def begin(self): # Initialise some things self.x = randrange(50, 600) self.y = randrange(50, 450) self.alpha = 120 self.size = randrange(10, 250) self.graph = Program.new_map(100,100) Program.map_clear(self.graph, (randrange(50, 200), randrange(50, 200), randrange(50, 200))) direction = randrange(0, 2) size_to = 0 if direction else 250 # In-game loop while True: # Spin these dudes self.angle += 5000 if direction else -5000 # Size them around if size_to == 250: self.size += 5 if self.size >= size_to: size_to = 0 if size_to == 0: self.size -= 5 if self.size <= size_to: size_to = 250 # leave frame yield
def begin(self, game, color): self.x = game.screen_size[0]/2 self.y = game.screen_size[1]/2 self.size = 100 self.graph = Program.new_map(game.screen_size[0], game.screen_size[1]) Program.map_clear(self.graph, color) while True: yield
def load_tile_map(self, tilemap_sur, start_height = 0, end_height = None, size = 16, height = None): if height == None: height = size w = tilemap_sur.get_width() h = tilemap_sur.get_height() tiles = {} num = 0 for a in range(start_height, h/height): for b in range(w/size): tiles[num] = Program.new_map(size,height) Program.map_block_copy(tiles[num], 0, 0, tilemap_sur, b*size, a*height, size, height) num+=1 if end_height != None and end_height == a: return tiles return tiles
def begin(self, bars, idx): self.bars = bars bar_width = round((self.bars.main.game.screen_size[0] / self.bars.bars_count)) bar_height = round(self.bars.main.game.screen_size[1] / 2) self.x = ((bar_width) * idx) + round(bar_width/2) self.size = 100 while True: if (self.bars.values[idx] != self.bars.prev_values[idx]): self.bars.prev_values[idx] = self.bars.values[idx] self.y = bar_height - round(((bar_height/2) * self.bars.values[idx]) / 100) self.graph = Program.new_map(bar_width-4, round(bar_height * self.bars.values[idx] / 100) ) cl = self.bars.values[idx] * 255 / 100 self.alpha = cl color = (0, 0, 255) Program.map_clear(self.graph, color) yield