def click_dec():
    global timer, interval
    if timer.is_running():
        timer.stop()
        interval = interval + 200
        timer = simplegui.create_timer(interval, timer_handler)
        timer.start()
Exemple #2
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def auto_review():
    global timer, MSG
    MSG = ['', '']
    if timer.is_running():
        timer.stop()
    else:
        timer = simplegui.create_timer(timer_interval, timer_handler)
        timer.start()
Exemple #3
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def auto_review():
    global timer, MSG
    MSG = ['','']
    if timer.is_running():      
        timer.stop()
    else:
        timer = simplegui.create_timer(timer_interval, timer_handler)
        timer.start()
def click_acc():
    global timer, interval
    if timer.is_running():
        timer.stop()
        # 防止变量变为0
        interval = interval / 2 + 1
        timer = simplegui.create_timer(interval, timer_handler)
        timer.start()
Exemple #5
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 def run(self):
     frame = simplegui.create_frame(self.title, 200, 200, 150)
     self.timer = simplegui.create_timer(100, self.timerhandler)
     frame.set_draw_handler(self.drawhandler)
     button_start = frame.add_button('Start', self.start, 150)
     button_stop = frame.add_button('Stop', self.stop, 150)
     button_clear = frame.add_button('Clear', self.clear, 150)
     frame.start()
Exemple #6
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 def StartGame(self) -> None:
     """Initialises the game."""
     self.frame = simplegui.create_frame('Drawing', CANVAS_WIDTH,
                                         CANVAS_HEIGHT)
     self.frame.set_draw_handler(self.Draw)
     self.frame.set_keydown_handler(self.KeyDown)
     self.frame.set_keyup_handler(self.KeyUp)
     self.timer = simplegui.create_timer(1000, self.Tick)
     #self.timer.start()
     self.frame.start()
def playback_sbs():

    global in_play, timer, ct_history, history_draw, save_draw, timer_created, playback_rate
    
    ct_history = -1
    history_draw = []
    if ((not in_play) and (0 != len(save_draw))):
        in_play = True
        timer = simplegui.create_timer(playback_rate, timer_handler)
        timer_created = True
        timer.start()
Exemple #8
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def main():
    global time, color
    time = 0
    color = 'white'
    frame = simplegui.create_frame('My Timer', 200, 200, 100)
    global timer
    timer = simplegui.create_timer(1, timerHandler)
    frame.set_draw_handler(draw)
    frame.add_button('Start', Start, 100)
    frame.add_button('Stop', Stop, 100)
    frame.add_button('Clear', Clear, 100)
    frame.start()
Exemple #9
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def main():
    global t, color
    t = 0
    color = 'white'
    frame = simplegui.create_frame('Timer', 200, 200, 150)
    # 1000 / 100 = 10, 即t自加10次为一秒
    global timer
    timer = simplegui.create_timer(100, timerHandler)
    frame.set_draw_handler(drawHandler)
    button_start = frame.add_button('Start', Start, 150)
    button_stop = frame.add_button('Stop', Stop, 150)
    button_clear = frame.add_button('Clear', Clear, 150)
    frame.start()
def play():
    # 1: process lists to temp place
    global drawing_list
    global pixel_list
    global temp_drawing_list
    global timer
    global UI_protect
    temp_drawing_list = drawing_list
    # 2: clear list
    pixel_list = []
    drawing_list = []
    # 3: remake list with delay
    print interval
    timer = simplegui.create_timer(interval, tick)
    timer.start()
    UI_protect = True
Exemple #11
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def play():
    # 1: process lists to temp place
    global drawing_list
    global pixel_list
    global temp_drawing_list
    global timer
    global UI_protect
    temp_drawing_list = drawing_list
    # 2: clear list
    pixel_list = []
    drawing_list = []
    # 3: remake list with delay
    print interval
    timer = simplegui.create_timer(interval, tick)
    timer.start()
    UI_protect = True
Exemple #12
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    def wait_loaded(self):
        """
        Draw a progression bar on canvas
        and wait until all images and sounds are fully loaded.
        Then execute `self._after_function`.

        After `self._max_waiting` milliseconds,
        abort and execute `self._after_function`.

