def __init__(self, caption=None, icon=None): super().__init__(caption, icon) self.snake = Snake() self.food = Food() self.food_consumed_sound = Sound("consumed.wav") self.death_sound = Sound("death.mp3") self.bg_sound = Sound("background.mp3") self.background = Background() self.play = False self.score = 0 self.game_over = False self.delay = 3 self.snake_die_time = None
def __init__(self): pygame.init() self.background_sound = Sound() pygame.key.set_repeat(50, 50) size = [SCREEN_WIDTH, SCREEN_HEIGHT] self.screen = pygame.display.set_mode(size) pygame.display.set_caption(TITLE) self.clock = pygame.time.Clock() self.font_name = pygame.font.match_font(FONT) self.running = True self.isover = False self.gameispaused = False self.levels = { 1: Level_01, 2: Level_02, 3: Level_03, 4: Level_04, 5: Level_05, 6: Level_06, 7: Level_07, 8: Level_08, 9: Level_09, 10: Level_10 } self.show_start_screen()
def func(state, index, locus): term = state[index] term_value = term.get_at(locus) new_value = None add_part = False # 1.1.54 ādeḥ parasya if adi: try: new_value = sthani.value + term_value[1:] except AttributeError: new_value = sthani + term_value[1:] elif isinstance(sthani, basestring): # 1.1.52 alo 'ntyasya # 1.1.55 anekālśit sarvasya if len(sthani) <= 1: new_value = term_value[:-1] + sthani else: new_value = sthani elif not hasattr(sthani, 'value'): # 1.1.50 sthāne 'ntaratamaḥ last = Sound(term.antya).closest(sthani) new_value = term_value[:-1] + last # 1.1.47 mid aco 'ntyāt paraḥ elif 'mit' in sthani.samjna: ac = Sounds('ac') for i, L in enumerate(reversed(term_value)): if L in ac: break new_value = term_value[:-i] + sthani.value + term_value[-i:] add_part = True # 1.1.46 ādyantau ṭakitau elif 'kit' in sthani.samjna: new_value = term_value + sthani.value add_part = True elif 'wit' in sthani.samjna: new_value = sthani.value + term_value add_part = True # 1.1.52 alo 'ntyasya # 1.1.53 ṅic ca elif len(sthani.value) == 1 or 'Nit' in sthani.samjna: new_value = term_value[:-1] + sthani.value # 1.1.55 anekālśit sarvasya elif 'S' in sthani.it or len(sthani.value) > 1: new_value = sthani.value if new_value is not None: new_term = term.set_at(locus, new_value) if add_part: new_term = new_term.add_part(sthani.raw) return state.swap(index, new_term) raise NotImplementedError(sthani)
def func(value): letters = list(value) for i, L in enumerate(letters): if L in target: letters[i] = Sound(L).closest(result) # 1.1.51 ur aṇ raparaḥ if L in 'fF' and letters[i] in Sounds('aR'): letters[i] += 'r' break return ''.join(letters)
def on_create(self): """Called when an object is created""" self.sound_player = Sound("FOREST") self.set_background() self.set_hero() self.set_blocks() self.set_enemies() self.set_coins() self.set_healing() self.set_checkpoints() self.set_spritegroups()
def __init__(self, parent, name='Anonymus'): Location.__init__(self, parent, background) pygame.key.set_repeat(10) pygame.mouse.set_visible(mouse_enabled) self.sound = Sound() self.doodle = Doodle(name) self.allsprites = pygame.sprite.Group() self.allsprites.add(self.doodle) for i in range(0, platform_count): self.allsprites.add(self.randomPlatform(False)) for platform in self.allsprites: if isinstance(platform, Platform) and platform.spring != None: self.allsprites.add(platform.spring) self.score = Score(50, 25, self.doodle.name, 45, (0, 0, 0)) self.allsprites.add(self.score) self.window.blit(self.background, (0, 0))
def samprasarana(value): rev_letters = list(reversed(value)) found = False for i, L in enumerate(rev_letters): # 1.1.45 ig yaNaH saMprasAraNAm # TODO: enforce short vowels automatically if L in Sounds('yaR'): rev_letters[i] = Sound(L).closest('ifxu') found = True break if not found: return value # 6.4.108 saMprasAraNAc ca try: L = rev_letters[i - 1] if L in Sounds('ac'): rev_letters[i - 1] = '' except IndexError: pass return ''.join(reversed(rev_letters))
