Example #1
0
def update():
    global player, gameState, wav_bomb, wav_item

    if gameState != GAMESTATE_INPLAY:
        delay(0.01)
        return

    ui.update()
    game_world.update()
    global wall, ball
    wall.didBounce(ball)
    player.didBounce(ball)

    global stage, stage_number
    for b in game_world.objects_at_layer(game_world.layer_obstacle):
        if b.didBounce(ball):
            if stage != None and 'scores' in stage:
                score = stage['scores'][b.type]
                # print(b.type, score)
            else:
                score = b.score
            if b.life == 0:
                player.score += score
                update_score()
                count = game_world.count_at_layer(game_world.layer_obstacle)
                if count == 0:
                    goto_next_stage()
            break

    delay(0.01)
    def update(self):
        self.lbl = [\
                    ui.Label('가진     : %d'%player_info['coin'] + '$', 250, 400, 30, ui.FONT_3),\
                    ui.Label('이름: ' + car_info[str(self.slot[self.select])]['name'], 250, 370, 30, ui.FONT_3),\
                    ui.Label('최고속력: %d'%(car_info[str(self.slot[self.select])]['speed']*5) + 'km/s', 250, 340, 30, ui.FONT_2),\
                    ui.Label('가격: %d'%car_info[str(self.slot[self.select])]['cost'] + '$', 250, 310, 30, ui.FONT_2),\
                    ui.Label(self.msg, 250, 280, 30, ui.FONT_2),\
                    ui.Label('통행량', 575, 300, 30, ui.FONT_2),\
                    ui.Label(difficulty_str[self.difficulty], 575, 250, 20, ui.FONT_2),\
                    ui.Label('코인획득량: X %.1f'%(self.difficulty+1), 575, 200, 20, ui.FONT_2),\
                    ]
        if self.slot[self.select] in player_info['have']:
            self.btn[0] = self.btn_start
            self.msg = '탑승가능'
        else:
            self.btn[0] = self.btn_buy
            have = player_info['coin']
            cost = car_info[str(garage.slot[garage.select])]['cost']
            if have < cost:
                self.msg = '돈이 부족합니다!!'
            else:
                self.msg = '차량이 잠겨있습니다!!'

        ui.buttons = self.btn
        ui.labels = self.lbl
        ui.update()
        self.coin.update()
    def update(self):
        global player
        self.current_game_time = time.time() - self.gamestart_time
        self.ed = time.time()
        self.elapsed = self.ed - self.st
        self.st = self.ed

        self.lbl = [\
            ui.Label('가진 돈: %d $' % player.coin, self.x + 20, self.y, 30, ui.FONT_2),\
            ui.Label('속도: %.3f km/h'%(player.car.y_speed*5), self.x + 20, self.y - 30, 30, ui.FONT_2),\
            ui.Label('얻은 돈: %d $' % (player.coin - self.gamestart_coin), self.x + 20, self.y - 60, 30, ui.FONT_2),\
            ui.Label('시간: %.3f 초' % self.current_game_time, self.x + 20, self.y - 90, 30, ui.FONT_2),\
            ]
        if self.waving:
            self.temp_label_timer = 3
            self.waving = False
        if self.temp_label_timer > 0:
            warning = ui.Label('통행량이 급증하고있습니다!!', 200, 500, 30, ui.FONT_3)
            warning.color = (255, 0, 0)
            self.lbl = [*self.lbl, warning]
            self.temp_label_timer -= self.elapsed

        ui.labels = self.lbl
        ui.buttons = self.btn
        ui.update()
        self.coin.update()
        self.coin.x, self.coin.y = self.x, self.y
Example #4
0
def reduce_sudoku(sudoku, strategies=[eliminate, only_choice, naked_twins]):
    """
    Recursively apply the provied strategies (by default eliminate, only_choice
    and naked_twins).
    If at some point, there is a box with no available values, terminate.
    If the sudoku is solved, return the sudoku.
    If after an iteration of both functions, the sudoku remains the same, return
    the sudoku.
    Input: the sudoku in dictonary form, mapping boxs to the possible values.
            Keys: The boxes, e.g., 'A1'
            Values: choices for the values in the box, e.g., '238'.
    Output: The sudoku in dictionary form after constraint propagation or None
        if the sudoku is not solvable.
    """
    result = sudoku.copy()

    stalled = False
    while not stalled:
        solved_boxes_before = len(
            [box for box in result.keys() if len(result[box]) == 1])

        for strategy in strategies:
            result = strategy(result) if result else None

        if not result or len(
            [box for box in result.keys() if len(result[box]) == 0]):
            return None

        ui.update(result)

        solved_boxes_after = len(
            [box for box in result.keys() if len(result[box]) == 1])
        stalled = solved_boxes_before == solved_boxes_after

