Exemplo n.º 1
0
class ShotTracker:
    def __init__(self, win, angle, velocity, height):
        """win is the GraphWin to display the shot. angle, velocity,
            and height are initial projectile parameters.
        """

        self.proj = Projectile(angle, velocity, height)
        self.marker = Circle(Point(0, height), 3)
        self.marker.setFill("red")
        self.marker.setOutline("red")
        self.marker.draw(win)

    def update(self, dt):
        """Move the shot dt seconds farther along its flight """

        # Update the projectile
        self.proj.update(dt)

        # Moves the circle to the new projectile location
        center = self.marker.getCenter()
        dx = self.proj.getX() - center.getX()
        dy = self.proj.getY() - center.getY()
        self.marker.move(dx, dy)

    def getX(self):
        """ return the current x coordinate of the shot's center """
        return self.proj.getX()

    def getY(self):
        """ return the current y coordinate of the  shot's center """
        return self.proj.getY()

    def undraw(self):
        """ undraw the shot """
        self.marker.undraw()
Exemplo n.º 2
0
class Wheel():
    def __init__(self, center, wheel_radius, tire_radius):
        self.tire_circle = Circle(center, tire_radius)
        self.wheel_circle = Circle(center, wheel_radius)

    def draw(self, win):
        self.tire_circle.draw(win)
        self.wheel_circle.draw(win)

    def move(self, dx, dy):
        self.tire_circle.move(dx, dy)
        self.wheel_circle.move(dx, dy)

    def set_color(self, wheel_color, tire_color):
        self.tire_circle.setFill(tire_color)
        self.wheel_circle.setFill(wheel_color)

    def undraw(self):
        self.tire_circle.undraw()
        self.wheel_circle.undraw()

    def get_size(self):
        return self.tire_circle.getRadius()

    def get_center(self):
        return self.tire_circle.getCenter()

    def animate(self, win, dx, dy, n):
        if n > 0:
            self.move(dx, dy)
            win.after(100, self.animate, win, dx, dy, n - 1)
Exemplo n.º 3
0
class Asteroid:
    def __init__(self, pos, dest, win, vel, type):
        self.pos = pos
        self.dest = Point(dest.getX() - pos.getX(), dest.getY() - pos.getY())
        self.vel = vel
        self.type = type
        self.aliveFlag = True
        self.outOfBounds = False

        r = 25 * type
        self.object = Circle(self.pos, r)
        self.object.setFill(color_rgb(randrange(100, 255), 240, 90))

        self.draw(win)

    def draw(self, win):
        self.object.draw(win)

    def undraw(self):
        self.object.undraw()

    def update(self, dt, win):
        #normalize values
        dest = norm(self.dest.getX(), self.dest.getY())

        #calculate x and y movement
        x = dest.getX() * self.vel * dt
        y = dest.getY() * self.vel * dt

        self.object.move(x, y)
        self.pos = self.object.getCenter()

        if self.pos.getX() < -100:
            self.outOfBounds = True

    def getAliveFlag(self):
        return self.aliveFlag

    def setAliveFlag(self, statement=True):
        self.aliveFlag = statement

    def getOutOfBounds(self):
        return self.outOfBounds

    def getType(self):
        return self.type

    def getObject(self):
        return self.object
Exemplo n.º 4
0
class Bullet:
    def __init__(self, pos, win, r, dest, vel=1.0, c=color_rgb(255, 255, 255)):
        self.pos = pos  #position
        self.dest = Point(dest.getX() - pos.getX(),
                          dest.getY() - pos.getY())  #destination
        self.radius = r  #radius
        self.vel = vel  #velocity

        self.object = Circle(self.pos, r)  #Circle
        self.object.setFill(c)  #set colour
        self.object.setOutline('black')
        self.draw(win)  #draw

        self.aliveFlag = True

    def getAliveFlag(self):
        return self.aliveFlag

    def update(self, dt, win):
        #normalize values
        dest = norm(self.dest.getX(), self.dest.getY())

        #calculate x and y movement
        x = dest.getX() * self.vel * dt
        y = dest.getY() * self.vel * dt

        #move object
        self.object.move(x, y)

        #set position
        self.pos = self.object.getCenter()

        #Split into two if statements for readability
        if self.pos.getX() > win.getWidth() or self.pos.getY() > win.getHeight(
        ):
            self.aliveFlag = False
        elif self.pos.getX() < 0 or self.pos.getY() < 0:
            self.aliveFlag = False

    def getObject(self):
        return self.object

    def draw(self, win):
        self.object.draw(win)

