コード例 #1
0
def main():
    global s, snack
    #setting size of the frame
    frame = pygame.display.set_mode((width, width))
    #setting snake
    s = snake.Snake(con.red, (10, 10))
    snack = cube.Cube(generate_random_snack_pos(s), color=con.green)
    flag = True

    clock = pygame.time.Clock()

    while flag:
        #Чтобы движение происходило не очень быстро
        pygame.time.delay(50)
        #10fps
        clock.tick(10)
        events = s.move()
        get_new_snack()
        check_for_intersect()
        for event in events:
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    menu.start_menu(frame, clock, result=len(s.body))
        drawFrame(frame)
    pass
コード例 #2
0
def menu_cmd(message):
	try:

		menu.start_menu(message)
		# вызываем основное меню

		dbworker.set_state(message.chat.id, config.States.S_START.value)
		# пользователь получает статус для начала работы

	except:

		print(' === ' + ' ERROR IN menu_cmd' + ' === ' + str(message.chat.id))
コード例 #3
0
def main():
    while True:
        selection = menu.start_menu()
        game.check_selection(selection)
        time.sleep(0.5)
コード例 #4
0
def main():
    menu.start_menu()

    global private_key_name
    print("Please enter key name, or leave blank for the default (stephencoady)")
    private_key_name = input(" >>> ")
    if private_key_name == "":
        private_key_name = "stephencoady"

    decision = None

    # this while loop controls the "Main Menu"
    while decision != "0":
        menu.main_menu()
        decision = input("Please enter your choice >>> ")
        if decision == "1":
            new_instance()
        if decision == "2":
            print("Gathering information about your instances, please wait.")
            instance_choice = view_all_instances()

            global my_instances
            global instance
            if instance_choice != "x":
                submenu = None
                try:
                    instance = my_instances[int(instance_choice)]
                except Exception as e:
                    error = str(e)
                    print("Please choose an instance from the list!")
                    logger.status_log(error)
                    submenu = "0"

                # this while loop controls the "Instance Manager" menu
                while submenu != "0":
                    menu.instance_manager()
                    submenu = input("Please enter your choice >>> ")
                    if submenu == "1":
                        start_instance()
                    if submenu == "2":
                        stop_instance()
                    if submenu == "3":
                        terminate_instance()
                    if submenu == "4":
                        install_python()
                    if submenu == "6":
                        run_user_command()
                    if submenu == "5":

                        # This while loop cntrols the "Nginx Manager" menu
                        nginx_choice = None
                        while nginx_choice != "0":
                            menu.nginx_manager()
                            nginx_choice = input("Please enter your choice >>> ")
                            if nginx_choice == "1":
                                install_nginx()
                            if nginx_choice == "2":
                                copy_web_script()
                            if nginx_choice == "3":
                                run_nginx_check()
                            if nginx_choice == "4":
                                visit_website()
                            if nginx_choice == "5":
                                view_access_log()
                            if nginx_choice == "6":
                                view_error_log()

    print("\nExiting! Goodbye!")
コード例 #5
0
# MAIN PROGRAM
if __name__ == '__main__':

    # read configuration
    cfg = config.Config()

    # hide mouse cursor
    set_cursor('%s/etc/empty.cursor' % cfg.cwd)

    # initialize pygame
    pygame.init()
    pygame.display.set_mode((cfg.dimx, cfg.dimy))
    pygame.mouse.set_visible(0)
    pygame.event.set_allowed(None)
    pygame.event.set_allowed([KEYDOWN, QUIT, USEREVENT + 1])

    # launch start menu
    menu = menu.Menu(cfg)
    rv = menu.start_menu()

    # stop pygame
    pygame.quit()

    # Remote Control Quit request: perform a gracefull shutdown!
    if rv == 1 and cfg.shutdown:
        shutdown()
    else:
        # show cursor again
        set_cursor()
コード例 #6
0
def run():
    """This function run the project in a console"""

    links = ('c-link', 's-link', 'i-link', 't-link', 'p-link')  # default links
    default_csources = ["Change Audits", "Basic Nature", "Business Issues", "Mission & policies", "Technology"]

