def __init__(self): self._running = True self._display_surf = None self._image_surf = None self.player = Player(1) self.apple = Apple() self.game = Game()
def __init__(self, mx, my): self.map = [[define.elem["case"]] * my for _ in range(mx)] self.mx = mx self.my = my self.head = [self.mx / 2, self.my / 2] self.body = Body() self.apple = Apple(self.mx, self.my) self.cherry = Cherry(self.mx, self.my)
def gameNilsas(): other1 = tk.Toplevel() other1.title("The iGame") otherlabel = tk.Label(other1, text='Entering The apple game', relief=tk.RIDGE) otherlabel.pack(side=tk.TOP, fill=tk.BOTH, expand=tk.YES) Apple.start()
def __init__(self, bg): self.bg = bg self.screen = pygame.display.set_mode([Vars.screen_size, Vars.screen_size]) self.snake_class = Snake.Snake(self.screen) self.apple_class = Apple.AppleClass(self.screen, self.snake_class.head) self.start = False self.score = 0
def game_loop(): snake = Settings.Menu.Snake.Snake() apple = Apple.Apple() while True: for event in Settings.pygame.event.get(): if event.type == Settings.pygame.QUIT: Settings.Functions.my_quit() elif event.type == Settings.pygame.KEYDOWN: if event.key == Settings.pygame.K_UP: snake.point(Settings.UP) elif event.key == Settings.pygame.K_DOWN: snake.point(Settings.DOWN) elif event.key == Settings.pygame.K_LEFT: snake.point(Settings.LEFT) elif event.key == Settings.pygame.K_RIGHT: snake.point(Settings.RIGHT) elif event.key == Settings.pygame.K_SPACE: snake.pause() Settings.Menu.pause(snake) Settings.surface.fill(Settings.black) snake.move() Settings.Functions.check_eat(snake, apple) snake.draw(Settings.surface) apple.draw(Settings.surface) Settings.screen.blit(Settings.surface, (0, 0)) Settings.pygame.display.flip() Settings.pygame.display.update() Settings.fpsClock.tick(Settings.fps + snake.length / 3)
def respawnApple(apples, index, sx, sy): radius = math.sqrt( (Constants.SCREEN_WIDTH / 2 * Constants.SCREEN_WIDTH / 2 + Constants.SCREEN_HEIGHT / 2 * Constants.SCREEN_HEIGHT / 2)) / 2 angle = 999 while (angle > radius): angle = random.uniform(0, 800) * math.pi * 2 x = Constants.SCREEN_WIDTH / 2 + radius * math.cos(angle) y = Constants.SCREEN_HEIGHT / 2 + radius * math.sin(angle) if (x == sx and y == sy): continue c = random.randint(1, 7) newApple = FastnerApple(Apple(x, y, 1, Constants.APPLE_SIZE)) if (c == 1): newApple = FastnerApple(Apple(x, y, 1, Constants.APPLE_SIZE)) elif (c == 2): newApple = KillerApple(Apple(x, y, 1, Constants.APPLE_SIZE)) Constants.type = type(newApple) a = pygame.time.get_ticks() Constants.sTime = a elif (c == 3): newApple = OnePointApple(Apple(x, y, 1, Constants.APPLE_SIZE)) elif (c == 4): newApple = SilverLowerApple(Apple(x, y, 1, Constants.APPLE_SIZE)) elif (c == 5): newApple = SlowerApple(Apple(x, y, 1, Constants.APPLE_SIZE)) elif (c == 6): newApple = ThreePointApple(Apple(x, y, 1, Constants.APPLE_SIZE)) apples[index] = newApple
class Board(): def __init__(self, mx, my): self.map = [[define.elem["case"]] * my for _ in range(mx)] self.mx = mx self.my = my self.head = [self.mx / 2, self.my / 2] self.body = Body() self.apple = Apple(self.mx, self.my) self.cherry = Cherry(self.mx, self.my) def init_board(self): self.body.init_body(self.head) self.apple.set_apple(self.map) self.cherry.set_cherry(self.map) self.update_board() def update_board(self): for x in range(self.mx): for y in range(self.my): self.map[x][y] = define.elem["head"] if [x, y] == self.head \ else define.elem["body"] if self.body.is_body([x, y]) \ else define.elem["apple"] if self.apple.is_apple([x, y]) \ else define.elem["cherry"] if self.cherry.is_cherry_const([x, y]) \ else define.elem["case"] def get_map(self): return self.map def get_head(self): return self.head def set_head(self, x, y): self.head = [x, y] def is_wall(self, p): return p[0] < 0 or p[0] > self.mx or p[1] < 0 or p[1] > self.my def deb(self): for x in range(self.mx): for y in range(self.my): print('{} '.format(self.map[x][y]), end="") print()