    #remove object from screen
    def undraw(self):
        self.object.undraw()
Exemplo n.º 5
0
class Particle:
    def __init__(self, window, p=Point(0, 0)):
        self.particle = None
        self.drawn = False
        self.color = "RED"
        self.position = p
        self.x = p.getX()
        self.y = p.getY()
        self.size = 3
        self.dX = 0
        self.dY = 0
        self.win = window
        self.particleTurnCount = 0

    def setCoord(self, x, y):
        self.x = x
        self.y = y

    def setColor(self, color):
        self.color = color
        if self.particle:
            self.particle.setFill(color)

    def setSize(self, size):
        self.size = size
        if self.drawn:
            self.undraw()
            self.draw()

    def draw(self):
        self.particle = Circle(Point(self.x, self.y), self.size)
        self.particle.setFill(self.color)
        self.particle.draw(self.win)
        self.drawn = True

    def undraw(self):
        self.particle.undraw()
        self.drawn = False

    def setParticleMovement(self, dx, dy):
        self.dX = dx
        self.dY = dy

    def move(self):
        self.particle.move(self.dX, self.dY)
        self.position = Point(self.position.getX() + self.dX, self.position.getY() + self.dY)
        self.particle.undraw()
        self.particle.draw(self.win)
Exemplo n.º 6
0
Arquivo: ball.py Projeto: zj1730/SJTU
 def __init__(self,window,P1,level):
     from graphics import GraphWin,Circle
     import random
     from time import time
     self.p1=P1
     self.window=window
     self.cir=Circle(self.p1,0.4)
     self.level=level
     self.cir.setWidth(0)
    
     i=random.randrange(6,9+self.level)
     self.color=i
     if self.color==6:                 #颜色对应数字
         self.cir.setFill("red")
     if self.color==7:
         self.cir.setFill("green")
     if self.color==8:
         self.cir.setFill("black")
     if self.color==9:
         self.cir.setFill("blue")
     if self.color==10:
         self.cir.setFill("orange")
     for s in range(100):
         cirs=Circle(self.p1,0.0+s*0.004)
         if self.color==6:
             cirs.setFill("red")
         if self.color==7:
             cirs.setFill("green")
         if self.color==8:
             cirs.setFill("black")
         if self.color==9:
             cirs.setFill("blue")
         if self.color==10:
             cirs.setFill("orange")
         cirs.draw(self.window)
         empty=0                     #空循环控制时间(time间隔太大)
         while empty<=30000:
             empty=empty+1
         cirs.undraw()    
     self.cir.draw(self.window)
     self.activate=True
Exemplo n.º 7
0
class ShotTracker:
    def __init__(self, win, angle, velocity, height):
        self.proj = Projectile(angle, velocity, height)
        self.marker = Circle(Point(0, height), 3)  # 圆心, 半径
        self.marker.setFill('red')
        self.marker.setOutline('red')
        self.marker.draw(win)

    def update(self, dt):
        self.proj.update(dt)

        center = self.marker.getCenter()
        dx = self.proj.getX() - center.getX()
        dy = self.proj.getY() - center.getY()
        self.marker.move(dx, dy)

    def getX(self):
        return self.proj.getX()

    def getY(self):
        return self.proj.getY()

    def undraw(self):
        self.marker.undraw()
Exemplo n.º 8
0
Arquivo: ball.py Projeto: zj1730/SJTU
class circle:
    
    def __init__(self,window,P1,level):
        from graphics import GraphWin,Circle
        import random
        from time import time
        self.p1=P1
        self.window=window
        self.cir=Circle(self.p1,0.4)
        self.level=level
        self.cir.setWidth(0)
       
        i=random.randrange(6,9+self.level)
        self.color=i
        if self.color==6:                 #颜色对应数字
            self.cir.setFill("red")
        if self.color==7:
            self.cir.setFill("green")
        if self.color==8:
            self.cir.setFill("black")
        if self.color==9:
            self.cir.setFill("blue")
        if self.color==10:
            self.cir.setFill("orange")
        for s in range(100):
            cirs=Circle(self.p1,0.0+s*0.004)
            if self.color==6:
                cirs.setFill("red")
            if self.color==7:
                cirs.setFill("green")
            if self.color==8:
                cirs.setFill("black")
            if self.color==9:
                cirs.setFill("blue")
            if self.color==10:
                cirs.setFill("orange")
            cirs.draw(self.window)
            empty=0                     #空循环控制时间(time间隔太大)
            while empty<=30000:
                empty=empty+1
            cirs.undraw()    
        self.cir.draw(self.window)
        self.activate=True
            
    
    def click(self,pr):
        from graphics import Circle
        import time
        pd=False       
        if self.activate==True and (pr.getX()-self.p1.getX())**2+(pr.getY()-self.p1.getY())**2<=0.24:
            
            for i in range(3):                    #点击动画
                self.cir.move(0,-0.12/3.0)
                time.sleep(0.01)
            for i in range(3):
                self.cir.move(0,0.12/3.0)
                time.sleep(0.01)
            for i in range(3):
                self.cir.move(0,-0.12/3.0)
                time.sleep(0.01)
            for i in range(3):
                self.cir.move(0,0.12/3.0)
                time.sleep(0.01)
            pd=True
        return pd
  
