Esempio n. 1
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 def get_laser_points(
     self,
     original_image: np.ndarray,
     image: np.ndarray,
     extreme_points: ExtremePoints,
 ) -> Tuple[Optional[np.ndarray], Optional[np.ndarray],
            Optional[np.ndarray], Optional[np.ndarray], ]:
     """
     Given the interesting region of an image, containing the wall and desk planes
     and the object, return the laser points in the three separate regions:
     one for the wall plane, one for the desk plane, one of the object.
     """
     height, width = image.shape[:2]
     ymin_wall = extreme_points.wall.top_left.y
     ymax_wall = extreme_points.wall.bottom_right.y
     ymin_desk = extreme_points.desk.top_left.y
     xmin = extreme_points.desk.top_left.x
     laser_desk = self.get_laser_points_in_region(
         image=image,
         region=Rectangle(
             top_left=Point(0, ymin_desk - ymin_wall),
             bottom_right=Point(width, height),
         ),
     )
     if laser_desk is not None:
         laser_wall = self.get_laser_points_in_region(
             image=image,
             region=Rectangle(
                 top_left=Point(0, 0),
                 bottom_right=Point(width, ymax_wall - ymin_wall),
             ),
         )
         if laser_wall is not None:
             laser_obj = self.get_laser_points_in_region(
                 image=image,
                 region=Rectangle(
                     top_left=Point(0, ymax_wall - ymin_wall),
                     bottom_right=Point(width, ymin_desk - ymin_wall),
                 ),
                 is_obj=True,
             )
             if laser_obj is not None:
                 laser_desk = self.offset_points(points=laser_desk,
                                                 offset=Point(
                                                     xmin, ymin_desk))
                 laser_wall = self.offset_points(points=laser_wall,
                                                 offset=Point(
                                                     xmin, ymin_wall))
                 laser_obj = self.remove_obj_outliers(laser_obj)
                 if laser_obj is not None:
                     laser_obj = self.offset_points(points=laser_obj,
                                                    offset=Point(
                                                        xmin, ymax_wall))
                     obj_colors = self.get_colors(original_image, laser_obj)
                     return laser_wall, laser_desk, laser_obj, obj_colors
     return None, None, None, None
Esempio n. 2
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    def __init__(self, points, color, *groups):
        super().__init__()

        self.dirty = 2
        self._layer = constants.LAYER_GROUND
        self.add(*groups)

        self.points = points
        self.origin = Point(min([p.x for p in points]),
                            min([p.y for p in points]))

        self.width = max([p.x for p in points]) - self.origin.x
        self.height = max([p.y for p in points]) - self.origin.y
        self.color = color

        self.image = PyGameSurface((
            self.width,
            self.height,
        ))
        self.image.set_colorkey(colors.BLACK)

        self.rect = Rect(self.origin.x, self.origin.y, self.width, self.height)

        self.update()

        # Make sure we don't try to make a mask from a 1-D image.
        if self.width * self.height == 0:
            raise ValueError()

        self.mask = mask.from_surface(self.image)
Esempio n. 3
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    def __init__(self, point, funds=0, *groups):
        super().__init__()

        self.funds = funds
        self.points = [point]
        self._layer = constants.LAYER_BALL
        self.add(*groups)

        self._velocity = math.Vector2(0, 0)

        self.logical_position = Point(point.x - self.RADIUS,
                                      point.y - self.RADIUS)

        self.rect.x = self.logical_position.x
        self.rect.y = self.logical_position.y

        # This is a special collision mask we use for checks against surfaces.
        # It's a little bit smaller that then the sprite-based collision mask
        # to account for the fact that the ball is, in theory, spherical.
        self.surface_mask = create_rectangular_mask(self.rect.width,
                                                    self.rect.height, 5, 5, 10,
                                                    10)

        self.previous_positions = []
        self.previous_velocities = []
Esempio n. 4
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File: Wall.py Progetto: zbmott/golf
    def __init__(self, point1, point2, width=5, *groups):
        super().__init__()

        self.dirty = 2
        self._layer = constants.LAYER_WALL
        self.add(*groups)

        self.points = [point1, point2]
        self.width = width

        # This sprite's origin on the application's screen.
        # Necessary to draw the sprite correctly, as well as to calculate
        # collision rectangles correctly.
        self.origin = Point(min(point1.x, point2.x), min(point1.y, point2.y))