def ac_sandhi(x, y): """Apply the rules of ac sandhi to `x` as followed by `y`. These rules are from 6.1. A rule is part of ac sandhi iff the first letter is a vowel. :param x: the first letter. :param y: the second letter. """ # 6.1.97 ato guNe if x == 'a' and y in Sounds('at eN'): x = '' # 6.1.101 akaH savarNe dIrghaH elif Sound(x).savarna(y): x = '' y = dirgha(y) # 6.1.77 iko yaN aci elif x in Sounds('ik') and y in Sounds('ac'): x = iko_yan_aci(x) # 6.1.78 eco 'yavAyAvaH elif x in Sounds('ec') and y in Sounds('ac'): converter = dict(zip('eEoO', 'ay Ay av Av'.split())) x = converter[x] elif x in 'aA' and y in Sounds('ic'): x = '' # 6.1.87 Ad guNaH # 6.1.88 vRddhir eci y = vrddhi(y) if y in Sounds('ec') else guna(y) return x, y
def load_sounds(self, score_cutoff=None, base_cost_cutoff=None): self.sounds = OrderedDict() sound_list = self.db.execute("SELECT * from sounds order by votes desc, name asc") for dbsound in sound_list: sound = Sound( name=dbsound["name"], file_name=dbsound["path"], votes=dbsound["votes"], cost=dbsound["cost"], base_cost=dbsound["base_cost"], downvotes=dbsound["downvotes"], date_added=dt.datetime.fromtimestamp(dbsound["date_added"]), sound_player=self.sound_player, ) if score_cutoff and sound.get_score() < score_cutoff: continue if base_cost_cutoff and sound.base_cost > base_cost_cutoff: continue self.sounds[sound.name] = sound return self.sounds
def asiddha_helper(state): """Chapter 8.2 of the Ashtadhyayi starts the 'asiddha' section of the text: 8.2.1 pUrvatrAsiddham The asiddha section lasts until the end of the text, and for that reason, it is often called the tripAdI ("having three pAdas"). The rules in the tripAdI are treated as not having taken effect ('asiddha') as far as the prior rules are concerned. This is an abstract notion, but practically it means that these are the last rules we apply in a derivation. :param state: """ had_rs = False editor = SoundEditor(state) for c in editor: p = c.prev n = c.next n2 = n.next w, x, y, z = (p.value, c.value, n.value, n2.value) # 8.2.29 skoH saMyogAdyor ante ca # TODO: pada end if x in 'sk' and y in Sounds('hal') and z in Sounds('Jal'): x = '_' if y in Sounds('Jal'): # 8.2.30 coH kuH cu = Sounds('cu') if x in cu and y in Sounds('Jal') and y not in cu: x = Sound(x).closest(Sounds('ku')) # 8.2.31 ho DhaH elif x == 'h': x = 'Q' # 8.2.36 vrazca-bhrasja-sRja-mRja-yaja-rAja-bhrAjacCazAM SaH roots = {'vraSc', 'Brasj', 'sfj', 'mfj', 'yaj', 'rAj', 'BrAj'} if c.last and (c.term.value in roots or c.term.antya in 'SC'): x = 'z' # 8.2.40 (TODO: not dhA) if w in Sounds('Jaz') and x in 'tT': x = 'D' elif x == 'D' and y in 'tT': continue # 8.2.41 SaDhoH kaH si elif x in 'zQ' and y == 's': x = 'k' # 8.2.41 SaDhoH kaH si if x in 'zQ' and y == 's': x = 'k' # 8.3.23 mo 'nusvAraH # elif x == 'm' and y in Sounds('hal'): # x = 'M' # 8.3.24 naz cApadAntasya jhali elif x in 'mn' and y in Sounds('Jal'): x = 'M' # 8.3.59 AdezapratyayayoH if w in Sounds('iN ku'): if not c.last and x == 's' and (c.term.raw[0] == 'z' or 'pratyaya' in c.term.samjna): x = 'z' # 8.3.78 iNaH SIdhvaMluGliTAM dho 'GgAt # 8.3.79 vibhASeTaH # TODO: SIdhvam, luG if (x == 'D' and w in Pratyahara('iR', second_R=True) and c.first # not triggered by iT and 'li~w' in c.term.lakshana): x = 'Q' # 8.4.1 raSAbhyAM no NaH samAnapade # 8.4.2 aTkupvAGnuMvyavAye 'pi # According to commentary, 8.4.1 also applies to 'f' and 'F'. # TODO: AG, num if x in 'rzfF': had_rs = True elif x == 'n' and had_rs and p.term.value != 'kzuB': x = 'R' had_rs = False elif x not in Sounds('aw ku pu'): had_rs = False stu = Sounds('s tu') if x in stu: # 8.4.40 stoH zcunA zcuH # 8.4.44 zAt (na) scu = Sounds('S cu') if w == 'S': pass elif w in scu or y in scu: x = Sound(x).closest(scu) # 8.4.41 STunA STuH zwu = Sounds('z wu') if w in zwu or y in zwu: x = Sound(x).closest(zwu) if x in Sounds('Jal'): x_ = x # 8.4.53 jhalAM jaz jhazi if y in Sounds('JaS'): x = Sound(x_).closest(Sounds('jaS')) # 8.4.54 abhyAse car ca if 'abhyasa' in c.term.samjna and c.first: x = Sound(x_).closest(Sounds('car jaS')) # 8.4.55 khari ca if y in Sounds('Kar'): x = Sound(x_).closest(Sounds('car')) # 8.4.58 anusvArasya yayi parasavarNaH if x == 'M' and y in Sounds('yay'): x = Sound(x).closest(Sound(y).savarna_set) c.value = x if x != '_' else '' yield editor.join()
def __init__(self): pygame.init() self.__GameModel = GameModel(self) self.__GameView = GameView(self, self.__GameModel) self.__sounds = Sound()