def make_bubble(self): if self.stage == 1: for i in range(195): if stage1_state.block[i].block_x <= self.x + 20.1 < stage1_state.block[i].block_x + 40.2: if stage1_state.block[i].block_y <= self.y - 3 < stage1_state.block[i].block_y + 40: if stage1_state.block[i].box_color == 0 or stage1_state.block[i].box_color == 9\ or stage1_state.block[i].box_color == 10 or stage1_state.block[i].box_color == 11: #stage1_state.block[i].box_color = 8 bubble = Bubble(stage1_state.block[i].block_x, stage1_state.block[i].block_y + 10, self.bubble_range, self.stage) game_world.add_object(bubble, 1) self.sound.play() break elif self.stage == 2: for i in range(195): if stage2_state.block[i].block_x <= self.x + 20.1 < stage2_state.block[i].block_x + 40.2: if stage2_state.block[i].block_y <= self.y - 3 < stage2_state.block[i].block_y + 40: if stage2_state.block[i].box_color == 0 or stage2_state.block[i].box_color == 9\ or stage2_state.block[i].box_color == 10 or stage2_state.block[i].box_color == 11: #stage1_state.block[i].box_color = 8 bubble = Bubble(stage2_state.block[i].block_x, stage2_state.block[i].block_y + 10, self.bubble_range, self.stage) game_world.add_object(bubble, 1) self.sound.play() break elif self.stage == 3: for i in range(195): if boss_stage.block[i].block_x <= self.x + 20.1 < boss_stage.block[i].block_x + 40.2: if boss_stage.block[i].block_y <= self.y - 3 < boss_stage.block[i].block_y + 40: if boss_stage.block[i].box_color == 0 or boss_stage.block[i].box_color == 9\ or boss_stage.block[i].box_color == 10 or boss_stage.block[i].box_color == 11: #stage1_state.block[i].box_color = 8 bubble = Bubble(boss_stage.block[i].block_x, boss_stage.block[i].block_y + 10, self.bubble_range, self.stage) game_world.add_object(bubble, 1) self.sound.play() break
class TestBubble(unittest.TestCase): def setUp(self): self.bubble = Bubble() def test_something(self): self.bubble.say('hi from first test case') def tearDown(self): pass
def create_bubbles(): bubbles = [ Bubble(c.SCR_W2 - 120, c.SCR_H2 - 50, 0, 0, 2), Bubble(c.SCR_W2 + 120, c.SCR_H2 - 50, 0, 0, 2), Bubble(c.SCR_W2, c.SCR_H2 - 50, 0, 0, 2) ] for bubble in bubbles: bubble.vel = 0 return bubbles
def _convert(ctx=Bubble(), abspath='', fromtype='json', totype='yaml'): new_file = abspath.replace(fromtype, totype) ctx.say('converting:' + abspath + '>>>' + new_file, verbosity=10) data = get_file(ctx, abspath, False) ctx.say('data', stuff=data, verbosity=1000) res = put_file(ctx, new_file, data['lod_gen'], remove_first=True) return res
def fire_bubble(self): if self.rest_attack_time != 0: return bubble = Bubble(self.x, self.y, self.dir * 3) game_world.add_object(bubble, 1) self.rest_attack_time = 0.5 self.attack = 1 self.frame = 0
def fire_bubble(ai_settings, screen, mermaid, bubbles): """Fire bubble if limit not reached yet""" #Create new bubble and add it to bubble group if len( bubbles ) < ai_settings.bubbles_allowed: #makes it so only three bubbles can be on the screen at a time new_bubble = Bubble(ai_settings, screen, mermaid) bubbles.add(new_bubble)
def breatheWater(self, screen): """Make the fish breathe water and make bubbles""" for bubble in self.bubbles: bubble.display(screen) if bubble.y < 0: self.bubbles.remove(bubble) if self.getAge() % 5 < 0.2 and len(self.bubbles) < 2: self.bubbles.append(Bubble(self.x, self.y, self.size/2))
