def create_game(window): game = Game() game.window = window game.close_selected = False small_radius = 30 small_center = generate_center(game, small_radius) game.small_dot = create_dot('red', small_radius, small_center, [1, 2]) big_radius = 40 big_center = generate_center(game, big_radius) game.big_dot = create_dot('blue', 40, big_center, [2, 1]) game.clock = Clock() game.window.set_font_name('ariel') game.window.set_font_color('white') game.window.set_font_size(40) return game
def run(self): clock = Clock() self.set_keyboard_listener() self.drawer.start() ser = serial.Serial("COM3", 19200) print("record mode: " + str(self.record_mode)) while self.isrunning: clock.tick(120) msg = cmd_to_packet(self.current2cmd()) # print(msg) ser.write(f"{msg}\r\n".encode("utf-8")) self.listener.stop() self.drawer.isrunning = False print("pad exit")
def main(): window = create_window() # create game clock = Clock() small_color = "red" small_center = [50, 100] small_radius = 30 small_velocity = [1, 2] small_dot = [small_color, small_center, small_radius, small_velocity] big_color = "blue" big_center = [200, 100] big_radius = 40 big_velocity = [2, 1] play_game(window, small_dot, big_color, big_center, big_radius, big_velocity, clock) window.close()
def run_game_real_speed(nn: FastNeuralNetwork): game = BirdGame() clock = Clock() while 1: if game.is_game_over(): return game.score if game.score > 4000: return game.score output = nn.feedfordward( np.array([[game.distance_to_wall[0] / 800], [game.distance_to_wall[1] / 600], [game.bird_center[1] / 600], [game.bird_speed[1]]])) game.next_frame(output[0][0] > 0.5) clock.tick(200)
def __init__(self, x, y, width, height, title=None, coverfilename=None): """ Initialise the MPlayer Visualization Goom """ logger.debug('%s.__init__(x=%r y=%r width=%r height=%r coverfilename=%r)', self.__class__, x, y, width, height, coverfilename) self.mode = MpvMode(config.MPLAYERVIS_MODE) self.coverfilename = coverfilename self.showfps = False if not os.path.exists(MMAP_FILE): f = open(MMAP_FILE, 'w') s = str(chr(0)) * 2064 f.write(s) f.close() #pygoom.debug(2) BaseAnimation.__init__(self, (x, y, width, height), fps=100, bg_update=False, bg_redraw=False) # goom doesn't handle Unicode, so make it a string self.goom = pygoom.PyGoom(width, height, MMAP_FILE, songtitle=self.to_str(title) or '') self.infodata = None self.width = width self.height = height self.fade_step = config.MPLAYERVIS_FADE_STEP self.init_counter = self.fade_step * config.MPLAYERVIS_INIT_COUNTER self.fade_in_wait_counter = self.fade_step * config.MPLAYERVIS_FADE_IN_WAIT_COUNTER self.fade_out_wait_counter = self.fade_step * config.MPLAYERVIS_FADE_OUT_WAIT_COUNTER self.fade_counter = self.fade_step * config.MPLAYERVIS_FADE_COUNTER self.fade_machine = { 'init': self.init_state, 'fade_out_wait': self.fade_out_wait_state, 'fade_out': self.fade_out_state, 'fade_in_wait': self.fade_in_wait_state, 'fade_in': self.fade_in_state, } self.state = self.fade_machine['init'] self.counter = self.init_counter self.fader = lambda n, m: int(float(n-m)/float(2)) self.alpha = self.set_alpha(self.counter, 0) self.clock = Clock() self.running = False self.timer = Timer(self.goom_surface_update) self.last_time = 0 self.message_counter = 1 # skip message at start self.message = ''
def main(): pygame.init() pygame.display.set_caption("GUI testing") screen = pygame.display.set_mode((1080, 920)) screen.fill((0, 0, 0)) gui_manager = GUI(screen) menu_manager = GUI(screen) menu_manager.set_background_color(Color.black) def clickered(): print("Clicked!") text_options = { "horizontal_align": Text.ALIGN_CENTER, "vertical_align": Text.ALIGN_CENTER, } test_button = Button(text="test", on_click=clickered, position=Position(80, 80), shape=Rect(80, 40), color=Color.light_grey.lighten(), text_options=text_options) gui_manager.add_element(test_button) cpos = 500 running = True clock = Clock() while running: # DEBUG: Set low framerate for debugging clock.tick_busy_loop(5) Input._refresh_keys() cpos -= 1 if cpos <= 0: cpos = 500 if Input.key_down(pygame.K_ESCAPE): openMenu() for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # gui_manager.update() screen.fill((30, 103, 203)) pygame.draw.circle(screen, (255, 255, 255), [cpos, 255], 30) pygame.display.update() print("Safely quit the progaram")
