Esempio n. 1
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    def __init__(self, screen, gameSelection=False):
        self.screen = screen
        self.gameSelection = gameSelection
        self.font = load.load_font("Nexa Light", 40)
        self.timer = pygame.time.Clock()
        self.selection = 0
        self.bg = Surface((32, 32))
        self.titleImg = load.load_image("title")
        self.offset = 175
        self.mouse = pygame.mouse

        s = random.choice("01")
        self.snowing = int(s)
        if not self.snowing:
            r = random.choice("00000001")
            self.raining = int(r)
        else:
            self.raining = False
        self.rain = Rain()
        self.snow = Snow()

        # random trees
        self.numTrees = random.randint(10, 15)
        self.trees = pygame.sprite.Group()
        increment = SCREEN_WIDTH // self.numTrees
        for t in range(self.numTrees):
            # better random distribution
            x = random.randint(t * increment - 5, (t + 1) * increment + 5)
            img = int(random.choice("111223"))
            y = SCREEN_HEIGHT + random.randint(10, 60)
            tree = Tree(x, y, img)
            self.trees.add(tree)
Esempio n. 2
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    def checkForRain(self):
        if abs(self.rainStart - self.bgTime) <= 1:
            # it started raining
            self.rain = Rain()
            self.rainStartColor = self.getTimeColor()
            self.darkening = True

        if self.rainStart < self.bgTime < self.rainEnd:
            # it is raining
            self.raining = True
            self.rain.draw(self.screen)
        else:
            # it's not raining
            self.raining = False

        if abs(self.bgTime - (self.rainStart + self.darkenTime)) <= 1:
            # sky is done darkening
            self.darkening = False

        if abs(self.bgTime - (self.rainStart + self.lightenTime)) <= 1:
            # 2/3 of rain is done, start lightening sky
            self.rainEndColor = self.getTimeColor(
                self.rainEnd + 40)  
            # anticipated color
            self.lightening = True

        if abs(self.bgTime - self.rainEnd - 40) <= 1:
            self.lightening = False
Esempio n. 3
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File: func.py Progetto: wydnh/alien
def create_rain(settings, screen, rains, col_number, row_number):
    rain = Rain(settings, screen)
    rain_width = rain.rect.width
    rain.x = rain_width + 2 * rain_width * col_number
    rain.rect.x = rain.x  # rect存放整数
    rain.y = rain.rect.y + 2 * rain.rect.height * row_number
    rain.rect.y = rain.y
    rains.add(rain)
def create_rain(settings, screen, rains, rain_number, row_number):
    """创建一个雨滴并将其放在当前行"""
    rain = Rain(settings, screen)
    rain_width = rain.rect.width
    rain.x = rain_width + 2 * rain_width * rain_number
    rain.rect.x = rain.x
    rain.rect.y = rain.rect.y + 2 * rain.rect.height * row_number
    rains.add(rain)
Esempio n. 5
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def draw_rain(screen):  # if direction than RAIN(direction)

    if Rain.direction == 'down':
        Rain(screen)
    elif Rain.direction == 'left':
        Rain(screen, 'go_left')
    else:
        Rain(screen, 'go_right')
Esempio n. 6
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def main():
    
    # first thing: backup old log files
    backupOldLogs()
    # now we can print an initial message 
    printLogMessage("Starting irrigazione.py")
    
    def closingMsg(): printLogMessage("Closing irrigazione.py")
    def stopIrrigazione(*args): sys.exit(0)
    atexit.register(closingMsg)
    signal.signal(signal.SIGTERM, stopIrrigazione)
    signal.signal(signal.SIGINT, stopIrrigazione)

    # initialize class to get the weather forecast for next day
    forecast = Rain()

    # =========================================================================
    
    # now, infinite loop with:
    # 1) at 1.00 at night, prepare the scheduling for the day
    # 2) run scheduling, till the 1.00 of the next day

    # when the service is started, the first scheduling can happen
    # anytime in the day, for this reason only events which are
    # supposed to happen in the future will be actually scheduled
    
    while True:
        
        printLogMessage("scheduling events for today")

        # get amount of rain that is predicted for today
        todaystr, rainamount = forecast.getamount()
        logmessage = "Predicting {0} mm of rain for today ({1})".format(rainamount, todaystr)
        printLogMessage(logmessage)

        # read list of events from configuration file
        with open("/home/pi/irrigazione/triggers.dat") as fconfig:
            todayevents = readConfiguration(fconfig)

        # initialize the schedule
        s = sched.scheduler()

        # if the predicted rain is not much, schedule events stored in the dictionary
        if rainamount < _RAINTHRESHOLD:
            for tm, evnt in todayevents.items():
               scheduleTriggerToday(s, evnt, tm)
        else:
            logmessage = "No irrigation will be scheduled for today!"
            printLogMessage(logmessage)

