def DrawHexagon(puzzle):
    angle = 30
    figure = GCompound()
    figureinside = GCompound()
    hexagon = createHexagon(HEX_SIDE)
    hexagon.setFilled(True)
    hexagon.setColor(CENTER_HEX_COLOR)
    figureinside.add(hexagon)
    labelinside = GLabel(puzzle[0])
    labelinside.setFont(LABEL_FONT)
    figureinside.add(labelinside, -0.38 * labelinside.getWidth(), HEX_LABEL_DY)
    figure.add(figureinside)

    for i in range(1, 7):

        figureinside = GCompound()
        hexagon = createHexagon(HEX_SIDE)
        hexagon.setFilled(True)
        hexagon.setColor(OUTER_HEX_COLOR)
        figureinside.add(hexagon)
        labelinside = GLabel(puzzle[i])
        labelinside.setFont(LABEL_FONT)
        figureinside.add(labelinside, -0.38 * labelinside.getWidth(),
                         HEX_LABEL_DY)
        figureinside.movePolar(HEX_SEP, angle)
        angle += 60
        figure.add(figureinside)
    gw.add(figure, GWINDOW_WIDTH / 2, GWINDOW_HEIGHT / 2)
示例#2
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    def letterFound(ch):
        """
		Checks if the letter clicked is in the word and replaces dashes with
		the letter everywhere it appears
		"""
        nonlocal full_word, mystery_word, word_display, game_over
        s = 0
        if full_word.find(ch) != -1:
            while s <= len(full_word):
                if full_word.find(ch, s) != -1:
                    letter = full_word.find(ch, s)
                    mystery_word = mystery_word[:letter] + ch + mystery_word[
                        letter + 1:]
                    s += letter + 1
                else:
                    s = len(full_word) + 1
            gw.remove(word_display)
            word_display = GLabel(mystery_word)
            word_display.setFont(WORD_FONT)
            gw.add(word_display, (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                   GWINDOW_HEIGHT - WORD_BASE)
            if mystery_word == full_word:
                message = gw.getElementAt(GWINDOW_WIDTH / 2,
                                          GWINDOW_HEIGHT - MESSAGE_BASE)
                gw.remove(message)
                message = GLabel('YOU WIN!')
                message.setFont(MESSAGE_FONT)
                message.setColor(CORRECT_COLOR)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
                game_over = True
                animateMelting()
            return True
示例#3
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def endGame():
    global N_BALLS, count, timer, endmsg, againmsg, clicks
    N_BALLS -= 1

    if count == (N_ROWS * N_COLS):  # If all bricks have been removed
        timer.stop()
        gw.remove(ball)
        endmsg = GLabel("You Won!")  # Create end message, if won
        endmsg.setFont("36pt 'Arial'")
        x = (GWINDOW_WIDTH - endmsg.getWidth()) / 2
        gw.add(endmsg, x, GWINDOW_HEIGHT / 2)

    elif N_BALLS > 0:
        #gw.remove(paddle)
        clicks = 0

        endmsg = GLabel("You Lost :(")  # Create end message, if lost
        endmsg.setFont("30pt 'Arial'")
        x = (GWINDOW_WIDTH - endmsg.getWidth()) / 2
        gw.add(endmsg, x, GWINDOW_HEIGHT * .6)
        againmsg = GLabel("Click to Play Again")  # Create end message, if lost
        againmsg.setFont("30pt 'Arial'")
        x = (GWINDOW_WIDTH - againmsg.getWidth()) / 2
        gw.add(againmsg, x, GWINDOW_HEIGHT * .6 + spacing)
        count = 0

        Breakout()

    elif N_BALLS == 0:
        timer.stop()
        endmsg = GLabel("You Lost :(")  # Create end message, if lost
        endmsg.setFont("30pt 'Arial'")
        x = (GWINDOW_WIDTH - endmsg.getWidth()) / 2
        gw.add(endmsg, x, GWINDOW_HEIGHT / 2)
示例#4
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def createButton(s):# makes a button with the string s
    button=GCompound()
    buttonSize=75
    label=GLabel(s)
    label.setColor("white")
    label.setFont("8px 'Sans-Serif'")
    c=GOval(-(label.getWidth()+20)//2,-buttonSize//2,label.getWidth()+20,buttonSize)
    c.setFillColor("black")
    c.setFilled(True)
    button.add(c)
    button.add(label,-label.getWidth()//2,0)
    return button
def createBeehive(puzzle):
    global beehive
    cell = None
    puzzle = puzzle.upper()
    """
    Creates a GCompound that contains the objects necessary to display
    the beehive structure for the Spelling Bee.  The puzzle parameter
    is a seven-letter string that defines the labels on the hexagons.
    The first letter goes in the center hexagon; each subsequent letter
    goes in a hexagon whose center is HEX_SEP pixels from the center at
    angles of 30, 90, 150, 210, 270, and 330 degrees as the letters
    move counterclockwise around the hexagon.
    """
    beehive = GCompound()  # Create GCompund
    cell = createHexagon(HEX_SIDE)
    cell.setFilled(True)
    cell.setColor(CENTER_HEX_COLOR)
    beehive.add(cell)  # Add center cell
    letter = GLabel(puzzle[0])
    letter.setFont(LABEL_FONT)
    beehive.add(letter,
                cell.getX() - letter.getWidth() / 2,
                cell.getY() + HEX_LABEL_DY)  # Add center letter

