Пример #1
0
class SinglePlayer:
    def __init__(self):

        self.screen = pygame.display.set_mode(
            (Settings.single_screen_width, Settings.screen_height))

        self.menu_button = Button(
            self.screen,
            (Settings.single_screen_width - Settings.button_width) // 2,
            Settings.screen_height * 0.9, 'BACK TO MENU')

        self.game = Game(self.screen, 0, pygame.K_LEFT, pygame.K_RIGHT,
                         pygame.K_UP, pygame.K_DOWN, pygame.K_SPACE)

    def run(self):

        while True:
            for event in pygame.event.get().copy():
                self.game.check_event(event)
                if event.type == pygame.QUIT:
                    sys.exit()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    mouse = pygame.mouse.get_pos()
                    if self.menu_button.rect.collidepoint(mouse):
                        return 'menu'
            self.screen.blit(Settings.bg_image, (0, 0))
            self.menu_button.show()
            self.game.refresh()
            pygame.display.flip()
Пример #2
0
    def __init__(self, game):
        super().__init__(game)

        # Copy the small display so that the main game is visible
        # in the background:
        self.surface = pygame.Surface(constants.SMALL_DISPLAY_SIZE,
                                      pygame.SRCALPHA)

        self.rect = pygame.Rect(0, 0, constants.SMALL_DISPLAY_WIDTH // 3,
                                constants.SMALL_DISPLAY_HEIGHT // 2)
        self.rect.center = self.surface.get_rect().center
        radius = 10
        pygame.draw.rect(self.surface, (0, 0, 0),
                         self.rect,
                         border_radius=radius)
        pygame.draw.rect(self.surface,
                         constants.BUTTON_OUTLINE_COLOR,
                         self.rect,
                         1,
                         border_radius=radius)

        self.buttons = (
            Button("Resume", (75, 25), (self.rect.centerx, self.rect.y + 25),
                   self.resume_game),
            Button("Options", (75, 25), (self.rect.centerx, self.rect.centery),
                   self.goto_options),
            Button("Quit", (75, 25),
                   (self.rect.centerx, self.rect.bottom - 25),
                   self.goto_main_menu)
            # TODO: add button for option menu
        )
Пример #3
0
 def __init__(self, pygame, res, surface, game_manager):
     Screen.__init__(self, pygame, res, surface)
     self.game_manager = game_manager
     self.font = pygame.font.SysFont('cambria', 60)
     self.font2 = pygame.font.SysFont('cambria', 30)
     self.buttons['Restart'] = Button(pygame, res, surface,
                                      [20, 290, 300, 50], "Restart")
     self.buttons['Back'] = Button(pygame, res, surface, [20, 360, 300, 50],
                                   "Back")
Пример #4
0
 def __init__(self, method_id, args, size, pos, sprite, sprite_hover, margin, values, current_value,
              base_title, base_sprite, base_sprite_hover, linked_object=None):
     Button.__init__(self, method_id, args, size, pos, sprite, sprite_hover, margin, linked_object)
     self.values = values
     self.current_value_ind = current_value
     self.base_title = base_title
     self.base_sprite = base_sprite
     self.base_sprite_hover = base_sprite_hover
     self.args.append(ANIMATION_SPEED)
Пример #5
0
class MultiPlayer:

    def __init__(self):

        self.screen = pygame.display.set_mode((Settings.multi_screen_width,
                                               Settings.screen_height))

        self.menu_button = Button(self.screen,
                                  (Settings.multi_screen_width - Settings.button_width) // 2,
                                  Settings.screen_height * 0.9,
                                  'BACK TO MENU')

        self.game1 = Game(self.screen, 0,
                          pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s, pygame.K_ESCAPE)
        self.game2 = Game(self.screen, Settings.single_screen_width,
                          pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN, pygame.K_SPACE)

        self.winner_alert = None

    def run(self):

        while True:
            for event in pygame.event.get():
                self.game1.check_event(event)
                self.game2.check_event(event)
                if event.type == pygame.QUIT:
                    sys.exit()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    mouse = pygame.mouse.get_pos()
                    if self.menu_button.rect.collidepoint(mouse):
                        return 'menu'
            self.screen.blit(Settings.bg_image, (0, 0))
            self.menu_button.show()
            self.game1.refresh()
            self.game2.refresh()

            if self.game1.over and self.game2.over:
                if self.winner_alert is None:
                    self.init_winner_label()
                self.winner_alert.draw()

            pygame.display.flip()

    def init_winner_label(self):

        score_difference = self.game2.score - self.game1.score
        if score_difference < 0:
            self.winner_alert = Alert(self.screen, 'PLAYER 1 WON!', Settings.font_result,
                                      Settings.multi_screen_width // 2, Settings.screen_height * 0.5)
        elif score_difference > 0:
            self.winner_alert = Alert(self.screen, 'PLAYER 2 WON!', Settings.font_result,
                                      Settings.multi_screen_width // 2, Settings.screen_height * 0.5)
        else:
            self.winner_alert = Alert(self.screen, 'IT\'S A TIE!', Settings.font_result,
                                      Settings.multi_screen_width // 2, Settings.screen_height * 0.5)
Пример #6
0
 def __init__(self, pygame, res, surface):
     Screen.__init__(self, pygame, res, surface)
     self.font = pygame.font.SysFont('cambria', 60)
     self.font2 = pygame.font.SysFont('cambria', 30)
     self.buttons['Start Game'] = Button(pygame, res, surface,
                                         [20, 150, 300, 50], "Start Game")
     self.buttons['Tutorial'] = Button(pygame, res, surface,
                                       [20, 220, 300, 50], "Tutorial")
     self.buttons['Settings'] = Button(pygame, res, surface,
                                       [20, 290, 300, 50], "Settings")
     self.buttons['Exit'] = Button(pygame, res, surface, [20, 360, 300, 50],
                                   "Exit")
Пример #7
0
    def __init__(self):

        self.screen = pygame.display.set_mode(
            (Settings.single_screen_width, Settings.screen_height))

        self.menu_button = Button(
            self.screen,
            (Settings.single_screen_width - Settings.button_width) // 2,
            Settings.screen_height * 0.9, 'BACK TO MENU')

        self.game = Game(self.screen, 0, pygame.K_LEFT, pygame.K_RIGHT,
                         pygame.K_UP, pygame.K_DOWN, pygame.K_SPACE)
Пример #8
0
def update_screen(ai_settings: Settings, screen, ship: Ship, aliens: Group,
                  bullets: Group, stats: GameStats, play_button: Button):
    # Draw(update) the screen.
    screen.fill(ai_settings.bg_color)
    ship.blitme()
    aliens.draw(screen)
    for bullet in bullets:
        bullet.draw_bullet()
    if not stats.game_active:
        play_button.draw_botton()

    pygame.display.flip()
Пример #9
0
    def __init__(self, game):
        super().__init__(game)

        self.buttons = (Button("New Game", (100, 50),
                               (constants.SMALL_DISPLAY_WIDTH // 2, 50),
                               self.new_game),
                        Button("Options", (100, 50),
                               (constants.SMALL_DISPLAY_WIDTH // 2,
                                constants.SMALL_DISPLAY_HEIGHT // 2),
                               self.goto_options),
                        Button("Quit", (100, 50),
                               (constants.SMALL_DISPLAY_WIDTH // 2, 200),
                               self.game.quit))
Пример #10
0
def run_game():
    pygame.init()
    screen_settings = Settings()
    stats = GameStats(screen_settings)

    screen = pygame.display.set_mode(
        (screen_settings.screen_width, screen_settings.screen_height))
    ship = Ship(screen)
    pygame.display.set_caption('Alien Inv')
    screen_y = 0
    background = Background(screen_settings.bg_image, [0, 0])
    play_button = Button(screen_settings, screen, "Play")
    bullets = Group()
    enemies = Group()

    while True:  # Game Loop
        gf.check_events(
            screen_settings,
            screen,
            ship,
            bullets,
            stats,
            play_button,
            enemies,
        )
        if stats.game_active:
            ship.update()
            gf.update_bullets(bullets, enemies)
            gf.update_enemies(enemies, ship, screen_settings, stats, screen,
                              bullets)
        gf.update_screen(screen_settings, screen, ship, screen_y, background,
                         bullets, enemies, play_button, stats)
        screen_y += screen_settings.bg_speed
Пример #11
0
def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    pygame.display.set_caption('Alien Invasion')

