def __init__(self, screen): tilevid.Tilevid.__init__(self) self.screen = screen ## create a background layer self.bg = tilevid.Tilevid() self.num_bibles = base.num_bibles ## This is the rectangle that we're focusing on. self.focus_rect = (0, 0, 1, 1) ## self.loadLevel(self.level_maj, self.level_min) ## Create a new HUD self.hud = hud.HUD(self) ##MAYO: add the Bible verse set up if base.gameDifficulty == 1: self.mybible = bibleverse("easy") print "easy" elif base.gameDifficulty == 2: self.mybible = bibleverse("medium") print "medium" elif base.gameDifficulty == 3: self.mybible = bibleverse("hard") print "hard" self.inputing = False self.retval = [] # for testing self.safeMode = False self.player = None
def __init__(self): self.asteroids = set() self.hud = hud.HUD() self.ship = ship.Ship(hud=self.hud) self.level = 1 self.hud.set_level(self.level) self._level_frame = 0 self.enemies = set() self.asteroids.update(levels.level[self.level].create_asteroids()) self._update_func = self._update_during_level self.ship.fly_in()
def __init__(self, player): global screen self.time = time.time() self.screen = screen # our screen self.textures = {} # for saving the textures self.camera = camera.CCamera() self.list = glGenLists(7) # display lists self.rotation = 0.0 # set rotation variable for rotation objects glInit() # initialize OpenGL and window texture.loadTextures(self.textures) # load all textures self.HUD = hud.HUD(self.textures) # The HUD self.player = player
def __init__(self, prevhandler): self.startlevel = 1 self.ticks = 0 self.levelnum = -1 self.gamewon = 0 self.donegetready = 0 self.waitforactivation = 0 self.donelevelup = 0 self.getreadyimage = 0 self.player = objairplane.PlayerAirplane(35, 5, objairplane.player_images) self.prevhandler = prevhandler self.staticobjs = [] self.doneplayerdie = 0 self.baddyshotobjs = [] self.playershotobjs = [] self.powerupobjs = [] self.popobjs = [] self.smokeobjs = [] self.asteroidobjs = [] self.waves = 0 self.donequit = 0 self.explodetick = 0 self.ptick = 0 self.quitimage = 0 self.pos = game.arena.width / 2, game.arena.height - 20 self.curwave = [] self.map = None self.objlists = [ self.baddyshotobjs, self.playershotobjs, self.popobjs, self.smokeobjs, self.powerupobjs, self.asteroidobjs, self.staticobjs ] self.hud = hud.HUD() self.lastwavecreated = 0 self.levelchanged = 0 self.state = '' self.statetick = self.dummyfunc self.lives_left = game.start_lives self.powerupcount = 0.0 self.numdeaths = 0 self.lasttick = pygame.time.get_ticks() self.wavetick = 0 self.speedadjust = 1.0 self.startmusic = 1 self.song = '' self.songtime = 0 self.changestate('getready') self.bgfill = gfx.surface.fill
def load(self): hud_scene = [s for s in bge.logic.getSceneList() if s.name == 'HUD'] if hud_scene: self.hud = hud.HUD(hud_scene[0]) self.hud.log_book.set_location_list(self.areas) self.hud.log_book.set_found_location_list(self.been_areas) self.hud.log_book.close_text.text = "Close the logbook with the {}".format( bge.events.EventToString(LOGBOOKKEY)) self.ship.on_ship_move.append(self._update_hud_radio_box) self.ship.on_ship_move.append(self._check_areas) return True return False
def __init__(self): self.basedir = os.path.dirname(sys.modules[self.__module__].__file__) self.open_save_game() items.init(self.basedir) self.name = "Renegade game" self.save_data = SaveGameObject() self.save_data.map = None try: self.load() except: self.new_game() self.save() self.hud = hud.HUD(self.save_data.hero) #self.fps = dialog.FpsDialog() core.display.set_caption(self.name) self.impending_actions = [] self.inventory_screen = InventoryScreen()