    # Create an array of change sources with user inputs or default values
    choice = start_menu()
    if choice == 1:
        csources = default_csources
    elif choice == 2:
        csources = []   # list to hold change sources
        while True:
            new_cs = input("Enter name of change source or -1 to exit: ")
            if new_cs == '-1':
                break
            csources.append(new_cs)     # add to our list of csources
    elif choice == 3:
        print("Exiting....")    # Exit program
        return

    # Set change sources to default if user did not specify any
    if not csources:
        print("No change sources exist. Using default change sources...")
        csources = default_csources

    print("Change source available are: ", csources)

    # Allows user to choice change source to create viewpoints under
    print("\nCreate a set of viewpoints for one of the above change source")
    r = int(input("Enter the index of the change source: "))
    csource = csources[r]
    print("You have chosen to create viewpoints under the '{}' change source".format(csource))

    # Create an array of viewpoints with inputs from the user and stops when user enters -1
    viewpoints = []     # list to hold viewpoints
    while True:
        v = input("Enter viewpoint or -1 to exit: ")
        if v == '-1':
            break
        viewpoints.append(v)    # add to viewpoint

    # Set viewpoints array to default if user failed to provide any
    if not viewpoints:
        print("No viewpoint created. Using default viewpoints...")
        viewpoints = ["Organisation & governance", "Business processes", "People", "Information (Asset)", "Technology"]

    print("\nCreating an empty change matrix with 2 rows and {} columns...".format(len(viewpoints)))
    cmatrix = create_cmatrix(len(viewpoints))   # create change matrix class object
    dgraph = create_dependency_graph()      # create dependency graph class object
    dtable = create_dependency_table()      # create dependency graph class object

    print("Change matrix created")
    print("An empty dependency graph has been created")
    print("An empty dependency table, created.")

    print("\nHere are your viewpoints ", viewpoints)
    print("\nHere is your change matrix")
    display(matrix=cmatrix.get_matrix())    # display cmatrix contents

    # Insert a series of nodes into row 0 and row 1 of the change matrix as structures and processes respectively
    print("\nCreate processes and structures")
    print("----------------------------------")
    print("\nEnter a node to create or -1 to exit.")
    while True:
        node = input("Enter node: ")
        if node == "-1":
            break
        try:
            r = int(input("Enter 0 for structure and 1 for process:  "))
            c = int(input("Enter the column index to store node in: "))
            cmatrix.add_node(node, r, c)        # add node to cmatrix
            new_node = cmatrix.get_matrix()[r][c]       # get new node from change matrix
            dgraph.insert_vertex(node)      # insert new node as a vertex in the dependency graph
            dtable.add_node(node)           # insert new node in the dependency table
        except (IndexError, ValueError) as exc:
            print(exc)

    print("\nHere is your updated change matrix")
    display(matrix=cmatrix.get_matrix())

    print("\n\nHere is your updated dependency table")
    dtable.display_table()

    print("\nHere is your updated dependency graph")
    for v in dgraph.vertices():
        print(v.element())

    # Todo: Establish differences between link types
    print("\nEnter postions of two nodes and their link")
    print("Available links are ", links)

    # Create a series of links between nodes on the change matrix
    new_link = True     # determines if user wants to create another link
    while new_link is True:
        try:
            # get nodes from user
            node1 = tuple(map(int, input("node 1 index (r c): ").split()))
            node2 = tuple(map(int, input("node 2 index (r c): ").split()))

            # store nodes in change matrix at appropriate locations
            node1 = cmatrix.get_data(*node1)
            node2 = cmatrix.get_data(*node2)

            link = input("Enter the link you wish to create: ")
            if (link in links) and (link == 'p-link'):
                # Todo: Ensure node1 is a process and node2 is a structure
                accept_link = True
            elif (link in links) and (link == 's-link'):
                # Todo: Ensure node1 is a structure and node2 is a process
                accept_link = True
            elif link in links:
                accept_link = True
            else:
                # Do not create links that are not available in our links array
                accept_link = False

