def at_beeper(self, x, y): '''Notifies interested parties about robot being at a beeper. ''' onbeepersound = os.path.join(conf.getSettings().SOUNDS_DIR, 'beep.wav') if os.path.isfile(onbeepersound): play(onbeepersound)
def sound_change(self, value): changed = self.game.save.get_setting("sound_volume") != value self.game.save.set_setting("sound_volume", value) self.game.save.save() sound.update_volume() if changed: sound.play("laser1")
def update(self, dt, player): if player.grounded: if globals.keys[key.RIGHT] or globals.keys[key.LEFT]: player.dy = self.JUMP_DY sound.play('clunk.wav') super(SpringPlayerMovement, self).update(dt, player)
def update(self, dt, player): if player.grounded: if globals.keys[key.UP]: player.dy = self.JUMP_DY sound.play('clunk.wav') super(JumpPlayerMovement, self).update(dt, player)
def toggle_paused(self): self.paused = not self.paused if self.paused: sound.pause_music() else: sound.resume_music() sound.play("pause")
def fire(self, scene): scene.sm.transition(levelstates.TankFireState(scene, self)) dx,dy = OFFSETS_FROM_DIRS[self.last_move_direction] self.fire_obj = framesprite.FrameSprite("assets/tankfire.png", 12) self.fire_obj.set_frame(self.last_move_direction) scene.ui_group.add(self.fire_obj) off = (0,0) if self.last_move_direction == 0: off = (-2, -9) elif self.last_move_direction == 1: off = (0, -8) elif self.last_move_direction == 2: off = (2, -9) elif self.last_move_direction == 3: off = (0, -4) self.fire_obj.move((self.gx + dx) * game.TILESIZE + off[0], (self.gy + dy) * game.TILESIZE + off[1]) self.step_animation = self.post_fire_step_animation self.set_frame(self._frame // 2 + 8) self.bullet_obj = framesprite.FrameSprite("assets/tankshell.png", 8) self.bullet_obj.set_frame(self.last_move_direction) scene.ui_group.add(self.bullet_obj) off = (0,0) if self.last_move_direction == 0: off = (-2, -6) elif self.last_move_direction == 1: off = (2, -8) elif self.last_move_direction == 2: off = (2, -6) elif self.last_move_direction == 3: off = (2, 0) self.bullet_obj.move((self.gx + dx) * game.TILESIZE + off[0], (self.gy + dy) * game.TILESIZE + off[1]) sound.play("tankfire")
def __init__(self, name, quantity, coords, destinationGroup='default', imageName=None): """imageName need only be specified if it's not the same as the item name""" pygame.sprite.Sprite.__init__(self) self.add(my.allItems) self.add(my.itemsOnTheFloor) self.name, self.quantity, self.coords = name, quantity, coords self.rect = pygame.Rect(my.map.cellsToPixels(self.coords), (my.CELLSIZE, my.CELLSIZE)) if not imageName: imageName = self.name self.image = Item.IMG[imageName] self.carryImage = pygame.transform.scale(self.image, (10, 10)) if destinationGroup == 'default': self.destinationGroup = my.storageBuildingsWithSpace else: self.destinationGroup = destinationGroup self.bob = 10 # item will float up and down on the spot self.bobDir = 'up' self.reserved = None self.beingCarried = False self.lastCoords = None if self.sound and my.camera.isVisible(self.rect): sound.play(self.sound, 0.2)
def checkForCollisions(self, data): shake = True collided = pygame.sprite.spritecollideany(self, data.destroyableEntities) if collided: collided.isBombed(data) # tell the entity it has been bombed if collided in data.buildings: data.shakeScreen(20) shake = False if self in data.superBombs and isinstance(collided, Bullet): # super bombs go back upwards if shot if self.fallSpeed > 0: # is falling self.fallSpeed = -self.fallSpeed self.baseImage = pygame.transform.rotate(self.baseImage, 180) sound.play("plup", 0.8) data.score += data.scoreValues["shoot superBomb"] return elif isinstance(collided, Bullet): data.score += data.scoreValues["shoot bomb"] if collided or self.rect.bottom > data.WINDOWHEIGHT: # collided or touch bottom of screen self.explode(data, shake) elif self.rect.bottom < -20: # out of sight at the top (disappear silently) self.kill() self.smoke.kill() if self in data.superBombs: collided = pygame.sprite.spritecollideany(self, data.superbombableEntities) if collided: collided.isBombed(data) self.explode(data, False)
