Exemple #1
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 def main():
     display.init()
     maxX,maxY = display.list_modes()[0] 
     screen = display.set_mode( (maxX/3, maxY/3 ) )
     
     display.flip()
     
     pgw = PygameWidget( )
     p = Player( pgw, pipe_desc=Player.test_pipe_desc )
     p.play()
     
     clock = pygame.time.Clock()
     
     running = True
     while running:
         clock.tick( 60 )
         for evt in [pygame.event.wait()] + pygame.event.get():
             if evt.type == pygame.KEYDOWN:
                 if p._playing:
                     p.pause()
                 else:
                     p.play()
             elif evt.type == pygame.QUIT:
                 p.stop()
                 running = False
Exemple #2
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    def run(self):

        window = display.get_surface()

        for evt in event.get():
            if evt.type == pygame.QUIT:
                self.quit()
            elif evt.type == pygame.MOUSEMOTION:
                self.processMouseMotion(evt.pos)

            elif evt.type == pygame.KEYDOWN:
                self.processKeyDown(evt.key)

            elif evt.type == pygame.MOUSEBUTTONDOWN:
                self.processMouseButtonDown(evt.pos)

            elif evt.type == pygame.MOUSEBUTTONUP:
                self.processMouseButtonUp(evt.pos)

        window.fill(self.aColor)

        # self.testObj.rect.x = self.mouseX
        # self.testObj.rect.y = self.mouseY
        # self.activeSprites.draw(window)

        self.activeState.update(self.Clock.get_time())
        self.activeState.activeSprites.draw(window)
        if len(self.activeState.pts) > 1:
            draw.lines(window, (255, 0, 255), False, self.activeState.pts, 3)

        self.Clock.tick(30)
        display.flip()
        self.run()
Exemple #3
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 def runtrial(self):
     surface = display.get_surface()
     surface.fill((255,255,255))
     surface.blit(self.image,TOPLEFT)
     display.flip()
     self.sound.play()
     time.sleep(ST_LENGTH)
     surface.blit(self.fill,TOPLEFT)
     display.flip()
     time.sleep(TB_LENGTH)
     keypresses = []
     for e in event.get(KEYDOWN):
         keypresses += [e.dict['unicode']]
     if SPACE in keypresses:
         return None
     if unicode(KEYLEFT) in keypresses:
         if self.trgtimg:
             #print "user hit key \""+ KEYLEFT +"\" correctly"
             self.result[0] = True
         else:
             #print "user hit key \""+ KEYLEFT +"\" incorrectly"
             self.result[0] = False
     if unicode(KEYRIGHT) in keypresses:
         if self.trgtsnd:
             #print "user hit key \""+ KEYRIGHT +"\" correctly"
             self.result[1] = True
         else:
             #print "user hit key \""+ KEYRIGHT +"\" incorrectly"
             self.result[1] = False
     return True
Exemple #4
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    def run(self):
        while self.can_run:

            self.check_gamestate()
            #want delay for the ideal FPS
            lastframedelay = self.fps_clock.tick(GAME_GLOBALS.MAX_FPS)
            update_count = lastframedelay + self.cycles_left
            if update_count > (GAME_GLOBALS.MAX_FPS * GAME_GLOBALS.UPDATE_INT):
                update_count = GAME_GLOBALS.MAX_FPS * GAME_GLOBALS.UPDATE_INT

            #Do at least 1 update if for some reason
            #the computer is super fast
            event = pygame.event.get()
            self.check_exit(event)
            self.GAME_STATE.update(event)
            update_count -= GAME_GLOBALS.UPDATE_INT
            if update_count > GAME_GLOBALS.UPDATE_INT:
                while update_count > GAME_GLOBALS.UPDATE_INT:
                    update_count -= GAME_GLOBALS.UPDATE_INT
                    #Do update stuff
                    event = pygame.event.get()
                    self.check_exit(event)
                    self.GAME_STATE.update(event)
            self.cycles_left = update_count

            DISP.flip()

        if self.exitting:
            #TODO: save stuff?
            pygame.quit()
            sys.exit(0)
        else:
            #something kicked us out of the event loop but
            #the exitting flag is still false
            self.can_run = True
Exemple #5
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    def run(self):
        running = True
        while running:
            new_time = PT.get_ticks()
            frame_time = (new_time - self.current_time)/1000.0
            self.current_time = new_time
            self.clock.tick()

            running = self.handleEvents()
            if(running == False):
                return False
            #Key Handling----------------------------
            # self.character.handle_keys() # handle the keys

            self.screen.fill((0,0,0)) # fill the screen with white

            # self.character.handle_collision(self.block_group)

            #move and draw the enemies
            player_face = self.character.get_face()
            for enemy in self.enemy_list.sprites():
                Enemy_face = enemy.get_face()
                enemy.set_face(player_face)
                enemy.draw()

            #draw blocks
            Draw.draw_map(self.block_group)

            self.character.draw(self.screen, self.block_group) # draw the character to the screen

            PD.flip()

            self.updates = 0

            #clock is added
            clock = PT.Clock()

            while frame_time > 0.0:
                delta = min(frame_time, self.interval)
                for enemy in self.enemy_list.sprites():
                    enemy.update(delta)
                self.character.handle_keys(self.block_group, self.interval)
                frame_time -= delta
                self.updates += 1

                last = PT.get_ticks()

                clock.tick()

                PD.flip()

                elapsed = (PT.get_ticks() - last) / 1000.0
                if (PG.key.get_pressed()):
                    self.update(self.character, elapsed)

            #camera handling
            self.cam.update(self.character)
            #end camera handle
            
            PD.update() # update the screen
Exemple #6
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 def render(self):
     screen.blit(self.IMAGE, (0, 0))
     PDI.flip()
     if not PX.music.get_busy():
         PX.music.load(SONG0)
         PX.music.set_volume(Globals.VOLUME)
         PX.music.play(0, 0.0)
Exemple #7
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 def draw(self):
     self.background.draw()
     self.showText(self.title,
                   .5, min(.4, self.timeAlive / 4000.0))
     if self.timeAlive % 1000 < 650:
         self.showText(self.text, .5, .6)
     display.flip()
 def __draw(self):
    
    self.__gen.draw(self.__canvas)
    
    
    if self.__mouseDown:
       diffX = self.__mouseCurrPos[0] - self.__mouseDownPos[0] 
       diffY = self.__mouseCurrPos[1] - self.__mouseDownPos[1]
       
       if diffX > 0 and diffY > 0:
          sizeX = max([diffX, diffY])
          sizeY = sizeX
       elif diffX > 0:
          sizeX = max([abs(diffX), abs(diffY)])
          sizeY = -sizeX
       elif diffY > 0:
          sizeY = max([abs(diffX), abs(diffY)])
          sizeX = -sizeY
       else:
          sizeX = min([diffX, diffY])
          sizeY = sizeX
       
          
       self.__drawSize = (sizeX, sizeY)
       
       pygame.draw.rect(self.__canvas, self.__highlightColor,
                        Rect(self.__mouseDownPos, self.__drawSize), 1)
    
    
    display.flip()
    display.update()
Exemple #9
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	def update(self):
		"""
		redraw
		"""
		self.screen.fill(config.bgcolor)
		w2s = self.viewport.world_to_screen
		# draw grid for debug
		# self.draw_grid()

