def offset(point): # para contar el puntaje de los puntitos que come el pacman "Return offset of point in tiles." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def offset(point): "Return offset of point in tiles." #utiliza un floor para poder tener un minimo! x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def offset(point): """ Return the offset of the point based on the tiles on the game board. """ x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def tap(x, y): x = floor(x, 50) y = floor(y, 50) if bombs[x, y]: end() return pairs = [(x, y)] while pairs: x, y = pairs.pop() stamp(x, y, counts[x, y]) display[x, y] = True if counts[x, y] != 0: break for i in (-50, 0, 50): for j in (-50, 0, 50): if i == j == 0: continue pair = x + i, y + j if display[pair]: continue if counts[pair] == 0: pairs.append(pair)
def tap(x, y): global a "Respond to screen click at `x` and `y` coordinates." x = floor(x, 50) y = floor(y, 50) a = a - 1 print("move:" + str(a)) if a == 0: print("gameover") sys.exit() if bombs[x, y]: end() return pairs = [(x, y)] while pairs: x, y = pairs.pop() stamp(x, y, counts[x, y]) shown[x, y] = True if counts[x, y] == 0: for i in (-50, 0, 50): for j in (-50, 0, 50): pair = x + i, y + j if not shown[pair]: pairs.append(pair)
def offset( point ): #Regresa la posición del tablero dadas las coordenadas del vector "Return offset of point in tiles." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def chao_da_celula(self, x, y): """ Dadas coordenadas do Turtle (x,y), retorna as coordenadas do início de uma célula. Por exemplo, na celula da origem com tamanho 20, a coordenada Turtle (10,10) representa o meio da célula. A chamada de função 'chao_da_celula(10, 10)' retorna as coordenadas de início dessa célula (0,0) Dica: para entender, veja o exemplo da função: 'uso_do_floor()'' """ chao_x = int(floor(x, self._tam_celula)) chao_y = int(floor(y, self._tam_celula)) return chao_x, chao_y
def offset(point): "Return offset of point in tiles." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def tap(x, y): x = floor(x, 100) y = floor(y, 100) mark = vector(x, y) for neighbor in neighbors: spot = mark + neighbor if spot in tiles and tiles[spot] is None: number = tiles[mark] tiles[spot] = number square(spot, number) tiles[mark] = None square(mark, None)
def tap(x, y): "Swap tile and empty square." x = floor(x, 100) y = floor(y, 100) mark = vector(x, y) for neighbor in neighbors: spot = mark + neighbor if spot in tiles and tiles[spot] is None: number = tiles[mark] tiles[spot] = number square(spot, number) # second times call tiles[mark] = None square(mark, None) # for emptying balti
def tap(x,y): x = floor(x, 200) y = floor(y, 200) tile = vector(x, y) index = len(guesses) if tile != pattern[index]: print("Wrong") correct=False guesses.append(tile) flash(tile) if len(guesses) == len(pattern): grow()
def tap(x, y): "Swap tile and empty square." x = floor(x, 100) y = floor(y, 100) sign = vector(x, y) for neighbor in neighbors: spot = sign + neighbor if spot in tile and tile[spot] is None: number = tile[sign] tile[spot] = number square(spot, number) tile[sign] = None square(sign, None)
def tap(x, y): # 사용자의 입력을 받았을 때의 동작을 설정하는 함수 "Swap tile and empty square." # 빈 정사각형과 타일을 바꾼다. x = floor(x, 100) y = floor(y, 100) mark = vector(x, y) for neighbor in neighbors: # 인접 타일 swap을 위한 for문 spot = mark + neighbor if spot in tiles and tiles[spot] is None: # 인접타일이 빈 정사각형일 때 swap number = tiles[mark] tiles[spot] = number square(spot, number) tiles[mark] = None square(mark, None)
def tap(x, y): #Troque a telha e o quadrado vazio print x print y x = floor(x, 100) y = floor(y, 100) mark = vector(x, y) print mark for neighbor in neighbors: spot = mark + neighbor if spot in tiles and tiles[spot] is None: number = tiles[mark] tiles[spot] = number square(spot, number) tiles[mark] = None square(mark, None)