            
           
    def undraw(self):
        self.cir.undraw()
    def close(self):
        self.cir.undraw()
        self.activate=False
    def move(self,pr):
        self.cir.move(pr.getX()-self.p1.getX(),pr.getY()-self.p1.getY())
        self.p1.move(pr.getX()-self.p1.getX(),pr.getY()-self.p1.getY())
Exemplo n.º 9
0
def find_the_circle():
    """
    10. [harder] Write a find_the_circle() function to play a simple game. This
    should start by displaying a graphics window, and creating (but not
    displaying) a circle of radius 30 at a random position (use the randint
    function from the random module). The user should then have 10 attempts at
    locating the circle (by clicking on the graphics window). Each time (except
    the first) the user misses the circle, a "getting closer" or "getting
    further away" message should be displayed (depending on the position of the
    current and previous clicks). If the user manages to find the circle (by
    clicking within its circumference), then the circle should be displayed and
    the user given some points: 10 points for finding it with the first click,
    down to 1 point for finding it with the 10th click. The game then restarts.
    However, each time the game restarts the circle should be given a new random
    position and its radius reduced by 10%. The game ends when the user fails to
    find the circle within 10 clicks. The total number of points scored should
    then be displayed.

    Note: game is too hard with radius 30 circle so I've upped it to 60.
    """
    win = GraphWin("Find the circle", 300, 440)
    score, radius, loss = 0, 60, False

    divider = Rectangle(Point(-1, 300), Point(300, 360))
    divider.setFill("gray")
    divider.draw(win)

    warning_text = Text(Point(150, 330), "Click in the space\nabove this grey "
                        "rectangle")
    warning_text.setSize(12)
    warning_text.setStyle("bold")
    warning_text.draw(win)

    status_text = Text(Point(150, 385), "")
    status_text.setSize(12)
    status_text.setStyle("bold")
    status_text.draw(win)

    score_text = Text(Point(150, 415), "Score: 0")
    score_text.setSize(12)
    score_text.setStyle("bold")
    score_text.draw(win)

    points_text = Text(Point(150, 25), "")
    points_text.setSize(14)
    points_text.setStyle("bold")
    points_text.draw(win)

    while True:
        centre_x, centre_y = random.randint(0, 300), random.randint(0, 300)
        centre = Point(centre_x, centre_y)

        hidden_circle = Circle(centre, radius)
        hidden_circle.setFill("red")

        status_text.setText("Find the circle!")

        distances = []

        for i in range(1, 11):
            while True:
                cursor = win.getMouse()
                cursor_y = cursor.getY()
                if cursor_y <= 300:
                    break

            distance = distance_between_points(centre, cursor)
            distances.append(distance)

            if distance <= radius:
                hidden_circle.draw(win)
                divider.undraw()
                divider.draw(win)
                points_text.undraw()
                points_text.draw(win)
                if i == 1:
                    points_text.setText("You get 10 points!")
                    status_text.setText("Click 1: you got it first try")
                else:
                    status_text.setText(f"Click {i}: you got it")
                    if i == 10:
                        points_text.setText("You get 1 point!")
                    else:
                        points_text.setText(f"You get {11-i} points!")
                radius *= 0.9
                score += 11 - i
                time.sleep(4)
                hidden_circle.undraw()
                status_text.setText("")
                points_text.setText("")
                score_text.setText(("Score:", score))
                break

            if i == 1:
                status_text.setText("Click 1: missed")
            elif distances[i - 1] > distances[i - 2]:
                status_text.setText(f"Click {i}: further away")
            elif distances[i - 1] == distances[i - 2]:
                status_text.setText(f"Click {i}: same distance")
            else:
                status_text.setText(f"Click {i}: closer")

            if i == 10:
                loss = True
                break

        if loss:
            score_text.setText("Game over")
            hidden_circle.draw(win)
            divider.undraw()
            divider.draw(win)
            points_text.undraw()
            points_text.draw(win)
            break