		# draw bodies
		# for b in self.world.bodies:
		# 	polygon = []
		# 	fflag = 0
		# 	for node in b.shape.nodes:
		# 		p, flag = w2s(b.coor.apply(mat((node[0], node[1], 0)).T))
		# 		fflag = fflag or flag
		# 		polygon.append(p)
		# 	if fflag:
		# 		pg.draw.polygon(self.screen, b.shape.color, polygon)

		# draw points
		for point in self.world.points:
			p, flag = w2s(point.s.T)
			if flag:
				pg.draw.circle(self.screen, pg.Color("blue"), vint(p), 2)

		# draw joints
		jointColor = (0x22, 0xff, 0)
		for j in self.world.joints:
			p1, flag1 = w2s(j.t1.s.T)
			p2, flag2 = w2s(j.t2.s.T)
			if flag1 or flag2:
				pg.draw.aaline(self.screen, jointColor, vint(p1), vint(p2))

		pgdisplay.flip()
Exemple #10
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def display_loading_progress(search_term, term_url_count, total_urls, urls_processed, term_count):

    percent_complete = (urls_processed/float(total_urls)) * 100
    percent_complete = int(percent_complete)
    msg = "{}%".format(percent_complete)

    loading_font_size = LOADING_FONT.get_ascent()
    text = LOADING_FONT.render(msg, 1, (random.randint(0,255), random.randint(0,255), random.randint(0,255)))
    x_coord = SCREEN_WIDTH - len(msg) * loading_font_size
    y_coord = 0

    screen.fill(RGB_BLACK, Rect(x_coord, y_coord, len(msg) * loading_font_size, loading_font_size + TEXT_PADDING))
    screen.blit(text, (x_coord, y_coord))

    if not DETAILED_PROGRESS:
        display.flip()
        return

    progress_font_size = LOADING_FONT_DETAILED.get_ascent()
    y_coord = SCREEN_HEIGHT - progress_font_size - TEXT_PADDING
    screen.fill(RGB_BLACK, Rect(0, y_coord, SCREEN_WIDTH, progress_font_size + TEXT_PADDING))

    msg = 'Total: {}/{} urls Search Term:"{}":{}/{} urls'.format(urls_processed, total_urls, search_term, term_count, term_url_count)
    text = LOADING_FONT_DETAILED.render(msg, 1, FONT_COLOR)
    screen.blit(text, (0, y_coord))
    display.flip()
Exemple #11
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    def __init__(self, size, tilesize=100, message_font=None, glyph_font=None, margin=50, circle=False, tile_cls=None):
        Board.__init__(self, size, tile_cls)

        font.init()
        message_font      = message_font or (None, 60)
        glyph_font        = glyph_font or (None, 70)
        self.message_font = font.Font(message_font[0], message_font[1])
        self.glyph_font   = font.Font(glyph_font[0], glyph_font[1])
        n                 = tilesize + 1
        self.margin       = margin
        self.scr          = display.set_mode((size[0]*n + margin*2, size[1]*n + margin*2))
        self.scr.fill(white)
        self.sfc = Surface(self.scr.get_size())
        self.sfc = self.sfc.convert()
        self.sfc.fill(white)

        self.scr.blit(self.sfc, (0,0))
        self.tilesize  = tilesize
        self.circle    = circle
        self.tile_locs = [[ (iround(margin+x+tilesize/2) , iround(margin+y+tilesize/2))
                              for x in range(0, size[0]*n, n)]
                              for y in range(0, size[1]*n, n)]
        for tile in self:
            self.mkgui_tile(tile.loc)

        self.scr.blit(self.sfc, (0,0))
        display.flip()
Exemple #12
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def main(argv=sys.argv[1:]):

    pygame.init()
    screen = display.set_mode(DISPLAY_SIZE)

    ball = image.load('samples/4-2/ball.png')

    # 描画座標を保持する変数
    x, y = 0, 0

    while True:
        event_dispatch()
        screen.fill((0, 0, 0))

        # 右矢印キーの入力状態と左矢印キーの入力状態を見て 1, 0, -1 の値を生成する
        dx = get_key_state('right') - get_key_state('left')

        # 下矢印キーの入力状態と上矢印キーの入力状態を見て 1, 0, -1 の値を生成する
        dy = get_key_state('down') - get_key_state('up')

        # キー入力状態から座標を変化させる
        x += dx * 5
        y += dy * 5

        # 変化させた座標に描画する
        screen.blit(ball, (x, y))

        display.flip()
        time.delay(100)
Exemple #13
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 def render(self):
     if PX.music.get_busy():
         PX.music.stop()
     CONT_IMAGE = PI.load(CONTINUE + str(self.curr_player.get_continues()) + ".png").convert_alpha()
     screen.blit(self.IMAGE, (0, 0))
     screen.blit(CONT_IMAGE, (0, 0))
     PDI.flip()
 def endScene(self):
     fpsClock = PT.Clock()
     DURATION = 2000.0
     start_time = PT.get_ticks()
     ratio = 0.0
     while ratio < 1.0:
         current_time = PT.get_ticks()
         ratio = (current_time - start_time)/DURATION
         if ratio > 1.0:
             ratio = 1.0
         value = int(255*ratio)
         fade_color = PC.Color(0, 0, 0, 0)
         fade_color.a = value
         # PD.rect(Globals.SCREEN, fade_color, (0,0,400,300))
         surf = PG.Surface((800, 600))
         surf.set_alpha(value)
         surf.fill((0, 0, 0))
         Globals.SCREEN.blit(surf, (0, 0))
         PD.flip()
         fpsClock.tick(60)
     levelTwoEvents[1] = False
     Player.events[4] = False
     self.stone_mound = item.Item(54*Setup.PIXEL_SIZE, 26*Setup.PIXEL_SIZE, stone_mound_image)
     Globals.WORLD.addEntity(self.stone_mound)
     Globals.STATE = LevelTwo()
Exemple #15
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def runloop(window, world, render):


    clock = pygame.time.Clock()
    clock.tick()
    FPS = 30
    
    while True:
        clock.tick(FPS)
        #TODO: hacky hack.  This is not very accurate, will do for now.
        elapsed_time = 1./FPS

        if handle_events(window, world):
            # show score outro
            break
##            return True
        Sounds.sounds.update(elapsed_time)
        world.update()
        render.draw_world()
        display.flip()
        if world.end_game:
            break