    for i in range(6):  # Add other cells and letters
        cell = createHexagon(HEX_SIDE)
        cell.setFilled(True)
        cell.setColor(OUTER_HEX_COLOR)
        cell.movePolar(HEX_SEP, 30 + 60 * i)
        beehive.add(cell)
        letter = GLabel(puzzle[i + 1])
        letter.setFont(LABEL_FONT)
        beehive.add(letter,
                    cell.getX() - letter.getWidth() / 2,
                    cell.getY() + HEX_LABEL_DY)

    shuffle = createHexagon(HEX_SIDE)  # Create shuffle button
    shuffle.setFilled(True)
    shuffle.setColor(CENTER_HEX_COLOR)
    shuffle.movePolar(HEX_SEP * 1.75, -120)
    beehive.add(shuffle)
    letter = GLabel("SHUFFLE")
    letter.setFont("12px bold 'Helvetica Neue','Sans-Serif'")
    beehive.add(letter,
                shuffle.getX() - letter.getWidth() / 2,
                shuffle.getY() + letter.getAscent() / 2)

    return beehive  # Return completed beehive
示例#6
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class EnigmaLamp(GCompound):
    def __init__(self, letter):
        GCompound.__init__(self)

        lamp = GOval(LAMP_RADIUS * 2, LAMP_RADIUS * 2)
        lamp.setColor(LAMP_BORDER_COLOR)
        lamp.setFillColor(LAMP_BGCOLOR)
        self.add(lamp, -LAMP_RADIUS, -LAMP_RADIUS)  # create design for lamps

        self.ch = GLabel(letter)
        self.ch.setColor(LAMP_OFF_COLOR)
        self.ch.setFont(LAMP_FONT)
        self.add(self.ch, -self.ch.getWidth() / 2, LAMP_LABEL_DY)

    def setState(self, state):  # set state of lamp to be on or off
        if state:
            self.ch.setColor(LAMP_ON_COLOR)
        else:
            self.ch.setColor(LAMP_OFF_COLOR)

    def getState(self):  # get state of lamp )(n or off)
        if self.ch.getColor() == LAMP_ON_COLOR:
            return True
        else:
            return False
示例#7
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class EnigmaKey(GCompound):
    def __init__(self, letter):
        GCompound.__init__(self)

        key = GOval(KEY_RADIUS * 2, KEY_RADIUS * 2)
        key.setLineWidth(KEY_BORDER)
        key.setColor(KEY_BORDER_COLOR)
        key.setFillColor(KEY_BGCOLOR)
        self.add(key, -KEY_RADIUS, -KEY_RADIUS)  # create design for keys

        self.ch = GLabel(letter)
        self.ch.setColor(KEY_UP_COLOR)
        self.ch.setFont(KEY_FONT)

        self.add(self.ch, -self.ch.getWidth() / 2, KEY_LABEL_DY)

    def setLetterColor(self, color):  # change letter color if needed
        self.ch.setColor(color)

    def mousedownAction(self, enigma):  # define mousedownAction
        self.setLetterColor(KEY_DOWN_COLOR)
        enigma.keyPressed(self)

    def mouseupAction(self, enigma):  # define mouseupAction
        self.setLetterColor(KEY_UP_COLOR)
        enigma.keyReleased(self)
示例#8
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def ballsMessage():
    global ballsmsg

    ballsmsg = GLabel("Balls Remaining: " +
                      str(N_BALLS))  # Tell player number of balls remaing
    ballsmsg.setFont("30pt 'Arial'")
    x = (GWINDOW_WIDTH - ballsmsg.getWidth()) / 2
    gw.add(ballsmsg, x, 2 * GWINDOW_HEIGHT / 3 + spacing)
示例#9
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        def step():
            nonlocal vx, vy, ball, bricks_hit, balls_left, x_text, y_text
            collider = getCollidingObject()
            if ball.getX() < 0 or ball.getX() > GWINDOW_WIDTH - BALL_SIZE:
                vx *= -1
            elif ball.getY() < 0:
                vy *= -1
            elif ball.getY() > GWINDOW_HEIGHT - BALL_SIZE:
                timer.stop()
                gw.remove(ball)
                balls_left -= 1
                if balls_left > 0:
                    ball = GOval((GWINDOW_WIDTH - BALL_SIZE) / 2,
                                 (GWINDOW_HEIGHT - BALL_SIZE) / 2, BALL_SIZE,
                                 BALL_SIZE)
                    ball.setFilled(True)
                    gw.add(ball)
                    gw.add(instruct)
                else:
                    msg = GLabel('You Lose.')
                    msg.setColor('red')
                    msg.setFont('bold 36px sans-serif')
                    x = (GWINDOW_WIDTH - msg.getWidth()) / 2
                    y = (GWINDOW_HEIGHT - msg.getHeight()) / 2
                    gw.add(msg, x, y)
            if collider == paddle:
                vy *= -1
            elif not (collider == paddle or collider == gw.getElementAt(
                    x_text, y_text)) and collider is not None:
                vy *= -1
                gw.remove(collider)
                bricks_hit += 1
                if bricks_hit == N_COLS * N_ROWS:
                    timer.stop()
                    msg = GLabel('You Win!')
                    msg.setColor('green')
                    msg.setFont('bold 36px sans-serif')
                    x = (GWINDOW_WIDTH - msg.getWidth()) / 2
                    y = (GWINDOW_HEIGHT - msg.getHeight()) / 2
                    gw.add(msg, x, y)
            ball.move(vx, vy)

