def main(): """ This is the main program. """ # Open the window arcade.open_window("Drawing With Functions", 600, 600) # Start the render process. This must be done before any drawing commands. arcade.start_render() # Call our drawing functions. draw_background() draw_pine_tree(50, 250) draw_pine_tree(350, 320) draw_bird(70, 500) draw_bird(470, 550) # Finish the render. # Nothing will be drawn without this. # Must happen after all draw commands arcade.finish_render() # Keep the window up until someone closes it. arcade.run()
def main(): """ This is the main program. """ # Open the window arcade.open_window("Drawing With Functions", SCREEN_WIDTH, SCREEN_HEIGHT) # Start the render process. This must be done before any drawing commands. arcade.start_render() # Call our drawing functions. draw_background() draw_pine_tree(50, 250) draw_pine_tree(350, 320) draw_bird(70, 500) draw_bird(470, 550) draw_bird(175, 450) draw_bird(525, 475) draw_bird(415, 475) # My drawing of PACMAN arcade.draw_arc_filled(225, 230, 36, 36, arcade.color.YELLOW, 90, 360, -45) # Finish the render. # Nothing will be drawn without this. # Must happen after all draw commands arcade.finish_render() # Keep the window up until someone closes it. arcade.run()
def main(): """ This is the main program. """ # Open the window arcade.open_window("Drawing With Loops", SCREEN_WIDTH, SCREEN_HEIGHT) # Start the render process. This must be done before any drawing commands. arcade.start_render() # Call our drawing functions. draw_background() # Loop to draw ten birds in random locations. for bird_count in range(10): # Any random x from 0 to the width of the screen x = random.randrange(0, SCREEN_WIDTH) # Any random y from in the top 2/3 of the screen. # No birds on the ground. y = random.randrange(SCREEN_HEIGHT / 3, SCREEN_HEIGHT - 20) # Draw the bird. draw_bird(x, y) # Draw the top row of trees for x in range(45, SCREEN_WIDTH, 90): draw_pine_tree(x, SCREEN_HEIGHT / 3) # Draw the bottom row of trees for x in range(65, SCREEN_WIDTH, 90): draw_pine_tree(x, (SCREEN_HEIGHT / 3) - 120) # Finish the render. # Nothing will be drawn without this. # Must happen after all draw commands arcade.finish_render() # Keep the window up until someone closes it. arcade.run()
import arcade as ar ar.open_window(600, 600, 'SNOWMAN') ar.set_background_color(ar.color.BLUE) ar.start_render() ar.draw_lrtb_rectangle_filled(0, 600, 200, 0, ar.color.BABY_BLUE) col_1 = ar.color.WHITE col_2 = ar.color.BLACK def gola(x, y, r, rang): ar.draw_circle_filled(x, y, r, rang) gola(250, 200, 60, col_1) gola(250, 287, 50, col_1) gola(250, 360, 40, col_1) gola(235, 370, 5, col_2) gola(265, 370, 5, col_2) ar.finish_render() ar.run()
def main(): """ Main method """ window = MyGame() window.setup() arcade.finish_render() arcade.run()
def on_draw(self): arcade.start_render() for shape in self.shapes: shape.draw() self.player.draw() arcade.finish_render()
cor_a2 = int(input("Digite o valor 2 para a cor da face: ")) if cor_a2 < 0 or cor_a2 > 255: print("\nValor para a cor 1 é invalido!! {}".format(cor_a2)) cont = 0 # Contador do while while cor_a2 < 0 or cor_a2 > 255: cor_a2 = int(input("\nDigite novamente: ")) if 0 < cor_a2 <= 255: print("\nValor correto! {}".format(cor_a2)) break cont += 1 """ Variavel que define a terceira cor do conjunto de cores para pintar o sorriso do desenho """ cor_a3 = int(input("Digite o valor 2 para a cor da face: ")) if cor_a3 < 0 or cor_a3 > 255: print("\nValor para a cor 1 é invalido!! {}".format(cor_a3)) cont = 0 # Contador do while while cor_a3 < 0 or cor_a3 > 255: cor_a3 = int(input("\nDigite novamente: ")) if 0 < cor_a3 <= 255: print("\nValor correto! {}".format(cor_a3)) break cont += 1 arcade.draw_arc_outline(x, y, widht, height, (cor_a1, cor_a2, cor_a3), start_angle, end_angle, 10) arcade.finish_render() # Função que finaliza o desenho e exibe o resultado arcade.run( ) # Função que mantem a janela aberta até que o botão 'fechar' seja pressionado