    #show score
        
    window.sounds.play_music("intro", loop=1)
    quit = outro_main(window, handle_events, world.player_character.score)
    return quit
Exemple #16
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 def update(self, time):
     Globals.WORLD.background(Globals.SCREEN)
     Globals.WORLD.dr(Globals.SCREEN)
     Globals.WORLD.update(self.npc1)
     if self.Timer == 0:
         Globals.WORLD.addEntity(self.npc1)
     while self.Timer < 150:
         key = PG.event.get(PG.KEYDOWN)
         for event in key:
             if event.type == PG.KEYDOWN:
                 self.Timer = 181
         Globals.WORLD.background(Globals.SCREEN)
         Globals.WORLD.dr(Globals.SCREEN)
         Globals.WORLD.update(self.npc1)
         set_timer = self.Timer % 10
         if set_timer == 0:
             self.npc1.rect.centery += 4
             self.npc1.update_image(self.npc1.image_tracker*4,
                                    self.npc1.change_direction)
         self.Timer += 1
         PDI.flip()
     if self.Timer == 175:
         self.npc1.update_image(self.npc1.image_tracker*4+3, True)
         Globals.WORLD.addEntity(self.npc2)
     if self.Timer == 176:
         Dialogue = DB.Dialogue_box('cutscene1_dialogue.txt')
         while Dialogue.isOpen:
             Dialogue.update()
     self.Timer += 1
     if self.Timer == 183:
         Globals.WORLD.addEntity(self.npc2)
         self.npc1.rect.centery += 60
         self.npc1.update_image(self.npc1.image_tracker*4+3, True)
         self.endScene()
Exemple #17
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def main(window, handle_events):
    ##    window = Window()
    ##    window.init()

    world = World()
    world.stage = 1

    p1 = Platform(600, 300, 400, 50)
    world.add_item(p1)
    p2 = Platform(500, 600, 800, 100)
    world.add_item(p2)

    """   vert order:
             0 3
             1 2
    """
    rest_length, stiffness, damping = 200, 10, 1
    spring = Spring(p1, p2, lambda vs: vs[1], lambda vs: vs[0], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(p1, p2, lambda vs: vs[2], lambda vs: vs[3], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(
        p1, p2, lambda vs: (vs[1] + vs[3]) / 2, lambda vs: (vs[1] + vs[3]) / 2, rest_length, 10 * stiffness, damping
    )
    world.add_spring(spring)

    font_path = os.path.join(data_dir(), "fonts", "vinque", "vinque.ttf")

    fnt = font.Font(font_path, 36)
    surface = fnt.render("The adventures of...", True, (255, 255, 255))
    word = Word(p2, surface, (200, 50))
    world.add_word(word)

    fnt = font.Font(font_path, 48)
    text = "Woger the wibbly wobbly wombat"
    words = [fnt.render(word, True, (255, 255, 255)) for word in text.split()]

    word_positions = ((200, 75), (500, 75), (175, 250), (350, 250), (550, 250))

    for surface, position in zip(words, word_positions):
        word = Word(p1, surface, position)
        world.add_word(word)

    fnt = font.Font(font_path, 24)
    surface = fnt.render("space to continue, use awwow keys in game to weach owanges", True, (0, 0, 0))
    word = Word(p2, surface, (40, 550))
    world.add_word(word)

    render = Render(window, world)

    while True:
        quit = handle_events(window, world)
        if quit:
            break

        world.update()
        render.draw_world()
        display.flip()
Exemple #18
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 def play_scene(self):
     self.screen.blit(self.img, self.origin)
     while(self.end_cutscene is False):
         PD.flip()
         for event in PE.get():
             if event.type == PG.KEYDOWN and event.key == PG.K_q:
                 #skip cutscene
                 self.end_cutscene = True
                 return False  # end entire cutscene
             elif event.type == PG.KEYDOWN and event.key == PG.K_SPACE:
                 if(len(self.text) > 0 and len(self.textcoords) > 0):
                     self.screen.blit(self.img, self.origin)
                     #find better way to clear text, maybe layers?
                     txt = self.text.pop()
                     txtcoord = self.textcoords.pop()
                     self.screen.blit(self.font.render(txt, True,
                                                       self.text_color),
                                      txtcoord)
                 elif(len(self.over_img) > 0):
                     oimg = self.over_img.pop()
                     oimgcoord = self.over_imgcoords.pop()
                     self.screen.blit(oimg, oimgcoord)
                 else:
                     self.end_cutscene = True  # no more txt or imgs to add
                     return True  # go to next scene
def pause(display):
    global main_score
    screen = display.get_surface()

    hsfont = font.Font(FONT, 100)
    ysfont = font.Font(FONT,100)
    hs = hsfont.render("HIGH SCORE :-->" + str(highscore/2), True, HIGHSCORE_COLOR)
    
    y_score = ysfont.render("YOUR SCORE :-->"+str(main_score/2), True, Y_SCORE_COLOR)
    
    main_score = 0
    #score = 0

  
    pause_img=image.load('pause.png').convert_alpha()
    pause_img=transform.scale(pause_img, (1200, 700)) 
 
    screen.blit(pause_img, (0, 0,))
    screen.blit(hs, (200, 60))
    screen.blit(y_score, (200, 200))
    display.flip()

    while True:
        for i in event.get():
            if i.type == MOUSEBUTTONDOWN or i.type == KEYDOWN:
                    return main()
Exemple #20
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    def draw(self):
        Constants.SCREEN.fill((0, 0, 0))
        font = pygame.font.Font(None, 30)
        new_high = font.render("Congratulations! You have a new high score", 1,
                               (255, 255, 255))
        background = pygame.Surface(Constants.SCREEN.get_size())
        new_high_rect = new_high.get_rect()
        new_high_rect.centerx = background.get_rect().centerx
        new_high_rect.centery = 75
        Constants.SCREEN.blit(new_high, new_high_rect)
        font = pygame.font.Font(None, 30)
        presskey = font.render("Please type your name, then hit 'Enter'", 1,
                               (255, 255, 255))
        background = pygame.Surface(Constants.SCREEN.get_size())
        presskeyrect = presskey.get_rect()
        presskeyrect.centerx = background.get_rect().centerx
        presskeyrect.y = Constants.HEIGHT - 40
        Constants.SCREEN.blit(presskey, presskeyrect)
        #Print a red rectangle in the middle of the screen
        rect = pygame.draw.rect(Constants.SCREEN, (255, 0, 0),
                                (0, Constants.HEIGHT / 2,
                                 Constants.WIDTH, 30))

        if len(self.name) != 0:
            name_msg = font.render(string.join(self.name, ""), 1, (0, 0, 0))
            name_msg_rect = name_msg.get_rect()
            name_msg_rect.center = rect.center
            Constants.SCREEN.blit(name_msg, name_msg_rect)

        alphaSurface = pygame.Surface((Constants.WIDTH,Constants.HEIGHT)) # The custom-surface of the size of the screen.
        alphaSurface.fill((0,0,0))
        alphaSurface.set_alpha(Constants.ALPHA_SURFACE) # Set the incremented alpha-value to the custom surface.
        Constants.SCREEN.blit(alphaSurface,(0,0))

        display.flip()
Exemple #21
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    def render(self):
        #Music
        if not PX.music.get_busy():
            if Globals.CURRENTSONG == HIGHSONG:
                PX.music.load(HIGHSONG)
                Globals.CURRENTSONG = SONG1
            elif Globals.CURRENTSONG == SONG1:
                PX.music.load(SONG1)
                Globals.CURRENTSONG = SONG0
            elif Globals.CURRENTSONG == SONG0:
                PX.music.load(SONG0)
                Globals.CURRENTSONG = HIGHSONG
            PX.music.set_volume(Globals.VOLUME)
            PX.music.play(0, 0.0)
        lasttime = PT.get_ticks()
        #screen.fill(BLACK)
        self.current_level.draw(screen, self.player_group)
            
        self.player_group.draw(screen)
        self.ui_group.draw(screen)
        
        clock.tick()
        PDI.flip()
        elapsed = (PT.get_ticks() - lasttime) / 1000.0
        if elapsed > 2.0:
            elapsed = 2.0