        See details in `get_nb_sounds_loaded()` documentation.
        """
        if (((self.get_nb_images_loaded() == self.get_nb_images()) and
             (self.get_nb_sounds_loaded() == self.get_nb_sounds()))
                or (self._max_waiting <= 0)):
            self._after_function()

            return

        def check_if_loaded():
            """
            If all images and sounds are loaded
            then stop waiting and execute `self._after_function`.
            """
            self.__max_waiting_remain -= Loader._interval

            if (((self.get_nb_images_loaded() == self.get_nb_images()) and
                 (self.get_nb_sounds_loaded() == self.get_nb_sounds()))
                    or (self.__max_waiting_remain <= 0)):
                self.__max_waiting_remain = 0
                self.__timer.stop()
                self._frame.set_draw_handler(lambda canvas: None)

                del self.__timer

                self._after_function()

        self.__max_waiting_remain_started = True
        self.__max_waiting_remain = self._max_waiting

        if Loader.__SIMPLEGUICS2PYGAME:
            from SimpleGUICS2Pygame.simpleguics2pygame import create_timer
        else:
            from simplegui import create_timer

        self._frame.set_draw_handler(self._draw_loading)
        self.__timer = create_timer(Loader._interval, check_if_loaded)
        self.__timer.start()
    def wait_loaded(self):
        """
        Draw a progression bar on canvas
        and wait until all images and sounds are fully loaded.
        Then execute `self._after_function`.

        After `self._max_waiting` milliseconds,
        abort and execute `self._after_function`.

        See details in `get_nb_sounds_loaded()` documentation.
        """
        if (((self.get_nb_images_loaded() == self.get_nb_images())
             and (self.get_nb_sounds_loaded() == self.get_nb_sounds()))
                or (self._max_waiting <= 0)):
            self._after_function()

            return

        def check_if_loaded():
            """
            If all images and sounds are loaded
            then stop waiting and execute `self._after_function`.
            """
            self.__max_waiting_remain -= Loader._interval

            if (((self.get_nb_images_loaded() == self.get_nb_images())
                 and (self.get_nb_sounds_loaded() == self.get_nb_sounds()))
                    or (self.__max_waiting_remain <= 0)):
                self.__max_waiting_remain = 0
                self.__timer.stop()
                self._frame.set_draw_handler(lambda canvas: None)

                del self.__timer

                self._after_function()

        self.__max_waiting_remain_started = True
        self.__max_waiting_remain = self._max_waiting

        if Loader.__SIMPLEGUICS2PYGAME:
            from SimpleGUICS2Pygame.simpleguics2pygame import create_timer
        else:
            from simplegui import create_timer

        self._frame.set_draw_handler(self._draw_loading)
        self.__timer = create_timer(Loader._interval, check_if_loaded)
        self.__timer.start()
Exemple #14
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    def __init__(self, puzzle):
        """ Create frame and timers, register event handlers """
        self._puzzle = puzzle
        self._puzzle_height = puzzle.get_height()
        self._puzzle_width = puzzle.get_width()

        self._frame = simplegui.create_frame("The Fifteen puzzle",
                                             self._puzzle_width * TILE_SIZE,
                                             self._puzzle_height * TILE_SIZE)
        self._solution = ""
        self._current_moves = ""
        self._frame.add_button("Solve", self.solve, 100)
        self._frame.add_input("Enter moves", self.enter_moves, 100)
        self._frame.add_button("Print moves", self.print_moves, 100)
        self._frame.set_draw_handler(self.draw)
        self._frame.set_keydown_handler(self.keydown)
        self._timer = simplegui.create_timer(250, self.tick)
        self._timer.start()
        self._frame.start()
    def __init__(self, puzzle):
        """
        Create frame and timers, register event handlers
        """
        self._puzzle = puzzle
        self._puzzle_height = puzzle.get_height()
        self._puzzle_width = puzzle.get_width()

