def __init__(self): # Set the current level self.current_level: Level = Level01() # Create the player self.player = Player(self.current_level.start.tile) self.guardian = Guardian(self.current_level.guardian) self.characters = pygame.sprite.Group() self.items = pygame.sprite.Group() self.item_tiles: List[Tile] = [ tile_gui.tile for tile_gui in random.sample(self.current_level.floors, 3) ] self.needle = Item(self.item_tiles[0], ItemType.NEEDLE) self.pipe = Item(self.item_tiles[1], ItemType.PLASTIC_PIPE) self.ether = Item(self.item_tiles[2], ItemType.ETHER) self.items.add(self.needle, self.pipe, self.ether) self.characters.add(self.guardian, self.player) # Loop until the user clicks the close button. self.done = False self.score = Score(self.player, self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE) self.gui = pygame.sprite.Group() self.gui.add(self.score) self.state = GameState.LOOKING_FOR_ITEMS self.game_over = pygame.sprite.Group() self.game_over.add( GameOver(self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE)) self.win = pygame.sprite.Group() self.win.add( EndLevel(self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE))
def __init__(self): style_provider = Gtk.CssProvider() style_provider.load_from_data(css) Gtk.StyleContext.add_provider_for_screen( Gdk.Screen.get_default(), style_provider, Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION ) self.player = Player() self.scrapper = Scrapper() self.builder = Gtk.Builder() self.builder.add_from_file(os.path.join(os.getcwd(), 'gui/src/gui2.glade')) self.window = self.builder.get_object('mainWindow') self.window.set_title("Anime Tv Scrapper") self.window.set_size_request(860, 600) self.entry = self.builder.get_object('searchinput') self.back_button = self.builder.get_object('toolbutton1') self.back_button.connect("clicked", self.go_back) self.left_pane = self.builder.get_object('box2') self.links_frame = self.builder.get_object('scrolledwindow1') self.mainBox = self.builder.get_object('box1') self.test_frame = self.builder.get_object('viewport1') self.grid_helper = Grid() self.grid = self.grid_helper.get() self.links_frame.add(self.grid) self.entry.connect("activate", self.on_searchinput_activate) self.window.connect("window-state-event", self.on_window_state_event) self.window.connect('destroy', Gtk.main_quit) self.window.connect('delete-event', Gtk.main_quit) self.window.show_all()
def loadPlayers(self, file): try: f = open(file, "rb") for line in f: if len(line) > 1: self.activePlayers.append( Player(self.globals, line.decode("UTF-8"), 0, 0, 0)) self.numPlayers += 1 except: print("couldn't load players")
def makePlayers( self ): #generates the players, each one having less total skill than the previous scale = int(100 / self.numPlayers) total = 100 for i in range(self.numPlayers): a, b, c = self.abc(total) self.activePlayers.append(Player(str(self.nameid), a, b, c)) self.nameid += 1 total -= scale if self.start_seeded == False: random.shuffle(self.activePlayers)
def add_player_to_config(index, player: Player, player_header: ConfigHeader): player_header.set_value(PARTICIPANT_CONFIG_KEY, player.get_config_location(), index) player_header.set_value(PARTICIPANT_TEAM, player.get_team(), index) player_header.set_value(PARTICIPANT_LOADOUT_CONFIG_KEY, player.get_loadout(), index)