def __init__(self, index, canvas, screen, step=20, showGrid=True, log=True): self.clock = pygame.time.Clock() self.canvas = canvas self.screen = screen self.showGrid = showGrid self.step = step self.index = index self.log = log self.grid = [i // step for i in canvas[2:]] self.printMessage('Initialize grid:', self.grid) self.snake = Snake(index, [i // 2 for i in self.grid], step, self.grid, 3, log) self.apple = Apple(index, self.grid, step, log)
def create_apple_list(self): for line in self.csv_list: apple_data = self.line_to_apple(line) self.apple_list.append( Apple.Apple( float(apple_data[0]), apple_data[1], float(apple_data[2]), float(apple_data[3]), float(apple_data[4]), float(apple_data[5]), )) sys.stdout.write(str(self.csv_list)) sys.stdout.flush()
def respawnApples(apples, quantity, sx, sy): counter = 0 del apples[:] radius = math.sqrt( (Constants.SCREEN_WIDTH / 2 * Constants.SCREEN_WIDTH / 2 + Constants.SCREEN_HEIGHT / 2 * Constants.SCREEN_HEIGHT / 2)) / 2 angle = 999 while (counter < quantity): while (angle > radius): angle = random.uniform(0, 800) * math.pi * 2 x = Constants.SCREEN_WIDTH / 2 + radius * math.cos(angle) y = Constants.SCREEN_HEIGHT / 2 + radius * math.sin(angle) if ((x - Constants.APPLE_SIZE == sx or x + Constants.APPLE_SIZE == sx) and (y - Constants.APPLE_SIZE == sy or y + Constants.APPLE_SIZE == sy) or radius - angle <= 10): continue apples.append(FastnerApple(Apple(x, y, 1, Constants.APPLE_SIZE))) angle = 999 counter += 1
def gameNilsas(): other1 = tk.Toplevel() other1.title("The iGame") otherlabel = tk.Label(other1, text='Entering The apple game', relief = tk.RIDGE) otherlabel.pack(side=tk.TOP, fill = tk.BOTH, expand = tk.YES) Apple.start()
def main(): score = 0 # wall initialization Walls = [ Wall(0, 0, 15), Wall(0, 15, 15), Wall(0, 30, 15), Wall(0, 45, 15), Wall(0, 60, 15), Wall(0, 75, 15), Wall(0, 90, 15), Wall(0, 105, 15), Wall(0, 120, 15), Wall(0, 135, 15), Wall(0, 150, 15), Wall(0, 165, 15), Wall(0, 300, 15), Wall(0, 315, 15), Wall(0, 330, 15), Wall(0, 345, 15), Wall(0, 360, 15), Wall(0, 375, 15), Wall(0, 390, 15), Wall(0, 405, 15), Wall(0, 420, 15), Wall(0, 435, 15), Wall(0, 450, 15), Wall(0, 465, 15), Wall(785, 0, 15), Wall(785, 15, 15), Wall(785, 30, 15), Wall(785, 45, 15), Wall(785, 60, 15), Wall(785, 75, 15), Wall(785, 90, 15), Wall(785, 105, 15), Wall(785, 120, 15), Wall(785, 135, 15), Wall(785, 150, 15), Wall(785, 165, 15), Wall(785, 300, 15), Wall(785, 315, 15), Wall(785, 330, 15), Wall(785, 345, 15), Wall(785, 360, 15), Wall(785, 375, 15), Wall(785, 390, 15), Wall(785, 405, 15), Wall(785, 420, 15), Wall(785, 435, 15), Wall(785, 450, 15), Wall(785, 465, 15), Wall(90, 0, 15), Wall(105, 0, 15), Wall(120, 0, 15), Wall(135, 0, 15), Wall(150, 0, 15), Wall(165, 0, 15), Wall(180, 0, 15), Wall(270, 0, 15), Wall(285, 0, 15), Wall(300, 0, 15), Wall(315, 0, 15), Wall(330, 0, 15), Wall(345, 0, 15), Wall(360, 0, 15), Wall(450, 0, 15), Wall(465, 0, 15), Wall(480, 0, 15), Wall(495, 0, 15), Wall(510, 0, 15), Wall(525, 0, 15), Wall(540, 0, 15), Wall(630, 0, 15), Wall(645, 0, 15), Wall(660, 0, 15), Wall(675, 0, 15), Wall(690, 0, 15), Wall(705, 0, 15), Wall(720, 0, 15), Wall(90, 585, 15), Wall(105, 585, 15), Wall(120, 