        self._frame = simplegui.create_frame("The Fifteen puzzle",
                                             self._puzzle_width * TILE_SIZE,
                                             self._puzzle_height * TILE_SIZE)
        self._solution = ""
        self._current_moves = ""
        self._frame.add_button("Solve", self.solve, 100)
        self._frame.add_input("Enter moves", self.enter_moves, 100)
        self._frame.add_button("Print moves", self.print_moves, 100)
        self._frame.set_draw_handler(self.draw)
        self._frame.set_keydown_handler(self.keydown)
        self._timer = simplegui.create_timer(250, self.tick)
        self._timer.start()
        self._frame.start()
def play():
    # 1: process lists to temp place
    global temp_shape_list
    global temp_color_list 
    global temp_pos_list 
    global shape_list
    global color_list
    global pos_list
    global timer
    global UI_protect
    temp_shape_list = shape_list
    temp_color_list = color_list
    temp_pos_list = pos_list
    # 2: clear list
    shape_list = []
    color_list = []
    pos_list = []
    # 3: remake list with delay
    print interval
    timer = simplegui.create_timer(interval, tick)
    timer.start()
    UI_protect = True
Exemple #17
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def play():
    # 1: process lists to temp place
    global temp_shape_list
    global temp_color_list
    global temp_pos_list
    global shape_list
    global color_list
    global pos_list
    global timer
    global UI_protect
    temp_shape_list = shape_list
    temp_color_list = color_list
    temp_pos_list = pos_list
    # 2: clear list
    shape_list = []
    color_list = []
    pos_list = []
    # 3: remake list with delay
    print interval
    timer = simplegui.create_timer(interval, tick)
    timer.start()
    UI_protect = True
Exemple #18
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    global millis;
    millis +=1;
    
    
def draw_handler(canvas):
    canvas.draw_text(format_time(millis), (300,265), 150, "White");
    canvas.draw_text("W/A", (770,100), 50, "Red");
    canvas.draw_text("Score: "+str(wins)+"/"+str(attempts),(650,50),50,"Red");
    canvas.draw_text("Stopwatch Game", (10,40), 50, "Blue");
    canvas.draw_text("W--> No. of Wins", (10,360), 30, "Red");
    canvas.draw_text("A--> No. of Attempts", (10,390), 30, "Red");
    canvas.draw_text("m m    s    s       ms", (300,115), 50, "Red");
    canvas.draw_text("____   ____      ___", (300,115), 50, "Red");
    canvas.draw_line([300, 280], [680, 280], 5, 'Green');
    canvas.draw_line([300, 280], [300, 150], 5, 'Green');
    canvas.draw_line([300, 150], [680, 150], 5, 'Green');
    canvas.draw_line([680, 150], [680, 280], 5, 'Green');
    canvas.draw_text("A--> No. of Attempts", (10,390), 30, "Red");
    canvas.draw_text("*Try to stop it at 0 ms", (610,390), 30, "Pink");
frame=simplegui.create_frame("stopwatch",900,400);


frame.add_button("Start / Stop",start_timer,150);
frame.add_button("  Reset  ",reset_timer,150);
timer = simplegui.create_timer(100, timer_handler);
frame.set_draw_handler(draw_handler);


frame.start();

    size = splash_info.get_size()
    inwidth = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2)
    inheight = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2)
    if (not started) and inwidth and inheight:
        started = True
        lives = 3
        score = 0
        soundtrack.play()

# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)

# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set([])
missile_group = set([])
explosion_group = set([])

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)

timer = simplegui.create_timer(1000.0, rock_spawner)
cont_shoot_timer = simplegui.create_timer(300, my_ship.shoot)

# get things rolling
timer.start()
frame.start()
Exemple #20
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    while loop:
        res = conn.recv()
        print res
        loop = ai.process(res)

    # for draw slowly
    play_back()

if __name__ == '__main__':
    # conn managerment
    address = ('localhost', 6000)
    conn = Client(address, authkey='secret password')

    # UI managerment
    f = simplegui.create_frame("猜数游戏 AI", 800, 600)
    f.add_button("new game [0,100)", new_game, 200)
    f.add_button("play back", play_back, 200)
    f.add_button("ai mid", ai_mid, 200)
    f.add_button("ai random", ai_random, 200)
    f.set_draw_handler(draw_handler)
    timer = simplegui.create_timer(200, tick)
    f.start() 

    # conn end
    timer.stop()
    conn.close()




Exemple #21
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# Register event handlers
frame.add_button('Restart', restart, 200)
frame.add_label('')
button_pause = frame.add_button('Pause on', pause, 200)
frame.add_label('')

frame.add_label('')
frame.add_button('Add ball', add_ball, 200)
frame.add_label('')
frame.add_button('Quit', quit_prog)
frame.add_label('')
frame.add_label('Left player keys: W (or Z), S')
frame.add_label('Right player keys: Up, Down')


frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)

frame.set_draw_handler(draw)

timer = simplegui.create_timer(1000, launch_ball)