        # if heavy rain is predicted, only the waiting time will be scheduled
        # schedule waiting till next scheduling time
        scheduleWaitingTomorrow(s, (1, 0))
        # now execute the scheduler
        s.run()
Esempio n. 7
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 def _create_rain(self):
     """判断行列有多少元素,设置间距,生产雨添加到Group组"""
     new_rain = Rain(self)
     self.rain_height = new_rain.rect_height
     m = 0
     for x in range(4):
         m += 250
         new_rain = Rain(self)
         random_number = randint(-100, 100)
         new_rain.rect.x = m + random_number
         self.rains.add(new_rain)
Esempio n. 8
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def create_rain(settings, screen, rains, rain_number):
    """创建雨滴"""
    rain = Rain(settings, screen)
    r_width = settings.rain_width
    r_height = settings.rain_max_height

    rain.r_x = r_width + int((rain_number * r_width * randint(1, 3)))
    rain.r_y = r_height + r_height * randint(-10, r_height)
    rain.rect.x = rain.r_x
    rain.rect.y = rain.r_y

    rains.add(rain)
def create_rain(r_settings, screen, rains, rain_number):
    """
    创建一个雨滴并将其放在第一行
    :param r_settings: 设置
    :param screen: 屏幕
    :param rains: 雨滴的group
    :param num_rains_x: 每行雨滴的数量
    :return: None
    """
    rain = Rain(r_settings, screen)
    rain_width = rain.rect.width
    rain.x = rain_width + rain_width * rain_number
    rain.rect.x = rain.x
    rain.rect.y = rain.rect.height
    rains.add(rain)
Esempio n. 10
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def create_fleet(rain_settings, screen, rains):
    rain = Rain(rain_settings, screen)
    rain_numbers_x = get_numbers_x(rain_settings, rain)
    rain_numbers_y = get_numbers_y(rain_settings, rain)
    for number_y in range(rain_numbers_y):
        for number_x in range(rain_numbers_x):
            create_rain(rain_settings, screen, number_x, number_y, rains)
def continue_rains(settings, screen, rains):
    for rain in rains.sprites():
        if rain.check_edges():
            new_rain = Rain(settings, screen)
            new_rain.rect.x = rain.rect.x
            rains.remove(rain)
            rains.add(new_rain)
Esempio n. 12
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def run_game():
    pygame.init()
    screen = pygame.display.set_mode((1200, 800))
    pygame.display.set_caption('narue game')
    bg_color = (30, 30, 30)
    COUNT = pygame.USEREVENT + 1
    pygame.time.set_timer(COUNT, 1000)
    star = Star(screen)
    rains = Group()

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == COUNT:
                new_rain = Rain(screen, star.rect.centerx, star.rect.centery)
                rains.add(new_rain)

        screen.fill(bg_color)
        star.blitme()
        star.update()
        for rain in rains:
            rain.update()
            rain.draw()

        pygame.display.flip()
Esempio n. 13
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File: func.py Progetto: wydnh/alien
def create_rains(settings, screen, rains):
    rain = Rain(settings,
                screen)  # 这句是要写的,不写的话get_col_numbers()中的rain将出现NameError
    col_numbers = get_col_numbers(settings, rain)
    row_numbers = get_row_numbers(settings, rain)
    for row_number in range(row_numbers):
        for col_number in range(col_numbers):
            create_rain(settings, screen, rains, col_number, row_number)
Esempio n. 14
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def rain_get(al_setting,screen,rains):
	"""生成雨滴"""
	rain = Rain(al_setting,screen)
	rain_rows = int(al_setting.screen_height / (2 * 
	rain.rect.height))
	for rain_row in range(rain_rows):
		for rain_number in range(rain_numbers(al_setting,screen)):
			creat_rain(al_setting,screen,rain_number,rain_row,rains)
Esempio n. 15
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    def add_rain(self):
        temperature = input("I see it's windy but what is the temperature? ")
        sky = input("How is the sky looking? ")
        is_thunder_storm = input(
            "Is there a thunderstorm outside? (True or False) ")
        flood_level = input('Out of 10, what is the flood level? ')

        new_rain = Rain(temperature, is_thunder_storm, sky, flood_level)
        self.daily_forecast.append(new_rain)
Esempio n. 16
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File: func.py Progetto: wydnh/alien
def update_rains(settings, screen, rains):
    """如果一个雨滴到底部了, 新建一个雨滴, 把 x 左标赋值给它, 再把自己删除添加新雨滴"""
    for rain in rains.sprites():
        if rain.check_edges():
            new_rain = Rain(settings, screen)
            new_rain.rect.x = rain.rect.x
            rains.remove(rain)
            rains.add(new_rain)
        print(len(rains))
def create_fleet(settings, screen, rains):
    """创建雨滴群"""
    # 创建一个雨滴,并计算一行可容纳多少个雨滴
    rain = Rain(settings, screen)
    number_rains_x = get_number_rains_x(settings, rain.rect.width)
    number_rows = get_number_rows(settings, rain.rect.height)

    for row_number in range(number_rows):
        for rain_number in range(number_rains_x):
            create_rain(settings, screen, rains, rain_number, row_number)
Esempio n. 18
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def change_rain(total_frames, FPS,
                screen):  # if enough time than   BLITZ(), CHANGE_RAIN()

    if (total_frames + FPS * 2) % (
            FPS * 4) == 0:  #(FPS*randint(5)) == 0:      #direction      blitz
        blitz(screen, [0, 0, 0])
        Rain.change_direction()

