def main(): # initialize the pygame module pygame.init() pygame.display.set_caption("Graph Theory Epidemic") screen = pygame.display.set_mode((data.WIDTH, data.HEIGHT)) graphics.init_graphics() make_buttons() # Make new graph data.main_graph = graph.Graph() # main loop running = True while running: render(screen) # event handling, gets all event from the event queue for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONUP: pos = pygame.mouse.get_pos() handle_click(pos) if event.type == pygame.QUIT: # change the value to False, to exit the main loop running = False if event.type == pygame.KEYDOWN: if active_input_box is not None and active_input_box.selected: active_input_box.key_event(event)
def run(): data = tempdata.init_data() screens = graphics.init_graphics(data) cont = True while cont: screens, data, cont = game_logic.cycle(screens, data)
def main(): # Get command-line arguments. args = parse_args() ## Create renderer and graphics window. win_width = 500 win_height = 500 renderer, renderer_window = gr.init_graphics(win_width, win_height) ## Read in the segmentation surface. surface_file_name = args.surface_file surface = Surface(gr, renderer_window, renderer) surface.read(surface_file_name) gr_geom = gr.add_geometry(renderer, surface.geometry, color=[0.8, 0.8, 1.0]) surface.vtk_actor = gr_geom #gr_geom.GetProperty().SetOpacity(0.5) ## Create a Centerlines object used to clip the surface. centerlines = Centerlines() centerlines.graphics = gr centerlines.surface = surface centerlines.window = renderer_window centerlines.renderer = renderer centerlines.clip_distance = args.clip_distance centerlines.clip_width_scale = args.clip_width_scale centerlines.remesh_scale = args.remesh_scale centerlines.mesh_scale = args.mesh_scale print("---------- Alphanumeric Keys ----------") print( "a - Compute model automatically for a three vessel surface with flat ends." ) print("c - Compute centerlines.") print("m - Create a model from the surface and centerlines.") print("q - Quit") print("s - Select a centerline source point.") print("t - Select a centerline target point.") print("u - Undo the selection of a centerline source or target point.") ## Create a mouse interactor for selecting centerline points. picking_keys = ['s', 't'] event_table = { 'a': (surface.create_model_automatically, centerlines), 'c': (surface.compute_centerlines, surface), 'm': (centerlines.create_model, surface), 's': surface.add_centerlines_source_node, 't': surface.add_centerlines_target_node } interactor = gr.init_picking(renderer_window, renderer, surface.geometry, picking_keys, event_table) ## Display window. interactor.Start()
def draw_solid(polydata): win_width = 500 win_height = 500 renderer, renderer_window = gr.init_graphics(win_width, win_height) gr.add_geometry(renderer, polydata, color=[0.0, 1.0, 0.0], wire=False, edges=True) gr.display(renderer_window)
def map_test(stdscr): graphics.init_graphics(stdscr, 'graphics_config') map_height = 50 map_width = 120 player_pos = Position(map_height/2, map_width/2) M = Map(name = 'map0', height = map_height, width = map_width, player_pos = Position(5, 5)) for pos in positions(map_height, map_width): if random.randint(0,1) == 0: M.set_tile(pos, Terrain('grass')) else: M.set_tile(pos, Terrain('wall')) M.set_player(player_pos, Monster('dog')) graphics.use_map(M) old_pos = Position(0, 0) graphics.draw_map(player_pos) while True: key = graphics.getch() old_pos.y = player_pos.y old_pos.x = player_pos.x if key == ord('d') and player_pos.x < map_width-1: player_pos.e() elif key == ord('a') and player_pos.x > 0: player_pos.w() elif key == ord('w') and player_pos.y > 0: player_pos.n() elif key == ord('s') and player_pos.y < map_height-1: player_pos.s() else: if chr(key) not in ['w', 'a', 's', 'd']: break M.update_player_pos(player_pos) graphics.update_map(M, [old_pos, player_pos]) graphics.draw_map(player_pos) #graphics.debug_output(M.player_pos.y, M.player_pos.x, old_pos.y, old_pos.x) time.sleep(1)
def sort_by_time(): global photo, canvas canvas.delete("all") bars = graphics.init_graphics(height, width, arr, canvas) start = timeit.default_timer() if algo == ALGO_OPTIONS[0]: bubble_sort(bars, canvas) elif algo == ALGO_OPTIONS[1]: heap_sort(bars, canvas) elif algo == ALGO_OPTIONS[2]: quick_sort(bars, 0, len(bars) - 1, start, canvas) sort_btn["state"] = tk.NORMAL