# Main
restart()

timer.start()

frame.start()
Exemple #22
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import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
import random
import math
clock=0
def startGame():
	print "please input a num:"
def timeClock():
	global clock
	print clock
	clock+=1
frame=simplegui.create_frame("GuessNum",200,100)
frame.add_button("start game",startGame,100)
timer=simplegui.create_timer(1000,timeClock)
timer.start()
frame.start()
def button2_push(key):
    global special_timer
    global player2
    if int(str(special_timer).split('.')[1]) >= 980 or int(
            str(special_timer).split('.')[1]) <= 20:
        player2 += 1
    else:
        player2 -= 1
    print('player2:', player2)


def draw(canvas):
    global special_timer
    global player1, player2
    canvas.draw_text(str(special_timer), [50, 50], 30, 'White')
    canvas.draw_text(str(player1), [30, 20], 15, 'White')
    canvas.draw_text(str(player2), [70, 20], 15, 'White')


frame = simplegui.create_frame('Timer', 200, 200)

#frame.add_button("player1",button1_push, 100)
#frame.add_button('player2', button2_push, 100)
frame.set_mouseclick_handler(button1_push)
frame.set_keydown_handler(button2_push)
timer = simplegui.create_timer(1, game_timer)
frame.set_draw_handler(draw)

frame.start()
timer.start()
Exemple #24
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    elif count != 0:
        total_stops += 1
    stopped = True
    timer.stop()


def Reset():
    global count, success_stops, total_stops
    count = 0
    stop = True
    total_stops = 0
    success_stops = 0
    timer.stop()


def tick():
    global count
    count += 1


frame = simplegui.create_frame("Stopwatch game", 250, 250)
frame.set_canvas_background('green')

frame.add_button("Start", Start, 100)
frame.add_button("Stop", Stop, 100)
frame.add_button("Reset", Reset, 100)
frame.set_draw_handler(draw)
timer = simplegui.create_timer(interval, tick)

frame.start()
Reset()
# -*- coding: utf-8 -*-

from SimpleGUICS2Pygame import simpleguics2pygame as simplegui

def timer_handler1():
    print "Hello boys!"

def timer_handler2():
    print "Hello girls!"

timer1 = simplegui.create_timer(500, timer_handler1)
timer2 = simplegui.create_timer(1500, timer_handler2)

# timer must be started or it won't work!
timer1.start()
timer2.start()

    timer.stop()
    x += 1
    if current_time % 10 == 0:
        y += 1
    label.set_text("Scores" + score(x, y))

def reset():
    global current_time, x, y
    current_time = 0
    x = 0
    y = 0
    label.set_text("Scores" + score(x, y))
    timer.stop()

# define event handler for timer with 0.1 sec interval
timer = simplegui.create_timer(100, increment)

# create frame
frame = simplegui.create_frame("StopWatch", 200, 200)

# register event handlers
label = frame.add_label("Scores" + score(x, y))
frame.add_button("Start", start)
frame.add_button("Stop", stop)
frame.add_button("Reset", reset)
frame.set_draw_handler(draw)

# start timer and frame
frame.start()

# remember to review the grading rubric

# create frame
frame = simplegui.create_frame("Mouse selection", width, height)
frame.set_canvas_background("White")

frame.add_button("Circle\n", click_circle, 100)
frame.add_button("Triangle\n", click_triangle, 100)
frame.add_button("Square\n", click_square, 100)
frame.add_label("", 100)
frame.add_button("Red\n", click_red, 100)
frame.add_button("Blue\n", click_blue, 100)
frame.add_button("Green\n", click_green, 100)
frame.add_label("", 100)
frame.add_button("Play\n", click_review, 80)
frame.add_button("Accelarate\n", click_acc, 80)
frame.add_button("Decel\n", click_dec, 80)
frame.add_button("Stop\n", click_stop, 80)
frame.add_label("", 100)
frame.add_button("Save\n", click_output, 80)

timer = simplegui.create_timer(interval, timer_handler)

