Esempio n. 1
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def draw():
	if settings.drawbackground:
		background.draw()
	else:
		window.screen.fill((0, 60, 0))
	for obj in todraw:
		obj.draw()

	if "cursor" in control:
		image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6,
			angle = pygame.time.get_ticks() * 0.15)
	if "qtarget" in control:
		X, y = control["qtarget"]
		image.worlddraw("qtarget", X, y, 1,
			angle = -pygame.time.get_ticks() * 0.15)
	dialog.draw()
	hud.draw()
	hud.drawstats()
	state.you.drawhud()
	dy = state.you.y - state.Rcore
	if dy < 36:
		alpha = pygame.time.get_ticks() * 0.001 % 1
		ptext.draw("Warning: Approaching data horizon", midtop = F(854/2, 100), color = "#FF7777",
			owidth = 1, fontsize = F(36), fontname = "NovaSquare", alpha = alpha)
	background.drawwash()
Esempio n. 2
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def draw():
	if settings.drawbackground:
		background.draw()
	else:
		window.screen.fill((0, 60, 0))
	for obj in todraw:
		obj.draw()
	regenerating = isinstance(state.you, thing.SlowTeleport)

	if "cursor" in control:
		image.worlddraw("cursor", control["cursor"].X, control["cursor"].y, 1.6,
			angle = pygame.time.get_ticks() * 0.15)
	if "qtarget" in control:
		X, y = control["qtarget"]
		image.worlddraw("qtarget", X, y, 1,
			angle = -pygame.time.get_ticks() * 0.15)
	dialog.draw()
	hud.draw()
	if regenerating:
		hud.drawnotice("Emergency transmitter activated")
	else:
		hud.drawstats()
		state.you.drawhud()
		dy = state.you.y - state.Rcore
		if dy < 36:
			hud.drawnotice("Warning: Approaching data horizon")
	background.drawwash()
Esempio n. 3
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def draw():
    if settings.drawbackground:
        background.draw()
    else:
        window.screen.fill((0, 60, 0))
    for obj in todraw:
        obj.draw()
    regenerating = isinstance(state.you, thing.SlowTeleport)

    if "cursor" in control:
        image.worlddraw("cursor",
                        control["cursor"].X,
                        control["cursor"].y,
                        1.6,
                        angle=pygame.time.get_ticks() * 0.15)
    if "qtarget" in control:
        X, y = control["qtarget"]
        image.worlddraw("qtarget",
                        X,
                        y,
                        1,
                        angle=-pygame.time.get_ticks() * 0.15)
    dialog.draw()
    hud.draw()
    if regenerating:
        hud.drawnotice("Emergency transmitter activated")
    else:
        hud.drawstats()
        state.you.drawhud()
        dy = state.you.y - state.Rcore
        if dy < 36:
            hud.drawnotice("Warning: Approaching data horizon")
    background.drawwash()
Esempio n. 4
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def drawscene():
	class camera:
		R = window.sy / 54 * math.clamp(3 * (tplay - 6), 0.3 + 0.015 * tplay, 5)
		y0 = 0
		X0 = tplay * 0.1
	background.draw(factor = min(settings.backgroundfactor, 8), camera = camera, hradius = -1)
	background.drawwash()
Esempio n. 5
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def draw():
    window.screen.fill((0, 0, 0))
    if t < 1.5:
        background.drawstars()
        surf = window.screen.copy().convert_alpha()
        surf.fill((0, 0, 0, int(255 * t / 1.5)))
        window.screen.blit(surf, (0, 0))
    else:

        class camera:
            y0 = window.camera.y0 * state.R / R
            X0 = 0
            R = window.camera.R * 10

        background.draw(camera=camera, hradius=6)

    if t < 5:
        for ship in state.ships:
            ship.draw()
    px, py = window.screenpos(0, 0)
    #	r = int(window.camera.R * R)
    #	if py - r < window.sy:
    #		pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r)
    dialog.draw()
    drawtitle()
Esempio n. 6
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def drawscene():
    window.screen.fill((20, 0, 0))
    R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0
    window.camera.R = window.sy / 54 * math.clamp(3 * (tplay - 4), 0.3, 2)
    window.camera.y0 = random.uniform(-1, 1)
    window.camera.X0 = tplay * 0.1
    background.draw(factor=8)
    window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0
    background.drawwash()
Esempio n. 7
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def drawscene():
	window.screen.fill((20, 0, 0))
	R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0
	window.camera.R = window.sy / 54 * math.clamp(3 * (tplay - 4), 0.3, 2)
	window.camera.y0 = random.uniform(-1, 1)
	window.camera.X0 = tplay * 0.1
	background.draw(factor = 8)
	window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0
	background.drawwash()
Esempio n. 8
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def drawscene():
    class camera:
        R = window.sy / 54 * math.clamp(3 *
                                        (tplay - 6), 0.3 + 0.015 * tplay, 5)
        y0 = 0
        X0 = tplay * 0.1