            if accept_link:
                # Check if nodes exist in our dependency graph and assign them to node  1 and 2 respectively
                for v in dgraph.vertices():
                    if v.element() == node1:
                        node1 = v
                    elif v.element() == node2:
                        node2 = v
                # insert an edge into the graph along with the link between the vertices/nodes
                dgraph.insert_edge(node1, node2, link)
            else:
                print("link is not available")

            cont = input("Do you want to create another one (y or n): ")
            if cont.lower() != 'y':
                new_link = False
        except Exception as exc:
            print(exc)
        
    print("\nYour updated graph is: ")

    vertices = []       # holds the vertices/nodes of our dependency graph
    # Retrieves both endpoints from an edge along with its link (node1, node2, link)
    for e in dgraph.edges():
        e1, e2 = [v.element() for v in e.endpoints()]
        link = e.element()
        print(e1, e2, link)
        vertices.extend([e1, e2])

    # Display nodes that don't have links between them
    for v in dgraph.vertices():
        if v.element() not in vertices:
            print(v.element())
コード例 #7
0
if __name__ == '__main__':
    pygame.init()
    pygame.font.init()

    font_1 = pygame.font.Font(None, 75)
    font_2 = pygame.font.Font(None, 40)
    font_3 = pygame.font.Font(None, 35)

    screen = pygame.display.set_mode((1000, 700))
    pygame.display.set_caption('VLDTower')

    pygame.mixer.music.load('sounds/music.mp3')
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play(loops=-1)

    start_menu(screen)
    screen.fill((0, 0, 0))

    # генерация уровня
    lvl = load_level('level2.txt')
    generate_level(lvl, Tile)

    FPS = 60
    SPAWN_GROUP = pygame.USEREVENT + 1
    COUNT_TIME = pygame.USEREVENT + 2
    SPAWN_ENEMY = pygame.USEREVENT + 3

    player_money = 170
    money_image = load_image('money.jpg')
    money_image.set_colorkey((255, 255, 255))
    money_image = pygame.transform.scale(money_image, (100, 100))
コード例 #8
0
def start_map(gfx, text, choice, top_lf, btm_rt, size, objects, player):
    main_map = area = Map(size[0], size[1], objects)

    y_now, x_now = 0, 0

    forbidden = {}
    step_event = {}
    doors = {}
    triggers = {}
    for o in main_map.obj:
        if o.block:
            for y in range(o.start_y,
                           o.start_y + len(o.string_shown.split('\n'))):
                for x in range(o.start_x,
                               o.start_x + len(o.string_shown.split('\n')[0])):
                    if o.door and (y - o.start_y,
                                   x - o.start_x) == o.door['pos']:
                        doors[(y, x)] = (o.door['map'], o.door['exit'],
                                         o.door['transport'],
                                         (o.door['pos'][0] + o.start_y + 1,
                                          o.door['pos'][1] + o.start_x))
                    else:
                        forbidden[(y, x)] = o

                    if isinstance(o, Interactive) and o.detect:
                        is_x = o.detect[0] == 'x'
                        main_axis = eval("o.start_%s" % o.detect[0])
                        other_axis = eval("o.start_%s" % {
                            'x': 'y',
                            'y': 'x'
                        }[o.detect[0]])
                        for i in range(main_axis, main_axis + o.detect[1]):
                            triggers[(other_axis, i) if is_x else
                                     (i, other_axis)] = o
        elif isinstance(o, Interactive):
            for y in range(o.start_y,
                           o.start_y + len(o.string_shown.split('\n')) - 1):
                for x in range(o.start_x,
                               o.start_x + len(o.string_shown.split('\n')[0])):
                    step_event[(y, x)] = o
    main_map.pd.erase()
    for o in main_map.obj:
        for i, line in enumerate(o.string_shown.split('\n')):
            main_map.pd.addstr(o.start_y + i, o.start_x, line)
    main_map.pd.addstr(player.start_y, player.start_x, player.string_shown)
    main_map.pd.refresh(y_now, x_now, top_lf[0], top_lf[1], btm_rt[0],
                        btm_rt[1])