# register event handler
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)


# start frame
frame.start()
Exemple #28
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    elif not inrangetop1:
        paddle1_pos+=10
    else:
        paddle1_pos-=10
        
    if inrangetop2 and inrangebot2:
        paddle2_pos+=paddle2_vel
    elif not inrangetop2:
        paddle2_pos+=10
    else:
        paddle2_pos-=10
    if ball_vel[0]>0:
        ball_vel[0]+=0.002
    else:
        ball_vel[0]-=0.002
        
# create frame
frame = simplegui.create_frame("Pong", WIDTH, HEIGHT)
frame.set_canvas_background("blue")
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.add_button("Restart game",restart,100)
frame.add_label("CONTROLS: PLAYER1 : w s \nPLAYER2: up down")
timer=simplegui.create_timer(1,tick)

timer.start()
# start frame
new_game()
frame.start()
Exemple #29
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def format():

    global mil
    global sec
    global minute
    global final

    mil = str(mil)
    sec = str(sec)
    minute = str(minute)

    final = minute + ":" + sec + "." + mil
    return final


def draw(canvas):
    canvas.draw_text(final, (250, 250), 50, "green")
    canvas.draw_text(game_print, (350, 50), 20, "red")


frame = simplegui.create_frame("Stopwatch Game", 500, 500)
timer = simplegui.create_timer(timer_val, increment)
frame.set_canvas_background("cyan")
frame.add_button("Start", start)
frame.add_button("Stop", stop)
frame.add_button("Reset", reset)
frame.set_draw_handler(draw)

timer.start()
frame.start()
# -*- coding: utf-8 -*-

from SimpleGUICS2Pygame import simpleguics2pygame as simplegui


def timer_handler1():
    print "Hello boys!"


def timer_handler2():
    print "Hello girls!"


timer1 = simplegui.create_timer(500, timer_handler1)
timer2 = simplegui.create_timer(1500, timer_handler2)

# timer must be started or it won't work!
timer1.start()
timer2.start()
#try:
#    import simplegui
#except ImportError:
#    import SimpleGUICS2Pygame.simpleguics2pygame as simplegui

from SimpleGUICS2Pygame import simpleguics2pygame

name = "Welcome"
counter = 0

def greet():
    global name
    global counter
    counter = counter + 1

def tick():
    greet()
    print(counter)
    print("Welcome " + name)

def buttonpress():
    global name
    name = "man"

frame = simpleguics2pygame.create_frame("Hello", 100, 100)

timer = simpleguics2pygame.create_timer(500, tick)
frame.add_button("Click me!", buttonpress)

frame.start()
timer.start()
Exemple #32
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        rock_vel = [
            random.random() * ROCK_VELOCITY - ROCK_VELOCITY / 2,
            random.random() * ROCK_VELOCITY - ROCK_VELOCITY / 2
        ]
        rock_avel = random.random() * .2 - .1
        a_rock = Sprite(rock_pos, rock_vel, 0, rock_avel, asteroid_image,
                        asteroid_info)
        if not a_rock.collide(my_ship):
            rock_group.add(a_rock)
            rock_counter += 1


# initialize stuff
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)

# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)

# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)

timer = simplegui.create_timer(1000.0, rock_spawner)
timer_shoot = simplegui.create_timer(50, my_ship.shoot)

# get things rolling
timer.start()
frame.start()
Exemple #33
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        my_ship.shoot()


def keyup(key):
    if key == simplegui.KEY_MAP['up']:
        my_ship.thrust = False
    if key == simplegui.KEY_MAP['left'] or key == simplegui.KEY_MAP['right']:
        my_ship.angle_vel = 0


# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)

# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
a_rock = Sprite([WIDTH / 3, HEIGHT / 3], [0, 0], 0, 1, asteroid_image,
                asteroid_info)
a_missile = Sprite([-1, -1], [0, 0], 0, 0, missile_image, missile_info,
                   missile_sound)

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)

timer = simplegui.create_timer(1000.0, rock_spawner)

# get things rolling
timer.start()
frame.start()
Exemple #34
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		vy=-1
	elif key==simplegui.KEY_MAP['right']:
		vx=1
	elif key==simplegui.KEY_MAP['down']:
		vy=1