    background.draw(factor=min(settings.backgroundfactor, 8),
                    camera=camera,
                    hradius=-1)
    background.drawwash()
Esempio n. 9
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def draw():
	window.screen.fill((0, 0, 0))
	background.draw(hradius = 6)

	a1 = math.clamp((t - 3.5) / 2, 0, 1)
	a2 = math.clamp((t - 10) / 2, 0, 1)
	ptext.draw(settings.gamename, fontsize = F(70), center = F(427, 140),
		owidth = 2, color = "#44FF77", gcolor = "#AAFFCC", alpha = a1, fontname = "Audiowide")
	ptext.draw("Thank you for playing", fontsize = F(26), midtop = F(427, 180),
		owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide")

	background.drawwash()
Esempio n. 10
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def draw():
	window.screen.fill((255, 255, 255))
	R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0
	window.camera.R = window.sy / 48 * (1 + tplay / 10)
	window.camera.y0 = state.Rcore - 5
	window.camera.X0 = tplay * 0.1
	background.draw(factor = 8)
	window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0
	if state.you.alive:
		state.you.draw()
	for effect in state.effects:
		effect.draw()
	background.drawwash()
Esempio n. 11
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def draw():
    window.screen.fill((255, 255, 255))
    R, X0, y0 = window.camera.R, window.camera.X0, window.camera.y0
    window.camera.R = window.sy / 48 * (1 + tplay / 10)
    window.camera.y0 = state.Rcore - 5
    window.camera.X0 = tplay * 0.1
    background.draw(factor=8)
    window.camera.R, window.camera.X0, window.camera.y0 = R, X0, y0
    if state.you.alive:
        state.you.draw()
    for effect in state.effects:
        effect.draw()
    background.drawwash()
Esempio n. 12
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def draw():
	window.screen.fill((255, 255, 255))
	class camera:
		R = window.sy / 48 * (1 + tplay / 10)
		y0 = state.Rcore - 5
		X0 = tplay * 0.1
	background.draw(factor = min(settings.backgroundfactor, 8), camera = camera, hradius = -1)
	background.drawwash()
	if state.you.alive:
		state.you.draw()
	for effect in state.effects:
		effect.draw()
	background.drawwash()
Esempio n. 13
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def draw():
    if playing:
        drawscene()
        return

    background.draw()
    for obj in todraw:
        obj.draw()

    dialog.draw()
    hud.draw()
    hud.drawstats()
    state.you.drawhud()
    background.drawwash()
Esempio n. 14
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def draw():
	window.screen.fill((0, 0, 0))
	background.draw()

	a1 = math.clamp((t - 4) / 2, 0, 1)
	a2 = math.clamp((t - 5.5) / 2, 0, 1)
	a3 = math.clamp((t - 6.5) / 2, 0, 1)
	a4 = math.clamp((t - 8) / 2, 0, 1)
	ptext.draw(settings.gamename, fontsize = F(70), center = F(427, 140),
		owidth = 2, color = "#44FF77", gcolor = "#AAFFCC", alpha = a1, fontname = "Audiowide")
#	ptext.draw("by Christopher Night", fontsize = F(26), midtop = F(427, 180),
#		owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide")

	background.drawwash()
Esempio n. 15
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def draw():
	if playing:
		drawscene()
		return

	background.draw()
	for obj in todraw:
		obj.draw()

	dialog.draw()
	hud.draw()
	hud.drawstats()
	state.you.drawhud()
	background.drawwash()
Esempio n. 16
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 def __init__(self, x1, x2, y1, y2, color):
     self.x1 = x1
     self.x2 = x2
     self.y1 = y1
     self.y2 = y2
     self.color = color
     self.bullet = []
     self.screen = draw()
Esempio n. 17
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def draw():
    if playing:
        drawscene()
        return

    if settings.drawbackground:
        background.draw()
    else:
        window.screen.fill((0, 60, 0))
    for obj in todraw:
        obj.draw()