        text_to_screen(screen, 'changed direction', 250, 300, 50)
        pygame.display.flip()
        pygame.time.delay(800)
    if total_frames % (
            FPS * 4) == 0:  #(FPS*randint(8)) == 0:      #intensity     blitz
        blitz(screen, [0, 0, 0])
        Rain.change_intensity()

        text_to_screen(screen, 'changed intensity', 250, 300, 50)
        pygame.display.flip()
        pygame.time.delay(800)
def create_fleet(r_settings, screen, rains):
    """
    创建一行雨滴
    :param r_settings: 设置
    :param screen: 屏幕
    :param rains: 雨滴group
    :return: None
    """
    # 计算一行能够容纳多少滴雨
    rain = Rain(r_settings, screen)
    number_rains_x = get_num_rains_x(r_settings, rain.rect.width)
    # 创建一行雨滴
    for rain_number in range(number_rains_x):
        create_rain(r_settings, screen, rains, rain_number)
Esempio n. 20
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def creat_rain(al_setting,screen,rain_number,rain_row,rains):
	"""创建(随机)一个雨滴"""
	a = randint(0,1)
	if a:
		rain = Rain(al_setting,screen)
		rain.width = rain.rect.width
		rain.height = rain.rect.height
		rain.x = rain.width + 2 * rain.width * rain_number
		rain.rect.x = rain.x
		rain.y = rain.height + 2 * rain.height * rain_row
		rain.rect.y = rain.y
		rains.add(rain)
    def __init__(self, width=64, height=64):
        self.width = width
        self.height = height
        self.frame = 0
        self.starttime = time.time()

        self.im = Image.new("RGBA", (width,height), "black")
        self.im_draw = ImageDraw.Draw(self.im)

        self.bg = Image.open("images/bg_normal_big.png")
        self.bgofs = 0

        self.font = ImageFont.truetype("fonts/spincycle.ttf", 18)
        self.font_sm = ImageFont.truetype("fonts/pf_tempesta_seven.ttf", 8)

        self.clouds = Cloud.create(20)
        self.weather = Weather()
        self.rain = Rain()
        self.conditions = ""
Esempio n. 22
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def run_game():
	#初始化
	pygame.init()
	al_setting = Settings()
	#初始化屏幕
	screen = pygame.display.set_mode((al_setting.screen_width,
	al_setting.screen_height))
	pygame.display.set_caption("rains")
	#创建雨滴实例和组
	rain = Rain(al_setting,screen)
	rains = Group()
	#获得雨滴组
	gf.rain_get(al_setting,screen,rains)
	while True:
		#鼠标键盘点击事件
		gf.check_event()
		#更新雨滴组
		gf.rain_update(al_setting,screen,rains)
		#更新屏幕
		gf.screen_update(al_setting,screen,rains)
Esempio n. 23
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def run_game():

    pygame.init()
    rain_settings = Settings()
    screen = pygame.display.set_mode(
        (rain_settings.screen_width, rain_settings.screen_height))
    pygame.display.set_caption("Rain Drop Game")

    rain = Rain(rain_settings, screen)
    rains = Group()
    gf.create_fleet(rain_settings, screen, rains)

    # Start main loop
    while True:
        # Check keyboard and mouse events
        gf.check_events()

        # Update screen
        gf.update_screen(rain_settings, screen, rains)

        # Update rains
        gf.update_rains(rain_settings, rains)
Esempio n. 24
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import sys

__project_path = os.path.dirname(os.getcwd())
if __project_path not in sys.path:
	sys.path.insert(0, __project_path)

from rain import Rain

app = Rain(
	view_paths=[
		{
			'path': './views',
			'name': 'default'
		}
	],
	port=8080,
	debug=True,
	# mysql_host='192.168.0.101',
	# mysql_database='mysql',
	# mysql_user='******',
	# mysql_password='******',
	# redis_host='192.168.0.101',
	# redis_db=1
)


@app.before_request
def permission_check(req):
	# todo permission check
	pass

Esempio n. 25
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def create_rain(rain_settings, screen, number_x, number_y, rains):
    rain = Rain(rain_settings, screen)
    rain.x = rain.rect.width + 2 * number_x * rain.rect.width
    rain.rect.x = rain.x
    rain.rect.y = rain.rect.height + 2 * number_y * rain.rect.height
    rains.add(rain)
Esempio n. 26
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def create_fleet(rain_setting, screen, rains):
    rain = Rain(rain_setting, screen)
    number_rain_x = get_number_rain_x(rain_setting, rain)

    for rain_number in range(number_rain_x):
        create_rain(rain_setting, screen, rains, rain_number)
Esempio n. 27
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class Game(object):
    bgColor = [208, 229, 246]
    textColor = (236, 247, 255)

    def __init__(self, screen, timer, custom=False):
        self.screen = screen
        self.timer = timer

        '''Game Mode'''
        if custom != False:  # 0, if no platforms are drawn
            self.custom = True
            if isinstance(custom, list):
                self.customPlatTypes = custom
                self.customNumPlatforms = None
            else:
                self.customNumPlatforms = custom
                self.customPlatTypes = None
        else:
            self.custom = False

        '''Game Mechanics'''
        self.totalGameTime = 1000
        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.pause = False
        self.done = False
        font = load.load_font("OpenSans-Semibold", 40)
        self.pause_image = font.render("Paused", True, (236, 247, 255))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center
        self.exit = True
        self.showFPS = False
        self.noCrashes = False