def tap(x, y): onscreenclick(None) x = floor(x, 200) y = floor(y, 200) tile = vector(x, y) index = len(guesses) if tile != pattern[index]: exit() guesses.append(tile) flash(tile) if len(guesses) == len(pattern): grow() onscreenclick(tap)
def tap(x, y): "Respond to screen tap." onscreenclick(None) x = floor(x, 200) #reconising the x coordinate of typed position y = floor(y, 200) #reconising the y coordinate of typed position tile = vector(x, y) #storing the coordinates to tile vector index = len(guesses) #storing the length of the guesses list if tile != pattern[index]: #If the your guessed tile not matching the pattern then exit the game exit() guesses.append(tile) #storing your guess to the list flash(tile) #after tapping the respective tile will flash if len(guesses) == len(pattern): #calling grow function if both the list length will same grow() onscreenclick(tap)
def tap(x, y): "Respond to screen tap." onscreenclick(None) x = floor(x, 200) y = floor(y, 200) tile = vector(x, y) index = len(guesses) if tile != pattern[index]: exit() guesses.append(tile) flash(tile) if len(guesses) == len(pattern): grow() onscreenclick(tap)
def tap(x, y): "Respond to screen tap." #print("X: "+str(x)+" Y: "+str(y)) onscreenclick(None) x = floor(x, 200) y = floor(y, 200) tile = vector(x, y) index = len(guesses) if tile != pattern[index]: print("Wrong") #exit() guesses.append(tile) flash(tile) if len(guesses) == len(pattern): grow() print("I am in tap") onscreenclick(tap)
def tap(self, x, y): "Respond to screen tap." onscreenclick(None) x = floor(x, 200) y = floor(y, 200) tile = vector(x, y) index = len(self.guesses) if tile != self.pattern[index]: root = Tk() w = 500 # width for the Tk root h = 500 # height for the Tk root # get screen width and height ws = root.winfo_screenwidth() # width of the screen hs = root.winfo_screenheight() # height of the screen # calculate x and y coordinates for the Tk root window x = (ws / 2) - (w / 2) y = (hs / 2) - (h / 2) # set the dimensions of the screen # and where it is placed root.geometry('%dx%d+%d+%d' % (w, h, x, y)) root.title("Simon Says Test") global leng if leng < 4: Label(root, text="ID").place(x=250, y=250) else: Label(root, text="Not ID").place(x=250, y=250) Button(root, text="Next", command=exit).place(x=250, y=400) self.guesses.append(tile) self.flash(tile) if len(self.guesses) == len(self.pattern): self.grow() onscreenclick(self.tap)
def tap(x, y): "Respond to screen click at `x` and `y` coordinates." x = floor(x, 50) y = floor(y, 50) if bombs[x, y]: end() return pairs = [(x, y)] while pairs: x, y = pairs.pop() stamp(x, y, counts[x, y]) shown[x, y] = True if counts[x, y] == 0: for i in (-50, 0, 50): for j in (-50, 0, 50): pair = x + i, y + j if not shown[pair]: pairs.append(pair)
def tap(x: int, y: int): "Respond to screen click at `x` and `y` coordinates." x = floor(x, 50) y = floor(y, 50) if bombs[x, y]: end() return pairs = [(x, y)] while pairs: x, y = pairs.pop() stamp(x, y, counts[x, y]) shown[x, y] = True if counts[x, y] == 0: for i in (-50, 0, 50): for j in (-50, 0, 50): pair = x + i, y + j if not shown[pair]: pairs.append(pair)
def tap(x, y): "Swapping tile and empty square." x = floor(x, 100) y = floor(y, 100) mark = vector(x, y) #storing the passed values into marks for neighbor in neighbors: spot = mark + neighbor #finding the empty spot from neighours list. if spot in tiles and tiles[ spot] is None: #if the neighour of tile you pressed is empty then only we go for swapping number = tiles[ mark] #storing the tile mark number to the number variable tiles[ spot] = number #then we assign the number into the spot tile(empty tile) square( spot, number ) #calling square function for making square in spot position and fill the number tiles[ mark] = None #we assign the none into the mark tile(tile in which we tapped) square( mark, None ) #calling square function for making square in mark position and fill the number none
def offset(point): x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def delocamento(pontos): x = (floor(pontos.x, 20) + 200) / 20 y = (180 - floor(pontos.y, 20)) / 20 index = int(x + y * 20) return index
