def scene_to_str(GAME_BASE_DIR, renpy, node, res): next = real_next(renpy, node.next) name = node.imspec[0][0] load_image(GAME_BASE_DIR, renpy, res, name, node.imspec) res['nodes'][id(node)] = { 'class_name': 'Scene', 'arguments': [name, [str(id(next))] if next else []] } return [next]
def __init__(self, canvas, destroy_cb=None): self.__images = [ images.load_image("hero2.png"), images.load_image("hero1.png"), images.load_image("hero_blowup_n1.png"), images.load_image("hero_blowup_n2.png"), images.load_image("hero_blowup_n3.png"), images.load_image("hero_blowup_n4.png"), images.load_image("hero_blowup_n5.png"), images.load_image("hero_blowup_n8.png"), images.load_image("hero_blowup_n9.png") ] self.__status = self.NORMAL # 設置飛行狀態為正常飛行 self.__canvas = canvas self.__destroy_cb = destroy_cb self.firetwo = 0 image = self.__images[0] # self.old_image = self.new_image = self.__images[0] # 設置當前顯示圖片 # 畫布尺寸 canvas_width = canvas.width() canvas_height = canvas.height() # 計算飛機能夠飛行的的上下左右邊緣 self.__left_side = image.width() / 2 # 左邊緣 self.__right_side = canvas_width - image.width() / 2 # 右邊緣 self.__top_side = image.height() / 2 # 上邊緣 self.__bottom_side = canvas_height - image.height() / 2 # 下邊緣 # 把飛機的初始放在圖片的底部 (x坐標,y軸坐標) x = int(canvas_width / 2) y = int(canvas_height - image.height() / 2) pos = (x, y) size = (image.width(), image.height()) super().__init__(position=pos, size=size) # 此集合用於存放用戶操作的按鍵或鼠標事件 self.__key_evens = set() # 設置飛機的初始圖片 self.__image_id = canvas.create_image(pos, image=image) # 正常飛行時採用正常飛行圖片管理器 self.__image_manager = HeroPlaneImageManager(canvas, self.__image_id, self.__images[:2], pos) # 鼠標的按下狀態 self.__mouse_down = False # -----子彈相關---- self.__bullet_list = TimerList() self.__bullet_interval = 7 # 每秒鐘2.8 發子彈(40X7=350毫秒 1 發子彈) self.__bullet_count = 0 # 子彈計數
def load(): check = 0 check += images.load_image() if check > 0: print("Error:" + str(check)) exit(check) return conf()
def move(self): if self.index + 1 == len(self.path): return last_time = self.clock.tick() / 1000 self.time_buffer += last_time direction = [self.path[self.index + 1][0] - self.path[self.index][0], self.path[self.index + 1][1] - self.path[self.index][1]] for i in range(2): if direction[i]: direction[i] //= abs(direction[i]) self.rect.x += direction[0] * round(self.time_buffer // self.speed) self.rect.y += direction[1] * round(self.time_buffer // self.speed) self.time_buffer %= self.speed self.time += last_time zombie_cell = (self.rect.x // board.cell_size, self.rect.y // board.cell_size) zombie_cell_x, zombie_cell_y = zombie_cell grass_to_draw = pygame.sprite.Group() for direct in self.directions1: x, y = zombie_cell_x + direct[0], zombie_cell_y + direct[1] if check(x, y) and start_field[y][x] == 0: Grass(x * board.cell_size, y * board.cell_size, grass_to_draw) grass_to_draw.draw(screen) b = int(self.time % (self.sprite_speed * (2 / self.sprite_speed)) // 0.5) direction_tuple = (direction[0], direction[1]) a = self.directions[direction_tuple] self.image = load_image("zombie_" + a + "_" + str(b) + ".png", -1) zombies.draw(screen) if [zombie_cell_x, zombie_cell_y] == self.path[self.index + 1]: self.index += 1
def show_to_str(GAME_BASE_DIR, renpy, node, res): next = real_next(renpy, node.next) name = node.imspec[0][0] is_Movie = load_image(GAME_BASE_DIR, renpy, res, name, node.imspec) res['nodes'][id(node)] = { 'class_name': 'ShowVideo' if is_Movie else 'Show', 'arguments': [name, [str(id(next))] if next else []] } return [next]
def __init__(self, x, y, powerup_kind= None): # Define the properties of a pwerup object self.type_img = images.load_image('powerup.png') self.sprite = pygame.transform.scale(self.type_img, (images.TILE_SIZE, images.TILE_SIZE)) self.x_pos = x self.y_pos = y self.timer = 0 self.powerup_timer = 20 GameVisibleObject.__init__(self, x, y, self.sprite)
