Exemplo n.º 1
0
def draw_floorplan_test(canvas, locfile, netlist=None, pause=True):
    chip = Unit("chip", 0, 0, 800, 600)
    chip.draw(canvas, outline='maroon', width=2, tags=['root', 'chip'])
    units = read_units(locfile)
    udict = dict()  # unit name lookup table
    for u in units:
        u.draw(canvas, tags=['unit', u.name], fill='red', stipple='gray12')
        udict[u.name] = u

    #raw_input("Press Enter for placement:")
    canvas.update()
    time.sleep(0.5)

    if netlist is not None:
        nets = read_nets(netlist, udict)
        if pause:
            for n in nets:
                n.draw(canvas)
                rootWindow.update()
                time.sleep(1)
                canvas.delete(n.name)
        else:
            for n in nets:
                n.draw(canvas)

    canvas.tag_raise('chip')
    tk.mainloop()
Exemplo n.º 2
0
def make_random_locfile(base_units=None, file=None):
    from PIL import ImageGrab
    root = Unit("chip", 0, 0, 800, 600)
    root.draw(outline='maroon', width=4, tags=['root', 'chip'])
    if base_units == None:
        base_units = [root]
    units = create_random_units(base_units, 9)
    for u in units:
        u.draw(tags=['unit'])
        #print(u.name, u.x1, u.y1, u.x2, u.y2)
    canvas.tag_raise('chip')
    rootWindow.update()
    time.sleep(1)
    #ImageGrab.grab((0,0,canvas.winfo_width(),canvas.winfo_height())).save("foo.jpg")
    if not file is None:
        save_units(units, file)

    response = raw_input("Continue? (y/n): ")
    if response == "n":
        return

    canvas.delete('unit')
    for u in units:
        random_move2(u)
        u.draw()
        u.draw(tags=['unit'])
    if not file is None:
        save_units(units, file)
    canvas.delete('text')
    canvas.tag_raise('chip')
    rootWindow.update()
    time.sleep(1)
    #ImageGrab.grab((0,0,canvas.winfo_width(),canvas.winfo_height())).save("bar.jpg")
    tk.mainloop()
Exemplo n.º 3
0
def random_floor():
    root = Unit("chip", 0, 0, 800, 600)
    root.draw(outline='maroon', width=2, tags=['root', 'chip'])
    units = random_cell_list(root.x1, root.y1, root.x2, root.y2, 30)
    for u in units:
        #u.draw(tags=['unit'], fill='cornsilk', stipple="gray12")
        u.draw(tags=['unit'])
        #print(u.name, u.x1, u.y1, u.x2, u.y2)
    canvas.tag_raise('chip')
    #rootWindow.update()
    tk.mainloop()
Exemplo n.º 4
0
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()
        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                sys.exit()
            elif event.key == pygame.K_z:
                trooper.action()
            elif event.key == pygame.K_UP:
                cursor.update('up')
            elif event.key == pygame.K_DOWN:
                cursor.update('down')
            elif event.key == pygame.K_LEFT:
                cursor.update('left')
            elif event.key == pygame.K_RIGHT:
                cursor.update('right')

    cursor_x, cursor_y = cursor.get_location()

    
    
    trooper.update( cursor_x, cursor_y )
    background.draw()        
    trooper.draw()
    cursor.draw()
    pygame.display.flip()

    moveflag = 0
    clock.tick(FPS)
Exemplo n.º 5
0
                    for unit in currentMap.enemyUnits:
                        activeEnemyUnits.append(unit)
                
                    

    
    
    
    else:
        screen.fill((0,0,0))
        currentMap.draw(screen, xCamera, yCamera)
        mainCursor.draw(screen)
        for unit in playerUnits:
            unit.draw(screen, tileSize, xCamera, yCamera)
        for enemy in currentMap.enemyUnits:
            enemy.draw(screen, tileSize, xCamera, yCamera)
        
        myMapUnitUI.draw(screen, font)
        if currentState == states.selectingAttack:
            myBattleForcast.draw(screen, font, currentUnit, unitsInRange[attackUnitIndex])

        elif currentState == states.selectingItems:
            currentUnit.inventory.draw(screen, font)            
        elif currentState == states.selectingWeapon:
            currentUnit.inventory.draw(screen, font)

        elif currentState == states.selectingAction:
            screen.blit(menuCursor, (gameWidth-450, 240+(165*menuSelectionIndex)))
            Y = 200
            if "attack" in menuOptions:
                screen.blit(attackButton, (gameWidth - 300, Y))