Esempio n. 1
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    def run(self, base_paths):
        """Run dddoc on the modules below the given path.

        Args:
          base_paths Paths to build the documentation for.

        Returns:
          Return code of the application.  Is 0 for no problem, and 1 on
          errors and warnings.
        """
        print 'Scanning modules...'
        app = core.App()
        if self.cache_only:
            for fn in app.cache.content.iterkeys():
                core.parseFile(fn, app.cache)
        else:
            # Scan some/all modules.
            for path in base_paths:
                os.path.normpath(path)
                app.loadFiles(path)

            # Scan doc directories.
            for doc_dir in self.doc_dirs:
                print 'Scanning %s...' % doc_dir
                app.loadFiles(doc_dir)

        app.loadingComplete()

        # Actually build the HTML files.
        print 'Creating HTML Documentation...'
        tpl_path = os.path.abspath(
            os.path.join(os.path.dirname(__file__), 'tpl'))
        res = html.createDocs(app.error_logger, app.dddoc_tree, tpl_path,
                              self.out_dir)

        # Done, print end message.
        print 'Documentation created/updated.'
        return res
Esempio n. 2
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import sys
import core
import state


class StartUp(state.State):
    pass


config = {"screen_size": (1024, 768), "bgcolor": (150, 150, 150)}
if __name__ == "__main__":
    startup = StartUp()
    app = core.App(config=config)
    sys.exit(app.run_with_state(startup))
Esempio n. 3
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                             (i * self.space, self.size[1]))

    @staticmethod
    def get_cpos(pos):
        return (int(pos[0] / 20 + 0.5) * 20, int(pos[1] / 20 + 0.5) * 20)

    def update(self, events):
        super(Board, self).update(events)
        for event in events:
            if event.type == pygame.MOUSEBUTTONDOWN:
                if event.button == 1:
                    pos = event.pos
                    if self.rect.collidepoint(pos):
                        pygame.draw.circle(self.image, utils.colors.black,
                                           Board.get_cpos(pos),
                                           self.space // 2)


class GameScene(state.Scene):
    def __init__(self):
        super(GameScene, self).__init__()
        self.board = Board(core.get_config().board_size)
        self.register_display(self.board)
        self.register_update(self.board)


if __name__ == '__main__':
    app = core.App(config={'board_size': (710, 600)})
    scene = GameScene()
    sys.exit(app.run_with_state(scene))
Esempio n. 4
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class MyState(state.State):
    def enter(self):
        self.balls = [Ball() for i in range(4)]
        for index, ball in enumerate(self.balls):
            ball.rect.topleft = (index % 3 * 200, index // 3 * 200)
        self.app = core.App.instance()
        self.app.screen.fill((255, 255, 255))

    def update(self, events):
        super(MyState, self).update(events)
        self.app.screen.fill((255, 255, 255))
        for ball in self.balls:
            ball.move()
        for ball in self.balls[:]:
            self.balls.remove(ball)
            for ballx in self.balls:
                if ball.dis(ballx) <= 120:
                    ball.reverse()
            self.balls.append(ball)
        for ball in self.balls:
            self.app.screen.blit(ball.image, ball.rect)
        pygame.display.flip()


if __name__ == "__main__":
    startup = MyState()
    app = core.App()
    sys.exit(app.run_with_state(startup))