Esempio n. 1
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    def __init__(self, config, resource):
        QWidget.__init__(self)
        self.channels = resource["tabs"].widget(0).channels
        self.scripts = resource["scripts"]
        self.threadpool = resource["threadpool"]
        self.config = config

        # Create overall layout
        columns = QHBoxLayout(self)
        self.setup_file_list()
        columns.addWidget(self.file_list)
        edit_rows = QVBoxLayout()
        columns.addLayout(edit_rows)
        columns.setStretch(0, 1)
        columns.setStretch(1, 5)

        # Create edit_rows
        self.title_bar = func.label("Select or open file to edit.")
        edit_rows.addWidget(self.title_bar)

        self.editor = QPlainTextEdit()
        self.editor.textChanged.connect(self.text_modified)
        edit_rows.addWidget(self.editor)

        controls = QHBoxLayout()
        edit_rows.addLayout(controls)

        buttons = [
            ["Open", self.open],
            ["New", self.new],
            ["Save", self.save],
            ["Check", self.check],
        ]
        for button in buttons:
            controls.addWidget(func.button(text=button[0], connect=button[1]))
Esempio n. 2
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def screen1(a, b, c):  #for running screen 1
    import pygame
    global p
    import functions
    leaderboard.winamount = (int)(c.get())
    p[1].name = b.get()
    p[0].name = a.get()

    pygame.init()

    display_width = 1430
    display_height = 800

    white = (255, 255, 255)
    black = (0, 0, 0)
    yellow = (255, 255, 0)
    red = (255, 50, 0)
    blue = (0, 0, 255)
    green = (0, 255, 0)
    back = (100, 10, 100)

    gameExit = False

    while not gameExit:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                gameExit = True

        x = 615
        y1 = 200
        y2 = 300
        y3 = 400
        l = 200
        h = 50

        functions.gameDisplay.fill(back)
        img = pygame.image.load('images/monopolyimage.png')  #adding image
        functions.gameDisplay.blit(img, (200, 0))
        #adding start button
        functions.button("START", x, y1, l, h, yellow, blue, "next", red)
        #adding quit button
        functions.button("QUIT", x, y3, l, h, yellow, blue, "quit1", red)

        pygame.display.update()
Esempio n. 3
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def instructions():
    #displays instruction text on new display

    instructions = True

    while instructions:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        functions.gameDisplay.fill(white)

        TextSurf, TextRect = functions.text_objects(
            "Welcome to Farm Life! A relaxing game about farming!", smallText)
        functions.gameDisplay.blit(TextSurf, (90, 125))
        TextSurf, TextRect = functions.text_objects(
            "Go to the store and buy some seeds!", smallText)
        functions.gameDisplay.blit(TextSurf, (90, 140))
        TextSurf, TextRect = functions.text_objects(
            "Plant them and fertilize them to grow!", smallText)
        functions.gameDisplay.blit(TextSurf, (90, 155))
        TextSurf, TextRect = functions.text_objects(
            "Yellow plants mean they need more fertilizer, green plants mean they are ready to pick!",
            smallText)
        functions.gameDisplay.blit(TextSurf, (90, 170))
        TextSurf, TextRect = functions.text_objects(
            "Pick and sell your grown plants back to the store!", smallText)
        functions.gameDisplay.blit(TextSurf, (90, 185))
        TextSurf, TextRect = functions.text_objects(
            "Use your money to buy more plants and plots!", smallText)
        functions.gameDisplay.blit(TextSurf, (90, 200))
        TextSurf, TextRect = functions.text_objects(
            "A Note: in the top left corner it shows you what is selected.",
            smallText, red)
        functions.gameDisplay.blit(TextSurf, (90, 225))
        TextSurf, TextRect = functions.text_objects(
            "If it says “None” and you try to perform an action (like picking a plant) the game may crash!",
            smallText, red)
        functions.gameDisplay.blit(TextSurf, (90, 240))