        '''Background'''
        self.bg = Surface((32, 32))
        self.bgTime = 0
        self.bgColor = Game.bgColor
        self.sundownTime = 0
        self.rainStart = random.randint(0, self.totalGameTime)
        self.rainEnd = self.rainStart + random.randint(150, 500)
        self.rainEndColor = None
        self.darkenTime = (self.rainEnd - self.rainStart) / 3
        self.lightenTime = 2 * (self.rainEnd - self.rainStart) / 3
        self.raining = self.darkening = self.lightening = False
        self.snowing = False
        self.snow = Snow()

        '''Game entities'''
        self.entities = pygame.sprite.Group()
        self.rocks = pygame.sprite.Group()
        self.trees = pygame.sprite.Group()
        self.birds = pygame.sprite.Group()
        self.coins = pygame.sprite.Group()
        self.ice = pygame.sprite.Group()
        self.player = Player()
        self.entities.add(self.player)
        self.coinCount = 0
        self.flyingBirds = []
        self.collectedCoins = []
        self.clouds = None

        '''Score'''
        self.score = Score()
        self.scoreSprite = pygame.sprite.Group()
        self.scoreSprite.add(self.score)

        '''Platforms'''
        self.platforms = []
        self.numPlatforms = 30
        self.generatePlatforms()
        self.createPlatforms()

        '''Camera'''
        self.totalWidth = 1024 * len(self.platformTypes)
        self.totalHeight = 800
        self.camera = Camera(complex_camera, self.totalWidth, self.totalHeight)

        '''Generating obstacles'''
        self.iceCoords = makeIce(self.platforms)
        rockInfo = makeRock(self.platforms)
        self.treeDict = makeTrees(self.platforms)
        self.birdDict = generateBirds(self.platforms)
        self.coinDict = makeCoins(self.platforms)
        (self.rockRects, self.rockCoords, self.rockAngles) = \
            (rockInfo[0], rockInfo[1], rockInfo[2])

        # ROCKS
        offset = 1024
        for item in range(1, len(self.rockRects)):
            currentPlatform = self.platforms[item]
            x = self.rockRects[currentPlatform][0] + offset
            y = self.rockRects[currentPlatform][1]
            angle = self.rockAngles[currentPlatform]
            obstacle = random.choice("001")
            rock = Rock(x, y, angle) if obstacle == "0" else Penguin(
                x, y, angle)
            self.rocks.add(rock)
            offset += 1024

        # ICE
        iceOffset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            x = iceOffset
            ice = Ice(x, 299, currentPlatform, self.iceCoords)
            self.ice.add(ice)
            iceOffset += 1024

        # TREES
        offset = 0
        for item in range(len(self.treeDict)):
            currentPlatform = self.platforms[item]
            treeCoords = self.treeDict[currentPlatform]
            for tree in treeCoords:
                x = offset + tree[0]
                yOffset = random.randint(5, 20)
                y = tree[1] + 300 + yOffset
                tree = Tree(x, y)
                self.trees.add(tree)
            offset += 1024

        # BIRBS & COINS
        offset = 0
        for item in range(self.numPlatforms):
            currentPlatform = self.platforms[item]
            coords = self.birdDict[currentPlatform]
            coinCoords = self.coinDict[currentPlatform]
            if coords != None:
                for point in coords:
                    x = offset + point[0]
                    y = point[1]
                    bird = Bird(x, y, 0)
                    self.birds.add(bird)
            if coinCoords != None:
                for coin in coinCoords:
                    x = offset + coin[0]
                    y = coin[1]
                    coin = Coin(x, y)
                    self.coins.add(coin)
            offset += 1024

    def run(self):
        while not self.done:
            if not self.pause:
                # update all game entities
                self.camera.update(self.player)
                self.groundSpeed = \
                    self.player.update(
                        self.platforms, self.iceCoords, self.rocks)
                clouds.update(self.bgTime, self.totalGameTime, self.raining)

                for bird in self.birds:
                    if pixelPerfectCollision(self.player, bird) != None:
                        birds.update(bird)
                        self.flyingBirds.append(bird)

                if self.flyingBirds != []:  # bird animation
                    for bird in self.flyingBirds:
                        if bird.rect.top >= 0:
                            birds.update(bird)
                        else:
                            self.flyingBirds.remove(bird)
                            self.birds.remove(bird)

                for c in self.coins:
                    if pixelPerfectCollision(self.player, c) != None:
                        self.bgTime -= 1
                        coin.update(c)
                        self.collectedCoins.append([c, 0])

                if self.collectedCoins != []:  # coin animation
                    existCoins = False
                    for i in range(len(self.collectedCoins)):
                        c, num = self.collectedCoins[i]
                        if c != None and num != None:
                            existCoins = True
                            if num <= 20:
                                coin.update(c)
                                num += 1
                                self.collectedCoins[i] = [c, num]
                            else:
                                self.collectedCoins[i] = [None, None]
                                self.coins.remove(c)
                    if not existCoins:
                        self.collectedCoins = []  # no coins to update

                if self.raining:
                    self.rain.update()
                if self.snowing:
                    self.snow.update()