            gw.remove(gw.getElementAt(x_text, y_text))
            lives = GLabel('Lives: ' + str(balls_left))
            gw.add(lives, x_text, y_text)
示例#10
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def createCenteredLabel(text, x, y, font=None):
    """
    Creates a new GLabel centered at the point (x, y) in both the
    horizontal and vertical directions.  If font is specified, it
    is used to set the font of the label.
    """
    label = GLabel(text)
    if font is not None:
        label.setFont(font)
    label.setLocation(x - label.getWidth() / 2, y + label.getAscent() / 2)
    return label
def createBeehive(puzzle):

    #This function takes the parameter as string and outputs the beehive
    angle = 30
    figure = GCompound(
    )  #This will store the whole beehive and is the output of the function in the end
    figureinside = GCompound(
    )  #This will store the intermediate values to be put into figure
    hexagon = createHexagon(HEX_SIDE)
    hexagon.setFilled(True)
    hexagon.setColor(CENTER_HEX_COLOR)
    figureinside.add(hexagon)
    labelinside = GLabel(puzzle[0])

    labelinside.setFont(LABEL_FONT)
    figureinside.add(
        labelinside, -0.5 * labelinside.getWidth(), HEX_LABEL_DY
    )  #Using -0.5 times label width tends to center the label more
    figure.add(figureinside)

    for i in range(1, 7):

        figureinside = GCompound()
        hexagon = createHexagon(HEX_SIDE)
        hexagon.setFilled(True)
        hexagon.setColor(OUTER_HEX_COLOR)
        figureinside.add(hexagon)
        labelinside = GLabel(puzzle[i])
        labelinside.setFont(LABEL_FONT)
        labelinside.setLocation(-0.5 * labelinside.getWidth(), HEX_LABEL_DY)
        figureinside.add(labelinside)
        figureinside.movePolar(HEX_SEP, angle)
        angle += 60
        figure.add(figureinside)

    return figure
示例#12
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def setUp():  # Create display
    global ballsmsg, N_BALLS, greet

    for i in range(5):  # Create rows of bricks of specified colors
        color = colors[i]
        y = (BRICK_HEIGHT + BRICK_SEP) * 2 * i

        for i in range(2):
            drawRow(100 + (BRICK_HEIGHT + BRICK_SEP) * i + y, color)

    makePaddle()  # Create paddle (in setup)
    greet = GLabel("Click to Begin")
    greet.setFont("36pt 'Arial'")
    x = (GWINDOW_WIDTH - greet.getWidth()) / 2
    gw.add(greet, x, 2 * GWINDOW_HEIGHT / 3)
示例#13
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class SudokuDigitSelectorSubcell(GCompound):
    