	

def stop(key):
	global vx, vy
	if key==simplegui.KEY_MAP['down']:
		vy=0
	elif key==simplegui.KEY_MAP['up']:
		vy=0
	elif key==simplegui.KEY_MAP['left']:
		vx=0	
	elif key==simplegui.KEY_MAP['right']:
		vx=0

def update():
	pos[0]=(pos[0]+vx)%500
	pos[1]=(pos[1]+vy)%500


frame=simplegui.create_frame("frame",500,500)
timer=simplegui.create_timer(10,update)
frame.set_draw_handler(drawball)
frame.set_keydown_handler(move)
frame.set_keyup_handler(stop)
frame.start()
Exemple #35
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    rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
    # ensure rock_pos is at least 100px away of my_ship
    while dist(rock_pos, my_ship.pos) < 100:
        rock_pos = [random.randrange(0, WIDTH), random.randrange(0, HEIGHT)]
    # add rock to the group
    rock_group.add(Sprite(rock_pos, rock_vel, 0, rock_avel,
                          asteroid_image, asteroid_info))
 
 
# initialize stuff
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)
 
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set()
missile_group = set()
explosion_group = set()
 
 
# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)
 
timer = simplegui.create_timer(1000.0, rock_spawner)
 
# get things rolling
timer.start()
frame.start()
Exemple #36
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    canvas.draw_text(format_time(time), [90, 120], 50, "White",  "sans-serif")
    canvas.draw_text(format_score(score), [220, 40], 24, "Green",  "sans-serif")
    canvas.draw_text("by VG", [270, 190], 8, "Gray",  "monospace")
    
# create frame

frame = simplegui.create_frame("Stopwatch Game", 300, 200)


# create buttons with event handlers

frame.add_button("Start", start, 100)
frame.add_button("Stop", stop, 100)
frame.add_button("Reset", reset, 100)


# create timer

timer = simplegui.create_timer(interval, tick)


# set the draw handler for canvas

frame.set_draw_handler(draw)


# start frame and the game. HAVE FUN! :)

frame.start()

    shield_cool_down_timer.stop()
    
 
# initialize stuff
frame = simplegui.create_frame("Space Glory", WIDTH, HEIGHT)
 
# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set()
boss_group = set()
missile_group = set()
explosion_group = set()
 
 
# register handlers
frame.set_keyup_handler(keyup)
frame.set_keydown_handler(keydown)
frame.set_mouseclick_handler(click)
frame.set_draw_handler(draw)


timer = simplegui.create_timer(1000.0, rock_spawner)
cooling_timer = simplegui.create_timer(500.0, cool_down)
overheat_timer = simplegui.create_timer(3000.0, engine_burned)
cooling_down_in = simplegui.create_timer(1000.0, repair_engine) 
shield_cool_down_timer = simplegui.create_timer(10000.0, recharge_shield)

cooling_timer.start()
# get things rolling
timer.start()
frame.start()
    if current_time % 10 == 0:
        y += 1
    label.set_text("Scores" + score(x, y))


def reset():
    global current_time, x, y
    current_time = 0
    x = 0
    y = 0
    label.set_text("Scores" + score(x, y))
    timer.stop()


# define event handler for timer with 0.1 sec interval
timer = simplegui.create_timer(100, increment)

# create frame
frame = simplegui.create_frame("StopWatch", 200, 200)

# register event handlers
label = frame.add_label("Scores" + score(x, y))
frame.add_button("Start", start)
frame.add_button("Stop", stop)
frame.add_button("Reset", reset)
frame.set_draw_handler(draw)

# start timer and frame
frame.start()

# remember to review the grading rubric
Exemple #39
0
    inwidth = (center[0] - size[0] / 2) < pos[0] < (center[0] + size[0] / 2)
    inheight = (center[1] - size[1] / 2) < pos[1] < (center[1] + size[1] / 2)
    if (not started) and inwidth and inheight:
        started = True
        lives = 3
        score = 0
        soundtrack.play()


# initialize frame
frame = simplegui.create_frame("Asteroids", WIDTH, HEIGHT)

# initialize ship and two sprites
my_ship = Ship([WIDTH / 2, HEIGHT / 2], [0, 0], 0, ship_image, ship_info)
rock_group = set([])
missile_group = set([])
explosion_group = set([])