face_x,face_y = (x,y) smile_x,smile_y = (face_x + 0,face_y - 300) eye1_x,eye1_y = (face_x - 20,face_y + 30) eye2_x,eye2_y = (face_x + 20,face_y + 30) catch1_x,catch1_y = (face_x - 18,face_y + 32) catch2_x,catch2_y = (face_x +22,face_y + 32) # Draw the smiley face: # (x,y,radius,color) arcade.draw_circle_filled(face_x, face_y, 100, open_color.yellow_3) # (x,y,radius,color,border_thickness) arcade.draw_circle_outline(face_x, face_y, 100, open_color.black,4) #(x,y,width,height,color) arcade.draw_ellipse_filled(eye1_x,eye1_y,15,25,open_color.black) arcade.draw_ellipse_filled(eye2_x,eye2_y,15,25,open_color.black) arcade.draw_circle_filled(catch1_x,catch1_y,3,open_color.gray_2) arcade.draw_circle_filled(catch2_x,catch2_y,3,open_color.gray_2) #(x,y,width,height,color,start_degrees,end_degrees,border_thickness) arcade.draw_arc_outline(smile_x,smile_y,60,50,open_color.black,190,350,4) # Finish the render # Nothing will be drawn without this. # Must happen after all draw commands arcade.finish_render() # Keep the window up until someone closes it. arcade.run()
def m_createWindow(width, height, text, bgcolor): arcade.open_window(width, height, text) arcade.set_background_color(bgcolor) arcade.start_render() arcade.finish_render()
def TriangleRender(Ax, Ay, Bx, By, Cx, Cy): import pointsDis import cosSinCalc AB, AC, BC = (pointsDis.PointsDis(Ax, Ay, Bx, By, Cx, Cy)) A, B, C = cosSinCalc.CosSinCalc(AB, AC, BC) width = 800 height = 800 lineWidth = 5 AxT = int(Ax) AyT = int(Ay) BxT = int(Bx) ByT = int(By) CxT = int(Cx) CyT = int(Cy) Ax = Ax + 400 + Ax * 30 Ay = Ay + 400 + Ay * 30 Bx = Bx + 400 + Bx * 30 By = By + 400 + By * 30 Cx = Cx + 400 + Cx * 30 Cy = Cy + 400 + Cy * 30 arcade.open_window(width, height, "Triangle Coordinate Drawer") arcade.set_background_color((255, 255, 255)) #Draw axes arcade.draw_line(width / 2, 0, width / 2, height, (255, 255, 255), lineWidth) arcade.draw_line(0, height / 2, width, height / 2, (255, 255, 255), lineWidth) #draw point arcade.draw_point(Ax, Ay, (255, 180, 180), 13) arcade.draw_point(Bx, By, (255, 180, 180), 13) arcade.draw_point(Cx, Cy, (255, 180, 180), 13) #Draw line arcade.draw_line(Ax, Ay, Bx, By, (60, 180, 180), 4) arcade.draw_line(Ax, Ay, Cx, Cy, (60, 180, 180), 4) arcade.draw_line(Bx, By, Cx, Cy, (60, 180, 180), 4) #tekst med længde arcade.draw_text("Length of AB is " + str(AB), 25, 300, arcade.color.WHITE) arcade.draw_text("Length of AC is " + str(AC), 25, 280, arcade.color.WHITE) arcade.draw_text("Length of BC is " + str(BC), 25, 260, arcade.color.WHITE) #tekst med vinkler arcade.draw_text("Angle A is " + str(A) + "°", 25, 230, arcade.color.WHITE) arcade.draw_text("Angle B is " + str(B) + "°", 25, 210, arcade.color.WHITE) arcade.draw_text("Angle C is " + str(C) + "°", 25, 190, arcade.color.WHITE) #tekst ved punkterne arcade.draw_text("A(" + str(AxT) + "," + str(AyT) + ")", Ax - 10, Ay + 10, arcade.color.WHITE) arcade.draw_text("B(" + str(BxT) + "," + str(ByT) + ")", Bx - 10, By + 10, arcade.color.WHITE) arcade.draw_text("C(" + str(CxT) + "," + str(CyT) + ")", Cx - 10, Cy + 10, arcade.color.WHITE) arcade.finish_render() arcade.run()