        #Update Player and Enemy
        while elapsed >= 0 and Globals.ALIVE:
            self.player_group.update(INTERVAL, self.PLAYER_X_POS, self.PLAYER_X_NEG, self.PLAYER_Y_POS, \
                                     self.PLAYER_Y_NEG, self.SELECTEDWEAPON, self.ATTACK, self.CROUCH, \
                                     self.USING, self.TOOLS, self.current_level)
            Globals.ALIVE = self.new_player.is_alive()
            self.current_level.update(INTERVAL, self.player_group)
            self.ui_group.update(self.new_player)
            elapsed -= INTERVAL
            if self.new_player.get_win():
                Globals.STATE = Win(self.level_num)
            self.USING = False
        
        #Reset jump status
        for this_player in self.player_group:
            if not this_player.on_ladder():
                self.PLAYER_Y_POS = False

        #Reset ladder status
        self.TOOLS = -1

        #Check to see if the player is alive
        if not Globals.ALIVE:
            while elapsed >= 0:
                self.new_player.die(INTERVAL)
                elapsed -= INTERVAL
            if self.new_player.finishedDying():
                #Reset Music
                if PX.music.get_busy():
                    PX.music.stop()
                Globals.LASTCHECK = self.current_level.get_last_check()
                Globals.STATE = Lose(self.new_player)
Exemple #22
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    def draw(self):
        """Perform all graphical tasks for this frame."""
        self.background.draw()
        for i in range(0, len(self.choices)):
            self.drawItem(i)

        self.drawTitle()
        display.flip()
Exemple #23
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 def display_box(self, screen, message):
     screen.fill(PC.Color("black"))
     fontobject = Globals.FONT
     PD.rect(screen, (0, 0, 0), ((screen.get_width()/2) - 100, (screen.get_height()/2) - 12, 204, 24), 1)
     PD.rect(screen, (255, 255, 255), ((screen.get_width()/2) - 102, (screen.get_height()/2) - 12, 204, 24), 1)
     if len(message) != 0:
             screen.blit(fontobject.render(message, 1, (255, 255, 255)), ((screen.get_width()/2) - 100, (screen.get_height()/2) - 10))
     PDI.flip()
Exemple #24
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 def update():
     """
     Updates the display by swapping the back buffer and screen buffer.
     According to the pygame documentation, the flip should wait for a
     vertical retrace when both HWSURFACE and DOUBLEBUF are set on the
     surface.
     """
     display.flip()
Exemple #25
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 def draw(self):
     self.screen.blit(self.background,(0,0))
     y = self.mlist.y
     for item in self.mlist.items:
         x = self.mlist.x - item.rendered.get_size()[0]/2
         self.screen.blit(item.rendered, (x,y))
         y = y + self.mlist.margin_y + item.rendered.get_size()[1]
     display.flip()
     return
Exemple #26
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def initLoadScreen(group, textBar):
    global curGroup, screen, curTextBar, background
    screen = Display.get_surface()
    background = pygame.image.load(LOADIMG)
    screen.blit(background, background.get_rect())
    curGroup = group
    curTextBar = textBar
    curGroup.draw(screen)
    Display.flip()
Exemple #27
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    def draw(self):
        """Perform all graphical tasks for this frame."""

        # Draw each layer in order, from back to front.
        for layer in self.layers:
            layer.draw(self.camera)

        # Display the new frame.
        display.flip()
Exemple #28
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 def _draw(_):
     """
     Ask the current GameState to redraw itself
     :param _: unused interp provided by GameClock
     :return:
     """
     # gamestate.draw()
     CONTEXT["gamestate"].draw()
     flip()
Exemple #29
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 def show(self):
     while self.running:
         self.draw()
         display.flip()
         self.clock.tick(FPS)
         for event in pygame.event.get():
             self.handle_event(event)
         if android:
             if android.check_pause():
                 android.wait_for_resume()
Exemple #30
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    def draw( self ):
        """
        """
        self._init_scene()
        # Begin Test
        self.__draw_quad()
        # End Test

        display.flip()
        return
    def test_issue_208(self):
        """PATCH: pygame.scrap on X11, fix copying into PRIMARY selection

           Copying into theX11 PRIMARY selection (mouse copy/paste) would not
           work due to a confusion between content type and clipboard type.

        """

        from pygame import display, event, freetype
        from pygame.locals import SCRAP_SELECTION, SCRAP_TEXT
        from pygame.locals import KEYDOWN, K_y, QUIT

        success = False
        freetype.init()
        font = freetype.Font(None, 24)
        display.init()
        display.set_caption("Interactive X11 Paste Test")
        screen = display.set_mode((600, 200))
        screen.fill(pygame.Color("white"))
        text = "Scrap put() succeeded."
        msg = (
            "Some text has been placed into the X11 clipboard."
            " Please click the center mouse button in an open"
            " text window to retrieve it."
            '\n\nDid you get "{}"? (y/n)'
        ).format(text)
        word_wrap(screen, msg, font, 6)
        display.flip()
        event.pump()
        scrap.init()
        scrap.set_mode(SCRAP_SELECTION)
        scrap.put(SCRAP_TEXT, text.encode("UTF-8"))
        while True:
            e = event.wait()
            if e.type == QUIT:
                break
            if e.type == KEYDOWN:
                success = e.key == K_y
                break
        pygame.display.quit()
        self.assertTrue(success)
Exemple #32
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    def main_loop(self):
        '''
        This is the main loop of the scene, don't overrive if not necesary.
        Here you will find the main workflow for an scene
        '''
        # Ensures the starts conditions
        self.running = True
        self.return_value = -1

        # Calls the start function, to configurate the scene
        self.start()

        # Main loop of the scene
        while self.running:
            # Event catch
            # Set the event queue of the objet itself
            self.events = []
            for e in event.get():
                self.events.append(e)
                for s in self.event_group.sprites():
                    s.add_event(e)
                if e.type == QUIT:
                    self.exit(-1)

            # Group update
            self.update_group.update(self.clock.get_time())

            # Calls the update function for every tick of the game
            self.update()

            # Render group
            self.render_group.draw(self.screen)

            display.flip()

