Пример #1
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    def init_label(self):

        cvsmr.image_init(self.name + "-n")
        self.temp = cvsmr.sprite_object(self.name + "-n", [0, 0], 0)
        self.raw_length = self.temp.sprite.width
        self.raw_height = self.temp.sprite.height
        self.temp = None
Пример #2
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    def __init__(self):
        cvsmgmt.scene_object.__init__(self, 0)
        self.handlers[0] = True
        self.handlers[5] = True
        self.handlers[3] = True

        self.render_objects = [[cvsmr.sprite_object("ocean", [0, 0], 0)]]
        self.render_objects[0][0].scale(100, 100)

        self.checkbox.set_source(self.render_objects[0][0])
Пример #3
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    def __init__(self, anchor, group_num = config.num_scene_groups, sprite_name = None):

        self.anchor = anchor
        self.group_num = group_num

        if(sprite_name != None):
            self.sprite = cvsmr.sprite_object(sprite_name, anchor, group_num)
        else:
            self.sprite = None

        self.elements = None
Пример #4
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    def __init__(self, anchor, sprite_name, clicked_sprite_name, group_num = config.num_scene_groups+1):
        cvsmgmt.scene_object.__init__(self,group_num)

        self.sprite_name = sprite_name
        self.click_sprite_name = clicked_sprite_name
        self.render_objects.append([cvsmr.sprite_object(sprite_name, anchor, group_num)])

        self.click_state = False

        self.checkbox.set_source(self.render_objects[0][0])

        self.handlers[0] = True
        self.handlers[4] = True
Пример #5
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    def __init__(self, scroll_menu, group_num, sprite_name, anchor, height):
        cvsmgmt.scene_object.__init__(self,group_num)

        self.anchor = anchor

        self.render_objects.append([cvsmr.sprite_object(sprite_name, anchor, group_num)])
        self.checkbox.set_source(self.render_objects[0][0])

        self.anchor_original = anchor[1] - self.render_objects[0][0].sprite.height/2

        self.height = height

        self.scroll_menu = scroll_menu
        self.handlers[0] = True
        self.handlers[5] = True
Пример #6
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    def __init__(self, anchor, group_num, char_width, sprite_name):
        cvsmgmt.scene_object.__init__(self,group_num)

        self.anchor = anchor
        self.width = char_width * 20 #pixel width, experiment with the constant

        self.broad_checkbox(self.anchor[0],self.anchor[1], self.anchor[0] + self.width, self.anchor[1] + 60)

        self.char_width = char_width
        self.string = ""

        self.render_objects = [[
                                cvsmr.label_object("", anchor, group_num+1),
                                cvsmr.sprite_object(sprite_name, anchor, group_num)
                                ]]
        self.render_objects[0][0].set_style(20,color = (255,255,255,255))

        self.handlers[0] = True
        self.handlers[7] = True
        self.handlers[8] = True
        self.handlers[9] = True

        self.flash_state = False
        self.flash_update_entry = cvsmgmt.persistent_update_entry(30, self.flash)
Пример #7
0
def init_provinces(group):
    mysize = 10

    fileone = open("resources/map/num.txt", "r")
    file = fileone.read()
    fileone.close()
    config.num_provinces = int(file)
    config.provinces = [None] * config.num_provinces

    # polygon
    fileone = open("resources/map/mapt.txt", "r")
    file = fileone.read()
    fileone.close()
    map = file.split("\n")
    for i in range(0, int(len(map) / 2)):
        file = map[i * 2 + 1].split("\t")

        temp_poly = cvsmr.polygon_object(group_num=group)
        temp_poly.vertices = [None] * ((len(file) - 1) * 2)

        for j in range(0, len(file) - 1):
            if (file[j] != ''):
                temp = file[j].split(",")
                temp_poly.vertices[j * 2] = (float(temp[0]) / 10.0 + 820.0) * mysize
                temp_poly.vertices[j * 2 + 1] = ((11000 - float(temp[1])) / 10.0) * mysize

        temp_poly.solid_color_coords(255, 255, 255)
        config.provinces[i] = province()
        config.provinces[i].render_objects[0][0] = temp_poly

        config.provinces[i].checkbox.set_source(temp_poly)
        config.provinces[i].set_id(int(map[i * 2].split("]")[0][1:]))
        config.provinces[i].index = i

        config.provinces[i].inside_coord = [(int(map[i * 2].split("\t")[2].split(",")[0]) + 820) * mysize,
                                            (11000 - int(map[i * 2].split("\t")[2].split(",")[1]) * 10) * mysize / 10]