def __init__(self, prevhandler): self.startlevel = game.player.start_level() self.newcontinue = 0 self.levelnum = -1 self.gamewon = 0 self.player = objship.Ship() self.prevhandler = prevhandler self.staticobjs = [] self.boxobjs = [] self.shotobjs = [] self.spikeobjs = [] self.powerupobjs = [] self.powereffects = [] self.popobjs = [] self.textobjs = [] self.smokeobjs = [] self.asteroidobjs = [] self.guardobjs = [objguard.Guard(x) for x in range(4)] self.objlists = [ self.boxobjs, self.shotobjs, self.spikeobjs, self.popobjs, self.smokeobjs, self.powerupobjs, self.asteroidobjs, self.guardobjs, self.staticobjs, self.textobjs ] self.glitter = objshot.Glitter() self.hud = hud.HUD() self.state = '' self.statetick = self.dummyfunc self.lives_left = 0 self.grabbedboxes = 0 self.powerupcount = 0.0 self.numdeaths = 0 self.secretspikes = [] self.touchingsecretspike = None self.complement = random.randint(0, len(game.Complements) - 1) self.lasttick = pygame.time.get_ticks() self.speedadjust = 1.0 self.startmusic = 1 self.song = '' self.songtime = 0 self.changestate('gamestart') self.bgfill = gfx.surface.fill
def __init__(self): #center screen os.environ['SDL_VIDEO_CENTERED'] = '1' #initialize pygame lib pygame.init() #creates window self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_caption('The Avengers - Six Guys') logger.get().setScreen(self.screen) #Make a camera (this might need to go inside the level object, but that's ok) self.camera = camera.Camera(self.screen) logger.get().setCamera(self.camera) #number of the current level self.levelNumber = 0 #default 1, change for debugging self.currLevel = self.getCurrentLevel() logger.get().setLevel(self.levelNumber) #player starts with 3 lives self.player_lives = constants.PLAYER_LIVES self.invincible = False #menus self.startMenu = startmenu.StartMenu() self.pauseMenu = pausemenu.PauseMenu() logger.get().setMenu(self.startMenu) logger.get().setAvengersObj(self) #the hud self.hud = hud.HUD() #I wanna listen to my music while I develop dammit! if "-m" in sys.argv: sound.set_bgm_vol(0) sound.set_sfx_vol(0) self.hud.vol = False #Skip all that clicking, ain't nobody got time for that if "-p" in sys.argv: self.startMenu.playing = True
def __init__(self): self.players = None self.light = None self.objs = [] self.hero = None self.track = None self.opponents = None self.cam = None self.screen = thorpy.get_screen() self.screen_rect = self.screen.get_rect().move((0,parameters.H//2)) self.i = 0 #frame self.vessels = [] self.background = thorpy.load_image(parameters.BACKGROUNDS[parameters.CURRENT_QUALITY]) self.background = thorpy.get_resized_image(self.background, (parameters.W,parameters.H//2), type_=max) self.hud = hud.HUD() self.debris = [] ## self.background = pygame.transform.smoothscale(self.background, (parameters.W,parameters.H//2)) self.start_i = 5 self.start_delay = 10 + int(random.random()*1000)//40 self.ranking = [] self.hero_dead = None self.abandon = False
sum = 0.0 count = 0 for f in data['filter']: air = interp.query(f['time'], 'air') if air['airspeed'] < 5.0: sum += f['alt'] count += 1 if count > 0: ground_m = sum / float(count) else: ground_m = data['filter'][0].alt print("ground est:", ground_m) # overlay hud(s) hud1 = hud_glass.HUD() hud2 = hud.HUD(K) #cam_ypr = [-3.0, -12.0, -3.0] # yaw, pitch, roll #ref = [44.7260320000, -93.0771072000, 0] ref = [ data['gps'][0]['lat'], data['gps'][0]['lon'], 0.0 ] hud1.set_ned_ref(data['gps'][0]['lat'], data['gps'][0]['lon']) hud2.set_ned_ref(data['gps'][0]['lat'], data['gps'][0]['lon']) print('ned ref:', ref) print('temporarily disabling airport loading') #hud1.load_airports() hud1.set_ground_m(ground_m) hud2.set_ground_m(ground_m) if args.features:
import sys import pygame sys.path.append('./data') import gamestate import hud if __name__ == '__main__': pygame.init() pygame.mixer.pre_init(44100, -16, 2) pygame.mixer.init() screen = pygame.display.set_mode((800, 640)) pygame.display.set_caption("Space Invaders") pygame.mouse.set_visible(False) clock = pygame.time.Clock() game = gamestate.GameState(screen) hud = hud.HUD(game) last = game.level try: while True: clock.tick(30) game.update() hud.update() game.draw(screen) hud.draw(screen) pygame.display.update() if game.level != last: last = game.level hud.nextLevel(screen) except KeyboardInterrupt: pass