        functions.button("Back", 350, 510, 100, 50, silver, white, game_intro)
        pygame.display.update()
        functions.clock.tick(15)
Esempio n. 4
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def lie_detector(game_data, body, player_id):
    if body == 'take' or body == "don't take":
        done = functions.button(game_data['button_presses'],
                                game_data['numbers'], player_id, body,
                                game_data['roles'])
        if done:
            game_data['phase'] = 1
            return LIE_DETECTOR_OVER
        else:
            return "Submitted"
    else:
        return INVALID_LIE_DETECTOR_INPUT
Esempio n. 5
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def Game():
    Main_menu = True
    while Main_menu:
        events = pygame.event.get()
        functions.insert_image('MenuBackgound.jpg', 0, 0)
        functions.button((0, 89, 90), 650, 300, 200, 70, 'button3.png',
                         functions.intro_game, events)
        functions.button((0, 89, 90), 650, 400, 200, 70, 'button2.png',
                         functions.help, events)
        functions.button((0, 89, 90), 650, 500, 200, 70, 'button1.png',
                         functions.see_highscores, events)
        functions.button((0, 89, 90), 650, 600, 200, 70, 'button5.png',
                         functions.settings, events)
        functions.button((0, 89, 90), 650, 700, 200, 70, 'button4.png', exit,
                         events)

        for event in events:
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        pygame.display.update()
Esempio n. 6
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    def get_controls(self):
        buttons = [
            ["Read Cell", "Read Voltage of Connected Cell"],
            ["Start", "Start Cycle"],
            ["Pause", "Pause Cycle"],
            ["Resume", "Resume Cycle"],
            ["Stop", "Stop Cycle"],
        ]
        elements = []
        for but in buttons:
            elements.append(func.button(*but, self.button))

        return elements
Esempio n. 7
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def game_intro():
    #start the game_intro loop. generates two buttons, one that runs main game_loop one that runs instructions

    intro = True

    while intro:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        functions.gameDisplay.fill(white)
        TextSurf, TextRect = functions.text_objects(
            'Farm Life: Live your best farm life!', largeText)
        TextRect.center = ((functions.display_width / 2),
                           (functions.display_height / 2))
        functions.gameDisplay.blit(TextSurf, TextRect)

        functions.button("Farm!", 350, 450, 100, 50, silver, white, game_loop)
        functions.button("Instructions!", 350, 510, 100, 50, silver, white,
                         instructions)

        pygame.display.update()
        functions.clock.tick(15)
Esempio n. 8
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def game_intro():

    intro = True
    while intro:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
        var.gameDisplay.fill(var.white)
        WelcomeImg = pygame.image.load('./003_Welcome/intro3pic.png')
        var.gameDisplay.blit(WelcomeImg, (0, 0))
        #largeText = pygame.font.Font('freesansbold.ttf',60)
        #TextSurf, TextRect = functions.text_objects("PyTroleo", largeText)
        #TextRect.center = ((var.display_ancho/2),(var.display_alto/2))
        #var.gameDisplay.blit(TextSurf,TextRect)
        #functions.button("PyPetrol",80, var.gameDisplay,350,150,100,50,var.white,var.white,"None")
        functions.button("Play", 20, var.gameDisplay, 220, 350, 100, 50,
                         var.greenl, var.green, "Play")

        functions.button("Quit", 20, var.gameDisplay, 500, 350, 100, 50,
                         var.redl, var.red, "Quit")

        #functions.button("by AJ Ovalles",16, var.gameDisplay,300,50,200,50,var.white,var.white,"None")
        pygame.display.update()
Esempio n. 9
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    def __init__(self, config, resource):
        QWidget.__init__(self)
        self.path = config["record_dir"] + "/tests"
        self.threadpool = resource["threadpool"]

        self.log_list = QListWidget()
        self.log_list.itemClicked.connect(self.log_clicked)
        self.folder_list = QListWidget()
        self.folder_list.itemClicked.connect(self.folder_clicked)