    points_text.setText(f"Your score is {score}")
    time.sleep(4)
    win.close()
Exemplo n.º 10
0
class Player:
    def __init__(self, pos, r, vel=1.0, c=color_rgb(255, 255, 255)):
        self.pos = pos  #position
        self.radius = r  #radius
        self.vel = vel  #velocity
        self.colour = c

        self.object = Circle(self.pos, r)
        self.object.setFill(c)
        self.object.setOutline('black')
        self.bullets = []  #bullet list

        self.score = 0

        print(self.object.getRadius())

    def modifyScore(self, value):
        self.score += value
        #print("Score:"+str(self.score))

    def getScore(self):
        return self.score

    def update(self, dt, win):
        x = 0.0
        y = 0.0
        if k.kUp():  #If key up is pressed
            y -= self.vel * dt
        if k.kDown():  #If key down is pressed
            y += self.vel * dt
        if k.kLeft():  #If key left is pressed
            x -= self.vel * dt
        if k.kRight():  #If key right is pressed
            x += self.vel * dt

        #Check if mouse has been clicked
        mouse = k.kMouseLeft(win)
        if mouse != None:
            #print(mouse)
            self.bullets.append(
                Bullet(self.pos, win, 10, Point(mouse.getX(), mouse.getY()),
                       1000, self.colour))

        #Update bullets and check if out of bounds
        for bullet in self.bullets:
            bullet.update(dt, win)
            if bullet.getAliveFlag() != True:
                bullet.undraw()
                self.bullets.remove(bullet)

        self.object.move(x, y)
        self.pos = self.object.getCenter()

    def getBullets(self):
        return self.bullets

    def getObject(self):
        return self.object

    def getRadius(self):
        return self.object.getRadius()

    def getPos(self):
        return self.pos

    def draw(self, win):
        self.object.draw(win)

    #undraw object
    def undraw(self):
        self.object.undraw()
Exemplo n.º 11
0
class Ball:
    def __init__(self, window: GraphWin, initial_position: Vector,
                 radius: float, speed: float, initial_direction: Vector,
                 score: Score, lose_life_function):
        self.window = window

        self.initial_direction = initial_direction
        self.initial_position = initial_position
        self.radius = radius
        self.initial_speed = speed
        self.current_speed = speed
        self.score = score

        self.is_alive = True
        self.still_ball = True

        self.position = self.initial_position
        self.velocity = self.initial_direction * speed

        self.sprite = Circle(self.position.to_point(), self.radius)

        self.damage = lose_life_function

    def draw(self, window: GraphWin):
        self.sprite.undraw()
        self.sprite = Circle(self.position.to_point(), self.radius)
        self.sprite.setFill("green")
        self.sprite.draw(window)

    def undraw(self):
        self.sprite.undraw()

    def reset(self):
        self.move_ball(self.initial_position)
        self.velocity = self.initial_direction * self.initial_speed
        self.is_alive = True
        self.still_ball = True
        self.current_speed = self.initial_speed

    def release(self):
        self.still_ball = False

    def update(self, elapsed_time: float, player: Player,
               squares: Sequence[PointSquare]):
        if self.still_ball:
            self.move_ball(player.position + Vector(0, -(self.radius + 10)))
            return

        self.world_collide()

        potential_position = self.position + (self.velocity * elapsed_time)

        new_potential_position, collided = self.collide_player(
            player, potential_position)

        if collided:
            potential_position = new_potential_position
        else:
            for square in squares:
                if not square.is_active:
                    continue

                new_potential_position, collided = self.collide_player(
                    square, potential_position)
                if collided:
                    square.hit()
                    potential_position = new_potential_position
                    break

        self.move_ball(potential_position)

    def move_ball(self, new_position: Vector):
        delta = new_position - self.position
        self.sprite.move(delta.x, delta.y)
        self.position = new_position

    def world_collide(self):
        if self.position.x - self.radius <= 0 or self.position.x + self.radius >= self.window.width:
            self.velocity = Vector(-self.velocity.x, self.velocity.y)

            if self.position.x > self.window.width / 2:
                self.move_ball(
                    Vector(self.window.width - (self.radius + 5),
                           self.position.y))
            else:
                self.move_ball(Vector(0 + (self.radius + 5), self.position.y))

        if self.position.y - self.radius <= 0 or self.position.y + self.radius >= self.window.height:
            self.velocity = Vector(self.velocity.x, -self.velocity.y)

            if self.position.y > self.window.height / 2:
                self.damage()
            else:
                self.move_ball(Vector(self.position.x, 0 + self.radius + 5))

    def collide_player(self, box_collider: Box, potential_position):