    return result
Example #5
0
def game_loop(game):
    while True:
        if blt.has_input():
            code = blt.read()
            if code in codes_close:
                break
            ui.update(game, code)
            draw.update(game)
        blt.delay(1)
Example #6
0
def loop():
    '''Main loop.'''
    lastUpdate = -1  # initialise at -1 to update immediately
    lastBrewfatherPush = -1  # initialise at -1 to update immediately

    oldState = None

    spinner = '|/-\\'
    spinindex = 0

    while keepRunning:
        #ui.ticks()
        if (time.time() - lastUpdate >= 1.0):  # update settings every second
            # round to nearest 1 second boundary to keep in sync with real time
            lastUpdate = round(time.time())

            tempControl.updateTemperatures()
            tempControl.detectPeaks()
            tempControl.updatePID()
            oldState = tempControl.getState()
            tempControl.updateState()

            if (oldState != tempControl.getState()):
                print("State changed from %s to %s" %
                      (oldState, tempControl.getState()))
                piLink.printTemperatures(
                )  # add a data point at every state transition

            tempControl.updateOutputs()
            ui.update()

            # We have two lines free at the bottom of the display.

            # Show local time YYYY-MM-DD hh:mm (16 characters.)
            display.printStationaryText()
            display.printMode()
            display.printState()
            display.printAllTemperatures()

            # Last character is a spinner to show we haven't crashed
            #LCD.print("%s" % spinner[spinindex])
            #spinindex = (spinindex + 1) % 4

        # listen for incoming serial connections while waiting to update
        piLink.receive()

        if (time.time() - lastBrewfatherPush > 900):
            brewfather.push()
            lastBrewfatherPush = round(time.time())

        time.sleep(0.05)  # Don't hog the processor

    piLink.cleanup()
    LCD.printat(0, 5, "Shutting down.   ")
    ui.update()
Example #7
0
def start():
    pygame.init()
    pygame.display.set_caption(GAME_NAME)
    screen = pygame.display.set_mode(SCREEN_SIZE)
    world.init(GAME_SIZE)
    clock = pygame.time.Clock()
    game_exit = False
    while not game_exit:
        for event in pygame.event.get():
            if event.type == QUIT:
                game_exit = True
            world.update(event, screen)
            ui.update(event, screen)
        pygame.display.update()
        clock.tick(FPS)
    pygame.quit()
Example #8
0
def update():
    global player, gameState, wav_bomb, wav_item
    ui.update()
    game_world.update()

    if gameState == GAMESTATE_INPLAY:
        if random.random() < 0.01:
            if (random.random() < 0.5):
                item = Item(*gen_random())
            else:
                item = CoinItem(*gen_random())
            game_world.add_object(item, game_world.layer_item)
            print("Items:", game_world.count_at_layer(game_world.layer_item))
        for m in game_world.objects_at_layer(game_world.layer_obstacle):
            collides = collides_distance(player, m)
            if collides:
                wav_bomb.play()
                player.life -= 1
                print("Player Life = ", player.life)
                if player.life > 0:
                    game_world.remove_object(m)
                else:
                    end_game()
                break
        for m in game_world.objects_at_layer(game_world.layer_item):
            collides = collides_distance(player, m)
            if collides:
                wav_item.play()
                game_world.remove_object(m)
                if player.life < Life.LIFE_AT_START:
                    player.life += 1
                else:
                    player.score += m.score
                break

        player.score += game_framework.frame_time
        update_score()

    obstacle_count = game_world.count_at_layer(game_world.layer_obstacle)
    # print(obstacle_count)
    if obstacle_count < BULLETS_AT_START + player.score // 10:
        # print("Missiles:", (obstacle_count + 1))
        createMissle()
    delay(0.03)
Example #9
0
def main():
    print(sm64net.VERSION_STR + "\n"
          "Copyright (C) 2019 - 2022  devwizard\n"
          "This project is licensed under the terms of the GNU General Public "
          "License\n"
          "version 2.  See LICENSE for more information.")
    server.init()
    ui.init()
    try:
        while ui.update():
            server.update()
            time.sleep(1.0 / 60)
    finally:
        ui.exit()
        server.exit()
    return 0
Example #10
0
import controlhandler
import ui
from subprocess import Popen
import sys
import os
patch = "rhythmic_chords_tcp"
fullPath = "/home/alarm/QB_Nebulae_V2/Code/pd/" + patch + ".pd"
cmd = "pd -nogui -verbose -rt -audiobuf 5".split()
cmd.append(fullPath)
pt = Popen(cmd)
request = False
ch = controlhandler.ControlHandler(None, 0, None)
ch.enterPureDataMode()
ui = ui.UserInterface(ch)
while (request != True):
    ch.updateAll()
    ui.update()
Example #11
0
 def update(self):
     ui.buttons = self.btn
     ui.update()
Example #12
0
def update():
    ui.update()
    delay(0.03)
 def update(self):
     ui.buttons = self.btn
     ui.labels = self.lbl
     ui.update()