    def quit_game():
        global quitting
        quitting = True

    def check_trigger():
        if (player.start_y, player.start_x) in triggers:
            triggers[(player.start_y, player.start_x)]\
                .on_interacted_with(player, gfx, text, choice)
        elif (player.start_y, player.start_x) in step_event:
            step_event[(player.start_y, player.start_x)]\
                .on_interacted_with(player, gfx, text, choice)

    def refresh_map():
        main_map.pd.erase()
        for map_obj in main_map.obj:
            for line_num, line_content in enumerate(
                    map_obj.string_shown.split('\n')):
                main_map.pd.addstr(map_obj.start_y + line_num, map_obj.start_x,
                                   line_content)
        main_map.pd.addstr(player.start_y, player.start_x, player.string_shown)
        main_map.pd.refresh(y_now, x_now, top_lf[0], top_lf[1], btm_rt[0],
                            btm_rt[1])

    looking_at = None
    while True:
        refresh_map()
        gfx.refresh()
        ch = gfx.getch()
        if ch in (c.KEY_UP, 450):
            if y_now > 0 and (player.start_y - 1,
                              player.start_x) not in forbidden:
                y_now -= 1
                refresh_map()
                check_trigger()
            if player.start_y > 0:
                if (player.start_y - 1, player.start_x) in forbidden:
                    looking_at = forbidden[(player.start_y - 1,
                                            player.start_x)]
                else:
                    looking_at = None
                    player.start_y -= 1
        elif ch in (c.KEY_DOWN, 456):
            if default_player_pos[0] <= player.start_y < main_map.height - 2\
                    and (player.start_y + 1, player.start_x) not in forbidden:
                y_now += 1
                refresh_map()
                check_trigger()
            if player.start_y < main_map.height - 2:
                if (player.start_y + 1, player.start_x) in forbidden:
                    looking_at = forbidden[(player.start_y + 1,
                                            player.start_x)]
                else:
                    looking_at = None
                    player.start_y += 1
        elif ch in (c.KEY_LEFT, 452):
            if x_now > 0 and (player.start_y,
                              player.start_x - 1) not in forbidden:
                x_now -= 1
                refresh_map()
                check_trigger()
            if player.start_x > 0:
                if (player.start_y, player.start_x - 1) in forbidden:
                    looking_at = forbidden[(player.start_y,
                                            player.start_x - 1)]
                else:
                    looking_at = None
                    player.start_x -= 1
        elif ch in (c.KEY_RIGHT, 454):
            if default_player_pos[1] <= player.start_x < main_map.width - 2\
                    and (player.start_y, player.start_x + 1) not in forbidden:
                x_now += 1
                refresh_map()
                check_trigger()
            if player.start_x < main_map.width - 2:
                if (player.start_y, player.start_x + 1) in forbidden:
                    looking_at = forbidden[(player.start_y,
                                            player.start_x + 1)]
                else:
                    looking_at = None
                    player.start_x += 1
        elif ch in (c.KEY_ENTER, 10):
            if isinstance(looking_at, Interactive):
                looking_at.on_interacted_with(player, gfx, text, choice)
        elif ch == ord('x'):
            start_menu((1, 64), (12, 78), {
                'q': 'CREAGRAMS',
                'w': 'BAG',
                'e': 'QUIT GAME'
            }, {
                'q': lambda: cg_menu(gfx, text, choice, player),
                'w': lambda: item_menu(gfx, text, choice, player),
                'e': quit_game
            })

        global quitting
        if quitting:
            break

        if (player.start_y, player.start_x) in doors:
            to_go = doors[(player.start_y, player.start_x)]
            main_map = to_go[0]
            player.start_y, player.start_x = to_go[2]
            y_now, x_now = 0, 0
            gfx.erase()
            forbidden = {}
            doors = {(to_go[1]): (area, None, to_go[3], None)}
            for o in main_map.obj:
                if o.block:
                    for y in range(o.start_y, o.start_y +
                                   len(o.string_shown.split('\n'))):
                        for x in range(
                                o.start_x, o.start_x +
                                len(o.string_shown.split('\n')[0])):
                            if o.door and (y - o.start_y,
                                           x - o.start_x) == o.door['pos']:
                                doors[(y,
                                       x)] = (o.door['map'], o.door['exit'],
                                              o.door['transport'],
                                              (o.door['pos'][0] + o.start_y +
                                               1,
                                               o.door['pos'][1] + o.start_x))
                            else:
                                forbidden[(y, x)] = o

