Esempio n. 1
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 def __init__(self, x):
     pygame.sprite.Sprite.__init__(self)
     self.image = load_image("images/pala.png")
     self.rect = self.image.get_rect()
     self.rect.centerx = x
     self.rect.centery = HEIGHT / 2
     self.speed = 0.5
Esempio n. 2
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 def __init__(self, centerx, centery):
     pygame.sprite.Sprite.__init__(self)
     self.image = load_image('images/heart.png', True)
     self.image_mask = pygame.mask.from_surface(self.image)
     self.rect = self.image.get_rect()
     self.rect.centerx = centerx
     self.rect.centery = centery
Esempio n. 3
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def evaluate(image):
    attention_plot = np.zeros((max_length, attention_features_shape))

    hidden = decoder.reset_state(batch_size=1)

    temp_input = tf.expand_dims(load_image(image)[0], 0)
    img_tensor_val = image_features_extract_model(temp_input)
    img_tensor_val = tf.reshape(
        img_tensor_val, (img_tensor_val.shape[0], -1, img_tensor_val.shape[3]))

    features = encoder(img_tensor_val)

    dec_input = tf.expand_dims([tokenizer.word_index['<start>']], 0)
    result = []

    for i in range(max_length):
        predictions, hidden, attention_weights = decoder(
            dec_input, features, hidden)

        attention_plot[i] = tf.reshape(attention_weights, (-1, )).numpy()

        predicted_id = tf.argmax(predictions[0]).numpy()
        result.append(index_word[predicted_id])

        if index_word[predicted_id] == '<end>':
            return result, attention_plot

        dec_input = tf.expand_dims([predicted_id], 0)

    attention_plot = attention_plot[:len(result), :]
    return result, attention_plot
Esempio n. 4
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 def __init__(self):
     pygame.sprite.Sprite.__init__(self)
     self.image = load_image("images/ball.png", True)
     self.rect = self.image.get_rect()
     self.rect.centerx = WIDTH / 2
     self.rect.centery = HEIGHT / 2
     self.speed = [0.5, -0.5]
Esempio n. 5
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 def __init__(self):
     pygame.sprite.Sprite.__init__(self)
     self.image = load_image('images/player.png', True)
     self.image_mask = pygame.mask.from_surface(self.image)
     self.rect = self.image.get_rect()
     self.rect.centerx = WIDTH / 2
     self.rect.bottom = HEIGHT
     self.speed = 0.5
Esempio n. 6
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 def __init__(self, image):
     pygame.sprite.Sprite.__init__(self)
     self.image = load_image(image, True)
     self.image_mask = pygame.mask.from_surface(self.image)
     self.rect = self.image.get_rect()
     self.rect.top = 0
     self.rect.centerx = random.randint(0, WIDTH)
     self.speed = 0.2
Esempio n. 7
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    def __init__(self):

        self.x = random.randint(1, 120) * 5
        self.y = 500
        self.score = -10  # negate floor platform -10
        self.combo_score = 0
        self.prev_pos = [(self.x, self.y), (self.x, self.y), (self.x, self.y),
                         (self.x, self.y)]

        self.spritesheet_image = load_image(resource_path('spritesheet.png'))
        self.spritesheet = []

        # Idle
        self.cropped = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 33, 57))
        self.cropped2 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped2.blit(self.spritesheet_image, (0, 0), (37, 0, 33, 57))
        self.cropped3 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped3.blit(self.spritesheet_image, (0, 0), (75, 0, 33, 57))
        self.spritesheet.append(self.cropped)
        self.spritesheet.append(self.cropped2)
        self.spritesheet.append(self.cropped3)

        # Going right
        self.cropped4 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 56, 33, 57))
        self.cropped5 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped5.blit(self.spritesheet_image, (0, 0), (37, 56, 33, 57))
        self.cropped6 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped6.blit(self.spritesheet_image, (0, 0), (75, 56, 33, 57))
        self.spritesheet.append(self.cropped4)
        self.spritesheet.append(self.cropped5)
        self.spritesheet.append(self.cropped6)