class UI: grid = "" def __init__(self): style_provider = Gtk.CssProvider() style_provider.load_from_data(css) Gtk.StyleContext.add_provider_for_screen( Gdk.Screen.get_default(), style_provider, Gtk.STYLE_PROVIDER_PRIORITY_APPLICATION ) self.player = Player() self.scrapper = Scrapper() self.builder = Gtk.Builder() self.builder.add_from_file(os.path.join(os.getcwd(), 'gui/src/gui2.glade')) self.window = self.builder.get_object('mainWindow') self.window.set_title("Anime Tv Scrapper") self.window.set_size_request(860, 600) self.entry = self.builder.get_object('searchinput') self.back_button = self.builder.get_object('toolbutton1') self.back_button.connect("clicked", self.go_back) self.left_pane = self.builder.get_object('box2') self.links_frame = self.builder.get_object('scrolledwindow1') self.mainBox = self.builder.get_object('box1') self.test_frame = self.builder.get_object('viewport1') self.grid_helper = Grid() self.grid = self.grid_helper.get() self.links_frame.add(self.grid) self.entry.connect("activate", self.on_searchinput_activate) self.window.connect("window-state-event", self.on_window_state_event) self.window.connect('destroy', Gtk.main_quit) self.window.connect('delete-event', Gtk.main_quit) self.window.show_all() def on_searchinput_activate(self, widget): self.open() def on_window_state_event(self, widget, event, data=None): mask = Gdk.WindowState.FULLSCREEN fullscreen = widget.get_window().get_state() & mask == mask if fullscreen: #self.left_pane.set_visible(False) self.mainBox.set_homogeneous(True) else: #self.left_pane.set_visible(True) self.mainBox.set_homogeneous(False) def serie_clicked(self, widget, event, link): serie = self.scrapper.get_series(link.link) self.show_links(serie) def episode_clicked(self, widget, event, link): links = self.scrapper.get_episode(link.href)['links'] self.player.set_links(links) self.player.set_title(link.title) self.player.open(links[0]) def go_back(self, widget): self.test_frame.hide() self.links_frame.show() def show_links(self, serie): box = Gtk.VBox() for episod in serie['episodes']: button = Gtk.Button(episod.title) box.pack_start(button, False, False, 0) button.connect("button-press-event", self.episode_clicked, episod) button.show() box.show() self.links_frame.hide() self.test_frame.add(box) self.test_frame.show() def open(self, *args): search = Search() links = search.search(self.entry.get_text()) self.grid_helper.refresh() for link in links: url = link.img text = Gtk.Label(link.title) text.set_line_wrap(True) response = urllib2.urlopen(url) input_stream = Gio.MemoryInputStream.new_from_data(response.read(), None) pixbuf = Pixbuf.new_from_stream(input_stream, None) image = Gtk.Image() image.set_from_pixbuf(pixbuf) box = Gtk.VBox() box.pack_start(image, False, False, 0) box.pack_start(text, False, False, 0) event_box = Gtk.EventBox() event_box.add(box) event_box.connect("button-press-event", self.serie_clicked, link) self.grid_helper.add_widget(event_box) self.grid_helper.load_widgets() self.window.show_all()
args = parser.parse_args() #--------END Command Line argument parser------------------------------------------------------ subprocess.run(["reset"]) #print(sys.path) fp_cfg = '/'.join([args.cam_path,args.cam_file]) print (fp_cfg) if not os.path.isfile(fp_cfg) == True: print('ERROR: Invalid Configuration File: {:s}'.format(fp_cfg)) sys.exit() print('Importing configuration File: {:s}'.format(fp_cfg)) with open(fp_cfg, 'r') as json_data: cam = json.load(json_data) json_data.close() # print(cam) # for idx,item in enumerate(cam): # print(idx+1, item['cam_name']) # print(item['hires_url']) # print(item['hires_url']) # print() # sys.exit() # Initialize the Qt Application and the main window app = QtWidgets.QApplication(sys.argv) player = Player(cameras=cam) player.setWindowFlags(QtCore.Qt.MaximizeUsingFullscreenGeometryHint | QtCore.Qt.FramelessWindowHint) player.show() sys.exit(app.exec_())
from gi.repository import Gtk, Gdk from gui.player import Player from videospider import Spider Gdk.threads_enter() player = Player() spider = Spider() link = spider.fetch("http://vodlocker.com/embed-5fw744toleey-650x370.html") #player.set_title("etas") player.open(link) Gtk.main() Gdk.threads_leave()