def finishprogram(): arcade.finish_render() arcade.run()
def on_draw(self): arcade.start_render() arcade.draw_text(self.last_msg, 10, 150, arcade.color.RED, 24) arcade.finish_render()
Please use comments and blank lines to make it easy to follow your program. If you have 5 lines that draw a robot, group them together with blank lines above and below. Then add a comment at the top telling the reader what you are drawing. IN THE WINDOW TITLE PLEASE PUT YOUR NAME. When you are finished Pull Request your file to your instructor. ''' #BMW Logo import arcade #Setup Arcade arcade.open_window(1280, 720, "Danny Halstead") arcade.set_background_color(arcade.color.WHITE) arcade.start_render() arcade.draw_text("BMW Logo", 500, 650, arcade.color.PURPLE_MOUNTAIN_MAJESTY, 20, 220, "left", "Ariel", False, False, "left", "baseline", 0) #Text at Top arcade.draw_circle_filled( 640, 360, 250, arcade.color.GRAY ) #Circles from outer to inner, white inner part is circle but blue inner part is not arcade.draw_circle_filled(640, 360, 240, arcade.color.BLACK) arcade.draw_circle_filled(640, 360, 150, arcade.color.GRAY) arcade.draw_circle_filled(640, 360, 140, arcade.color.WHITE) for i in range(0, 181, 180): arcade.draw_arc_filled(640, 360, 140, 140, arcade.color.BLUE, 0, 90, i) #Blue Inner Quartercircles # I know that may be the laziest loop in existance but I did et all the way through this before realizing that I had to have a loop so... arcade.finish_render() #Run Arcade arcade.run()
def main(): window = HelicopterGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE) arcade.finish_render() arcade.run()
def on_update(self, x): """ Move everything """ # Update the Stars for star in self.star_list: star.update() self.frame_count += 1 # Call update on the beer_coins self.coin_sprite_list.update() # Add the beer_coins to a list of items colliding with the player. hit_list = arcade.check_for_collision_with_list( self.player_sprite, self.coin_sprite_list) # Loop through each colliding sprite, remove it, and add to the score. for coin in hit_list: coin.remove_from_sprite_lists() self.score += 111 if not self.game_over: self.asteroid_list.update() self.bullet_list.update() self.player_sprite_list.update() for bullet in self.bullet_list: asteroids = arcade.check_for_collision_with_list( bullet, self.asteroid_list) for asteroid in asteroids: self.split_asteroid( cast(AsteroidSprite, asteroid )) # expected AsteroidSprite, got Sprite instead asteroid.remove_from_sprite_lists() bullet.remove_from_sprite_lists() # Remove bullet if it goes off-screen size = max(bullet.width, bullet.height) if bullet.center_x < 0 - size: bullet.remove_from_sprite_lists() if bullet.center_x > SCREEN_WIDTH + size: bullet.remove_from_sprite_lists() if bullet.center_y < 0 - size: bullet.remove_from_sprite_lists() if bullet.center_y > SCREEN_HEIGHT + size: bullet.remove_from_sprite_lists() # After a collision, one life will be taken away from the players lives. if not self.player_sprite.respawning: asteroids = arcade.check_for_collision_with_list( self.player_sprite, self.asteroid_list) if len(asteroids) > 0: if self.lives > 0: self.lives -= 1 self.player_sprite.respawn() self.split_asteroid(cast(AsteroidSprite, asteroids[0])) asteroids[0].remove_from_sprite_lists() # Show "Crash!" for a few seconds when the player collides with a potato i = 0.0 while i <= 20: i += 0.1 start_x = SCREEN_WIDTH / 2 start_y = SCREEN_HEIGHT / 2 arcade.draw_text("Crash!", start_x, start_y, arcade.color.ANTIQUE_WHITE, 120, rotation=15) arcade.finish_render() else: self.game_over = True # Show Game_Over Screen when self.game_over is True if self.game_over == True: arcade.start_render() start_x = 200 start_y = 200 arcade.draw_text("Du hast verloren\nChristian!\n", start_x, start_y, arcade.color.WHITE, font_size=100, align="center") arcade.finish_render()