        # Create overall layout
        columns = QHBoxLayout(self)
        list_rows = QVBoxLayout()
        columns.addLayout(list_rows)
        edit_rows = QVBoxLayout()
        columns.addLayout(edit_rows)
        columns.setStretch(0, 1)
        columns.setStretch(1, 5)

        list_rows.addWidget(self.folder_list)
        list_rows.addWidget(self.log_list)
        list_rows.setStretch(0, 1)
        list_rows.setStretch(1, 3)

        # create edit_rows
        self.title_bar = func.label("Select file on left to view log.")
        edit_rows.addWidget(self.title_bar)

        self.editor = QPlainTextEdit()
        edit_rows.addWidget(self.editor)

        controls = QHBoxLayout()
        edit_rows.addLayout(controls)

        # create control buttons
        buttons = [["Reload", "Update Logs", self.reload],
                   ["Open Folder", "Show Log Folder", self.open_explorer]]

        for button in buttons:
            controls.addWidget(func.button(*button))

        self.reload()
Esempio n. 10
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def game_loop():
    #main game loop. determines what to display based on what pages are set to True in functions file

    crashed = False
    functions.characterSetUp("Bobby")
    print("GAME START")
    while crashed == False:

        functions.gameDisplay.fill(white)
        functions.rect(0, 400, 800, 200, lightYellow)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                crashed = True

        if functions.viewField == True:
            #creates fertilize, plant/pick, and store buttons. runs generateField function.
            #if Fertilize clicked runs functions.field.furtilize
            #if plant/pick clicked runs functions.plantPick
            #if store clicked runs functions.switchStore
            functions.threeButtons("Fertilize", "Plant/Pick", "Store",
                                   functions.field.furtilize,
                                   functions.plantPick,
                                   functions.switchStoreField,
                                   functions.selection, True)
            functions.generateField()

        elif functions.viewStore == True:
            #creates buy, sell, and field buttons.
            #if buy clicked runs functions.switchStoreBuy
            #if sell clicked runs functions.switchStoreSell
            #if field clicked runs functions.switchStoreField
            TextSurf, TextRect = functions.text_objects(
                "Welcome to the store!", largeText)
            functions.gameDisplay.blit(
                TextSurf, ((190), ((functions.display_height - 400) / 2)))
            functions.threeButtons("Buy", "Sell", "Field",
                                   functions.switchStoreBuy,
                                   functions.switchStoreSell,
                                   functions.switchStoreField, None, None)

        elif functions.buy == True:
            #creates back button. runs functions.generateStore function.
            #if back clicked runs functions.switchStoreBuy
            #if an item is selected, creates buy button
            #if sell button clicked runs functions.purchase
            functions.button("Back", 166.67, 450, 150, 100, silver, white,
                             functions.switchStoreBuy)
            if functions.selection != None and functions.player.bank - functions.selection.cost > 0:
                functions.button("Buy", 483.37, 450, 150, 100, silver, white,
                                 functions.purchase, functions.selection, True)
            functions.generateStore()

        elif functions.viewSell == True:
            #creates back button. runs functions.showInv function.
            #if back clicked runs functions.switchStoreSell
            #if item is selected creates sell button
            #if sell is clicked runs functions.sell
            functions.button("Back", 166.67, 450, 150, 100, silver, white,
                             functions.switchStoreSell)
            if functions.selection != None:
                functions.button("Sell", 483.37, 450, 150, 100, silver, white,
                                 functions.sell, functions.selection)
            functions.showInv()

        elif functions.plant == True:
            #creates back button. runs functions.showInv function.
            #if back clicked runs functions.switchFieldPlant
            #if item is selected creates plant button
            #if sell is clicked runs functions.plant
            functions.showInv()
            functions.button("Back", 166.67, 450, 150, 100, silver, white,
                             functions.switchFieldPlant)
            if functions.selection != None:
                functions.button("Plant", 483.37, 450, 150, 100, silver, white,
                                 functions.field.plant, functions.selection,
                                 True)
        pygame.display.update()
        functions.clock.tick(60)
Esempio n. 11
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def game_loop():
    global wellImg, skyImg, seisImg, subImg, fluiImg
    #global subImg, var.CoreSurf, fluiImg, var.FluiSurf, crashed