    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    ship = Ship(ai_settings, screen)
    play_button = Button(ai_settings, screen, 'Play')

    bullets = Group()
    aliens = Group()
    gf.create_fleet(ai_settings, screen, aliens, ship)
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)
    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, ship, bullets, stats, play_button,
                        aliens, sb)
        if not stats.game_over:
            ship.update()
            gf.update_bullets(ai_settings, screen, bullets, aliens, ship,
                              stats, sb)
            gf.update_aliens(ai_settings, screen, aliens, bullets, ship, stats,
                             sb)
        gf.update_screen(ai_settings, screen, ship, bullets, aliens, stats,
                         play_button, sb)
Пример #12
0
    def __init__(self):

        self.screen = pygame.display.set_mode((Settings.multi_screen_width,
                                               Settings.screen_height))

        self.menu_button = Button(self.screen,
                                  (Settings.multi_screen_width - Settings.button_width) // 2,
                                  Settings.screen_height * 0.9,
                                  'BACK TO MENU')

        self.game1 = Game(self.screen, 0,
                          pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_s, pygame.K_ESCAPE)
        self.game2 = Game(self.screen, Settings.single_screen_width,
                          pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_DOWN, pygame.K_SPACE)

        self.winner_alert = None
Пример #13
0
    def on_controller_input(joystick):
        button = None
        eventlist = pygame.event.get()
        for e in eventlist:
            try:
                if e.type == pygame.locals.JOYHATMOTION:
                    x, y = joystick.get_hat(0)
                    button = Button((x, y))
                    break
                elif e.type == pygame.locals.JOYBUTTONDOWN:
                    button = Button(e.button)
                    break

            except Exception:
                pass

        return button
Пример #14
0
    def __init__(self):

        self.screen = pygame.display.set_mode(
            (Settings.single_screen_width, Settings.screen_height))

        self.screen.blit(Settings.bg_image, (0, 0))

        header = Settings.font_header.render('TETRIS', 1, Settings.font_color)
        self.screen.blit(header,
                         ((Settings.single_screen_width - header.get_width()) /
                          2, Settings.screen_height * 0.1))

        self.single_play_button = Button(
            self.screen,
            (Settings.single_screen_width - Settings.button_width) // 2,
            Settings.screen_height * 0.4, 'SINGLE PLAYER')
        self.multi_play_button = Button(
            self.screen,
            (Settings.single_screen_width - Settings.button_width) // 2,
            Settings.screen_height * 0.6, 'MULTI PLAYER')
        self.exit_button = Button(
            self.screen,
            (Settings.single_screen_width - Settings.button_width) // 2,
            Settings.screen_height * 0.8, 'EXIT')
Пример #15
0
def run_game():
    """The function opens the game and creates a screen"""
    # Initialize pygame, settings, and screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.display_width, ai_settings.display_height))
    pygame.display.set_caption("Alien Invasion")

    # Make a rocket ship
    rocket_ship = RocketShip(screen, ai_settings)

    # Make a group to store bullets in.
    bullets = Group()

    # Make a group of Aliens and the fleet.
    aliens = Group()
    game_functions.create_fleet(ai_settings, screen, rocket_ship, aliens)

    # Create an instance to store game statistics.# Create an instance to store game statistics and create a scoreboard
    stats = GameStats(ai_settings)
    empty_ship = EmptyShip(ai_settings, screen)
    sb = Scoreboard(ai_settings, screen, stats)

    # Make the Play button.
    play_button = Button(ai_settings, screen)

    # Start the main loop for the game.
    while True:
        game_functions.check_events(ai_settings, screen, stats, sb,
                                    play_button, rocket_ship, aliens, bullets)

        if stats.game_active:
            rocket_ship.update()
            game_functions.update_bullets(ai_settings, screen, stats, sb,
                                          rocket_ship, aliens, bullets)
            game_functions.update_aliens(ai_settings, stats, sb, screen,
                                         rocket_ship, aliens, bullets)

        game_functions.update_screen(ai_settings, screen, stats, sb,
                                     rocket_ship, aliens, bullets, play_button,
                                     empty_ship)
    def determine_height(self, close_button):
        # Margin to be add at begin and at end
        height = MARGIN_BOX * 2
        self.sep['height'] -= height
        self.sep['posY'] += height
        for row in self.elements:
            max_height = 0
            for el in row:
                el_height = el.get_height() + MARGIN_TOP
                if el_height > max_height:
                    max_height = el_height
            height += max_height
            row.insert(0, max_height)
        if close_button > 0:
            close_button_height = CLOSE_BUTTON_SIZE[
                1] + MARGIN_TOP + CLOSE_BUTTON_MARGINTOP
            height += close_button_height
            self.sep['height'] -= close_button_height

            # Button sprites
            name = fonts['ITEM_FONT'].render("Close", 1, WHITE)
            sprite = pg.transform.scale(
                pg.image.load(BUTTON_INACTIVE).convert_alpha(),
                CLOSE_BUTTON_SIZE)
            sprite.blit(name,
                        (sprite.get_width() // 2 - name.get_width() // 2,
                         sprite.get_height() // 2 - name.get_height() // 2))
            sprite_hover = pg.transform.scale(
                pg.image.load(BUTTON_ACTIVE).convert_alpha(),
                CLOSE_BUTTON_SIZE)
            sprite_hover.blit(
                name,
                (sprite_hover.get_width() // 2 - name.get_width() // 2,
                 sprite_hover.get_height() // 2 - name.get_height() // 2))

            self.elements.append([
                close_button_height,
                Button(GenericActions.CLOSE, [close_button], CLOSE_BUTTON_SIZE,
                       (0, 0), sprite, sprite_hover,
                       (CLOSE_BUTTON_MARGINTOP, 0, 0, 0))
            ])
        return height
Пример #17
0
def main():
    # retrieve configuration file information
    config = ConfigParser()
    config.parse_config()
    config.check_config()

    # create header
    header = Header(config)
    header.create_main_header()

    button = []
    beam = []

    # loop over the cbpm(s)
    for idx_cbpm in range(len(config.cbpm)):

        # open output text file to append cbpm data
        file_object = open(config.output_file_name, 'a')
        # create cbpm specific header
        header.create_cbpm_header(idx_cbpm)

        # create class instances
        button.append(Button(config))
        beam.append(Beam(config))

        # loop over the turn(s)
        for idx_turn in range(config.n_turns):
            # retrieve x,y position for a given turn
            x_pos, y_pos = beam[idx_cbpm].get_beam_position(idx_cbpm, idx_turn)

            # retrieve button reading given beam position
            button_reading = button[idx_cbpm].get_reading(
                x_pos, y_pos, idx_cbpm)