                particles.update(self.player.rect.centerx,
                                 self.player.rect.centery, self.player.angle,
                                 self.groundSpeed)
                if self.player.crashed and not self.noCrashes:
                    self.exit = False
                    self.setGameOver("You crashed! Press ENTER to exit.")
                elif self.player.crashed and self.noCrashes:
                    self.player.crashed = False
                elif self.player.tooSteep and self.custom:
                    self.exit = False
                    self.setGameOver(
                        "The slopes are too steep! Press ENTER to exit.")
                self.score.add(self.player.getScore())
            self.draw()
            self.handleEvents()
        return self.score.getScore()

    def draw(self):
        self.bg.convert()
        if not self.pause:
            self.bgTime += 1
        if self.bgTime + 1 == self.totalGameTime:
            print(self.player.rect.right // 1024)
            self.exit = False
            self.bgTime += 1  # avoid an endless loop
            self.setGameOver("Time's Up! Press ENTER to exit.")

        if self.bgTime % 5 == 0:
            if self.darkening or self.lightening or self.raining:
                self.bgColor = self.rainSky()
            else:
                self.bgColor = self.getTimeColor()

        color = (self.bgColor[0], self.bgColor[1], self.bgColor[2])
        try:
            self.bg.fill(color)
        except:
            self.bg.fill((59, 82, 119))

        # blit the background
        for y in range(32):
            for x in range(32):
                self.screen.blit(self.bg, (x * 32, y * 32))

        # draw the sun based on "time of day"
        sun = pygame.transform.scale(load.load_image("sun"), (150, 150))
        if 50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime) <= 400:
            self.screen.blit(sun, (SCREEN_WIDTH - 150 - 50 *
                            (self.bgTime / self.totalGameTime),
                     50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime)))

        if abs((50 + (SCREEN_HEIGHT) * (self.bgTime / self.totalGameTime))
                - 250) <= 2:
            self.sundownTime = self.bgTime

        # draw game entities
        for tree in self.trees:
            self.screen.blit(tree.image, self.camera.apply(tree))
        for e in self.entities:
            self.screen.blit(e.image, self.camera.apply(e))
        for ice in self.ice:
            self.screen.blit(ice.image, self.camera.apply(ice))
        for rock in self.rocks:
            self.screen.blit(rock.image, self.camera.apply(rock))
        for bird in self.birds:
            self.screen.blit(bird.image, self.camera.apply(bird))
        for coin in self.coins:
            self.screen.blit(coin.image, self.camera.apply(coin))

        self.scoreSprite.draw(self.screen)
        clouds.draw(self.screen)
        player.drawMessage(self.screen)

        if self.snowing:
            self.snow.draw(self.screen)

        self.checkForRain()

        particles.draw(self.screen, self.camera)

        # Draw game info
        font = load.load_font("Nexa Light", 30)
        fps = font.render("FPS: " + str(int(self.timer.get_fps())),
                          True, Game.textColor)
        speed = font.render("Speed: " + str(int(self.groundSpeed)),
                            True, Game.textColor)
        if self.showFPS:
            self.screen.blit(fps, (50, 60))
        self.screen.blit(speed, (SCREEN_WIDTH - 200, 30))
        timeLeft = "Time Left: "
        timer = font.render(timeLeft, True, Game.textColor)
        rect = timer.get_rect()
        rect.right = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(timer, rect)
        time = font.render(str(self.totalGameTime - self.bgTime),
                           True, Game.textColor)
        rect = time.get_rect()
        rect.left = int(self.screen.get_rect().centerx)
        rect.top = 30
        self.screen.blit(time, rect)

        if self.gameover:
            if self.exit == False:  # when time runs out
                self.pause = True
                self.screen.blit(self.gameover_image, self.gameover_rect)
            else:
                self.done = True

        pygame.display.update()

    def handleEvents(self):
        self.timer.tick(60)
        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                self.done = True
                pygame.quit()
                sys.exit()
            elif e.type == KEYDOWN:
                if not self.pause:
                    if e.key == K_UP:
                        self.player.moveUp(True)
                    if e.key == K_SPACE:
                        self.player.rotate(True)
                    # cheat: make it rain
                    if e.key == K_r:
                        self.bgTime = self.rainStart
                    # cheat: make it snow
                    if e.key == K_s:
                        self.snowing = not self.snowing
                    # cheat: show FPS
                    if e.key == K_f:
                        self.showFPS = not self.showFPS
                    # cheat: approach end of game
                    if e.key == K_e:
                        self.bgTime = self.totalGameTime - 50
                        self.rainStartColor = 0
                        if self.sundownTime == 0:
                            self.sundownTime = 1
                    # cheat: alter player speeds
                    if e.key == K_z:
                        self.player.groundSpeed += 1
                    elif e.key == K_x:
                        self.player.groundSpeed -= 1
                    # cheat: no crashing!
                    if e.key == K_c:
                        self.noCrashes = not self.noCrashes
                if e.key == K_p:
                    self.pause = not self.pause
                if self.gameover and e.key == K_RETURN:
                    self.exit = True
            elif e.type == KEYUP:
                if e.key == K_UP:
                    self.player.moveUp(False)
                if e.key == K_SPACE:
                    self.player.rotate(False)