    # province borders
    config.province_borders = cvsmgmt.scene_object()
    config.province_borders.render_objects = [[cvsmr.line_object(config.line_groups["1/" + str(group + 1)])]]
    fileone = open("resources/map/mapl.txt", "r")
    file = fileone.read()
    fileone.close()
    map = file.split("\n")
    for i in range(0, int(len(map) / 2)):  # int(len(map)/2)
        file = map[i * 2 + 1].split("\t")

        temp_poly = cvsmr.line_object(config.line_groups["3/" + str(group + 3)])
        temp_poly.vertices_loop = [0] * (len(file) - 1) * 2

        for j in range(0, len(file)):
            if (file[j] != ''):
                temp = file[j].split(",")
                temp_poly.vertices_loop[j * 2] = (((float(temp[0]))) / 10 + 820) * mysize
                temp_poly.vertices_loop[j * 2 + 1] = ((11000 - float(temp[1])) / 10) * mysize

        temp_poly.convert_loop()
        temp_poly.solid_color_coords(70,70,70)
        config.provinces[i].border = temp_poly
        config.provinces[i].name = map[i * 2].split("\t")[1]

        #add the completed province border loop to the uniform thing
        for i in range(0,len(temp_poly.vertices)):
            config.province_borders.render_objects[0][0].vertices.append(temp_poly.vertices[i])

    config.province_borders.render_objects[0][0].solid_color_coords(70,70,70)

    # setting adjacents
    fileone = open("resources/map/mapa.txt", "r")
    file = fileone.read()
    fileone.close()
    adj = file.split("\n")
    for i in range(0, int(len(map) / 2)):
        tempc = adj[i * 2].split('\t')
        temp1 = adj[1 + i * 2].split('\t')

        config.provinces[i].centroid = [((float(tempc[2].split(',')[0])) / 10 + 820) * mysize,
                                        ((11000 - (float(tempc[2].split(',')[1]))) / 10) * mysize]

        config.provinces[i].centroid_score = int(tempc[3])

        for p in range(0, len(temp1) - 1):
            config.provinces[i].adjacents_border.append([])
            temp = temp1[p].split(',')

            for j in range(0, len(temp)):

                if (temp[j] != '' and temp[j] != 'False'):
                    config.provinces[i].adjacents_border[p].append(int(temp[j]))

                    if (int(temp[j]) not in config.provinces[i].adjacents):
                        config.provinces[i].adjacents.append(config.provinces[int(temp[j])])

                elif (temp[j] == 'False'):
                    config.provinces[i].adjacents_border[p].append(-1)

    # labels
    fileone = open("resources/map/map_label.txt", "r")
    file = fileone.read().split("\n")
    fileone.close()

    for i in range(0, len(config.provinces)):
        me = config.provinces[i]
        temp = file[i].split("\t")

        cvsmr.image_init(me.name)
        temp_sprite = cvsmr.sprite_object(me.name, [((float(temp[1].split(",")[0])) / 10.0 + 820.0) * mysize,
                                                    ((11000 - (float(temp[1].split(",")[1]))) / 10.0) * mysize],
                                          group + 4)

        #temp_sprite.sprite.update(scale_x=0.8, scale_y=0.8)
        temp_sprite.sprite.update(rotation=math.degrees(float(temp[2])))
        me.label = temp_sprite
Пример #8
0
    def __init__(self):
        cvsmgmt.scene_object.__init__(self, 5)

        self.render_objects = [[cvsmr.sprite_object("terrain_map", [0, 0], 4)]]
        self.render_objects[0][0].scale(3.33, 3.33)
        self.render_objects[0][0].coords(8200,0)
Пример #9
0
    def draw_label(self):
        self.body_labels = []

        # Make a label for each body
        for r in range(0, len(self.bodies)):

            # Make a new label for this body
            self.body_labels.append([cvsmr.sprite_object(self.name + "-n", [0, 0], 5), None])

