Exemple #1
0
import persistance
import affichage
import moteur
import iconsole
import couleurs
import misc

if __name__ == '__main__':
	persistance.init ()
	couleurs.init ()
	# affichage.init ()

	continuer = True
	while continuer == True:
		jcode = iconsole.demander ("main","Tu veux decider du code ?")
		jcode = misc.question_fermee (jcode)

		if jcode == True:
		    iconsole.choisir_code ()
		else:
		    iconsole.choisir_code ()

		iconsole.jouer ()

		rep = iconsole.demander ("main","Tu veux rejouer ?")
		continuer = misc.question_fermee (jcode)
		affichage.reset ()

	persistance.save ()
Exemple #2
0
def main(): 
	pygame.init() 

	displayWidth = 640
	displayHeight = 640 


	screen = pygame.display.set_mode((displayWidth, displayHeight))
	grid = model.Grid(40, 40, model.EMPTY, 20, 20)
	bgGrid = model.Grid(40, 40, model.EMPTY, 20, 20)

	view.loadSprites()

	grid.entityList = model.initialEntities(grid)
	model.placeEntities(grid)

	persistance.load(grid, bgGrid) #Loads on startup of file.

	pygame.time.set_timer(pygame.USEREVENT, 1000)
	pendingActionList = entities.OrderedList()

	controller.initializeActions(pendingActionList, grid.entityList)

#must be placed elsewhere 

	gatherer = grid.entityList[0]
	gatherer.aim = grid.entityList[2]
	for entity in grid.entityList: 
		if isinstance(entity, entities.MonsterEnergy): 
			gatherer.aim = entity 
			break 
	print (gatherer.aim)

	resetCopy = controller.returnCopiesOf(grid.entityList)

	while 1: 
		for event in pygame.event.get(): 
			keys = pygame.key.get_pressed()
			mouse = pygame.mouse.get_pressed()
			x, y = pygame.mouse.get_pos()
			p = controller.clickToPoint(grid, x, y)

			if event.type == QUIT: 
				pygame.quit()
				sys.exit()
			if event.type.type == pygame.USEREVENT:
				controller.handleTicks(pendingActionList, pygame.time.get_ticks())
			if mouse[0]: 
				controller.handleLeftClicks(grid, keys, p, bgGrid)
			if mouse[2]:
				controller.handleRightClicks(grid, p)

			if keys[K_0]: 
				grid.keyPressed = 0
				print("Key pressed 0")
				grid = model.resetGrid(resetCopy, bgGrid)
				grid.entityList = controller.returnCopiesOf(resetCopy)
				gatherer = grid.entityList[0]
				grid.spacePressed = False
			if keys[K_s]:
				persistance.save(grid, bgGrid)
			if keys[K_l]:
				persistance.load(grid, bgGrid)
			controller.handleHover(grid, x, y)
			
			controller.handleKeys(grid, keys, gatherer)

		#controller.takeAction(grid, grid.spacePressed, grid.keyPressed, gatherer)
		if grid.spacePressed: 
			controller.updateGatherers(grid)
		view.draw(screen, grid, bgGrid, grid.screenW, grid.screenH)

		#view.handleSprites(screen, entityList)

		controller.cleanUp(grid.entityList)
		pygame.display.flip()

		model.placeEntities(grid)
Exemple #3
0
		@couleur : couleur = une couleur, sous n'importe quelle représentation
		@pts : str = le taux d'éclaircissement à ajouter à chaque valeur
			Est de type "A0", c'est à dire DEUX caractères obligatoires, 
			entre 0 et F (0 1 ... 8 9 A B... E F)

		@return : couleur (hexadecimal)
	"""
	c = couleur_to_hexa (couleur)
	r = int (c[1:],16) # Convertit en nombre entier normal 

	taux = int (pts * 3, 16)

	r += taux

	#return "#" + hex (r)[2:]
	return couleur # hahaha 
	

# Test
if __name__ == '__main__':
	persistance.init () # Charge les fichiers
	init () # initialise le module (auto-initialise ?!)

	# Démonstration 
	print (string_to_hexa ("or"))
	print (hexa_to_string ("#A300FF"))
	print (hexa_to_string (string_to_hexa ("jaune"))) # inutile 


	persistance.save () # inutile aussi ... mais s'il y a eu des changements ... 
Exemple #4
0
def main():
    pygame.init()

    displayWidth = 640
    displayHeight = 640

    screen = pygame.display.set_mode((displayWidth, displayHeight))
    grid = model.Grid(40, 40, model.EMPTY, 20, 20)
    bgGrid = model.Grid(40, 40, model.EMPTY, 20, 20)

    #view.loadSprites()
    img = entities.Images()
    view.imgLoad(img)

    grid.entityList = model.initialEntities(grid)
    model.placeEntities(grid)

    persistance.load(grid, bgGrid)  #Loads on startup of file.

    pygame.time.set_timer(pygame.USEREVENT, 1000)
    pendingActionList = entities.OrderedList()

    controller.initializeActions(pendingActionList, grid.entityList)

    #must be placed elsewhere

    gatherer = grid.entityList[0]
    gatherer.aim = grid.entityList[0]
    for entity in grid.entityList:
        if isinstance(entity, entities.MonsterEnergy):
            gatherer.aim = entity
            break

    resetCopy = controller.returnCopiesOf(grid.entityList)

    while 1:
        for event in pygame.event.get():
            keys = pygame.key.get_pressed()
            mouse = pygame.mouse.get_pressed()
            x, y = pygame.mouse.get_pos()
            p = controller.clickToPoint(grid, x, y)

            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if mouse[0]:
                controller.handleLeftClicks(pendingActionList, grid, keys, p,
                                            bgGrid)
            if mouse[2]:
                controller.handleRightClicks(grid, p)

            if keys[K_0]:
                grid.keyPressed = 0
                grid = model.resetGrid(resetCopy, bgGrid)
                grid.entityList = controller.returnCopiesOf(resetCopy)
                gatherer = grid.entityList[0]
                pendingActionList = entities.OrderedList()
                controller.initializeActions(pendingActionList,
                                             grid.entityList)
                grid.spacePressed = False
                print("World reset.")
            if keys[K_s]:
                persistance.save(grid, bgGrid)
            if keys[K_l]:
                persistance.load(grid, bgGrid)
                pendingActionList.list = []
                controller.initializeActions(pendingActionList,
                                             grid.entityList)
                grid.spacePressed = False
            controller.handleHover(grid, x, y)

            controller.handleKeys(grid, keys, gatherer)

        if grid.spacePressed:
            controller.ensureMovement(grid, pendingActionList)
            controller.updateGatherers(grid)
            controller.handleTicks(grid, pendingActionList,
                                   pygame.time.get_ticks())

        model.placeEntities(grid)
        view.draw(img, screen, grid, bgGrid, grid.screenW, grid.screenH)

        controller.cleanUp(grid.entityList)
        pygame.display.flip()
Exemple #5
0
 def process_save(self, args):
     if args.strip() == "":
         print("Will save to a new file")
         args = None
     persistance.save(self.play_phase.state, args)