        self.point1 = point1 - self.origin
        self.point2 = point2 - self.origin

        v = math.Vector2(*(point2 - point1).as_2d_tuple())
        self.reflect_vector = math.Vector2(-1 * v.y, v.x)

        self.image = Surface((
            abs(point2.x - point1.x) + self.width,
            abs(point2.y - point1.y) + self.width
        ))
        self.image.set_colorkey(colors.BLACK)

        self.rect = self.image.get_rect()
        self.rect.x = self.origin.x
        self.rect.y = self.origin.y

        self.update()
        self.mask = mask.from_surface(self.image)
Esempio n. 5
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    def __init__(self,
                 name='untitled',
                 par=3,
                 origin=Point(50, 50),
                 width=1080,
                 height=900,
                 ball=None,
                 **labeled_groups):
        self.score = -1
        self.name = name
        self.par = par
        self.origin = origin
        self.width = width
        self.height = height

        self.image = Surface((width, height))

        self.rect = pygame.Rect(*origin.as_2d_tuple(), width, height)

        self.groups = {'all': LayeredDirty()}

        for label, group in labeled_groups.items():
            self.groups[label] = group
            self.groups['all'].add(*group.sprites())

        self.ball = GolfBall(ball, 0, self.groups['all']) if ball else None
Esempio n. 6
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 def get_extreme_points(self, wall_corners: np.ndarray,
                        desk_corners: np.ndarray) -> ExtremePoints:
     """
     Given the corners of the rectangles on the wall and on the desk,
     return the coordinates for a tight bounding box of the area
     between the two rectangles.
     """
     ymin_wall = int(np.min(wall_corners[:, :, 1]))
     ymax_wall = int(np.max(wall_corners[:, :, 1]))
     ymin_desk = int(np.min(desk_corners[:, :, 1]))
     ymax_desk = int(np.max(desk_corners[:, :, 1]))
     xmin = int(np.min(wall_corners[:, :, 0]))
     xmax = int(np.max(wall_corners[:, :, 0]))
     return ExtremePoints(
         wall=Rectangle(top_left=Point(xmin, ymin_wall),
                        bottom_right=Point(xmax, ymax_wall)),
         desk=Rectangle(top_left=Point(xmin, ymin_desk),
                        bottom_right=Point(xmax, ymax_desk)),
     )
Esempio n. 7
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    def _mouse_pos(self):
        """
        Return the current position of the mouse cursor relative to
        the canvas, snapped to a 10-pixel grid, and snapped to the
        x or y axis.
        """
        where = Point(*map(round_, pygame.mouse.get_pos())) - self.hole.origin

        if self.should_snap_to_x(*where.as_2d_tuple()):
            where.y = self.points[-1].y
        elif self.should_snap_to_y(*where.as_2d_tuple()):
            where.x = self.points[-1].x

        return where
Esempio n. 8
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    def save(self):
        tmpl = """
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    {hole.name!r},
    par={hole.par},
    origin={origin!r},
    ball={ball_pos!r},
    noncollidibles=LayeredDirty(),
    collidibles=LayeredDirty(
        {collidibles}
    )
)
"""
        ball = None
        for s in self.hole.groups['all'].sprites():
            if isinstance(s, GolfBall):
                ball = s
                break

        self.hole.groups['all'].remove(ball)

        with open('new_hole.py', 'w') as outfile:
            outfile.write(
                tmpl.format(
                    hole=self.hole,
                    origin=self.hole.origin,
                    ball_pos=Point(
                        int(ball.logical_position.x),
                        int(ball.logical_position.y),
                    ),
                    collidibles=(",\n" + 8 * ' ').join([
                        repr(s)
                        for s in self.hole.groups['collidibles'].sprites()
                        if not isinstance(s, GolfBall)
                    ])))

        pygame.quit()
        raise Quit()
Esempio n. 9
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    def _draw_pointer(self, ball, surface):
        """
        Draw a line that visualizes strike direction and power.
        """
        mouse_pos = Point(*mouse.get_pos())
        mouse_vec = math.Vector2(mouse_pos.x - ball.center.x - self.origin.x,
                                 mouse_pos.y - ball.center.y - self.origin.y)

        max_speed = constants.MAX_SPEED * constants.STRIKE_SCALE_FACTOR

        if mouse_vec.length_squared() > max_speed**2:
            mouse_vec.scale_to_length(max_speed)