def on_draw(self): arcade.start_render() self.player.draw() self.lasers_list.draw() self.window.flip() arcade.finish_render()
def main(): arcade.open_window(800, 600, "My sample window") # Background color arcade.set_background_color((arcade.color.AIR_SUPERIORITY_BLUE)) arcade.start_render() draw_concrete() draw_car(320, 50) draw_car(680, 60) # Sky arcade.draw_lrtb_rectangle_filled(0, 799, 450, 200, arcade.color.SAE) arcade.draw_lrtb_rectangle_filled(0, 799, 375, 200, arcade.color.AMBER) arcade.draw_lrtb_rectangle_filled(0, 799, 225, 200, arcade.color.MEDIUM_VERMILION) draw_bird(550, 300) draw_bird(650, 320) draw_bird(680, 400) # Sun arcade.draw_circle_filled(550, 200, 80, arcade.color.MELLOW_YELLOW) arcade.draw_circle_filled(550, 200, 55, arcade.color.LEMON_CHIFFON) # Cloud 1 arcade.draw_ellipse_filled(500, 550, 140, 70, arcade.color.ISABELLINE) #Cloud 2 arcade.draw_ellipse_filled(650, 500, 100, 50, arcade.color.ISABELLINE) # Cloud 3 arcade.draw_ellipse_filled(100, 530, 120, 70, arcade.color.ISABELLINE) # Grass arcade.draw_lrtb_rectangle_filled(0, 800, 200, 100, arcade.color.BITTER_LIME) # Sidewalk arcade.draw_polygon_filled( ((210, 120), (290, 120), (320, 100), (180, 100)), arcade.color.DIM_GRAY) # House building # Building arcade.draw_lrtb_rectangle_filled(75, 425, 400, 120, arcade.color.FRENCH_BEIGE) # Roof arcade.draw_triangle_filled(250, 500, 50, 400, 450, 400, arcade.color.DARK_BROWN) # Left window arcade.draw_lrtb_rectangle_filled(130, 200, 340, 265, arcade.color.GLITTER) arcade.draw_line(165, 340, 165, 265, arcade.color.DIM_GRAY, 4) arcade.draw_line(130, 305, 200, 305, arcade.color.DIM_GRAY, 4) arcade.draw_lrtb_rectangle_outline(125, 205, 345, 260, arcade.color.WHITE, 4) # Right window arcade.draw_lrtb_rectangle_filled(300, 370, 340, 265, arcade.color.GLITTER) arcade.draw_line(335, 340, 335, 265, arcade.color.DIM_GRAY, 4) arcade.draw_line(300, 305, 370, 305, arcade.color.DIM_GRAY, 4) arcade.draw_lrtb_rectangle_outline(295, 375, 345, 260, arcade.color.WHITE, 4) # Door arcade.draw_lrtb_rectangle_filled(210, 290, 230, 120, arcade.color.CG_RED) # Door outline arcade.draw_lrtb_rectangle_filled(230, 270, 210, 140, arcade.color.CORAL_RED) # Door knob arcade.draw_ellipse_filled(275, 180, 10, 10, arcade.color.KOBE) # Left bush arcade.draw_ellipse_filled(140, 140, 115, 70, arcade.color.JUNE_BUD) # Right bush arcade.draw_ellipse_filled(360, 140, 115, 70, arcade.color.JUNE_BUD) draw_tree(600, 200) draw_tree(660, 180) arcade.finish_render() arcade.run()
def update(self, delta_time): """ All the logic to move, and the game logic goes here. """ # Start task with rest trial if self.firstTrial is True: self.display_rest() self.firstTrial = False # Calculate where to move the player sprite self.player_sprite.change_x = 0 self.player_sprite.change_y = 0 # Buffer data for 750 ms and process to determine which direction to go step_time = time.time() # want to take 1 second for step to update step_length = 1.750 # amount of time we want to use for calculation buffer = int(self.fs * step_length) data = np.zeros((buffer, self.channels)) if