            # write button reading to output text file
            file_object.write('0       0000000     ' + str(button_reading[0]) +
                              '     ' + str(button_reading[1]) + '     ' +
                              str(button_reading[2]) + '     ' +
                              str(button_reading[3]) + '     \n')
Пример #18
0
def run_game():
    """Initialize game, settings and create a screen object"""
    pygame.init()
    sounds = Sounds()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # Make the play button.
    play_button = Button(ai_settings, screen, 'Play')

    # Make a ship, a group of aliens and a group of bullets
    ship = Ship(ai_settings, screen)
    aliens = Group()
    bullets = Group()

    # Create a fleet of aliens
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Create an instance to store the game statistics and scoreboard
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Start the main loop for the game.
    while True:
        gf.check_events(ai_settings, screen, stats, sb, play_button, ship,
                        sounds, aliens, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, sounds,
                              aliens, bullets)
            gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens,
                             bullets)
            gf.update_screen(ai_settings, screen, sb, ship, aliens, bullets)
        else:
            gf.display_menu_screen(ai_settings, screen, play_button)
Пример #19
0
def rungame():
    # Initialize game,settings and create screen object.
    pygame.init()
    sett = Settings()
    screen = pygame.display.set_mode((sett.screen_width, sett.screen_height))
    pygame.display.set_caption("Alien Invasion")
    """"Instance initialization"""
    # Make instance of game stats.
    stats = GameStats(sett)
    # Make instance of scoreboard.
    sb = ScoreBoard(sett, screen, stats)
    # Make the play button.
    b_play = Button(sett, screen, "PLAY")

    # Make instance of ship.
    ship = Ship(sett, screen)
    # Make a group to store bullets and aliens.
    aliens = Group()
    bullets = Group()
    # Make instance of alien.
    alien = Alien(sett, screen)
    gf.create_fleet(sett, screen, ship, aliens)

    # Start the main loop for the game.
    while True:
        # Watch for keyboard and mouse events.
        gf.check_events(sett, screen, stats, sb, b_play, ship, aliens, bullets)

        if stats.game_active:
            ship.update()
            gf.update_bullets(sett, screen, stats, sb, ship, aliens, bullets)
            gf.update_aliens(sett, stats, sb, screen, ship, aliens, bullets)

        # Redraw the screen during each pass through the loop.
        gf.update_screen(sett, screen, stats, sb, ship, aliens, bullets,
                         b_play)
Пример #20
0
    def __init__(self, parent=None):
        super().__init__(parent)
        self._generator = PiGenerator()
        self.setSceneRect(QRectF(QPointF(-self.SCENE_WIDTH/2, -self.SCENE_HEIGHT/2),
                                 QPointF(self.SCENE_WIDTH/2, self.SCENE_HEIGHT/2)))

        # scale type
        self.addItem(TextItem('Scale', TextItem.CENTER, self.SCALE_TYPE_LABEL_POS))
        scaleTypeLeftButton = TriangleButton(TriangleButton.LEFT)
        scaleTypeLeftButton.setPos(self.SCALE_TYPE_LEFT_BUTTON_POS)
        scaleTypeLeftButton.clicked.connect(self._generator.setPreviousScaleType)
        self.addItem(scaleTypeLeftButton)
        scaleTypeRightButton = TriangleButton(TriangleButton.RIGHT)
        scaleTypeRightButton.setPos(self.SCALE_TYPE_RIGHT_BUTTON_POS)
        scaleTypeRightButton.clicked.connect(self._generator.setNextScaleType)
        self.addItem(scaleTypeRightButton)

        self._scaleTypeSelectedTextItem = TextItem(self._generator.scaleType, TextItem.CENTER, self.SCALE_TYPE_CENTER_POS)
        self._scaleTypeLeftTextItem = TextItem(self._generator.previousScaleType, TextItem.LEFT, self.SCALE_TYPE_LEFT_POS)
        self._scaleTypeRightTextItem = TextItem(self._generator.nextScaleType, TextItem.RIGHT, self.SCALE_TYPE_RIGHT_POS)
        self.addItem(self._scaleTypeSelectedTextItem)
        self.addItem(self._scaleTypeLeftTextItem)
        self.addItem(self._scaleTypeRightTextItem)

        # root note
        rootNoteLeftButton = TriangleButton(TriangleButton.LEFT)
        rootNoteLeftButton.setPos(self.ROOT_NOTE_LEFT_BUTTON_POS)
        rootNoteLeftButton.clicked.connect(self._generator.setPreviousRootNote)
        self.addItem(rootNoteLeftButton)
        rootNoteRightButton = TriangleButton(TriangleButton.RIGHT)
        rootNoteRightButton.setPos(self.ROOT_NOTE_RIGHT_BUTTON_POS)
        rootNoteRightButton.clicked.connect(self._generator.setNextRootNote)
        self.addItem(rootNoteRightButton)

        self._rootNoteSelectedTextItem = TextItem(self._generator.rootNote, TextItem.CENTER, self.ROOT_NOTE_CENTER_POS)
        self._rootNoteLeftTextItem = TextItem(self._generator.previousRootNote, TextItem.LEFT, self.ROOT_NOTE_LEFT_POS)
        self._rootNoteRightTextItem = TextItem(self._generator.nextRootNote, TextItem.RIGHT, self.ROOT_NOTE_RIGHT_POS)
        self.addItem(self._rootNoteSelectedTextItem)
        self.addItem(self._rootNoteLeftTextItem)
        self.addItem(self._rootNoteRightTextItem)

        # scale
        self._scaleItem = ScaleTextItem()
        self._scaleItem.setScale(self._generator.scale)
        self._scaleItem.setPos(self.SCALE_POS)
        self.addItem(self._scaleItem)

        # solo length
        self._soloLengthLabelTextItem = TextItem('Solo length', TextItem.LEFT, self.SOLO_LENGTH_LABEL_POS)
        self.addItem(self._soloLengthLabelTextItem)
        self._soloLengthMaxLabelTextItem = TextItem('Max length: '+str(self._generator.maxSoloLength), TextItem.RIGHT, self.SOLO_LENGTH_MAX_POS)
        self.addItem(self._soloLengthMaxLabelTextItem)
        self._soloLengthTextItem = TextItem(str(self._generator.soloLength), TextItem.CENTER, self.SOLO_LENGTH_POS)
        self.addItem(self._soloLengthTextItem)
        soloLengthLeftButton = TriangleButton(TriangleButton.LEFT)
        soloLengthLeftButton.setPos(self.SOLO_LENGTH_LEFT_BUTTON_POS)
        soloLengthLeftButton.clicked.connect(self._generator.decreaseSoloLength)
        self.addItem(soloLengthLeftButton)
        soloLengthRightButton = TriangleButton(TriangleButton.RIGHT)
        soloLengthRightButton.setPos(self.SOLO_LENTGH_RIGHT_BUTTON_POS)
        soloLengthRightButton.clicked.connect(self._generator.increaseSoloLength)
        self.addItem(soloLengthRightButton)

        # generate button
        generateButton = Button('Generate', self.GENERATE_BUTTON_WIDTH, self.GENERATE_BUTTON_HEIGHT)
        generateButton.setPos(self.GENERATE_BUTTON_POS)
        self.addItem(generateButton)

        # about button
        aboutButton = Button('?', self.ABOUT_BUTTON_WIDTH, self.ABOUT_BUTTON_HEIGHT)
        aboutButton.setPos(self.ABOUT_BUTTON_POS)
        self.addItem(aboutButton)

