Exemple #1
0
    def __init__(self, host, port, pseudo=None):
        self.run = False  # Booléen déterminant si ce client est connecté au serveur ou non
        #connexion au serveur
        self.Connect((host, port))
        #initialisation de pygame
        pygame.init()
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        #self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT),pygame.FULLSCREEN)
        self.clock = pygame.time.Clock()
        pygame.key.set_repeat(1, 1)
        #numero d'id sur le serveur
        self.idServeur = 0
        self.pseudo = pseudo
        self.carte = None
        self.controlable = None
        self.isPaused = False
        self.fin_du_jeu = 0
        self.controles_actif = False

        self.font_pixel_32 = pygame.font.Font(
            os.path.dirname(__file__) + "/../data/font/pixelmix.ttf", 32)
        self.font_pixel_20 = pygame.font.Font(
            os.path.dirname(__file__) + "/../data/font/pixelmix.ttf", 20)
        self.point_vert = utils.load_png(
            os.path.dirname(__file__) + "/../data/image/point_vert.png")

        # Chargement du background de la map
        self.background_image, self.background_rect = utils.load_png(
            os.path.dirname(__file__) + "/../data/sprite/background.png")

        # Instanciation des personnages et des groupes de sprites
        self.monGroup = GroupJoueur.GroupJoueur()

        # Instanciation des tirs et des sprites
        self.groupTir = GroupTir.GroupTir()
Exemple #2
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    def __init__(self,
                 object,
                 rect,
                 outlineImg=None,
                 insideImg=None,
                 attrName='health',
                 fullAmt=100,
                 outerColor=black,
                 innerColor=red):
        """pass in a rectstyle to tell the statusbar where to appear
		   and pass in an object with a health attribute"""
        pygame.sprite.Sprite.__init__(self)  #call Sprite initializer
        rect = pygame.Rect(rect)

        self.outerColor = outerColor
        self.innerColor = innerColor
        self.innerOffset = (5, 5)

        #The outer image is usually something like a black outline
        # but it could be more complex, maybe with text or something
        if outlineImg is not None:
            self.backImg, self.rect = load_png(outlineImg)
            self.rect.move_ip(rect.topleft)
        else:
            self.rect = pygame.Rect(rect)
            self.backImg = pygame.Surface((self.rect.width, self.rect.height))
            self.backImg.fill(self.outerColor)

        #The inside image defaults to a red rectangle if no image
        # is given.
        if insideImg is not None:
            self.innerImg, self.innerRect = load_png(insideImg)
            self.innerRect.move_ip(rect.topleft)
            self.innerOffset = (0, 0)
        else:
            self.innerRect = self.rect.inflate(-10, -10)
            self.innerImg = pygame.Surface(
                (self.innerRect.width, self.innerRect.height))
            self.innerImg.fill(self.innerColor)

        self.object = object
        self.attrName = attrName
        self.fullAmt = fullAmt
        self.amt = getattr(self.object, self.attrName)

        #For efficiency, the object can update its status bar ONLY
        # when its health is changed, instead of every tick.
        self.onlyUpdateOnExplicitRequest = 0

        #If the object has an attribute SetStatusBar, assume the object
        #will explicitly call self.UpdateImg()
        #NOTE: this could be made more correct (check interface,
        #      callable, etc)
        if (hasattr(object, "SetStatusBar")):
            self.object.SetStatusBar(self)
            self.onlyUpdateOnExplicitRequest = 1

        self.UpdateImg()
Exemple #3
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	def __init__(self, object, rect, 
	             outlineImg=None, insideImg=None,
	             attrName='health', fullAmt=100,
	             outerColor=black, innerColor=red ):
		"""pass in a rectstyle to tell the statusbar where to appear
		   and pass in an object with a health attribute"""
		pygame.sprite.Sprite.__init__(self) #call Sprite initializer
		rect = pygame.Rect( rect )

		self.outerColor = outerColor
		self.innerColor = innerColor
		self.innerOffset = (5,5)

		#The outer image is usually something like a black outline
		# but it could be more complex, maybe with text or something
		if outlineImg is not None:
			self.backImg = load_png(outlineImg)
			self.rect = self.backImg.get_rect()
			self.rect.move_ip( rect.topleft )
		else:
			self.rect = pygame.Rect(rect)
			self.backImg = pygame.Surface( (self.rect.width,
			                              self.rect.height) )
			self.backImg.fill( self.outerColor )

		#The inside image defaults to a red rectangle if no image
		# is given.
		if insideImg is not None:
			self.innerImg = load_png(insideImg)
			self.innerRect = self.innerImg.get_rect()
			self.innerRect.move_ip( rect.topleft )
			self.innerOffset = (0,0)
		else:
			self.innerRect = self.rect.inflate( -10, -10 )
			self.innerImg = pygame.Surface( (self.innerRect.width,
			                                 self.innerRect.height))
			self.innerImg.fill( self.innerColor )

		self.object= object
		self.attrName = attrName
		self.fullAmt = fullAmt
		self.amt = getattr(self.object, self.attrName)

		#For efficiency, the object can update its status bar ONLY
		# when its health is changed, instead of every tick.
		self.onlyUpdateOnExplicitRequest = 0