            # Ensure frame rate
            if DEBUG:
                print(self.clock.get_fps())
            self.clock.tick(60)

        return self.return_value
    def display_maze_game(self):
        """ displays the items of maze after each movement of MacGyver """
        # the sleep mode wil be actived at the end of game
        sleep = False
        # display the background in the window "fenetre"
        self.fenetre.blit(self.fond_pic, (0, 0))
        # display MacGyver in the window "fenetre"
        self.fenetre.blit(self.macgyver_pic, self.macgyver_pic_position)

        # display differents items of the maze in the window "fenetre"
        for (coords, element) in self.maze.grid.items():
            if element == "w":  # "w" is equivalent to a wall
                self.fenetre.blit(self.mur_pic,
                                  (coords[0] * 40, coords[1] * 40))
            elif element == "G":  # "G" is equivalent to the Guardian
                # game_result != 0 => "end of game" => no more Guardian
                if self.game_result == 0:
                    self.fenetre.blit(self.guardian_pic,
                                      (coords[0] * 40, coords[1] * 40))
            elif element == "needle":
                self.fenetre.blit(self.needle_pic,
                                  (coords[0] * 40, coords[1] * 40))
            elif element == "tube":
                self.fenetre.blit(self.tube_pic,
                                  (coords[0] * 40, coords[1] * 40))
            elif element == "ether":
                self.fenetre.blit(self.ether_pic,
                                  (coords[0] * 40, coords[1] * 40))

        if self.game_result == 1:  # if the player win
            self.fenetre.blit(self.win_pic, (40, 10))
            # actives the sleep mode
            sleep = True
        elif self.game_result == 2:  # if the player lose
            self.fenetre.blit(self.game_over_pic, (0, 0))
            # actives the sleep mode
            sleep = True
        display.flip()  # Screen refresh
        # maintains display for a few seconds after the game ends
        if sleep:
            time.sleep(DELAY)
Exemple #34
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def setup_tabuleiro():

    tela_jogo = transform.scale(image.load('Tela_inicial/tela_jogo.png'),
                                (DIM_TELA_X, DIM_TELA_Y))
    tela.blit(tela_jogo, (0, 0))

    lista = ['testar.png', 'apagar.png', 'Voltar_inst.png']
    for botao in BOTOES:
        lista.append(botao)

    contador_botoes = [320, 420]
    indices = [0, 0, 0, 0, 0, 0, 0, 0, 0]

    i = 1
    index = 0
    outros = False

    for item in lista:
        if 0 == (i % 4):
            outros = True
            contador_botoes = [0, 435]
            i = 1
        if outros:
            bot = transform.scale(image.load('cores/' + item), (40, 40))
            contador_botoes[0] = contador_botoes[0] + 50
            tela.blit(bot, (contador_botoes[0], contador_botoes[1]))
            indices[index] = [[contador_botoes[0], contador_botoes[0] + 40],
                              [contador_botoes[1], contador_botoes[1] + 40]]
            i = 1
        else:
            botao = transform.scale(image.load('Tela_inicial/' + item),
                                    (150, 60))
            contador_botoes[0] = contador_botoes[0] + 160
            tela.blit(botao, (contador_botoes[0], contador_botoes[1]))
            indices[index] = [[contador_botoes[0], contador_botoes[0] + 150],
                              [contador_botoes[1], contador_botoes[1] + 60]]
            i += 1

        index += 1

    display.flip()
Exemple #35
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    def show_end_adventure_screen(self):
        end_surface = Surface((WIDTH, HEIGHT), SRCALPHA)
        end_text = Label('Good Nice!', 'assets/fonts/blocks.ttf', 20, (HEIGHT / 2) - 100, font_size=72)
        score_text = Label(f'Score: {self.score.calculate_score()}', 'assets/fonts/future_narrow.ttf', 20,
                           (HEIGHT / 2) - 120, font_size=24)

        return_text = Label('You will return to home and see you score ranking', 'assets/fonts/future_narrow.ttf', 20,
                            (HEIGHT / 2) - 160,
                            font_size=24)
        for alpha in range(255):
            end_surface.fill((0, 0, 0, alpha))

            self.screen.blit(end_surface, (0, 0))

            self.screen.blit(end_text.surface, end_text.rect)
            self.screen.blit(score_text.surface, score_text.rect)
            self.screen.blit(return_text.surface, return_text.rect)

            display.flip()

            time.delay(10)
    def draw(self):
        """Draws the universe on a screen.

        Draws a black background which overwrites the existing screen. Then
        renders a hollow circle for each point in points. If the point is a star
        it is colored yellow, otherwise the point is colored gray. At any point
        the user can press the exit button and the program will exit.
        """
        if (not self._surface):
            self._surface = display.set_mode((self.SIZE, self.SIZE))
        self._surface.fill(self.BACKGROUND_COLOR)
        for point in self.points:
            color = self.NOT_STAR_COLOR
            if (point.star):
                color = self.STAR_COLOR
            draw.circle(self._surface, color, point.position.round.tuple, point.radius, self.BORDER_THICKNESS)
            display.flip()
            for e in event.get():
                if e.type == QUIT:
                    quit()
                    exit(0)
Exemple #37
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 def _update(self):
     "Update the display surface; record frame if requested"
     cursor = self.cursor
     if self.light: self.tint(self.light)
     for img, posn in self._lumin:
         self.blit(img, posn)
     self._lumin = []
     grab = 0
     if self.capture is not None:
         interval = self.capture.interval
         if interval:
             if self.frameCount % interval == 0:
                 grab = 1 if self.capture.gui else -1
     if grab == -1: self.capture.capture()
     if self.gui:
         if self.gui.widgets: self.gui.draw()
         if self.gui.hover.dialog in self.gui.widgets if self.gui.hover else False:
             cursor =  self.gui.cursorId
     setCursor(cursor)
     if grab == 1: self.capture.capture()
     display.flip()
Exemple #38
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    def start(self):
        pygame.init()

        screen = display.set_mode(self.size)
        display.set_caption(self.title)
        clock = Clock()

        running = True
        clock.tick(self.frame)
        __import__('time').sleep(5)
        while running:
            clock.tick(self.frame)

            for event in events.get():
                if event.type == pygame.QUIT:
                    running = False

            self.draw(screen)
            display.flip()

        pygame.quit()
Exemple #39
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    def Points(self):
        self.__PointsBlack,self.__PointsWhite = 0,0
        for y in self.__Board:
            for x in y:
                if x[2] == 1:
                    self.__PointsWhite += 1
                if x[2] == 2:
                    self.__PointsBlack += 1

        draw.rect(self.__screen, (32,32,32), Rect(385, 23, 30, 30)), draw.rect(self.__screen, (32,32,32), Rect(435, 23, 30, 30))
        if self.__PointsBlack + self.__PointsWhite != 64 and self.__possible_moves != []:
            textPointsBlack = self.__font.render(str(self.__PointsBlack), True, (255,255,255,255))
            textPointsWhite = self.__font.render(str(self.__PointsWhite),True,(255,255,255,255))
            self.__screen.blits([(textPointsBlack,(412-textPointsBlack.get_rect()[2],23)),(textPointsWhite,(438,23))])

        if self.__PointsBlack + self.__PointsWhite == 64 or self.__possible_moves == []:
            if self.__PointsBlack > self.__PointsWhite:
                self.__screen.blits([(self.__won,(362,23)),(self.__lost,(438,23))])
            else:
                self.__screen.blits([(self.__lost,(359,23)),(self.__won,(438,23))])
        display.flip()
    def HareketEttir(self, Aksiyon):