        # Going left
        self.spritesheet.append(
            pygame.transform.flip(self.cropped4, True, False))
        self.spritesheet.append(
            pygame.transform.flip(self.cropped5, True, False))
        self.spritesheet.append(
            pygame.transform.flip(self.cropped6, True, False))

        # Jumping
        self.cropped7 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
        self.cropped7.blit(self.spritesheet_image, (0, 0), (75, 112, 33, 57))
        self.spritesheet.append(self.cropped7)
        self.spritesheet.append(self.cropped7)
        self.spritesheet.append(self.cropped7)

        self.combo_count = 0
        self.combo_start_value = 0

        self.sprite_index_x = 0
        self.sprite_index_y = 0
        self.frame_counter = 0
        self.frame_delay = 9

        self.is_on_platform = True
Esempio n. 8
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    def __init__(self):
        self.x = 30
        self.y = 500
        self.score = 0  # negate floor platform

        self.spritesheet_image = load_image('12.png')
        self.spritesheet = []

        # Idle

        self.cropped = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.cropped2 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped2.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.cropped3 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped3.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.spritesheet.append(self.cropped)
        self.spritesheet.append(self.cropped2)
        self.spritesheet.append(self.cropped3)

        # Going right
        self.cropped4 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.cropped5 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped5.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.cropped6 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped6.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.spritesheet.append(self.cropped4)
        self.spritesheet.append(self.cropped5)
        self.spritesheet.append(self.cropped6)

        # Going left
        self.spritesheet.append(
            pygame.transform.flip(self.cropped4, True, False))
        self.spritesheet.append(
            pygame.transform.flip(self.cropped5, True, False))
        self.spritesheet.append(
            pygame.transform.flip(self.cropped6, True, False))

        # Jumping
        self.cropped7 = pygame.Surface((36, 58), pygame.SRCALPHA, 32)
        self.cropped7.blit(self.spritesheet_image, (0, 0), (0, 0, 36, 58))
        self.spritesheet.append(self.cropped7)
        self.spritesheet.append(self.cropped7)
        self.spritesheet.append(self.cropped7)

        self.sprite_index_x = 0
        self.sprite_index_y = 0
        self.frame_counter = 0
        self.frame_delay = 9
Esempio n. 9
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	def __init__(self):
		self.x = 30
		self.y = 500
		self.score = -10 # negate floor platform

		self.spritesheet_image = load_image('spritesheet.png')
		self.spritesheet = []

		# Idle
		self.cropped = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped.blit(self.spritesheet_image, (0, 0), (0, 0, 33, 57))
		self.cropped2 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped2.blit(self.spritesheet_image, (0, 0), (37, 0, 33, 57))
		self.cropped3 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped3.blit(self.spritesheet_image, (0, 0), (75, 0, 33, 57))
		self.spritesheet.append(self.cropped)
		self.spritesheet.append(self.cropped2)
		self.spritesheet.append(self.cropped3)
		
		# Going right
		self.cropped4 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped4.blit(self.spritesheet_image, (0, 0), (0, 56, 33, 57))
		self.cropped5 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped5.blit(self.spritesheet_image, (0, 0), (37, 56, 33, 57))
		self.cropped6 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped6.blit(self.spritesheet_image, (0, 0), (75, 56, 33, 57))
		self.spritesheet.append(self.cropped4)
		self.spritesheet.append(self.cropped5)
		self.spritesheet.append(self.cropped6)

		# Going left
		self.spritesheet.append(pygame.transform.flip(self.cropped4, True, False))
		self.spritesheet.append(pygame.transform.flip(self.cropped5, True, False))
		self.spritesheet.append(pygame.transform.flip(self.cropped6, True, False))