        # solo
        self._soloTextItem1 = TextItem('', TextItem.CENTER, self.SOLO_POS_1)
        self.addItem(self._soloTextItem1)
        self._soloTextItem2 = TextItem('', TextItem.CENTER, self.SOLO_POS_2)
        self.addItem(self._soloTextItem2)
        self._soloTextItem3 = TextItem('', TextItem.CENTER, self.SOLO_POS_3)
        self.addItem(self._soloTextItem3)
        self._soloTextItem4 = TextItem('', TextItem.CENTER, self.SOLO_POS_4)
        self.addItem(self._soloTextItem4)
        self._soloTextItem5 = TextItem('', TextItem.CENTER, self.SOLO_POS_5)
        self.addItem(self._soloTextItem5)
        self._soloTextItem6 = TextItem('', TextItem.CENTER, self.SOLO_POS_6)
        self.addItem(self._soloTextItem6)
        self._soloTextItem7 = TextItem('', TextItem.CENTER, self.SOLO_POS_7)
        self.addItem(self._soloTextItem7)
        self._soloTextItem8 = TextItem('', TextItem.CENTER, self.SOLO_POS_8)
        self.addItem(self._soloTextItem8)
        self._soloAreas = ((self._soloTextItem3,),
                           (self._soloTextItem3, self._soloTextItem4),
                           (self._soloTextItem3, self._soloTextItem4,
                            self._soloTextItem5),
                           (self._soloTextItem2, self._soloTextItem3,
                            self._soloTextItem4, self._soloTextItem5),
                           (self._soloTextItem2, self._soloTextItem3,
                            self._soloTextItem4, self._soloTextItem5,
                            self._soloTextItem6),
                           (self._soloTextItem2, self._soloTextItem3,
                            self._soloTextItem4, self._soloTextItem5,
                            self._soloTextItem6, self._soloTextItem7),
                           (self._soloTextItem1, self._soloTextItem2,
                            self._soloTextItem3, self._soloTextItem4,
                            self._soloTextItem5, self._soloTextItem6,
                            self._soloTextItem7),
                           (self._soloTextItem1, self._soloTextItem2,
                            self._soloTextItem3, self._soloTextItem4,
                            self._soloTextItem5, self._soloTextItem6,
                            self._soloTextItem7, self._soloTextItem8))

        scaleTypeLeftButton.clicked.connect(self._updateTextItems)
        scaleTypeRightButton.clicked.connect(self._updateTextItems)
        rootNoteLeftButton.clicked.connect(self._updateTextItems)
        rootNoteRightButton.clicked.connect(self._updateTextItems)
        soloLengthLeftButton.clicked.connect(self._updateTextItems)
        soloLengthRightButton.clicked.connect(self._updateTextItems)
        generateButton.clicked.connect(self._updateTextItems)
        aboutButton.clicked.connect(self.aboutButtonClicked)
Пример #21
0
    def create_buttons(self):
        """Method to create buttons to be used in the GUI
        """
        # Row sizing
        row0 = self.window_height - (self.button_height * 5)
        row1 = row0 + self.button_height
        row2 = row0 + self.button_height * 2
        row3 = row0 + self.button_height * 3
        row4 = row0 + self.button_height * 4

        # Column sizing
        title_width = self.window_width / 6
        column0_x = 0
        column1_x = self.window_width * 1 / 6
        column2_x = self.window_width * 2 / 6
        column3_x = self.window_width * 2 / 6 + (2 / 3) * title_width - 1
        column4_x = self.window_width * 3 / 6 - 2
        column5_x = self.window_width * 3 / 6 + (1 / 3) * title_width - 2
        column6_x = column5_x + title_width * 8 / 6 - 1

        column0_width = self.window_width / 6
        column1_width = self.window_width / 6
        column2_width = title_width * 2 / 3
        column3_width = title_width / 3
        column4_width = title_width / 3
        column5_width = (title_width * 4 / 6) * 2
        column6_width = self.window_width - column6_x

        column0a_width = column0_width / 4
        column0b_width = column0_width / 2
        column0c_width = column0_width / 4 + 1
        column0b_x = column0_x + column0a_width
        column0c_x = column0b_x + column0b_width - 1

        column1b_x = column1_x + column0a_width
        column1c_x = column1b_x + column0b_width - 1

        column5a_width = title_width * 4 / 6 + 2
        column5c_width = column5a_width / 4
        column5d_width = column5a_width / 2
        column5e_width = column5a_width / 4

        column5b_x = column5_x + column5a_width - 1
        column5d_x = column5b_x + column5c_width - 1
        column5e_x = column5d_x + column5d_width

        column6a_width = column6_width / 2
        column6b_width = column6_width / 8
        column6c_width = column6_width / 4 + 2

        column6b_x = column6_x + column6_width / 2
        column6c_x = column6b_x + column6b_width - 1
        column6d_x = column6c_x + column6c_width

        self.titles = {
            # Titles
            "Generate":
            Button(DARK_GREY, column0_x, row0, column0_width,
                   self.button_height, "Generate"),
            "Options1":
            Button(DARK_GREY, column1_x, row0, column1_width,
                   self.button_height, "Options"),
            "Search":
            Button(DARK_GREY, column2_x, row0, column2_width,
                   self.button_height, "Search"),
            "Length":
            Button(DARK_GREY, column3_x, row0, column3_width,
                   self.button_height, "Length"),
            "Visits":
            Button(DARK_GREY, column4_x, row0, column4_width,
                   self.button_height, "Visits"),
            "Simulate":
            Button(DARK_GREY, column5_x, row0, column5_width,
                   self.button_height, "Simulate"),
            "Options2":
            Button(DARK_GREY, column6_x, row0, column6_width,
                   self.button_height, "Options"),
            # Maze Length buttons
            "lengthA*":
            Button(GREY, column3_x, row1, column3_width, self.button_height,
                   str('-')),
            "lengthBFS":
            Button(GREY, column3_x, row2, column3_width, self.button_height,
                   str('-')),
            "lengthDFS":
            Button(GREY, column3_x, row3, column3_width, self.button_height,
                   str('-')),
            "lengthBlank":
            Button(GREY, column3_x, row4, column3_width, self.button_height,
                   ""),
            # Maze Visits buttons
            "visitsA*":
            Button(GREY, column4_x, row1, column4_width, self.button_height,
                   str('-')),
            "visitsBFS":
            Button(GREY, column4_x, row2, column4_width, self.button_height,
                   str('-')),
            "visitsDFS":
            Button(GREY, column4_x, row3, column4_width, self.button_height,
                   str('-')),
            "visitsBlank":
            Button(GREY, column4_x, row4, column4_width, self.button_height,
                   ""),
            # Reinforcement Learning parameter buttons
            "step_size":
            Button(GREY, column5_x, row2, column5a_width, self.button_height,
                   "Step Size:"),
            "epsilon":
            Button(GREY, column5_x, row3, column5a_width, self.button_height,
                   "Epsilon:"),
            "discount":
            Button(GREY, column5_x, row4, column5a_width, self.button_height,
                   "Discount:"),
            "Size":
            Button(GREY, column1b_x, row2, column0b_width, self.button_height,
                   str(self.maze_size)),
            "stepDisplay":
            Button(GREY, column5d_x, row2, column5d_width, self.button_height,
                   str(self.step_size)),
            "epsilonDisplay":
            Button(GREY, column5d_x, row3, column5d_width, self.button_height,
                   str(self.epsilon)),
            "discountDisplay":
            Button(GREY, column5d_x, row4, column5d_width, self.button_height,
                   str(self.discount)),
            "dispEpisode":
            Button(GREY, column6c_x, row1, column6c_width, self.button_height,
                   str(self.num_episodes)),
            "dispRuns":
            Button(GREY, column6c_x, row2, column6c_width, self.button_height,
                   str(self.num_runs)),
        }