    def __init__(self, digit):
        GCompound.__init__(self)
        self.digit = str(digit)
        cell = GRect(0, 0, SUBCELL_WIDTH, SUBCELL_WIDTH)
        cell.setColor(CELL_BORDER_COLOR)
        cell.setFillColor(SUBCELL_FILL_COLOR)
        cell.setFilled(True)
        self.add(cell, 0, 0)
        self.label = GLabel(digit)
        self.label.setFont(SUBCELL_FONT)
        self.label.setColor(SUBCELL_TEXT_COLOR)
        self.add(self.label, 
                 SUBCELL_WIDTH//2 - self.label.getWidth()//2, 
                 SUBCELL_WIDTH//2 + self.label.getAscent()//2 - 3)
示例#14
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    def __init__(self):
        '''
		The constructor creates a return button on the enigma.
		'''
        GCompound.__init__(self)
        button = createFilledRect(-RETURN_WIDTH / 2,
                                  -RETURN_HEIGHT / 2,
                                  RETURN_WIDTH,
                                  RETURN_HEIGHT,
                                  fill=RETURN_BGCOLOR,
                                  border=RETURN_BORDER_COLOR)
        button.setLineWidth(RETURN_BORDER)
        label = GLabel('RETURN')
        label.setFont(RETURN_FONT)
        label.setColor(RETURN_COLOR)
        self.add(button)
        self.add(label, -label.getWidth() / 2, RETURN_LABEL_DY)
示例#15
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    def __init__(self, letter):
        '''
		The constructor initalizes the key for a given letter.
		'''
        GCompound.__init__(self)
        button = createFilledCircle(0,
                                    0,
                                    KEY_RADIUS,
                                    fill=KEY_BGCOLOR,
                                    border=KEY_BORDER_COLOR)
        button.setLineWidth(KEY_BORDER)
        key = GLabel(letter)
        key.setFont(KEY_FONT)
        self.key = key
        key.setColor(KEY_UP_COLOR)
        self.add(button)
        self.add(key, -key.getWidth() / 2, KEY_LABEL_DY)
示例#16
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 def step():
     nonlocal snowman, dx, dy, full_word
     if snowman.getX() > (GWINDOW_WIDTH -
                          BASE_SIZE) or snowman.getX() < BASE_SIZE:
         dx *= -1
         gw.remove(
             gw.getElementAt(GWINDOW_WIDTH / 2,
                             GWINDOW_HEIGHT - WORD_BASE))
         word_display = GLabel(full_word)
         word_display.setFont(WORD_FONT)
         word_display.setColor(INCORRECT_COLOR)
         gw.add(word_display,
                (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                GWINDOW_HEIGHT - WORD_BASE)
     elif snowman.getY() < (GWINDOW_HEIGHT - BASE_SIZE - BODY_SIZE -
                            HEAD_SIZE) or snowman.getY() > SNOWMAN_BASE:
         dy *= -1
     snowman.move(dx, dy)
示例#17
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    def __init__(self, letter):
        ''' 
		The constructor creates a lamp for a given letter.
		'''
        GCompound.__init__(self)
        self.letter = letter
        lamp = createFilledCircle(0,
                                  0,
                                  LAMP_RADIUS,
                                  fill=LAMP_BGCOLOR,
                                  border=LAMP_BORDER_COLOR)
        lamp = GLabel(letter)
        lamp.setFont(LAMP_FONT)
        self.lamp = lamp
        self.state = False
        lamp.setColor(LAMP_OFF_COLOR)
        self.add(lamp)
        self.add(lamp, -lamp.getWidth() / 2, LAMP_LABEL_DY)
示例#18
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    def __init__(self, permuation):
        '''
		The constructor initalizes the rotor in the base setting.
		'''
        GCompound.__init__(self)
        self.permuation = permuation
        self.inversion = invertKey(permuation)
        self.offset = 0
        rotor = createFilledRect(-ROTOR_WIDTH / 2,
                                 -ROTOR_HEIGHT / 2,
                                 ROTOR_WIDTH,
                                 ROTOR_HEIGHT,
                                 fill=ROTOR_BGCOLOR)
        setting = GLabel(ALPHABET[self.offset])
        setting.setColor(ROTOR_COLOR)
        setting.setFont(ROTOR_FONT)
        self.setting = setting
        self.add(rotor)
        self.add(setting, -setting.getWidth() / 2, ROTOR_LABEL_DY)
def shuffle(e):  # Function to shuffle hexs
    global shuffleword, beehive

    obj = gw.getElementAt(e.getX(), e.getY())  #
    if obj is not None:
        letters = shuffleword[1:7]  # Only shuffle after first letter
        letters = [char for char in letters]  # Break shuffleword into list
        random.shuffle(letters)
        letters = "".join(letters)  # Create new shuffled string
        for i in range(6):  # Add new cells and letters
            cell = createHexagon(HEX_SIDE)
            cell.setFilled(True)
            cell.setColor(OUTER_HEX_COLOR)
            cell.movePolar(HEX_SEP, 30 + 60 * i)
            beehive.add(cell)
            letter = GLabel(letters[i])
            letter.setFont(LABEL_FONT)
            beehive.add(letter,
                        cell.getX() - letter.getWidth() / 2,
                        cell.getY() + HEX_LABEL_DY)
示例#20
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class MenuBar(GCompound):
    def __init__(self):
        GCompound.__init__(self)
        bar = GRect(GWINDOW_WIDTH, MENU_BAR_HEIGHT)
        bar.setFilled(True)
        bar.setColor(CELL_BORDER_COLOR)
        bar.setFillColor(MENU_BAR_BGCOLOR)
        self.add(bar, 0, 0)
        self.label = GLabel("Y O U D O K U")
        self.label.setFont(MENU_TITLE_FONT)
        self.label.setColor(MENU_TITLE_COLOR)
        self.add(self.label, 
                 GWINDOW_WIDTH//2 - self.label.getWidth()//2, 
                 MENU_BAR_HEIGHT//2 + self.label.getAscent()//2 - 5)
    
    def mousedown(self, x, y):
        pass

    def mouseup(self, x, y):
        pass
示例#21
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    def __init__(self, rotor):
        ''' 
		The constructor initalizes the selector in the standard setting in the
		three rotor model.
		'''
        GCompound.__init__(self)
        self.offset = rotor
        self.rotor = rotor
        button = createFilledRect(-SELECTOR_WIDTH / 2,
                                  -SELECTOR_HEIGHT / 2,
                                  SELECTOR_WIDTH,
                                  SELECTOR_HEIGHT,
                                  fill=SELECTOR_BGCOLOR,
                                  border=SELECTOR_COLOR)
        button.setLineWidth(3)
        setting = GLabel(str(self.offset))
        setting.setFont(SELECTOR_FONT)
        setting.setColor(SELECTOR_COLOR)
        self.setting = setting
        self.add(button)
        self.add(setting, -setting.getWidth() / 2, SELECTOR_LABEL_DY)
class EnigmaRotor(GCompound):
    def __init__(self, letter, perm, inverse):
        GCompound.__init__(self)

