def __init__(self): self.CLOCK = pygame.time.Clock() self.FRECUENCY = 50 self.ScreenSize = [800, 600] self.Screen = pygame.display.set_mode(self.ScreenSize, pygame.RESIZABLE) self.STATUS = GameStatus.PRESENTATION self.Finished = False self.Fullscreen = False self.Events = events.events() self.CurrentsAreas = [] self.LastSize = [400, 400] pygame.display.set_caption("Tux world 3") status_cur.init() self.CurrentsAreas.append(test_level()) while not self.Finished: self.Update() if (self.Events.get_keyboard()[pygame.K_RETURN]): while (not self.Events.get_keyboard()[pygame.K_SPACE]): pygame.event.get() self.Events.update_keyboard(pygame.key.get_pressed())
def __init__(self, config_file=None, layout_location=None, fonts_dir=None): ## @var log # Handle to system logger self.log = logging.getLogger('system') ## @var pm # Handle to pyplum instance self.pm = pyplum.pyplum() self.pm.register_parameter("log_level", self.extra["module_name"], value='debug', store=True) self.pm.register_parameter("config_file", self.extra["module_name"], value=config_file) self.pm.register_parameter("layout_location", self.extra["module_name"], value=layout_location) self.pm.register_parameter("fonts_dir", self.extra["module_name"], value=fonts_dir) ## @var layout # Handle to layout instance self.layout = layout.layout() ## @var events # Handle to events instance self.log.debug("Initialising events", extra=self.extra) self.events = events.events()
def __init__(self, gameScreen): self.gameScreen = gameScreen # background color self.gameScreen.fill(black) self.clock = pygame.time.Clock() # Build the tile map, pass the game screen to the map self.gamemap = TileMap.Tilemap(self.gameScreen) # The dictionary containing the ghosts in the map, key: ghost's color, value: ghost object self.ghostdict = dict() # Red, Blue, Pink and Orange ghosts self.ghostdict['R'] = ghosts.Ghost('R', self.gameScreen, self.gamemap) self.ghostdict['B'] = ghosts.Ghost('B', self.gameScreen, self.gamemap) self.ghostdict['P'] = ghosts.Ghost('P', self.gameScreen, self.gamemap) self.ghostdict['O'] = ghosts.Ghost('O', self.gameScreen, self.gamemap) self.PacMan = pacman.PacMan(PacManImg, gameScreen) self.events = events.events() self.fruits = events.fruits() self.frightenedtime = None # Game start time self.game_start_time = pygame.time.get_ticks()
def main_map(self, screen, player, assets): escape_call = Escape() sector_map = IconTree(self.images) sector_map.update() player_loc = sector_map.root alive = True win = None while alive and win is None: screen.blit(self.bg, (0, 0)) screen.blit(self.legend, (580, 20)) screen.blit(self.up, self.up_rect) screen.blit(self.down, self.down_rect) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() break elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: escape_call.escape_menu(screen) break elif event.type == MOUSEBUTTONDOWN: position = pygame.mouse.get_pos() if self.up_rect.collidepoint( position) or self.down_rect.collidepoint(position): sector_map.scroll(screen, player_loc, self.bg, self.legend, self.up, self.down, self.up_rect, self.down_rect) for sp in sector_map.sprites(): if sp.is_child(player_loc) and sp.collide(position): player_loc = sp if sp.type == 'minion': alive = battle(screen, player, assets, escape_call) elif sp.type == 'boss': win = battle(screen, player, assets, escape_call, boss=True) elif sp.type == 'unknown': alive = events(screen, player, assets, escape_call) elif sp.type == 'repair': repair(screen, player, assets, escape_call) elif sp.type == 'shop': shop(screen, player, assets, escape_call) if alive: sector_map.draw(screen, player_loc) pygame.display.update() if player.current_health <= 0: break if not win or player.current_health <= 0: game_over(screen) if (win): game_win(screen)
def quit(self): pm = pyplum.pyplum() # Stop pyplum pm.parameters['quit']['value'] = True # Stop events if pm.event_queue is not None: pm.event_queue.put(('quit', )) events_instance = events.events() events_instance.stop()
def __init__(self, WIDTH, HEIGHT): print "iosys started" #CLOCK self.CLOCK = pygame.time.Clock() #OUTPUT self.SCREEN = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption("Pong multiplayer client") #INPUT self.EVENTS = events() #LOGIC self.STAGE = stage() self.on = True self.fullscreen = False
def __init__(self, WIDTH, HEIGHT): from stage import stage print "iosys started" #CLOCK self.CLOCK = pygame.time.Clock() #OUTPUT self.SCREEN = pygame.display.set_mode( (WIDTH, HEIGHT), HWSURFACE | DOUBLEBUF | RESIZABLE) pygame.display.set_caption("Tux world") #INPUT self.EVENTS = events() #LOGIC self.STAGE = stage() self.on = True self.fullscreen = False
class Clasic: EVENTS = events.events() def __init__(self): self.EVENTS = None self.x, self.y = 0, 0 self.W, self.H = 0, 0 self.cursorChange = False def SetCursorChange(self): self.cursorChange = True def SetEvents(self, EVENTS): self.EVENTS = EVENTS def UpdateSurface(self, surface): self.W, self.H = surface.get_size() self.surface = surface def Focused(self): #Marcado por el mouse MOUSE = self.EVENTS.get_mouse() MOUSE_X = MOUSE.get_position()[0] MOUSE_Y = MOUSE.get_position()[1] if (MOUSE_X > self.x and MOUSE_X < self.x + self.W): if (MOUSE_Y > self.y and MOUSE_Y < self.y + self.H): try: h = self.cursorChange except: self.cursorChange = False if (self.cursorChange): status_cur.set_pointer() return True return False def Pressed(self, click=0): #Presionado PRESSED = self.EVENTS.get_mouse().get_pressed()[click] return PRESSED and self.Focused()
def not_outside(): message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's not good.", "It's okay." ]) session.attributes["Outside"] = "No" session.attributes["State"] = "Suggested" response = evaluate_answers() count = callLvl2() suggestion_inquiry = "Let's also try something else to improve your mood." idea = ideas() if idea == "Try some events near you.": event = events.events() return question(message + " " + response + " " + suggestion_inquiry + " " + idea + " " + event + " " + "would be a good start.") else: return question( message + " " + response + " " + suggestion_inquiry + " " + idea + " " + "I hope I could help. Would you like another suggestion?")
def genInfo(self, dirPath): tableName = self.tableName for walker in os.walk(dirPath): root, dir, files = walker if files: fileCount = len(files) eventCount = 0 runID = '' for file in files: cf = os.path.join(root, file) with events(cf) as evts: eventCount += evts.getEntries() runID = evts.getRunNo() print 'Finished to analyze run: %s' % runID self.table.counter_inc('totalEvents', 'data:value', eventCount) self.table.put( tableName + '#' + runID, { 'data:runID': runID, 'data:tableName': tableName, 'data:fileCount': str(fileCount), 'data:eventCount': str(eventCount) }) self.resetRowCount()
def __init__(self): self.CLOCK = pygame.time.Clock() self.FRECUENCY = 40 self.ScreenSize = [800,600] self.Screen = pygame.display.set_mode(self.ScreenSize,pygame.RESIZABLE) self.STATUS = GameStatus.PRESENTATION self.Finished = False self.Fullscreen = False self.Events = events.events() self.CurrentsAreas = [] self.LastSize = [0,0] pygame.display . set_caption("Tux world 3") status_cur . init() presentationA = presentation.Presentation() self.CurrentsAreas.append(presentationA) self.PRESENTATION = presentationA while not self.Finished: self.Update()
#Since it's going to be used a ton, short name gv for global variable access #TODO add in config.ini class to fill in globalvars gv = globalvars.globalvars(size, framerate) gv.version = u"Deluge 0.2 | Perineum." #should toss time in a class eventually gv.Clock = pygame.time.Clock() gv.Clock.tick() displayinstance = display.display(gv) #playfieldinstance = playfield.playfield(gv, displayinstance) consoleinstance = console.console(gv, displayinstance) eventsinstance = events.events(gv, displayinstance, consoleinstance) gameinstance = deluge.deluge(gv, displayinstance) gameinstance.initBoard() while 1: eventsinstance.handleevents() displayinstance.begin() #---- deluge #playfieldinstance.drawplayfield() gameinstance.checkEvents() gameinstance.drawBoard() #----
#Since it's going to be used a ton, short name gv for global variable access #TODO add in config.ini class to fill in globalvars gv = globalvars.globalvars(size, framerate) gv.version = "Flippy Pad 0.3" #should toss time in a class eventually gv.Clock = pygame.time.Clock() gv.Clock.tick() displayinstance = display.display(gv) consoleinstance = console.console(gv) eventsinstance = events.events(gv) flippy = flippy_pad.flippy(gv) #gv.console.log("MAIN: TEST LOG ENTRY - WEE!") while 1: eventsinstance.handleEvents() flippy.update() consoleinstance.begin() displayinstance.paint()
def __init__(self): EVENTS = events.events() self.__x, self.__y = 0, 0 self.__W, self.__H = 0, 0 self.cursorChange = False
def test_saltar(self): tecla = "barra_espaciadora" presionar = "si" output = events.events(tecla, presionar) self.assertEqual(output, "saltar", "Error al saltar")
def test_pausa(self): tecla = "p" presionar = "si" output = events.events(tecla, presionar) self.assertEqual(output, "juego pausado", "Error al pausar juego")
from datetime import datetime print("called") print("input format DD MM YYYY HH MM") event_name = input('event name : ') start_date = input('starting date (leave empty for today) : ') start_time = input('starting time : ') end_date = input('ending date (leave empty for today) : ') end_time = input('ending time : ') if (start_date == ''): start_date = str(datetime.now().date()) else: start_date = start_date[6:10] + "-" + start_date[3:5] + "-" + start_date[ 0:2] if (end_date == ''): end_date = str(datetime.now().date()) else: end_date = end_date[6:10] + "-" + end_date[3:5] + "-" + end_date[0:2] st = start_date + "T" + start_time[0:2] + ":" + start_time[3:5] + ":00" et = end_date + "T" + end_time[0:2] + ":" + end_time[3:5] + ":00" event = events(event_name, st, et, 'ad', 'df').event print(event) gcalanderapi().create_event(event) print("done")
def getEvents(): return events()
def handle_no(): try: if session.attributes["State"] == "Question 0 Answered": return statement("Okay. Check in with me again later!") elif session.attributes["State"] == "Question 1 Answered": message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's too bad", "It's okay." ]) session.attributes["State"] = "Question 2 Answered" session.attributes["Bed"] = "No" return question(message + " " + "Have you eaten today?") elif session.attributes["State"] == "Question 2 Answered": message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's not good.", "It's okay." ]) session.attributes["Eaten"] = "No" session.attributes["State"] = "Question 3 Answered" return question(message + " " + "Have you showered today?") elif session.attributes["State"] == "Question 3 Answered": message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's not good.", "It's okay." ]) session.attributes["Showered"] = "No" session.attributes["State"] = "Question 4 Answered" return question(message + " " + "Have you gotten dressed?") elif session.attributes["State"] == "Question 4 Answered": message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's not good.", "It's okay." ]) session.attributes["Dressed"] = "No" session.attributes["State"] = "Question 5 Answered" return question(message + " " + "Have you gone outside at all today?") elif session.attributes["State"] == "Question 5 Answered": message = random.choice([ "That's too bad.", "That's okay, we all have days like that.", "I'm sorry. ", "That's not good.", "It's okay." ]) session.attributes["Outside"] = "No" count = callLvl2() session.attributes["State"] = "Suggested" response = evaluate_answers() suggestion_inquiry = "Let's also try something else to improve your mood." idea = ideas() if idea == "Try some events near you.": event = events.events() return question(message + " " + response + " " + suggestion_inquiry + " " + idea + " " + event + " " + "would be a good start.") else: return question(message + " " + response + " " + suggestion_inquiry + " " + idea + " " + "I hope I could help. Anything else I can do?") elif session.attributes["State"] == "Suggested": session.attributes["State"] = "AnythingElse" return question( "Okay, I hope that helped. Anything else I can do for you?") elif session.attributes["State"] == "AnythingElse": return statement("No problem. Check in with me later. Goodbye") else: return question( "I'm sorry, I didn't get that. How are you feeling? ") except: return question("I'm sorry, I didn't get that. How are you feeling?")
#Since it's going to be used a ton, short name gv for global variable access #TODO add in config.ini class to fill in globalvars gv = globalvars.globalvars(size, framerate) gv.version = u"Deluge 0.2 | Perineum." #should toss time in a class eventually gv.Clock = pygame.time.Clock() gv.Clock.tick() displayinstance = display.display(gv) #playfieldinstance = playfield.playfield(gv, displayinstance) consoleinstance = console.console(gv, displayinstance) eventsinstance = events.events(gv, displayinstance, consoleinstance) gameinstance = deluge.deluge(gv, displayinstance) gameinstance.initBoard() while 1: eventsinstance.handleevents() displayinstance.begin() #---- deluge #playfieldinstance.drawplayfield() gameinstance.checkEvents() gameinstance.drawBoard()
pygame.key.set_repeat(300, 30) screen = pygame.display.set_mode((1920, 1080)) inMenu = True screen.fill((255, 255, 255)) clock = pygame.time.Clock() flagUnavail = 0 flagInvalidPrice = 0 flagInvalidAmount = 0 screen.fill((255, 255, 255)) rect = pygame.Rect((0, 0, 50, 50)) rect.center = screen.get_rect().center clock = pygame.time.Clock() red = (255, 0, 0) score = 0 startShopping = 1 customer = events() pygame.display.flip() white = (255, 255, 255) # declaration of some ThorPy elements ... money = money(5000) supplierUpdate = 1 storeUpdate = 1 shopSuccess = 0 shopFail = 0 supplierCollisionList = pygame.sprite.Group() customerCollisionList1 = pygame.sprite.Group() customerCollisionList2 = pygame.sprite.Group() menuCollisionList = pygame.sprite.Group() storeCollisionList = list() # we regroup all elements on a menu, even if we do not launch the menu
import argparse, os, sys, random, creds, emoji from pycam import capture_plant from events import events from datetime import date from caption_maker import weather_caption, feeling from instabot import Bot plant_emojis = [":four_leaf_clover:", ":deciduous_tree:", ":herb:", ":cactus:", ":seedling:", ":evergreen_tree:"] sys.path.append(os.path.join(sys.path[0], "../")) event_text = str(f"{events()}\n") if events != "" else event_text = events() caption = f"{date.today()} {emoji.emojize(random.choice(plant_emojis))}\n{event_text}{weather_caption()}°C i am {feeling()}!\n\n\n\n#plants #nature #bot" bot = Bot() bot.login(username=creds.u, password=creds.p) capture_plant() bot.upload_photo("image.jpg", caption) print(caption)
def test_salir_juego(self): tecla = "q" presionar = "si" output = events.events(tecla, presionar) self.assertEqual(output, "salir de", "Error al salir del juego")