        self.buttons = {
            # Maze generation buttons
            "genDFS":
            Button(GREY, column0_x, row1, column0_width, self.button_height,
                   "DFS"),
            "Prims":
            Button(GREY, column0_x, row2, column0_width, self.button_height,
                   "Prims"),
            "Recursive":
            Button(GREY, column0_x, row3, column0_width, self.button_height,
                   "Recursive"),
            "Start":
            Button(GREY, column0_x, row4, column0a_width, self.button_height,
                   "S"),
            "Click":
            Button(GREY, column0b_x, row4, column0b_width, self.button_height,
                   "Click"),
            "End":
            Button(GREY, column0c_x, row4, column0c_width, self.button_height,
                   "E"),
            # Maze Options
            "Maze Size":
            Button(GREY, column1_x, row1, column1_width, self.button_height,
                   "Maze Size"),
            "Minus":
            Button(GREY, column1_x, row2, column0a_width, self.button_height,
                   "-"),
            "Plus":
            Button(GREY, column1c_x, row2, column0c_width, self.button_height,
                   "+"),
            "Build":
            Button(GREY, column1_x, row3, column1_width, self.button_height,
                   "Show Build"),
            "Explore":
            Button(GREY, column1_x, row4, column1_width, self.button_height,
                   "Show Explore"),
            # Maze searching buttons
            "A*":
            Button(GREY, column2_x, row1, column2_width, self.button_height,
                   "A*"),
            "BFS":
            Button(GREY, column2_x, row2, column2_width, self.button_height,
                   "BFS"),
            "DFS":
            Button(GREY, column2_x, row3, column2_width, self.button_height,
                   "DFS"),
            "Blank":
            Button(GREY, column2_x, row4, column2_width, self.button_height,
                   ""),
            # Reinforcement Learning
            "Q-Learning":
            Button(GREY, column5_x, row1, column5a_width, self.button_height,
                   "Q-Learning"),
            "Expected SARSA":
            Button(GREY, column5b_x, row1, column5a_width, self.button_height,
                   "Exp. SARSA"),
            "stepMinus":
            Button(GREY, column5b_x, row2, column5c_width, self.button_height,
                   "-"),
            "stepPlus":
            Button(GREY, column5e_x, row2, column5e_width, self.button_height,
                   "+"),
            "epsilonMinus":
            Button(GREY, column5b_x, row3, column5c_width, self.button_height,
                   "-"),
            "epsilonPlus":
            Button(GREY, column5e_x, row3, column5e_width, self.button_height,
                   "+"),
            "discountMinus":
            Button(GREY, column5b_x, row4, column5c_width, self.button_height,
                   "-"),
            "discountPlus":
            Button(GREY, column5e_x, row4, column5e_width, self.button_height,
                   "+"),
            # RL Options
            "Num Episodes":
            Button(GREY, column6_x, row1, column6a_width, self.button_height,
                   "Episodes:"),
            "minusEpisode":
            Button(GREY, column6b_x, row1, column6b_width, self.button_height,
                   "-"),
            "plusEpisode":
            Button(GREY, column6d_x, row1, column6b_width, self.button_height,
                   "+"),
            "Num Runs":
            Button(GREY, column6_x, row2, column6a_width, self.button_height,
                   "Runs:"),
            "minusRun":
            Button(GREY, column6b_x, row2, column6b_width, self.button_height,
                   "-"),
            "plusRun":
            Button(GREY, column6d_x, row2, column6b_width, self.button_height,
                   "+"),
            "Heat Map":
            Button(GREY, column6_x, row3, column6a_width, self.button_height,
                   "Heat Map"),
            "Show Run":
            Button(GREY, column6b_x, row3, column6a_width, self.button_height,
                   "Show Run"),
            "Reset":
            Button(RED, column6_x, row4, column6_width, self.button_height,
                   "Reset")
        }
Пример #22
0
def start():
    global window0, widgets, batch, focus

    window0 = pyglet.window.Window(WIDTH, HEIGHT, "Handball Score Table", vsync=True)
    window0.set_icon(icon1, icon2)

    button1 = Button(15, HEIGHT - 35, "Load last configuration", 16, (0, 0, 0, 255), secondary_color=(200, 200, 200, 255))
    button2 = Button(295, HEIGHT - 65, "Load custom configuration", 16, (0, 0, 0, 255), secondary_color=(200, 200, 200, 255))
    button3 = Button(295, HEIGHT - 35, "Save custom configuration", 16, (0, 0, 0, 255), secondary_color=(200, 200, 200, 255))
    button4 = Button(570, HEIGHT - 335, "Start match", 26, (0, 0, 0, 255), secondary_color=(200, 200, 200, 255))
    buttons = (button1, button2, button3, button4)

    @window0.event
    def on_draw():
        pyglet.gl.glClearColor(0.98, 0.98, 0.98, 1)
        window0.clear()
        for widget in widgets:
            widget.render()
        batch.draw()
        for button in buttons:
            button.render()

    @window0.event
    def on_mouse_motion(x, y, dx, dy):
        for widget in widgets:
            if widget.hit_test(x, y):
                window0.set_mouse_cursor(text_cursor)
                break
        else:
            window0.set_mouse_cursor(None)
        for button in buttons:
            button.pressed(x, y)

    @window0.event
    def on_mouse_release(x, y, button, modifiers):
        global window0, widgets, batch, focus
        for widget in widgets:
            if widget.hit_test(x, y):
                set_focus(widget)
                break
        else:
            set_focus(None)

        if focus:
            focus.caret.on_mouse_press(x, y, button, modifiers)
        if button1.pressed(x, y):
            load_configuration()
        elif button2.pressed(x, y):
            load_configuration(join("data", "custom_configs", "{}.ini".format(get_text(67))))
        elif button3.pressed(x, y):
            save_configuration(join("data", "custom_configs", "{}.ini".format(get_text(68))))
        elif button4.pressed(x, y):
            if start_table():  # open the actual table interface thingy what am I saying
                save_configuration()
                window0.close()
                del window0
                del widgets, batch, focus

    @window0.event
    def on_mouse_drag(x, y, dx, dy, buttons, modifiers):
        if focus:
            focus.caret.on_mouse_drag(x, y, dx, dy, buttons, modifiers)

    @window0.event
    def on_text(text):
        if focus:
            focus.caret.on_text(text)

    @window0.event
    def on_text_motion(motion):
        if focus:
            focus.caret.on_text_motion(motion)

    @window0.event
    def on_text_motion_select(motion):
        if focus:
            focus.caret.on_text_motion_select(motion)

    @window0.event
    def on_key_release(symbol, modifiers):
        global window0, widgets, batch, focus
        if symbol == pyglet.window.key.TAB:
            if modifiers & pyglet.window.key.MOD_SHIFT:
                direction = -1
            else:
                direction = 1

            if focus in widgets:
                i = widgets.index(focus)
            else:
                i = 0
                direction = 0

            set_focus(widgets[(i + direction) % len(widgets)])
        elif symbol == pyglet.window.key.ENTER:
            if start_table():  # open the actual table interface thingy... what am I saying
                save_configuration()
                window0.close()
                del window0
                del widgets, batch, focus
        elif symbol == pyglet.window.key.ESCAPE:
            pyglet.app.exit()