        # potential_position = self.position + self.velocity
        collided = False

        if type(box_collider) is Player:
            is_player = True
        else:
            is_player = False

        nearest_point = Vector(0, 0)
        nearest_point.x = max(
            box_collider.position.x - box_collider.half_size.x,
            min(potential_position.x,
                box_collider.position.x + box_collider.half_size.x))
        nearest_point.y = max(
            box_collider.position.y - box_collider.half_size.y,
            min(potential_position.y,
                box_collider.position.y + box_collider.half_size.y))

        ray_to_nearest = nearest_point - potential_position
        overlap = self.radius - ray_to_nearest.mag()

        if ray_to_nearest.mag() == 0:
            overlap = 0

        if overlap > 0:
            potential_position = potential_position - (
                ray_to_nearest.normalized() * overlap)

            right = (Vector(1, 0)).cos_angle(potential_position -
                                             box_collider.position)
            right_rec = (Vector(1, 0)).cos_angle(
                Vector(box_collider.half_size.x, -box_collider.half_size.y))
            left_rec = (Vector(1, 0)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_top = left_rec <= right <= right_rec

            top = (Vector(0, 1)).cos_angle(potential_position -
                                           box_collider.position)
            down_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, box_collider.half_size.y))
            top_rec = (Vector(0, 1)).cos_angle(
                Vector(-box_collider.half_size.x, -box_collider.half_size.y))

            collided_right = top_rec <= top <= down_rec

            if collided_top:
                if not is_player:
                    self.velocity = Vector(self.velocity.x, -self.velocity.y)
                else:
                    self.velocity = (potential_position - box_collider.position
                                     ).normalized() * self.current_speed

            if collided_right:
                self.velocity = Vector(-self.velocity.x, self.velocity.y)

            if not is_player:
                self.score.add_score()
                self.current_speed += 10

            self.velocity = self.velocity.normalized() * self.current_speed

            collided = True

        return potential_position, collided
Exemplo n.º 12
0
class Dado(object):
    def __init__(self, v, centro, ancho, alto):
        x, y = centro.getX(), centro.getY()
        w, h = ancho /2, alto /2
        self.ventana = v
        self.xmax, self.xmin = x+w, x-w
        self.ymax, self.ymin = y+h, y-h
        p1 = Point(self.xmin, self.ymin)
        p2 = Point(self.xmax, self.ymax)
        self.dado = Rectangle(p1, p2)
        self.dado.draw(v)
        self.dado.setFill('#FF0000')
        '''pintamos los circulos del dado con las posiciones reescalables de los puntos
    
            pos1            pos5
            pos2    pos4    pos6
            pos3            pos7
            
        '''
        self.pos1 = Point(self.xmin + w /2, self.ymin + h /2)
        self.pos2 = Point(self.xmin + w / 2, self.ymin + h)
        self.pos3 = Point(self.xmin + w / 2, self.ymin + h * 1.5)
        self.pos4 = Point(self.xmin + w, self.ymin + h)
        self.pos5 = Point(self.xmin + w * 1.5, self.ymin + h /2)
        self.pos6 = Point(self.xmin + w * 1.5, self.ymin + h)
        self.pos7 = Point(self.xmin + w * 1.5, self.ymin + h * 1.5)
        
        self.c1 = Circle(self.pos1, 4)
        self.c1.setOutline('#fff')
        self.c1.setFill('#fff')
        self.c1.draw(self.ventana)
            
        self.c2 = Circle(self.pos2, 4)
        self.c2.setOutline('#fff')
        self.c2.setFill('#fff')
        self.c2.draw(self.ventana)
            
        self.c3 = Circle(self.pos3, 4)
        self.c3.setOutline('#fff')
        self.c3.setFill('#fff')
        self.c3.draw(self.ventana) 
            
        self.c4 = Circle(self.pos4, 4)
        self.c4.setOutline('#fff')
        self.c4.setFill('#fff')
        self.c4.draw(self.ventana)
            
        self.c5 = Circle(self.pos5, 4)
        self.c5.setOutline('#fff')
        self.c5.setFill('#fff')
        self.c5.draw(self.ventana)
            
        self.c6 = Circle(self.pos6, 4)
        self.c6.setOutline('#fff')
        self.c6.setFill('#fff')
        self.c6.draw(self.ventana)
            
        self.c7 = Circle(self.pos7, 4)
        self.c7.setOutline('#fff')
        self.c7.setFill('#fff')
        self.c7.draw(self.ventana)
        
        self.limpiar()
        
    def colorDado(self, c):#personalizar el dado
        self.dado.setFill(c)
        