    #CREANDO SUPERFICIES TRASPARENTES
    var.BackSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.SeisSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.FluiSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.CoreSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.IndeSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.ProdSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.ObjeSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.HudiSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)

    wellImg = pygame.image.load('./010_demo/rig.png')
    wellImg = pygame.transform.scale(wellImg, (60, 80))

    skyImg = pygame.image.load('./010_demo/cielo.jpeg')
    skyImg = pygame.transform.scale(skyImg, (var.display_ancho, 100))
    var.BackSurf.blit(skyImg, (0, 0))

    subImg = pygame.image.load('./010_demo/subsuelo.jpg')
    subImg = pygame.transform.scale(subImg, (var.display_ancho, 300))

    seisImg = pygame.image.load('./010_demo/subsuelo_seis.jpg')
    seisImg = pygame.transform.scale(seisImg, (var.display_ancho, 300))

    fluiImg = pygame.image.load('./010_demo/subsuelo_flui.png')
    fluiImg = pygame.transform.scale(fluiImg, (var.display_ancho, 300))

    IndeImg = pygame.image.load('./010_demo/subsuelo_index.png')
    IndeImg = pygame.transform.scale(IndeImg, (var.display_ancho, 300))
    var.IndeSurf.blit(IndeImg, (0, 100))

    var.Budget_inic = 370
    var.gameDisplay.fill(var.black)
    var.x = var.display_ancho * 0.4

    var.y = 400 * 0.05
    crashed = False
    LEFT = 1

    startTime = time.time()

    var.x = randint(80, var.display_ancho - 100)
    plotseis(var.x, var.y)

    var.x = randint(80, var.display_ancho - 100)
    plotcore(var.x, var.y)

    var.x = randint(80, var.display_ancho - 10)
    plotcore(var.x, var.y)

    #POLIGONOS DE LOS YACIMIENTOS A B C

    while not crashed:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit()

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    var.x += -5
                elif event.key == pygame.K_RIGHT:
                    var.x += 5
                elif event.key == pygame.K_DOWN:
                    plotcore(var.x, var.y)
                    var.costo += 50  # Se cobra el nucleo
                elif event.key == pygame.K_s:
                    plotseis(var.x, var.y)
                    var.costo += 100

            if event.type == pygame.MOUSEBUTTONDOWN and event.button == LEFT:
                i, j = event.pos
                if 75 < j < 100:
                    var.x = i
                elif 100 < j < 400:

                    alfa = var.IndeSurf.get_at((i, j))
                    print(alfa)
                    var.costo += 20
                    pygame.draw.rect(var.ProdSurf, alfa, (i, 100, 5, j - 100))

            #print(event)
            #var.gameDisplay.blit(skyImg,(0,0))

            well(var.x, var.y)
            var.Budget = var.Budget_inic - var.costo + var.rate
            # functions.button("Seismic",10,var.HudiSurf,100,0,100,20,var.greenl,var.green,"Seismic")
            crashed = functions.button("Next Oilfield >>", 10, var.HudiSurf,
                                       600, 0, 100, 20, var.greenl, var.green,
                                       "Nextfield")

            elapsedTime = int(time.time() - startTime)
            functions.button("Budget: " + str(var.Budget) + " MMUSD", 12,
                             var.HudiSurf, 0, 400, 200, 20, var.greenl,
                             var.green, "None")
            # functions.button(str(var.rate) +" of 650 MMBls",12,var.HudiSurf, 300,400,200,20,var.greenl,var.green,"None")
            # functions.button(str(elapsedTime) +" of 250 weeks",12, var.HudiSurf, 600,400,200,20,var.greenl,var.green,"None")