    @window0.event
    def on_close():
        pyglet.app.exit()

    batch = pyglet.graphics.Batch()
    create_labels()
    widgets = create_widgets()
    text_cursor = window0.get_system_mouse_cursor('text')
    focus = None
    set_focus(widgets[0])
Пример #23
0
#!/usr/bin/python3

from time import sleep

import RPi.GPIO as GPIO
from src import utils
from src.cfg import Cfg
from src.connection_manager import ConnectionManager
from src.button import Button

button = Button()
cfg = Cfg()
connection_manager = ConnectionManager(cfg)

GPIO.setmode(GPIO.BCM)
GPIO.setup(17, GPIO.IN, pull_up_down=GPIO.PUD_UP)
GPIO.add_event_detect(17,
                      GPIO.FALLING,
                      callback=button.on_pull,
                      bouncetime=200)

while True:
    status = button.requested_status
    internet = utils.internet_connection_is_up()

    # print(f"Device set to be: {status}" )

    connection_manager.ensure_status(status, internet)

    sleep(1)
Пример #24
0
def start_game_screen(screen, clock, welcome_music, welcome_bg, help):
    global play_intro_music
    pygame.mouse.set_visible(False)
    button_list = pygame.sprite.Group()
    button = Button('src/level01_gray.jpg', 280, 250, 1)
    button_list.add(button)
    button = Button('src/level02_gray.jpg', 550, 250, 2)
    button_list.add(button)
    button = Button('src/help.png', 930, 20, 3)
    button_list.add(button)

    x = pygame.mouse.get_pos()[0]
    y = pygame.mouse.get_pos()[1]
    cursor_list = pygame.sprite.Group()
    cursor = Cursor('src/cursor.png', x, y)
    cursor_list.add(cursor)
    welcome_music.set_volume(.5)
    if play_intro_music:
        welcome_music.play()
    pygame.display.flip()
    waiting = True
    isOverOut = False
    while waiting:
        x = pygame.mouse.get_pos()[0]
        y = pygame.mouse.get_pos()[1]
        cursor.update(x, y)
        clock.tick(60)
        isOverOut = False
        for button in pygame.sprite.spritecollide(cursor, button_list, False):
            isOverOut = True
            level = button.selected()
            if level == 1:
                button.isOver('src/level01_color.jpg')
            elif level == 2:
                button.isOver('src/level02_color.jpg')
            else:
                button.isOver('src/help_over.png')
        if not isOverOut:
            for button in button_list:
                level = button.selected()
                if level == 1:
                    button.isOver('src/level01_gray.jpg')
                elif level == 2:
                    button.isOver('src/level02_gray.jpg')
                else:
                    button.isOver('src/help.png')
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                choice = -1
                waiting = False
            if event.type == pygame.MOUSEBUTTONDOWN and pygame.sprite.spritecollide(cursor, button_list, False):
                buttons = pygame.sprite.spritecollide(cursor, button_list, False)
                for button in buttons:
                    choice = button.selected()
                    if choice == 1:
                        play_intro_music = True
                        waiting = False
                        welcome_music.stop()
                    elif choice == 2:
                        play_intro_music = True
                        waiting = False
                        welcome_music.stop()
                    elif choice == 3:
                        waiting = False

        screen.blit(welcome_bg, (0, 0))
        button_list.draw(screen)
        cursor_list.draw(screen)
        pygame.display.flip()
    return choice
Пример #25
0
def main():
    global play_intro_music
    """ Main Program """
    pygame.time.set_timer(USEREVENT + 1, 1000)
    pygame.time.set_timer(USEREVENT + 2, 1000)

    # Sound

    pygame.mixer.pre_init(44100, -16, 1, 512)
    pygame.init()
    pygame.mixer.init()
    bg_sound = pygame.mixer.Sound("src/sound/bg.wav")
    welcome_music = pygame.mixer.Sound("src/sound/welcome.wav")
    sound_coin = pygame.mixer.Sound("src/sound/coin.wav")
    oof = pygame.mixer.Sound("src/sound/oof.wav")
    oof.set_volume(0.6)

    # Set the height and width of the screen
    size = [SCREEN_WIDTH, SCREEN_HEIGHT]
    screen = pygame.display.set_mode(size)

    pygame.display.set_caption("Lode Runner")

    # health

    heart = pygame.image.load('src/heart.png')

    font = pygame.font.Font('src/Pixel.otf', 20)
    # Loop until the user clicks the close button.
    done = False

    # Used to manage how fast the screen updates
    clock = pygame.time.Clock()
    FPS = 50
    score = 0
    removed_blocks = []
    health = 5
    last_time_hit = 0
    removed_enemies = []
    game_over = True
    start_game = True
    bg = pygame.image.load("src/oof.jpg")
    welcome_bg = pygame.image.load("src/welcome_bg.jpg")
    help = pygame.image.load('src/how_to.jpg')
    # -------- Main Program Loop -----------
    while not done:
        if game_over:
            if start_game:
                choice = start_game_screen(screen, clock, welcome_music, welcome_bg, help)
                start_game = False

                game_over = False
                score = 0
                removed_blocks = []
                health = 5
                last_time_hit = 0
                removed_enemies = []
                # restart  game

                # player
                if choice == 1:
                    # Create the player
                    bg_sound.play()
                    player = Player()
                    player_list = pygame.sprite.Group()
                    player_list.add(player)

                    # Create all the levels
                    level_list = [Level_01(player, 'src/brick_2.jpg')]

                    # Set the current level
                    current_level_no = 0
                    current_level = level_list[current_level_no]

                    player.level = current_level

                    # initialize player
                    player.rect.x = 500
                    player.rect.y = 490
                    # ladder
                    ladder_list = pygame.sprite.Group()
                    for i in range(10):
                        ladder = Ladder(210, 410 - (20 * (i + 1)), 'src/ladder.png')  # 1
                        ladder_list.add(ladder)
                    for i in range(7):
                        ladder = Ladder(610, 215 - (20 * (i + 1)), 'src/ladder.png')  # 2
                        ladder_list.add(ladder)
                    for i in range(11):
                        ladder = Ladder(790, 570 - (20 * (i + 1)), 'src/ladder.png')  # 3
                        ladder_list.add(ladder)
                    for i in range(9):
                        ladder = Ladder(2.5, 570 - (20 * (i + 1)), 'src/ladder.png')  # 4
                        ladder_list.add(ladder)
                    for i in range(8):
                        ladder = Ladder(680, 360 - (20 * (i + 1)), 'src/ladder.png')  # 5
                        ladder_list.add(ladder)

                    # enemy
                    enemy_list = pygame.sprite.Group()
                    enemy = Enemy(5, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(3, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(1, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(0, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(6, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)

                    # coins
                    for i in range(1):
                        #  This represents a block
                        block = Block('src/coin.png')
                    block_list = pygame.sprite.Group()
                    all_sprites_list = pygame.sprite.Group()
                    prev_level = random.randrange(0, 6)
                    prev_level = block.new_coin(current_level.get_levels(), prev_level)
                    while True:
                        if pygame.sprite.spritecollide(block, ladder_list, False):
                            prev_level = block.new_coin(current_level.get_levels(), prev_level)
                        else:
                            break
                    # Add the block to the list of objects
                    block_list.add(block)
                    all_sprites_list.add(block)
                elif choice == 2:
                    # Create the player
                    bg_sound.play()
                    player = Player()
                    player_list = pygame.sprite.Group()
                    player_list.add(player)