def special_fire(self, at): towards = helper.try_normalize(at.pos - self.pos) if self.get_stat("ship_take_damage_on_fire"): self.health -= self.get_stat("ship_take_damage_on_fire") b = Bullet(self.pos, at, self, mods=self.prepare_bullet_mods()) self.scene.game_group.add(b) sound.play(random.choice(['laser1', 'laser2', 'laser3'])) #self.velocity += -towards * 2 self.pos += -towards * 1 self.thrust_particle_time = THRUST_PARTICLE_RATE for i in range(10): pvel = helper.try_normalize(towards + V2(random.random() * 0.75, random.random() * 0.75) ) * 30 * (random.random() + 0.25) p = Particle([ PICO_WHITE, PICO_WHITE, PICO_BLUE, PICO_DARKBLUE, PICO_DARKBLUE ], 1, self.pos, 0.2 + random.random() * 0.15, pvel) self.scene.add_particle(p) self.bullets_chambered -= 1
def on_button_order_clicked(self, widget, is_reverse = False): """单词显示顺序按钮 is_reverse: 是否逆序显示 """ play("buttonactive") word_new_order = [] for i in range(self.words_len): iter = self.liststore_recite.get_iter(i) word = self.liststore_recite.get_value(iter, COLUMN_WORD) word_new_order.append(word) word_old_order = word_new_order[:] if not is_reverse: word_new_order.sort() else: word_new_order.sort(reverse = True) new_order_map = [] for word in word_new_order: new_order_map.append(word_old_order.index(word)) # print word_old_order # print word_new_order # print new_order_map self.liststore_recite.reorder(new_order_map)
def updateWoodcutter(self, dt): if self.intention in [None, 'working'] and not self.chopping and my.tick[self.tick]: self.intention = 'working' self.findTree() if self.destinationSite and self.coords == self.destinationSite.coords: self.chopping = True self.thought = 'working' self.destinationSite.chop(dt) if self.animFrame != 6: self.chopSoundPlaying = False if self.animFrame == 6 and my.camera.isVisible(self.rect) and not self.chopSoundPlaying: num = randint(1, 2) sound.play('chop%s' %(num), 0.4) self.chopSoundPlaying = True if self.destinationSite.isDead: self.destinationSite = None self.intention, self.thought = None, None self.chopping = False if my.camera.isVisible(self.rect): sound.play('treeFalling', 0.3) else: self.chopping = False if self.animation not in [self.idleAnim, self.moveAnim]: self.animation = self.idleAnim self.animFrame = 0 if self.chopping: self.destinationSite.reserved = self self.animation = Human.chopAnim self.lastSite = self.destinationSite
def play_backspace_sound(self, widget, data=None): """播放退格声音或者错误提示音 """ if self.typing_sound: play("back") self.character_pos -= 1
def fire(self, at): towards = helper.try_normalize(at.pos - self.pos) if self.get_stat("ship_take_damage_on_fire"): self.health -= self.get_stat("ship_take_damage_on_fire") b = Bullet(V2(self.pos), at, self, mods=self.prepare_bullet_mods()) self.scene.game_group.add(b) #self.velocity += -towards * 2 self.pos += -towards * 1.25 self.thrust_particle_time = THRUST_PARTICLE_RATE sound.play(random.choice(['laser1', 'laser2', 'laser3'])) for i in range(10): pvel = helper.try_normalize(towards + V2( (random.random() - 0.5) * 1.5, (random.random() - 0.5) * 1.5)) * 30 * (random.random() + 0.25) p = Particle([ PICO_WHITE, PICO_WHITE, PICO_BLUE, PICO_DARKBLUE, PICO_DARKBLUE ], 1, V2(self.pos), 0.2 + random.random() * 0.15, pvel) self.scene.add_particle(p) self.need_attack_speed_particle = True self.attack_speed_particle_angle = towards.as_polar( )[1] * 3.14159 / 180 self.stealth = False