        draw.line(surface, (0, 0, 255), (ball.center.x, ball.center.y),
                  (int(ball.center.x - mouse_vec.x),
                   int(ball.center.y - mouse_vec.y)), 3)

        power = int(mouse_vec.length() / max_speed * 100)
        font = pygame.font.Font(None, 20)

        surface.blit(
            font.render("{power!s}%".format(power=power), True, colors.WHITE),
            (ball.center.x + 10, ball.center.y + 10))
Esempio n. 10
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class ShapeDefinitions:
    Shapes = [((255, 0, 0), (Point(1, 0), Point(1, 1), Point(1,
                                                             2), Point(1, 3))),
              ((0, 255, 0), (Point(1, 0), Point(0, 1), Point(1,
                                                             1), Point(2, 1))),
              ((0, 0, 255), (Point(1, 0), Point(0, 1)))]
Esempio n. 11
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 def get_node_coordinate(self, point):
     return Point((self.x + point.x) * 20, (self.y + point.y) * 20)
Esempio n. 12
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File: Hole6.py Progetto: zbmott/golf
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole(
    'Hole #6',
    par=3,
    origin=Point(150, 100, 0),
    ball=Point(200, 630, 0),
    noncollidibles=LayeredDirty(
        Text(Point(88, 92), 'Par 3', font.Font(None, 30), colors.WHITE)),
    collidibles=LayeredDirty(
        Water([
            Point(150, 150, 0),
            Point(150, 550, 0),
            Point(550, 550, 0),
            Point(550, 150, 0)
        ]),
        Green([
            Point(150, 550, 0),
            Point(550, 550, 0),
            Point(550, 700, 0),
            Point(150, 700, 0)
        ]),
        Green([
            Point(150, 150, 0),
            Point(150, 50, 0),
Esempio n. 13
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 def center(self):
     return Point(int(self.logical_position.x + self.RADIUS),
                  int(self.logical_position.y + self.RADIUS))
Esempio n. 14
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole('Hole #12',
                par=5,
                origin=Point(80, 30, 0),
                ball=Point(440, 125, 0),
                noncollidibles=LayeredDirty(
                    Text(Point(530, 15), 'Par 5', font.Font(None, 30),
                         colors.WHITE), ),
                collidibles=LayeredDirty(
                    Green([
                        Point(50, 50, 0),
                        Point(500, 50, 0),
                        Point(500, 200, 0),
                        Point(100, 200, 0),
                        Point(100, 450, 0),
                        Point(50, 450, 0)
                    ]),
                    Slope([
                        Point(100, 200, 0),
                        Point(200, 200, 0),
                        Point(200, 450, 0),
                        Point(100, 450, 0)
                    ], Color(200, 0, 0, 255), Vector2(0.3, 0.0)),
                    Sand([
Esempio n. 15
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File: Pin.py Progetto: zbmott/golf
 def __repr__(self):
     return "Pin({p!r})".format(p=Point(self.rect.x, self.rect.y))
Esempio n. 16
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File: Hole7.py Progetto: zbmott/golf
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole(
    'Hole #7',
    par=4,
    origin=Point(50, 50, 0),
    ball=Point(255, 630, 0),
    noncollidibles=LayeredDirty(
        Text(Point(805, 70), 'Par 4', font.Font(None, 30), colors.WHITE)),
    collidibles=LayeredDirty(
        Green([
            Point(50, 500, 0),
            Point(450, 500, 0),
            Point(450, 700, 0),
            Point(50, 700, 0)
        ]),
        Slope([
            Point(200, 500, 0),
            Point(300, 500, 0),
            Point(300, 325, 0),
            Point(200, 325, 0)
        ], Color(125, 0, 0, 255), Vector2(0.0, -0.1)),
        Rough([
            Point(200, 325, 0),
            Point(200, 200, 0),
Esempio n. 17
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 def center_on(self, point):
     self.set_logical_pos(
         Point(point.x - self.RADIUS, point.y - self.RADIUS))
Esempio n. 18
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File: Hole8.py Progetto: zbmott/golf