plt.figure(4) plt.ylabel('yaw rate (deg per sec)') plt.xlabel('flight time (sec)') plt.plot(movie[:, 0] + time_shift, (movie[:, 4] / rratio) * r2d, label='estimate from flight movie') plt.plot(flight_imu[:, 0], flight_imu[:, 3] * r2d, label='flight data log') plt.legend() plt.show() # adjust K for output scale. K = K * args.scale K[2, 2] = 1.0 # overlay hud(s) hud1 = hud.HUD(K) hud2 = hud.HUD(K) # these are fixed tranforms between ned and camera reference systems proj2ned = np.array([[0, 0, 1], [1, 0, 0], [0, 1, 0]], dtype=float) ned2proj = np.linalg.inv(proj2ned) #cam_ypr = [-3.0, -12.0, -3.0] # yaw, pitch, roll #ref = [44.7260320000, -93.0771072000, 0] ref = [data['gps'][0].lat, data['gps'][0].lon, 0.0] hud1.set_ned_ref(data['gps'][0].lat, data['gps'][0].lon) hud2.set_ned_ref(data['gps'][0].lat, data['gps'][0].lon) print 'ned ref:', ref hud1.set_ground_m(ground_m) hud2.set_ground_m(ground_m)
active_sprites = currentL.active_sprites bullets = pygame.sprite.Group() enemyBullets = pygame.sprite.Group() plr.level = currentL plr.rect.x = 200 plr.rect.y = HEIGHT - plr.rect.height active_sprites.add(plr) close = False clock = pygame.time.Clock() camPos = 0 HUD = hud.HUD("monospace", 15, plr, screen) win = 0 enemiesLeft = 0 def ShiftCamera(shift): for a in active_sprites: if a != plr: a.rect.x += shift while win == 0 and close == False: if (plr.invincible == True) and (pygame.time.get_ticks() - plr.coll_time) > 300:
def __init__(self, parent): # Assign some constant attributes self.parent = parent self.display = self.parent.display self.clock = self.parent.clock self.fast = self.parent.parent.fast self.controls = self.parent.parent.controls # Create an instance of the sound engine self.sound_engine = sounds.SoundEngine() self.sound_engine.light_sound.set_volume(0) self.sound_engine.dissolve_sound.set_volume(0.2) # Show the loading screen self.loading_screen = covers.LoadingScreen() if self.parent.parent.small: # Adjust the loading screen for the small display self.loading_screen.image = self.loading_screen.image_small loading_label_x = 360 loading_label_y = 400 else: loading_label_x = 480 loading_label_y = 500 # Fade in the loading screen for n in range(63): spritesheet.blit_alpha(self.display, self.loading_screen.image, (0, 0), n * 4) pygame.display.flip() # Create the loading label label = text.LoadingLabel("", 300, 500) # Create the player self.player = p.Player(self.sound_engine) # Create a group that contains only the player # This is so I can call .draw() on the group # and pygame will draw the sprite for me self.player_group = pygame.sprite.GroupSingle() self.player_group.add(self.player) # Create the levels self.level_list = list() # For each level, update the text on the level # then draw the loading screen and text to the display # Then load the level into the level list # Level 1 label.update_text("Loading Level 1...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level01(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 2 self.loading_screen.draw(self.display) label.update_text("Loading Level 2...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level02(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 3 self.loading_screen.draw(self.display) label.update_text("Loading Level 3...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level03(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 4 self.loading_screen.draw(self.display) label.update_text("Loading Level 4...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level04(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 5 self.loading_screen.draw(self.display) label.update_text("Loading Level 5...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level05(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 6 self.loading_screen.draw(self.display) label.update_text("Loading Level 6...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level06(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 7 self.loading_screen.draw(self.display) label.update_text("Loading Level 7...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level07(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 8 self.loading_screen.draw(self.display) label.update_text("Loading Level 8...