    def createPlatforms(self, start=0):
        x = start
        y = 300
        for c in self.platformTypes:
            platformTypes = str(c)
            p = Platform(x, y, platformTypes)
            self.platforms.append(p)
            self.entities.add(p)
            x += p.width

    def generatePlatforms(self):
        self.platformTypes = ["start"]
        for i in range(self.numPlatforms):
            if self.custom:
                if self.customPlatTypes != None:
                    selections = "".join(self.customPlatTypes)
                    r = random.choice(selections)
                    platform = str(int(r) * 100)
                    self.platformTypes.append(platform)

                else: self.platformTypes.append(str(random.randint(1,
                                                self.customNumPlatforms) * 100))
            else:
                # randomly chooses platforms; weighted probability
                self.platformTypes.append(random.choice("911223344556"))
        return self.platformTypes

    def checkForRain(self):
        if abs(self.rainStart - self.bgTime) <= 1:
            # it started raining
            self.rain = Rain()
            self.rainStartColor = self.getTimeColor()
            self.darkening = True

        if self.rainStart < self.bgTime < self.rainEnd:
            # it is raining
            self.raining = True
            self.rain.draw(self.screen)
        else:
            # it's not raining
            self.raining = False

        if abs(self.bgTime - (self.rainStart + self.darkenTime)) <= 1:
            # sky is done darkening
            self.darkening = False

        if abs(self.bgTime - (self.rainStart + self.lightenTime)) <= 1:
            # 2/3 of rain is done, start lightening sky
            self.rainEndColor = self.getTimeColor(
                self.rainEnd + 40)  
            # anticipated color
            self.lightening = True

        if abs(self.bgTime - self.rainEnd - 40) <= 1:
            self.lightening = False

    def getTimeColor(self, time=None):  
        # throwback to rgb color blender
        if time != None:
            bgTime = time
        else:
            bgTime = self.bgTime
        if self.sundownTime != 0:
            # fraction of time elapsed
            r = 208 - ((208 - 59) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            g = 229 - ((229 - 82) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            b = 246 - ((246 - 119) *
                       ((bgTime - self.sundownTime) / self.totalGameTime))
            if r < 59:
                r = 59
            if g < 82:
                g = 82
            if b < 119:
                b = 119
            return [int(r), int(g), int(b)]
        else:
            return Game.bgColor

    def rainSky(self):
        if self.darkening:
            if self.bgTime <= self.rainStart + self.darkenTime:
                timeElapsed = (self.bgTime - self.rainStart)
                r = (self.rainStartColor[0] - ((self.rainStartColor[0] - 135)
                                               * timeElapsed / self.darkenTime))
                g = (self.rainStartColor[1] - ((self.rainStartColor[1] - 156)
                                               * timeElapsed / self.darkenTime))
                b = (self.rainStartColor[2] - ((self.rainStartColor[2] - 183)
                                               * timeElapsed / self.darkenTime))
                return [int(r), int(g), int(b)]
            else:
                return [135, 156, 183]
        elif self.lightening:
            secondsElapsed = self.bgTime - (self.rainEnd - self.darkenTime)
            if abs(secondsElapsed - (self.rainEnd - self.darkenTime + 40)) <= 5:
                self.raining = self.lightening = self.darkening = False
                # rain effects are over
                return self.rainEndColor
            else:
                a = self.rainEnd - self.darkenTime + 40
                color = self.rainEndColor
                r, g, b = color[0], color[1], color[2]
                newR = int(135 - (135 - r) * (secondsElapsed / a))
                newG = int(156 - (156 - g) * (secondsElapsed / a))
                newB = int(183 - (183 - g) * (secondsElapsed / a))
                return [int(newR), int(newG), int(newB)]
        else:  # just raining
            return [135, 156, 183]

    def setGameOver(self, message="Game Over"):
        # sets game over, shows a message depending on cause of death
        self.gameover = True
        images = []
        font = load.load_font("Nexa Light", 30)
        height = 0
        width = 0
        for text in message.split("\n"):
            images.append(font.render(text, True, (25, 51, 71)))
            height += images[-1].get_height()
            width = images[-1].get_width()
        self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
        self.gameover_image.fill((0, 0, 0, 0))
        for i in range(len(images)):
            rect = images[i].get_rect()
            rect.top = i * images[i].get_height()
            rect.centerx = width / 2
            self.gameover_image.blit(images[i], rect)

        self.gameover_rect = self.gameover_image.get_rect()
        self.gameover_rect.center = self.screen.get_rect().center
Esempio n. 28
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#Lists that will contain all rain / cloud sprites 
raindrops = pygame.sprite.Group()
clouds = pygame.sprite.Group()

# This loop will continue until the user exits the game
carryOn = True

# The clock will be used to control how fast the screen updates
clock = pygame.time.Clock()

background_image = pygame.image.load("background.png")
#http://davidgmiller.typepad.com/lovelandmagazine/2014/01/montessori-school-holds-winter-performance.html

#Making the rain drops
for i in range(100):   
        drop = Rain(BLUE, 3, 7)
        raindrops.add(drop)

#Making the clouds
for i in range(7):
    cloud = Cloud(GREY, 50, 35)
    clouds.add(cloud)