		#If the object has an attribute SetStatusBar, assume the object
		#will explicitly call self.UpdateImg()
		#NOTE: this could be made more correct (check interface, 
		#      callable, etc)
		if( hasattr(object, "SetStatusBar") ):
			self.object.SetStatusBar( self )
			self.onlyUpdateOnExplicitRequest = 1

		self.UpdateImg()
Exemple #4
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	def __init__(self):
		Sprite.__init__(self)

		self.images = [load_png( 'instruction_press00.png' ),
		               load_png( 'instruction_press01.png' ) ]
		self.image = self.images[0]
		self.rect = self.image.get_rect()

		self.timer = 200
		self.imgIndex = 0
Exemple #5
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	def __init__(self, height="tall"):
		Sprite.__init__(self)

		if height == "tall":
			self.image = load_png( 'geyser_tall.png' )
		else:
			self.image = load_png( 'geyser_short.png' )
		self.rect = self.image.get_rect()

		self.jiggleCounter = 200
		self.lifeCounter = settings.geyserLifetime
Exemple #6
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	def __init__( self, name, onClickCallback=None, callbackArgs=() ):
		gui_widgets.Widget.__init__( self, None )
		self.onImg = load_png( name+'_on.png' )
		self.offImg = load_png( name+'_off.png' )
		self.hiImg = load_png( name+'_hi.png' )

		self.onClickCallback = onClickCallback
		self.callbackArgs = callbackArgs

		self.image = self.offImg
		self.rect = self.image.get_rect()
Exemple #7
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    def __init__(self, name, onClickCallback=None, callbackArgs=()):
        gui_widgets.Widget.__init__(self, None)
        self.onImg = load_png(name + '_on.png')
        self.offImg = load_png(name + '_off.png')
        self.hiImg = load_png(name + '_hi.png')

        self.onClickCallback = onClickCallback
        self.callbackArgs = callbackArgs

        self.image = self.offImg
        self.rect = self.image.get_rect()
Exemple #8
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    def __init__(self, height="tall"):
        Sprite.__init__(self)

        if height == "tall":
            self.image = load_png('geyser_tall.png')
        else:
            self.image = load_png('geyser_short.png')
        self.rect = self.image.get_rect()

        self.jiggleCounter = 200
        self.lifeCounter = settings.geyserLifetime
	def __init__( self, name, container=None, 
	              onClickCallback=None, callbackArgs=(),
	              ):
		ButtonSprite.__init__( self, container,
		                       onClickCallback, callbackArgs )

		self.toggleState = False
		self.onImage = load_png( 'btn_tog_'+ name +'_on.png' )
		self.offImage = load_png( 'btn_tog_'+ name +'_off.png' )
		self.image = self.offImage
		self.rect  = self.image.get_rect()
Exemple #10
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	def __init__(self, ceilingY):
		Sprite.__init__(self)
		self.formingImg= load_png( 'bubble_forming.png' )
		self.risingImg= load_png( 'bubble_rising.png' )
		self.rect = self.formingImg.get_rect()
		self.image = self.formingImg

		self.ceilingY = ceilingY
		self.isAtCeiling = False
		self.birthTimeCounter = 0
		self.nextJiggleCounter = 500
		self.deathCounter = 0
    def __init__(self,parameters):
        self.clock = pygame.time.Clock()
        #it depends of resolution
        self.image_background = utils.load_png('gui/main_menu.png')
        #it depends of resolution
        self.main_title = utils.load_png('gui/title.png')

        self.version_font = pygame.font.SysFont('verdana',12)
        self.version_font.set_bold(True)
        self.version = parameters['version']
        self.parameters = parameters
        self.screen = None
Exemple #12
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    def __init__(self, ceilingY):
        Sprite.__init__(self)
        self.formingImg = load_png('bubble_forming.png')
        self.risingImg = load_png('bubble_rising.png')
        self.rect = self.formingImg.get_rect()
        self.image = self.formingImg

        self.ceilingY = ceilingY
        self.isAtCeiling = False
        self.birthTimeCounter = 0
        self.nextJiggleCounter = 500
        self.deathCounter = 0
Exemple #13
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    def __init__(self):
        Sprite.__init__(self)

        self.images = [
            load_png('instruction_press00.png'),
            load_png('instruction_press01.png')
        ]
        self.image = self.images[0]
        self.rect = self.image.get_rect()

        self.timer = 200
        self.imgIndex = 0
Exemple #14
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	def __init__(self):
		Sprite.__init__(self)

		self.onImg = load_png( 'quit_btn.png' )
		self.focusImg = load_png( 'quit_btn_focus.png' )
		self.image = self.onImg
		self.rect = self.image.get_rect()

		self.isClicking = False
		self.hasMouseFocus = False

		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
Exemple #15
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    def __init__(self):
        Sprite.__init__(self)

        self.onImg = load_png('quit_btn.png')
        self.focusImg = load_png('quit_btn_focus.png')
        self.image = self.onImg
        self.rect = self.image.get_rect()

        self.isClicking = False
        self.hasMouseFocus = False

        controller = mvcState.GetController()
        controller.mouseListeners.append(self)
    def __init__(
            self,
            name,
            container=None,
            onClickCallback=None,
            callbackArgs=(),
    ):
        ButtonSprite.__init__(self, container, onClickCallback, callbackArgs)