def add_bubbles(self, mob_x, mob_y, bubbles): """ :param mob_x: x coord of dead mob :param mob_y: y coord of dead mobs :param bubbles: list of the number of bubbles of 3 types: small, medium, big """ for type_marker in range(len(bubbles)): for i in range(bubbles[type_marker]): angle = uniform(0, 2 * pi) self.bubbles.append( Bubble(mob_x, mob_y, angle, self.gravity_radius, type_marker))
def load(filename): arr = [] print('load', filename) try: with open('saves/' + filename, 'r') as file: columns = list(reversed(list(file))) except FileNotFoundError: print(filename, 'not found') return ([], 0, 0) for y, line in enumerate(columns): for x, char in enumerate(line.rstrip()): if char != ' ': arr.append(Bubble((x, y), int(char))) height = len(columns) width = max(map(len, columns), default=1) - 1 #for \n return (arr, width, height)
def __init__(self): self.x = 40 self.y = 25 self.columns = COLUMNS self.rows = ROWS self.bubble_width = BUBBLE_WIDTH self.bubble_height = BUBBLE_WIDTH self.row_height = 28 self.row_offset = 0 self.radius = self.bubble_width / 2 self.width = self.columns * self.bubble_width + self.bubble_width / 2 self.grid = [] self.matched_bubbles = [] self.colors_in_level = set() for i in range(self.rows): new_row = [] for j in range(self.columns): new_row.append(Bubble(i, j, 0, 0, -1, False)) self.grid.append(new_row)
def parse_bubble_file(bubble_path, out_dir): # make the out_dir if not exists if not os.path.exists(out_dir): os.mkdir(out_dir) with open(bubble_path) as fh: total_bubbles = 0 # initialize the first bubble bubble = Bubble(0) for record in SeqIO.parse(fh, 'fasta'): tokens = record.description.strip().split() bubble_num = int(tokens[1]) if total_bubbles < bubble_num: # process the previous bubble process_bubble(bubble, out_dir) # initialize a new bubble bubble = Bubble(bubble_num) total_bubbles += 1 taxa = [] for taxon in tokens[3::]: taxa.append(taxon.replace(',', '')) for taxon in taxa: bubble.add_path(taxon, record.seq)
def fire_bubble(dolphingame_settings, screen, dolphin, bubbles): '''Wystrzelenie pocisku jeśli nie przekroczono limit''' if len(bubbles) < dolphingame_settings.bubble_allowed: new_bubble = Bubble(dolphingame_settings, screen, dolphin) bubbles.add(new_bubble)
def _release_bubble(self): """Create a new bubble and add it to the bubble.""" new_bubble = Bubble(self) self.bubbles.add(new_bubble)
res = put_file(ctx, new_file, data['lod_gen'], remove_first=True) return res def convert(b, from_type, to_type, stage, step_to_convert): steps = 'pulled', 'push', 'transformed', 'uniq_pull', 'uniq_push', 'store' for step in steps: if step == step_to_convert: file_name = '%s_%s.%s' % (step, stage, from_type) print(_convert(b, file_name, from_type, to_type)) if __name__ == '__main__': from bubble.util.cli_misc import utf8_only from bubble.cli import STORAGE_TYPES b = Bubble() b.verbose = 100 utf8_only(b) # print b # from_type='json' # to_type='sqlite3' # print sys.argv if len(sys.argv) == 6: from_type = sys.argv[1] # 'json' to_type = sys.argv[2] # 'sqlite3' stage = sys.argv[3] # 'DEV' step = sys.argv[4] # 'pulled' verbose = sys.argv[5] # 100 b.set_verbose(verbose) convert(b, from_type, to_type, stage, step)
keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: if n > -250: n -= 1 if keys[pygame.K_RIGHT]: if n < 250: n += 1 if keys[pygame.K_SPACE] and clc() - now > 0.3: projectiles.append(Projectile(screen, n)) now = clc() for bubble in bubbles: bubble.move() for bullet in projectiles: bubble.collision(bullet) bubbles = list(filter(lambda x: x.state(), bubbles)) while len(bubbles) < 10: bubbles.append(Bubble(screen)) for bullet in projectiles: bullet.move() projectiles = list(filter(lambda x: x.state(), projectiles)) g.rotate(n) pygame.display.update() clock.tick(500)