class Game: def __init__(self): # Set the current level self.current_level: Level = Level01() # Create the player self.player = Player(self.current_level.start.tile) self.guardian = Guardian(self.current_level.guardian) self.characters = pygame.sprite.Group() self.items = pygame.sprite.Group() self.item_tiles: List[Tile] = [ tile_gui.tile for tile_gui in random.sample(self.current_level.floors, 3) ] self.needle = Item(self.item_tiles[0], ItemType.NEEDLE) self.pipe = Item(self.item_tiles[1], ItemType.PLASTIC_PIPE) self.ether = Item(self.item_tiles[2], ItemType.ETHER) self.items.add(self.needle, self.pipe, self.ether) self.characters.add(self.guardian, self.player) # Loop until the user clicks the close button. self.done = False self.score = Score(self.player, self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE) self.gui = pygame.sprite.Group() self.gui.add(self.score) self.state = GameState.LOOKING_FOR_ITEMS self.game_over = pygame.sprite.Group() self.game_over.add( GameOver(self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE)) self.win = pygame.sprite.Group() self.win.add( EndLevel(self.current_level.width * BLOCK_SIZE, self.current_level.height * BLOCK_SIZE)) def collision_handler(self): hit_wall_list = [ wall for wall in self.current_level.walls if wall.tile == self.player.next_tile() ] for wall in hit_wall_list: print(colored('player hit wall at {}'.format(wall), 'red')) self.player.stop() def facing_guardian(self): if abs(self.player.tile.x - self.guardian.tile.x) + abs(self.player.tile.y - self.guardian.tile.y) == 1: if len(self.player.items) == 3: print("Guardian is down !") self.characters.remove(self.guardian) self.state = GameState.GUARDIAN_DOWN else: self.state = GameState.LOOSE def item_detection(self): block_hit_list: List[Item] = pygame.sprite.spritecollide( self.player, self.items, False) for block in block_hit_list: self.player.take_item(block.item_type) self.items.remove(block) print('On item {}'.format(block.item_type)) def out_of_game(self): if self.player.change_x > 0 and self.player.tile.x == self.current_level.width - 1 \ or self.player.change_x < 0 and self.player.tile.x == 0 \ or self.player.change_y < 0 and self.player.tile.x == 0 \ or self.player.change_y > 0 and self.player.tile.y == self.current_level.height - 1: self.player.stop() print('trying to get out of game') def game_loop(self, screen): # -------- Main Program Loop ----------- while not self.done: for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close self.done = True # Flag that we are done so we exit this loop if event.type == pygame.KEYUP: if event.key in [ pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN ]: self.player.stop() if self.state in [ GameState.LOOKING_FOR_ITEMS, GameState.HAVE_WEAPON, GameState.GUARDIAN_DOWN ]: pressed_keys = pygame.key.get_pressed() if pressed_keys[pygame.K_LEFT]: self.player.go_left() if pressed_keys[pygame.K_RIGHT]: self.player.go_right() if pressed_keys[pygame.K_UP]: self.player.go_up() if pressed_keys[pygame.K_DOWN]: self.player.go_down() self.collision_handler() self.out_of_game() self.item_detection() self.characters.update() self.current_level.update() self.score.update(self.state) if self.state != GameState.GUARDIAN_DOWN: self.facing_guardian() else: self.end_game() self.current_level.draw(screen) self.items.draw(screen) self.characters.draw(screen) self.gui.draw(screen) elif self.state == GameState.LOOSE: self.game_over.draw(screen) elif self.state == GameState.WIN: self.win.draw(screen) # Go ahead and update the screen with what we've drawn. pygame.display.flip() # pause the game loop to limit speed pygame.time.delay(100) def end_game(self): if self.player.tile == self.current_level.end.tile: self.state = GameState.WIN
''' Created on 08-05-2012 @author: morti ''' import upnpy from gui.player import Player if __name__ == '__main__': window = Player() window.show() upnpy.run()