        Olay.pump()

        Skor = 0

        OyunEkrani.fill(RGBSiyahRenk)

        self.AjanRaketYEkseni = RaketGuncelle("Ajan", Aksiyon,
                                              self.AjanRaketYEkseni,
                                              self.TopYEkseni)
        RaketOlustur("Ajan", self.AjanRaketYEkseni)

        self.NormalRaketYEkseni = RaketGuncelle("Normal", Aksiyon,
                                                self.NormalRaketYEkseni,
                                                self.TopYEkseni)
        RaketOlustur("Normal", self.NormalRaketYEkseni)

        [Skor, self.TopXEkseni, self.TopYEkseni, self.TopXYonu,
         self.TopYYonu] = TopGuncelle(self.AjanRaketYEkseni,
                                      self.NormalRaketYEkseni, self.TopXEkseni,
                                      self.TopYEkseni, self.TopXYonu,
                                      self.TopYYonu)

        TopOlustur(self.TopXEkseni, self.TopYEkseni)

        if Skor == 0.05:
            self.AjanSkor += 1
        if Skor == -10:
            self.NormalSkor += 1

        if (Skor > 0.5 or Skor < -0.5):
            self.OyunSkor = self.OyunSkor * 0.9 + 0.1 * Skor

        EkranGoruntusu = DiziEkran.array3d(Goruntule.get_surface())
        SkorYazdir(OyunEkrani, str(self.AjanSkor), 0)
        SkorYazdir(OyunEkrani, str(self.NormalSkor), 1)
        Goruntule.flip()

        return [Skor, EkranGoruntusu]
def draw_frame(frame, trial_pars):
    ''' Draw the possible screens.

    frame -- which frame to draw, e.g., 'fix', 'cue', 'target'
    trial_pars -- parameters, [cue_pos, tar_pos, isti, cueing, cor_key]'''

    # Unpack the trial parameters
    cue_pos, tar_pos, isi, cueing, cor_key = trial_pars

    # Clear the screen and fill it with black
    win.fill(colors['black'])

    # The place holders are visible on all screens
    # Here, 'pos' is a dictionary;
    # we retrieve both the key and value pairs in a for-loop
    for key, (x, y) in pos.items():
        # Draw the place holder
        draw.rect(win, colors['gray'], Rect(x - sz / 2, y - sz / 2, sz, sz), 1)

        # The fixation cross is visible on all screens
        if key == 'center':
            draw.line(win, colors['gray'], (x - 20, y), (x + 20, y), 3)
            draw.line(win, colors['gray'], (x, y - 20), (x, y + 20), 3)

    # Draw the fixation screen-- three placeholders with a cross
    if frame == 'fix':
        pass

    # Draw the cue (a bright box--a Rect)
    if frame == 'cue':
        c_x, c_y = pos[cue_pos]  # coordinates of the cue
        draw.rect(win, colors['white'], Rect(c_x - sz / 2, c_y - sz / 2, sz,
                                             sz), 5)

    # Draw the target (a filled white disk)
    if frame == 'target':
        draw.circle(win, colors['white'], pos[tar_pos], 20)

    display.flip()
Exemple #42
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    def __init__(self, evManager):
        self.evManager = evManager
        self.evManager.RegisterListener(self)

        self.window = display.set_mode((720, 420))
        self.winsize = self.window.get_size()
        display.set_caption("Blokus")
        self.background = Surface(self.window.get_size())
        self.background.fill((255, 255, 255))
        self.window.blit(self.background, (0, 0))
        sbLoc = (len(o.board.matrix) * 20 + 5, 0)
        self.scorebox = {"surf": Surface((100, 200)), "loc": sbLoc}
        self.scorebox["surf"].fill((255, 255, 255))
        self.font = font.Font(None, 40)
        pbLoc = (sbLoc[0] + 100, 0)
        self.piecebox = self.window.subsurface(Rect(pbLoc, (200, 420)))
        self.piecebox.fill((255, 255, 255))
        self.drawBoard()
        self.drawPiece()
        self.drawScores()
        self.drawPlayerPieces()
        display.flip()
Exemple #43
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def main(argv=sys.argv[1:]):

    # pygame の初期化
    pygame.init()

    # サイズ 640x480 のウィンドウを生成する
    screen = display.set_mode(DISPLAY_SIZE)

    # プログラムの処理を行うループ
    while True:

        # ウィンドウを閉じるなどのイベント処理
        event_dispatch()

        # ウィンドウを黒で塗りつぶす
        screen.fill((0, 0, 0))

        # ディスプレイに色を反映させる
        display.flip()

        # 0.1秒待つ
        time.delay(100)
Exemple #44
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def loop(config, cars):
    dt = config.clock.tick(config.framerate)

    check_events(config)
    config.screen.fill(WHITE)

    road_outer_radius_pixels = int(((config.road_length / math.pi) + config.road_width) * 0.5 * config.cars_to_pixels)
    road_inner_radius_pixels = int(((config.road_length / math.pi) - config.road_width) * 0.5 * config.cars_to_pixels)

    draw.circle(config.screen, BLACK, config.center, road_outer_radius_pixels, 2)
    draw.circle(config.screen, BLACK, config.center, road_inner_radius_pixels, 2)
    draw.circle(config.screen, BLACK, config.center, 20, 5)

    for car in cars:
        car.update(config, dt, cars)
        car.draw(config)
        text_surface = config.font.render("Car " + str(car.label) + " speed: " + format(car.speed, ".2f"), True, BLACK)
        config.screen.blit(text_surface, (0, car.label*25))

    text_surface = config.font.render("Current FPS: " + str(int(config.clock.get_fps())), True, BLACK)
    config.screen.blit(text_surface, (0, 0))
    display.flip()
    def text_info(self):

        self.screen.blit(self.slash, (1000, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.i, (1040, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.n, (1060, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.f, (1080, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.o, (1100, 580))
        display.flip()

        mixer.music.stop()
Exemple #46
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    def render(self):
        buffer = self.buffer
        screen = self.screen
        title_font = self.title_font
        prompt_font = self.prompt_font
        title = self.title

        background_color = 0, 0, 0
        default_font_color = 255, 255, 255
        buffer.fill(background_color)

        if self.prompt_blinking and self.menu_time >= 0.25:
            self.menu_time = 0
            self.prompt_blinking = False
        elif not self.prompt_blinking and self.menu_time >= 1:
            self.menu_time = 0
            self.prompt_blinking = True

        if self.prompt_blinking:
            prompt_font_color = background_color
        else:
            prompt_font_color = default_font_color

        title_text = title_font.render(self.title, 0, default_font_color)
        title_rect = title_text.get_rect(center=(round(SCREEN_W / 2),
                                                 round(SCREEN_H / 2)))

        prompt_text = prompt_font.render('Press Enter to start', 0,
                                         prompt_font_color)
        prompt_rect = prompt_text.get_rect(center=(round(SCREEN_W / 2),
                                                   round(SCREEN_H / 2) + 50))

        buffer.blit(title_text, title_rect)
        buffer.blit(prompt_text, prompt_rect)

        screen.blit(buffer, buffer.get_rect())

        display.flip()
def draw_frame(frame, trial_pars):
    ''' Draw the possible screens.