		# Jumping
		self.cropped7 = pygame.Surface((33, 57), pygame.SRCALPHA, 32)
		self.cropped7.blit(self.spritesheet_image, (0, 0), (75, 112, 33, 57))
		self.spritesheet.append(self.cropped7)
		self.spritesheet.append(self.cropped7)
		self.spritesheet.append(self.cropped7)

		self.sprite_index_x = 0
		self.sprite_index_y = 0
		self.frame_counter = 0
		self.frame_delay = 9
Esempio n. 10
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def main():
    # Creamos la ventana pasandole como parametros una tupla con los valores
    # del Alto y ancho definidos para definir las dimensiones de la ventana.
    screen = pygame.display.set_mode((WIDTH, HEIGHT))

    # Definimos el titulo de la ventana.
    pygame.display.set_caption("Pong Game")
    cover_image = load_image('images/cover.jpg')
    sprite_text, sprite_text_rect = get_text("PRESS ANY BUTTON", WIDTH / 2, (HEIGHT * 6) / 8)

    while True:
        is_close()
        screen.blit(cover_image, (0, 0))
        screen.blit(sprite_text, sprite_text_rect)

        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                start(screen)
                break

        pygame.display.flip()
    return 0
Esempio n. 11
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 def _clickCanvasOpen(self, event):
     c_name = str(event.widget).split('.')[-1]
     filename = tkfd.askopenfilename(
         initialdir='.',
         title='Select an Image.',
         filetypes=(('JPG files', '*.jpg'), ('JPEG files', '*.jpeg'),
                    ('PNG files', '*.png'), ("All files", "*.*")))
     if len(filename) > 0:
         img_size = Image.open(filename).size
         scale_img = smpd.askfloat(
             title='Scaling the image',
             prompt='Original size: {}'.format(img_size),
             initialvalue=1.0)
         image = load_image(filename, scale=scale_img)
         setattr(self, c_name, image)
         if c_name == 'output':
             print(c_name)
             self.output = self.output.div(255.).unsqueeze(0).cuda()
             self.optimizer = optim.LBFGS([self.output.requires_grad_()],
                                          lr=0.1)
         load_image2canvas(event.widget, tensor2Image(image))
         event.widget.master.label['text'] = '{} | size: {}x{}'.format(
             c_name, image.shape[1], image.shape[2])
Esempio n. 12
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 def startElement(self, name, attrs):
     if name == "missionlist":
         self.missionList = []
     elif name == "mission":
         mission = []
         mission.append(attrs.get('file',''))
         image_file = attrs.get('icon','')
         
         if not(image_file == None):
             try:
                 image, rect = load_image(image_file, colorkey = -1)
             except SystemExit, message:
                 image = None
                 print "Error loading file: " + image_file
             mission.append(image)
         else:
             mission.append(None)
             
         mission.append(attrs.get('name',''))
         mission.append('') # description
         self.missionList.append(mission)
         
         self.inMission = True
Esempio n. 13
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 def __init__(self, image, colorkey, tower_width, tower_height):
     #tower attributes
     self.image = load_image(image, colorkey)
     self.tower_width = tower_width
     self.tower_height = tower_height
     self.tower_dict = dict()
Esempio n. 14
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def main():
    screen = pygame.display.set_mode((WIDTH, HEIGHT))
    pygame.display.set_caption('Hier631')

    background_image = load_image('images/background.png')
    player = Player()
    sword1= Evil(swordImage)
    orange1 = Good(orangeImage, orangePoints)
    apple1 = Good(appleImage, applePoints)
    watermelon1 = Good(watermelonImage, watermelonPoints)
    cube1 = Evil(cubeImage)
    vida1 = Vida(15, 10)
    vida2 = Vida(35, 10)
    vida3 = Vida(55, 10)

    clock = pygame.time.Clock()

    cube = []
    sword = []