        self.toggleState = False
        self.onImage = load_png('btn_tog_' + name + '_on.png')
        self.offImage = load_png('btn_tog_' + name + '_off.png')
        self.image = self.offImage
        self.rect = self.image.get_rect()
Exemple #17
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	def __init__(self, bladder):
		Sprite.__init__(self)

		self.bladder = bladder
		self.topBottomSpacing = 40
		self.composeTimeout = 100

		self.squeezeImgs = [
		                    load_png( 'squeeze_violet.png' ),
		                    load_png( 'squeeze_blue.png' ),
		                    load_png( 'squeeze_green.png' ),
		                    load_png( 'squeeze_yellow.png' ),
		                    load_png( 'squeeze_orange.png' ),
		                    load_png( 'squeeze_red.png' ),
		                   ]
		self.arrowTop =  load_png( 'squeeze_arrow_top.png' )
		self.arrowBot =  load_png( 'squeeze_arrow_bot.png' )
		self.image = self.squeezeImgs[0]
		self.rect = self.image.get_rect()
		self.arrowTopRect = self.arrowTop.get_rect()
		self.arrowBotRect = self.arrowBot.get_rect()
		self.ComposeImg()


		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
Exemple #18
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    def __init__(self, bladder):
        Sprite.__init__(self)

        self.bladder = bladder
        self.topBottomSpacing = 40
        self.composeTimeout = 100

        self.squeezeImgs = [
            load_png('squeeze_violet.png'),
            load_png('squeeze_blue.png'),
            load_png('squeeze_green.png'),
            load_png('squeeze_yellow.png'),
            load_png('squeeze_orange.png'),
            load_png('squeeze_red.png'),
        ]
        self.arrowTop = load_png('squeeze_arrow_top.png')
        self.arrowBot = load_png('squeeze_arrow_bot.png')
        self.image = self.squeezeImgs[0]
        self.rect = self.image.get_rect()
        self.arrowTopRect = self.arrowTop.get_rect()
        self.arrowBotRect = self.arrowBot.get_rect()
        self.ComposeImg()

        controller = mvcState.GetController()
        controller.mouseListeners.append(self)
 def __init__(self,image,path,map_pos, screen_pos):
   self._position = Vec2d(0,0) # x e y? funciones de gummworld2

   #self.direction = DOWN
   self.dir = Vec2d(0.0, 0.0)
   #images loading
   front_image = path + '/' + image + '-idle-1.png'
   self.front_standing = utils.load_png(front_image)
   self.right_standing = utils.load_png(front_image)
   
   

   self.back_standing = pygame.transform.flip(self.front_standing, True, False) 
   self.left_standing = pygame.transform.flip(self.right_standing, True, False) 
   self.playerWidth, self.playerHeight = self.front_standing.get_size()

   ##animation loading
   self.imagesAndDurations = [('data/peasant/peasant-idle-%s.png' % (str(num)), 0.1) for num in range(1,7)]
   self.animObjs = pyganim.PygAnimation(self.imagesAndDurations,False)
   self.movement = 0
   # to improve the path and left and right animations

   # create the right-facing sprites by copying and flipping the left-facing sprites
   #self.animObjs['-n-run'] = self.animObjs['-se-run'].getCopy()
   #self.animObjs['-s-run'] = self.animObjs['-se-run'].getCopy()
   #self.animObjs['-s-run'].flip(True, False)
   #self.animObjs['-s-run'].makeTransformsPermanent()
   #self.animObjs['-sw-run'] = self.animObjs['-se-run'].getCopy()
   #self.animObjs['-sw-run'].flip(True, False)
   #self.animObjs['-sw-run'].makeTransformsPermanent()

   #self.image = self.animObjs['-se-run'].getCurrentFrame()
   self.image = self.front_standing
   self.rect = self.image.get_rect()


   #move conductor
   self.moveConductor = pyganim.PygConductor(self.animObjs)

##voy por aqui modificando!!
   #start direction
   #self.direction = DOWN
   self.x = screen_pos[0]
   self.y = screen_pos[1]
   self.screen_position = screen_pos
   self.position = map_pos

   #game attributes
   self.strength = 1
Exemple #20
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    def __init__(self, evManager, container=None, onClickEvent=None):
        Widget.__init__(self, evManager, container)

        if not isinstance(onClickEvent, GUIScrollRequest):
            raise Exception("Scroll Button Must have Scroll Event")

        self.onClickEvent = onClickEvent
        self.amount = self.onClickEvent.amount

        if self.amount < 0:
            self.image = load_png('scroll_left.png')
        else:
            self.image = load_png('scroll_right.png')
        self.rect = self.image.get_rect()

        self.originalRect = None
Exemple #21
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    def Activate(self, renderGroup, rect, evManager=None):
        GUIView.Activate(self, renderGroup, rect, evManager)

        self.__msg = "Error"
        self.dialogMsgCount = 1
        bgSprite = pygame.sprite.Sprite()
        bgSprite.image = load_png('dialog_background.png')
        #bgSprite.rect = bgSprite.image.get_rect()
        bgSprite.rect = self.rect

        closeEvent = GUIDialogRemoveRequest('msgDialog')
        closeButton = ButtonSprite(self.evManager,
                                   "Close",
                                   container=self,
                                   onClickEvent=closeEvent)
        self.background = bgSprite
        self.widgets = [
            closeButton,
            LabelSprite(self.evManager, self.__msg, container=self),
        ]