def main(args=None): '''App entry point <args> is a list of command line arguments, defaults to sys.argv[1:] ''' logging.basicConfig( format="[%(levelname)-8s] %(asctime)s %(module)s: %(message)s", datefmt="%Y-%m-%d %H:%M:%S", ) g.load_options(args) pygame.display.init() pygame.font.init() themes.init_themes(g.datadirs('themes') + ['/usr/share/aisleriot/cards']) graphics.init_graphics() gui = ui.Gui() gui.run(g.window_size, g.full_screen, g.gamename) pygame.quit() g.save_options()
def main(): seed(time()) for i in range(1, 16): Pool_ball([60 + 50 * i, graphics.SCREEN_DIM[1] // 2], graphics.BALL_COLORS[(i - 1) % 8], i) graphics.init_graphics() while graphics.RUNNING: graphics.render() # TODO TESTING i = 0 while i < 1 and random() < 0.1: choice(Pool_ball.pool_balls).apply_force(random() * 1.2, random() * 360) i += 1 threads = thread_movement() for thread in threads: thread.join() check_collisions()
def draw_segmentations(contours): num_segs = len(contours) ## Create renderer and graphics window. win_width = 500 win_height = 500 renderer, renderer_window = gr.init_graphics(win_width, win_height) ## Show contours. for sid in range(num_segs): seg = contours[sid] control_points = seg.get_control_points() gr.create_segmentation_geometry(renderer, seg) # Display window. gr.display(renderer_window)
def main(): file_name = sys.argv[1] file_prefix, file_extension = os.path.splitext(file_name) ## Create renderer and graphics window. win_width = 500 win_height = 500 renderer, renderer_window = gr.init_graphics(win_width, win_height) ## Read in surface. surface = Surface() surface.read(file_name) model_polydata = surface.geometry gr_geom = gr.add_geometry(renderer, model_polydata, color=[0.8, 0.8, 8.0]) print("Num nodes: {0:d}".format(model_polydata.GetNumberOfPoints())) print("Num faces: {0:d}".format(model_polydata.GetNumberOfCells())) ## Display window. interactor = gr.init_picking(renderer_window, renderer, surface.geometry, {'c': (compute_centerlines, file_prefix)}) interactor.Start()
box_pd = box.get_polydata() print(" Box: num nodes: {0:d}".format(box_pd.GetNumberOfPoints())) ## Create a cylinder. print("Create a cylinder ...") center = [0.0, 0.0, 1.0] axis = [0.0, 0.0, 1.0] radius = 1.5 length = 10.0 cylinder = modeler.cylinder(center, axis, radius, length) cylinder_pd = cylinder.get_polydata() ## Subtract the cylinder from the box. print("Union the cylinder and the box ...") result = modeler.union(model1=box, model2=cylinder) result_pd = result.get_polydata() ## Create renderer and graphics window. win_width = 500 win_height = 500 renderer, renderer_window = gr.init_graphics(win_width, win_height) ## Add model polydata. gr.add_geometry(renderer, box_pd, color=[0.0, 1.0, 0.0], wire=True, edges=False) gr.add_geometry(renderer, cylinder_pd, color=[0.0, 0.0, 1.0], wire=True, edges=False) #gr.add_geometry(renderer, result_pd, color=[1.0, 0.0, 0.0], wire=False, edges=False) # Display window. gr.display(renderer_window)
def main(): init_graphics() gameloop(ParentComponent())
#Fifth step. Each unavailable node v computes the rank r of ID v in # S v and colors itself r. Each available node colors itself # 1. Let this coloring of vertices be denoted χ . Note that # this vertex coloring need not be proper. def func(): for vert in vertices: g.pygame.draw.rect(g.image, g.WHITE, vert + [vertex_width, vertex_width]) # for edge in edges: # g.pygame.draw.line(g.image,g.RED,vertices[edge[0]],vertices[edge[1]],edge_width) for edge in edges: # pass g.pygame.draw.line(g.image, g.RED, vertices[edge[0]], vertices[edge[1]], edge_width) for i in range(len(vertices)): g.text_to_screen(g.image, texts[i], vertices[i][0], vertices[i][1], size=text_size) # Graphics g.init_graphics(500, 500) g.add_loop_function(func) g.display()
import graphics # Current location location = 1 # 0 - World Map, 1 - Level # Update event loop def update(dt): if location == 0: worlds.update(dt) elif location == 1: level.update(dt) else: print("Invalid location") while True: pass # Initialize the savefiles, worlds, levels, and graphics save.init_savefiles() worlds.init_worlds() level.init_levels() graphics.init_graphics() # Begin playing the title screen worlds.worlds[0]["title"].play() # Start the event loop pyglet.clock.schedule_interval(level.update, 1/120) pyglet.app.run()