        rotor = GRect(ROTOR_WIDTH, ROTOR_HEIGHT)
        rotor.setColor(ROTOR_BGCOLOR)
        rotor.setFilled(True)
        self.add(rotor, -ROTOR_WIDTH / 2,
                 -ROTOR_HEIGHT / 2)  # create design for rotors

        self.ch = GLabel(letter)
        self.ch.setColor(ROTOR_COLOR)
        self.ch.setFont(ROTOR_FONT)
        self.add(self.ch, -self.ch.getWidth() / 2, ROTOR_LABEL_DY)

        self.perm = perm
        self.inverse = inverse
        self.offset = 0
        self.rotor = rotor

    def clickAction(self, enigma):  # advance on click action of rotors

        self.advance()

    def advance(self):  # define advance

        self.offset += 1

        if self.offset == 26:
            self.offset = 0
            r = True  # tells that the rotor should carry
        else:
            r = False  # tells that the rotor should not carry
        self.ch.setLabel(ALPHABET[self.offset])

        return r
示例#23
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def createCenteredLabel(text, x, y, font=None):
    label = GLabel(text)
    if font is not None:
        label.setFont(font)
    label.setLocation(x - label.getWidth() / 2, y + label.getAscent() / 2)
    return label
示例#24
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def SnowmanGame():
    def clickAction(e):
        """
		Checks if there is a letter where was clicked and identifies
		the letter. Counts incorrect guesses and implements game over
		and resets the screen.
		"""
        nonlocal incorrect_guesses, snowman, mystery_word, full_word, word_display, game_over, letters_chosen, timer
        if e.getY() > GWINDOW_HEIGHT - WORD_BASE and not game_over:
            pick = gw.getElementAt(e.getX(), e.getY())
            if pick is not None:
                letter = pick.getLabel()
                if letter in letters_chosen:
                    gw.remove(
                        gw.getElementAt(GWINDOW_WIDTH / 2,
                                        GWINDOW_HEIGHT - MESSAGE_BASE))
                    message = GLabel('You already picked that letter!')
                    message.setFont(MESSAGE_FONT)
                    gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                           GWINDOW_HEIGHT - MESSAGE_BASE)
                else:
                    letters_chosen.append(letter)
                    gw.remove(
                        gw.getElementAt(GWINDOW_WIDTH / 2,
                                        GWINDOW_HEIGHT - MESSAGE_BASE))
                    if letterFound(letter):
                        pick.setColor(CORRECT_COLOR)
                    else:
                        pick.setColor(INCORRECT_COLOR)
                        incorrect_guesses += 1
                        addSnowmanPart(snowman, incorrect_guesses)
            else:
                gw.remove(
                    gw.getElementAt(GWINDOW_WIDTH / 2,
                                    GWINDOW_HEIGHT - MESSAGE_BASE))
                message = GLabel('Click a letter!')
                message.setFont(MESSAGE_FONT)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
            if incorrect_guesses == 8:
                game_over = True
                gw.remove(
                    gw.getElementAt(GWINDOW_WIDTH / 2,
                                    GWINDOW_HEIGHT - MESSAGE_BASE))
                message = GLabel('YOU LOSE!')
                message.setFont(MESSAGE_FONT)
                message.setColor(INCORRECT_COLOR)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
                animateSnowman()
        elif not game_over:
            gw.remove(
                gw.getElementAt(GWINDOW_WIDTH / 2,
                                GWINDOW_HEIGHT - MESSAGE_BASE))
            message = GLabel('Click a letter!')
            message.setFont(MESSAGE_FONT)
            gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                   GWINDOW_HEIGHT - MESSAGE_BASE)
        elif game_over:
            timer.stop()
            gw.clear()
            full_word = random.choice(SNOWMAN_WORDS)
            mystery_word = '-' * len(full_word)
            word_display = GLabel(mystery_word)
            word_display.setFont(WORD_FONT)
            gw.add(word_display, (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                   GWINDOW_HEIGHT - WORD_BASE)
            alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
            for i in range(len(alphabet)):
                letter = GLabel(alphabet[i])
                letter.setFont(LETTER_FONT)
                x = ((GWINDOW_WIDTH - len(alphabet) * letter.getWidth()) /
                     (len(alphabet) + 1)) * (1 + i) + i * letter.getWidth()
                gw.add(letter, x, GWINDOW_HEIGHT - LETTER_BASE)
            incorrect_guesses = 0
            snowman = createEmptySnowman(gw)
            game_over = False
            letters_chosen = []