        #because this is a Dialog, it should be shown on the topmost
        #layer of the View.
        #the renderGroup here is expected to be a LayeredSpriteGroup
        self.renderGroup.add_top(self.background)
        for wid in self.widgets:
            self.renderGroup.add_top(wid)

        self.ArrangeWidgets()
 def __init__(self, mon_type, level):
     if mon_type['random_state']:
         self.state = random.choice(mon_type['init_state'])
     else:
         self.state = mon_type['init_state'][0]
     self.prev_state = self.state
     img = utils.load_png(mon_type['image'])
     img = pygame.transform.scale2x(img)
     actor.Actor.__init__(self, img,
                          Rect(0,0,mon_type['size'],mon_type['size']),
                          mon_type['state_anims'],
                          respawns = mon_type['is_boss'])
     self.name = mon_type['name']
     self.behavior = mon_type['behavior']
     screen = pygame.display.get_surface()
     self.area = screen.get_rect()
     self.movepos = [0,0]
     self.hitcount = 0
     self.pushcount = 0
     self.cannot_collide = pygame.sprite.Group()
     self.health = mon_type['health']+(level-1)
     self.strength = mon_type['strength']+(level-1)
     self.waitcount = 0
     self.movecount = 0
     self.isBoss=mon_type['is_boss']
     random.seed()
     if self.state == 'wait':
         self.waitcount == random.randint(0,40)
	def LoadResource(self, name):
		fname = name.replace( ' ', '_' ) + '.png'
		try:
			self._d[name] = load_png( fname )
		except pygame.error:
			font = pygame.font.Font(None, 60) 
			self._d[name] = font.render( name, 1, (255,255,255) )
Exemple #24
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    def __init__(self):
        Sprite.__init__(self)
        self.stableImg = load_png('cloud.png')
        self.image = self.stableImg
        self.rect = self.image.get_rect()

        self.jiggleCounter = 1500
        self.jiggles = [(4, 0), (-4, 0), (-1, 3), (-2, -4), (3, 1)]
        self.jiggleIndex = 0

        self.dripMoves = [
            (0, 3),
            (0, 2),
            (0, 2),
            (0, 1),
            (0, 1),
            (0, 1),
            (0, 1),
            (0, -3),
            (0, -3),
            (0, -3),
            (0, -1),
            (0, -1),
        ]
        self.dripIndex = 0
        self.isDripping = False
        self.dropColor = None
Exemple #25
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    def help(self):
        """Build the help screen."""
        self.game = None
        help_file = 'help0{}.png'.format(str(self.help_))

        # Print Title
        title, title_pos = write(
            'Help',
            96,
            'Multicolore.otf',
            colorScheme.OPTIONSTITLE,
        )
        title_pos.centerx = self.background.get_rect().centerx
        title_pos.centery = self.background.get_rect().height / 6
        self.background.blit(title, title_pos)

        help_image = load_png(help_file)
        help_image_pos = help_image.get_rect()
        help_image_pos.centerx = self.background.get_rect().centerx
        help_image_pos.centery = self.background.get_rect().centery
        self.background.blit(help_image, help_image_pos)

        self.hm.assemble()
        self.hm.menu_pos.centerx = self.background.get_rect().centerx
        self.hm.menu_pos.centery = 5 * (self.background.get_rect().height / 6)
        self.background.blit(self.hm.menu, self.hm.menu_pos)
    def __init__(self,parameters):
        self.clock = pygame.time.Clock()
        #it depends of resolution
        self.image_background = utils.load_png('gui/main_menu.png')
        #it depends of resolution
        self.main_title = utils.load_png('gui/title.png')

        self.title_font = pygame.font.SysFont('verdana',22)
        self.title_font.set_bold(True)
        self.title = 'CONFIGURATION'
 
        self.option_font = pygame.font.SysFont('verdana',16)
        self.option_font.set_bold(True)
        self.option_video = 'VIDEO OPTIONS:'  

        self.parameters = parameters       
	def LoadResource(self, name):
		fname = name.replace( ' ', '_' ) + '.png'
		color = (0,0,0)
		try:
			self._d[name] = load_png( fname )
		except pygame.error:
			font = pygame.font.Font(None, 28) 
			self._d[name] = font.render( name, 1, color )
 def __init__(self, sprite):
     """ Platform constructor. Assumes constructed with user passing in
         an array of 5 numbers like what's defined at the top of this
         code. """
     pygame.sprite.Sprite.__init__(self)
     