        triggers = {}
        for o in main_map.obj:
            if isinstance(o, Interactive) and o.detect:
                is_x = o.detect[0] == 'x'
                main_axis = eval("o.start_%s" % o.detect[0])
                other_axis = eval("o.start_%s" % {
                    'x': 'y',
                    'y': 'x'
                }[o.detect[0]])
                for i in range(main_axis, main_axis + o.detect[1]):
                    triggers[(other_axis, i) if is_x else (i, other_axis)] = o
コード例 #9
0
def play():
    import pygame
    from menu import start_menu
    import pygame.mixer
    pygame.init()
    width = 700
    height = 700
    points = 0
    window = pygame.display.set_mode((width,height))
    pygame.display.set_caption("Sandy")
    pygame.display.set_icon(pygame.image.load("item_skull.ico"))

    pygame.mixer.music.load("Sounds/Mario.mp3")
    pygame.mixer.music.play()
    pygame.mixer.music.set_volume(0.1)
    #classes
    class Player(pygame.sprite.Sprite):
        def __init__(self, img, x, y, speed):
            pygame.sprite.Sprite.__init__(self)
            self.image = img
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
            self.speed = speed
            
    class Wall(pygame.sprite.Sprite):
        def __init__(self, color, x, y,width, height):
            pygame.sprite.Sprite.__init__(self)
            self.image = pygame.Surface([width, height])
            self.image.fill(color)
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y

    class Enemy(pygame.sprite.Sprite):
        def __init__(self, img, x, y,speed):
            pygame.sprite.Sprite.__init__(self)
            self.image = img
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
            self.speed = speed
            
    class Coin(pygame.sprite.Sprite):
        def __init__(self, img, x, y,):
            pygame.sprite.Sprite.__init__(self)
            self.image = img
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
    
    class Chest(pygame.sprite.Sprite):
        def __init__(self, img, x, y,):
            pygame.sprite.Sprite.__init__(self)
            self.image = img
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y

    font = pygame.font.Font(None,35)
    coins_text = font.render("Монеты:0", True, pygame.Color("grey"))
    font2 = pygame.font.Font(None,60)
    win_text = font2.render("YOU WIN!!!", True, pygame.Color("red"))
    space_text = font.render("Нажмите ПРОБЕЛ для выхода в меню",True, pygame.Color("white"))
    font2 = pygame.font.Font(None,22)
    upral_text = font2.render("Упрвление: W,A,S,D or l,r,u,d",True, pygame.Color("black"))
    story_text = font2.render("Соберите все монетыбпройдя множесво испытаний и заберите ",True, pygame.Color("black"))
    story_text2 = font2.render("сундук с сокровищами! ",True, pygame.Color("black"))
    #constants
    size = 40
    line_width = 15
    #Transformation
    player = pygame.transform.scale(pygame.image.load("player2.png"), (size,size))
    bg = pygame.transform.scale(pygame.image.load("Desert.png"), (width,height))
    enemy = pygame.transform.scale(pygame.image.load("player.png"), (size,size))
    coin = pygame.transform.scale(pygame.image.load("coin1.png"), (size,size))
    chest = pygame.transform.scale(pygame.image.load("chest_lock_open.png"), (size,size))
    #Start Location
    start_x = line_width
    start_y = line_width
    
    start_x2 = line_width*10
    start_y2 = size*6
    
    start_x3 = line_width*15
    start_y3 = size*6
    
    start_x4 = line_width*20
    start_y4 = size*6
    
    start_x5 = line_width*6
    start_y5 = size
    
    start_x6 = line_width*6
    start_y6 = size*2+line_width*2
    
    start_x7 = line_width*2
    start_y7 = size+line_width+size+line_width+size+line_width*3+line_width+size+size+size
    
    start_x8 = line_width*2
    start_y8 = size+size+line_width+size+line_width+size+line_width*3+line_width+size+size+size
    
    start_x9 = line_width*2
    start_y9 = line_width+size+line_width+size+line_width*3+line_width+size+size+size
    
    start_x10 = line_width*2
    start_y10 = line_width+line_width+size+line_width*3+line_width+size+size+size
    
    start_x11 = size*7
    start_y11 = size+line_width+size+line_width+size+line_width*4+size+line_width+size+size+size+line_width+size*4