self.EEGdevice == 7: self.streamer.clear_out_buffer() for idx in range(buffer): if self.EEGdevice == 7: # code to read in EEG from DSI-7 here tmp = 1 # just put something here to prevent indentation issues data[idx, :] = self.streamer.out_buffer_queue.get()[:-1] elif self.EEGdevice == 8: sample, timestamp = inlet.pull_sample() data[idx, :] = sample self.eeg_data = data self.classify_epoch() # TO DO # Move the player sprite while time.time() - step_time < 2: tmp = 1 # just do something until time is up pulseValue = 0 if self.move_left is True: # Left (eyes closed) self.player_sprite.set_position( self.player_sprite.center_x - (WIDTH + MARGIN), self.player_sprite.center_y) direction_moved = 'left' pulseValue = 1 elif self.move_right is True: # Right (eyes open) self.player_sprite.set_position( self.player_sprite.center_x + WIDTH + MARGIN, self.player_sprite.center_y) direction_moved = 'right' pulseValue = 2 # Call update on all sprites self.player_list.update() self.target_list.update() self.ITI_list.update() # Send pulses move_time = clock.getTime() # previous code - # if self.EEGdevice == 7: # # Audio beep to send pulse to sync box # if self.move_left is True: # play_sound('C') # elif self.move_right is True: # play_sound('E') # elif self.EEGdevice == 8: # # Send pulse through LSL, 1 if left, 2 if right # self.outlet.push_sample([pulseValue]) # if self.move_left is True: # play_sound('C') # elif self.move_right is True: # play_sound('E') # modified - does it still work? if self.EEGdevice == 8: # Send pulse through LSL, 1 if left, 2 if right self.outlet.push_sample([pulseValue]) if self.move_left is True: play_sound('C') elif self.move_right is True: play_sound('E') # Store task data taskData.loc[moveCount] = pd.Series([move_time, \ self.player_sprite.center_x, self.player_sprite.center_y, \ self.target_sprite.center_x, self.target_sprite.center_y, \ direction_moved, self.score], \ index=self.taskData_col_names) increment() # End trial if time is up if time.time() - self.trialTime >= self.trialLength: arcade.start_render() arcade.draw_rectangle_filled(center_x=self.player_sprite.center_x, center_y=self.player_sprite.center_y, width=WIDTH, height=HEIGHT, color=arcade.color.RED) arcade.finish_render() arcade.pause(1) # Play minor arpeggio downward play_sound(value='A', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='E', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='C', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='A', sec=0.1, octave=3) for target in self.target_list: target.kill() self.display_rest() self.create_target() # Generate list of all targets that collided with the player target_hit_list = arcade.check_for_collision_with_list( self.player_sprite, self.target_list) # Change color of cursor on top of target hitTarget = False for target in target_hit_list: hitTarget = True if hitTarget is True: arcade.start_render() arcade.draw_rectangle_filled(center_x=self.player_sprite.center_x, center_y=self.player_sprite.center_y, width=WIDTH, height=HEIGHT, color=arcade.color.GREEN) arcade.finish_render() arcade.pause(1) # Play major arpeggio upward play_sound(value='C', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='E', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='G', sec=0.1, octave=4) arcade.pause(0.1) play_sound(value='C', sec=0.1, octave=5) # Loop through each colliding sprite, removing it, and adding to the score for target in target_hit_list: target.kill() self.display_rest() self.score += 1 self.create_target()
