def init_car(dimension, img_path): car_sprite = pygf.makeSprite(img_path) position = (dimension / 2, dimension / 2) pygf.moveSprite(car_sprite, position[0], position[1], True) pygf.transformSprite(car_sprite, -90, 0.5) pygf.showSprite(car_sprite) return position
def punktSetzen(): global time_since_last_point while True: placeOn = rng.randrange(len(spielraster)) if spielraster[placeOn] == 0: punkt = Punkt(i2xy(placeOn)) spielraster[placeOn] = 1 pgf.showSprite(punkt.sprite) time_since_last_point = pgf.clock() return punkt
def display_segmentation(position, img_path, old_sprite=None): seg_sprite = pygf.makeSprite(img_path) pygf.moveSprite(seg_sprite, position[0], position[1] - 170, True) pygf.transformSprite(seg_sprite, 0, 0.9) if old_sprite: pygf.hideSprite(old_sprite) pygf.showSprite(seg_sprite) return seg_sprite
def make_choice(chosen_card): """ Show the chosen card and return its details details. :param chosen_card: The card object that was chosen. (Card) :return: The stats of the card """ pygame_functions.hideAll() pygame_functions.moveSprite(chosen_card.card_sprite, SCREEN_SIZE_X // 2, SCREEN_SIZE_Y // 2) pygame_functions.showSprite(chosen_card.card_sprite) return chosen_card.card_type, chosen_card.card_factor
def pointSet(dlt): if dlt: # 새 게임 시작시 맵구조를 복원 point_d = {} for i, number in enumerate(gamegrid): gamegrid[i] = gamegrid_restart[i] else: point_d = {} for i, number in enumerate(gamegrid_restart): if number not in (1, 2): continue point_d[i] = Point( i2xy(i), 'Resource\Teil_17_Punkt.png') if number == 1 else Point( i2xy(i), 'Resource\Teil_17_Punkt_gross.png') pgf.showSprite(point_d[i].sprite) return point_d
def show_cards(current_luck, cards): """ Show the option cards according to the dice roll. :param current_luck: The current roll outcome. (int) :param cards: The tuple containing the card objects. (tuple) :return: a tuple containing the sprites of the option cards. """ OPTION_CARD_Y = SCREEN_SIZE_Y - 100 OPTION_CARD_MIDDLE_X = SCREEN_SIZE_X // 2 OPTIONS_CARD_SPACING = SCREEN_SIZE_X // 3 rock_card = cards[TYPES_ENUM['rock']][current_luck - 1] paper_card = cards[TYPES_ENUM['paper']][current_luck - 1] scissor_card = cards[TYPES_ENUM['scissor']][current_luck - 1] pygame_functions.moveSprite(rock_card.card_sprite, OPTION_CARD_MIDDLE_X - OPTIONS_CARD_SPACING, OPTION_CARD_Y) pygame_functions.moveSprite(paper_card.card_sprite, OPTION_CARD_MIDDLE_X, OPTION_CARD_Y) pygame_functions.moveSprite(scissor_card.card_sprite, OPTION_CARD_MIDDLE_X + OPTIONS_CARD_SPACING, OPTION_CARD_Y) pygame_functions.showSprite(rock_card.card_sprite) pygame_functions.showSprite(paper_card.card_sprite) pygame_functions.showSprite(scissor_card.card_sprite) return rock_card, paper_card, scissor_card
def main_UI(): #global Game global trikey pgf.hideAll() pgf.updateDisplay() while True: #pgf.tick(50) pgf.screen.blit(main1, (183, 200)) pgf.screen.blit(main2, (180, 310)) pgf.updateDisplay() font = pygame.font.Font('Resource\\NanumGothic.ttf', 35) gamestart = font.render('G a m e S t a r t', True, (255, 255, 255)) pgf.screen.blit(gamestart, (180, 500)) if trikey == 0: tri = Point((120, 520), 'Resource\Triangle.png') pgf.showSprite(tri.sprite) simulation = font.render('S i m u l a t i o n', True, (255, 255, 255)) pgf.screen.blit(simulation, (180, 570)) if trikey == 1: tri = Point((120, 590), 'Resource\Triangle.png') pgf.showSprite(tri.sprite) exit = font.render('E X I T', True, (255, 255, 255)) pgf.screen.blit(exit, (180, 640)) if trikey == 2: tri = Point((120, 660), 'Resource\Triangle.png') pgf.showSprite(tri.sprite) for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_DOWN: if (trikey < 2): trikey += 1 elif event.key == pygame.K_UP: if (trikey > 0): trikey -= 1 pgf.hideAll() if pgf.keyPressed('enter'): if (trikey == 2): # 종료 pygame.quit() sys.exit() break else: break
def show(self): pgf.showSprite(self.sprites[self.modus][0])