    def colorPunto(self, c):#personalizar los puntos del dado
        self.c1.setOutline(c)
        self.c1.setFill(c)
        self.c2.setOutline(c)
        self.c2.setFill(c)
        self.c3.setOutline(c)
        self.c3.setFill(c)
        self.c4.setOutline(c)
        self.c4.setFill(c)
        self.c5.setOutline(c)
        self.c5.setFill(c)
        self.c6.setOutline(c)
        self.c6.setFill(c)
        self.c7.setOutline(c)
        self.c7.setFill(c)
        
    def pulsado(self, p):#funcion para saber si se ha pulsado
        if p.getX() in range(self.xmin, self.xmax) and p.getY() in range(self.ymin, self.ymax):
            return True
        else:
            return False
        
    def ponValor(self, valor=1):#funcion para establecer la cara visible del dado
        self.limpiar()
        if valor == 1:
            self.c4.draw(self.ventana)
        elif valor == 2:
            self.c1.draw(self.ventana)
            self.c7.draw(self.ventana)
        elif valor == 3:
            self.c1.draw(self.ventana)
            self.c4.draw(self.ventana)
            self.c7.draw(self.ventana)
        elif valor == 4:
            self.c1.draw(self.ventana)
            self.c3.draw(self.ventana)
            self.c5.draw(self.ventana)
            self.c7.draw(self.ventana)
        elif valor == 5:
            self.c1.draw(self.ventana)
            self.c3.draw(self.ventana)
            self.c4.draw(self.ventana)
            self.c5.draw(self.ventana)
            self.c7.draw(self.ventana)
        elif valor == 6:
            self.c1.draw(self.ventana)
            self.c2.draw(self.ventana)
            self.c3.draw(self.ventana) 
            self.c5.draw(self.ventana)
            self.c6.draw(self.ventana)
            self.c7.draw(self.ventana)
            
    def limpiar(self):#limpiar el dado antes de pintar
        self.c1.undraw()
        self.c2.undraw()
        self.c3.undraw()
        self.c4.undraw()
        self.c5.undraw()
        self.c6.undraw()
        self.c7.undraw()
        
    def tirarDado(self):#funcion para visualizar aleatoriamente una cara
        posibles = [1, 2, 3, 4, 5, 6]
        num = choice(posibles)
        self.ponValor(num)
        return num
Exemplo n.º 13
0
num_snowballs = 75
for i in range(num_snowballs):
    x = randint(0, 199)
    y = randint(0, 199)
    p = Point(x, y)
    snowball = Circle(p, randint(2, 3))
    snowball.setFill("white")
    snowball.draw(win)
    snowballs.append(snowball)

# Freeze between frames in seconds
animation_delay = 0.1

frames_to_render = 20
for i in range(frames_to_render):
    for snowball in snowballs:
        snowball.move(0, randint(1, 3))
        if snowball.getCenter().getY() > 199:
            snowball.undraw()
            snowball.move(0, -200)
            snowball.draw(win)
    # time.sleep(animation_delay)

label = Text(Point(99, 99), "Happy SNOW DAY!")
label.setFill("white")
label.setSize(18)
label.draw(win)

win.getMouse()
win.close()
Exemplo n.º 14
0
def drawCircle():
    #draws the red circle
    radius = 5
    circle1 = Circle(Point(25, 25), radius)
    circle1.setFill("red")
    circle1.draw(win)

    #good job text
    goodJob = Text(Point(25, 35), "Good Job!")
    goodJob.setFace("times roman")
    goodJob.draw(win)
    sleep(2)
    goodJob.undraw()

    #grow text
    grow = Text(Point(25,35), "Now we will grow our circle.")
    grow.setFace("times roman")
    grow.draw(win)
    sleep(1.5)
    grow.undraw()
    sleep(.5)

    #click on the window text
    clickToGrow = Text(Point(25,35), "Click on the window")
    clickToGrow.setFace("times roman")
    clickToGrow.draw(win)
    
    
    win.getMouse()
    circle1.undraw()
    clickToGrow.undraw()
    
    #grow your circle
    for i in range(10):
        radius = radius + 1
        circle2 = Circle(Point(25, 25), radius)
        circle2.setFill("red")
        circle2.draw(win)
        circle2.undraw()
    circle2.draw(win)

    #WOW text for growing your circle
    wow = Text(Point(25, 43), "WOW!")
    wow.setSize(30)
    wow.setFace("times roman")
    wow.draw(win)
    sleep(2)
    wow.undraw()

    #Shrink the circle prompt
    thenText = Text(Point(25, 43), "Now, click to shrink it back down!")
    thenText.setFace("times roman")
    thenText.setSize(25)
    thenText.draw(win)
    
    win.getMouse()
    thenText.undraw()
    circle2.undraw()