    #the basis
    walls = pygame.sprite.Group()
    enemies = pygame.sprite.Group()
    coins = pygame.sprite.Group()
    chests = pygame.sprite.Group()
    all_sprites = pygame.sprite.Group()
    totem = Player(player, start_x, start_y, 5)
    enemy1 = Enemy(enemy, start_x2, start_y2, 9)
    enemy2 = Enemy(enemy, start_x3, start_y3, 2)
    enemy3 = Enemy(enemy, start_x4, start_y4, 5)
    coin1 = Coin(coin, start_x5, start_y5)
    coin2 = Coin(coin, start_x6, start_y6)
    coin3 = Coin(coin, start_x7, start_y7)  
    coin4 = Coin(coin, start_x8, start_y8)
    coin5 = Coin(coin, start_x9, start_y9)
    coin6 = Coin(coin, start_x10, start_y10)
    chest = Chest(chest, start_x11, start_y11)
    #the formation of
    Wall1 = Wall(pygame.Color("orange"), 0,0,width,line_width)
    Wall2 = Wall(pygame.Color("orange"), 0,0,line_width,height)
    Wall3 = Wall(pygame.Color("orange"), 0,height-line_width,width,line_width)
    Wall4 = Wall(pygame.Color("orange"), width-line_width,0,line_width,height)
    Wall5 = Wall(pygame.Color("orange"), 0,size+line_width*2,width-size-line_width*2,line_width)
    Wall6 = Wall(pygame.Color("orange"), size+line_width*2,size+size+line_width*4,width-size,line_width)
    Wall7 = Wall(pygame.Color("orange"), 0,line_width+size+size+line_width*2+line_width+size+line_width*2,width-size-line_width*2,line_width)
    Wall8 = Wall(pygame.Color("orange"), size+line_width*3,size+line_width*3+size+line_width+size+line_width*4+size+line_width+size+size+size+line_width,width-size+line_width*2,line_width)
    Wall9 = Wall(pygame.Color("yellow"), line_width,size+line_width+size+line_width+line_width+size+line_width+size+line_width*4+size+line_width+size+size+line_width,size+line_width*2,line_width)
    #HitBox
    walls.add(Wall1)
    walls.add(Wall2)
    walls.add(Wall3)
    walls.add(Wall4)
    walls.add(Wall5)
    walls.add(Wall6)
    walls.add(Wall7)
    walls.add(Wall8)
    #walls.add(Wall9)
    enemies.add(enemy1)
    enemies.add(enemy2)
    enemies.add(enemy2)
    coins.add(coin1)
    coins.add(coin2)
    coins.add(coin3)
    coins.add(coin4)
    coins.add(coin5)
    coins.add(coin6)
    #revitalization
    all_sprites.add(totem)
    all_sprites.add(enemy1)
    all_sprites.add(enemy2)
    all_sprites.add(enemy3)
    all_sprites.add(Wall1)
    all_sprites.add(Wall2)
    all_sprites.add(Wall3)
    all_sprites.add(Wall4)
    all_sprites.add(Wall5)
    all_sprites.add(Wall6)
    all_sprites.add(Wall7)
    all_sprites.add(Wall8)
    all_sprites.add(Wall9)
    all_sprites.add(coin1)
    all_sprites.add(coin2)
    all_sprites.add(coin3)
    all_sprites.add(coin4)
    all_sprites.add(coin5)
    all_sprites.add(coin6)
    