def play_backspace_sound(self, widget, data = None): """播放退格声音或者错误提示音 """ if self.typing_sound: play("back") self.character_pos -= 1
def main(): # Поиск по заданным ключевым словам folder_name = input('Введите название папки: ') create_folder(folder_name) custom_search(input('Введите ключевые слова для поиска: '), folder_name) sound.play()
def __init__(self, data, startAtLeft, yPos): pygame.sprite.Sprite.__init__(self) self.add(data.bombers) self.add(data.bulletproofEntities) self.add(data.superbombableEntities) self.imageL = data.loadImage("assets/enemies/bomber.png") self.imageR = pygame.transform.flip(self.imageL, 1, 0) self.droppedBomb = False self.timeTillBombPrimed = random.uniform(Bomber.minTimeToDropBomb, Bomber.maxTimeToDropBomb) self.lastBombDropTime = time.time() self.rect = self.imageR.get_rect() self.targetingRect = pygame.Rect((0, 0), (6, 10)) # BOMB SIZE self.smoke = SmokeSpawner(data, self.rect.topleft, 10) if startAtLeft: self.direction = "right" self.image = self.imageR self.rect.topright = (0, yPos) else: self.direction = "left" self.image = self.imageL self.rect.topleft = (data.WINDOWWIDTH, yPos) self.coords = list(self.rect.topleft) # for more accurate positioning using floats sound.play("swoosh", 0.3)
def move_tanks(self): any_steps = False for tank in self.scene.tanks: stepped = tank.tank_step(self.scene) any_steps = any_steps or stepped if any_steps: sound.play("tankdrive")
def enter(self): self.defeat_image = pygame.image.load( resource_path("assets/defeat.png")) self.defeat_t = 0 self.angle = 0 self.scale = 0 sound.play("defeat")
def build(self, dt): """If at site, construct it. If site is done, look for a new one.""" done = False for site in my.buildingsUnderConstruction: for x in range(len(site.buildersPositions)): for y in range(len(site.buildersPositions[0])): if done: break if site.buildersPositionsCoords[x][y] == self.coords: self.building = site self.destinationSite = None self.building.buildProgress += my.CONSTRUCTIONSPEED * dt self.intention = 'working' done = True if done: break if done: break if not done: if self.animation not in [self.idleAnim, self.moveAnim]: self.animation = self.idleAnim self.animFrame = 0 self.building = None else: if self.animation != Human.buildAnim: self.animation = Human.buildAnim self.animFrame = 0 if self.animFrame != 6: self.buildSoundPlaying = False elif self.animFrame == 6 and my.camera.isVisible(self.rect) and not self.buildSoundPlaying: sound.play('hammering%s' %(randint(1, 6))) self.buildSoundPlaying = True if my.builtBuildings.has(self.building): self.building = None self.intention = None
def __init__(self, data, startAtLeft, yPos): pygame.sprite.Sprite.__init__(self) self.add(data.bombers) self.add(data.bulletproofEntities) self.add(data.superbombableEntities) self.imageL = data.loadImage('assets/enemies/bomber.png') self.imageR = pygame.transform.flip(self.imageL, 1, 0) self.droppedBomb = False self.timeTillBombPrimed = random.uniform(Bomber.minTimeToDropBomb, Bomber.maxTimeToDropBomb) self.lastBombDropTime = time.time() self.rect = self.imageR.get_rect() self.targetingRect = pygame.Rect((0, 0), (6, 10)) # BOMB SIZE self.smoke = SmokeSpawner(data, self.rect.topleft, 10) if startAtLeft: self.direction = 'right' self.image = self.imageR self.rect.topright = (0, yPos) else: self.direction = 'left' self.image = self.imageL self.rect.topleft = (data.WINDOWWIDTH, yPos) self.coords = list( self.rect.topleft) # for more accurate positioning using floats sound.play('swoosh', 0.3)