                    # Create all the levels
                    level_list = [Level_02(player, 'src/brick_purple.jpg')]

                    # Set the current level
                    current_level_no = 0
                    current_level = level_list[current_level_no]

                    player.level = current_level

                    # initialize player
                    player.rect.x = 500
                    player.rect.y = 490
                    # ladder
                    ladder_list = pygame.sprite.Group()
                    for i in range(25):
                        ladder = Ladder(180, 570 - (20 * (i + 1)), 'src/ladder.png')  # 1
                        ladder_list.add(ladder)
                    for i in range(25):
                        ladder = Ladder(770, 570 - (20 * (i + 1)), 'src/ladder.png')  # 2
                        ladder_list.add(ladder)

                    # enemy
                    enemy_list = pygame.sprite.Group()
                    enemy = Enemy(5, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(3, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(1, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(0, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    enemy = Enemy(6, 64, 64, current_level.get_platform_list(), current_level.get_levels())
                    enemy_list.add(enemy)
                    # blocks
                    for i in range(1):
                        #  This represents a block
                        block = Block('src/coin.png')
                    block_list = pygame.sprite.Group()
                    all_sprites_list = pygame.sprite.Group()
                    prev_level = random.randrange(0, 6)
                    prev_level = block.new_coin(current_level.get_levels(), prev_level)
                    while True:
                        if pygame.sprite.spritecollide(block, ladder_list, False):
                            prev_level = block.new_coin(current_level.get_levels(), prev_level)
                        else:
                            break
                    # Add the block to the list of objects
                    block_list.add(block)
                    all_sprites_list.add(block)
                elif choice == -1:
                    done = True
                elif choice == 3:
                    return_button = Button('src/return_white.png', 930, 20, 10)
                    button_list = pygame.sprite.Group()
                    button_list.add(return_button)
                    x = pygame.mouse.get_pos()[0]
                    y = pygame.mouse.get_pos()[1]
                    cursor_list = pygame.sprite.Group()
                    cursor = Cursor('src/cursor.png', x, y)
                    cursor_list.add(cursor)

            else:
                if choice == 1:
                    choice = show_go_screen(screen, clock, bg_sound, 'src/oof.jpg', score, choice)
                elif choice == 2:
                    choice = show_go_screen(screen, clock, bg_sound, 'src/oof_level02.jpg', score, choice)
                start_game = True
        if choice != -1 and choice != 3:
            screen.fill(BLACK)
            if pygame.sprite.spritecollide(player, ladder_list, False):
                climbing = True
                player.set_is_climbing(True)
                player.setchangey(0)
            else:
                climbing = False
                player.setpressingbutton(False)

                player.set_is_climbing(False)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    done = True
                if event.type == USEREVENT + 1:
                    for block in removed_blocks:
                        if block[1] >= 3:
                            replace_block = current_level.replace_block(block[0])
                            removed_blocks.remove(block)
                            hit_list = pygame.sprite.spritecollide(replace_block, enemy_list, False)
                            for enemies in hit_list:
                                enemies.set_vel(0)
                                removed_enemy = enemies.getID()
                                removed_enemies.append([removed_enemy, 0])
                                enemy_list.remove(enemies)
                            hit_list = pygame.sprite.spritecollide(replace_block, player_list, False)
                            for players in hit_list:
                                health = 0
                                player_list.remove(players)

                            platform_list = current_level.get_platform_list()
                            for enemies in enemy_list:
                                enemies.set_platform(platform_list)
                        else:
                            block[1] += 1
                if event.type == USEREVENT + 2:
                    for enemies in removed_enemies:
                        enemies[1] += 1
                        if enemies[1] >= 10:
                            enemy = Enemy(enemies[0][0], enemies[0][1], enemies[0][2], enemies[0][3], enemies[0][4])
                            enemy_list.add(enemy)
                            removed_enemies.remove(enemies)

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        player.go_left(screen)
                    if event.key == pygame.K_RIGHT:
                        player.go_right(screen)
                    if event.key == pygame.K_SPACE:
                        player.jump()
                    if event.key == pygame.K_UP and climbing == True:
                        player.climb(-3, True)
                    if event.key == pygame.K_DOWN and climbing == True:
                        player.climb(3, True)
                    if event.key == pygame.K_r:
                        block_for_remove = player.destroy_block(current_level)

                        if block_for_remove != 0:
                            removed_blocks.append([block_for_remove, 0])
                            current_level.remove_block(block_for_remove)

                        platform_list = current_level.get_platform_list()
                        for enemies in enemy_list:
                            enemies.set_platform(platform_list)

                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_UP:
                        player.climb(0, False)
                    if event.key == pygame.K_DOWN:
                        player.climb(0, False)

                    if event.key == pygame.K_LEFT and player.change_x < 0:
                        player.stop()
                    if event.key == pygame.K_RIGHT and player.change_x > 0:
                        player.stop()

            # Update items in the level
            current_level.update()
            # If the player gets near the right side, shift the world left (-x)
            if player.rect.right > SCREEN_WIDTH:
                player.rect.right = SCREEN_WIDTH

            # If the player gets near the left side, shift the world right (+x)
            if player.rect.left < 0:
                player.rect.left = 0

            # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
            blocks_hit_list = pygame.sprite.spritecollide(player, block_list, False)

            # Check the list of collisions.
            for block in blocks_hit_list:
                score += 1
                sound_coin.play()
                prev_level = block.new_coin(current_level.get_levels(), prev_level)
                while True:
                    if pygame.sprite.spritecollide(block, ladder_list, False):
                        prev_level = block.new_coin(current_level.get_levels(), prev_level)
                    else:
                        break
            for players in player_list:
                if pygame.time.get_ticks() > last_time_hit + 3000 or last_time_hit == 0:
                    if pygame.sprite.spritecollide(players, enemy_list, False):
                        health -= 1
                        oof.play()
                        last_time_hit = pygame.time.get_ticks()
                        if health == 0:
                            player_list.remove(players)

            # health
            for i in range(health):
                if choice == 1:
                    screen.blit(heart, [850 + (i * 30), 30])
                elif choice == 2:
                    screen.blit(heart, [437 + (i * 30), 30])

            # Draw all the sprites
            # Update the player.

            text2 = font.render("Score:   " + str(score), True, WHITE)
            if choice == 1:
                screen.blit(text2, [850, 0])
            elif choice == 2:
                screen.blit(text2, [450, 0])
            current_level.draw(screen)
            block_list.update(screen)
            ladder_list.draw(screen)
            player_list.update(screen)
            for enemies in enemy_list:
                enemies.movement(screen)

            # ALL CODE TO DRAW SHOULD GO ABOVE THIS COMMENT
            if health == 0:
                game_over = True
        elif choice == 3:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    done = True
                if event.type == pygame.MOUSEBUTTONDOWN and pygame.sprite.spritecollide(cursor, button_list, False):
                    buttons = pygame.sprite.spritecollide(cursor, button_list, False)
                    for button in buttons:
                        level = button.selected()
                        if level == 10:
                            start_game = True
                            game_over = True
                            play_intro_music = False
            image = pygame.image.load('src/how_to.jpg')
            screen.blit(image, (0, 0))
            isOverOut = False
            for button in pygame.sprite.spritecollide(cursor, button_list, False):
                isOverOut = True
                level = button.selected()
                if level == 10:
                    button.isOver('src/return.png')
            if not isOverOut:
                for button in button_list:
                    level = button.selected()
                    if level == 10:
                        button.isOver('src/return_white.png')
            button_list.draw(screen)
            x = pygame.mouse.get_pos()[0]
            y = pygame.mouse.get_pos()[1]
            cursor.update(x, y)
            cursor_list.draw(screen)