     # Grab the image for this platform
     self.image,self.rect = utils.load_png(sprite)
Exemple #29
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	def __init__(self):
		Sprite.__init__(self)
		self.fillingImgs = [
		                    load_png( 'bladder00.png' ),
		                    load_png( 'bladder01.png' ),
		                    load_png( 'bladder02.png' ),
		                    load_png( 'bladder03.png' ),
		                    load_png( 'bladder04.png' ),
		                   ]
		self.tooFullImg = load_png( 'bladder_toofull.png' )
		self.ventImg = self.tooFullImg
		self.shootImg = load_png( 'bladder_shoot.png' )
		self.image = self.fillingImgs[0]
		self.rect = self.image.get_rect()

		self.originalMidBottom = self.rect.midbottom
		self.dirty = 1

		self.capacity = settings.bladderCapacity
		self.numBubbles = 0
		self.isShooting = False
		self.isVenting = False
		self.overCapacityCounter = 0
		self.tooFullAnimCounter= 0
		self.squeezeFactor = 0
		self.maxPower = settings.bladderMaxPower

		self.tooFullAnim = [ (2,0), (-2,0) ]
		self.tooFullAnimIndex = 0

		controller = mvcState.GetController()
		controller.gameEventListeners.append( self )
		controller.mouseListeners.append( self )
Exemple #30
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    def __init__(self):
        Sprite.__init__(self)
        self.fillingImgs = [
            load_png('bladder00.png'),
            load_png('bladder01.png'),
            load_png('bladder02.png'),
            load_png('bladder03.png'),
            load_png('bladder04.png'),
        ]
        self.tooFullImg = load_png('bladder_toofull.png')
        self.ventImg = self.tooFullImg
        self.shootImg = load_png('bladder_shoot.png')
        self.image = self.fillingImgs[0]
        self.rect = self.image.get_rect()

        self.originalMidBottom = self.rect.midbottom
        self.dirty = 1

        self.capacity = settings.bladderCapacity
        self.numBubbles = 0
        self.isShooting = False
        self.isVenting = False
        self.overCapacityCounter = 0
        self.tooFullAnimCounter = 0
        self.squeezeFactor = 0
        self.maxPower = settings.bladderMaxPower

        self.tooFullAnim = [(2, 0), (-2, 0)]
        self.tooFullAnimIndex = 0

        controller = mvcState.GetController()
        controller.gameEventListeners.append(self)
        controller.mouseListeners.append(self)
Exemple #31
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    def __init__(self):
        Sprite.__init__(self)
        Heater.__init__(self)

        self.temperature = 81
        self.isActive = False
        self.hasMouseFocus = False
        self.isClicking = False

        self.offImg = load_png('solar_off.png')
        self.onImg = load_png('solar_on.png')
        self.focusImg = load_png('solar_focus.png')
        self.image = self.offImg
        self.rect = self.image.get_rect()

        controller = mvcState.GetController()
        controller.mouseListeners.append(self)
        controller.GameEvent('HeaterBirth', self)
Exemple #32
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	def __init__(self):
		Sprite.__init__(self)
		Heater.__init__(self)

		self.temperature = 81
		self.isActive = False
		self.hasMouseFocus = False
		self.isClicking = False

		self.offImg   = load_png( 'solar_off.png' )
		self.onImg    = load_png( 'solar_on.png' )
		self.focusImg = load_png( 'solar_focus.png' )
		self.image = self.offImg
		self.rect = self.image.get_rect()

		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
		controller.GameEvent( 'HeaterBirth', self )
Exemple #33
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 def __init__(self):
     pygame.sprite.Sprite.__init__(self)
     self.image, self.rect = load_png('character.gif')
     screen = pygame.display.get_surface()
     self.area = screen.get_rect()
     self.vector = vector
     self.speed = 10
     self.state = 'still'
     self.reinit
Exemple #34
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    def splash_screen(self):
        """Generate the initial Buey splashscreen."""
        self.background.fill((0, 0, 0))
        bg = load_png('splash_bg.png')

        self.background.blit(bg, (0, 0))

        self.splash_track.play(1)

        for i in range(0, 255, 10):
            self.background.set_alpha(i)
            self.screen.blit(self.background, (0, 0))
            pygame.display.flip()
            pygame.time.wait(10)

        buey_spritesheet = load_png('buey_sprite.png')
        buey_spritesheet_pos = buey_spritesheet.get_rect()
        buey_spritesheet_pos.centerx = self.background.get_rect().centerx
        buey_spritesheet_pos.centery = self.background.get_rect().centery

        for i in range(0, 255, 4):
            self.background.blit(bg, (0, 0))
            blit_alpha(self.background, buey_spritesheet, buey_spritesheet_pos,
                       i)
            self.screen.blit(self.background, (0, 0))
            pygame.display.flip()
            pygame.time.wait(10)

        pygame.time.wait(1500)

        fade_out = pygame.Surface(self.screen.get_size())

        for i in range(0, 255, 10):
            self.background.blit(bg, (0, 0))
            self.background.blit(buey_spritesheet, buey_spritesheet_pos)
            fade_out.set_alpha(i)
            self.background.blit(fade_out, (0, 0))
            self.screen.blit(self.background, (0, 0))
            pygame.display.flip()
            pygame.time.wait(10)

        self.splash_track.stop()