    dialog.draw()
    hud.draw()
    hud.drawstats()
    state.you.drawhud()
    background.drawwash()
Esempio n. 18
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def draw():
    window.screen.fill((255, 255, 255))

    class camera:
        R = window.sy / 48 * (1 + tplay / 10)
        y0 = state.Rcore - 5
        X0 = tplay * 0.1

    background.draw(factor=min(settings.backgroundfactor, 8),
                    camera=camera,
                    hradius=-1)
    background.drawwash()
    if state.you.alive:
        state.you.draw()
    for effect in state.effects:
        effect.draw()
    background.drawwash()
Esempio n. 19
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def draw():
	if playing:
		drawscene()
		return

	if settings.drawbackground:
		background.draw()
	else:
		window.screen.fill((0, 60, 0))
	for obj in todraw:
		obj.draw()

	dialog.draw()
	hud.draw()
	hud.drawstats()
	state.you.drawhud()
	background.drawwash()
Esempio n. 20
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def draw():
    window.screen.fill((0, 0, 0))
    background.draw()

    a1 = math.clamp((t - 4) / 2, 0, 1)
    a2 = math.clamp((t - 5.5) / 2, 0, 1)
    a3 = math.clamp((t - 6.5) / 2, 0, 1)
    a4 = math.clamp((t - 8) / 2, 0, 1)
    ptext.draw(settings.gamename,
               fontsize=F(70),
               center=F(427, 140),
               owidth=2,
               color="#44FF77",
               gcolor="#AAFFCC",
               alpha=a1,
               fontname="Audiowide")
    #	ptext.draw("by Christopher Night", fontsize = F(26), midtop = F(427, 180),
    #		owidth = 2, color = "#7777FF", gcolor = "#AAAAFF", alpha = a2, fontname = "Audiowide")

    background.drawwash()
Esempio n. 21
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def draw():
	window.screen.fill((0, 0, 0))
	if t < 1.5:
		background.drawstars()
		surf = window.screen.copy().convert_alpha()
		surf.fill((0, 0, 0, int(255 * t / 1.5)))
		window.screen.blit(surf, (0, 0))
	else:
		window.camera.y0 /= R / state.R
		window.camera.R *= 2.5
		background.draw()
		window.camera.y0 *= R / state.R
		window.camera.R /= 2.5

	if t < 5:
		for ship in state.ships:
			ship.draw()
	px, py = window.screenpos(0, 0)
#	r = int(window.camera.R * R)
#	if py - r < window.sy:
#		pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r)
	dialog.draw()
	drawtitle()
Esempio n. 22
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def draw():
	window.screen.fill((0, 0, 0))
	if t < 1.5:
		background.drawstars()
		surf = window.screen.copy().convert_alpha()
		surf.fill((0, 0, 0, int(255 * t / 1.5)))
		window.screen.blit(surf, (0, 0))
	else:
		class camera:
			y0 = window.camera.y0 * state.R / R
			X0 = 0
			R = window.camera.R * 10
		background.draw(camera = camera, hradius = 6)

	if t < 5:
		for ship in state.ships:
			ship.draw()
	px, py = window.screenpos(0, 0)
#	r = int(window.camera.R * R)
#	if py - r < window.sy:
#		pygame.draw.circle(window.screen, (0, 40, 20), (px, py), r)
	dialog.draw()
	drawtitle()
Esempio n. 23
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	def __init__(self, x, y, derection, go, xbool, ybool, down):
		self.x = x # Vi tri main
		self.y = y
		self.colors = colors()

		self.derection = derection # Huong di
		self.go = go
		self.drop = False
		self.pause = False  # Di xuong bac thang
		self.down = down	# Di xuong
		self.drump = False
		# self.angle = 0

		self.key = key()
		self.screen = draw()
		self.stone = stone()
		self.img_1 = pygame.image.load("./img/background/2.jpg")
		self.background = pygame.transform.scale(self.img_1, (1280,720))


		self.x1 = 285  		# Vi tri hon da roi
		self.y1 = 0
		self.over_1 = False

		self.x_stone4 = 450 		# Vi tri thanh ngang
		self.y_stone4 = 300
		self.derection_stone4 = 1 # Huong di thanh ngang
		self.x_stone5 = 20
		self.y_stone5 = 600

		self.countdown = 30
		self.xbool = xbool # Trang thai quay cua main
		self.ybool = ybool

