def load(self):
        data = None

        if self.game_dict:
            data = self.game_dict
        else:
            with open("game_save.json", "r") as read_file:
                data = json.load(read_file)
        if data:
            self.engine.restore_from_dict(data)
            viewport(self.engine.player.center_x, self.engine.player.center_y)
    def __init__(self):
        super(view_manager, self).__init__()

        self._event = 0
        self._run = 0
        self._subrun = 0

        self._xCenter = 0
        self._yCenter = 0
        self._zCenter = 0

        self._fileReader = None
        self._input_file = None
        self._events = []
        self._eventItr = 0
        self._currentData = []

        self._gl_hits = None

        self._detectorView = viewport.viewport()

        self._layout = QtGui.QVBoxLayout()
        self._layout.addWidget(self._detectorView)

        self._isCycling = False
Example #3
0
 def addEvdDrawer(self, plane, cryostat=0):
     self._drawerList[(plane, cryostat)] = viewport(self._geometry, plane,
                                                    cryostat)
     self._drawerList[(plane, cryostat)].connectWireDrawingFunction(
         self.drawWireOnPlot)
     self._drawerList[(plane, cryostat)].drawHitsRequested.connect(
         self.hitOnWireHandler)
     # self._drawerList.append(viewport(self._geometry, plane, cryostat))
     # self._drawerList[-1].connectWireDrawingFunction(self.drawWireOnPlot)
     # self._drawerList[-1].drawHitsRequested.connect(self.hitOnWireHandler)
     self._nviews += 1
Example #4
0
    def __init__(self):
        super(view_manager, self).__init__()
        self._layout = QtGui.QVBoxLayout()

        self._detectorView = viewport()
        self._layout.addWidget(self._detectorView)

        self._plotView = None
        self.getPlot()
        #self._layout.addWidget(self._plotView)

        self._gl_hits = None
    def setup(self):
        """LOOK機能、character_screen画面, level_up画面、ノーマルstate時のUIの初期化を行う
        ミニマップ作成の情報もここで渡す
        """
        self.engine.setup()
        viewport(self.engine.player.center_x, self.engine.player.center_y)

        # ここでminimapの作成を行う
        # ------------------------------------------------------------------------------

        # ミニマップの描画位置指定
        screen_size = (SCREEN_WIDTH, SCREEN_HEIGHT)
        self.program = self.ctx.load_program(
            vertex_shader=arcade.resources.shaders.vertex.default_projection,
            fragment_shader=arcade.resources.shaders.fragment.texture)

        # ピクセルの色を保存するために色の添付ファイルを追加します
        self.color_attachment = self.ctx.texture((screen_size), components=4,
                                                 filter=(gl.GL_NEAREST, gl.GL_NEAREST))

        # 必要な色を添付したフレームバッファを作成する
        self.offscreen = self.ctx.framebuffer(
            color_attachments=[self.color_attachment])
        self.quad_fs = geometry.quad_2d_fs()
        self.mini_map_quad = geometry.quad_2d(
            size=(0.31, .31), pos=(.824, -.8))
        # -------------------------------------------------------------------------------

        # Lコマンドで呼び出すlook機能
        self.select_UI = SelectUI(engine=self.engine)
        
        self.character_UI = CharacterScreenUI(engine=self.engine)


        self.level_up_window = LevelupUI()
        self.level_up_flower = LevelUpFlower(self.engine)
        self.normal_UI = NormalUI(self.engine)
Example #6
0
 def addEvdDrawer(self,plane):
   self._drawerList.append(viewport(self._geometry, plane))
   self._drawerList[-1].connectWireDrawingFunction(self.drawWireOnPlot)
   self._drawerList[-1].drawHitsRequested.connect(self.hitOnWireHandler)
   self._nviews += 1
    def on_draw(self):
        """全画像の表示"""

        arcade.start_render()

