def updateDisplay(state): dw.fill(dw.black) if (state[4] == 1): # if state sub 4 is 1, draw left arm up dw.draw(leftHigh, (state[0] + 200, state[1] - 100)) else: # else draw left arm down dw.draw(leftLow, (state[0] + 200, state[1] + 225)) if (state[5] == 1): # if state sub 5 is 1, draw right arm up dw.draw(rightHigh, (state[2] - 150, state[3] - 100)) else: # else draw right arm down dw.draw(rightLow, (state[2] - 150, state[3] + 225)) if (state[6] >= 0): # If slapCharge is positive, no slaps slapNumberLeft = "0" else: # if negative, one slap per 60 frames of charge / one second slapNumberLeft = str(-state[6]//60) if (state[7] >= 0): # If slapCharge is positive, no slaps slapNumberRight = "0" else: # if negative, one slap per 60 frames of charge / one second slapNumberRight = str(-state[7]//60) slapCounterLeft = dw.makeLabel(slapNumberLeft, "Times New Roman, Ariel", 72, dw.white) slapCounterRight = dw.makeLabel(slapNumberRight, "Times New Roman, Ariel", 72, dw.white) dw.draw(rightTorso, (state[2], state[3])) dw.draw(leftTorso, (state[0], state[1])) dw.draw(slapCounterLeft, (50, 650)) dw.draw(slapCounterRight, (1100, 650))
def updateDisplay(state): dw.fill(dw.black) if state.player1arm == 1: dw.draw(leftHigh, (state.player1x + 200, state.player1y - 100)) else: dw.draw(leftLow, (state.player1x + 200, state.player1y + 225)) if state.player2arm == 1: dw.draw(rightHigh, (state.player2x - 150, state.player2y - 100)) else: dw.draw(rightLow, (state.player2x - 150, state.player2y + 225)) if state.player1slaps >= 0: slapNumberLeft = "0" else: slapNumberLeft = str(-state.player1slaps // 30) if state.player2slaps >= 0: slapNumberRight = "0" else: slapNumberRight = str(-state.player2slaps // 30) slapCounterLeft = dw.makeLabel(slapNumberLeft, "Times New Roman, Ariel", 72, dw.white) slapCounterRight = dw.makeLabel(slapNumberRight, "Times New Roman, Ariel", 72, dw.white) dw.draw(rightTorso, (state.player2x, state.player2y)) dw.draw(leftTorso, (state.player1x, state.player1y)) dw.draw(slapCounterLeft, (50, 650)) dw.draw(slapCounterRight, (1100, 650))
def updateDisplay(state): if state.Lives == (2): label = dw.makeLabel("Lives = " + str(state.Lives), 'serif', 20, (255, 255, 255)) dw.fill(dw.blue) dw.draw(sleepydonald, (250, 250)) dw.draw(cat, (state.x, state.y)) dw.draw(label, (850, 50)) elif state.Lives == (1): label = dw.makeLabel("Lives = " + str(state.Lives), 'serif', 20, (255, 255, 255)) dw.fill(dw.red) dw.draw(angrydonald, (250, 250)) dw.draw(cat, (state.x, state.y)) dw.draw(label, (850, 50)) else: dw.fill(dw.black) dw.draw(donald, (100, 100)) dw.draw(gameover, (350, 350)) return state
def updateDisplay(state): #what you see on the screen at first dw.fill(dw.black) dw.draw(myimage, (500, 550-state.pos)) # the tachometer will reach the top of the screen when RPM = 1 dw.draw(tach, (50, 600 - 600*(state.rpm))) #indicators # if rpmrealistic = true, rpm will display as a function from rpmmin # to rpmmax. if rpmrealistic == True: rpm = 'RPM:' + str(round((rpmmax-rpmmin)*state.rpm+rpmmin, 0)) else: rpm = 'RPM' + str (round (state.rpm, 2)) time = ((pg.time.get_ticks()) / 1000) timelabel = 'Time:' + str(time) # if speedrealistic = true, speed will look like mph if speedrealistic == True: speed = 'speed:' + str(round((50*state.velo), 0)) else: speed = 'speed:' + str(round ((state.velo), 2)) instructions = 'W to go. R to shift. try not to stall!' #labels label1 = dw.makeLabel(rpm, 'impact', 40, (255, 255, 255)) label2 = dw.makeLabel(timelabel, 'impact', 40, (255, 255, 255)) label3 = dw.makeLabel(speed, 'impact', 40, (255, 255, 255)) label4 = dw.makeLabel(instructions, 'impact', 20, (255, 255, 255)) #label locations dw.draw(label1, (250, 420)) dw.draw(label2, (250, 320)) dw.draw(label3, (250, 220)) dw.draw(label4, (250, 550)) #these are the gear indicators if (state.gear == 1): dw.draw(gear1, (150, 500)) if (state.gear == 2): dw.draw(gear2, (150, 450)) if (state.gear == 3): dw.draw(gear3, (150, 400)) if (state.gear == 4): dw.draw(gear4, (150, 350)) if (state.gear == 5): dw.draw(gear5, (150, 300)) else: return None