def create(self, canvas, diameter): return Bubble(canvas, diameter)
def create_bubbles(self): n_bubbles = random.randrange(1, 5) for _ in range(n_bubbles): Bubble(32)
def game_loop(): global running, gameDisplay, POPUP, POPUP_COUNTER pygame.init() pygame.font.init() # for writing text to pygame gameDisplay = pygame.display.set_mode((DISPLAY_X, DISPLAY_Y)) pygame.display.set_caption('Version 1.0') gameDisplay.fill(BACKGROUND_COLOUR) clock = pygame.time.Clock() running = True won = False board = Board(gameDisplay) board.createWordList() board.drawBoard() board.drawAllBubbles() board.addToBoard() while running: # if (board.future_bubbles == [] or len(board.board_bubbles) == 22) and not board.shooting: # TODO: check if this is actually right # print("You did not win. Try again!") # running = False if board.shooting and board.shoot_pos != []: board.shoot_bubble.erase(gameDisplay) #pygame.display.update() board.shoot_bubble.pos = board.shoot_pos[0] board.shoot_bubble.drawAsGrey(gameDisplay) board.shoot_pos.pop(0) elif board.shooting and board.shoot_pos == [] and board.future_bubbles != []: # load in new bubble try: board.popMatches() board.shoot_bubble = Bubble(SHOOT_POSITION[0], SHOOT_POSITION[1], \ board.future_bubbles[0][0], board.future_bubbles[0][1]) board.shooting = False board.drawAllBubbles() except IndexError: running = False if board.board_bubbles.count(0) == len(board.board_bubbles): board.won = True print("You won! Good job! :)") won = True running = False elif board.future_bubbles == [] and not board.shooting: # TODO: check if this is actually right print("Game over, better luck next time :(") running = False # board.drawBoard() # board.drawAllBubbles() # board.addToBoard() board.drawShootBubble() for event in pygame.event.get(): # this section handles the erasing of a popup after 5000 ticks if POPUP_COUNTER >= 0: POPUP_COUNTER += 1 if POPUP_COUNTER >= 20: POPUP_COUNTER = 0 i = 0 #TODO: find a way for it to find the popup -> board.current_popups.index(popped_bubble) #board.current_popups.pop(i).erase() board.success_popped = False # if not board.success_popped: # for p in board.current_popups: # p.erase() if board.future_bubbles == []: board.game_over = True board.future_bubbles = [(" ", WHITE)] # TODO: fix this kludge print("Game over, better luck next time :(") running = False if board.board_bubbles == []: # print a win message to the screen board.won = True print("You won! Good job! :)") won = True running = False if event.type == pygame.MOUSEBUTTONDOWN: pos = getPos() if board.board.collidepoint(pos): board.shooting = True # valid selection for bubble, shoot it e = board.shootBubble(pos) if e == "ValueError" or e == "IndexError" or e == "Game Over": running = False print("Game over, better luck next time :(") elif board.help_box.collidepoint(pos): # make help box appear board.displayHelpBox() else: # TODO: display an error pass if event.type == pygame.QUIT: running = False quitGame() # board.addToBoard() pygame.display.update() clock.tick(60) # make it pretty for the end of the game board.drawBoard() if won: # display a winning message p = Popup("Good job! You won!", int(DISPLAY_X * 0.35), int(DISPLAY_Y * 0.30), gameDisplay) else: board.drawAllBubbles() # display a better luck next time message p = Popup("Better luck next time! Try again!", int(DISPLAY_X * 0.25), int(DISPLAY_Y * 0.30), gameDisplay) p.create() exit_message = Popup("Press any key or click to exit game.", int(DISPLAY_X * 0.25), int(DISPLAY_Y * 0.34), gameDisplay) exit_message.create() pygame.display.update() paused = True while paused: for ev in pygame.event.get(): if ev.type == pygame.KEYDOWN or ev.type == pygame.MOUSEBUTTONDOWN: paused = False quitGame() elif ev.type == pygame.QUIT: paused = False quitGame()