		self.effect_1 = bullet(500,580,455,520, self.colors.white)
		self.unkey = False

		self.angle_rope2 = 0 # Goc quay cua cua thang
		self.down_1 = False
		self.down_2 = False
		self.down_3 = False
		self.down_4 = False
		self.ok_4 = False   # Kiem tra leo du 4 bac chua
		self.die_rope2 = 0
		self.countdown_rope2 = 40

		self.mainer = 0

		self.win = False
Esempio n. 24
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def draw():
    if settings.drawbackground:
        background.draw()
    else:
        window.screen.fill((0, 60, 0))
    for obj in todraw:
        obj.draw()

    if "cursor" in control:
        image.worlddraw("cursor",
                        control["cursor"].X,
                        control["cursor"].y,
                        1.6,
                        angle=pygame.time.get_ticks() * 0.15)
    if "qtarget" in control:
        X, y = control["qtarget"]
        image.worlddraw("qtarget",
                        X,
                        y,
                        1,
                        angle=-pygame.time.get_ticks() * 0.15)
    dialog.draw()
    hud.draw()
    hud.drawstats()
    state.you.drawhud()
    dy = state.you.y - state.Rcore
    if dy < 36:
        alpha = pygame.time.get_ticks() * 0.001 % 1
        ptext.draw("Warning: Approaching data horizon",
                   midtop=F(854 / 2, 100),
                   color="#FF7777",
                   owidth=1,
                   fontsize=F(36),
                   fontname="NovaSquare",
                   alpha=alpha)
    background.drawwash()
Esempio n. 25
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    def __init__(self, drump, x, y, derection, go, mainer, down):
        self.x = x  # Vi tri main
        self.y = y  # Vi tri main
        self.derection = derection  # Huong di
        self.drump = drump  # Trang thai nhay
        self.step = 4
        self.upmax = False  # da cham max chua
        self.go = go
        self.queueUp = 0  # Vi tri nhay
        self.drop = False  # trang thai Drop
        self.down = down
        # self.pause = False

        self.xbool = False
        self.ybool = False
        self.angle = 5
        self.mainer = mainer

        self.ground1 = ground_1(x, y, derection, go, self.xbool, self.ybool,
                                self.down)
        self.screen = draw()
Esempio n. 26
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import math
import random
import time
import os

from src.colors import colors
from src.tele_main import tele_main
from src.background import draw
from src.background import stone
from src.ground_1 import ground_1

pygame.init()

pygame.display.set_caption("Yolo_pp!")

screen = draw()
stone = stone()
color = colors()

pygame.display.set_icon(screen.icon)


def Add_actor():  # list actor
    global img, actor
    img = []
    path = "./img/mainer"
    FJoin = os.path.join
    files = [FJoin(path, f) for f in os.listdir(os.path.expanduser(path))]
    for i in range(len(files)):
        img.append(pygame.image.load(files[i]))
    actor = []
Esempio n. 27
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from pygame.locals import *
sys.path.insert(1, sys.path[0] + "/..")
from src import background, window, settings, state

math.tau = 2 * math.pi

window.init()

class camera:
	X0 = 0
	y0 = 100
	R = 2

camera.y0 = state.R
clock = pygame.time.Clock()
playing = True
while playing:
	dt = clock.tick(60) * 0.001
	background.think(dt)
	background.flow(10 * dt)
	for event in pygame.event.get():
		if event.type == KEYDOWN and event.key == K_ESCAPE:
			playing = False
	k = pygame.key.get_pressed()
	camera.X0 += 2 * dt * (k[K_RIGHT] - k[K_LEFT])
	camera.y0 += 100 * dt * (k[K_UP] - k[K_DOWN])

	background.draw(factor = 12, camera = camera)
	pygame.display.flip()

Esempio n. 28
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sys.path.insert(1, sys.path[0] + "/..")
from src import background, window, settings, state

math.tau = 2 * math.pi

window.init()


class camera:
    X0 = 0
    y0 = 100
    R = 2


camera.y0 = state.R
clock = pygame.time.Clock()
playing = True
while playing:
    dt = clock.tick(60) * 0.001
    background.think(dt)
    background.flow(10 * dt)
    for event in pygame.event.get():
        if event.type == KEYDOWN and event.key == K_ESCAPE:
            playing = False
    k = pygame.key.get_pressed()
    camera.X0 += 2 * dt * (k[K_RIGHT] - k[K_LEFT])
    camera.y0 += 100 * dt * (k[K_UP] - k[K_DOWN])

    background.draw(factor=12, camera=camera)
    pygame.display.flip()