    #
    font = pygame.font.Font(None,35)
    coins_text = font.render("Монеты:0", True, pygame.Color("grey"))
    #cycle
    run = True
    while run:
        pygame.time.delay(30)
        window.blit(bg,(0,0))
    #Touch Processing
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
        enemy1.rect.y += enemy1.speed
        enemy2.rect.y += enemy2.speed
        enemy3.rect.y += enemy3.speed
        if event.type == pygame.KEYDOWN:
            if (keys[pygame.K_a] or keys[pygame.K_LEFT]) and totem.rect.x > 0:
                totem.rect.x -= totem.speed
            if (keys[pygame.K_d] or keys[pygame.K_RIGHT]) and totem.rect.x < width-32:
                totem.rect.x += totem.speed
            if (keys[pygame.K_w] or keys[pygame.K_UP]) and totem.rect.y >0:
                totem.rect.y -= totem.speed 
            if (keys[pygame.K_s] or keys[pygame.K_DOWN]) and totem.rect.y < height-32:
                totem.rect.y += totem.speed


    #Death treatment       
        if len(pygame.sprite.pygame.sprite.spritecollide(totem, walls, False)) > 0:
            totem.rect.x = start_x
            totem.rect.y = start_y

        if len(pygame.sprite.pygame.sprite.spritecollide(totem, enemies, False)) > 0:
            totem.rect.x = start_x
            totem.rect.y = start_y
        if len(pygame.sprite.pygame.sprite.spritecollide(enemy1, walls, False)) > 0:
            enemy1.speed *= -1
        if len(pygame.sprite.pygame.sprite.spritecollide(enemy2, walls, False)) > 0:
            enemy2.speed *= -1
        if len(pygame.sprite.pygame.sprite.spritecollide(enemy3, walls, False)) > 0:
            enemy3.speed *= -1
        if len(pygame.sprite.pygame.sprite.spritecollide(totem, coins, True)) > 0:
            points += 1
            coins_text = font.render(("Монеты:0" + str(points)), True, pygame.Color("yellow"))
        window.blit(coins_text, (550, 650))
        #if len(pygame.sprite.pygame.sprite.spritecollide(totem, coins, True)) > 0:
           # points == 4
        if points == 6:
            chests.add(chest)
            all_sprites.add(chest)
        if len(pygame.sprite.pygame.sprite.spritecollide(totem, chests, False)) > 0:
            break
    #Driving mechanism
        keys = pygame.key.get_pressed()
        all_sprites.update()
        all_sprites.draw(window)    
        pygame.display.update()
    #2display
    while run:
        window.fill(pygame.Color("black"))



        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
        keys = pygame.key.get_pressed()

        if event.type == pygame.KEYDOWN:
            if keys[pygame.K_SPACE]:
                start_menu()
                break
        window.blit(space_text, (90,420))
        window.blit(win_text, (230,320))
        pygame.display.update()
コード例 #10
0
import menu

# Get friendly names of currencies from another web api when app starts (https://gist.githubusercontent.com/Fluidbyte/2973986/raw/8bb35718d0c90fdacb388961c98b8d56abc392c9/Common-Currency.json)
# add auto refresh option
# convert to use object orientated programming

# functions
# data structures ( list, dicts )

menu.start_menu()
コード例 #11
0
ファイル: solution.py プロジェクト: urasha/Yandex_Api_Map
import os
import sys
import pygame
import requests
import menu

ll, spn = menu.start_menu()
CONST_LL = ll
maps = ['map', 'sat', 'sat,skl']
num = 0
map_request = f"http://static-maps.yandex.ru/1.x/?ll={ll}&spn={spn}&l={maps[num]}&pt={CONST_LL}"
response = requests.get(map_request)

if not response:
    print("Ошибка выполнения запроса:")
    print(map_request)
    print("Http статус:", response.status_code, "(", response.reason, ")")
    sys.exit(1)

map_file = "map.png"
with open(map_file, "wb") as file:
    file.write(response.content)

pygame.init()
screen = pygame.display.set_mode((600, 450))
screen.blit(pygame.image.load(map_file), (0, 0))

run = True
while run:
    for i in pygame.event.get():
        if i.type == pygame.QUIT: