def restart(self): self.all_sprites = pygame.sprite.Group() self.player = player.Player() self.girl_sprites = pygame.sprite.Group() self.girl = girl.Girl() self.girl_sprites.add(self.girl) if self.finish: self.refresh_bots() else: self.bots = [Bot(pygame.sprite.Group(), self.girl, self.flowers_count, self.gen, self.bot_kefs) for i in range(self.bots_count)] self.flower_sprites: Dict[MovedEntity, Group] = \ dict([(self.player, pygame.sprite.Group())] + [(b, b.flowers) for b in self.bots]) for i in range(self.flowers_count): self.flower_sprites[self.player].add(flower.Flower()) for bot in self.bots: for i in self.flower_sprites[self.player]: self.flower_sprites[bot].add(flower.Flower(i.rect.center)) self.top_menu = TopMenu(self.flower_sprites[self.player].__len__(), self.gen) self.all_sprites.add(Map(), *self.bots, self.player, self.top_menu) # удаление управляемого игрока с поля self.all_sprites.remove(self.player) self.flower_sprites.pop(self.player) # ------------------------------------ self.finish = False
def next_level(): global flowers, bullets, level, level_text_brightness, clouds, bees, num_bees, baske, ba level += 1 player1.level_up(level) ba = basket.Basket() baske = [] clouds = [] for i in range(random.randint(4,8)): clouds.append(cloud.Cloud(screen_size)) flowers = [] for i in range(2*level): flowers.append(flower.Flower([ random.randint(0,screen_size[0]), random.randint(0,screen_size[1]) ])) bees = [] for i in range(num_bees): bees.append(bee.Bee(screen_size)) if level%7 == 0: num_bees += 1 level_text_brightness = 1.0
def init_map(self, map_file, new_pos, first_time): self.tilemap = tmx.load(map_file, self.screen.get_size()) if first_time: # condition for first attempt self.sprites = tmx.SpriteLayer() start_cell = self.tilemap.layers['triggers'].find('player')[0] self.my_mario = mario.Mario((start_cell.px, start_cell.py), self.sprites) else: start_cell = self.tilemap.layers['triggers'].find(new_pos)[0] self.my_mario.rect.topleft = (start_cell.px, start_cell.py) self.coinboxs = tmx.SpriteLayer() for _coinbox in self.tilemap.layers['triggers'].find('coinbox'): box_type = getattr(coinbox, _coinbox.properties.get("type", "SECRET")) prize = None if _coinbox.properties.get("item"): prize = getattr(powerup, _coinbox.properties.get("item")) count = _coinbox.properties.get("count", 1) coinbox.CoinBox(self, (_coinbox.px, _coinbox.py), box_type, prize, count, self.coinboxs) self.bricks = tmx.SpriteLayer() for _brick in self.tilemap.layers['triggers'].find('brick'): brick.Brick(self, (_brick.px, _brick.py), self.bricks) self.coins = tmx.SpriteLayer() for _coin in self.tilemap.layers['triggers'].find('coin'): coin.Coin((_coin.px, _coin.py), self.coins) self.enemies = tmx.SpriteLayer() for _turtle in self.tilemap.layers['triggers'].find('turtle'): turtle.Turtle((_turtle.px, _turtle.py), self.enemies) for _flower in self.tilemap.layers['triggers'].find('flower'): color = getattr(flower, _flower.properties.get("color", "GREEN_FLOWER")) flower.Flower((_flower.px, _flower.py), color, self.enemies) self.powerups = tmx.SpriteLayer() # layer order: background, midground + sprites, foreground self.insert_layer(self.powerups, "powerups", 1) self.insert_layer(self.coins, "coins", 2) self.insert_layer(self.coinboxs, "coinboxs", 3) self.insert_layer(self.bricks, "bricks", 4) self.insert_layer(self.enemies, "enemies", 5) self.insert_layer(self.sprites, "sprites", 6)
def kill(self): """ Tappaa siemenen. Eli: -poistaa sprite-ryhmästä -poistaa solusta viittauksen -jos solussa ei ole kukkaa niin spawnaa sellaisen """ # print "Killing {}".format(self) pygame.sprite.Sprite.kill(self) self.plot.seeds.remove(self) # Kuollessa spawnaa kukan jos ruudussa ei jo ole if self.plot.flower is None: flower.Flower(self.x, self.y, parent=self, plot=self.plot, main=self.main)
def __init__(self): self.dev = flower.Flower()
(options, args) = parser.parse_args() if options.application: AnF = 1 epcq_address = 0x00200000 print '-------------------------------' print 'loading application firmware...' print '-------------------------------' else: AnF = 0 epcq_address = 0x00000000 print '-------------------------------' print 'loading factory firmware...' print '-------------------------------' dev = flower.Flower() enableRemoteFirmwareBlock(dev, dev.DEV_FLOWER, False) enableRemoteFirmwareBlock(dev, dev.DEV_FLOWER, True) retval = reconfigure(dev, dev.DEV_FLOWER, AnF=AnF, epcq_address=epcq_address) print '-------------' print 'reprogramming firmware...' print '-------------' time.sleep(30) enableRemoteFirmwareBlock( dev, dev.DEV_FLOWER, False) #need to disable/re-enable remote blocks to get enableRemoteFirmwareBlock(dev, dev.DEV_FLOWER, True) #updated trig configuration status
print_genos(breeds) print_breeders(potential_breeders, tabs=1) breeds = sorted( breeds, key=lambda x: (x.percent_color, x.score, x.percent_color), reverse=True ) print("SORTED:") print_genos(breeds) print_breeders(potential_breeders, tabs=1) return breeds target = flower.Flower(flower.Species.PANSY, 2, 0, 2) # need way to represent both Bd and Bnd in potential breeders map. # might need to extend to a new class # x -> {'deterministic': x, 'non-deterministic': y} starter_breeders = planner.BreederSet( [ planner.PotentialBreeder( flower.WhiteSeedPansy, 0, [planner.PlanStep(planner.StepType.START, {})]), planner.PotentialBreeder( flower.YellowSeedPansy, 0, [planner.PlanStep(planner.StepType.START, {})]), planner.PotentialBreeder(