            # Find bounds for the body
            self.maxx = 0
            self.minx = 99999999
            self.maxy = 0
            self.miny = 99999999
            for i in range(1, len(self.bodies[r])):
                if (self.bodies[r][i] != None):
                    if (self.maxx < self.bodies[r][i].centroid[0]):
                        self.maxx = self.bodies[r][i].centroid[0]
                    elif (self.minx > self.bodies[r][i].centroid[0]):
                        self.minx = self.bodies[r][i].centroid[0]

                    if (self.maxy < self.bodies[r][i].centroid[1]):
                        self.maxy = self.bodies[r][i].centroid[1]
                    elif (self.miny > self.bodies[r][i].centroid[1]):
                        self.miny = self.bodies[r][i].centroid[1]

            self.sumx = 0
            self.sumy = 0
            self.scoresum = 0
            self.body_num = 0
            for i in range(0, len(self.bodies[r])):
                if (self.bodies[r][i] != None):
                    self.sumx += self.bodies[r][i].centroid[0] * self.bodies[r][i].centroid_score
                    self.sumy += self.bodies[r][i].centroid[1] * self.bodies[r][i].centroid_score

                    self.scoresum += self.bodies[r][i].centroid_score

            self.avgx = self.sumx / (self.scoresum)
            self.avgy = self.sumy / (self.scoresum)

            if (self.maxx - self.minx > (self.maxy - self.miny) * 0.8):
                self.leftxsum = 0
                self.rightxsum = 0

                self.leftysum = 0
                self.rightysum = 0

                self.leftxscore = 0
                self.rightxscore = 0

                self.leftyscore = 0
                self.rightyscore = 0

                for i in range(0, len(self.bodies[r])):
                    if (self.bodies[r][i] != None):

                        if (self.bodies[r][i].centroid[0] <= self.avgx):

                            self.leftxsum += self.bodies[r][i].centroid[0] * self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])
                            self.leftxscore += self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])

                            self.leftysum += self.bodies[r][i].centroid[1] * self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])
                            self.leftyscore += self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])

                        else:
                            self.rightxsum += self.bodies[r][i].centroid[0] * self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])
                            self.rightxscore += self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])

                            self.rightysum += self.bodies[r][i].centroid[1] * self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])
                            self.rightyscore += self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])

                self.point1 = [self.leftxsum / self.leftxscore, self.leftysum / self.leftyscore]
                self.point2 = [self.rightxsum / self.rightxscore, self.rightysum / self.rightyscore]
            else:
                self.topxsum = 0
                self.topysum = 0

                self.bottomxsum = 0
                self.bottomysum = 0

                self.topxscore = 0
                self.topyscore = 0

                self.bottomxscore = 0
                self.bottomyscore = 0

                for i in range(0, len(self.bodies[r])):
                    if (self.bodies[r][i] != None):

                        if (self.bodies[r][i].centroid[1] <= self.avgy):

                            self.bottomxsum += self.bodies[r][i].centroid[0] * self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])
                            self.bottomxscore += self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])

                            self.bottomysum += self.bodies[r][i].centroid[1] * self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])
                            self.bottomyscore += self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])

                        else:

                            self.topxsum += self.bodies[r][i].centroid[0] * self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])
                            self.topxscore += self.bodies[r][i].centroid_score * abs(
                                self.avgx - self.bodies[r][i].centroid[0])

                            self.topysum += self.bodies[r][i].centroid[1] * self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])
                            self.topyscore += self.bodies[r][i].centroid_score * abs(
                                self.avgy - self.bodies[r][i].centroid[1])

                self.point1 = [self.topxsum / self.topxscore, self.topysum / self.topyscore]
                self.point2 = [self.bottomxsum / self.bottomxscore, self.bottomysum / self.bottomyscore]

                if (self.point1[0] > self.point2[0]):
                    self.temp = self.point1
                    self.point1 = self.point2
                    self.point2 = self.temp

            self.length = ((self.point2[0] - self.point1[0]) ** 2 + (self.point2[1] - self.point1[1]) ** 2) ** 0.5
            self.line_vec = [(self.point2[0] - self.point1[0]) / self.length,
                             (self.point2[1] - self.point1[1]) / self.length]

            self.angle = math.degrees(math.asin(self.line_vec[1]))

            self.length_scale = self.length / self.raw_length
            self.final_scale = self.length_scale
            self.perp = [self.line_vec[1] * self.raw_height * self.final_scale / 2,
                         -1 * self.line_vec[0] * self.raw_height * self.final_scale / 2]

            # make_label
            self.length_progress = 0

            self.body_labels[r][0].sprite.update(x=self.point1[0] + self.perp[0],
                                                 y=self.point1[1] + self.perp[1],
                                                 scale_x=self.final_scale,
                                                 scale_y=self.final_scale,
                                                 rotation=-1 * self.angle)

            self.body_labels[r][1] = self.final_scale

            '''