def meleeAttack(self, target, damage, dt): self.justAttacked = True target.health -= (damage + randint(damage - damage / my.DAMAGEMARGIN, damage + damage / my.DAMAGEMARGIN)) * dt if target.health < 1: if self.weapon: target.causeOfDeath = 'slain by the %s of %s.' %(self.weapon.name, self.name) else: target.causeOfDeath = 'killed by %s.' %(self.name) self.animation = self.idleAnim self.animNum = 0 else: try: if str(type(self.attackAnim)) == "<type 'dict'>": if target.rect.x > self.rect.x: facing = 'right' else: facing = 'left' self.animation = self.attackAnim[facing] else: self.animation = self.attackAnim except AttributeError: pass # has no attack animation if time.time() - self.lastAttackSoundTime > 1 and randint(0, 60)==0 and my.camera.isVisible(self.rect): # attack sounds if self.weapon and self.weapon.name == 'sword': sound.play('sword%s' %(randint(1, 4))) if not self.weapon: sound.play('punch%s' %(randint(1, 2))) self.lastAttackSoundTime = time.time()
def __init__(self, text, highScore='do not display', score='do not display', isNewHighscore=False): self.playAgainText, self.playAgainRect = genText(text, (0, 0), ( 60, 60, 60), MenuScreen.instructionFont) # light grey self.playAgainAlpha = 0 self.playAgainRect.midbottom = (WINDOWWIDTH / 2, WINDOWHEIGHT) self.playAgainTargetY = WINDOWHEIGHT / 2 + 20 if highScore != 'do not display': sound.play('booshWhaWhaWhaWha') self.highScoreText, self.highScoreRect = genText('HIGH SCORE: ' + str(highScore), (0, 0), (255, 255, 102), MenuScreen.numberFont) self.highScoreRect.bottomleft = (WINDOWWIDTH / 2 + 20, 0) # ^ yellow if score != 'do not display': self.scoreText, self.scoreRect = genText('LAST SCORE: ' + str(score), (0, 0), (255, 255, 102), MenuScreen.numberFont) # yellow self.scoreRect.bottomright = (WINDOWWIDTH / 2 - 20, 0) self.scoreRectsTargetY = WINDOWHEIGHT / 2 - 20 if isNewHighscore: tempNewTextSurf, self.newTextRect = genText('NEW!', (0, 0), (250, 105, 97), MenuScreen.newHighscoreFont) # red tempNewTextSurf.convert_alpha() tempNewTextSurf = pygame.transform.rotate(tempNewTextSurf, -25) self.newTextSurf = pygame.Surface(tempNewTextSurf.get_size()) self.newTextSurf.set_colorkey((0, 0, 0)) self.newTextSurf.fill((135, 206, 250)) self.newTextSurf.blit(tempNewTextSurf, (0,0)) self.isNewHighscore = isNewHighscore self.keyboardImg = MenuScreen.keyboardImg.copy().convert_alpha() self.keyboardRect = MenuScreen.keyboardImg.get_rect() self.keyboardRect.midbottom = (WINDOWWIDTH / 2, WINDOWHEIGHT / 2 - 20)
def cicle(): global timer_delay, timer_sound, opcode, pc # One emulation cicle #1 - Fetch Opcode """ Merging two successive bytes to form the opcode memory.(!pc) = 00000000 10100010 memory.(!pc + 1) = 00000000 11110000 a) shift the top 8 bits 10100010 << 8 = 10100010 00000000 b) merge the two bytes 10100010 00000000 | 00000000 11110000 ------------------- 10100010 11110000 """ opcode = (mem.memory[pc] << 8) | mem.memory[pc + 1] # 2 - Decode and Execute Opcode decode(opcode) # 3 - Update timers if timer_delay > 0: timer_delay -= 1 if timer_sound > 0: if timer_sound == 1: sound.play() timer_sound -= 1