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level08(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 9 self.loading_screen.draw(self.display) label.update_text("Loading Level 9...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level09(self.player, True, self.fast, self.controls, self.sound_engine)) # Level 10 self.loading_screen.draw(self.display) label.update_text("Loading Level 10...", loading_label_x, loading_label_y) label.draw(self.display) pygame.display.flip() self.level_list.append(level.Level10(self.player, True, self.fast, self.controls, self.sound_engine)) # Set the current level self.current_level_no = 0 self.current_level = self.level_list[self.current_level_no] # Assign references between objects self.player.level = self.current_level self.current_level.player = self.player # Create the blackout self.blackout = covers.Blackout() self.blackout.player = self.player # Create the game over screens # Again, if it's set to the small display # then use the small image self.game_over = covers.GameOverScreen() if self.parent.parent.small: self.game_over.image = self.game_over.image_small self.black_screen = covers.DarkScreen() self.game_over2 = covers.GameOverScreen2() if self.parent.parent.small: self.game_over2.image = self.game_over2.image_small # Using a custom image as the pointer # suits the theme a bit better than the mouse pointer self.crosshair = entities.Crosshair() # Instantiate the HUD self.hud = hud.HUD(self.player, self.parent.parent.small) self.timer = hud.Timer(180) self.update_timer_event = USEREVENT + 1 pygame.time.set_timer(self.update_timer_event, 1000) # Load the parts of the intro if self.parent.parent.small: self.intro = [gif.GIFImage(os.path.join("resources/intro/small", image)) for image in os.listdir("resources/intro/small")] else: self.intro = [gif.GIFImage(os.path.join("resources/intro/normal", image)) for image in os.listdir("resources/intro/normal")] self.intro_background = pygame.image.load("resources/darkscreen.png").convert() self.intro_thresholds = [156, 177, 181] if self.parent.parent.small: self.part2_scene = [gif.GIFImage("resources/anims/part2_small.gif")] else: self.part2_scene = [gif.GIFImage("resources/anims/part2.gif")] self.part2_scene_thresholds = [158] if self.parent.parent.small: self.outro = [gif.GIFImage("resources/anims/outro_small.gif")] else: self.outro = [gif.GIFImage("resources/anims/outro.gif")] self.outro_thresholds = [112]
model_data = model.StaticModelData() model_data.setup() # Everybody do the setup shake! # I seriously thing something is wrong with me, putting in all these random comments and strings and stuff. # Oh well clock = pygame.time.Clock() pygame.mouse.set_pos(config.window_info.window_size[0] / 2, config.window_info.window_size[1] / 2) user = User(model.geom_data["spawn"], camera, model_data) input_handler = InputHandler(user) hud = hud.HUD(model_data) scripter = ScriptHolder(model_data, user) scripter.load("script.txt") while True: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) user.update_camera() camera.apply() model_data.draw() model_data.setup_price_labels(user) hud.apply(user) for event in pygame.event.get(): if event.type == pygame.QUIT: raise input_handler.dispatch(event)
track_names = [ t for t in os.listdir("tracks") if os.path.isfile(os.path.join("tracks", t)) and t.endswith(".json") ] loaded_tracks = [] for track_name in track_names: with open(f"tracks/{track_name}") as t: loaded_tracks.append(track.Track(json.load(t))) print(f"Loading track: {track_name}") sm = SceneManager() gm = GameManager(loaded_tracks) main_menu = ui.MainMenu() race_options = ui.RaceOptions(gm) results = ui.Results(gm) game_hud = hud.HUD(gm) pause_screen = ui.PauseScreen() def redraw(): pygame.display.flip() screen.fill(core.BLACK) if sm.scene == SceneManager.MAIN_MENU: main_menu.draw(screen) elif sm.scene == SceneManager.RACE_OPTIONS: race_options.draw(screen) elif sm.scene == SceneManager.GAME: gm.current_track.draw(screen) [p.car.draw(screen) for p in gm.players] game_hud.draw(screen) elif sm.scene == SceneManager.RESULTS: results.draw(screen)