        pygame.time.wait(200)
Exemple #35
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 def __init__(self, area, side):
     pygame.sprite.Sprite.__init__(self)
     self.side = side
     self.background, self.rect = load_png(BAR_FILENAME)
     self.rect.top = 20
     if side == 'left':
         self.rect.right = area.centerx - 10
     elif side == 'right':
         self.rect.left = area.centerx + 10
     self.paint()
Exemple #36
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    def GetBackgroundBlit(self):
        bgImg = pygame.Surface((self.rect.width, self.rect.height))
        splashBG = load_png('splash_back.png')
        splashRect = splashBG.get_rect()
        bgRect = bgImg.get_rect()
        splashRect.x = bgRect.width - splashRect.width

        bgImg.fill((0, 0, 5))
        bgImg.blit(splashBG, splashRect)
        return [bgImg, self.rect]
Exemple #37
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	def __init__(self, colName, startPos):
		Sprite.__init__(self)

		self.colorName = colName
		self.image = load_png( 'drop_'+self.colorName+'.png' )
		self.rect = self.image.get_rect()
		self.rect.midtop = startPos

		controller = mvcState.GetController()
		controller.GameEvent( 'DropBirth', self )
Exemple #38
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    def __init__(self, colName, startPos):
        Sprite.__init__(self)

        self.colorName = colName
        self.image = load_png('drop_' + self.colorName + '.png')
        self.rect = self.image.get_rect()
        self.rect.midtop = startPos

        controller = mvcState.GetController()
        controller.GameEvent('DropBirth', self)
Exemple #39
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	def __init__( self, screen, display ):
		self.nextModelClass = None
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display

		self.model = None

		self.bgImage = load_png( 'bg_mainmenu.png' )

		self.btnGroup = RenderUpdates()

		fBtn = ImgButton( 'freestyle', self.Freestyle )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 100
		self.btnGroup.add( fBtn )
		self.freestyleButton = fBtn

		fBtn = ImgButton( 'freestyle_tricky', self.FreestyleTricky )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 160
		self.btnGroup.add( fBtn )
		self.freestyleTrickyButton = fBtn

		fBtn = ImgButton( 'speedy', self.Speedy )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 220
		self.btnGroup.add( fBtn )
		self.speedyButton = fBtn

		fBtn = ImgButton( 'sharpshooter', self.Sharpshooter )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 280
		self.btnGroup.add( fBtn )
		self.sharpshooterButton = fBtn

		fBtn = ImgButton( 'firehose', self.Firehose )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 340
		self.btnGroup.add( fBtn )
		self.firehoseButton = fBtn

		fBtn = ImgButton( 'loading', self.Loading )
		fBtn.rect.midtop = self.screenRect.midtop
		fBtn.rect.y += 400
		self.loadingButton = fBtn


		dBtn = ImgButton( 'debug', self.Debug )
		dBtn.rect.midbottom = self.screenRect.midbottom
		dBtn.rect.y -= 10
		self.btnGroup.add( dBtn )
		self.debugButton = dBtn

		self.groups = [ self.btnGroup ]
Exemple #40
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    def __init__(self):
        Sprite.__init__(self)
        Heater.__init__(self)

        self.hiTempLimit = 200
        self.lowTempLimit = 10
        self.isHeating = 0

        self.cursorIndex = 0
        self.xlens = precomputed_circle.xlens[:]
        self.ylens = precomputed_circle.ylens[:]

        self.redImg = load_png('manual_heater_on.png')
        self.blackImg = load_png('manual_heater_off.png')
        self.cursorImg = load_png('heater_cursor.png')
        self.cursorRect = self.cursorImg.get_rect()
        self.rect = self.blackImg.get_rect()
        self.ComposeImg()

        self.dirty = 1
Exemple #41
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    def __init__(self, xlens, ylens):
        self.alreadyMovedInThisFrame = False
        self.cursorImg = load_png('heater_cursor.png')
        self.cursorRect = self.cursorImg.get_rect()
        self.cursorIndex = 0

        self.xlens = xlens
        self.ylens = ylens

        self.BeginLoopCallback = None
        self.EndLoopCallback = None
Exemple #42
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	def __init__(self, xlens, ylens):
		self.alreadyMovedInThisFrame = False
		self.cursorImg = load_png( 'heater_cursor.png' )
		self.cursorRect = self.cursorImg.get_rect()
		self.cursorIndex = 0

		self.xlens = xlens
		self.ylens = ylens

		self.BeginLoopCallback = None
		self.EndLoopCallback = None
Exemple #43
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    def __init__(self, evManager, text, container=None, onClickEvent=None):
        ButtonSprite.__init__(self, evManager, text, container, onClickEvent)
        self.zAxis = 5
        originalImg = self.image
        originalRect = self.rect

        self.image = load_png('balloon_button.png')
        self.rect = self.image.get_rect()

        originalRect.center = self.rect.center

        self.image.blit(originalImg, originalRect)
Exemple #44
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def example_2d():
    # Load 2D image
    filename = './data/sample_2d.png'
    img = utils.load_png(filename)
    print('Input:', img.shape)