    frame -- which frame to draw, e.g., 'fix','cue', 'target'
    trial_pars -- parameters, [cue_pos, tar_pos, isti, cueing, cor_key]'''

    # unpack the trial parameters
    cue_pos, tar_pos, itiisi, cueing, cor_key = trial_pars

    # clear the screen and fill it with black color
    win.fill(colors['black'])

    # the fixation cross and the place holders are always shown visible on all screens
    # 'pos' is a dictionary, in which the key and value pairs can be retrieved on-by-one in a for-loop
    for key, (x, y) in pos.items():
        # draw the place holder
        draw.rect(win, colors['gray'], Rect(x - sz / 2, y - sz / 2, sz, sz), 1)

        # draw the cross with two lines
        if key == 'center':
            draw.line(win, colors['gray'], (x - 20, y), (x + 20, y), 3)
            draw.line(win, colors['gray'], (x, y - 20), (x, y + 20), 3)

    # draw the fixation screen (do nothing because nothing needs to change)
    if frame == 'fix':
        pass

    # draw the cue (a bright box--a Rect)
    if frame == 'cue':
        c_x, c_y = pos[cue_pos]  # coordinates of the cue
        draw.rect(win, colors['white'], Rect(c_x - sz / 2, c_y - sz / 2, sz,
                                             sz), 5)

    # draw the target (a filled disk)
    if frame == 'target':
        draw.circle(win, colors['white'], pos[tar_pos], 20)

    display.flip()
    def main(self):

        exit_ = False

        while not exit_:

            self.draw()
            display.flip()

            for event in pygame.event.get():

                if event.type == QUIT:
                    exit_ = True

                elif event.type == KEYDOWN:

                    if event.key == pygame.K_UP:

                        self.camera_y -= 10
                        self.player_y -= 10

                    if event.key == pygame.K_DOWN:

                        self.camera_y += 10
                        self.player_y += 10

                    if event.key == pygame.K_RIGHT:
                        self.camera_x += 10
                        self.player_x += 10

                    if event.key == pygame.K_LEFT:
                        self.camera_x -= 10
                        self.player_x -= 10

                    self.draw()
                    display.flip()

        pygame.quit()
Exemple #49
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    def update_display(self, things, character):
        """Update of the display : background and items"""
        background = image.load(BACKGROUND_IMG).convert()
        self.screen.blit(background, (0, 0))

        line_nb = 0
        for line in self.maze:
            pos_y = line_nb * PIXEL_SPRITE
            tile_nb = 0
            for tile in line:
                pos_x = tile_nb * PIXEL_SPRITE
                if tile == 1:
                    self.screen.blit(self.wall, (pos_x, pos_y))
                elif tile == 2:
                    self.screen.blit(self.skeleton, (pos_x, pos_y))
                elif tile == 3:
                    self.screen.blit(self.guy, (pos_x, pos_y))
                elif tile == 4:
                    self.screen.blit(self.mac_gyver, (pos_x, pos_y))
                    character.mg_pos = [line_nb, tile_nb]
                elif tile == 5:
                    self.screen.blit(self.watchman, (pos_x, pos_y))

                tile_nb += 1
            line_nb += 1

        syringe = image.load(SYRINGE_IMG).convert_alpha()
        ether = image.load(ETHER_IMG).convert_alpha()
        plastic_tube = image.load(PLASTIC_TUBE_IMG).convert_alpha()

        self.screen.blit(syringe, (things.syr_pos[1] * PIXEL_SPRITE,
                                   things.syr_pos[0] * PIXEL_SPRITE))
        self.screen.blit(ether, (things.eth_pos[1] * PIXEL_SPRITE,
                                 things.eth_pos[0] * PIXEL_SPRITE))
        self.screen.blit(plastic_tube, (things.pla_pos[1] * PIXEL_SPRITE,
                                        things.pla_pos[0] * PIXEL_SPRITE))

        display.flip()
Exemple #50
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def Wolfram(rule):
    field, cases = initWolfram(rule, width / cellWidth)
    c = 1
    while c:
        for e in event.get():
            if e.type == QUIT:
                c = 0
            elif e.type == MOUSEBUTTONDOWN:
                field[e.pos[0] / cellWidth] = 1
                window.blit(blackCell, (e.pos[0] - e.pos[0] % cellWidth, 0))
                display.flip()
            elif e.type == KEYDOWN:
                if e.key == K_RETURN:
                    c = 0
    for row in range(1, height):
        updateScreenWolfram(field, row - 1)
        field = updateWolfram(row, field, cases)

    c = 1
    while c:
        for e in event.get():
            if e.type == QUIT:
                c = 0
Exemple #51
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def error_message():
    global clock
    # font = pygame.font.Font(None, 64)
    # orig_surf = font.render('Enter your text', True, blue)
    # txt_surf = orig_surf.copy()
    # # This surface is used to adjust the alpha of the txt_surf.
    # alpha_surf = pygame.Surface(txt_surf.get_size(), pygame.SRCALPHA)
    # alpha = 255  # The current alpha value of the surface.
    #
    # if alpha > 0:
    #     # Reduce alpha each frame, but make sure it doesn't get below 0.
    #     alpha = max(alpha-4, 0)
    #     txt_surf = orig_surf.copy()  # Don't modify the original text surf.
    #     # Fill alpha_surf with this color to set its alpha value.
    #     alpha_surf.fill((255, 255, 255, alpha))
    #     # To make the text surface transparent, blit the transparent
    #     # alpha_surf onto it with the BLEND_RGBA_MULT flag.
    #     txt_surf.blit(alpha_surf, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)

    screen.fill((30, 30, 30))
    screen.blit(txt_surf, (30, 60))
    display.flip()
    clock.tick(30)
Exemple #52
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    def render(self, screen, rooms: List[Room], moveable_rooms: List[int],
               current_room_id: int, set_current_room, showMessage, dropCount,
               aMode) -> bool:

        while True:
            screen.fill(BLACK)

            for dot, room in zip(self._dots, rooms):
                self._fill_shape(dot, room, moveable_rooms, current_room_id)
                if room.is_boss():
                    screen.blit(
                        Screen()._draw_surface(100, 100, 30, "Boss", RED,
                                               None),
                        (dot.rect.x, dot.rect.y + 10))

            self._paths.draw(screen)
            self._dots.draw(screen)
            if showMessage:
                self._message.update_map(screen)

            display.flip()

            for e in event.get():
                if e.type == KEYDOWN and e.key == K_m and dropCount >= 0 and not aMode:
                    return False
                if e.type == KEYDOWN and e.key == K_m and not rooms[
                        current_room_id].cleared():
                    return False
                elif e.type == MOUSEBUTTONDOWN:
                    x, y = e.pos
                    for _id in moveable_rooms:

                        if self._dot_list[_id].rect.collidepoint(x, y):
                            set_current_room(_id)
                            return False
                elif e.type == QUIT:
                    exit()
Exemple #53
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def main():
    """ Fractals Main """

    # Initialize settings object
    settings = Settings()
    logging.basicConfig(level=logging.DEBUG)

    # Initialize Pygame and create a screen
    init()
    settings.SCREEN = display.set_mode(
        (settings.SCREEN_WIDTH, settings.SCREEN_HEIGHT))

    while True:
        fractal = settings.fractal_alg[settings.FRACTAL_ALGORITHM]
        colorize = settings.color_alg[settings.COLOR_ALGORITHM]

        if settings.COLOR:
            # Regenreate color settings.palette.
            logging.debug("Generating color palette...")
            settings.palette = colorize(settings)
            settings.COLOR = False

        if settings.DRAW:
            # Regenerate settings.point_list
            logging.debug("Generating point list palette...")
            settings.point_list = fractal(settings)
            settings.DRAW = False

        pf.display_fractal(settings)

        # Set display title
        display.set_caption(f"RE:({settings.RE_START}, {settings.RE_END}), "
                            f"IM:({settings.IM_START}, {settings.IM_END})")

        display.flip()

        pf.check_events(settings)
Exemple #54
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    def render(self):
        """
		Renders the cheat mode screen. This includes a transparent button with text

		**Args**:
				None.

		**Preconditions**:
				None.

		**Postconditions**:
				CheatMode's contents will be rendered to the main pygame display surface.

		**Returns**:
				None.
		"""
        self.drawWindow.blit(self.gameSurf, (0, 0))

        self.drawWindow.blits([(self.textBackgroundSurf,
                                self.textBackgroundPos),
                               (self.titleSurf, self.titlePos),
                               (self.subtitleSurf, self.subtitlePos)])

        display.flip()
Exemple #55
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def display_game(screen, snake, apple, count, max_count, obstacles=[], ddx=0):
    # the background
    draw.rect(screen, gris_clair, (0, 0, tfx, tfy))
    display_upper_bar(screen, count, max_count)

    # obstacles
    display_obstacles(screen, obstacles)

    # the apple
    display_apple(screen, apple[0], apple[1])

    # the snake
    u = len(snake.list)
    if u == 1:  # too short for a tail or a head
        display_body_part(screen, snake.list[0], ddx)
    else:
        for i in range(1, u - 1):
            display_body_part(screen, snake.list[(snake.head + i) % u], ddx)
        display_tail(screen, snake.list[snake.head - 1],
                     snake.list[snake.head - 2])
        display_head(screen, snake.list[snake.head],
                     snake.list[(snake.head + 1) % u])

    display.flip()
def initialize_game():
    pygame.init()

    window = display.set_mode((gc.DISPLAY_WIDTH, gc.DISPLAY_HEIGHT))
    display.set_caption("Terrible Games")
    pygame.font.init()

    load_font = pygame.font.SysFont(('Comic Sans MS'), 45)
    load_text = load_font.render("Loading...", True, (0, 0, 0))
    x = (gc.DISPLAY_WIDTH * 1.03 - load_text.get_rect().right) // 2
    y = (gc.DISPLAY_HEIGHT - load_text.get_rect().bottom) // 2
    window.fill((210, 127, 73))
    window.blit(load_text, (x, y))
    display.flip()

    image = pygame.image.load("./resources/wood_texture.jpg").convert()
    image = pygame.transform.scale(image,
                                   (gc.DISPLAY_WIDTH, gc.DISPLAY_HEIGHT))

    main_window = gameWindow(window=window,
                             running=True,
                             curr_screen="Title",
                             img=image)
    return main_window
Exemple #57
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	def render(self):
		"""
		Renders the minefield, reset button, flag counter, and timer
		
		**Args**:
				None.
		
		**Preconditions**:
				None.
		
		**Postconditions**:
				None.
		
		**Returns**:
				None.
		"""
		for y in range(self.minefield.y_size):
			for space in self.grid[y]:
				self.renderSpace(space)
		
		self.renderReset()
		self.updateClock()
		self.updateFlags()
		display.flip()
Exemple #58
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    def draw_neighbor(self, screen, sx1, sx2, sy1, sy2) -> None:
        """draw wall between neighbors in the screen

                Parameters:
                        screen (Surface): game screen
                        sx1 (Integer): main coordinates
                        sx2 (Integer): main coordinates
                        sy1 (Integer): neighbors coordinates
                        sy2 (Integer): neighbors coordinates

                Returns:
                        None
        """
        posX = (self.margin + self.width) * (sy2) + self.margin
        posY = (self.margin + self.height) * (sx2) + self.margin
        draw.rect(screen, WALL, (posX, posY, 13, 13))
        display.flip()

        posX = (self.margin + self.width) * (sy2 +
                                             (sy1 - sy2) / 2) + self.margin
        posY = (self.margin + self.height) * (sx2 +
                                              (sx1 - sx2) / 2) + self.margin
        draw.rect(screen, WALL, (posX, posY, 13, 13))
        display.flip()
def testing(td=[]):
    global s,tdata
    print "testing, 1,2,3..."
    global tdata
#    import pdb; pdb.set_trace()
    bogus_config(fff=tdata)
    #print tdata, "from testing app"
    v=tdata[1]
    f=tdata[2]
    a=tdata[3]
    print "v",v,"f",f,"a",a
    sc=scr()
    #c=cfg()
    att=display_attribs()
    sc.fields=f
    sc.set_assignments(a)
    sc.display_field("f3")
    #sc.display_fields()
    #screen.blit(sc.win,(0,0))
    screen.fill((180,180,0))
    tm.wait(200)
    dsp.flip()
    tm.wait(200)
    for fff in f:
        it=a[fff][1]
        tp=a[fff][2]
        frec=f[fff]
        there=(frec[1],frec[2])
        if tp == 'S':
            that=ren(it,True,(0,0,200))
        else:
            that=load(it)  # assuming picture; number unimplemented
        screen.blit(that,there)
    tm.wait(500)
    dsp.flip()
    print "end of test"
    def text_play(self):

        self.screen.blit(self.p, (900, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.l, (920, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.a, (940, 580))
        display.flip()
        time.delay(400)

        self.screen.blit(self.y, (960, 580))
        display.flip()
        time.delay(400)

        self.text_info()