def interact(self, state, worker): soldier_group = self.find_contiguous_soldiers(state.scene) enough_workers = True snake_poss = [(s.gx, s.gy) for s in state.scene.snake] for s in soldier_group: any_worker_neighbor = False for nx, ny in s.get_neighbors(state.scene): if (nx, ny) in snake_poss: any_worker_neighbor = True s.state = "disarm" s.state_time = 0.5 dx = nx - s.gx dy = ny - s.gy s.last_move_direction = game.DIRS_FROM_OFFSETS[(dx, dy)] if not any_worker_neighbor: enough_workers = False if len(state.scene.snake) < len(soldier_group): enough_workers = False if enough_workers: sound.play("soldier") for s in soldier_group: state.scene.object_grid[s.gy][s.gx] = None state.scene.add_queued_worker() state.scene.animatedsprites.remove(s) s.state = "won" s.state_time = 0.2 else: sound.play("cannot")
def __init__(self, pos, velocity, shooter): pygame.sprite.Sprite.__init__(self) my.ENGINE.game.entities.add(self) my.ENGINE.game.entities.setTarget(self) self.image = IMAGES['default_bullet'] if velocity.x < 0: self.image = pygame.transform.flip(self.image, True, False) if velocity.y > -6: self.image = pygame.transform.flip(self.image, False, True) self.original = self.image.copy() self.pos = [ pos[0] + (self.image.get_width() if pygame.mouse.get_pos()[0] > pos[0] else -self.image.get_width()), pos[1] ] self.rect = self.image.get_rect(center=self.pos) self.rect.x += self.rect.w if pygame.mouse.get_pos( )[0] > pos[0] else -self.rect.w self.velocity = velocity self.shooter = shooter self.firing = True self.DAMAGE = random.randrange(15, 20) sound.play('launch')
def cake_time(self, dt=None): globals.game.clock.schedule_once(self.start_rocket_time, 1.5) self.placed = placeable.get_placeable('cake.png', 1, 1).place(self.x - 200, self.y + 100) globals.game.effects_layer.add_placed(self.placed) sound.play('bleep.wav')
def mouse_input(self, input, event): if input == "click": pr = pygame.Rect(self.panel.x, self.panel.y, self.panel.width, self.panel.height) if not pr.collidepoint(event.gpos): sound.play("cancel") self.scene.sm.transition(PlayState(self.scene)) return super().mouse_input(input, event)
def play_backspace_sound(self, widget, data=None): """播放退格声音或者错误提示音 """ if self.typing_sound: if not self.entry_word.get_editable(): play("answerno") else: play("back")
def pressed(): if throttle.check(): log.info('Doorbell pressed') sound.play() pushover.send(config.message_text) thingspeak.update() else: log.info('THROTTLING')
def unbuild(structure): if structure is hq or structure in artifacts: sound.play("error") return structures.remove(structure) structure.alive = False effects.append(things.Explosion(structure.u, structure.f)) updatenetwork()
def play_backspace_sound(self, widget, data = None): """播放退格声音或者错误提示音 """ if self.typing_sound: if not self.entry_word.get_editable(): play ("answerno") else: play("back")
def func(txt3): txt = "hello " txt2 = " . Please let me read your emotions" tts = gTTS(text=txt + txt3 + txt2, lang='en') tts.save("hello.mp3") os.remove('welcome.wav') os.system("ffmpeg -i hello.mp3 welcome.wav ") sound.play('welcome.wav')
def interact(self, state, worker): if not self.activated: state.scene.add_queued_worker() self.activated = True self._frame = 3 self._update_image() sound.play("factory") return False
def buy(self, cname): cost = settings.modulecosts[cname] if self.bank < cost: sound.play("cantbuy") return self.unused[cname] += 1 self.bank -= cost sound.play("buy")
def tess(image): #while not info_signal_queue.empty(): # getimage = signalerkennung.info_signal_queue.get() image_string = pytesseract.image_to_string(image, config='--oem 0 --psm 5') detected_number = re.search('\d+', image_string)[0] print(detected_number) sound.play(str(detected_number)) return detected_number
def select_1_player(self): sound.play("oneplayer") unregister_event(KEYDOWN, self.select_1_player , K_1) unregister_event(KEYDOWN, self.select_2_players , K_2) self.players = 1 self.draw_select_mode_screen()