#---------Main Program Loop----------
while carryOn:
        # --- Main event loop ---
    for event in pygame.event.get(): 
        if event.type == pygame.QUIT: # Player clicked close button
            carryOn = False
        if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: #Player clicked space bar
            carryOn = False
Esempio n. 29
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def run(tk):
    
    s = Canvas(tk, width =  800, height = 800, background = "blue")
    s.grid(row = 0, column = 0)
    
    pond = PhotoImage(file = "pond.gif")
    pondO = None
    
    queue = Queue()
    
    shared = Array('i', [0, 0, 0])
    paused = Array('i', [1, 1, 0, 1])
    
    stars = Stars(queue, shared, paused)
    stars.start()
    sleep(0.01)
    main = MainThread(queue, shared, paused)
    main.start()
    sleep(0.01)
    rain = Rain(queue, shared, paused)
    rain.start()
    sleep(0.01)
    clouds = Clouds(queue, shared, paused)
    clouds.start()
    
    
    while True:
        
        contA = []
        
        while len(contA) < 4:
        
            try:
                task = queue.get(block = False)
            except:
                pass
            else:
                try:
                    if task.oper == "create":
                        object = s._create(task.object, task.coords, task.kw)
                        task.pipeSend.send(object)
                    elif task.oper == "config":
                        s.config(task.kw)
                    elif task.oper == "coords":
                        s.coords(task.object, task.coords)
                    elif task.oper == "itemconfig":
                        s.itemconfig(task.object, task.kw)
                    elif task.oper == "cont":
                        contA.append(1)
                except:
                    break
                
        if pondO == None:
            pondO = s.create_image(150, 700, image = pond)
            
        try:        
            s.update()
        except:
            break
            
        paused[0] = 0
        paused[1] = 0
        paused[2] = 0
        paused[3] = 0
Esempio n. 30
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class Menu(object):
    # Home Screen
    NEWGAME = 0
    HELP = 1
    QUIT = 2

    # Game Selection Screen
    GAME = 0
    DRAW = 1
    BACK = 2

    def __init__(self, screen, gameSelection=False):
        self.screen = screen
        self.gameSelection = gameSelection
        self.font = load.load_font("Nexa Light", 40)
        self.timer = pygame.time.Clock()
        self.selection = 0
        self.bg = Surface((32, 32))
        self.titleImg = load.load_image("title")
        self.offset = 175
        self.mouse = pygame.mouse

        s = random.choice("01")
        self.snowing = int(s)
        if not self.snowing:
            r = random.choice("00000001")
            self.raining = int(r)
        else:
            self.raining = False
        self.rain = Rain()
        self.snow = Snow()

        # random trees
        self.numTrees = random.randint(10, 15)
        self.trees = pygame.sprite.Group()
        increment = SCREEN_WIDTH // self.numTrees
        for t in range(self.numTrees):
            # better random distribution
            x = random.randint(t * increment - 5, (t + 1) * increment + 5)
            img = int(random.choice("111223"))
            y = SCREEN_HEIGHT + random.randint(10, 60)
            tree = Tree(x, y, img)
            self.trees.add(tree)

    def run(self):
        self.done = False
        while not self.done:
            self.bg.convert()
            if not self.raining:
                self.bg.fill(Color(208, 229, 246))
            else:
                self.bg.fill((135, 156, 183))

            for y in range(32):
                for x in range(32):
                    self.screen.blit(self.bg, (x * 32, y * 32))

            for tree in self.trees:
                self.screen.blit(tree.image, tree.rect)

            if self.raining:
                self.rain.update()
                self.rain.draw(self.screen)

            if self.snowing:
                self.snow.update()
                self.snow.draw(self.screen)

            if not self.gameSelection:
                self.render("PLAY", Menu.NEWGAME)
                self.render("HELP", Menu.HELP)
                self.render("QUIT", Menu.QUIT)
            else:
                self.render("BEGIN GAME", Menu.GAME)
                self.render("DRAWING MODE", Menu.DRAW)
                self.render("BACK", Menu.BACK)

            rect = self.titleImg.get_rect()
            rect.centerx = self.screen.get_rect().centerx
            rect.centery = self.offset
            self.screen.blit(self.titleImg, rect)

            pygame.display.flip()

            self.timer.tick(60)
            for e in pygame.event.get():
                if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                    self.done = True
                    pygame.quit()
                    sys.exit()
                elif e.type == KEYDOWN:
                    if e.key == K_UP:
                        self.selection -= 1
                        if self.selection < 0:
                            self.selection = 0
                    if e.key == K_DOWN:
                        self.selection += 1
                        if not self.gameSelection:
                            if self.selection > Menu.QUIT:
                                self.selection = Menu.QUIT
                        else:
                            if self.selection > Menu.BACK:
                                self.selection = Menu.BACK
                            if self.selection < 0:
                                self.selction = 0
                    if e.key == K_RETURN:
                        self.done = True
        return self.selection

    def render(self, text, num):
        # draws buttons
        textColor = (255, 255, 255)
        if self.selection == num:
            textColor = (50, 150, 225)
        image = self.font.render(text, True, textColor)
        rect = image.get_rect()
        rect.centerx = self.screen.get_rect().centerx
        rect.top = self.titleImg.get_height() + num * rect.height * 1.4 + 20

