#if shadow_rect is not None : pygame.draw.rect(screen,THECOLORS["blue"],shadow_rect,1) for pt in shadow_pts : pygame.draw.circle(screen,THECOLORS["blue"],tuple([int(i) for i in pt]),3) # draw the expanded pts expanded_pts = [] for i in range(len(shadow_pts)) : expanded_pts.append(expand_edge(shadow_pts[i],shadow_pts[(i+1)%len(shadow_pts)],ends=False)) print expanded_pts for pts in expanded_pts : pygame.draw.circle(screen,THECOLORS["green"],tuple([int(i) for i in pt]),3) # draw the com shadow_com = self.input.com() print shadow_com if shadow_com is not None : pygame.draw.circle(screen,THECOLORS["white"],tuple((int(i) for i in shadow_com)),3) def process_event(self,event) : if event.type == KEYDOWN and event.key == K_r : self.build_some_peepers() return True return False if __name__ == '__main__' : from ildp.core import ILDDriver driver = ILDDriver(640,debug=True) #s=Settings(150,[(30,30),(70,30),(70,70),(30,70)]) #driver.input.calibrate() driver.register_module(PolyTestModule(driver)) driver.run()
else: self.draw_shadow_lines(self._screen) self.update(self.shadowloc,self.shadowincrement,False) screen.blit(self._screen,(0,0)) # draw the shadow center=self.input.com() pygame.draw.circle(screen,THECOLORS["red"],self.input.com(),3) for pt in self.input.verts(): # for pt in self.wavy_circle(pt,50.0,5.0,8.0,100.0): # pygame.draw.circle(screen,THECOLORS["red"],tuple((int(i) for i in pt)),3) pygame.draw.polygon(screen,self.random_pygame_color(),tuple(self.wavy_circle(pt,20.0,8.0,8.0,100.0))) # shadow_pts=self.input.verts() # if len(shadow_pts)>2: pygame.draw.polygon(screen,THECOLORS["gray"],shadow_pts) # for pt in shadow_pts: # pygame.draw.circle(screen,THECOLORS["red"],tuple((int(i) for i in pt)),3) def process_event(self,event): if event.type == KEYDOWN and event.key == K_r: self.reset() return True return False if __name__ == '__main__': from ildp.core import ILDDriver driver = ILDDriver(640,debug=False) driver.register_module(PsychedelicModule(driver)) driver.run()
#pygame.draw.rect(self.image,(20,20,20),self.text.get_rect(),2) #pygame.draw.aaline(self.image,(20,20,20),(-1,self.rect.height-2),(self.rect.width-2,self.rect.height-2),2) #pygame.draw.aaline(self.image,(20,20,20),(0,self.rect.width-1),(self.rect.width-2,self.rect.height-1),2) pygame.draw.line(self.image,(120,120,120),(0,0),(self.rect.width-1,0),1) pygame.draw.line(self.image,(120,120,120),(0,0),(0,self.rect.height-1),1) pygame.draw.line(self.image,(50,50,50),(-1,self.rect.height-2),(self.rect.width-1,self.rect.height-2),2) pygame.draw.line(self.image,(50,50,50),(self.rect.width-2,0),(self.rect.width-2,self.rect.height-2),2) self.image.blit(self.text,self.textpos) pass def move(self,pos) : self.rect.center = pos def waitforit(self,collided,pos) : if collided : if self.waitingforitcounter == self.max_wait : self.waitingforit = True self.move(pos) else : self.waitingforitcounter += 1 else : self.waitingforit = False self.waitingforitcounter = 0 if __name__ == '__main__' : from ildp.core import ILDDriver driver = ILDDriver(640,debug=False) #driver.input.calibrate() driver.register_module(MagneticPoetry(driver)) driver.run()
self.rect.center = self.rect.center[0]+self.dx,self.rect.center[1]+self.dy if self.rect.center[1] > 600 : self.velocity = self.dx, self.dy = (0,0) self.rect.center = randrange(0,600),-20 #self.hitmask = pygame.surfarray.array_alpha(self.image) def check_for_collision(self,group) : self.collide_edges = [] for e in group : if self.rect.colliderect(e.rect) : if _pixelPerfectCollisionDetection(e,self) : self.collide_edges.append(e) if len(self.collide_edges) != 0 : l = self.collide_edges[0] self.velocity = self.dx, self.dy = l.slope[0]*2,l.slope[1]*2 #self.velocity = self.dx, self.dy = self.dx-l.normal[0]*5,self.dy-l.normal[1]*5 #dot = 2*(l.normal[0]*self.dx+l.normal[1]*self.dy) #self.velocity = self.dx,self.dy = self.dx-l.normal[0]*dot,self.dy-l.normal[1]*dot #self.velocity = self.dx,self.dy = self.dx*0.7,self.dy*0.7 if __name__ == '__main__' : from ildp.core import ILDDriver driver = ILDDriver(640,debug=True) driver.register_module(MarblesModule(driver)) driver.run()
import math from random import randint class EmptyModule(ILDParamModule) : def __init__(self, driver, **kwargs) : ILDParamModule.__init__(self,driver,**kwargs) def draw(self,screen) : screen.fill((200,200,255,255)) # draw the shadow shadow_pts = self.input.verts() if len(shadow_pts) > 2 : pygame.draw.polygon(screen,THECOLORS["gray"],shadow_pts) for pt in shadow_pts : pygame.draw.circle(screen,THECOLORS["red"],tuple((int(i) for i in pt)),3) def process_event(self,event) : if event.type == KEYDOWN and event.key == K_r : self.build_some_peepers() return True return False if __name__ == '__main__' : from ildp.core import ILDDriver driver = ILDDriver(640,debug=True) #s=Settings(150,[(30,30),(70,30),(70,70),(30,70)]) driver.input.calibrate() driver.register_module(EmptyModule(driver)) driver.run()