# register handlers
frame.set_draw_handler(draw)
frame.set_keydown_handler(keydown)
frame.set_keyup_handler(keyup)
frame.set_mouseclick_handler(click)

timer = simplegui.create_timer(1000.0, rock_spawner)
cont_shoot_timer = simplegui.create_timer(300, my_ship.shoot)

# get things rolling
timer.start()
frame.start()
Exemple #40
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#try:
#    import simplegui
#except ImportError:
#    import SimpleGUICS2Pygame.simpleguics2pygame as simplegui

from SimpleGUICS2Pygame import simpleguics2pygame

name = "Welcome"
counter = 0

def greet():
    global name
    global counter
    counter = counter + 1

def tick():
    greet()
    print(counter)
    print("Welcome " + name)

def buttonpress():
    global name
    name = "man"

frame = simpleguics2pygame.create_frame("Hello", 100, 100)

timer = simpleguics2pygame.create_timer(500, tick)
frame.add_button("Click me!", buttonpress)

frame.start()
timer.start()
Exemple #41
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frame.add_button("Play", play)
frame.add_button("Stop", stop)
frame.add_button("Reset", reset)
frame.set_draw_handler(draw_all)

print(action_consequence_estimates)
frame.add_label("\n\n\n")
frame.add_label("\n\n\n")
frame.add_label(
    "\n\nProbability Distribution known by the agent for action left : \n\n")
frame.add_label("\n\n\n")
label1 = frame.add_label('P_left_goes-left = %.3f' %
                         (action_consequence_estimates[0][0] /
                          action_consequence_estimates[0]["ntimes"]))
label2 = frame.add_label('P_left_goes-up = %.3f' %
                         (action_consequence_estimates[0][2] /
                          action_consequence_estimates[0]["ntimes"]))
label3 = frame.add_label('P_left_goes-down = %.3f' %
                         (action_consequence_estimates[0][3] /
                          action_consequence_estimates[0]["ntimes"]))
frame.add_label("\n\n\n")
frame.add_label("\n\n\n")
frame.add_button("Board1", set_board1)
frame.add_button("Board2", set_board2)

timer_play = simplegui.create_timer(500, one_step)
timer_singlerun = simplegui.create_timer(500, one_step)

# Start the frame animation
frame.start()
Exemple #42
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            for s in pp[0]:
                print s
                p4shape.append("%s_%s" % (s[0], s[1]))
        print p4shape
        _encode = "%s-%s-%s-%s-%s" % ("-".join(p4shape), pp[1], pp[2], pp[3],
                                      pp[4])
        _exp.append(_encode)
        print _encode
    #print "+".join(_exp)
    put_points = "+".join(_exp)
    print put_points
    _SAE = 'http://zoomquiet.sinaapp.com/api/echo'
    echo_txt = urllib2.urlopen('%s/%s' % (_SAE, put_points))
    _uri = echo_txt.read()
    print _uri
    inp_dump_sae.set_text(_uri)


frame.add_button('dump painting', btn_dump, 100)
# http://zoomquiet-ppreload.stor.sinaapp.com/15040214283617515_pp.log

inp_dump_sae = frame.add_input('reload URI', load_pp4sae, 150)

frame.set_draw_handler(draw_all)
frame.set_mouseclick_handler(click_point)
frame.set_canvas_background('White')

timer = simplegui.create_timer(timer_interval, timer_handler)

frame.start()
RestartGame = frame.add_button("Restart", button_Restart)
empty_label = frame.add_label('')

frame.set_draw_handler(canvas_Menu)
read_highscores()  #Initially reads the highscore file

global wall_check
wall_check = 0
Walls_State = frame.add_button("Walls: Enabled",
                               button_walls)  #Walls enabled initially
empty_label = frame.add_label('')
HighScore = frame.add_button("Highscores", button_HighScoreScreen)
empty_label = frame.add_label('')

reset_highscores = frame.add_button("Reset highscores",
                                    button_reset_highscores)
empty_label = frame.add_label('')

Quit = frame.add_button("Quit", button_quit)
empty_label = frame.add_label('')

score_display = frame.add_label("Score: -")

frame.set_draw_handler(canvas_Menu)

timer = sg.create_timer(timer_interval, timer_handler)

timer.start()

frame.start()
Exemple #44
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__author__ = 'mdmytiaha'
# Example of a simple event-driven program