    # Randon motion 2D
    output = rand_motion_2d(img, cfg=cfg)
    print('Output:', output.shape)
    h = utils.display_result_2d(img, output)
    plt.show()
    return
Exemple #45
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	def __init__(self):
		Sprite.__init__(self)
		Heater.__init__(self)

		self.hiTempLimit = 200
		self.lowTempLimit = 10
		self.isHeating = 0

		self.cursorIndex = 0
		self.xlens = precomputed_circle.xlens[:]
		self.ylens = precomputed_circle.ylens[:]

		self.redImg= load_png( 'manual_heater_on.png' )
		self.blackImg = load_png( 'manual_heater_off.png' )
		self.cursorImg = load_png( 'heater_cursor.png' )
		self.cursorRect = self.cursorImg.get_rect()
		self.rect = self.blackImg.get_rect()
		self.ComposeImg()


		self.dirty = 1
Exemple #46
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    def right(self):
        self.image = utils.load_png(self.imageFolder + "/droite.png")
        self.speed[0] = 5

        #end right

        def update(self):
            self.rect = self.rect.move(self.speed)
            Animable.Animable.update(self)


#end Personnage
Exemple #47
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	def __init__(self):
		Sprite.__init__(self)
		Heater.__init__(self)

		self.temperature = 0
		self.isActive = False
		self.hasMouseFocus = False
		self.isClicking = False

		self.isSpinning = False
		self.timeSinceStartSpinning = 0
		self.timeSinceStopSpinning = 0
		self.timeUntilNextGust = rng.randint( settings.windGustTimeMin,
		                                      settings.windGustTimeMax )
		self.spinDuration = 0
		self.lastAnimFrameTime = 0
		self.lastAnimFrameIndex = 0

		self.offImg   = load_png( 'wind_off.png' )
		self.onImg    = load_png( 'wind00.png' )
		self.focusImg = load_png( 'wind_focus.png' )
		self.image = self.offImg
		self.rect = self.image.get_rect()

		self.spiningImgs = [
		                    load_png( 'wind00.png' ),
		                    load_png( 'wind01.png' ),
		                    load_png( 'wind02.png' ),
		                   ]

		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
		controller.GameEvent( 'HeaterBirth', self )
Exemple #48
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	def __init__(self):
		Sprite.__init__(self)
		Heater.__init__(self)

		self.temperature = 300
		self.hiTempLimit = 300
		self.lowTempLimit = 20
		self.isActive = False
		self.hasMouseFocus = False
		self.isClicking = False

		self.offImg   = load_png( 'fire_off.png' )
		self.onImg    = load_png( 'fire_on.png' )
		self.focusImg = load_png( 'fire_focus.png' )
		self.outImg   = load_png( 'fire_out.png' )
		self.matchImg = load_png( 'fire_match_off.png' )
		self.matchFocusImg = load_png( 'fire_match_focus.png' )
		self.image = self.offImg
		self.rect = self.image.get_rect()

		self.cursorComposer = CursorComposer( [5,70], [70,70] )
		self.cursorComposer.BeginLoopCallback = self.BeginCursorLoop
		self.cursorComposer.EndLoopCallback = self.EndCursorLoop

		self.isExtinguished = False
		self.isBuyingMatch = False
		self.timeSinceStarted = 0
		self.strikeTimeCounter = 0
		self.fullStrikeTime = 0
		self.fireStrikeLimit = settings.fireStrikeLimit

		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
		controller.gameEventListeners.append( self )
		controller.GameEvent( 'HeaterBirth', self )
Exemple #49
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	def __init__(self, container=None, onClickEvent, direction ):
		ButtonSprite.__init__( self, container, onClickEvent )

		assert( direction in ['up','right','down','left'] )

		# Tries to load an image that looks like scroll_up.png
		try:
			self.image = load_png( 'scroll_'+ direction +'.png' )
		except:	
			#TODO: make some font image with ^>V<
			pass
		self.rect = self.image.get_rect()

		self.originalRect = None
	def LoadResource(self, weaponClass ):
		try:
			cName = 'icon_'+ weaponClass.__name__.lower()
			self._d[weaponClass] = load_png( cName +'.png')
		except pygame.error:
			print 'there was a pygame error'
			#make a transparent surface
			img = Surface( (40, 40), SRCALPHA, 32 )
			img.fill( [0,0,0,0] )
			#make a filled circle the color of the weapon
			col = weaponClass().GetColor()
			circle = pygame.draw.circle( img, col, (20,20), 35, 0 )
			#store the surface
			self._d[weaponClass] = img
		except Exception, e:
			log.debug( 'dynamic loader failed '+ str(e) )
			raise e
Exemple #51
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	def __init__( self, screen, display ):
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display
		self.model = None
		self.currentTime = 0

		self.bgImage = load_png( 'bg_game.png' )

		self.hiGroup = RenderUpdates()
		self.lowGroup = RenderUpdates()
		self.viewOnlyGroup = RenderUpdates()
		self.bubbleGroup = RenderUpdates()

		self.ins_spin = None
		self.ins_press = None
		self.quitButton = None
		self.squeezePrompt = None

		self.groups = [self.lowGroup, self.bubbleGroup, self.hiGroup, self.viewOnlyGroup]
		self.locks = []