            # Limit to 50 frames per second
        clock.tick(FPS)

        # Go ahead and update the screen with what we've drawn.
        pygame.display.flip()

    pygame.quit()
Пример #26
0
def run_game():
    # 初始化背景设置
    pygame.init()

    # 创建游戏设置类的实例
    ai_settings = Settings()

    # 创建屏幕
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))  # 创建surface对象
    pygame.display.set_caption("Alien Invasion")

    # 创建Play按钮
    play_button = Button(screen, "Play")

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    # 创建一个用于存储子弹的编组
    bullets = Group()

    # 创建一组外星人
    aliens = Group()
    gf.create_fleet(ai_settings, screen, aliens)

    # 创建游戏角色
    character = Character(screen)

    # 创建一个用于存储游戏统计信息的实例
    stats = GameStats(ai_settings)

    # 创建记分牌
    sb = Scoreboard(ai_settings, screen, stats)

    # 开始游戏的主循环
    while True:

        # 监听事件
        gf.check_events(ai_settings=ai_settings,
                        screen=screen,
                        stats=stats,
                        play_button=play_button,
                        sb=sb,
                        ship=ship,
                        aliens=aliens,
                        bullets=bullets)

        if stats.game_active:
            # 根据标志修改飞船位置
            ship.update()
            # 更新子弹
            gf.update_bullets(ai_settings, screen, stats, sb, aliens, bullets)
            # 更新外星人
            gf.update_aliens(ai_settings, stats, screen, sb, ship, aliens,
                             bullets)

        # 更新屏幕
        gf.update_screen(ai_settings=ai_settings,
                         screen=screen,
                         stats=stats,
                         ship=ship,
                         character=character,
                         aliens=aliens,
                         bullets=bullets,
                         play_button=play_button,
                         sb=sb)
Пример #27
0
play_label_on.fill(BACKGROUND_COLOR)
pygame.draw.polygon(play_label_on, (200, 200, 200), [(5, 5), (5, 35),
                                                     (35, 20)])

# White rects ON
pause_label_on = pygame.Surface((40, 40))
pause_label_on.fill(BACKGROUND_COLOR)
pygame.draw.rect(pause_label_on, (200, 200, 200), pygame.Rect((5, 5),
                                                              (10, 30)))
pygame.draw.rect(pause_label_on, (200, 200, 200), pygame.Rect((20, 5),
                                                              (10, 30)))

# DoubleTriangleBackwards
back_label = pygame.Surface((60, 40))
back_label.fill((BACKGROUND_COLOR))
pygame.draw.rect(back_label, (200, 200, 200), pygame.Rect((5, 5), (5, 30)))
pygame.draw.polygon(back_label, (200, 200, 200), [(7, 20), (25, 5), (25, 35)])
pygame.draw.polygon(back_label, (200, 200, 200), [(20, 20), (38, 5), (38, 35)])

# BUTTONS
recordingButton = Button((5, 5), (40, 40), recording_label,
                         not_recording_label, True)

playButton = Button((50, 5), (40, 40), pause_label_on, play_label_on, True)
back_button = Button((95, 5), (60, 40), back_label, back_label, True)

# FONTS
fonts = {}
for x in [12, 15, 20, 25, 35, 40, 50, 75]:
    fonts[x] = pygame.font.SysFont("monospace", x)
Пример #28
0
pygame.init()
gameDisplay = pygame.display.set_mode((1000, 600))
crashed = False

clock = pygame.time.Clock()

dialog = CPD(60, 60)
dialog.get_top_button().fill(pygame.Color(0, 255, 0))
# dialog.set_alpha(255)
dialog.set_is_visible(False)



# Create a button that pulls up the dialog
button = Button(100, 100, 200, 50)
button.fill(pygame.Color(100, 100, 0))
button.set_alpha(255)

def show_dialog(args):

    s = Card("Colonel Mustard", CardType.SUSPECT, "Colonel Mustard")
    args['d'].set_unavailable_players([s])
    args['d'].set_is_visible(True)

button.set_on_click(show_dialog, {'d': dialog})

backgroundview = View(0, 0, 1000, 1000)
backgroundview.fill(pygame.Color(255, 255, 255))
backgroundview.set_alpha(255)
Пример #29
0
def main():
    """
    Main function used to run the Sudoku game
    uses pygame functionality to track game events
    """
    # initialize pygame
    pygame.init()
    pygame.display.set_caption("Sudoku")

    # Initialize the board, check board button the game window and FPS clock and the variable holding key strokes
    global FPSCLOCK, DISPLAYSURF
    FPSCLOCK = pygame.time.Clock()
    DISPLAYSURF = pygame.display.set_mode(
        (WINDOW_WIDTH, WINDOW_HEIGHT + BOTTOMGAP))
    key = None
    sudoku_board = Board(WINDOW_WIDTH, WINDOW_HEIGHT, SQUARE_SIZE, CELL_SIZE,
                         DISPLAYSURF, board)
    check_board = Button((LIGHTGRAY), 20, WINDOW_HEIGHT + 20, 50, 25, 25,
                         "check")

    # Fill window background with Black
    DISPLAYSURF.fill(BLACK)

    # Call board and button commands to draw initial board state
    sudoku_board.draw_grid()
    check_board.draw(DISPLAYSURF)

    # game loop watches for events such as key strokes and mouse clicks
    # redraws board and button every loop instance
    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_1:
                    key = 1
                if event.key == pygame.K_2:
                    key = 2
                if event.key == pygame.K_3:
                    key = 3
                if event.key == pygame.K_4:
                    key = 4
                if event.key == pygame.K_5:
                    key = 5
                if event.key == pygame.K_6:
                    key = 6
                if event.key == pygame.K_7:
                    key = 7
                if event.key == pygame.K_8:
                    key = 8
                if event.key == pygame.K_9:
                    key = 9
                if event.key == pygame.K_KP1:
                    key = 1
                if event.key == pygame.K_KP2:
                    key = 2
                if event.key == pygame.K_KP3:
                    key = 3
                if event.key == pygame.K_KP4:
                    key = 4
                if event.key == pygame.K_KP5:
                    key = 5
                if event.key == pygame.K_KP6:
                    key = 6
                if event.key == pygame.K_KP7:
                    key = 7
                if event.key == pygame.K_KP8:
                    key = 8
                if event.key == pygame.K_KP9:
                    key = 9
                if event.key == pygame.K_DELETE:
                    sudoku_board.delete_pos()
                    key = None
                if event.key == pygame.K_RETURN:
                    sudoku_board.place(key)
                    key = None
                if event.key == pygame.K_SPACE:
                    sudoku_board.solve_self()

            if event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                clicked = sudoku_board.click(pos)
                if clicked:
                    sudoku_board.selected = clicked
                elif check_board.isOver(pos):
                    sudoku_board.check_board()
                key = None

            if sudoku_board.selected != (-1, -1) and key is not None:
                sudoku_board.guess(key)
        redraw(DISPLAYSURF, sudoku_board, check_board, WINDOW_HEIGHT,
               BOTTOMGAP)
        pygame.display.update()
Пример #30
0
 def __init__(self, pygame, res, surface):
     Screen.__init__(self, pygame, res, surface)
     self.font = pygame.font.SysFont('cambria', 60)
     self.font2 = pygame.font.SysFont('cambria', 30)
     self.buttons['Back'] = Button(pygame, res, surface, [20, 360, 300, 50],
                                   "Back")