    def letterFound(ch):
        """
		Checks if the letter clicked is in the word and replaces dashes with
		the letter everywhere it appears
		"""
        nonlocal full_word, mystery_word, word_display, game_over
        s = 0
        if full_word.find(ch) != -1:
            while s <= len(full_word):
                if full_word.find(ch, s) != -1:
                    letter = full_word.find(ch, s)
                    mystery_word = mystery_word[:letter] + ch + mystery_word[
                        letter + 1:]
                    s += letter + 1
                else:
                    s = len(full_word) + 1
            gw.remove(word_display)
            word_display = GLabel(mystery_word)
            word_display.setFont(WORD_FONT)
            gw.add(word_display, (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                   GWINDOW_HEIGHT - WORD_BASE)
            if mystery_word == full_word:
                message = gw.getElementAt(GWINDOW_WIDTH / 2,
                                          GWINDOW_HEIGHT - MESSAGE_BASE)
                gw.remove(message)
                message = GLabel('YOU WIN!')
                message.setFont(MESSAGE_FONT)
                message.setColor(CORRECT_COLOR)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
                game_over = True
                animateMelting()
            return True

    def animateSnowman():
        """
		Moves the snowman menacingly if the game is lost.
		"""
        nonlocal timer

        def step():
            nonlocal snowman, dx, dy, full_word
            if snowman.getX() > (GWINDOW_WIDTH -
                                 BASE_SIZE) or snowman.getX() < BASE_SIZE:
                dx *= -1
                gw.remove(
                    gw.getElementAt(GWINDOW_WIDTH / 2,
                                    GWINDOW_HEIGHT - WORD_BASE))
                word_display = GLabel(full_word)
                word_display.setFont(WORD_FONT)
                word_display.setColor(INCORRECT_COLOR)
                gw.add(word_display,
                       (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                       GWINDOW_HEIGHT - WORD_BASE)
            elif snowman.getY() < (GWINDOW_HEIGHT - BASE_SIZE - BODY_SIZE -
                                   HEAD_SIZE) or snowman.getY() > SNOWMAN_BASE:
                dy *= -1
            snowman.move(dx, dy)

        x_1 = .5 * EYE_SEP + (1 + .1) * EYE_SIZE
        y_1 = -BASE_SIZE - BODY_SIZE - HEAD_SIZE + .17 * HEAD_SIZE
        x_2 = .5 * EYE_SEP
        y_2 = -BASE_SIZE - BODY_SIZE - HEAD_SIZE + .255 * HEAD_SIZE
        brow_1 = GLine(-x_1, y_1, -x_2, y_2)
        brow_2 = GLine(x_1, y_1, x_2, y_2)
        snowman.add(brow_1)
        snowman.add(brow_2)
        TIME_STEP = 70
        dx = (GWINDOW_WIDTH - BASE_SIZE) / TIME_STEP
        dy = (GWINDOW_HEIGHT - BASE_SIZE - BODY_SIZE - HEAD_SIZE) / (TIME_STEP)
        timer = gw.createTimer(step, TIME_STEP)
        timer.setRepeats(True)
        timer.start()

    def animateMelting():
        """
		Moves the snowman off-screen if the game is won.
		"""
        nonlocal timer

        def step():
            nonlocal snowman, dy
            snowman.move(0, dy)

        TIME_STEP = 70
        dy = (GWINDOW_HEIGHT + BASE_SIZE + BODY_SIZE + HEAD_SIZE) / TIME_STEP
        timer = gw.createTimer(step, TIME_STEP)
        timer.setRepeats(True)
        timer.start()

    random.seed()
    gw = GWindow(GWINDOW_WIDTH, GWINDOW_HEIGHT)
    full_word = random.choice(SNOWMAN_WORDS)
    mystery_word = '-' * len(full_word)
    word_display = GLabel(mystery_word)
    word_display.setFont(WORD_FONT)
    gw.add(word_display, (GWINDOW_WIDTH - word_display.getWidth()) / 2,
           GWINDOW_HEIGHT - WORD_BASE)

    alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
    for i in range(len(alphabet)):
        letter = GLabel(alphabet[i])
        letter.setFont(LETTER_FONT)
        x = ((GWINDOW_WIDTH - len(alphabet) * letter.getWidth()) /
             (len(alphabet) + 1)) * (1 + i) + i * letter.getWidth()
        gw.add(letter, x, GWINDOW_HEIGHT - LETTER_BASE)