    puntos = 0
    vidas = 3
    level = 1
    
    while True:
        time = clock.tick(60)
        keys = pygame.key.get_pressed()
        for eventos in pygame.event.get():
            if eventos.type == QUIT:
                sys.exit(0)

        level = increaseLevel(puntos, level, cube, sword)

        for index in range(0, len(cube)):
            cube[index].speed = level / 100 + 0.2

        for index in range(0, len(sword)):
            sword[index].speed = level / 100 + 0.2
            
        cube1.speed = level / 100 + 0.2
        sword1.speed = level / 100 + 0.2
        orange1.speed = level / 100 + 0.2
        apple1.speed = level / 100 + 0.2
        watermelon1.speed = level / 100 + 0.2

        if vidas > 0:
            player.mover(time, keys)
            for index in range(0, len(cube)):
                vidas = cube[index].Update(time, vidas, player, sword1, orange1, apple1, watermelon1, cube1, cube, sword)
            for index in range(0, len(sword)):
                vidas = sword[index].Update(time, vidas, player, sword1, orange1, apple1, watermelon1, cube1, cube, sword)
            vidas = sword1.Update(time, vidas, player, cube, sword, orange1, apple1, watermelon1, cube1)
            puntos = orange1.Update(time, puntos, player, cube, sword, sword1, apple1, watermelon1, cube1)
            puntos = apple1.Update(time, puntos, player, cube, sword, sword1, orange1, watermelon1, cube1)
            puntos = watermelon1.Update(time, puntos, player, cube, sword, sword1, orange1, apple1, cube1)
            vidas = cube1.Update(time, vidas, player, cube, sword, sword1, orange1, apple1, watermelon1)
            
        p_jug, p_jug_rect = texto(str(puntos), WIDTH / 2, 10, size=20)
        game_over, game_over_rect = texto('Game Over', WIDTH / 2, HEIGHT / 2, size=50)
        press_enter, press_enter_rect = texto('Press enter to restart', WIDTH / 2, HEIGHT * 0.60, size=15)
        level_text, level_text_rect = texto('Level: '+str(level), WIDTH * 0.75, 10, size = 20)
        
        screen.blit(background_image, (0, 0))
        screen.blit(sword1.image, sword1.rect)
        screen.blit(orange1.image, orange1.rect)
        screen.blit(apple1.image, apple1.rect)
        screen.blit(watermelon1.image, watermelon1.rect)
        for index in range(0, len(cube)):
            screen.blit(cube[index].image, cube[index].rect)
        for index in range(0, len(sword)):
            screen.blit(sword[index].image, sword[index].rect)
        screen.blit(cube1.image, cube1.rect)
        screen.blit(player.image, player.rect)
        screen.blit(p_jug, p_jug_rect)
        screen.blit(level_text, level_text_rect)
        if vidas >= 1:
            screen.blit(vida1.image, vida1.rect)
        if vidas >= 2:
            screen.blit(vida2.image, vida2.rect)
        if vidas == 3:
            screen.blit(vida3.image, vida3.rect)
        if vidas <= 0:
            screen.blit(game_over, game_over_rect)
            screen.blit(press_enter, press_enter_rect)
            if keys[K_RETURN]:
                main()
                
        pygame.display.flip()

    return 0
Esempio n. 15
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class Menu:
    #info bar stuff
    infobar_sprite = load_image('infobar.png')
    full_heart_sprite = load_image('100_heart.png')
    threequarters_heart_sprite = load_image('75_heart.png')
    half_heart_sprite = load_image('50_heart.png')
    onequarter_heart_sprite = load_image('25_heart.png')