585, 15), Wall(135, 585, 15), Wall(150, 585, 15), Wall(165, 585, 15), Wall(180, 585, 15), Wall(270, 585, 15), Wall(285, 585, 15), Wall(300, 585, 15), Wall(315, 585, 15), Wall(330, 585, 15), Wall(345, 585, 15), Wall(360, 585, 15), Wall(450, 585, 15), Wall(465, 585, 15), Wall(480, 585, 15), Wall(495, 585, 15), Wall(510, 585, 15), Wall(525, 585, 15), Wall(540, 585, 15), Wall(630, 585, 15), Wall(645, 585, 15), Wall(660, 585, 15), Wall(675, 585, 15), Wall(690, 585, 15), Wall(705, 585, 15), Wall(720, 585, 15) ] error = None Resume = None # Snake initialization mySnake = Snake(Constants.SCREEN_WIDTH / 2, Constants.SCREEN_HEIGHT / 2) mySnake.setDirection(Constants.KEY["UP"]) mySnake.move() strb = 3 start_segments = 3 while (start_segments > 0): mySnake.grow() mySnake.move() start_segments -= 1 # Apples initialization max_apples = 1 eaten_apple = False apples = [ FastnerApple( Apple(random.randint(60, 300), random.randint(60, 300), 1, Constants.APPLE_SIZE)) ] respawnApples(apples, max_apples, mySnake.x, mySnake.y) global startTime, menuTimer startTime = time.clock() endgame = False while not endgame: gameClock.tick(Constants.FPS) # Input KEYPress = getKEY() if KEYPress == "exit": endgame = True elif KEYPress == "menu": g = menu.runMenu(screen) endgame = g if (endgame == 'cagır'): main() if (endgame == 'save'): screen.fill(background_color) array = [] nickname = [] skr = [] with open("saveFile.txt", "r") as ins: for line in ins: index = line.find(' ') this = line.find('\r') nickname.append(line[0:index]) skr.append(line[index:this]) drawSave(Nmaxelements(skr, nickname, 10)) drawScore(score) c = mySnake.getHead() slen = len(mySnake.stack) / 2 - 1 main2(c.x, c.y, c.direction, apples, slen, score) elif (KEYPress == "yes" or KEYPress == "no" or KEYPress == "save"): pass # Collision check Constants.checkLimits(mySnake) if (mySnake.checkCrash() == True): endGame(score) for myApple in apples: if (myApple.state == 1): if (Constants.checkCollision(mySnake.getHead(), Constants.SNAKE_SIZE, myApple, Constants.APPLE_SIZE) == True): if (type(myApple) == OnePointApple): mySnake.grow() myApple.state = 0 score += 5 elif (type(myApple) == FastnerApple): Constants.FPS += 1 elif (type(myApple) == KillerApple): endGame(score) elif (type(myApple) == SilverLowerApple): mySnake.remove() if ((len(mySnake.stack) - 1) / 2 < strb): score -= 5 if ((len(mySnake.stack) - 1) / 2 <= 0): endGame(score) elif (type(myApple) == SlowerApple): Constants.FPS -= 2 if (Constants.FPS <= 25): Constants.FPS = 25 elif (type(myApple) == ThreePointApple): mySnake.grow() mySnake.grow() mySnake.grow() score += 15 eaten_apple = True for wal in Walls: if (Constants.checkCollision(mySnake.getHead(), Constants.SNAKE_SIZE, wal, wal.size) == True): endGame(score) # Position Update if (KEYPress): mySnake.setDirection(KEYPress) mySnake.move() if Constants.type == KillerApple and abs(pygame.time.get_ticks() - Constants.sTime) > 5000: eaten_apple = False Constants.type = None respawnApple(apples, 0, mySnake.getHead().x, mySnake.getHead().y) # Respawning apples if (eaten_apple == True and Constants.type == None): eaten_apple = False respawnApple(apples, 0, mySnake.getHead().x, mySnake.getHead().y) # Drawing screen.fill(background_color) for wel in Walls: wel.draw(screen) for myApple in apples: if (myApple.state == 1): if (type(myApple) == KillerApple): pass myApple.draw(screen) mySnake.draw(screen) drawScore(score) gameTime = time.clock() - startTime drawGameTime(gameTime - Constants.menuTimes) Constants.menuTimes = 0 pygame.display.flip() pygame.display.update()