def __init__(self): """Initializes a new InvadersGame, with all parameters properly set""" super(InvadersGame, self).__init__(width=RESX, height=RESY, fps=120, collision_events_enabled=False, window_text="CITIUS-invaders") self.gensprite = sge.gfx.Sprite(width=RESX, height=RESY, origin_x=0, origin_y=0) self.scoresprite = sge.gfx.Sprite(width=320, height=120, origin_x=100, origin_y=100) self.hud_font = sge.gfx.Font('minecraftia.ttf', size=20) self.pairs = None self.score = 0 self.anim_sleep = None self.last_gen = 0 self.game_over = False self.clock = Clock()
def main(): window = create_window() # create game clock = Clock() small_color = 'red' small_radius = 30 small_center = [50, 75] small_velocity = [1, 2] big_color = 'blue' big_radius = 40 big_center = [200, 100] big_velocity = [2, 1] play_game(window, small_color, small_center, small_radius, small_velocity, big_color, big_center, big_radius, big_velocity, clock) window.close()
def run(self): running = True clock = Clock() while running: self.fill_background(color=(0, 0, 0)) for event in self.get_events(): if event.type == pygame.QUIT: running = False self.pad.handle(event) self.all_sprites.update() self.all_sprites.draw(self.window.screen) self.render() clock.tick(FPS) return 0
def menu_loop(self): clock = Clock() while self.__state != QUIT: self.update() clock.tick(30) self.__screen.update() for event in pg.event.get(): if event.type == pg.QUIT: self.__config['player_number'] = 0 self.__state = QUIT self.clear_buttons() self.__background.destroy() return self.__config
def __init__(self, ctx): pygame.display.init() pygame.font.init() pygame.display.set_caption(ctx["game_title"]) self._window = pygame.display.set_mode((ctx["game_width"], ctx["game_height"]), 0, 0) self._adjust_window(ctx) self._clock = Clock() self._frame_rate = ctx["game_frame_rate"] self._close_selected = False self._continue_game = True self._score = 0 self._small_dot = Dot(self._window, ctx["small_dot_color"], ctx["small_dot_center"], ctx["small_dot_radius"], ctx["small_dot_velocity"]) self._big_dot = Dot(self._window, ctx["big_dot_color"], ctx["big_dot_center"], ctx["big_dot_radius"], ctx["big_dot_velocity"]) self._small_dot.randomize() self._big_dot.randomize() pygame.display.update()
def start_display_output(self): """ Start thread for graphical VU meter """ pygame.event.clear() clock = Clock() self.meter.start() while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: self.exit() elif event.type == pygame.KEYDOWN or event.type == pygame.KEYUP: keys = pygame.key.get_pressed() if (keys[pygame.K_LCTRL] or keys[pygame.K_RCTRL]) and event.key == pygame.K_c: self.exit() self.refresh() clock.tick(1)
def __init__(self): # Pygame launch pygame.display.set_caption("SANTARENA") # Screen (camera) self.camera = Camera() # Tilemap self.tilemap = Tilemap(MAP_H, MAP_W) # Characters self.character = Character() self.enemies = [] # Clock self.clock = Clock() self.dt = 0
def __init__(self): self.screen_size = (450, 600) self.title = "Week 06" self.clock = Clock() self.delta = 0 self.time_since_started = 0 pygame.init() self.time_since_started = pygame.time.get_ticks() self.screen_surf = pygame.display.set_mode(self.screen_size, pygame.RESIZABLE) pygame.display.set_caption(self.title) self.game_screen = IntroScreen() self.is_running = True
def __init__(self, name, current_theme, field=None): """ Make game window """ theme.set_theme_module(current_theme) if field: theme.FIELD_WIDTH, theme.FIELD_HEIGHT = field UserInterface.sprites_all = pygame.sprite.LayeredUpdates() UserInterface.sprites_by_layer = [ pygame.sprite.LayeredUpdates(layer=i) for i in range(theme.MAX_LAYERS + 1) ] pygame.init() screenrect = Rect((0, 0), (theme.FIELD_WIDTH, theme.FIELD_HEIGHT)) self.screen = set_mode(screenrect.size) set_caption(name) self.background = pygame.Surface(self.screen.get_size()) # и ее размер self.background = self.background.convert() try: image = load_image(theme.BACKGROUND_IMAGE, -1) self.background.blit(image, (0, 0)) except (SystemExit, AttributeError): self.background.fill(theme.BACKGROUND_COLOR) # заполняем цветом self.clear_screen() global clock clock = Clock() self.fps_meter = Fps(color=(255, 255, 0)) self.game_over_indicator = GameOver() self._step = 0 self.debug = False self.game_objects = {} self.ui_state = UserInput() self._debug = False self.child_conn = None self._game_over = False