def __init__(self, name, coord, group): super().__init__(group) self.x, self.y = coord self.clock = pygame.time.Clock() self.time = 0 self.image = load_image("bed.jpg") self.name = name self.rect = self.image.get_rect() self.rect.x, self.rect.y = coord[0], coord[1]
def __init__(self, canvas, callback=None): self.__image_pause = images.load_image("game_pause_nor.png") self.__canvas = canvas self.__click_cb = callback self.__size = (self.__image_pause.width(), self.__image_pause.height() ) # 寬和高(元組) self.__pos = (self.__image_pause.width() * .75, self.__image_pause.height() * .75) self.__images_id = self.__canvas.create_image(self.__pos, image=self.__image_pause)
def __init__(self, canvas, resume_cb=None, destroy_cb=None): # 設置顯示狀態 self.__image = images.load_image("pause.gif") self.__canvas = canvas self.__image_id = self.__canvas.create_image(canvas.width() / 2, canvas.height() / 2, image=self.__image) self.__resume_cb = resume_cb self.__destroy_cb = destroy_cb self.__destroy_count = 75
def __init__(self, canvas, speed=1): self.__image = images.load_image("background.png") self.__canvas = canvas self.__speed = speed self.__image_height = image_height = self.__image.height() self.__images_pos = [[0, 0], [0, -image_height]] self.__images_id = [ self.__canvas.create_image(*pos, image=self.__image, anchor="nw") for pos in self.__images_pos ]
def __init__(self, canvas, destroy_cb=None): self.__images = [ images.load_image('enemy1.png'), images.load_image('enemy1_down1.png'), images.load_image('enemy1_down2.png'), images.load_image('enemy1_down3.png'), images.load_image('enemy1_down4.png'), images.load_image('enemy1_down5.png'), images.load_image('enemy1_down8.png'), images.load_image('enemy1_down9.png') ] super().__init__(canvas, image=self.__images[0], destroy_images=self.__images[1:], destroy_cb=destroy_cb, speed=(0,5))
def __init__(self, canvas, position, destroy_cb=None): self.__images = [images.load_image("bullet.png")] self.__canvas = canvas self.image = self.__images[0] # 先算寬和高 self.size = (self.image.width(), self.image.height()) self.__image_id = canvas.create_image(position, image=self.image) self.__destroy_cb = destroy_cb super().__init__(position=position, size=self.size, speed=(0, -20)) # 圖片管理器 self.__image_manager = FlyingImageManager(canvas, self.__image_id, position)
def __init__(self, coord, group): # move = [y, x] super().__init__(group) self.clock = pygame.time.Clock() self.time = 0 self.index = -1 self.path = [] self.time_buffer = 0 self.speed = 0.01 self.sprite_speed = 0.1 self.directions = {(0, 1): 'down', (0, -1): 'up', (1, 0): 'right', (-1, 0): 'left'} self.image = load_image("zombie_down_0.png", -1) self.rect = self.image.get_rect() self.rect.x, self.rect.y = coord[0], coord[1] self.directions1 = [[0, 0], [0, 1], [0, -1], [1, 0], [-1, 0]]
def game_over(self): self.stop_timer() self.__event_list.clear() self.__timer_list.clear() self.__enemy_list.clear() self.__enemy_listhp.clear() self.__enemy_listtwo.clear() self.__image = images.load_image("gameover.gif") self.__images_id = self.__canvas.create_image( self.__canvas.width() / 2, self.__canvas.height() / 2, image=self.__image) print("遊戲結束")
def __init__(self, canvas, destroy_cb=None): self.__images = [ images.load_image('enemy3_n1.png'), images.load_image('enemy3_down1.png'), images.load_image('enemy3_down2.png'), images.load_image('enemy3_down3.png'), images.load_image("hero_blowup_n4.png"), images.load_image("hero_blowup_n5.png"), images.load_image("hero_blowup_n8.png"), images.load_image("hero_blowup_n9.png") ] super().__init__(canvas, image=self.__images[0], destroy_images=self.__images[1:], destroy_cb=destroy_cb, speed=(0, 10))
def cut_charaset(ruta, fil, col): ''' Corta un chara en las fil y col indicadas. Array Bidimensional. ''' image = load_image(ruta, True) w = image.get_rect().w / col h = image.get_rect().h / fil sprite = [] for f in xrange(0, fil * h, h): subspr = [] for c in xrange(0, col * w, w): subspr.append(image.subsurface((c, f, w, h))) sprite.append(subspr) return sprite