            var.gameDisplay.blit(var.BackSurf, (0, 0))
            var.gameDisplay.blit(var.SeisSurf, (0, 0))

            var.gameDisplay.blit(var.CoreSurf, (0, 0))
            var.gameDisplay.blit(var.FluiSurf, (0, 0))
            var.gameDisplay.blit(var.ProdSurf, (0, 0))
            var.gameDisplay.blit(var.ObjeSurf, (0, 0))
            var.gameDisplay.blit(var.HudiSurf, (0, 0))

            pygame.display.update()
            var.clock.tick(60)
Esempio n. 12
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def anticline(budgetinic):

    global wellImg, skyImg, seisImg, subImg, fluiImg, user_action
    #global subImg, var.CoreSurf, fluiImg, var.FluiSurf, crashed

    #print 'Entre a anticline con Budget: ', var.Budget_inic

    #CREANDO SUPERFICIES TRASPARENTES
    var.BackSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.SeisSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.FluiSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.CoreSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.IndeSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.ProdSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.ObjeSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)
    var.HudiSurf = pygame.Surface([var.display_ancho, var.display_alto],
                                  pygame.SRCALPHA, 32)

    wellImg = pygame.image.load('./010_demo/rig.png')
    wellImg = pygame.transform.scale(wellImg, (80, 100))

    skyImg = pygame.image.load('./010_demo/cielo.jpeg')
    skyImg = pygame.transform.scale(skyImg, (var.display_ancho, 100))
    var.BackSurf.blit(skyImg, (0, 0))

    subImg = pygame.image.load('./015_anticline/anticline.png')
    subImg = pygame.transform.scale(subImg, (var.display_ancho, 300))

    seisImg = pygame.image.load('./015_anticline/anticlineSeis.png')
    seisImg = pygame.transform.scale(seisImg, (var.display_ancho, 300))

    fluiImg = pygame.image.load('./015_anticline/anticlineflui.png')
    fluiImg = pygame.transform.scale(fluiImg, (var.display_ancho, 300))

    IndeImg = pygame.image.load('./015_anticline/anticline_index.png')
    IndeImg = pygame.transform.scale(IndeImg, (var.display_ancho, 300))
    var.IndeSurf.blit(IndeImg, (0, 100))

    var.Budget_inic = budgetinic
    var.gameDisplay.fill(var.black)
    var.x = var.display_ancho * 0.4

    var.y = 400 * 0.05
    crashed = False
    LEFT = 1
    user_action = 0
    ifconter = 0
    pick = np.array([[0, 0]])
    startTime = time.time()
    var.costo = 0
    var.rate = 0
    BudgetOld = var.Budget
    cashFlow = 0

    var.x = randint(80, var.display_ancho - 100)
    plotseis(var.x, var.y)

    var.x = randint(80, var.display_ancho - 100)
    plotcore(var.x, var.y)

    pygame.time.wait(27)

    var.x = randint(80, var.display_ancho - 10)
    plotcore(var.x, var.y)

    #STARTING THE MAIN LOOP

    while not crashed:
        '''
        key = pygame.key.get_pressed()
        if key[pygame.K_LEFT]:
            var.x += -10
        '''

        for event in pygame.event.get():

            if event.type == pygame.QUIT:
                quit()

            if event.type == pygame.KEYDOWN:
                #print 'teclas pisadas', pygame.key.get_pressed()
                if event.key == pygame.K_LEFT:
                    var.x += -10
                elif event.key == pygame.K_RIGHT:
                    var.x += 10
                elif event.key == pygame.K_DOWN:
                    BudgetOld = var.Budget
                    user_action = 1
                    plotcore(var.x, var.y)
                    var.costo += 30  # Se cobra el nucleo
                elif event.key == pygame.K_s:
                    BudgetOld = var.Budget
                    user_action = 1
                    plotseis(var.x, var.y)
                    var.costo += 100

            if event.type == pygame.MOUSEBUTTONDOWN and event.button == LEFT:
                i, j = event.pos
                BudgetOld = var.Budget
                if 75 < j < 100:
                    var.x = i
                elif 100 < j < 400:

                    alfa = var.IndeSurf.get_at((i, j))
                    #print(alfa)
                    var.costo += 15
                    #pygame.draw.rect(var.ProdSurf,alfa,(i,100,5,j-100)) #Drawing a rectangle like a well
                    pygame.draw.circle(var.ProdSurf, alfa, (i, j), 5)

                    if alfa == (0, 255, 0, 255):
                        ifconter = ifconter + 1
                        picknew = [i, j]
                        pick = np.vstack([pick, picknew])
                        #print 'Pick location',pick, ifconter
                        densWell = clasi.hiercluscounter(pick[1:, :], 4)
                        print 'Well Density :', densWell

                        #sound = pygame.mixer.Sound("./70_SOUNDS/Cash.mp3")
                        #sound.play(maxtime = 1000000)
                        pygame.mixer.music.load('./70_SOUNDS/Cash.mp3')
                        pygame.mixer.music.play(0)
                        var.rate += 100 * (1.0 / densWell)
                        print var.rate

                    else:
                        pygame.mixer.music.load('./70_SOUNDS/Error.mp3')
                        pygame.mixer.music.play(0)

            #print(event)
            #var.gameDisplay.blit(skyImg,(0,0))

            well(var.x, var.y)

            var.Budget = int(var.Budget_inic - var.costo + var.rate)
            cashFlow = var.Budget - BudgetOld
            # functions.button("Seismic",10,var.HudiSurf,
            #100,0,100,20,var.greenl,var.green,"Seismic")
            crashed = functions.button("Next Oilfield >>", 10, var.HudiSurf,
                                       600, 0, 100, 20, var.greenl, var.green,
                                       "Nextfield")

            elapsedTime = int(time.time() - startTime)
            '''
            myfont = pygame.font.SysFont("monospace", 15)
            label = myfont.render("Some text!", 1, (255,255,0))
            var.HudiSurf.blit(label, (100, 100))

            '''
            if BudgetOld > var.Budget:
                functions.button(
                    "Budget: " + str(var.Budget) + " MMUSD " + "(" +
                    str(int(cashFlow)) + ")", 12, var.HudiSurf, 0, 400, 200,
                    20, var.redl, var.red, "None")
            else:
                functions.button(
                    "Budget: " + str(var.Budget) + " MMUSD " + "(" +
                    str(int(cashFlow)) + ")", 12, var.HudiSurf, 0, 400, 200,
                    20, var.greenl, var.green, "None")

            functions.button(" Spent: " + str(int(var.costo)), 12,
                             var.HudiSurf, 200, 400, 100, 20, var.redl,
                             var.red, "None")
            functions.button(" Earned: " + str(int(var.rate)), 12,
                             var.HudiSurf, 300, 400, 100, 20, var.greenl,
                             var.green, "None")

            # functions.button(str(elapsedTime) +" of 250 weeks",
            #12, var.HudiSurf, 600,400,200,20,var.greenl,var.green,"None")

            var.gameDisplay.blit(var.BackSurf, (0, 0))
            var.gameDisplay.blit(var.SeisSurf, (0, 0))

            var.gameDisplay.blit(var.CoreSurf, (0, 0))
            var.gameDisplay.blit(var.FluiSurf, (0, 0))
            var.gameDisplay.blit(var.ProdSurf, (0, 0))
            var.gameDisplay.blit(var.ObjeSurf, (0, 0))
            var.gameDisplay.blit(var.HudiSurf, (0, 0))

            pygame.display.update()
            var.clock.tick(60)

    #print 'Sali de anticline con Budget: ', var.Budget_inic
    return var.Budget_inic
Esempio n. 13
0
def determine_response(data, from_number, body):
    """
    Determine how to respond to a given text message,
    or None for no response.
    >>> determine_response({'123':{'numbers': ['#1', '#2', '#3']}}, '#1', 'start mission')
    "You are already enlisted in mission id1. Wait for the person who started the mission to text 'Start mission' or exit by texting 'Abort'"
    """
    game_id = get_game_id(data, from_number)
    if game_id is None:
        print(data)
        # Not currently in a game
        if body == "begin enlisting":
            game_id = str(random.randint(0, 100000))
            data[game_id] = {'numbers': [from_number]}
            return "Began Enlisting for " + game_id + ". Tell others to join by texting 'enlist me " \
                   + game_id + "' to this number without quotes. Start the mission by texting 'Start Mission'"
        elif ' '.join(body.split(" ")[:2]) == "enlist me":
            game_id = ''.join(body.split(" ")[2:])
            print(data)
            if game_id in data:
                add_to_game(data[game_id], from_number)
                return "Successfully joined mission " + game_id
            else:
                return "This game id was not found."
        else:
            return NO_GAME_MESSAGE
    # Setting up a game
    if ' '.join(
            body.split(" ")[:2]) == "enlist me" or body == 'begin enlisting':
        return "You are already enlisted in mission " + game_id + ". " + IN_MISSION
    elif body == 'start mission':
        start_game(data[game_id])
    elif body == 'abort':
        remove_from_game(data[game_id], from_number)
        return "You have left the mission."

    game_data = data[game_id]
    phase = game_data['phase']

    if phase == 0:
        if body == 'take' or body == "don't take":
            done = functions.button(game_data['button_presses'],
                                    game_data['numbers'], from_number, body,
                                    game_data['roles'])
            if done:
                game_data['phase'] = 1
                return None
            else:
                return "Submitted"
        else:
            functions.send_text()
            return "Please type in 'take' or 'don't take'."
    if phase == 1 and body == 'next phase':
        functions.espionage(game_data['numbers'], game_data['roles'])
        game_data['phase'] = 2
        return None

    player_id = game_data["numbers"].index(from_number)
    if phase == 3:
        message = "Now beginning the excecution, submit your vote by Agent Name"
        functions.send_text(game_data["numbers"],
                            [message] * len(game_data["numbers"]))
        game_data['phase'] = 3.5
        return None
    if phase == 3.5:
        role = game_data['roles'][player_id]
        choice = body  # expects a name
        results, revote = functions.excecution(role, choice,
                                               game_data["total_choices"],
                                               game_data["names"],
                                               game_data["roles"])
        if results is not None:
            while revote:
                if revote:
                    message = "There is too much disagreement, try voting again"
                    functions.send_text(game_data["numbers"],
                                        len(game_data["numbers"] * [message]))
                    results, revote = functions.excecution(
                        role, choice, game_data["total_choices"],
                        game_data["names"], game_data["roles"])
                    continue
                ind = game_data["roles"].index(1)
                bad_number = game_data["numbers"][ind]
                good_numbers = [
                    num for num, num_ind in zip(num_ind, game_data["numbers"],
                                                range(game_data["numbers"]))
                    if num_ind != ind
                ]

                if results:
                    message = "Sorry Comrad, You've been busted"
                    functions.send_text(bad_number, message)

                    message = "Congrats Agents, You caught 'em"
                    functions.send_text(
                        good_numbers,
                        [message for m in range(len(good_numbers))])
                else:
                    message = "Congrats Comrad, You know too much"
                    functions.send_text(bad_number, message)

                    message = "Agents Nooo, The sleeper has gotten away"
                    functions.send_text(
                        good_numbers,
                        [message for m in range(len(good_numbers))])
                phase += 1
                results, revote = functions.excecution(
                    role, choice, game_data["total_choices"],
                    game_data["names"], game_data["roles"])
        end_game()

    # phase 3: mission
    if phase == 2 and from_number == game_data['numbers'][0]:
        # get the mission list
        mission_list = body
        mission_list = mission_list.replace(",", "")
        mission_list = mission_list.replace(";", "")
        mission_list = mission_list.replace("/", "")
        mission_list = mission_list.split()
        game_data['mission_list'] = mission_list
        # TODO be more flexible with inputs
        mission_names = ' '.join([str(elem) for elem in mission_list])
        functions.send_text(
            game_data["numbers"],
            ["Possible Agents:" for i in range(len(game_data["numbers"]))])
        functions.send_text(
            game_data["numbers"],
            [game_data["names"] for i in range(len(game_data["numbers"]))])
        game_data['phase'] = 2.25
        return "Is this the mission you'd like: " + mission_names + "? Respond (Y/N)"

    if phase == 2.25 and from_number == game_data['numbers'][0]:
        functions.send_text(
            game_data["numbers"],
            [game_data["names"] for i in range(len(game_data["numbers"]))])
        if "y" in body.lower():
            functions.emergency_mission(game_data['roles'],
                                        game_data['mission_list'],
                                        game_data['names'])
            game_data['phase'] = 3
            functions.emergency_mission(game_data['roles'],
                                        game_data['mission_list'],
                                        game_data['names'])
        if "n" in body.lower():
            game_data['phase'] = 2
            return "Please try again, send a list of the names you'd like to go on the mission"

    return None
Esempio n. 14
0
def main(username):
    done = False
    i = 0
    bg_main = pg.image.load("QImages\\road.jpg")
    playerImg = pg.image.load('vampire.png')
    pg.display.set_caption("Brain Rush!")
    pg.display.set_icon(playerImg)
    ImgList = [
        pg.image.load('TutorialImages\\1.png'),
        pg.image.load('TutorialImages\\2.png'),
        pg.image.load('TutorialImages\\3.png'),
        pg.image.load('TutorialImages\\4.png'),
        pg.image.load('TutorialImages\\5.png'),
        pg.image.load('TutorialImages\\6.png'),
        pg.image.load('TutorialImages\\7.png'),
        pg.image.load('TutorialImages\\8.png'),
        pg.image.load('TutorialImages\\9.png'),
        pg.image.load('TutorialImages\\10.png'),
        pg.image.load('TutorialImages\\11.png')
    ]
    while not done:

        screen.blit(bg_main, (0, 0))

        screen.blit(font.render('How To Play', True, (0, 0, 0)), (325, 40))

        mouse = pg.mouse.get_pos()
        click = pg.mouse.get_pressed()

        functions.button('Back', 320, 550, 150, 32, screen)
        functions.button('>', 700, 300, 50, 40, screen)
        functions.button('<', 50, 300, 50, 40, screen)

        screen.blit(ImgList[i], (140, 80))

        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
                pg.quit()

        if 470 > mouse[0] > 320 and 582 > mouse[1] > 550 and click[
                0] == 1 and not done:
            done = True
            homepage.main(username)

        if 750 > mouse[0] > 700 and 340 > mouse[1] > 300 and click[
                0] == 1 and not done:
            time.sleep(0.25)
            pg.event.wait()
            try:
                screen.blit(ImgList[i + 1], (140, 80))
                i += 1
            except:
                pass

        if 100 > mouse[0] > 50 and 340 > mouse[1] > 300 and click[
                0] == 1 and not done:
            time.sleep(0.25)
            pg.event.wait()
            try:
                if i == 0:
                    i = 1
                screen.blit(ImgList[i - 1], (140, 80))
                i -= 1
            except:
                pass

        try:
            pg.display.update()
        except:
            pass