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    'Hole #8',
    par=2,
    origin=Point(50, 50, 0),
    ball=Point(145, 520, 0),
    noncollidibles=LayeredDirty(
        Text(Point(708, 20), 'Par 2', font.Font(None, 30), colors.WHITE),
        Text(Point(925, 310), 'Is this lava?', font.Font(None, 24), colors.WHITE)
    ),
    collidibles=LayeredDirty(
        Green([Point(50, 50, 0), Point(50, 580, 0), Point(250, 580, 0), Point(250, 200, 0), Point(650, 200, 0), Point(650, 50, 0)]),
        Rough([Point(650, 50, 0), Point(800, 50, 0), Point(800, 200, 0), Point(650, 200, 0)]),
        Lava([Point(250, 580, 0), Point(250, 200, 0), Point(800, 200, 0), Point(800, 50, 0), Point(900, 50, 0), Point(900, 580, 0)]),
        Pin(Point(730, 125, 0)),
        Money(Point(225, 175)),
        Wall(Point(50, 50, 0), Point(900, 50, 0), 5),
        Wall(Point(900, 50, 0), Point(900, 580, 0), 5),
        Wall(Point(900, 580, 0), Point(50, 580, 0), 5),
        Wall(Point(50, 580, 0), Point(50, 50, 0), 5)
    )
)
Esempio n. 19
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    'Hole #11',
    par=3,
    origin=Point(75, 50, 0),
    ball=Point(180, 680, 0),
    noncollidibles=LayeredDirty(
        Text(Point(900, 75), 'Par 3', font.Font(None, 30), colors.WHITE),
    ),
    collidibles=LayeredDirty(
        Green([Point(130, 620, 0), Point(230, 620, 0), Point(230, 730, 0), Point(130, 730, 0)]),
        Rough([Point(230, 730, 0), Point(230, 680, 0), Point(350, 680, 0), Point(350, 730, 0)]),
        Slope([Point(230, 620, 0), Point(230, 540, 0), Point(350, 540, 0), Point(350, 620, 0)], Color(200, 0, 0, 255), Vector2(0.15, 0.4)),
        Green([Point(230, 620, 0), Point(230, 680, 0), Point(350, 680, 0), Point(350, 620, 0)]),
        Rough([Point(350, 460, 0), Point(470, 460, 0), Point(470, 730, 0), Point(350, 730, 0)]),
        Green([Point(470, 620, 0), Point(710, 620, 0), Point(710, 680, 0), Point(590, 680, 0), Point(590, 730, 0), Point(470, 730, 0)]),
        Green([Point(650, 620, 0), Point(650, 310, 0), Point(790, 310, 0), Point(790, 620, 0)]),
        Sand([Point(790, 620, 0), Point(790, 560, 0), Point(880, 560, 0), Point(880, 620, 0)]),
        Water([Point(790, 560, 0), Point(790, 450, 0), Point(880, 450, 0), Point(880, 560, 0)]),
        Sand([Point(790, 450, 0), Point(790, 310, 0), Point(880, 310, 0), Point(880, 450, 0)]),
        Slope([Point(470, 510, 0), Point(470, 390, 0), Point(650, 390, 0), Point(650, 510, 0)], Color(200, 0, 0, 255), Vector2(-0.2, -0.15)),
        Green([Point(470, 460, 0), Point(130, 460, 0), Point(130, 310, 0), Point(470, 310, 0)]),
Esempio n. 20
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File: Hole3.py Progetto: zbmott/golf
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    'Hole #3',
    par=3,
    origin=Point(50, 50, 0),
    ball=Point(253, 555, 0),
    noncollidibles=LayeredDirty(
        Text(Point(850, 183), 'Par 3', font.Font(None, 30), colors.WHITE)
    ),
    collidibles=LayeredDirty(
        Green([Point(180, 140, 0), Point(830, 140, 0), Point(830, 240, 0), Point(310, 240, 0), Point(310, 590, 0), Point(180, 590, 0)]),
        Rough([Point(310, 240, 0), Point(380, 240, 0), Point(380, 590, 0), Point(310, 590, 0)]),
        Sand([Point(380, 240, 0), Point(830, 240, 0), Point(830, 310, 0), Point(380, 310, 0)]),
        Pin(Point(780, 190, 0)),
        Money(Point(773, 265)),
        Wall(Point(180, 140, 0), Point(830, 140, 0), 5),
        Wall(Point(830, 140, 0), Point(830, 310, 0), 5),
        Wall(Point(830, 310, 0), Point(380, 310, 0), 5),
        Wall(Point(380, 310, 0), Point(380, 590, 0), 5),
        Wall(Point(380, 590, 0), Point(180, 590, 0), 5),
        Wall(Point(180, 590, 0), Point(180, 140, 0), 5)
    )
Esempio n. 21
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File: Pin.py Progetto: zbmott/golf
 def center(self):
     return Point(self.rect.x + self.rect.width // 2,
                  self.rect.y + self.rect.height // 2)
Esempio n. 22
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    'Hole #9',
    par=3,
    origin=Point(150, 50, 0),
    ball=Point(505, 450, 0),
    noncollidibles=LayeredDirty(
        Text(Point(590, 143), 'Par 3', font.Font(None, 30), colors.WHITE),
    ),
    collidibles=LayeredDirty(
        Green([Point(450, 100, 0), Point(560, 100, 0), Point(560, 200, 0), Point(450, 200, 0)]),
        Lava([Point(450, 200, 0), Point(440, 200, 0), Point(440, 90, 0), Point(450, 90, 0)]),
        Lava([Point(450, 100, 0), Point(450, 90, 0), Point(570, 90, 0), Point(570, 100, 0)]),
        Lava([Point(560, 100, 0), Point(560, 210, 0), Point(570, 210, 0), Point(570, 100, 0)]),
        Lava([Point(560, 210, 0), Point(440, 210, 0), Point(440, 200, 0), Point(560, 200, 0)]),
        Green([Point(440, 210, 0), Point(440, 510, 0), Point(570, 510, 0), Point(570, 210, 0)]),
        Slope([Point(570, 510, 0), Point(570, 360, 0), Point(620, 360, 0), Point(620, 510, 0)], Color(200, 0, 0, 255), Vector2(0.33, 0.0)),
        Green([Point(620, 360, 0), Point(750, 510, 0), Point(620, 510, 0)]),
        Slope([Point(620, 510, 0), Point(620, 560, 0), Point(750, 560, 0), Point(750, 510, 0)], Color(200, 0, 0, 255), Vector2(0.0, 0.4)),
        Green([Point(620, 560, 0), Point(620, 700, 0), Point(750, 560, 0)]),
        Slope([Point(620, 560, 0), Point(570, 560, 0), Point(570, 700, 0), Point(620, 700, 0)], Color(200, 0, 0, 255), Vector2(-0.5, 0.0)),
        Green([Point(340, 560, 0), Point(340, 620, 0), Point(570, 620, 0), Point(570, 560, 0)]),
Esempio n. 23
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole('Hole #10',
                par=2,
                origin=Point(50, 75, 0),
                ball=Point(485, 690, 0),
                noncollidibles=LayeredDirty(
                    Text(Point(810, 340), 'Par 2', font.Font(None, 30),
                         colors.WHITE), ),
                collidibles=LayeredDirty(
                    Rough([
                        Point(300, 430, 0),
                        Point(340, 430, 0),
                        Point(340, 470, 0),
                        Point(300, 470, 0)
                    ]),
                    Rough([
                        Point(630, 430, 0),
                        Point(670, 430, 0),
                        Point(670, 470, 0),
                        Point(630, 470, 0)
                    ]),
                    Slope([
                        Point(300, 430, 0),
                        Point(260, 390, 0),
Esempio n. 24
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole('Hole #2',
                par=2,
                origin=Point(50, 50, 0),
                ball=Point(390, 575, 0),
                noncollidibles=LayeredDirty(
                    Text(Point(670, 140), 'Par 2', font.Font(None, 30),
                         colors.WHITE)),
                collidibles=LayeredDirty(
                    Green([
                        Point(440, 210, 0),
                        Point(540, 210, 0),
                        Point(540, 510, 0),
                        Point(640, 510, 0),
                        Point(640, 630, 0),
                        Point(340, 630, 0),
                        Point(340, 510, 0),
                        Point(440, 510, 0)
                    ]),
                    Rough([
                        Point(440, 210, 0),
                        Point(340, 210, 0),
                        Point(340, 90, 0),
                        Point(640, 90, 0),
Esempio n. 25
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File: Hole1.py Progetto: zbmott/golf
from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole('Hole #1',
                par=1,
                origin=Point(50, 50, 0),
                ball=Point(535, 545, 0),
                noncollidibles=LayeredDirty(
                    Text(Point(515, 160), 'Par 1', font.Font(None, 30),
                         colors.WHITE), ),
                collidibles=LayeredDirty(
                    Green([
                        Point(360, 190, 0),
                        Point(700, 190, 0),
                        Point(700, 600, 0),
                        Point(360, 600, 0)
                    ]), Pin(Point(535, 260, 0)), Money(Point(529, 215)),
                    Wall(Point(360, 190, 0), Point(700, 190, 0), 5),
                    Wall(Point(700, 190, 0), Point(700, 600, 0), 5),
                    Wall(Point(700, 600, 0), Point(360, 600, 0), 5),
                    Wall(Point(360, 600, 0), Point(360, 190, 0), 5)))
Esempio n. 26
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point


Hole = BaseHole(
    'Hole #4',
    par=4,
    origin=Point(50, 100, 0),
    ball=Point(312, 580, 0),
    noncollidibles=LayeredDirty(
        Text(Point(900, 268), 'Par 4', font.Font(None, 30), colors.WHITE),
    ),
    collidibles=LayeredDirty(
        Green([Point(250, 600, 0), Point(250, 150, 0), Point(370, 150, 0), Point(370, 250, 0), Point(770, 250, 0), Point(770, 150, 0), Point(870, 150, 0), Point(870, 400, 0), Point(770, 400, 0), Point(770, 300, 0), Point(370, 300, 0), Point(370, 600, 0)]),
        Slope([Point(250, 150, 0), Point(250, 90, 0), Point(370, 90, 0), Point(370, 150, 0)], Color(100, 0, 0, 255), Vector2(0.0, -0.7)),
        Sand([Point(250, 90, 0), Point(250, 50, 0), Point(370, 50, 0), Point(370, 90, 0)]),
        Slope([Point(410, 250, 0), Point(410, 200, 0), Point(770, 200, 0), Point(770, 250, 0)], Color(100, 0, 0, 255), Vector2(-0.33, -0.6)),
        Slope([Point(410, 300, 0), Point(410, 360, 0), Point(770, 360, 0), Point(770, 300, 0)], Color(100, 0, 0, 255), Vector2(-0.33, 0.6)),
        Rough([Point(410, 200, 0), Point(410, 150, 0), Point(770, 150, 0), Point(770, 200, 0)]),
        Rough([Point(770, 400, 0), Point(410, 400, 0), Point(410, 360, 0), Point(770, 360, 0)]),
        Pin(Point(840, 275, 0)),
        Money(Point(305, 200)),
        Wall(Point(250, 50, 0), Point(370, 50, 0), 5),
        Wall(Point(370, 50, 0), Point(370, 250, 0), 5),
        Wall(Point(370, 250, 0), Point(410, 250, 0), 5),
Esempio n. 27
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole('Hole #5',
                par=4,
                origin=Point(50, 100, 0),
                ball=Point(490, 550, 0),
                noncollidibles=LayeredDirty(
                    Text(Point(670, 138), 'Par 4', font.Font(None, 30),
                         colors.WHITE), ),
                collidibles=LayeredDirty(
                    Green([
                        Point(440, 100, 0),
                        Point(540, 100, 0),
                        Point(540, 200, 0),
                        Point(440, 200, 0)
                    ]),
                    Slope([
                        Point(440, 100, 0),
                        Point(380, 50, 0),
                        Point(600, 50, 0),
                        Point(540, 100, 0)
                    ], Color(100, 0, 0, 255), Vector2(0.0, -0.4)),
                    Slope([
                        Point(600, 50, 0),
                        Point(540, 100, 0),
Esempio n. 28
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from pygame import Color, font
from pygame.math import Vector2
from pygame.sprite import LayeredDirty

from src.models import Hole as BaseHole
from src.sprites import *
from src.utils import colors, Point

Hole = BaseHole(
    'Hole #13',
    par=3,
    origin=Point(100, 0, 0),
    ball=Point(495, 315, 0),
    noncollidibles=LayeredDirty(
        Text(Point(775, 605), 'Par 3', font.Font(None, 30), colors.WHITE), ),
    collidibles=LayeredDirty(
        Green([
            Point(440, 260, 0),
            Point(540, 260, 0),
            Point(540, 360, 0),
            Point(440, 360, 0)
        ]),
        Slope([
            Point(440, 360, 0),
            Point(510, 360, 0),
            Point(510, 410, 0),
            Point(470, 410, 0),
            Point(470, 460, 0),
            Point(440, 460, 0)
        ], Color(200, 0, 0, 255), Vector2(0.5, 0.5)),
        Slope([