def offset(point): "Devuelve el desplazamiento del punto en mosaicos." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def tap(x, y): "Swap tile and empty square." global current_digit_number temp = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0] x = int(floor(x, 50)) y = int(floor(y, 50)) mark = vector(x, y) #print("tap", x, y) if (y >= 250 and y < 300 and x >= -250 and x < 250): # fill color to white update_number() current_digit_number = number[mark] current_digit_vector = mark square(mark, number[mark], 'black', 'yellow') number_change[(x, y)] = 1 #print("current digit number", current_digit_number) elif (y >= -250 and y < 200 and x >= -250 and x < 200): if checkIfUnchangedPos(mark): return initTilesChange() #print("tiles_change", tiles_change) tiles[mark] = current_digit_number #square(mark, tiles[mark], 'black', 'pink') #tiles_change[(x,y)] = [1,'black', 'pink'] copyList((x, y), [1, 'black', 'pink']) #print("tiles_change tap", tiles_change) i, j = vec2rowcol(mark) row = 'row' + str(j) col = 'col' + str(i) squ = 'square' + str(int(j / 3)) + str(int(i / 3)) for vec in block[row]: if (tiles[vec] == current_digit_number) and (tiles[vec] is not None): #square(vec, tiles[vec], 'red', 'pink') #tiles_change[(vec.x,vec.y)] = [1, 'red', 'pink'] copyList((vec.x, vec.y), [1, 'red', 'pink']) else: #square(vec, tiles[vec], 'black', 'pink') #"tiles_change[(vec.x,vec.y)] = [1, 'black', 'pink'] copyList((vec.x, vec.y), [1, 'black', 'pink']) if tiles[vec] is not None: temp[tiles[vec]] = 1 #print("tiles_change row", tiles_change) for vec in block[col]: if (tiles[vec] == current_digit_number) and (tiles[vec] is not None): #square(vec, tiles[vec], 'red', 'pink') #tiles_change[(vec.x,vec.y)] = [1,'red', 'pink'] copyList((vec.x, vec.y), [1, 'red', 'pink']) else: #square(vec, tiles[vec], 'black', 'pink') #tiles_change[(vec.x,vec.y)] = [1,'black', 'pink'] copyList((vec.x, vec.y), [1, 'black', 'pink']) if tiles[vec] is not None: temp[tiles[vec]] = 1 for vec in block[squ]: if (tiles[vec] == current_digit_number) and (tiles[vec] is not None): #tiles_change[(vec.x,vec.y)] = [1, 'red', 'pink'] copyList((vec.x, vec.y), [1, 'red', 'pink']) else: #tiles_change[(vec.x,vec.y)] = [1, 'black', 'pink'] copyList((vec.x, vec.y), [1, 'black', 'pink']) if tiles[vec] is not None: temp[tiles[vec]] = 1 update_tiles() for vec in number: if (number[vec] is not None) and temp[number[vec]] != 0: square(vec, number[vec], 'black', 'grey') number_change[(vec.x, vec.y)] = 1 else: initTilesChange() update_tiles()
def square(x, y): "Draw square using path at (x, y)." path.up() path.goto(x, y) path.down() path.begin_fill() for count in range(4): path.forward(20) path.left(90) path.end_fill() def offset(point): "Return offset of point in tiles." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index def valid(point): "Return True if point is valid in tiles." #Define walls and borders index = offset(point) if tiles[index] == 0: return False index = offset(point + 19) if tiles[index] == 0: return False
def offset(point): """Return tile index, from the grid cordinates""" x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def determine_board_pos(self, point): # static method for check_move x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 board_pos = int(x + y * 20) return board_pos
def get_offset(self, position): x = (floor(position.x, 20) + 200) / 20 y = (180 - floor(position.y, 20)) / 20 offset = int(x + y * 20) return offset
def offset(point): #Función para posicionar los puntos, pacman y fantasmas, ajustando sus coordenadas para que queden dentro del path "Return offset of point in tiles." x = (floor(point.x, 20) + 200) / 20 y = (180 - floor(point.y, 20)) / 20 index = int(x + y * 20) return index
def yemOlustur(konum): "Return offset of point in tiles." x = (floor(konum.x, 20) + 200) / 20 y = (180 - floor(konum.y, 20)) / 20 index = int(x + y * 20) return index