def play_type_sound(self, widget, new_text, new_text_length, position, data=None): if not self.is_new_word and self.typing_sound: # 不播放回车的声音 play("type")
def on_message(ws, message): obj = json.loads(message) if obj.has_key('callsign'): global my_callsign my_callsign = obj['callsign'] if obj.has_key('signal'): signal = obj['signal'] if signal: sound.play() else: sound.stop()
def on_button_shuffle_clicked(self, widget, data = None): """随机乱序按钮 """ play("buttonactive") shuffle_order = range(self.words_len) random.shuffle(shuffle_order) self.liststore_recite.reorder(shuffle_order)
def update(self, dt, keys): if self.t < len(self.sound_data): self.t += int(dt * sound.SAMPLE_FREQ) self.array = np.append(self.array, self.sound_data[self.last:self.t] * 100) self.last = self.t if self.plast < len(self.sound_data) - 1: sound.play(self.sound_data[self.plast:]) self.plast = len(self.sound_data) - 1
def __play_cb(self, widget, playButtonImg, pauseButtonImg): if widget.get_active(): widget.set_icon_widget(pauseButtonImg) sound.play() self.montage.play() else: widget.set_icon_widget(playButtonImg) sound.stop() self.montage.stop()
def joystick_input(self, input, event): if input == "back": sound.play("cancel") self.scene.sm.transition(PlayState(self.scene)) if input == "confirm": sound.play("click1") self.panel.on_launch_click() return super().joystick_input(input, event)
def idleFunc(): global frame global starttime global basetime global time global fps global startcycle global stop if not stop: # Draw current frame glutPostRedisplay() elapsed_time = glutGet(GLUT_ELAPSED_TIME) startcycle = time if frame == 0: starttime = elapsed_time basetime = elapsed_time time = starttime fps = 0 else: if not paused: time = elapsed_time - starttime else: starttime = elapsed_time - time if (elapsed_time - basetime > 1000): fps = int(round(frame * 1000 / (elapsed_time - basetime))) basetime = elapsed_time frame = 0 if time >= totaltime: time = totaltime stop = True if not paused: cyclesuccess, crashedarms = cycle.run(arms, strikers, strikercommands, startcycle, time, numberofnotes, notelist, offset, midifilename) # Play hit notes for notehit in cycle.notehits: if not notehit[2]: # Hitvel is yet to be implemented, assign a static 127 sound.play(notehit[0], 127) notehit[2] = True if not cyclesuccess: gui.arm.crashedarms = crashedarms stop = True glutPostRedisplay() log.close() else: if time == totaltime: log.info('Simulation successful') log.close() frame += 1
def shoot(shooter, Projectile, pos, direction, speed = 5): sound.play("harpoon") direction.module = 1 pos += direction ent = Projectile(pos = pos, direction = direction, speed = direction * speed, shooter = shooter) game = app.get_current_game() game.projectiles.add(ent)
def isBombed(self, data): """Called when a superbomb hits the bomber""" self.kill() self.smoke.kill() Explosion(data, self.rect.center, 60) data.shakeScreen(20) sound.play("shoot down") pygame.time.wait(50) data.score += data.scoreValues["destroy bomber"]
def update(self, game): if self.key in game.input.justPressedKeys and not self.isDead and not game.gameOver: self.jump() if not self.hasJumped: self.hasJumped = True self.add(game.activeBirds) self.surf = self.circleSurf.copy() self.maxAlpha = 255 if (not self.hasJumped and time.time() - self.birthTime > Bird.timeTillCompulsaryJump) or (game.gameOver and not self.isDead): self.hasJumped = True # start falling self.surf = self.circleSurf.copy() if self.hasJumped: self.updateYPosition(game) self.surf.set_alpha(255) else: self.maxAlpha = 80 if