        # minimap start ------------------------------------------------------------------------------------------------------------
        """minimap draw"""
        if self.engine.game_state == GAME_STATE.NORMAL:
            self.offscreen.use()
            # self.offscreen.clear(arcade.color.BLACK)

            arcade.set_viewport(0, GAME_GROUND_WIDTH, 0,
                                GAME_GROUND_HEIGHT+GRID_SIZE*2)

            self.engine.cur_level.map_point_sprites.draw()
            arcade.draw_rectangle_filled(center_x=self.engine.player.center_x,
                                         center_y=self.engine.player.center_y, width=45, height=45, color=arcade.color.BLUE)

            self.engine.cur_level.item_point_sprites.draw()

        self.use()
        self.color_attachment.use(0)
        self.quad_fs.render(self.program)
        # minimap end -------------------------------------------------------------------------------------------------------------




            
        # アタック時はビューポート固定する
        if self.engine.game_state == GAME_STATE.NORMAL:
            if self.engine.player.state == state.ON_MOVE:
                viewport(self.engine.player.center_x, self.engine.player.center_y)
                # viewport(self.engine.player.from_x, self.engine.player.from_y)
            else:
                x, y = (grid_to_pixel(self.engine.player.x, self.engine.player.y))
                viewport(x,y)

        # ビューポート情報取得(この位置で取得しないとバグる)
        self.viewports = arcade.get_viewport()

        # arcadeの光源効果
        with self.engine.light_layer:
            self.draw_sprites()
            self.engine.light_layer.draw(ambient_color=(1,1,1))


        # ノーマルステート時の画面表示
        if self.engine.game_state == GAME_STATE.NORMAL or self.engine.game_state == GAME_STATE.DELAY_WINDOW:
            self.normal_UI.draw_in_normal_state(self.viewports)
            # damage表示
            for i in self.engine.damage_pop:
                if i.dist > 40:
                    self.engine.damage_pop.remove(i)
                elif i.dist < 30:
                    i.draw()


        # Character_Screen表示
        elif self.engine.game_state == GAME_STATE.CHARACTER_SCREEN:
            self.character_UI.draw_character_screen(arcade.get_viewport(), self.engine.selected_item)
            
        # inventory表示
        elif self.engine.game_state == GAME_STATE.INVENTORY:
            draw_inventory(self.engine, self.engine.selected_item, self.viewports)

        # level_up画面表示
        elif self.engine.game_state == GAME_STATE.LEVEL_UP_WINDOW:
            self.level_up_window.window_pop(self.viewports, self.engine)
        elif self.engine.game_state == GAME_STATE.LEVEL_UP_FLOWER:
            self.level_up_flower.window_pop(self.viewports)

        # LOOKシステム
        elif self.engine.game_state == GAME_STATE.SELECT_LOCATION or self.engine.game_state == GAME_STATE.LOOK:
            # lookカーソルにviewportを渡す
            x, y = grid_to_pixel(self.select_UI.grid_select[0]+self.engine.player.x, self.select_UI.grid_select[1]+self.engine.player.y)
            viewport(x, y)
            # Lookメイン関数
            self.select_UI.draw_in_select_ui(self.viewports, self.engine)


        # draw the mini_map(この位置に置かないとバグる)
        if self.engine.game_state == GAME_STATE.NORMAL:
            self.color_attachment.use(0)
            self.mini_map_quad.render(self.program)
Example #8
0
                query = "-1"
                check_query = False

            #print('canonical')
            canonical(hash, tree)

            #print('kw')
            kw(hash, tree, query, check_query)
            kw_in_url(hash, result_url, query, check_query)
            keyword_density(hash, query, soup, check_query)

            #print('title_h1')
            title_h1(hash, tree)

            #print('viewport')
            viewport(hash, code)

            #print('description')
            description(hash, tree)

            #print('title')
            title(hash, tree)

            #print('links')
            links(hash, result_main, html_source)

            #print('plugins')
            plugins(hash, html_source, html_comments)

            #print('https')
            https(result_url, hash)