def getGradient(move, color, coor):
	white = (WHITE[0], WHITE[1], WHITE[2], 0)
	theColor = (color[0], color[1], color[2], 255)
	if move == 'up':
		begin = theColor
		end = white
		return gradients.vertical(coor, begin, end)
	elif move == 'left':
		begin = theColor
		end = white
		return gradients.horizontal(coor, begin, end)
	elif move == 'right':
		begin = white
		end = theColor
		return gradients.horizontal(coor, begin, end)
Exemple #2
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def renderPhysical():
    player = game.player
    label = "{0} / {1}".format(int(player.physical_health), 
                               int(player.physical_capacity))
    width = int(player.percent_physical_health * bar_size[0])
    physical_bar.fill(colors.DARK_GRAY)
    if width > 0:
        physical_bar.blit(gradients.horizontal((width, bar_size[1]), 
                                               colors.OPAQUE_DARK_RED, 
                                               colors.OPAQUE_RED), (0, 0))
    textrect(label, ui.typography["system"], bar_size[0], colors.WHITE, 
             align=1, surface=physical_bar)
def show_base_screen():
    screen.blit(
        horizontal((1100, 780), (200, 245, 255, 100), (255, 245, 255, 100)),
        (0, 0))
    pygame.draw.lines(screen, (0, 0, 0), True, [(60, 60), (1020, 60),
                                                (1020, 720), (60, 720)], 5)
    show_average_card = font.render("Average time : " + str(avg_time) + "ms",
                                    True, (32, 64, 128))
    show_min_card = font.render("Fastest time : " + str(fastest_time) + "ms",
                                True, (32, 64, 128))
    show_count_card = font.render("Count : " + str(count), True, (32, 64, 128))
    show_last_click_time_card = font.render(
        "Last : " + str(this_click_time_taken) + "ms", True, (32, 64, 128))
    screen.blit(show_average_card, (60, 25))
    screen.blit(show_min_card, (360, 25))
    screen.blit(show_count_card, (660, 25))
    screen.blit(show_last_click_time_card, (860, 25))
Exemple #4
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def renderMental():
    player = game.player
    label = "{0} / {1}".format(int(player.mental_strain), 
                               int(player.mental_capacity))
    width = int(player.percent_mental_stability * bar_size[0])
    mental_bar.fill(colors.DARK_GRAY)
    stability_width = player.mental_stability * bar_size[0]
    stability_rect = pygame.Rect(bar_size[0] - stability_width, 0, 
                                 stability_width, bar_size[1])
    stability = mental_bar.subsurface(stability_rect)
    stability.fill(colors.GRAY)
    if width > 0:
        mental_bar.blit(gradients.horizontal((width, bar_size[1]), 
                                              colors.OPAQUE_DARK_BLUE, 
                                              colors.OPAQUE_BLUE), (0, 0))
    textrect(label, ui.typography["system"], bar_size[0], colors.WHITE, 
             align=1, surface=mental_bar)
Exemple #5
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def main():
        pygame.init()
        screen = pygame.display.set_mode((800,700), pygame.SRCALPHA)
        bgd = pygame.Surface(screen.get_size())
        bgd.blit( gradients.vertical(bgd.get_size(), (227, 200, 53, 255), (157, 116, 2, 255)),(0,0))
        bgd.fill((128,)*3)
        screen.blit(bgd, (0,0))
        pygame.key.set_repeat(500, 30)

        def f1(x):
            return x
        def f2(x):
            return 0.49*math.cos(10*x)+0.5
        def f3(x):
            return 0.49*math.sin(100*x)+0.5
        def f4(x):
            return math.exp(x)
        def f5(x):
            return x*x
        def f6(x):
            return math.cos(1.5*x)
        def f7(x):
            return math.sqrt(x)
        def f8(x):
            return x%5
        def f9(x):
            return math.exp(-x/10.)*math.sin(x)
        def f10(x):
            return math.ceil(x/10.)
        def f11(x):
            return math.exp(x-10)+math.exp(-x-10)
        def f12(x):
            return x**2-x**4
        def f13(x):
            return 10*x+10
        def f14(x):
            if x<-math.pi/2.:
                return 0
            elif x>math.pi/2:
                return 2
            else:
                return math.sin(x)+1



        def expf(x,y=1):
##            return 0.49*math.sin(5*x)+0.5
##            return math.cos(x*30.)*math.sin(y*30.)
##            r = x**2+y**2
##            return 2-abs(x)*abs(y)
            return math.sin(15*y-math.sin(15*x))*math.cos(15*x-math.cos(15*y))*3
##            return 2*math.cos(20*r)*math.exp(-1./3*r)
##            return r**0.5
##            return math.exp(x*y)-math.exp(-y*x)
##            return (5*x)**(5*y)