        self.screen.blit(image, rect)
Esempio n. 31
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def create_rain(rain_setting, screen, rains, rain_number):
    rain = Rain(rain_setting, screen)
    rain_width = rain.rect.width
    rain.x = rain_width + 2 * rain_width * rain_number
    rain.rect.x = rain.x
    rains.add(rain)
class Visualization(object):
    def __init__(self, width=64, height=64):
        self.width = width
        self.height = height
        self.frame = 0
        self.starttime = time.time()

        self.im = Image.new("RGBA", (width,height), "black")
        self.im_draw = ImageDraw.Draw(self.im)

        self.bg = Image.open("images/bg_normal_big.png")
        self.bgofs = 0

        self.font = ImageFont.truetype("fonts/spincycle.ttf", 18)
        self.font_sm = ImageFont.truetype("fonts/pf_tempesta_seven.ttf", 8)

        self.clouds = Cloud.create(20)
        self.weather = Weather()
        self.rain = Rain()
        self.conditions = ""

    def drawtime(self):
        now = datetime.datetime.now()
        t = now.strftime("%I:%M")
        size = self.im_draw.textsize(t, font=self.font)
        x = self.width / 2 - size[0] / 2
        self.im_draw.text((x,0), t, (16,16,16) ,font=self.font)

    def updateweather(self):

        self.weather.update()

        clouds = int(self.weather.cover * 20)

        if (self.weather.wind == 0):
            cloudspeed = 0
        elif (self.weather.windbearing <= 90 or self.weather.windbearing >= 270):
            cloudspeed = float(self.weather.wind)/-30.0
        else:
            cloudspeed = float(self.weather.wind)/30.0
        
        for i in xrange(clouds,20):
            if self.clouds[i].active:
                self.clouds[i].deactivate()

        for i in xrange(clouds):
            self.clouds[i].activate(cloudspeed)

        if (self.weather.conditions == 'snow' or self.weather.conditions == 'hail' or self.weather.conditions == 'sleet'):
            self.bg = Image.open('images/bg_icy_normal.png')
        elif (time.time() > self.weather.sunset + 1800 and time.time() < self.weather.sunrise):
            self.bg = Image.open('images/bg_night.png')
        elif (self.weather.cover > 0.75):
            self.bg = Image.open('images/bg_dark.png')
        elif (time.time() >= self.weather.sunset and time.time() <= self.weather.sunset + 1800):
            self.bg = Image.open('images/bg_sunset_big.png')
        elif (time.time() >= self.weather.sunrise and time.time() <= self.weather.sunrise + 1800):
            self.bg = Image.open('images/bg_sunset_big.png')
        else:
            self.bg = Image.open('images/bg_normal_big.png')

    def drawweather(self):
        cond = self.weather.conditions
        if (cond == "rain" or cond == "hail" or 
            cond == "thunderstorm" or cond == "snow" or
            cond == "sleet"):
                self.rain.move()
                self.rain.paint(self.im_draw, (225,225,225) if (cond =="snow" or cond == "sleet") else (96,96,200))

        for i in xrange(20):
            self.clouds[i].move()
            self.clouds[i].paint(self.im)
    
        self.im_draw.text((17,53), "{0}".format(int(float(self.weather.temp))), (0,0,0) ,font=self.font_sm)
        self.im_draw.point((30,57),(0,0,0))
        self.im_draw.point((31,58),(0,0,0))
        self.im_draw.point((30,59),(0,0,0))
        self.im_draw.point((29,58),(0,0,0))

        self.im_draw.text((33,53), "{0}".format(int(float(self.weather.rf))), (0,0,0) ,font=self.font_sm)
        self.im_draw.point((46,57),(0,0,0))
        self.im_draw.point((47,58),(0,0,0))
        self.im_draw.point((46,59),(0,0,0))
        self.im_draw.point((45,58),(0,0,0))

    def drawbg(self):
        if self.bg.size[0] > self.width:
            if self.frame % 30 == 0:
                self.bgofs = self.bgofs + 1

                if self.bgofs > self.bg.size[0]:
                    self.bgofs = 0

            self.im.paste(self.bg.crop((self.bgofs,0,self.width+self.bgofs,self.height)), (0,0,self.width,self.height))

            if self.bgofs > self.bg.size[0]-self.width:
                o = self.width-(self.bg.size[0]-self.bgofs)
                self.im.paste(self.bg.crop((0,0,o,self.height)), (self.width-o,0,self.width,self.height))

        else:
            self.im.paste(self.bg, (0,0,self.width,self.height))

    def fps(self):
        return self.frame/(time.time()-self.starttime)

    def draw(self):
        if self.frame % 1800 == 0:
            self.updateweather()

        self.drawbg()
        self.drawweather()
        self.drawtime()

        self.pixels = self.im.convert("RGB").tostring()
        self.frame = self.frame + 1
Esempio n. 33
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def rain_numbers(al_setting,screen):
	"""计算一行最多能容纳雨滴数"""
	rain = Rain(al_setting,screen)
	rain_numbers = int(al_setting.screen_width / (2 * rain.rect.width))
	return rain_numbers