time.time() - self.birthTime > Bird.timeTillCompulsaryJump - 1.3: self.surf.blit(self.redCircle, (0, 0)) if not self.isDead: if not game.WINDOWRECT.collidepoint(self.rect.midtop) or not game.WINDOWRECT.collidepoint(self.rect.midbottom): if not game.WINDOWRECT.collidepoint(self.rect.midtop): self.velocity = 0 elif not game.WINDOWRECT.collidepoint(self.rect.midbottom): self.velocity = 5 self.xVelocity = random.randint(-700, 700) self.isDead = True self.surf.blit(self.fadedCircle, (0,0)) sound.play('shatter') if self.isDead: if self.key not in game.inactiveKeys: game.inactiveKeys.append(self.key) self.remove(game.activeBirds) if self.rect.top > game.WINDOWRECT.bottom: self.kill() else: self.rect.x += self.xVelocity * game.dt modifier = -1 if self.xVelocity < 0: modifier = 1 self.xVelocity += modifier if not self.hasJumped and self.alpha < self.maxAlpha: self.alpha += 1 self.surf.set_alpha(self.alpha) if time.time() - self.lastIncrementScoreTime > game.INCREMENTSCOREINTERVAL and self.hasJumped and not self.isDead: game.score += 1 screen.blit(self.surf, self.rect)
def __init__(self, data, pos, aimAt): pygame.sprite.Sprite.__init__(self) self.add(data.bullets) self.add(data.destroyableEntities) # explode bombs it comes into contact with self.image = Bullet.image self.rect = self.image.get_rect(center=pos) self.coords = [float(self.rect.centerx), float(self.rect.centery)] self.angle = self.get_angle(pos, aimAt) sound.play('shoot%s' %(random.randint(1, 2)), 0.4)
def hit(self, placed, cell): super(TallyPlaceable, self).hit(placed, cell) globals.game.incr_tally(self.tally) x = placed.x + placed.placeable.width // 2 y = placed.y + placed.placeable.height // 2 if self.tally == 'box': globals.game.add_effect(particles.purple_star_effect, x, y) else: globals.game.add_effect(particles.star_effect, x, y) if self.sound: sound.play(self.sound)
def unlock(self, modulename): if modulename not in self.available or modulename in self.unlocked: return cost = settings.modulecosts[modulename] if self.bank < cost: sound.play("cantbuy") return self.unlocked.append(modulename) self.unused[modulename] = 1 self.bank -= cost sound.play("buy")
def listener(value, socketIO): if (this.oldtimeRFID + 5 < int(time())): this.oldtimeRFID = int(time()) # lire le son RFID SOUND.play("rfid") LED.playAnimation(1) # envoyer les valeurs au serveur socketIO.emit("rfid", value) else: print "EN ATTENTE RFID"
def think(self, dt): self.t += dt while self.t > self.shoottime: self.t -= self.shoottime self.zeta += math.tau / 1.618 self.launchslug(6, self.zeta) self.launchslug(6, self.zeta + math.tau / 3) self.launchslug(6, self.zeta + 2 * math.tau / 3) sound.play("shoot") if self.target is None or math.sqrt((self.x - self.target[0]) ** 2 + (self.y - self.target[1]) ** 2) < 1: self.pickrandomtarget(self.pos0, 6) Boss.think(self, dt)
def drown_player(self): if self.player.dead: return if _debug: print 'Player drowned!' self.player.movement = player.drown_movement x = self.player.x bb = self.player.get_bbox() y = (bb.y2 + bb.y1) // 2 self.add_effect(particles.bubble_effect, x, y) self.kill_player() sound.play('bubbles.wav')
def play_segs(self, k): """ Play audio segments corresponding to cluster k (zero-based index) """ if k is None: raise TypeError("play_segs requires an integrer cluster index: k") clusters = self.assigns[self.diffs[:-1]] sr = self.feature.sample_rate for seg in np.where(clusters==k)[0]: print self.segmentation[seg] x = sound.wavread(self.media, first=int(self.segmentation[seg].time_span.start_time*sr), last=int(self.segmentation[seg].time_span.duration*sr)) sound.play(x[0].T, sr)