def draw_character(x, y): # This function will draw the main character, x and y are starting coordinates # Open window arcade.open_window(SCREEN_WIDTH, SCREEN_HEIGHT, "Main Character") # Set the background color arcade.set_background_color(arcade.csscolor.WHITE) # Get ready to draw arcade.start_render() # Draw Head # Hair arcade.draw_xywh_rectangle_filled(x + 4, y - 10, 40, 10, arcade.csscolor.BLACK) # Head itself arcade.draw_xywh_rectangle_filled(x + 4, y - 37, 40, 27, arcade.csscolor.SADDLE_BROWN) # Mouth arcade.draw_xywh_rectangle_filled(x + 30, y - 31, 14, 3, arcade.csscolor.BLACK) # Eyes arcade.draw_xywh_rectangle_filled(x + 36, y - 18, 8, 5, arcade.csscolor.BLACK) # Draw Neck arcade.draw_xywh_rectangle_filled(x + 19, y - 44, 11, 7, arcade.csscolor.SADDLE_BROWN) # Draw Body arcade.draw_xywh_rectangle_filled(x + 13, y - 79, 21, 35, arcade.csscolor.INDIANRED) arcade.draw_xywh_rectangle_outline(x + 13, y - 79, 21, 35, arcade.csscolor.DARK_GREY, 1) # Draw Arms # Right Arm arcade.draw_xywh_rectangle_filled(x + 22, y - 65, 7, 14, arcade.csscolor.INDIANRED) arcade.draw_xywh_rectangle_outline(x + 22, y - 65, 7, 14, arcade.csscolor.DARK_GREY, 1) # Left Arm arcade.draw_xywh_rectangle_filled(x + 34, y - 57, 14, 6, arcade.csscolor.INDIANRED) arcade.draw_xywh_rectangle_outline(x + 34, y - 57, 14, 6, arcade.csscolor.DARK_GREY, 1) # Right Hand arcade.draw_xywh_rectangle_filled(x + 22, y - 72, 7, 7, arcade.csscolor.BROWN) arcade.draw_xywh_rectangle_outline(x + 22, y - 72, 7, 7, arcade.csscolor.DARK_GREY, 1) # Left Hand arcade.draw_xywh_rectangle_filled(x + 48, y - 57, 4, 6, arcade.csscolor.BROWN) arcade.draw_xywh_rectangle_outline(x + 48, y - 57, 4, 6, arcade.csscolor.DARK_GREY, 1) # Draw Gun arcade.draw_polygon_filled( ((x + 52, y - 40), (x + 83, y - 40), (x + 83, y - 46), (x + 60, y - 46), (x + 60, y - 57), (x + 52, y - 57)), arcade.csscolor.GREY) arcade.draw_polygon_outline( ((x + 52, y - 40), (x + 83, y - 40), (x + 83, y - 46), (x + 60, y - 46), (x + 60, y - 57), (x + 52, y - 57)), arcade.csscolor.DARK_GREY, 1) # Draw Legs # Left Leg arcade.draw_xywh_rectangle_filled(x + 13, y - 115, 8, 36, arcade.csscolor.GRAY) # Left Shoe arcade.draw_polygon_filled( ((x + 13, y - 115), (x + 21, y - 115), (x + 25, y - 118), (x + 25, y - 123), (x + 12, y - 123)), arcade.csscolor.GREY) # Right Leg arcade.draw_xywh_rectangle_filled(x + 26, y - 115, 8, 36, arcade.csscolor.GRAY) # Right Shoe arcade.draw_polygon_filled( ((x + 26, y - 115), (x + 34, y - 115), (x + 38, y - 118), (x + 39, y - 123), (x + 26, y - 123)), arcade.csscolor.GREY) # Between Legs arcade.draw_xywh_rectangle_filled(x + 21, y - 88, 5, 9, arcade.csscolor.GRAY) # Draw Floor arcade.draw_xywh_rectangle_filled(0, 0, SCREEN_WIDTH, 47, arcade.csscolor.GREEN) # Finish drawing arcade.finish_render() # Keep the window up until someone closes it. arcade.run()
def display_rest(self): self.inISI = True """ Displays a fixation cross for a predetermined amount of time for rest (inter-trial interval; ITI)""" center_x = (WIDTH + MARGIN) * (COLUMN_COUNT / 2) + MARGIN / 2 center_y = (HEIGHT + MARGIN) * (ROW_COUNT / 2) + MARGIN / 2 self.ITI_item = arcade.Sprite('Images/empty.png', image_height=SCREEN_HEIGHT, image_width=SCREEN_WIDTH, center_x=center_x, center_y=center_y) self.ITI_list.append(self.ITI_item) self.ITI_item = arcade.Sprite('Images/cross.png', center_x=center_x, center_y=center_y) self.ITI_list.append(self.ITI_item) # Cover whole window with a black box and add white fixation cross