    #Shrink your circle Function
    for i in range(10):
        radius = radius - 1
        circle3 = Circle(Point(25, 25), radius)
        circle3.setFill("red")
        circle3.draw(win)
        circle3.undraw()
    circle3.draw(win)


    #small wow
    wow2 = Text(Point(25, 33), "wow")
    wow2.setFace("times roman")
    wow2.draw(win)
    sleep(.35)
    wow2.undraw()

    wow2 = Text(Point(25, 33), "wow.")
    wow2.setFace("times roman")
    wow2.draw(win)
    sleep(.5)
    wow2.undraw()

    wow2 = Text(Point(25, 33), "wow..")
    wow2.setFace("times roman")
    wow2.draw(win)
    sleep(.5)
    wow2.undraw()

    wow2 = Text(Point(25, 33), "wow...")
    wow2.setFace("times roman")
    wow2.draw(win)
    sleep(2)
    wow2.undraw()

    circle3.undraw()
    #call to next function
    moveCircle()
Exemplo n.º 15
0
cir1.setFill('red')
cir2.setFill('orange')
cir3.setFill('yellow')
cir4.setFill('green')
cir5.setFill('blue')

ones = [1, 6, 11, 16, 21, 26, 31, 36, 41, 46, 51, 56]
twos = [2, 7, 12, 17, 22, 27, 32, 37, 42, 47, 52, 57]
threes = [3, 8, 13, 18, 23, 28, 33, 38, 43, 48, 53, 58]
fours = [4, 9, 14, 19, 24, 29, 34, 39, 44, 49, 54, 59]
fives = [0, 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55]

while True:

    if int(strftime('%S')) in ones:
        cir1.undraw()
        cir1.draw(win)
        cir2.undraw()
        cir3.undraw()
        cir4.undraw()
        cir5.undraw()

    if int(strftime('%S')) in twos:
        cir2.draw(win)

    if int(strftime('%S')) in threes:
        cir3.draw(win)

    if int(strftime('%S')) in fours:
        cir4.draw(win)
Exemplo n.º 16
0
class Robot:
    NORTE = 0
    ESTE = 1
    SUR = 2
    OESTE = 3

    def __init__(self, x, y):
        self.col = x
        self.row = y
        self.circle = Circle(Point(x * 50 + 25, y * 50 + 50 + 25), 20)
        self.facing = self.NORTE
        self.face = self._getFace()
        self.attached = False
        self.s = [False, False, False, False, False, False, False, False]
        self.x = [False, False, False, False]

    def move(self, x, y):
        self.col = x
        self.row = y
        self.circle.undraw()
        self.face.undraw()
        self.circle = Circle(Point(x * 50 + 25, y * 50 + 50 + 25), 20)
        self.face = self._getFace()

    def draw(self, win):
        self.circle.setFill(color_rgb(0, 0, 0))
        self.face.setFill(color_rgb(0, 0, 0))
        self.circle.undraw()
        self.face.undraw()
        self.circle.draw(win)
        self.face.draw(win)

    def undraw(self):
        self.circle.undraw()
        self.face.undraw()

    def getCol(self):
        return self.col

    def getRow(self):
        return self.row

    def detach(self):
        self.attached = False

    def actualizarPercepciones(self, perc):
        self.s = perc
        self.x[0] = perc[1] or perc[2]
        self.x[1] = perc[3] or perc[4]
        self.x[2] = perc[5] or perc[6]
        self.x[3] = perc[7] or perc[0]

    def desplaza(self, dir):
        x = self.col
        y = self.row
        self.facing = dir
        if (dir == self.NORTE): self.move(x, y - 1)
        elif (dir == self.ESTE): self.move(x + 1, y)
        elif (dir == self.SUR): self.move(x, y + 1)
        elif (dir == self.OESTE): self.move(x - 1, y)

    def razona(self):
        x = self.x
        s = self.s
        if (not (x[0] or x[1] or x[2] or x[3])): self.desplaza(self.NORTE)
        elif not self.attached:
            if x[0] and not s[3]: self.desplaza(self.ESTE)
            elif x[1] and not s[5]: self.desplaza(self.SUR)
            elif x[2] and not s[7]: self.desplaza(self.OESTE)
            elif x[3] and not s[1]: self.desplaza(self.NORTE)
            self.attached = True
        elif self.facing == self.SUR:
            if not s[3]: self.desplaza(self.ESTE)
            elif not s[5]: self.desplaza(self.SUR)
            elif not s[7]: self.desplaza(self.OESTE)
            elif not s[1]: self.desplaza(self.NORTE)
        elif self.facing == self.NORTE:
            if not s[7]: self.desplaza(self.OESTE)
            elif not s[1]: self.desplaza(self.NORTE)
            elif not s[3]: self.desplaza(self.ESTE)
            elif not s[5]: self.desplaza(self.SUR)
        elif self.facing == self.ESTE:
            if not s[1]: self.desplaza(self.NORTE)
            elif not s[3]: self.desplaza(self.ESTE)
            elif not s[5]: self.desplaza(self.SUR)
            elif not s[7]: self.desplaza(self.OESTE)
        elif self.facing == self.OESTE:
            if not s[5]: self.desplaza(self.SUR)
            elif not s[7]: self.desplaza(self.OESTE)
            elif not s[1]: self.desplaza(self.NORTE)
            elif not s[3]: self.desplaza(self.ESTE)