import pygame import pygame.gfxdraw import Level import Apple lv = Level.level() apple = Apple.apple(lv.x, lv.y)
class App: windowWidth = 800 windowHeight = 600 player = 0 apple = 0 def __init__(self): self._running = True self._display_surf = None self._image_surf = None self.player = Player(1) self.apple = Apple() self.game = Game() def on_init(self): pygame.init() self._display_surf = pygame.display.set_mode( (self.windowWidth, self.windowHeight), pygame.HWSURFACE) pygame.display.set_caption('SnakePyGame') self._running = True self._image_surf = pygame.image.load( "../static/green-square.png").convert() self._apple_surf = pygame.image.load("../static/logo.png").convert() def score(self, input_text, font_size, width, height): text = pygame.font.Font('freesansbold.ttf', font_size) text_surf = text.render(str(input_text), True, (255, 255, 255)) #text_rect = text_surf.get_rect().center = (width, height) self._display_surf.blit(text_surf, (width, height)) #text_rect) pygame.display.update() def on_event(self, event): if event.type == QUIT: self._running = False def crash(self): self.score("YOU LOSE!", 150, self.windowWidth / 50, self.windowHeight / 2.7) self.score("Your Score: " + str(self.player.length - 1), 70, (self.windowWidth / 4.2), (self.windowHeight / 1.5)) def on_loop(self): self.player.update() apple_step = 25 eat_flag = True flag = True #snake eat apple for i in range(0, self.player.length): if self.game.is_collision(self.apple.x, self.apple.y, self.player.x[i], self.player.y[i], apple_step): if i != 0: self.game.apple_collision(self.apple, self.player, apple_step) elif i == 0: self.game.apple_collision(self.apple, self.player, apple_step) self.player.length = self.player.length + 1 #find collision for i in range(2, self.player.length): if self.game.is_collision(self.player.x[0], self.player.y[0], self.player.x[i], self.player.y[i], 40): print("You lose! Collision: ") print("x[0] (" + str(self.player.x[0]) + "," + str(self.player.y[0]) + ")") print("x[" + str(i) + "] (" + str(self.player.x[i]) + "," + str(self.player.y[i]) + ")") self.crash() sleep(3) exit(0) if self.game.out_of_map(self.player.x[0], self.player.y[0], self.windowWidth, self.windowHeight): self.crash() sleep(3) exit(0) def on_render(self): self._display_surf.fill((0, 0, 0)) self.player.draw(self._display_surf, self._image_surf) self.apple.draw(self._display_surf, self._apple_surf) #self.score("Score: " + str(self.player.length - 1), 25, (self.windowWidth / 1.2), (self.windowHeight / 50)) pygame.display.flip() def on_cleanup(self): pygame.quit() def on_execute(self): right_flag = True left_flag = True up_flag = True down_flag = True if self.on_init() is False: self._running = False while (self._running): pygame.event.pump() keys = pygame.key.get_pressed() for event in pygame.event.get(): self.on_event(event) if (keys[K_RIGHT] and right_flag): self.player.moveRight() left_flag = False up_flag = True down_flag = True if (keys[K_LEFT] and left_flag): self.player.moveLeft() right_flag = False up_flag = True down_flag = True if (keys[K_UP] and up_flag): self.player.moveUp() down_flag = False left_flag = True right_flag = True if (keys[K_DOWN] and down_flag): self.player.moveDown() up_flag = False right_flag = True left_flag = True if (keys[K_ESCAPE]): self._running = False self.on_loop() self.on_render() #self.score("Score: " + str(self.player.length - 1), 25, (self.windowWidth / 1.2), (self.windowHeight / 50)) #pygame.display.update() sleep(50.0 / 1000.0) self.on_cleanup()