def fire(s, screen, sanit, bubbles): #fire a bubble if limit not reached if len(bubbles) < s.bubbles_allowed: new_bubble = Bubble(s, screen, sanit) bubbles.add(new_bubble)
def Bubble(self): bubble = Bubble(self.x, self.y) game_world.add_object(bubble, 2)
def Bubble(self): bubble = Bubble(self.x, self.y)
if colorkey == -1: colorkey = image.get_at((0, 0)) image.set_colorkey(colorkey, RLEACCEL) return image bubbles = [] for c in COLORS: bubbles.append(load_image(c + ".png")) level = Level() player = Player() bubble_to_shoot = Bubble( SCREEN_WIDTH / 2 - BUBBLE_WIDTH / 2, SCREEN_HEIGHT - 2.5 * BUBBLE_WIDTH, 500, 90, 1, False, ) def get_bubble_coordinate(row, column): bubble_x = level.x + column * level.bubble_width if (row + level.row_offset) % 2: bubble_x += level.bubble_width / 2 bubble_y = level.y + row * level.row_height return bubble_x, bubble_y def draw_bubble(bubble_color, x, y): if bubble_color >= 0 and bubble_color < len(bubbles):
from bubble import Bubble from functools import wraps import settings.flask_settings as local_settings import settings.global_settings as global_settings import logging from assets.streamer import Streamer from assets.twitchapi import TwitchAPI from assets.jwtworker import JWTworker from stats_manager import StatsManager from assets.profanity_filter import ProfanityFilter application = Flask(__name__, template_folder='frontend', static_url_path="") socketio = SocketIO(application) logger = logging.getLogger('flask_app') TwitchAPI.generate_oauth() bubble = Bubble(read_data=True) stats = StatsManager() def log_setup(app, logger): log_f = logging.FileHandler(local_settings.FLASK_LOG_FILE) log_s = logging.StreamHandler() if (global_settings.DEBUG): logger.setLevel(logging.DEBUG) log_f.setLevel(logging.DEBUG) log_s.setLevel(logging.DEBUG) else: logger.setLevel(logging.INFO) # Set formatter for requests
def setUp(self): self.bubble = Bubble()
def add_bubble(self): x = uniform(0, c.SCR_W) y = c.SCR_H + self.BUBBLE_RADIUS new_bubble = Bubble(x, y, 0) new_bubble.vel = -0.2 - uniform(0, 0.4) self.bubbles.append(new_bubble)
if __name__ == '__main__': print(MAGIC) MAGIC.BMGC.hello = 'Hello There!' print(MAGIC) del (MAGIC.BMGC.hello) MAGIC.BMGC.goodbye = {} MAGIC.BMGC.goodbye['msg'] = 'Goobye too!!' MAGIC.BMGC.goodbye['cruel'] = {} MAGIC.BMGC.goodbye['cruel']['world'] = 'deep thought' MAGIC.BMGC.goodbye['favorite_fruits'] = ['orange', 'pear', 'banana'] MAGIC.BMGC.something = {} # MAGIC.BMGC.something['completely.different'] = 'you can store any kind of thing in this'#but still not finished yet # need to do some esccaping also MAGIC.BMGC.something['answer'] = 42 MAGIC.BMGC.something['answer_str'] = 'forty two' MAGIC.BMGC.something[ 'not_the_question'] = "I may be a sorry case, but I don't write jokes in base 13. (DNA)" print(MAGIC) from bubble import Bubble save_magic(Bubble(), 'magic.yaml', MAGIC) rM = get_magic(Bubble(), 'magic.yaml') # print(rM.BMGC.something.completely.different) print(rM.BMGC.something.not_the_question) # vim: tabstop=4 expandtab shiftwidth=4 softtabstop=4