        types  = ["line", "circle", "rect"]
        modes  = [0,1,2,3,4,5]
        type   = 0
        mode   = 0
        funcs  = [f1,f2,f3,f4,f5,f6,f7,f8,f9,f10,f11,f12,f13,f14]
        rf     = 1
        gf     = 1
        bf     = 1
        af     = 0
        spoint = (300,500)
        epoint = (320, 640)
        scol   = (0,255,0,100)
        ecol   = (100,0,50,255)
        offset = (0,0)

        pygame.display.set_caption( "mode:"+str(modes[mode])+
                                    " type:"+str(types[type])+
                                    " rf:"+str(rf)+
                                    " gf:"+str(gf)+
                                    " bf:"+str(bf)+
                                    " af:"+str(af)+
                                    "    keys: r,g,b,a,  t,m, ctrl+click"
                                    )
        running = True
        changed = True
        while running:
            event = pygame.event.wait()
            if pygame.QUIT==event.type:
                running = False
            elif pygame.KEYDOWN == event.type:
                if event.key == pygame.K_ESCAPE:#pygame.K_ESCAPE == event.key:
                    running = False
                elif event.key == pygame.K_t:
                    type += 1
                    type %= len(types)
                elif event.key == pygame.K_m:
                    mode += 1
                    mode %= len(modes)
                elif event.key == pygame.K_r:
                    rf += 1
                    rf %= len(funcs)
                elif event.key == pygame.K_g:
                    gf += 1
                    gf %= len(funcs)
                elif event.key == pygame.K_b:
                    bf += 1
                    bf %= len(funcs)
                elif event.key == pygame.K_a:
                    af += 1
                    af %= len(funcs)
                elif event.key == pygame.K_SPACE:
                    rint = random.randint
                    scol = (rint(1,254), rint(1,254), rint(1,254), rint(1,254))
                    ecol = (rint(1,254), rint(1,254), rint(1,254), rint(1,254))
                elif event.key == pygame.K_DOWN:
                    offset = (offset[0], offset[1]+1)
                elif event.key == pygame.K_UP:
                    offset = (offset[0], offset[1]-1)
                elif event.key == pygame.K_LEFT:
                    offset = (offset[0]-1, offset[1])
                elif event.key == pygame.K_RIGHT:
                    offset = (offset[0]+1, offset[1])
                changed = True
            elif pygame.MOUSEBUTTONDOWN == event.type:
                if pygame.key.get_mods()&pygame.KMOD_CTRL:
                    spoint = list(pygame.mouse.get_pos())
                else:
                    epoint = list(pygame.mouse.get_pos())
                changed = True

            if changed:
                changed = False
                mode_str = []
                if gradients.BLEND_MODES_AVAILABLE:
                    mode_str = ["normal", "add", "sub", "mult", "min", "max"]
                else:
                    mode_str = ["normal"]*6
                pygame.display.set_caption( "mode:"+mode_str[modes[mode]]+
                                            " type:"+str(types[type])+
                                            " rf:"+str(rf)+
                                            " gf:"+str(gf)+
                                            " bf:"+str(bf)+
                                            " af:"+str(af)+
                                            "    keys: r,g,b,a,  t,m, ctrl+click"+
                                            " space: chg color"
                                            )
                screen.fill((50,50,50))
                screen.blit(bgd, (0,0))
# genericFxyGradient
                #genericFxyGradient(screen, pygame.Rect(600,100,195,200), (0,100,200),(255,50,100), expf, (-2,2), (-2,2))
                # gradient
                func = gradients.draw_gradient
                if types[type]=="circle":
                    func = gradients.draw_circle
                elif types[type]=="rect":
                    func = gradients.draw_squared
                func(screen, spoint,epoint, scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af], modes[mode])

                pygame.draw.line(screen, (255,0,255), spoint, epoint)

                print "startcolor:",scol
                print "endcolor", ecol
                print "startpoint", spoint
                print "endpoint", epoint
                print "------------------"
                screen.blit(gradients.horizontal((198, 198), scol, ecol), (1,1))
                screen.blit(gradients.vertical((198,198), scol, ecol), (201, 1))
                screen.blit(gradients.radial(99, scol, ecol), (401, 1))
                screen.blit(gradients.squared(198, scol, ecol), (601, 1))

                screen.blit(gradients.horizontal_func((198, 198), scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af]), (1,201))
                screen.blit(gradients.vertical_func((198,198), scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af]), (201, 201))
                screen.blit(gradients.radial_func(99, scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af]), (401, 201))
                screen.blit(gradients.squared_func(198, scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af], offset), (601, 201))

                #screen.blit(gradients.chart(spoint, epoint, scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af]), (0,700-257))

                #screen.blit(gradients.radial_func_offset(99, scol, ecol, funcs[rf], funcs[gf], funcs[bf], funcs[af], offset=offset), (601, 401))

                pygame.display.flip()


        pygame.quit()
Exemple #6
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 def update(self, value):
     self.fill()
     if value > 1:
         self.value = (int)(self.sub_width * value / 100.0)
         pygame.Surface.blit(self, gradients.horizontal((self.value, self.sub_height), self.start_col, self.end_color), (self.border,self.border))