    gw.addEventListener('click', clickAction)
    incorrect_guesses = 0
    snowman = createEmptySnowman(gw)
    game_over = False
    letters_chosen = []
    timer = None
示例#25
0
    def clickAction(e):
        """
		Checks if there is a letter where was clicked and identifies
		the letter. Counts incorrect guesses and implements game over
		and resets the screen.
		"""
        nonlocal incorrect_guesses, snowman, mystery_word, full_word, word_display, game_over, letters_chosen, timer
        if e.getY() > GWINDOW_HEIGHT - WORD_BASE and not game_over:
            pick = gw.getElementAt(e.getX(), e.getY())
            if pick is not None:
                letter = pick.getLabel()
                if letter in letters_chosen:
                    gw.remove(
                        gw.getElementAt(GWINDOW_WIDTH / 2,
                                        GWINDOW_HEIGHT - MESSAGE_BASE))
                    message = GLabel('You already picked that letter!')
                    message.setFont(MESSAGE_FONT)
                    gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                           GWINDOW_HEIGHT - MESSAGE_BASE)
                else:
                    letters_chosen.append(letter)
                    gw.remove(
                        gw.getElementAt(GWINDOW_WIDTH / 2,
                                        GWINDOW_HEIGHT - MESSAGE_BASE))
                    if letterFound(letter):
                        pick.setColor(CORRECT_COLOR)
                    else:
                        pick.setColor(INCORRECT_COLOR)
                        incorrect_guesses += 1
                        addSnowmanPart(snowman, incorrect_guesses)
            else:
                gw.remove(
                    gw.getElementAt(GWINDOW_WIDTH / 2,
                                    GWINDOW_HEIGHT - MESSAGE_BASE))
                message = GLabel('Click a letter!')
                message.setFont(MESSAGE_FONT)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
            if incorrect_guesses == 8:
                game_over = True
                gw.remove(
                    gw.getElementAt(GWINDOW_WIDTH / 2,
                                    GWINDOW_HEIGHT - MESSAGE_BASE))
                message = GLabel('YOU LOSE!')
                message.setFont(MESSAGE_FONT)
                message.setColor(INCORRECT_COLOR)
                gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                       GWINDOW_HEIGHT - MESSAGE_BASE)
                animateSnowman()
        elif not game_over:
            gw.remove(
                gw.getElementAt(GWINDOW_WIDTH / 2,
                                GWINDOW_HEIGHT - MESSAGE_BASE))
            message = GLabel('Click a letter!')
            message.setFont(MESSAGE_FONT)
            gw.add(message, (GWINDOW_WIDTH - message.getWidth()) / 2,
                   GWINDOW_HEIGHT - MESSAGE_BASE)
        elif game_over:
            timer.stop()
            gw.clear()
            full_word = random.choice(SNOWMAN_WORDS)
            mystery_word = '-' * len(full_word)
            word_display = GLabel(mystery_word)
            word_display.setFont(WORD_FONT)
            gw.add(word_display, (GWINDOW_WIDTH - word_display.getWidth()) / 2,
                   GWINDOW_HEIGHT - WORD_BASE)
            alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'
            for i in range(len(alphabet)):
                letter = GLabel(alphabet[i])
                letter.setFont(LETTER_FONT)
                x = ((GWINDOW_WIDTH - len(alphabet) * letter.getWidth()) /
                     (len(alphabet) + 1)) * (1 + i) + i * letter.getWidth()
                gw.add(letter, x, GWINDOW_HEIGHT - LETTER_BASE)
            incorrect_guesses = 0
            snowman = createEmptySnowman(gw)
            game_over = False
            letters_chosen = []
示例#26
0
class SudokuCell(GCompound):
    
    def __init__(self, digit):
        GCompound.__init__(self)
        if digit != 0:
            self.digit = str(digit)
        else:
            self.digit = None
        self.cell = GRect(0, 0, CELL_WIDTH, CELL_WIDTH)
        self.cell.setColor(CELL_BORDER_COLOR)
        self.cell.setFillColor(CELL_GOOD_COLOR)
        self.cell.setFilled(True)        
        self.add(self.cell, 0, 0)  
        self.label = None
        self.only_a_suggestion = True
        self.render_label()
        self.selector = None
        
    def get_digit(self):
        if self.digit == None or self.digit == '' or self.only_a_suggestion:
            return 0
        else:
            return int(self.digit)

    def set_background_color(self, color):
        self.cell.setFillColor(color)

    def suggest_solution(self, digit):        
        if self.only_a_suggestion:
            self.digit = str(digit)
            self.render_label()

    def render_label(self):
        if self.label is not None:
            self.remove(self.label)
        if self.digit is not None and self.digit != "0":
            self.label = GLabel(self.digit)
        else:
            self.label = GLabel("")
        self.label.setFont(CELL_FONT)
        if self.only_a_suggestion:
            self.label.setColor(SUGGESTION_TEXT_COLOR)
        else:            
            self.label.setColor(CELL_TEXT_COLOR)
        self.add(self.label, 
                 CELL_WIDTH//2 - self.label.getWidth()//2, 
                 CELL_WIDTH//2 + self.label.getAscent()//2 - 7)

        
    def mousedown(self):
        self.selector = SudokuDigitSelector()
        self.add(self.selector, 0, 0)        

    def mouseup(self, x, y):
        if self.selector is not None:
            digit = self.selector.mouseup(x, y)            
            if digit is not None:
                self.digit = digit
                if str(self.digit) == "0" or self.digit == "":
                    self.digit = ""
                    self.only_a_suggestion = True
                elif self.digit != "":
                    self.only_a_suggestion = False    
                self.render_label()
            self.remove(self.selector)
            self.selector = None
示例#27
0
def Breakout():
    """
	The main program for the Breakout game.
	"""
    def mousemoveAction(e):
        paddle_X = paddle.getX()
        dx = e.getX() - paddle_X
        if 0 <= dx + paddle_X <= GWINDOW_WIDTH - PADDLE_WIDTH:
            paddle.move(dx, 0)
        elif 0 > dx + paddle_X:
            paddle.setLocation(0, PADDLE_Y)
        else:
            paddle.setLocation(GWINDOW_WIDTH - PADDLE_WIDTH, PADDLE_Y)