    def _getFace(self):
        x1 = 0
        y1 = 0
        x2 = 0
        y2 = 0
        if (self.facing == self.NORTE):
            x1 = self.col * 50 + 20
            y1 = self.row * 50 + 50
            x2 = x1 + 10
            y2 = y1 + 10
        elif (self.facing == self.ESTE):
            x1 = self.col * 50 + 40
            y1 = self.row * 50 + 20 + 50
            x2 = x1 + 10
            y2 = y1 + 10
        elif (self.facing == self.SUR):
            x1 = self.col * 50 + 20
            y1 = self.row * 50 + 40 + 50
            x2 = x1 + 10
            y2 = y1 + 10
        elif (self.facing == self.OESTE):
            x1 = self.col * 50
            y1 = self.row * 50 + 20 + 50
            x2 = x1 + 10
            y2 = y1 + 10
        return Rectangle(Point(x1, y1), Point(x2, y2))
Exemplo n.º 17
0
class Fighter():
    def __init__(self, team, points, win):
        self.win = win
        self.radius = 0.1
        self.position = points[0]
        self.looking = points[1]
        self.fire_line = self.get_fire()
        self.color = "red" if team == 0 else "blue"
        self.view_left = self.get_left()
        self.view_left.setFill(self.color)
        self.view_right = self.get_right()
        self.view_right.setFill(self.color)
        self.firing = True
        self.view = False
        self.body = Circle(self.position, self.radius)
        self.body.setFill(self.color)

    def draw(self):
        self.body.draw(self.win)
        self.toggle_fire()
        self.toggle_view()

    def die(self):
        self.fire_line.undraw()
        self.view_left.undraw()
        self.view_right.undraw()
        self.body.setFill("orange")

    def undraw(self):
        self.body.undraw()

    def update(self, points):
        self.update_position(points[0])
        self.update_view(points[1])

    def update_position(self, position):
        self.body.move(position.x - self.position.x,
                       position.y - self.position.y)
        self.position = position

    def update_view(self, looking):
        self.fire_line.undraw()
        self.view_left.undraw()
        self.view_right.undraw()
        self.looking = looking
        self.fire_line = self.get_fire()
        self.view_left = self.get_left()
        self.view_right = self.get_right()
        if self.firing:
            self.fire_line.draw(self.win)
        if self.looking:
            self.view_left.draw(self.win)
            self.view_right.draw(self.win)

    def toggle_fire(self):
        self.firing = not self.firing
        if self.firing:
            self.fire_line.draw(self.win)
        else:
            self.fire_line.undraw()

    def toggle_view(self):
        self.view = not self.view
        if self.view:
            self.view_left.draw(self.win)
            self.view_right.draw(self.win)
        else:
            self.view_left.undraw()
            self.view_right.undraw()

    def get_left(self):
        x = self.position.x + (self.looking.x - self.position.x) * math.cos(
            math.pi / 3) - (self.looking.y - self.position.y) * math.sin(
                math.pi / 3)
        y = self.position.y + (self.looking.x - self.position.x) * math.sin(
            math.pi / 3) + (self.looking.y - self.position.y) * math.cos(
                math.pi / 3)
        l = Line(self.position, Point(x, y))
        l.setFill(self.color)
        return l

    def get_right(self):
        x = self.position.x + (self.looking.x - self.position.x) * math.cos(
            -math.pi / 3) - (self.looking.y - self.position.y) * math.sin(
                -math.pi / 3)
        y = self.position.y + (self.looking.x - self.position.x) * math.sin(
            -math.pi / 3) + (self.looking.y - self.position.y) * math.cos(
                -math.pi / 3)
        l = Line(self.position, Point(x, y))
        l.setFill(self.color)
        return l

    def get_fire(self):
        l = Line(self.position, self.looking)
        l.setFill("orange")
        return l

    def __repr__(self):
        return "Fighter({}, {})".format(str(self.position), str(self.radius))