arcade.start_render() self.ITI_list.draw() arcade.finish_render() # Collect baseline data while waiting if self.EEGdevice == 7: # Audio beep to send pulse to sync box print('Need to send that rest is starting') elif self.EEGdevice == 8: # Send pulse through LSL, 1 if left, 2 if right pulseValue = 3 # indicate start of baseline self.outlet.push_sample([pulseValue]) # Wait x number of seconds, then destroy the box and fixation cross rest_time = uniform(1.75, 2.25) rest_start = time.time() step_length = rest_time # amount of time we want to use for calculation buffer = int(self.fs * step_length) data = np.zeros((buffer, self.channels)) for idx in range(buffer): if self.EEGdevice == 7: # code to read in EEG from DSI-7 here tmp = 1 # just put something here to prevent indentation issues elif self.EEGdevice == 8: sample, timestamp = inlet.pull_sample() data[idx, :] = sample filtered = filter_data(data.T, sfreq=self.fs, l_freq=7, h_freq=31) self.baseline = filtered.T while time.time() - rest_start < rest_time: tmp = 1 # just do something until time is up #arcade.pause(rest_time) for item in self.ITI_list: item.kill() self.inISI = False # Reset cursor to center self.player_sprite.center_x = center_x self.player_sprite.center_y = center_y self.player_list.append(self.player_sprite) # Reset trial time-out timer self.trialTime = time.time() # Send pulse to signify end of rest period if self.EEGdevice == 7: # Audio beep to send pulse to sync box print('Need to send that rest is ending') elif self.EEGdevice == 8: # Send pulse through LSL, 1 if left, 2 if right pulseValue = 4 # indicate the end of baseline self.outlet.push_sample([pulseValue])
arcade.open_window(WIDTH, HEIGHT, "My Random Art") # Use white canvas, see possible colors here: http://arcade.academy/arcade.color.html arcade.set_background_color(arcade.color.DARK_BLUE) # Start the render process. This must be done before any drawing commands. arcade.start_render() # Draw dots in a random position with a random color, inside the window number_of_dots = 200 for i in range(0, number_of_dots): x = random.randint(0, WIDTH) y = random.randint(0, HEIGHT) red = random.randint(50, 255) green = random.randint(50, 255) blue = random.randint(100, 255) alpha = random.randint(100, 255) color = (red, green, blue, alpha) dot_size = random.randint(15, 50) if i % 2 == 0: arcade.draw_point(x, y, color, dot_size) else: arcade.draw_circle_filled(x, y, dot_size, color) arcade.finish_render() # Need this to put the drawing to the screen arcade.run() # This keep the window open until closed by the user
def initial_display_state(self): arcade.start_render() self.gui.draw(self.gamestate) arcade.finish_render()
import arcade import os # set the text for the meme line1 = "1goodVariableName" line2 = "good_variable_name1" # set the dimensions of the window, based on the image height = 640 width = 550 arcade.open_window(height, width, "Meme Generator") arcade.set_background_color(arcade.color.WHITE) arcade.start_render() # load the image texture = arcade.load_texture("images/drake_meme.jpg") arcade.draw_texture_rectangle(texture.width//2, texture.height//2, texture.width, texture.height, texture, 0) # render the text arcade.draw_text(line1, width//2 + 100, height - height//3, arcade.color.BLACK, 12) arcade.draw_text(line2, width//2 + 100, height//2 - height//4, arcade.color.BLACK, 12) arcade.finish_render() arcade.run()
def graphics_draw(shards_arr): arcade.start_render() for shard in shards_arr: shard.draw() arcade.finish_render()