pacman.changeAnimationFrame() fps = pgf.tick(120) if game_status == "run": if pgf.keyPressed("right"): pacman.dir_buffer = 0 elif pgf.keyPressed("left"): pacman.dir_buffer = 1 elif pgf.keyPressed("up"): pacman.dir_buffer = 2 elif pgf.keyPressed("down"): pacman.dir_buffer = 3 for dot in dots.values(): pgf.showSprite(dot.sprite) pacman.eatDot() pacman.update() for ghost in ghosts: ghost.update() gh_sprite = ghost.sprites[ghost.modus][0] if pgf.touching(gh_sprite, pacman.sprites[pacman.modus][0]): if ghost.modus == "jagd" and pacman.modus == 'run': pacman.changeMode('die') changeGameStatus('dead') timer2 = threading.Timer(1.2, nextPacman) timer2.start() if ghost.modus in ("flucht", "blink"):
def anzeigen(self): pgf.moveSprite(self.sprite, self.x, self.y, centre=True) pgf.showSprite(self.sprite)
def anzeigen(self): pgf.moveSprite(self.sprite, self.x, self.y, centre=True) pgf.showSprite(self.sprite) for b in range(0, len(self.body)): self.body[b].anzeigen()
def display(self): # 스프라이트를 맵에 배치, 표기하는 함수 pgf.moveSprite(self.sprite, self.x, self.y, centre=True) # 좌표위치에 스프라이트를 배치 pgf.showSprite(self.sprite) # 배치된 스프라이트 표기
def dibujar(self): moveSprite(self.sprite, self.posicionX, self.posicionY) showSprite(self.sprite) self._al_dibujar() self.dibujado = True
def __init__(self, nmax, filename): # Variaveis de Controle self.nmax = nmax self.mouse_state_plus = False self.mouse_state_minus = False #self.alg self.sprite_list = [] self.shuffler = shuffle.Shuffle(self.nmax) self.imagesize = c.IMAGE_SIZE self.time_elapsed = 0 # Inicializacao Pygame pyf.screenSize(c.SCREEN_WIDTH, c.SCREEN_HEIGHT) pyf.setBackgroundColour(c.GRAY) # Instancia lista de sprites for i in range(0, nmax * nmax): self.sprite_list.append( pyf.makeSprite("images/" + filename + str(i) + ".png")) # Carrega sprites padroes self.plus = pyf.makeSprite("images/plus.png") self.minus = pyf.makeSprite("images/minus.png") self.shuffle_button = pyf.makeSprite("images/shuffle.png") self.BFS_button = pyf.makeSprite("images/BFS.png") self.DFS_button = pyf.makeSprite("images/DFS.png") self.DFS_IT_button = pyf.makeSprite("images/BFS_IT.png") self.A1_button = pyf.makeSprite("images/A_H1.png") self.A2_button = pyf.makeSprite("images/A_H2.png") self.text_shuffler_label = pyf.makeLabel(u"Número de iterações: ", 30, 50, 690, "black", "Arial", "clear") self.text_time = pyf.makeLabel(u"Tempo de execução: ", 30, 700, 400, "black", "Arial", "clear") self.text_time2 = pyf.makeLabel("segundos", 30, 980, 400, "black", "Arial", "gray") self.text_memory = pyf.makeLabel(u"Memória utilizada: ", 30, 735, 450, "black", "Arial", "clear") #self.text_moves = pyf.makeLabel("Movimentos Realizados: ", 30, 735, 500, "black", "Arial", "clear") #self.text_moves2 = pyf.makeLabel("", 30, 735, 500, "black", "Arial", "gray") self.text_memory2 = pyf.makeLabel("bytes", 30, 980, 450, "black", "Arial", "gray") self.number_shuffler_label = pyf.makeLabel(str(c.IT), 30, 332, 692, "black", "Arial", "clear") # Transforma sprites para tamanhos maiores que 3x3 if self.nmax > 3: self.initial_transformation() # Posiciona Sprites self.initial_position() pyf.moveSprite(self.shuffle_button, 570, 710, True) pyf.moveSprite(self.plus, 515, 710, True) pyf.moveSprite(self.minus, 460, 710, True) pyf.moveSprite(self.BFS_button, 800, 100, True) pyf.moveSprite(self.DFS_button, 1010, 100, True) pyf.moveSprite(self.DFS_IT_button, 900, 210, True) pyf.moveSprite(self.A1_button, 800, 320, True) pyf.moveSprite(self.A2_button, 1010, 320, True) # Mostra sprites na tela for i in range(0, nmax * nmax): pyf.showSprite(self.sprite_list[i]) # print(i) pyf.showSprite(self.shuffle_button) pyf.showSprite(self.plus) pyf.showSprite(self.minus) pyf.showLabel(self.text_shuffler_label) pyf.showLabel(self.number_shuffler_label) pyf.showLabel(self.BFS_button) pyf.showLabel(self.DFS_button) pyf.showLabel(self.DFS_IT_button) pyf.showLabel(self.A1_button) pyf.showLabel(self.A2_button) pyf.showLabel(self.text_time) pyf.showLabel(self.text_time2) pyf.showLabel(self.text_memory) pyf.showLabel(self.text_memory2) #pyf.showLabel(self.text_moves) #pyf.showLabel(self.text_moves2) pyf.transformSprite(self.shuffle_button, 0, 0.25) pyf.transformSprite(self.plus, 0, 0.25) pyf.transformSprite(self.minus, 0, 0.1)