def __init__(self, canvas, count=0): self.__image = images.load_image("plane_count.gif") self.__canvas = canvas image = self.__image self.__pos = position = (image.width() * 0.75, canvas.height() - image.height() * 0.75) self.__images_id = self.__canvas.create_image(position, image=self.__image) self.__size = size = (image.width(), image.height()) # 寬和高(元組) self.count = count self.__font_id = canvas.create_text(position[0], position[1] + 20, text=self.__get_str(self.count), font=("標楷體", 18), fill='#FF0000')
def cut_charaset(ruta, fil, col): image = load_image(ruta, True) rect = image.get_rect() w = rect.w / col h = rect.h / fil sprite = range(fil) for i in range(fil): sprite[i] = range(col) for f in range(fil): for c in range(col): sprite[f][c] = image.subsurface((rect.left, rect.top, w, h)) rect.left += w rect.top += h rect.left = 0 return sprite
def __init__(self, canvas, start_callback=None, destroy=None): self.__images = [images.load_image("start2.gif")] self.__status = self.NORMAL # 設置顯示狀態 self.__canvas = canvas self.__start_fn = start_callback self.__destroy_cb = destroy # 畫布尺寸 self.__pos = [ self.__canvas.width() / 2, self.__canvas.height() / 2 + 3 ] # 設置飛機的初始圖片 self.__image_id = canvas.create_image(self.__pos, image=self.__images[0]) self.__start_id = canvas.create_image(self.__pos[0], self.__pos[1] + 20, image=self.__images[0])
def game_over(screen): background = pygame.transform.scale(load_image('gameOver.png'), (WIDTH, HEIGHT)) screen.blit(background, (0, 0)) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: return False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: return False return True if event.type == pygame.MOUSEBUTTONDOWN: return True pygame.display.flip() clock.tick(50)
def __init__(self): self.image = load_image("arrow1.png", -1)
args = vars(ap.parse_args()) CONTENT_PATH = "data/content/" STYLE_PATH = "data/styles/" CONTENT_IMAGE_PATH = CONTENT_PATH + args["content_image"] STYLE_IMAGE_PATH = STYLE_PATH + args["style_image"] MODEL_PATH = args["model_path"] OUTPUT_IMAGE_PATH = args["output_image_path"] LOSS_SUMMARY_PATH = args["loss_summary_path"] MAX_SIZE = args["max_size"] content_image = load_image(CONTENT_IMAGE_PATH, max_size=MAX_SIZE) content_shape = [content_image.shape[1], content_image.shape[0]] content_image = add_one_dim(content_image) style_image = load_image(STYLE_IMAGE_PATH, shape=content_shape) style_image = add_one_dim(style_image) CONTENT_LAYERS = args["content_layers"] STYLE_LAYERS = args["style_layers"] CONTENT_LAYER_WEIGHTS = args["content_layer_weights"] STYLE_LAYER_WEIGHTS = args["style_layer_weights"] CONTENT_LOSS_WEIGHT = args["content_loss_weight"] STYLE_LOSS_WEIGHT = args["style_loss_weight"] TV_LOSS_WEIGHT = args["tv_loss_weight"] LEARNING_RATE = args["learning_rate"]
if ruta[i] == "/" or ruta[i] == "\\": a = i if a == -1: return ruta return ruta[a+1:] # Quita la extensión a un archivo. def quit_extension(archivo): for i in range(len(archivo)): if archivo[i] == ".": a = i return archivo[:a] # Corta un tilest y lo almacena en un array unidimensional. def cut_tileset(ruta, (w, h)): image = load_image(ruta, True) rect = image.get_rect() col = rect.w / w fil = rect.h / h sprite = [None] for f in range(fil): for c in range(col): sprite.append(image.subsurface((rect.left, rect.top, w, h))) rect.left += w rect.top += h rect.left = 0 return sprite # Ordena b en función de a.
import images import transfer from constants import * if __name__ == '__main__': content_image = images.load_image(content_path) style_image = images.load_image(style_path) inputs = {'content_image': content_image, 'style_image': style_image} images.plot_images(content_image, style_image) image = tf.Variable(content_image) transfer.transfer_style(image, epochs, steps_per_epoch, optimizer, layers, inputs, weights) images.convert_tensor_to_image(image).save(output_path) new_image = images.load_image(output_path) images.plot_images(content_image, style_image, new_image)