import persistance import affichage import moteur import iconsole import couleurs import misc if __name__ == '__main__': persistance.init () couleurs.init () # affichage.init () continuer = True while continuer == True: jcode = iconsole.demander ("main","Tu veux decider du code ?") jcode = misc.question_fermee (jcode) if jcode == True: iconsole.choisir_code () else: iconsole.choisir_code () iconsole.jouer () rep = iconsole.demander ("main","Tu veux rejouer ?") continuer = misc.question_fermee (jcode) affichage.reset () persistance.save ()
def main(): pygame.init() displayWidth = 640 displayHeight = 640 screen = pygame.display.set_mode((displayWidth, displayHeight)) grid = model.Grid(40, 40, model.EMPTY, 20, 20) bgGrid = model.Grid(40, 40, model.EMPTY, 20, 20) view.loadSprites() grid.entityList = model.initialEntities(grid) model.placeEntities(grid) persistance.load(grid, bgGrid) #Loads on startup of file. pygame.time.set_timer(pygame.USEREVENT, 1000) pendingActionList = entities.OrderedList() controller.initializeActions(pendingActionList, grid.entityList) #must be placed elsewhere gatherer = grid.entityList[0] gatherer.aim = grid.entityList[2] for entity in grid.entityList: if isinstance(entity, entities.MonsterEnergy): gatherer.aim = entity break print (gatherer.aim) resetCopy = controller.returnCopiesOf(grid.entityList) while 1: for event in pygame.event.get(): keys = pygame.key.get_pressed() mouse = pygame.mouse.get_pressed() x, y = pygame.mouse.get_pos() p = controller.clickToPoint(grid, x, y) if event.type == QUIT: pygame.quit() sys.exit() if event.type.type == pygame.USEREVENT: controller.handleTicks(pendingActionList, pygame.time.get_ticks()) if mouse[0]: controller.handleLeftClicks(grid, keys, p, bgGrid) if mouse[2]: controller.handleRightClicks(grid, p) if keys[K_0]: grid.keyPressed = 0 print("Key pressed 0") grid = model.resetGrid(resetCopy, bgGrid) grid.entityList = controller.returnCopiesOf(resetCopy) gatherer = grid.entityList[0] grid.spacePressed = False if keys[K_s]: persistance.save(grid, bgGrid) if keys[K_l]: persistance.load(grid, bgGrid) controller.handleHover(grid, x, y) controller.handleKeys(grid, keys, gatherer) #controller.takeAction(grid, grid.spacePressed, grid.keyPressed, gatherer) if grid.spacePressed: controller.updateGatherers(grid) view.draw(screen, grid, bgGrid, grid.screenW, grid.screenH) #view.handleSprites(screen, entityList) controller.cleanUp(grid.entityList) pygame.display.flip() model.placeEntities(grid)
@couleur : couleur = une couleur, sous n'importe quelle représentation @pts : str = le taux d'éclaircissement à ajouter à chaque valeur Est de type "A0", c'est à dire DEUX caractères obligatoires, entre 0 et F (0 1 ... 8 9 A B... E F) @return : couleur (hexadecimal) """ c = couleur_to_hexa (couleur) r = int (c[1:],16) # Convertit en nombre entier normal taux = int (pts * 3, 16) r += taux #return "#" + hex (r)[2:] return couleur # hahaha # Test if __name__ == '__main__': persistance.init () # Charge les fichiers init () # initialise le module (auto-initialise ?!) # Démonstration print (string_to_hexa ("or")) print (hexa_to_string ("#A300FF")) print (hexa_to_string (string_to_hexa ("jaune"))) # inutile persistance.save () # inutile aussi ... mais s'il y a eu des changements ...
def main(): pygame.init() displayWidth = 640 displayHeight = 640 screen = pygame.display.set_mode((displayWidth, displayHeight)) grid = model.Grid(40, 40, model.EMPTY, 20, 20) bgGrid = model.Grid(40, 40, model.EMPTY, 20, 20) #view.loadSprites() img = entities.Images() view.imgLoad(img) grid.entityList = model.initialEntities(grid) model.placeEntities(grid) persistance.load(grid, bgGrid) #Loads on startup of file. pygame.time.set_timer(pygame.USEREVENT, 1000) pendingActionList = entities.OrderedList() controller.initializeActions(pendingActionList, grid.entityList) #must be placed elsewhere gatherer = grid.entityList[0] gatherer.aim = grid.entityList[0] for entity in grid.entityList: if isinstance(entity, entities.MonsterEnergy): gatherer.aim = entity break resetCopy = controller.returnCopiesOf(grid.entityList) while 1: for event in pygame.event.get(): keys = pygame.key.get_pressed() mouse = pygame.mouse.get_pressed() x, y = pygame.mouse.get_pos() p = controller.clickToPoint(grid, x, y) if event.type == QUIT: pygame.quit() sys.exit() if mouse[0]: controller.handleLeftClicks(pendingActionList, grid, keys, p, bgGrid) if mouse[2]: controller.handleRightClicks(grid, p) if keys[K_0]: grid.keyPressed = 0 grid = model.resetGrid(resetCopy, bgGrid) grid.entityList = controller.returnCopiesOf(resetCopy) gatherer = grid.entityList[0] pendingActionList = entities.OrderedList() controller.initializeActions(pendingActionList, grid.entityList) grid.spacePressed = False print("World reset.") if keys[K_s]: persistance.save(grid, bgGrid) if keys[K_l]: persistance.load(grid, bgGrid) pendingActionList.list = [] controller.initializeActions(pendingActionList, grid.entityList) grid.spacePressed = False controller.handleHover(grid, x, y) controller.handleKeys(grid, keys, gatherer) if grid.spacePressed: controller.ensureMovement(grid, pendingActionList) controller.updateGatherers(grid) controller.handleTicks(grid, pendingActionList, pygame.time.get_ticks()) model.placeEntities(grid) view.draw(img, screen, grid, bgGrid, grid.screenW, grid.screenH) controller.cleanUp(grid.entityList) pygame.display.flip()
def process_save(self, args): if args.strip() == "": print("Will save to a new file") args = None persistance.save(self.play_phase.state, args)