		self.stripeOrder = ['violet','blue','green',
		                    'yellow','orange','red']
		self.stripeHeights = {
		                     'violet': 233,
		                     'blue':   189, 
		                     'green':  136,
		                     'yellow': 85,
		                     'orange': 44,
		                     'red':    11,
		                    }
		self.heaterRects = { 
		                    'green':  Rect ( 160, 470, 80, 100 ),
		                    'blue':   Rect ( 265, 470, 80, 100 ),
		                    'violet': Rect ( 370, 470, 80, 100 ),
		                    'red':    Rect ( 475, 470, 80, 100 ),
		                    'orange': Rect ( 580, 470, 80, 100 ),
		                    'yellow': Rect ( 685, 470, 80, 100 ),
		}


		self.purseStatusbars = []

		controller = mvcState.GetController()
		controller.gameEventListeners.append( self )
 def __init__(self,image,path,map_pos):
   self._position = Vec2d(0,0) # x e y? funciones de gummworld2
   self.movement = 0
   #self.direction = DOWN
   self.dir = Vec2d(0.0, 0.0)
   #images loading
   arrow_image = path + '/'+ image
   self.right_arrow = utils.load_png(arrow_image)
   self.image = self.right_arrow

   self.rect = self.right_arrow.get_rect()

   #start direction
   #self.direction = DOWN
   self.x = map_pos[0]
   self.y = map_pos[1]
   self.position = map_pos
Exemple #53
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	def __init__( self, screen, display ):
		self.screen = screen
		self.screenRect = screen.get_rect()
		self.display = display

		self.model = None

		self.bgImage = load_png( 'bg_winscreen.png' )

		self.btnGroup = RenderUpdates()

		quitBtn = QuitButton()
		quitBtn.rect.bottomleft = self.screenRect.bottomleft
		quitBtn.rect.move_ip( 10, -10 )
		self.btnGroup.add( quitBtn )
		self.quitButton = quitBtn

		self.groups = [ self.btnGroup ]
Exemple #54
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	def __init__(self):
		Sprite.__init__(self)
		self.stableImg = load_png( 'cloud.png' )
		self.image = self.stableImg
		self.rect = self.image.get_rect()

		self.jiggleCounter = 1500
		self.jiggles = [ (4,0), (-4,0), (-1,3), (-2,-4), (3,1) ]
		self.jiggleIndex = 0

		self.dripMoves = [ (0,3), (0,2), (0,2), 
		                   (0,1), (0,1), (0,1), (0,1), 
		                   (0,-3), 
		                   (0,-3), 
		                   (0,-3), 
		                   (0,-1), 
		                   (0,-1), 
		                 ]
		self.dripIndex = 0
		self.isDripping = False
		self.dropColor = None
Exemple #55
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	def __init__(self, name, height):
		Sprite.__init__(self)

		self.height = height
		self.name = name
		self.shouldLeak = True
		start_opa = getattr( settings, 'stripeStartOpacity'+name )
		self._opacity= start_opa
		self.hiOpacityLimit = 100
		self.bonusOpacityLimit = settings.stripeBonusOpacity
		self.lowOpacityLimit = settings.stripeLowOpacity
		self.opacityImgStep = 5

		self.fullImg= load_png( 'stripe_'+name+'_full.png' )
		self.rect = self.fullImg.get_rect()

		numImages = (self.hiOpacityLimit - self.lowOpacityLimit ) \
		            / self.opacityImgStep

		self.allImages = []
		import os.path
		for i in range( numImages ):
			alpha = self.lowOpacityLimit+ (self.opacityImgStep*i)
			filename = os.path.join( settings.TMPDIR,
			               'stripe'+ self.name + str(alpha) +'.tga')
			try:
				img = pygame.image.load(filename)
				if img == None:
					raise Exception("WTF")
			except Exception, e:
				log.debug( 'could not load cached stripe' )
				log.debug( e )
				img = self.fullImg.convert_alpha()
				change_alpha_mult( img, alpha )
				img.unlock()
				try:
					pygame.image.save( img, filename )
				except Exception, e:
					log.debug( 'could not save stripe' )
					log.debug( e )
Exemple #56
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	def __init__(self):
		Sprite.__init__(self)
		Heater.__init__(self)

		self.temperature = settings.waterWheelTemperature
		self.isActive = False
		self.hasMouseFocus = False
		self.isClicking = False

		self.isBuyingRepair = False
		self.isBroken = False
		self.isAccelerated = False
		self.timeSinceStarted = 0
		self.lastAnimFrameTime = 0
		self.lastAnimFrameIndex = 0
		self.timeSinceAccelerated = 0

		self.offImg   = load_png( 'waterwheel_off.png' )
		self.focusImg = load_png( 'waterwheel_focus.png' )
		self.repairImg = load_png( 'waterwheel_repair.png' )
		self.repairFocusImg = load_png( 'waterwheel_repair_focus.png' )
		self.images = [ load_png( 'waterwheel00.png' ),
		                load_png( 'waterwheel01.png' ),
		                load_png( 'waterwheel02.png' ),
		              ]
		self.onImg   = self.images[0]
		self.image = self.offImg
		self.rect = self.image.get_rect()

		self.cursorComposer = CursorComposer( [25,68,35], [15,50,68] )
		self.cursorComposer.EndLoopCallback = self.BeginAcceleration


		controller = mvcState.GetController()
		controller.mouseListeners.append( self )
		controller.gameEventListeners.append( self )
		controller.GameEvent( 'HeaterBirth', self )