    # weapons
    axe_sprite = load_image('axe.png')

    # Dialogue
    dialogue_sprite = load_image('dialoguebox.png')

    def __init__(self, playerObj, dungeonObj):
        self.dialogue = ""
        self.playerObj = playerObj
        self.dungeonObj = dungeonObj
        self.showText = False
        self.logger = logging.getLogger(__name__)
        self.logger.debug('Menu Initialized')

    def update(self):
        self.drawMenu()
        self.drawHearts()
        self.drawMap()
        if self.dialogue != "":
            self.logger.debug('Displaying dialogue: %s', self.dialogue)
            self.displayDialogue()

    def activateText(self):
        self.showText = True
        self.logger.debug('Activating menu')

    def displayDialogue(self):
        pygame.draw.rect(
            Display.DISPLAYSURF, Display.RED,
            pygame.Rect(0, Display.DIALOGUE_BOX_START, Display.SCREEN_WIDTH,
                        Display.GAME_SCREEN_START))
        Display.DISPLAYSURF.blit(
            self.dialogue_sprite,
            pygame.Rect(0, Display.DIALOGUE_BOX_START, Display.SCREEN_WIDTH,
                        Display.GAME_SCREEN_START))

        myfont = pygame.font.SysFont("monospace", 15)
        for x in range(0, len(self.dialogue), 61):
            text = myfont.render(self.dialogue[x:x + 61], 1, Display.WHITE)
            Display.DISPLAYSURF.blit(
                text, (15, Display.DIALOGUE_BOX_START + 10 + 15 * x // 61))

    def drawMenu(self):
        Display.DISPLAYSURF.blit(
            self.infobar_sprite,
            pygame.Rect(0, 0, Display.SCREEN_WIDTH, Display.GAME_SCREEN_START))
        self.drawHearts()
        Display.DISPLAYSURF.blit(
            self.axe_sprite,
            pygame.Rect(280, 18, Display.TILE_SIZE, Display.TILE_SIZE))

        myfont = pygame.font.SysFont("monospace", 15)
        scoretext = myfont.render("Score = " + str(self.playerObj.score), 1,
                                  Display.RED)
        roomtext = myfont.render(
            "Room = " + str(self.dungeonObj.currRoomIndex), 1, Display.RED)
        healthtext = myfont.render("Health =" + str(self.playerObj.health), 1,
                                   Display.RED)

        Display.DISPLAYSURF.blit(scoretext, (450, 10))
        Display.DISPLAYSURF.blit(roomtext, (450, 20))
        Display.DISPLAYSURF.blit(healthtext, (450, 30))

    def drawMap(self):
        currentRoom = self.dungeonObj.returnCurrentRoom()
        for room in self.dungeonObj.returnListRooms():
            if room == currentRoom:
                pygame.draw.rect(Display.DISPLAYSURF, Display.YELLOW,
                                 (380 + room.x * 8, 40 + room.y * 8, 6, 6))
            else:
                pygame.draw.rect(Display.DISPLAYSURF, Display.RED,
                                 (380 + room.x * 8, 40 + room.y * 8, 6, 6))

    def drawHearts(self):
        healthBits = self.playerObj.health
        x = 0
        y = 5
        while healthBits > 0:
            if healthBits >= 4:
                Display.DISPLAYSURF.blit(self.full_heart_sprite,
                                         pygame.Rect(x * 29 + 5, y, 29, 24))
            elif healthBits == 3:
                Display.DISPLAYSURF.blit(self.threequarters_heart_sprite,
                                         pygame.Rect(x * 29 + 5, y, 29, 24))
            elif healthBits == 2:
                Display.DISPLAYSURF.blit(self.half_heart_sprite,
                                         pygame.Rect(x * 29 + 5, y, 29, 24))
            elif healthBits == 1:
                Display.DISPLAYSURF.blit(self.onequarter_heart_sprite,
                                         pygame.Rect(x * 29 + 5, y, 29, 24))
            else:
                return
            x += 1
            healthBits -= 4
Esempio n. 16
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 def __init__(self, name, i, j):
     pygame.sprite.Sprite.__init__(self)
     self.rect = pygame.Rect(32 * j, 32 * i, 32, 32)
     self.pos = (j, i)
     self.bullet_through = False
     self.image = load_image(TEXTURE_PATH, name)[0]