from Apple import * # from Apple import Apple # import Apple # main print "Here are your fruits:" apple = Apple() apple.printState() papple = Papple() papple.print_status() papple.increment_count() papple.print_status()
import Netflix import YouTube import GMedia import Outside import Mainland import Apple import ad_lite print("去广告工作开始") os.system('python ./ad.py') print("去广告精简版工作开始") os.system('python ./ad_lite.py') print("CMedia工作开始") CMedia.mainchange() print("Microsoft工作开始") Microsoft.change() print("Netflix工作开始") Netflix.change() print("YouTube工作开始") YouTube.change() print("GMedia工作开始") GMedia.mainchange() print("Outside工作开始") Outside.mainchange() print("Mainland工作开始") Mainland.mainchange() print("Apple工作开始") Apple.mainchange() print("所有工作都完成")
class SnakeGame: canvas = (0, 0, 500, 500) grid = None step = 10 SPEED = 20 run = True def __init__(self, index, canvas, screen, step=20, showGrid=True, log=True): self.clock = pygame.time.Clock() self.canvas = canvas self.screen = screen self.showGrid = showGrid self.step = step self.index = index self.log = log self.grid = [i // step for i in canvas[2:]] self.printMessage('Initialize grid:', self.grid) self.snake = Snake(index, [i // 2 for i in self.grid], step, self.grid, 3, log) self.apple = Apple(index, self.grid, step, log) def printMessage(self, *message): if self.log: print(f'\033[1;33;40mGame[{self.index}]:\033[0m', *message) def listenToEvents(self, events): step = None for event in events: if (event.type == pygame.QUIT): self.run = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_w: self.SPEED += 10 self.printMessage('Speed:', self.SPEED) elif event.key == pygame.K_s: self.SPEED -= 10 if self.SPEED - 10 > 0 else 0 self.printMessage('Speed:', self.SPEED) def moveSnake(self, direction): self.snake.move(direction, self.apple.pos, self.apple.setPos) def drawGrid(self): color = (150, ) * 3 [x, y, w, h] = self.canvas if self.showGrid: for i in range(self.grid[1]): dy = self.step * i for j in range(1, self.grid[0]): dx = self.step * j pygame.draw.line(self.screen, color, (x + dx, y), (x + dx, y + h - 1)) pygame.draw.line(self.screen, color, (x, y + dy), (x + w - 1, y + dy)) pygame.draw.rect(self.screen, (255, ) * 3, (x, y, w, h), 1) def clean(self): # Fill canvas with black if self.screen: pygame.draw.rect(self.screen, (0, ) * 3, self.canvas) def draw(self, events, getDirection): if not self.run: if self.screen: pygame.draw.rect(self.screen, (0, ) * 3, self.canvas) return self.clean() self.clock.tick(self.SPEED) # Event Handler # events = pygame.event.get() self.listenToEvents(events) self.moveSnake(getDirection(events)) # Draw if self.screen: self.drawGrid() self.snake.draw(self.screen, self.canvas[:2]) self.apple.draw(self.screen, self.canvas[:2]) # Check if it a game over if not self.snake.alive: self.run = False # Flip the display if self.screen: pygame.display.flip()
os.environ['SDL_VIDEO_CENTERED'] = '1' pygame.mixer.pre_init(44100, -16, 1, 512) pygame.init() pygame.display.set_caption("Sssssnake") # 10x10 segments winwidth = 200 winheight = 240 win = pygame.display.set_mode((winwidth, winheight)) # segment - 20x20px segsize = 20 snake = Snake.Snake(0, 20, segsize, segsize-2, segsize-2) apple = Apple.Apple(segsize//2, winwidth, winheight, segsize, snake.segments) # font font = pygame.font.SysFont("monospace", 15) # sounds eatsound = pygame.mixer.Sound('sounds/eat sound.wav') losesound = pygame.mixer.Sound('sounds/lose sound.wav') music = pygame.mixer.music.load('sounds/bg music.mp3') pygame.mixer.music.play(-1) def lost(): pygame.mixer.music.stop() losesound.play() global win, running, snake, score