self.battle, self.dialog, self.select]

        if Display_Config["PLAY_MUSIC"]: Song().play()

        if state['use_agent'] and Display_Config['VISUALIZE_AGENT_INFO']:
            self.visualize_items.append(Stats_display(state))
            self.visualize_items.append(Moves_display(state))
Example #4
0
def init() -> None:
    pygame.init()
    
    global g_surface
    g_surface = pgdisplay.set_mode((670, 600))
    pgdisplay.set_caption("Violin Note Practice")
    pgdisplay.set_icon(pgimage.load("./data/Images/treble_clef.png"))
Example #5
0
 def run(self):
     icon = image.load("Icon.png")
     display.set_icon(icon)
     self.__window = display.set_mode(SIZE)
     display.set_caption("Twenty Nine")
     self.__window.fill(COLOURS.get('BOARD'))
     display.flip()
     while True:
         r, w, x = select(self.__read, self.__write, self.__error, 0)
         for f in r:
             if f is self.__listener:
                 data = receive(f)
                 if data:
                     print data
                     if data[0] == "ID":
                         self.__ID = int(data[1])
                     if data[0] == "Cards":
                         print data[1]
         event = pyevent.poll()
         if event.type == QUIT:
             self.__Quit()
             break
         elif event.type == KEYDOWN:
             if event.key == K_ESCAPE:
                 self.__Quit()
                 break
             else:
                 send(self.__listener, chr(event.key))
         elif event.type == MOUSEBUTTONDOWN:
             print event
Example #6
0
def help_window():
    global run_help
    size = [1000, 720]
    screen = display.set_mode(size)
    display.set_caption("Help")
    display.set_icon(pygame.image.load("images/help/help.png"))

    clock = pygame.time.Clock()
    fps = 60

    x = 880
    y = 600
    image_ok_global = pygame.image.load("images/help/ok.png")
    image_ok = pygame.transform.scale(image_ok_global, (110, 110))

    # mixer.music.load("images/audio/music.mp3")
    # mixer.music.play()

    image_global = pygame.image.load("images/help/asteroid.jpg")
    image = pygame.transform.scale(image_global, (size))

    font = pygame.font.SysFont("arial", 20)
    text1 = font.render("Hello. The rules of the game are as follows:", True,
                        (255, 255, 255))
    text2 = font.render("1. You have 3 lives", True, (255, 255, 255))
    text3 = font.render(
        "2. You have to catch meteorites with the numbers you choose", True,
        (255, 255, 255))
    text4 = font.render("3. To catch, left-click on the meteorite", True,
                        (255, 255, 255))
    text5 = font.render(
        "4. If not guessed, the planet explodes, if a meteorite with the correct number falls to earth, it also explodes",
        True, (255, 255, 255))
    text6 = font.render("5. each correct answer +1 point", True,
                        (255, 255, 255))
    run_help = True
    while run_help:
        screen.blit(image, (0, 0))
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run_help = False
                pygame.quit()
                quit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                position = pygame.mouse.get_pos()
                if position[0] >= x and position[1] >= y:
                    if position[0] <= x + 110 and position[1] <= y + 110:
                        run_help = False
                        # game_intro()
        screen.blit(text1, (0, 0))
        screen.blit(text2, (0, 30))
        screen.blit(text3, (0, 60))
        screen.blit(text4, (0, 90))
        screen.blit(text5, (0, 120))
        screen.blit(text6, (0, 150))
        screen.blit(image_ok, (x, y))
        clock.tick(fps)
        display.update()
    game_intro()
Example #7
0
    def __init__(self,width,height,title=DEFAULT_TITLE,display_color=DEFAULT_COLOR,icon=DEFAULT_ICON_PATH):

        display.set_mode([width,height])
        display.set_caption(title)
        display.set_icon(image.load(icon))
        
        self.__display = display.get_surface()
        self.__color = display_color
        self.drawDisplay()
    def init(cls):
        init()
        os.environ['SDL_VIDEO_CENTERED'] = "{!s},{!s}".format(0, 0)
        display.set_icon(
            image.load(os.path.join(os.getcwd(), 'data', 'favicon.png')))
        display.set_caption("WorldBuilding")
        display.set_mode((ANCHO, ALTO), SCALED)

        cls.contents = LayeredUpdates()
Example #9
0
    def init_screen(self):
        screen_info = display.Info()
        self.desktop_width = screen_info.current_w
        self.desktop_height = screen_info.current_h

        self.get_screen_size()
        display.set_icon(load_image(self.main_path, 'iancraft.ico',
            convert=False))
        self.screen = display.set_mode((self.sw, self.sh), self.flags)
        display.set_caption('IanCraft')
Example #10
0
def init():
    state = 0
    display.init()
    font.init()
    settings = load_settings_file()
    screen = display.set_mode(settings.frame_resolution, DOUBLEBUF)
    display.set_caption("beeSim")
    display.set_icon(game_icon)

    return state, screen, settings
Example #11
0
 def __init__(self):
     init()
     set_caption('BomberMan')
     set_icon(load('Resources\images\icon.png'))
     self.fps = 60
     self.screen = set_mode((1024, 768))
     self.bg_color = Color('#153515')
     self.load_images()
     self.btns = [(70, 490, 182, 552), (70, 555, 334, 602), (70, 620, 351, 681), (70, 685, 168, 733)]
     self.checked_btn = 0
     self.reload()
     self.cycle()
Example #12
0
    def play(self, caption="sc8pr", icon=None, mode=True):
        "Initialize pygame and run the main drawing / event handling loop"

        # Initialize
        pygame.init()
        self._clock = pygame.time.Clock()
        pygame.key.set_repeat(400, 80)
        _pd.set_caption(caption)
        try:
            try: icon = pygame.image.load(icon)
            except: icon = Image.fromBytes(sc8prData("alien")).image 
            _pd.set_icon(icon)
        except: logError()
        w, h = self._size
        self._fixedAspect = w / h
        mode = self._pygameMode(mode)
        self._mode = mode
        self.image = _pd.set_mode(self._size, mode)
        self.key = None
        self.mouse = pygame.event.Event(pygame.USEREVENT,
            code=None, pos=(0,0), description="Sketch startup")

        # Run setup
        try:
            if hasattr(self, "setup"): self.setup()
            else:
                main = sys.modules["__main__"]
                if hasattr(main, "setup"): main.setup(self)
        except: logError()

        # Drawing/event loop
        while not self.quit:
            try:
                self.frameCount += 1
                br = self.dirtyRegions
                flip = br is None
                self.draw()
                if not flip:
                    br += self.dirtyRegions
                    flip = self._largeArea()
                self._clock.tick(self.frameRate)
                if flip: _pd.flip()
                else: _pd.update(br)
                if self.capture is not None: self.capture.capture(self)
                if self.ondraw: self.ondraw()
                self._evHandle()
            except: logError()

        pygame.quit()
        mod = sys.modules.get("sc8pr.text")
        if mod: mod.Font.dumpCache()
        return self
Example #13
0
    def __init__(self): 
        Fretboard.__init__(self) 
        display.set_caption("Fretboard Trainer") 
        screen.fill((221, 237, 128)) 
        
        self.icon = pygame.image.load(path + 'img\\' + 'guitar.png') 
        display.set_icon(self.icon)

        self.noteIndex = -1
        Game.make_quiz(self)

        self.score = 0
        self.time = [5,0]
Example #14
0
 def init(cls):
     init()
     os.environ['SDL_VIDEO_CENTERED'] = "{!s},{!s}".format(0, 0)
     try:
         icon = image.load(
             os.path.join(os.getcwd(), 'lib', 'frontend', 'icon.png'))
     except error:
         icon = image.load(os.path.join(os.getcwd(), 'frontend',
                                        'icon.png'))
     icon.set_colorkey((255, 255, 255, 0))
     display.set_icon(icon)
     display.set_caption("PMCDB: PyMavisCustomDatabase v0.2.2")
     display.set_mode((ANCHO, ALTO))
     cls.contents = LayeredUpdates()
Example #15
0
 def Board(self):
     init()
     self.__screen = display.set_mode((850,900))
     self.__players = [image.load(resource_path("assets/img/Player_White.png")),image.load(resource_path("assets/img/Player_Black.png"))]
     self.__Options = image.load(resource_path("assets/img/Player_Possible_move.png"))
     self.__font = font.Font(resource_path('assets/fonts/SF-Compact-Rounded-Regular.otf'),24)
     self.__won,self.__lost = self.__font.render("WON",True,(255,255,255)),self.__font.render("LOST",True,(255,255,255))
     display.set_caption("Reversi")
     display.set_icon(image.load(resource_path("assets/img/Icon.ico")))
     self.__screen.blits([(image.load(resource_path("assets/img/Board.png")),(0,0)),(self.__players[0],self.__Board[3][3][:2]),(self.__players[1],self.__Board[3][4][:2]),(self.__players[1],self.__Board[4][3][:2]),(self.__players[0],self.__Board[4][4][:2])])
     self.__Board[3][3][2],self.__Board[3][4][2],self.__Board[4][3][2],self.__Board[4][4][2]= 1,2,2,1
     shadow = self.__font.render("HUMAN", True, (255,255,255,255))
     self.__screen.blit(shadow,(23.7,23))
     self.Options()
     self.listen()
Example #16
0
    def __init__(self):
        display.init()
        font.init()
        mixer.init(buffer=0)
        self.screen_size = [800, 500]
        self.surface = display.set_mode(self.screen_size)

        life_image = image.load(Utils.get_path("image/icon.png")).convert_alpha()
        display.set_icon(life_image)
        display.set_caption("Ping Pong")
        display.set_icon(life_image)

        self.theme_sound = mixer.Sound(Utils.get_path("sound/menu-screen-theme.wav"))
        self.theme_sound.set_volume(0.25)
        if Setting.MUSIC:
            self.theme_sound.play(-1)

        self.switch_screen(Setting.MENU_SCREEN)
Example #17
0
    def open(self):
        # Create the Window, load its title, icon
        environ['SDL_VIDEO_CENTERED'] = '1'

        self.sim_width = self.width * self.CELL_WIDTH
        self.sim_height = self.height * self.CELL_HEIGHT
        self.border_thickness = 2
        path_icon = join(realpath(dirname(__file__)), "icon.png")
        icon = image.load(path_icon)
        self.display = display.set_mode((self.sim_width, self.sim_height), 0,
                                        32)
        display.set_caption(
            "Arbalet Frontage simulator [{}x{}]".format(
                self.height, self.width), "Arbalet")
        display.set_icon(icon)
        display.update()

        self.opened = True
Example #18
0
    def __init__(self, screen1, screen2):
        self.screen1 = screen1
        self.screen2 = screen2

        self.is_round_over = None
        self.is_game_over = None

        self.win_round_player = None
        self.win_game_player = None
        self.players_names = None

        # Score
        self.font = None
        self.score1_value = None
        self.score2_value = None

        self.score1_x = None
        self.score1_y = None

        self.score2_x = None
        self.score2_y = None

        # Game Over
        self.game_over_font = None

        # Round Over
        self.round_over_font = None

        # Game
        self.flag_game_over = None

        # Gravity
        self.gravity = None

        # Background
        self.background2 = None
        self.background1 = None

        # Caption and Icon
        display.set_caption("Игра Трясунчик")
        icon = image.load('./Media/Images/ufo.png')
        display.set_icon(icon)
Example #19
0
    def __init__(self):
        display.init()
        font.init()
        mixer.init(buffer=0)
        self.screen_size = [800, 500]
        self.surface = display.set_mode(self.screen_size)

        life_image = image.load(
            Utils.get_path('image/icon.png')).convert_alpha()
        display.set_icon(life_image)
        display.set_caption('Ping Pong')
        display.set_icon(life_image)

        self.theme_sound = mixer.Sound(
            Utils.get_path('sound/menu-screen-theme.wav'))
        self.theme_sound.set_volume(0.25)
        if Setting.MUSIC:
            self.theme_sound.play(-1)

        self.switch_screen(Setting.MENU_SCREEN)
Example #20
0
    def grid_init(self):
        self.screen.fill((50, 0, 0))
        self.screen.blit(self.background_img, (0, general.IMG_Y_SHIFT))
        display.set_caption("Fighting Corona Virus                              #STAY_HOME_STAY_SAFE")
        display.set_icon(self.icon)

        score = self.screen_font.render("Quarantine Days: {}".format(self.quarantine_days), True, (255, 255, 225))
        self.screen.blit(score, (self.quarantine_days_X, self.quarantine_days_Y))

        sprayer = self.screen_font.render("Sprayer: {}".format(self.sprayer_nums), True, (255, 255, 225))
        self.screen.blit(sprayer, (self.sprayer_X, self.sprayer_Y))

        dist = self.dist_font.render("|-- Social Distance --|", True, (255, 255, 225))
        self.screen.blit(dist, (self.distance_X, self.distance_Y))

        infection = self.screen_font.render("Number of Infected People: {}".format(self.infection_nums), True,
                                            (255, 255, 225))
        self.screen.blit(infection, (self.infection_X, self.infection_Y))

        for key, value in self.buildings.items():
            self.screen.blit(value['image'], value['origin'] + (0, general.IMG_Y_SHIFT))
            self.screen.blit(value['guard'], value['origin'] + (0, general.IMG_Y_SHIFT))
Example #21
0
def main():
	global c
	display.set_caption('lemon operating language')
	try:
		icon = image.load('icon32x32.png')
		display.set_icon(icon)
	except:
		pass

	fix_keyboard()
	change_font_size()

	c = lemon_client.Client(thread_message_signal, send_thread_message)
	keybindings.setup(c)

	initial_resize()
	c.after_start()

	if args.no_timers:
		args.dontblink = True
	else:
		pygame.time.set_timer(pygame.USEREVENT, 777) #poll for SIGINT once in a while

	reset_cursor_blink_timer()

	try:
		if args.profile:
			import cProfile
			cProfile.run('mainloop()', filename="lemon.profile")
		else:
			mainloop()
	#	except KeyboardInterrupt() as e:
	#		pygame.display.iconify()
	#		raise e
	except Exception as e:
		#log(e),pass
		pygame.display.iconify()
		raise
Example #22
0
def hide(screen):
    paint_screen(screen, gl.BLACK)
    set_icon(pygame.image.load(gl.DATA_DIR + "imgv-icon-blank.png"))
    normal_cursor()
    while 1:
        event = pygame.event.poll()
        pygame.time.wait(150)
        check_quit(event)
        if event.type == KEYDOWN and event.key not in (K_LALT, K_RALT, K_LCTRL, K_RCTRL, K_TAB):
            if gl.CORRECT_PASSWORD.lower() not in ("none", None):
                pw = ask(screen, "Password")
                if pw == gl.CORRECT_PASSWORD:
                    break
                else:
                    show_message(screen, "Incorrect Password", (150), 24, ("bold", "transparent"))
                    show_message(screen, "Press any key to try again", (175), 12, ("bold", "transparent"))
                    f = open(gl.DATA_DIR + "security.log", "a")
                    f.write("Password failure: %s\n" % ctime())
                    f.close()
                    continue
            else:
                break
    set_icon(pygame.image.load(gl.DATA_DIR + "imgv-icon.png"))
Example #23
0
def main():

    #---- Prepare

    # Game field size
    SCREEN_W, SCREEN_H = (640, 420)

    # Shape drag machine states
    (ST_MOVE, ST_ROTATE, ST_NONE) = range(3)
    state = ST_NONE

    # Setup game window
    display.set_caption(TITLE)
    display.set_icon(image.load('pytang.bmp'))

    # Create and setup game field
    screen = display.set_mode((SCREEN_W, SCREEN_H))
    screen.fill(BACKGROUND_COLOR)

    # Create a game field copy for internal purposes
    background = screen.copy()

    # Game objects - different shapes
    shapes = [
        Triangle((0, 0), (60, 60), (0, 120)),
        Triangle((0, 0), (60, 0), (30, 30)),
        Triangle((60, 0), (120, 0), (120, 60)),
        Triangle((0, 120), (60, 60), (120, 120)),
        Triangle((60, 60), (90, 30), (90, 90)),
        Parallelogram((60, 0), (90, 30), (60, 60)),
        Parallelogram((90, 30), (120, 60), (120, 120))
    ]

    # Game object bounding rectangles as a dictionary,
    # where key is the game object instance, and
    # the appropriate value is it's bounding rectangle
    frames = {}

    # Each shape is located in a separate cell of the game field
    # at first time. The game field is divided by 3 rows and
    # 3 columns, ergo, 3 x 3 = 9 cells.

    # One cell size
    CELL_SIZE = (SCREEN_W / 3, SCREEN_H / 3)

    # Shapes initial locations as (column, row) tuples.
    locations = ((0, 0), (1, 0), (2, 1), (2, 2), (0, 1), (0, 2), (2, 0))

    if DRAFT_MODE:
        draw_shape = _draw_shape_draft
    else:
        draw_shape = _draw_shape_filled

    # Move shapes to the initial locations
    for i in range(len(shapes)):
        shapes[i].move_to([(locations[i][coord] + 0.5) * CELL_SIZE[coord]
                           for coord in (0, 1)])
        frames[shapes[i]] = draw_shape(screen, shapes[i])

    #---- Event loop

    do_exit = False

    # Shape object which is moving or rotating now
    active_shape = None
    # Mouse previous position, is valid when some shape
    # is rotating or moving
    prev_pos = None

    while not do_exit:

        display.flip()

        for ev in event.get():

            # Game is over - user close main window
            if ev.type == QUIT:
                do_exit = True
                break

            # Mouse button is push down:
            # user wants to move or rotate one of the shapes

            elif (ev.type == MOUSEBUTTONDOWN) and (state == ST_NONE):

                touchpoint = mouse.get_pos()

                # Search for the first shape including
                # the mouse button down point.

                for shape in shapes:

                    if shape.include(touchpoint):

                        active_shape = shape
                        prev_pos = touchpoint

                        # If the touchpoint is laying inside the
                        # inner circle, the shape s.b. moved;
                        # the shape s.b. rotated otherwise
                        if (distance(touchpoint, shape.get_ref_point()) <=
                                shape.get_r_inner()):
                            state = ST_MOVE
                        else:
                            state = ST_ROTATE

                        # Take the active shape from the shapes
                        # common list,
                        # draw other shapes on the background surface.

                        shapes.remove(active_shape)
                        background.fill(BACKGROUND_COLOR)
                        for shape in shapes:
                            draw_shape(background, shape)

                        break

            # Mouse button is up: shape moving/rotating is done

            elif (ev.type == MOUSEBUTTONUP) and (state != ST_NONE):
                shapes.append(active_shape)
                active_shape = None
                state = ST_NONE

            # Mouse is moving. If the mouse button is down
            # (i.e. if we are in ST_MOVE or ST_ROTATE state),
            # the active shape s.b. moved or rotated.

            elif (ev.type == MOUSEMOTION) and (state != ST_NONE):

                screen.blit(background, frames[active_shape].topleft,
                            frames[active_shape])

                curr_pos = mouse.get_pos()

                if state == ST_MOVE:
                    active_shape.move_by(vectorAB(prev_pos, curr_pos))
                else:
                    active_shape.rotate(
                        inclination(active_shape.get_ref_point(), curr_pos) -
                        inclination(active_shape.get_ref_point(), prev_pos))

                prev_pos = curr_pos
                frames[active_shape] = draw_shape(screen, active_shape)

    # Game is over, print shapes location if needed
    if PRINT_OUT:
        for i in range(len(shapes)):
            print "Shape %u vertices:" % (i, )
            for vertex in shapes[i].get_vertices():
                print "\t (%.2f, %.2f)" % vertex
Example #24
0
pg.font.init()
quicksand80 = pg.font.SysFont("quicksand", 80)
notomono35 = pg.font.SysFont("notomono", 35)
notomono30_italic = pg.font.SysFont("notomono", 30, italic=True)
quicksand22 = pg.font.SysFont("quicksand", 22)
quicksand22b = pg.font.SysFont("quicksand", 22, bold=True)
notomono22 = pg.font.SysFont("notomono", 22)
quicksand20 = pg.font.SysFont("quicksand", 20, bold=True)
quicksand20n = pg.font.SysFont("quicksand", 20)
quicksand16 = pg.font.SysFont('quicksand', 16, italic=True)
notomono20_italic = pg.font.SysFont("notomono", 20, italic=True)

# Textos do Menu Inicial:

display.set_caption('NEO PLAYER')
display.set_icon(player_icon)
player = quicksand80.render('{ NEO PLAYER }', True, (220, 220, 220))
player3 = quicksand80.render('{ NEO PLAYER }', True, (0, 0, 180))
player2 = quicksand80.render('{ NEO PLAYER }', True, (0, 0, 0))
author = quicksand16.render('by $Neo', True, (255, 255, 255))
loading = quicksand22b.render('Loading . . .', True, (0, 250, 0))
loading2 = quicksand22b.render('Loading . . .', True, (0, 0, 0))
capa = transform.scale(image.load('./assets/player_back.jpg'), (1720, 720))

#---------- Função "música tocando" -----------#


def playing(i):
	v = 1
	color_change = n = 0
	img_alpha_change = 1
class GLDisplayContext(object):
    def __init__(self):
        self.reset()

    def getWindowSize(self):
        w, h = (config.settings.windowWidth.get(),
                config.settings.windowHeight.get())
        return max(20, w), max(20, h)

    def displayMode(self):
        return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF

    def reset(self):
        pygame.key.set_repeat(500, 100)

        try:
            display.gl_set_attribute(pygame.GL_SWAP_CONTROL,
                                     config.settings.vsync.get())
        except Exception, e:
            logging.warning('Unable to set vertical sync: {0!r}'.format(e))

        display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)

        d = display.set_mode(self.getWindowSize(), self.displayMode())
        try:
            pygame.scrap.init()
        except:
            logging.warning('PyGame clipboard integration disabled.')

        display.set_caption('MCEdit ~ ' + release.get_version(), 'MCEdit')
        if sys.platform == 'win32' and config.settings.setWindowPlacement.get(
        ):
            config.settings.setWindowPlacement.set(False)
            config.save()
            X, Y = config.settings.windowX.get(), config.settings.windowY.get()

            if X:
                w, h = self.getWindowSize()
                hwndOwner = display.get_wm_info()['window']

                flags, showCmd, ptMin, ptMax, rect = mcplatform.win32gui.GetWindowPlacement(
                    hwndOwner)
                realW = rect[2] - rect[0]
                realH = rect[3] - rect[1]

                showCmd = config.settings.windowShowCmd.get()
                rect = (X, Y, X + realW, Y + realH)

                mcplatform.win32gui.SetWindowPlacement(
                    hwndOwner, (0, showCmd, ptMin, ptMax, rect))

            config.settings.setWindowPlacement.set(True)
            config.save()
        elif sys.platform == 'linux2' and mcplatform.hasXlibDisplay:
            # Looks like KDE need to loose time or to instanciate Xlib atoms to get the right window to place at screen
            # Keep this code untill the end of the 'for windowID in windowIDs' loop
            dis = mcplatform.Xlib.display.Display()
            root = dis.screen().root
            windowIDs = root.get_full_property(
                dis.intern_atom('_NET_CLIENT_LIST'),
                mcplatform.Xlib.X.AnyPropertyType).value
            for windowID in windowIDs:
                window = dis.create_resource_object('window', windowID)
                name = window.get_wm_name()  # Title
                pid = window.get_full_property(
                    dis.intern_atom('_NET_WM_PID'),
                    mcplatform.Xlib.X.AnyPropertyType)  # PID

            dis = mcplatform.Xlib.display.Display()
            dRoot = dis.screen().root
            win = dRoot.get_full_property(
                dis.intern_atom('_NET_ACTIVE_WINDOW'),
                mcplatform.Xlib.X.AnyPropertyType).value[0]
            win = dis.create_resource_object('window', win)
            win.configure(x=config.settings.windowX.get(),
                          y=config.settings.windowY.get())
            #            self.win = win
            dis.sync()

        try:
            iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception, e:
            logging.warning('Unable to set icon: {0!r}'.format(e))
class GLDisplayContext(object):
    def __init__(self, splash=None):
        self.reset(splash)

    @staticmethod
    def getWindowSize():
        w, h = (config.settings.windowWidth.get(),
                config.settings.windowHeight.get())
        return max(20, w), max(20, h)

    @staticmethod
    def displayMode():
        return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF

    def reset(self, splash=None):
        pygame.key.set_repeat(500, 100)

        try:
            display.gl_set_attribute(pygame.GL_SWAP_CONTROL,
                                     config.settings.vsync.get())
        except Exception, e:
            logging.warning('Unable to set vertical sync: {0!r}'.format(e))

        display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)

        wwh = self.getWindowSize()
        d = display.set_mode(wwh, self.displayMode())

        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        # textures are 256x256, so with this we can specify pixel coordinates
        GL.glMatrixMode(GL.GL_TEXTURE)
        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        if splash:
            swh = splash.get_size()
            x, y = (wwh[0] / 2 - swh[0] / 2, wwh[1] / 2 - swh[1] / 2)
            w, h = swh
            data = image.tostring(splash, 'RGBA', 1)
            GL.glWindowPos2d(x, y)
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glDrawPixels(w, h, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
                            numpy.fromstring(data, dtype='uint8'))
            display.flip()

        display.set_caption('MCEdit ~ ' + release.get_version(), 'MCEdit')
        if sys.platform == 'win32' and config.settings.setWindowPlacement.get(
        ):
            config.settings.setWindowPlacement.set(False)
            config.save()
            X, Y = config.settings.windowX.get(), config.settings.windowY.get()

            if X:
                hwndOwner = display.get_wm_info()['window']

                flags, showCmd, ptMin, ptMax, rect = mcplatform.win32gui.GetWindowPlacement(
                    hwndOwner)
                realW = rect[2] - rect[0]
                realH = rect[3] - rect[1]

                showCmd = config.settings.windowShowCmd.get()
                rect = (X, Y, X + realW, Y + realH)

                mcplatform.win32gui.SetWindowPlacement(
                    hwndOwner, (0, showCmd, ptMin, ptMax, rect))

            config.settings.setWindowPlacement.set(True)
            config.save()
        elif sys.platform == 'linux2' and mcplatform.hasXlibDisplay:
            dis = mcplatform.Xlib.display.Display()
            root = dis.screen().root
            windowIDs = root.get_full_property(
                dis.intern_atom('_NET_CLIENT_LIST'),
                mcplatform.Xlib.X.AnyPropertyType).value
            for windowID in windowIDs:
                window = dis.create_resource_object('window', windowID)
                name = window.get_wm_name()
                if "MCEdit ~ Unified" in name:
                    win = window
            win.configure(x=config.settings.windowX.get(),
                          y=config.settings.windowY.get())
            self.win = win
            dis.sync()

        try:
            iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception, e:
            logging.warning('Unable to set icon: {0!r}'.format(e))
                    window = dis.create_resource_object('window', windowID)
                    name = window.get_wm_name()
                    if "MCEdit ~ Unified" in name:
                        win = window
                win.configure(x=config.settings.windowX.get(), y=config.settings.windowY.get())
            except Exception, e:
                logging.debug('ERROR: Xlib could not find the MCEdit wondow object:')
                logging.debug('       %s'%e)
            self.win = win
            dis.sync()

        try:
            iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception, e:
            logging.warning('Unable to set icon: {0!r}'.format(e))

        self.display = d

        self.loadTextures()

    def getTerrainTexture(self, level):
        return self.terrainTextures.get(level.materials.name, self.terrainTextures["Alpha"])

    def loadTextures(self):
        self.terrainTextures = {}

        def makeTerrainTexture(mats):
            w, h = 1, 1
Example #28
0
def main():
    
    #---- Prepare
    
    # Game field size
    SCREEN_W, SCREEN_H = (640, 420)
    
    # Shape drag machine states
    (ST_MOVE, ST_ROTATE, ST_NONE) = range(3)
    state = ST_NONE
    
    # Setup game window
    display.set_caption(TITLE)
    display.set_icon(image.load('pytang.bmp'))
    
    # Create and setup game field
    screen = display.set_mode((SCREEN_W, SCREEN_H))
    screen.fill(BACKGROUND_COLOR)
    
    # Create a game field copy for internal purposes
    background = screen.copy()
    
    # Game objects - different shapes
    shapes = [
        Triangle((0, 0), (60, 60), (0, 120)),
        Triangle((0, 0), (60, 0), (30, 30)),
        Triangle((60, 0), (120, 0), (120, 60)),
        Triangle((0, 120), (60, 60), (120, 120)),
        Triangle((60, 60), (90, 30), (90, 90)),
        Parallelogram((60, 0), (90, 30), (60, 60)),
        Parallelogram((90, 30), (120, 60), (120, 120))
    ]
    
    # Game object bounding rectangles as a dictionary,
    # where key is the game object instance, and
    # the appropriate value is it's bounding rectangle
    frames = {}
    
    # Each shape is located in a separate cell of the game field
    # at first time. The game field is divided by 3 rows and
    # 3 columns, ergo, 3 x 3 = 9 cells.
    
    # One cell size
    CELL_SIZE = (SCREEN_W / 3, SCREEN_H / 3)
    
    # Shapes initial locations as (column, row) tuples.
    locations = (
        (0, 0), (1, 0), (2, 1),
        (2, 2), (0, 1), (0, 2),
        (2, 0)
    )
    
    if DRAFT_MODE:
        draw_shape = _draw_shape_draft
    else:
        draw_shape = _draw_shape_filled
    
    # Move shapes to the initial locations
    for i in range(len(shapes)):
        shapes[i].move_to(
            [
                (locations[i][coord] + 0.5) * CELL_SIZE[coord]
                for coord in (0, 1)
            ]
        )
        frames[shapes[i]] = draw_shape(screen, shapes[i])
    
    #---- Event loop
    
    do_exit = False
    
    # Shape object which is moving or rotating now
    active_shape = None
    # Mouse previous position, is valid when some shape
    # is rotating or moving
    prev_pos = None
    
    while not do_exit:
        
        display.flip()
        
        for ev in event.get():
            
            # Game is over - user close main window
            if ev.type == QUIT :
                do_exit = True
                break
            
            # Mouse button is push down:
            # user wants to move or rotate one of the shapes
            
            elif (ev.type == MOUSEBUTTONDOWN) and (state == ST_NONE):
                
                touchpoint = mouse.get_pos()
                
                # Search for the first shape including
                # the mouse button down point.
                
                for shape in shapes:
                    
                    if shape.include(touchpoint):
                        
                        active_shape = shape
                        prev_pos = touchpoint
                        
                        # If the touchpoint is laying inside the
                        # inner circle, the shape s.b. moved;
                        # the shape s.b. rotated otherwise
                        if (
                            distance(touchpoint, shape.get_ref_point())
                            <=
                            shape.get_r_inner()
                        ):
                            state = ST_MOVE
                        else:
                            state = ST_ROTATE
                        
                        
                        # Take the active shape from the shapes
                        # common list,
                        # draw other shapes on the background surface.
                        
                        shapes.remove(active_shape)
                        background.fill(BACKGROUND_COLOR)
                        for shape in shapes:
                            draw_shape(background, shape)
                        
                        break
            
            # Mouse button is up: shape moving/rotating is done
            
            elif (ev.type == MOUSEBUTTONUP) and (state != ST_NONE) :
                shapes.append(active_shape)
                active_shape = None
                state = ST_NONE
            
            # Mouse is moving. If the mouse button is down
            # (i.e. if we are in ST_MOVE or ST_ROTATE state),
            # the active shape s.b. moved or rotated.
            
            elif (ev.type == MOUSEMOTION) and (state != ST_NONE) :
                
                screen.blit(
                    background,
                    frames[active_shape].topleft, frames[active_shape]
                )
                
                curr_pos = mouse.get_pos()
                
                if state == ST_MOVE :
                    active_shape.move_by(vectorAB(prev_pos, curr_pos))
                else:
                    active_shape.rotate(
                        inclination(
                            active_shape.get_ref_point(), curr_pos
                        )
                        -
                        inclination(
                            active_shape.get_ref_point(), prev_pos
                        )
                    )
                
                prev_pos = curr_pos
                frames[active_shape] = draw_shape(screen, active_shape)
    
    # Game is over, print shapes location if needed
    if PRINT_OUT:
        for i in range(len(shapes)):
            print "Shape %u vertices:" % (i,)
            for vertex in shapes[i].get_vertices():
                print "\t (%.2f, %.2f)" % vertex
Example #29
0
from Npcs import Npc
from Bullet import Bullet
import math
import random
import sys

pygame.init()

screen = pygame.display.set_mode((1000, 600))

background = pygame.image.load('background.jpg')

## Set icons for games ##
pygame.display.set_caption("Space Invaders")
icon = pygame.image.load('spaceship.png')
set_icon(icon)
''' set player options '''
player_img = pygame.image.load('spaceship.png')
playerX = 500  # x position
playerY = 500  # y position
player1 = Npc(playerImg=player_img)
player_valx = 0
player_valy = 0

enemy_img = pygame.image.load('ufo.png')
enemy = Npc(playerImg=enemy_img)
enemyX = 500
enemyY = 50
enemy_valx = 0.3
enemy_valy = 30
Example #30
0
class GLDisplayContext(object):
    def __init__(self, splash=None, caption=("", "")):
        self.win = None
        self.reset(splash, caption=caption)

    @staticmethod
    def getWindowSize():
        w, h = (config.settings.windowWidth.get(), config.settings.windowHeight.get())
        return max(20, w), max(20, h)

    @staticmethod
    def displayMode():
        return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF

    def reset(self, splash=None, caption=("", "")):
        pygame.key.set_repeat(500, 100)

        try:
            display.gl_set_attribute(pygame.GL_SWAP_CONTROL, config.settings.vsync.get())
        except Exception, e:
            logging.warning('Unable to set vertical sync: {0!r}'.format(e))

        display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)

        if DEBUG_WM:
            print "config.settings.windowMaximized.get()", config.settings.windowMaximized.get()
        wwh = self.getWindowSize()
        if DEBUG_WM:
            print "wwh 1", wwh
        d = display.set_mode(wwh, self.displayMode())

        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        # textures are 256x256, so with this we can specify pixel coordinates
        GL.glMatrixMode(GL.GL_TEXTURE)
        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        display.set_caption(*caption)

        if mcplatform.WindowHandler:
            self.win = mcplatform.WindowHandler(mode=self.displayMode())

        # The following Windows specific code won't be executed if we're using '--debug-wm' switch.
        if not USE_WM and sys.platform == 'win32' and config.settings.setWindowPlacement.get():
            config.settings.setWindowPlacement.set(False)
            config.save()
            X, Y = config.settings.windowX.get(), config.settings.windowY.get()

            if X:
                hwndOwner = display.get_wm_info()['window']

                flags, showCmd, ptMin, ptMax, rect = mcplatform.win32gui.GetWindowPlacement(hwndOwner)
                realW = rect[2] - rect[0]
                realH = rect[3] - rect[1]

                showCmd = config.settings.windowShowCmd.get()
                rect = (X, Y, X + realW, Y + realH)

                mcplatform.win32gui.SetWindowPlacement(hwndOwner, (0, showCmd, ptMin, ptMax, rect))

            config.settings.setWindowPlacement.set(True)
            config.save()
        elif self.win:
            maximized = config.settings.windowMaximized.get()
            if DEBUG_WM:
                print "maximized", maximized
            if maximized:
                geom = self.win.get_root_rect()
                in_w, in_h = self.win.get_size()
                x, y = int((geom[2] - in_w) / 2), int((geom[3] - in_h) / 2)
                os.environ['SDL_VIDEO_CENTERED'] = '1'
            else:
                os.environ['SDL_VIDEO_CENTERED'] = '0'
                x, y = config.settings.windowX.get(), config.settings.windowY.get()
                wwh = self.win.get_size()
            if DEBUG_WM:
                print "x", x, "y", y
                print "wwh 2", wwh

        if splash:
            GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
            GL.glWindowPos2d(0, 0)
            back = Surface(wwh)
            back.fill((0, 0, 0))
            GL.glDrawPixels(wwh[0], wwh[1], GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
                            numpy.fromstring(image.tostring(back, 'RGBA'), dtype='uint8'))
            swh = splash.get_size()
            _x, _y = (wwh[0] / 2 - swh[0] / 2, wwh[1] / 2 - swh[1] / 2)
            w, h = swh
            data = image.tostring(splash, 'RGBA', 1)
            GL.glWindowPos2d(_x, _y)
            GL.glDrawPixels(w, h,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, numpy.fromstring(data, dtype='uint8'))

        if splash:
            display.flip()

        if self.win:
            if not maximized:
                wwh = self.getWindowSize()
            if DEBUG_WM:
                print "wwh 3", wwh
            self.win.set_position((x, y), update=True)
            if DEBUG_WM:
                print "* self.win.get_position()", self.win.get_position()

        try:
            iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception, e:
            logging.warning('Unable to set icon: {0!r}'.format(e))
wf = wave.open(WF_FILE_PATH, 'rb')

p = PyAudio()
# 设置声道频率并输出
stream = p.open(format=p.get_format_from_width(wf.getsampwidth()),
                channels=wf.getnchannels(),
                rate=wf.getframerate(),
                output=True)

# 窗口、音频数据初始化
data = wf.readframes(CHUNK)
init()
counter = 0
display.set_caption('Music Visualizer')
icon = image.load('./music_128px_1230638_easyicon.net.ico')
display.set_icon(icon)
screen = display.set_mode(WINDOW_SIZE, 0, 32)
# 在界面中显示当前播放的音乐文件名
font_surface, font_rect = set_title(FILENAME)
screen.blit(font_surface, font_rect, font_rect)
display.update()

np.seterr(divide='ignore', invalid='ignore')

while data:
    # 监听pygame事件保证模块正常工作
    event = py_event.poll()
    if event.type == QUIT:
        quit()
        break
Example #32
0
 def reset(cls):
     display.set_icon(
         image.load(os.path.join(os.getcwd(), 'data', 'favicon.png')))
     display.set_caption("WorldBuilding")
     display.set_mode((ANCHO, ALTO), SCALED)
     event.clear()
Example #33
0
from pygame.display import set_caption, set_icon, set_mode, get_surface, flip
from pygame.event import get
from constants import LEVEL_WIDTH, LEVEL_HEIGHT
from GameStateMenu import GameStateMenu
import Tkinter as Tk

if __name__ == '__main__':
    ROOT = Tk.Tk()
    ROOT.withdraw()

    init()

    Assets.load_images()
    GAME_ICON = Assets.gameIcon
    set_caption('BlockBuster')
    set_icon(GAME_ICON)
    # WINDOW = set_mode((LEVEL_WIDTH, LEVEL_HEIGHT))
    set_mode((LEVEL_WIDTH, LEVEL_HEIGHT))

    SCREEN = get_surface()
    flip()

    CONTEXT = dict()
    GAMESTATE = GameStateMenu(CONTEXT, SCREEN)
    CONTEXT["gamestate"] = GAMESTATE

    # noinspection PyUnusedLocal
    def _update(_):
        """
        Pump events to the current GameState and tell its objects to update
        :param _: unused dt provided by GameClock
Example #34
0
def gameloop(
    playerOrder: bool,
    p1Char: str,
    nick1: str,
    p2Char: str,
    nick2: str,
    udp: UDP_P2P,
) -> str:
    # region DocString
    """
    Function that starts the loop for pygame

    ### Arguments
        `playerOrder {bool}`:
            `summary`: true if this host is the first player, false otherwise
        `p1Char {str}`:
            `summary`: the character chosen by this host
        `nick1 {str}`:
            `summary`: the username of this host
        `p2Char {str}`:
            `summary`: the character chosen by the remote player
        `nick2 {str}`:
            `summary`: the username of the remote player
        `udp {UDP_P2P}`:
            `summary`: the udp object

    ### Returns
        `str`: the exit status. It can be 'Lost' if this host lose, 'Quit' if this host closed the window,\n
        'Win' if the remote host lose, 'Quitted' if the remote host closed the window
    """
    # endregion

    global gamestate
    clock = Clock()
    COORDSYNC = USEREVENT + 1
    set_timer(COORDSYNC, 1000)

    # region Screen setup

    screen = set_mode((Game.SIZE[0] + 400, Game.SIZE[1]))
    set_caption(Game.TITLE)
    set_icon(load(Game.ICON_PATH))
    bg = load(Game.BG_PATH).convert_alpha()
    bg = scale(bg, Game.SIZE)

    manager = UIManager((Game.SIZE[0] + 400, Game.SIZE[1]))
    chat = Chat((400, Game.SIZE[1]), manager, udp, nick1)

    # endregion

    all_sprites = Group()

    # region Players setup

    if p1Char == "Ichigo":
        pl = Ichigo(playerOrder, nick1, all_sprites)
    elif p1Char == "Vegeth":
        pl = Vegeth(playerOrder, nick1, all_sprites)

    if p2Char == "Ichigo":
        pl2 = Ichigo(not playerOrder, nick2, all_sprites)
    elif p2Char == "Vegeth":
        pl2 = Vegeth(not playerOrder, nick2, all_sprites)

    # endregion

    rcvT = udp.receptionThread(
        lambda data, addr, time: rcv(pl2, data, addr, time, chat), rcvErr)
    rcvT.start()

    while True:

        dt = clock.tick(Game.FPS) / 1000

        # region Handle window close

        pressed_keys = get_pressed()

        for event in get():
            if event.type == QUIT:
                snd(nick1, "Quit", udp)
                gamestate = "Quit"

            if event.type == COORDSYNC:
                sndCoords(nick1, (pl.rect.x, pl.rect.y), udp)

            manager.process_events(event)

        # endregion

        manager.update(dt)

        # region Handle key press and update sprites

        all_sprites.update(pressed_keys)
        sndKeys(
            nick1,
            (
                pressed_keys[K_LEFT],
                pressed_keys[K_RIGHT],
                pressed_keys[K_UP],
                pressed_keys[K_z],
            ),
            udp,
        )
        if pl.update(pressed_keys):
            snd(nick1, "Lost", udp)
            gamestate = "Lost"

        # endregion

        # region Sprite drawing

        screen.fill(Color.WHITE)
        screen.blit(bg, (0, 0))
        all_sprites.draw(screen)
        pl.draw(screen)
        pl2.draw(screen)
        pl.health.draw(screen)
        pl2.health.draw(screen)

        # endregion

        manager.draw_ui(screen)
        flip()

        if gamestate:
            udp.stopThread()
            quit()
            return gamestate
    def reset(self, splash=None, caption=("", "")):
        pygame.key.set_repeat(500, 100)

        try:
            display.gl_set_attribute(pygame.GL_SWAP_CONTROL, config.settings.vsync.get())
        except Exception as e:
            logging.warning('Unable to set vertical sync: {0!r}'.format(e))

        display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)

        if DEBUG_WM:
            print "config.settings.windowMaximized.get()", config.settings.windowMaximized.get()
        wwh = self.getWindowSize()
        if DEBUG_WM:
            print "wwh 1", wwh
        d = display.set_mode(wwh, self.displayMode())

        # Let initialize OpenGL stuff after the splash.
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
 
        # textures are 256x256, so with this we can specify pixel coordinates
#        GL.glMatrixMode(GL.GL_TEXTURE)
#        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        display.set_caption(*caption)

        if mcplatform.WindowHandler:
            self.win = mcplatform.WindowHandler(mode=self.displayMode())

        # The following Windows specific code won't be executed if we're using '--debug-wm' switch.
        if not USE_WM and sys.platform == 'win32' and config.settings.setWindowPlacement.get():
            config.settings.setWindowPlacement.set(False)
            config.save()
            X, Y = config.settings.windowX.get(), config.settings.windowY.get()

            if X:
                hwndOwner = display.get_wm_info()['window']

                flags, showCmd, ptMin, ptMax, rect = mcplatform.win32gui.GetWindowPlacement(hwndOwner)
                realW = rect[2] - rect[0]
                realH = rect[3] - rect[1]

                showCmd = config.settings.windowShowCmd.get()
                rect = (X, Y, X + realW, Y + realH)

                mcplatform.win32gui.SetWindowPlacement(hwndOwner, (0, showCmd, ptMin, ptMax, rect))

            config.settings.setWindowPlacement.set(True)
            config.save()
        elif self.win:
            maximized = config.settings.windowMaximized.get()
            if DEBUG_WM:
                print "maximized", maximized
            if maximized:
                geom = self.win.get_root_rect()
                in_w, in_h = self.win.get_size()
                x, y = int((geom[2] - in_w) / 2), int((geom[3] - in_h) / 2)
                os.environ['SDL_VIDEO_CENTERED'] = '1'
            else:
                os.environ['SDL_VIDEO_CENTERED'] = '0'
                x, y = config.settings.windowX.get(), config.settings.windowY.get()
                wwh = self.win.get_size()
            if DEBUG_WM:
                print "x", x, "y", y
                print "wwh 2", wwh

        if splash:
            # Setup the OGL display
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, wwh[0], 0, wwh[1])
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_ACCUM_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT)

            swh = splash.get_size()
            _x, _y = (wwh[0] / 2 - swh[0] / 2, wwh[1] / 2 - swh[1] / 2)
            w, h = swh

            try:
                data = image.tostring(splash, 'RGBA_PREMULT', 1)
            except ValueError:
                data = image.tostring(splash, 'RGBA', 1)
            except ValueError:
                data = image.tostring(splash, 'RGB', 1)

            # Set the raster position
            GL.glRasterPos(_x, _y)

            GL.glDrawPixels(w, h,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, numpy.fromstring(data, dtype='uint8'))

        if splash:
            display.flip()

        if self.win:
            if not maximized:
                wwh = self.getWindowSize()
            if DEBUG_WM:
                print "wwh 3", wwh
            self.win.set_position((x, y), update=True)
            if DEBUG_WM:
                print "* self.win.get_position()", self.win.get_position()

        try:
            iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception as e:
            logging.warning('Unable to set icon: {0!r}'.format(e))

        # Let initialize OpenGL stuff after the splash.
#         GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
#         GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
#         GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
 
        # textures are 256x256, so with this we can specify pixel coordinates
        GL.glMatrixMode(GL.GL_TEXTURE)
        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        self.display = d

        self.loadTextures()
Example #36
0
    def setup(self):
        pygame.init()
        self.database.connect()
        self.config.read()
        self.data = self.core.get_data
        self.speed = self.config.parse["settings"]["speed"]

        set_caption(self.config.getName + " " + self.config.getVersion)
        self.screen = set_mode(self.config.getRect.size)
        self.core.load_assets()
        if self.data["icon"]:
            self.logs.info("Mengatur icon")
            set_icon(self.data["icon"])
        set_visible(True)
        self.clock = Clock()

        #=== Background game ===#
        self.BACKGROUND = self.data["backgrounds"][random.choice(
            [x for x in self.data["backgrounds"]][1:])]
        self.BACKGROUND = scale(self.BACKGROUND, self.config.getRect.size)

        #=== Settings tanah texture ===#
        self.tanah = self.data["textures"]["tanah0"]
        self.tanah = scale(self.tanah, (1000, self.tanah.get_height()))
        self.tanah_diff = self.tanah.get_width() - self.BACKGROUND.get_width()
        self.tanah_position = [0, self.config.getRect.height * 0.95]

        #=== Settings grass texture ===#
        self.grass = self.data["textures"]["grass0"]
        self.grass = scale(self.grass, (1000, 10))
        self.grass_diff = self.grass.get_width() - self.BACKGROUND.get_width()
        self.grass_position = [10, self.config.getRect.height * 0.94]

        #=== Settings rumput texture ===#
        rumput_image_list = []
        for x in self.data["textures"]:
            if "rumput" in x:
                rumput_image_list.append(x)

        self.rumputGroup = Group()
        for x in range(random.randint(2, 4)):
            image = self.data["textures"]["rumput0"]
            self.rumputGroup.add(
                Rumput(image, [
                    random.randint(self.config.getRect.width, 3000),
                    self.config.getRect.height * 0.80
                ]))

        #=== Settings keris image ===#
        self.kerisGroup = Group()
        for x in range(random.randint(1, 3)):
            keris = Keris(self.data["anim"]["keris"], [
                random.randint(self.config.getRect.width,
                               self.config.getRect.width * 2), 10
            ])
            keris.rect.bottom += random.randint(
                10, self.config.getRect.height - 130)
            self.kerisGroup.add(keris)

        #=== Settings bambu image ===#
        self.bambuGroup = Group()
        for x in range(random.randint(1, 3)):
            bambu = Bambu(self.data["other"]["bambu"], [
                random.randint(self.config.getRect.width,
                               self.config.getRect.width * 2), 10
            ])
            bambu.rect.bottom += self.config.getRect.height * 0.78
            self.bambuGroup.add(bambu)

        #=== Settings player image ===#
        self.player = Player(self.data["anim"]["player1"],
                             [60, self.config.getRect.height - 40])

        #=== Settings score ===#
        self.score = Score(self.data)

        #=== Health bar ===#
        self.health = Health(self.data)
Example #37
0
    def reset(self, splash=None, caption=("", "")):
        pygame.key.set_repeat(500, 100)

        try:
            display.gl_set_attribute(pygame.GL_SWAP_CONTROL, config.settings.vsync.get())
        except Exception as e:
            logging.warning('Unable to set vertical sync: {0!r}'.format(e))

        display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8)

        if DEBUG_WM:
            print "config.settings.windowMaximized.get()", config.settings.windowMaximized.get()
        wwh = self.getWindowSize()
        if DEBUG_WM:
            print "wwh 1", wwh
        d = display.set_mode(wwh, self.displayMode())

        # Let initialize OpenGL stuff after the splash.
        GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
        GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
 
        # textures are 256x256, so with this we can specify pixel coordinates
#        GL.glMatrixMode(GL.GL_TEXTURE)
#        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        display.set_caption(*caption)

        if mcplatform.WindowHandler:
            self.win = mcplatform.WindowHandler(mode=self.displayMode())

        # The following Windows specific code won't be executed if we're using '--debug-wm' switch.
        if not USE_WM and sys.platform == 'win32' and config.settings.setWindowPlacement.get():
            config.settings.setWindowPlacement.set(False)
            config.save()
            X, Y = config.settings.windowX.get(), config.settings.windowY.get()

            if X:
                hwndOwner = display.get_wm_info()['window']

                flags, showCmd, ptMin, ptMax, rect = mcplatform.win32gui.GetWindowPlacement(hwndOwner)
                realW = rect[2] - rect[0]
                realH = rect[3] - rect[1]

                showCmd = config.settings.windowShowCmd.get()
                rect = (X, Y, X + realW, Y + realH)

                mcplatform.win32gui.SetWindowPlacement(hwndOwner, (0, showCmd, ptMin, ptMax, rect))

            config.settings.setWindowPlacement.set(True)
            config.save()
        elif self.win:
            maximized = config.settings.windowMaximized.get()
            if DEBUG_WM:
                print "maximized", maximized
            if maximized:
                geom = self.win.get_root_rect()
                in_w, in_h = self.win.get_size()
                x, y = int((geom[2] - in_w) / 2), int((geom[3] - in_h) / 2)
                os.environ['SDL_VIDEO_CENTERED'] = '1'
            else:
                os.environ['SDL_VIDEO_CENTERED'] = '0'
                x, y = config.settings.windowX.get(), config.settings.windowY.get()
                wwh = self.win.get_size()
            if DEBUG_WM:
                print "x", x, "y", y
                print "wwh 2", wwh

        if splash:
            # Setup the OGL display
            GL.glLoadIdentity()
            GLU.gluOrtho2D(0, wwh[0], 0, wwh[1])
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT | GL.GL_ACCUM_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT)

            swh = splash.get_size()
            _x, _y = (wwh[0] / 2 - swh[0] / 2, wwh[1] / 2 - swh[1] / 2)
            w, h = swh

            try:
                data = image.tostring(splash, 'RGBA_PREMULT', 1)
            except ValueError:
                data = image.tostring(splash, 'RGBA', 1)
            except ValueError:
                data = image.tostring(splash, 'RGB', 1)

            # Set the raster position
            GL.glRasterPos(_x, _y)

            GL.glDrawPixels(w, h,
                            GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, numpy.fromstring(data, dtype='uint8'))

        if splash:
            display.flip()

        if self.win:
            if not maximized:
                wwh = self.getWindowSize()
            if DEBUG_WM:
                print "wwh 3", wwh
            self.win.set_position((x, y), update=True)
            if DEBUG_WM:
                print "* self.win.get_position()", self.win.get_position()

        try:
            #iconpath = os.path.join(directories.getDataDir(), 'favicon.png')
            iconpath = directories.getDataFile('favicon.png')
            iconfile = file(iconpath, 'rb')
            icon = pygame.image.load(iconfile, 'favicon.png')
            display.set_icon(icon)
        except Exception as e:
            logging.warning('Unable to set icon: {0!r}'.format(e))

        # Let initialize OpenGL stuff after the splash.
#         GL.glEnableClientState(GL.GL_VERTEX_ARRAY)
#         GL.glAlphaFunc(GL.GL_NOTEQUAL, 0)
#         GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)
 
        # textures are 256x256, so with this we can specify pixel coordinates
        GL.glMatrixMode(GL.GL_TEXTURE)
        GL.glScale(1 / 256., 1 / 256., 1 / 256.)

        self.display = d

        self.loadTextures()
Example #38
0
    def __init__(self,
                 width,
                 height,
                 timings,
                 time_to_show, startCirclePos, startPlayer, timeStart=0):
        # self.background_image = pygame.image.load(back_image_filename)
        #self.frame_rate = frame_rate
        self.game_over = False
        self.timeStart = timeStart
        pygame.mixer.pre_init(44100, 16, 2, 4096)
        pygame.init()
        pygame.font.init()
        self.myfont = pygame.font.SysFont('serif', 30)
        self.res = (width, height)
        self.safeTime = 500
        self.surface = display.set_mode((width, height))
        display.set_caption("Destroy the flower!")

        ##########ICON##########
        ico = "flower.png"
        if not os.path.exists(ico):
            ico = "main/flower.png"
        gameIcon = pygame.image.load(ico)
        display.set_icon(gameIcon)
        ##############
        self.clock = pygame.time.Clock()
        self.keydown_handlers = defaultdict(list)
        self.keyup_handlers = defaultdict(list)
        self.mouse_handlers = []
        self.curTime = 0
        self.showTime = time_to_show
        self.ct = datetime.datetime.now  # ().time
        self.skip = 0
        self.timings = timings
        self.half = startCirclePos
        self.halfINT = (int(startCirclePos[0]), int(startCirclePos[1]))
        self.isStart = False

        temp = (startPlayer[0] - startCirclePos[0], startPlayer[1] - startCirclePos[1])
        self.startPlayer = startPlayer
        self.distantion = math.sqrt(temp[0]*temp[0] + temp[1]*temp[1])  # S1

        # time =  self.showTime# T = t1+t2

        self.speed = (self.distantion / (self.showTime))  # u1 = s1/t1

        self.size = int(self.safeTime * self.speed/2.0)  # r radius
       # self.speed += self.size/self.showTime/2

        self.isPause = False
        self.pauseDate = None
        self.prerar = 255*2/self.safeTime
        self.closeZone = int(self.safeTime/2)
        self.timeOffset = 0
        self.fps_pos = width-100
        self.lCircle = int(self.size/2.5)
        #(255, 233, 38),
        self.colors = [
                       (0, 0, 0),
                       (196, 0, 100),
                       (10, 50, 10),
                       (255, 0, 0),
                       (255, 165, 0),
                       (255, 128, 128),
                       (0, 0, 255),
                       (255, 0, 255),
                       (163, 54, 81),
                       (77, 190, 111),
                       (182, 33, 196),
                       (145, 196, 5),
                       (159, 12, 196),
                       (14, 48, 240),
                       (22, 150, 11)
                       ]
        self.clrPointer = 0

        #self.hidePos = -self.closeZone
        #self.hidePos = 0
        self.hidePos = -self.lCircle

        pass
Example #39
0
 def set_icon(self):
     if self.get_configuration().has_option("display", "icon-path"):
         path = self.get_resource("display", "icon-path")
         display.set_icon(image.load(path).convert_alpha())
Example #40
0
from game import Player, Map
from constantes import ICONE, TITLE_WINDOW, SCREEN_SIZE, HOME,\
    Grey_GROUND, window, BACKGROUND, WELCOME, FILE, WIN, GAMEOVER

from pygame.locals import K_ESCAPE, K_RETURN, K_RIGHT, K_LEFT, K_UP, K_DOWN
from pygame import transform, display, event, font, QUIT, KEYDOWN, time

display.set_icon(ICONE)

display.set_caption(TITLE_WINDOW)

display.set_mode(SCREEN_SIZE)

SCORE = 0
MAIN_LOOP = True
while MAIN_LOOP:
    window.blit(Grey_GROUND, (0, 0))
    window.blit(transform.scale(HOME, SCREEN_SIZE), (0, 0))
    FONT = font.Font(None, 30)
    TEXT_SCORE = FONT.render(f"SCORE is {SCORE}\n Press Enter To Play", True,
                             (200, 200, 200))
    window.blit(TEXT_SCORE, (15, 370))
    display.flip()

    HOME_LOOP = True
    while HOME_LOOP:
        for e in event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                MAIN_LOOP = False
                HOME_LOOP = False
                GAME_LOOP = False