    def AnimatedBall():
        def step():
            nonlocal vx, vy, ball, bricks_hit, balls_left, x_text, y_text
            collider = getCollidingObject()
            if ball.getX() < 0 or ball.getX() > GWINDOW_WIDTH - BALL_SIZE:
                vx *= -1
            elif ball.getY() < 0:
                vy *= -1
            elif ball.getY() > GWINDOW_HEIGHT - BALL_SIZE:
                timer.stop()
                gw.remove(ball)
                balls_left -= 1
                if balls_left > 0:
                    ball = GOval((GWINDOW_WIDTH - BALL_SIZE) / 2,
                                 (GWINDOW_HEIGHT - BALL_SIZE) / 2, BALL_SIZE,
                                 BALL_SIZE)
                    ball.setFilled(True)
                    gw.add(ball)
                    gw.add(instruct)
                else:
                    msg = GLabel('You Lose.')
                    msg.setColor('red')
                    msg.setFont('bold 36px sans-serif')
                    x = (GWINDOW_WIDTH - msg.getWidth()) / 2
                    y = (GWINDOW_HEIGHT - msg.getHeight()) / 2
                    gw.add(msg, x, y)
            if collider == paddle:
                vy *= -1
            elif not (collider == paddle or collider == gw.getElementAt(
                    x_text, y_text)) and collider is not None:
                vy *= -1
                gw.remove(collider)
                bricks_hit += 1
                if bricks_hit == N_COLS * N_ROWS:
                    timer.stop()
                    msg = GLabel('You Win!')
                    msg.setColor('green')
                    msg.setFont('bold 36px sans-serif')
                    x = (GWINDOW_WIDTH - msg.getWidth()) / 2
                    y = (GWINDOW_HEIGHT - msg.getHeight()) / 2
                    gw.add(msg, x, y)
            ball.move(vx, vy)

            gw.remove(gw.getElementAt(x_text, y_text))
            lives = GLabel('Lives: ' + str(balls_left))
            gw.add(lives, x_text, y_text)

        vx = random.choice([-1, 1]) * random.uniform(MIN_X_VELOCITY,
                                                     MAX_X_VELOCITY)
        vy = INITIAL_Y_VELOCITY
        x_text = 20
        y_text = GWINDOW_HEIGHT - 10
        timer = gw.createTimer(step, TIME_STEP)
        timer.setRepeats(True)
        timer.start()

    def clickAction(e):
        gw.remove(instruct)
        AnimatedBall()

    def getCollidingObject():
        loc = gw.getElementAt(ball.getX(), ball.getY())
        if loc is not None:
            return loc
        else:
            loc = gw.getElementAt(ball.getX() + BALL_SIZE, ball.getY())
            if loc is not None:
                return loc
            else:
                loc = gw.getElementAt(ball.getX(), ball.getY() + BALL_SIZE)
                if loc is not None:
                    return loc
                else:
                    loc = gw.getElementAt(ball.getX() + BALL_SIZE,
                                          ball.getY() + BALL_SIZE)
                    return loc

    random.seed()
    gw = GWindow(GWINDOW_WIDTH, GWINDOW_HEIGHT)

    colors = [
        'red', 'red', 'orange', 'orange', 'green', 'green', 'cyan', 'cyan',
        'blue', 'blue'
    ]
    for row in range(N_ROWS):
        for col in range(N_COLS):
            rect = GRect(
                ((GWINDOW_WIDTH -
                  ((N_COLS * (BRICK_WIDTH + BRICK_SEP)) - BRICK_SEP)) / 2) +
                (row * (BRICK_WIDTH + BRICK_SEP)),
                (TOP_FRACTION * GWINDOW_HEIGHT) +
                (col * (BRICK_HEIGHT + BRICK_SEP)), BRICK_WIDTH, BRICK_HEIGHT)
            rect.setFilled(True)
            rect.setColor(colors[col])
            gw.add(rect)

    paddle = GRect((GWINDOW_WIDTH - PADDLE_WIDTH) / 2, PADDLE_Y, PADDLE_WIDTH,
                   PADDLE_HEIGHT)
    paddle.setFilled(True)
    gw.add(paddle)
    gw.addEventListener('mousemove', mousemoveAction)

    ball = GOval((GWINDOW_WIDTH - BALL_SIZE) / 2,
                 (GWINDOW_HEIGHT - BALL_SIZE) / 2, BALL_SIZE, BALL_SIZE)
    ball.setFilled(True)
    gw.add(ball)
    gw.addEventListener('click', clickAction)

    instruct = GLabel('Click to Start!')
    instruct.setFont('bold 24px sans-serif')
    x_inst = (GWINDOW_WIDTH - instruct.getWidth()) / 2
    y_inst = ((GWINDOW_HEIGHT - instruct.getHeight()) / 2) + (3 * BALL_SIZE)
    gw.add(instruct, x_inst, y_inst)

    balls_left = N_BALLS
    bricks_hit = 0