示例#1
0
    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
示例#2
0
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
示例#3
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)
示例#4
0
 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)
示例#5
0
 def __init__(self):
     self.dev = flower.Flower()
示例#6
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    (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
示例#7
0
	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(