# CodeSkulptor GUI module
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui


# Event handler
def tick():
    print "tick!"


# Register handler
timer = simplegui.create_timer(1000, tick)

# Start timer
timer.start()
Exemple #45
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    attempts = 0
    hits = 0
    ticking = True
    

# define event handler for timer with 0.1 sec interval
def tenths_second():
    global tenths
    tenths += 1
    
# define draw handler
def draw_current_time(canvas):
    canvas.draw_text(str(attempts) + "/" + str(hits), [250, 30], 20, "Red")
    if tenths <= 6000:
        canvas.draw_text(format(tenths), [125, 110], 20, "White")
    else:
        canvas.draw_text("The time is up!", [125, 110], 20, "White")
        
# create frame
frame = simplegui.create_frame("Stopwatch", 300, 200)
Button1 = frame.add_button("Start", start, 50)
Button2 = frame.add_button("Stop", stop, 50)
Button3 = frame.add_button("Reset", reset, 50)

# register event handlers
timer = simplegui.create_timer(100, tenths_second)
frame.set_draw_handler(draw_current_time)

# start frame
frame.start()
Exemple #46
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flag = True
timer_time = 0


def timer_count():
    global timer_time
    timer_time += 0.001


def button_start():
    global flag
    flag = False
    global timer_time
    timer_time = 0


def button_finish():
    global flag
    flag = True
    global timer_time
    print(timer_time)


frame = simplegui.create_frame('Timer', 100, 100)

frame.add_button("start", button_start, 100)
frame.add_button('finish', button_finish, 100)
timer = simplegui.create_timer(1, timer_count)

frame.start()
timer.start()
Exemple #47
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# define event handler for timer with 0.1 sec interval
def on_time_handler():
    global time_message, counter
    counter += 100
    time_message = format(counter)


# define draw handler
def on_draw_timer(canvas):
    canvas.draw_text(time_message, (60, 100), 30, 'Red')
    canvas.draw_text(str(success) + "/" + str(attempts), (140, 20), 30, 'Green')


# create frame
frame = simplegui.create_frame("StopWatch", 200, 200)
timer = simplegui.create_timer(100, on_time_handler)

# register event handlers
frame.set_draw_handler(on_draw_timer)
button_start = frame.add_button("Start", on_start, 100)
button_stop = frame.add_button("Stop", on_stop, 100)
button_reset = frame.add_button("Reset", on_reset, 100)

# start frame
frame.start()


# Please remember to review the grading rubric
Exemple #48
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    '''Displays watch, scores and instructions'''

    # watch
    format(time_val)
    canvas.draw_text(time_formated, [75, 120], 40, "White")

    # scores
    your_score = 'Your score: ' + str(score) + '     Tries: ' + str(attempt)
    canvas.draw_text(your_score, [15, 30], 20, "Yellow")

    # instructions
    instructions = 'Try to Stop on even seconds to get point.'
    canvas.draw_text(instructions, [5, 195], 12, "Aqua")


# create frame
frame = simplegui.create_frame("Stopwatch Game", 300, 200)
frame.set_canvas_background("Green")

# register event handlers
frame.set_draw_handler(display)
timer = simplegui.create_timer(100, stoper)
button_start = frame.add_button('Start', start, 100)
button_stop = frame.add_button('Stop', stop, 100)
button_reset = frame.add_button('Reset', reset, 100)

# start timer and frame
frame.start()


# seems working!
    all_stops = 0
    win_stops = 0
    timer.stop()


def teak():
    global mlsec
    mlsec += 1


def draw(canvas):
    text = view_timer(mlsec)
    canvas.draw_text(text, (100, 150), 50, "white")
    canvas.draw_text(
        str(win_stops) + "/" + str(all_stops), (250, 35), 30, "yellow")


f = simplegui.create_frame("Stop: game", 300, 300)
f.set_canvas_background("blue")

f.add_button("start", start, 100)
f.add_button("stop", stop, 100)
f.add_button("reset", reset, 100)

f.set_draw_handler(draw)

timer = simplegui.create_timer(gap, teak)

f.start()

reset()