def updateDisplay(state): dw.fill((100, 0, 70)) dw.draw(state.img, (state.xpos, state.ypos)) dw.draw(dw.makeLabel("Click to Survive! Score: " + str(counter), "Vendera", 25, dw.red), (12, 12))
import runWorld as rw import drawWorld as dw import pygame as pg name = "UVA" width = 1000 height = 1000 rw.newDisplay(width, height, name) initState = (0,1) myimage = dw.loadImage("uva.png") mylabel = dw.makeLabel("Go Hoos!", "arial", 100, (0,0,255)) otherlabel = dw.makeLabel("Don't lose the Hoos", "serif", 80, (255,255,255)) def updateDisplay(state): dw.fill(dw.blue) dw.draw(otherlabel, (150,100)) dw.draw(myimage, (state[0], width/50)) dw.draw(mylabel, (250,250)) def updateState(state): return((state[0]+state[1]),state[1]) def endState(state): if (state[0] >= width or state[0] < -width): return True else:
def updateDisplay(state): if (gameState == 0): dw.fill((100, 0, 70)) dw.draw(myimage, (state[0], state[2])) dw.draw(dw.makeLabel("Click to Survive! Score: " + str(counter), "Vendera", 25, dw.red), (12, 12))
fig = 20 tiffany = (66,199,249) rw.newDisplay(width, height, name) ################################################################ # Display the state by drawing a cat at that x coordinate myimage = dw.loadImage("cat.bmp") myfish= dw.loadImage("Fish.bmp") myacpnt = dw.loadImage("circle.bmp") inst_line1 = "When the cat catches the fish, you win!" inst_line2 = "Every time the cat reaches one of the points, it would accelerate." inst_line3 = "When the cat reaches the lower and upper bounds, it will bounce back." inst_line4 = "When the cat touches the left and right sides, it will die and the game is over." inst_line5 = "Click the mouse and get start. Enjoy!" mylabel0 = dw.makeLabel("Instructions:","serif",24,dw.black) mylabel1 = dw.makeLabel(inst_line1,"serif",12,dw.black) mylabel2 = dw.makeLabel(inst_line2,"serif",12,dw.black) mylabel3 = dw.makeLabel(inst_line3,"serif",12,dw.black) mylabel4 = dw.makeLabel(inst_line4,"serif",12,dw.black) mylabel5 = dw.makeLabel(inst_line5,"serif",12,dw.black) firstdisp = True # state -> image (IO) # draw the cat halfway up the screen (height/2) and at the x # coordinate given by the first component of the state tuple # def updateDisplay(state): global firstdisp dw.fill(tiffany)
import runWorld as rw import drawWorld as dw import pygame as pg name = "UVA" width = 1000 height = 1000 rw.newDisplay(width, height, name) initState = (0,1) myimage = dw.loadImage("uva.png") mylabel = dw.makeLabel("Go Hoos!", "arial", 100, (0,0,255)) def updateDisplay(state): dw.fill(dw.blue) dw.draw(myimage, (state[0], width/50)) dw.draw(mylabel, (250,250)) def updateState(state): return((state[0]+state[1]),state[1]) def endState(state): if (state[0] >= width or state[0] < 0): return True else: return False
def updateDisplay(state): dw.fill(dw.blue) dw.draw(myimage, (state.x, state.y)) dw.draw(myimage2, (state.x, state.y-50)) dw.draw(dw.makeLabel("SPEED: "+ str(counter), "Helvetica", 50, dw.black), (12, 12)) dw.draw(dw.makeLabel("Try to reach max speed!", "Helvetica", 50, dw.black), (50, 50))