def main(): clock = Clock() clear_file(log_file_path) enc = sensors.Encoders() enc.get_ticks() # clears previous stored values start = time.time() while True: end = time.time() period = end - start actual_freq = 1 / period print("{}Hz".format(actual_freq)) start = end l, r = enc.get_ticks() data = [l, r] log_data(log_file_path, data) print(data) clock.tick(freq)
def load_level(self): self.begin = [0, 0] self.mobs = Group() self.sprites = Group() self.sprites_and_bombs = Group() self.grass = Group() self.bonuses = Group() try: f = open('Resources\level' + str(self.lvl) + '.txt', 'r') except: self.the_end(True) return self.screen.blit(load('Resources\images\loading.jpg'), (0, 0)) update() timer = Clock() for i in range(25): timer.tick(60) self.board = [s[0:(len(s) - 1)] for s in f.readlines()] n = len(self.board) m = len(self.board[0]) for i in range(n): for j in range(m): (x, y) = j * 40, i * 40 + 50 if self.board[i][j] == '1': self.sprites.add( Sprites('Tiles\\1.png', x, y, self.begin, False)) else: self.grass.add(Sprites('Tiles\\0.png', x, y, self.begin)) if '2' <= self.board[i][j] <= '9': s = Sprites('Tiles\\2.png', x, y, self.begin) self.sprites.add(s) if self.board[i][j] != '2': self.bonuses.add( Bonus(x, y, int(self.board[i][j]), self.begin, s)) elif self.board[i][j] == 'P': self.start_pos = (x, y) self.hero = Player(x, y, self.max_bombs, self.strength, self.begin, m * 40, n * 40) elif self.board[i][j] != '0': self.mobs.add( Mobs(self.board[i][j], x, y, 1.0 + self.lvl * 0.5, randint(0, 3), self.begin)) f.close() self.sprites_and_bombs = self.sprites.copy() self.start = get_ticks()
def main(): global fire_grp, all_sprites pygame.init() screen = pygame.display.set_mode([screen_w, screen_h]) all_sprites = pygame.sprite.Group() asteroids_grp = pygame.sprite.Group() fire_grp = pygame.sprite.Group() player_ship = StarShip() all_sprites.add(player_ship) all_sprites.add(fire_grp) all_sprites.add(asteroids_grp) all_sprites.add(player_ship) for i in range(5): ast = Astroid([screen_w, screen_h]) asteroids_grp.add(ast) all_sprites.add(ast) running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_q: running = False if len(asteroids_grp) < 1: running = False screen.fill((0, 0, 0)) move(all_sprites) draw(all_sprites, screen) if checkCollid(player_ship, asteroids_grp, fire_grp): running = False handle_keys(player_ship) pygame.display.update() Clock().tick(FPS) pygame.quit()
def __init__(self, width, height, scale, shared_buffer) -> None: self.width = width self.height = height self.scale = scale self.buffer = shared_buffer self.frame = framebuf.FrameBuffer(shared_buffer, width, height, framebuf.MONO_VLSB) self.window_size = (width * scale, height * scale) pyg_display.init() pyg_display.set_caption("SSD1306_EMU") self.surface = pyg_display.set_mode(self.window_size, flags=L.DOUBLEBUF, vsync=1) self.clock = Clock() self.invert = False self.contrast = 255 self.power = True
def __init__(self, parse, name=""): init() display.init() self.DIMS = (display.Info().current_w, display.Info().current_h) self.BG = Surface(self.DIMS) self.SCREEN = display.set_mode(self.DIMS, -2147483648) self.MANAGER = UIManager(self.DIMS) set_visible(True) update() Exit((0, 0), self.MANAGER) clear = Clear((0, 30), self.MANAGER) Spawn((0, 60), self.MANAGER, clear, self.DIMS, parse, name) Killer((0, 90), self.MANAGER, clear) Paint((0, 120), self.MANAGER) self.clock = Clock() while True: self.process_events()
def main(): pygame.init() screen = pygame.display.set_mode(config.DISPLAY) pygame.display.set_caption(config.TITLE) pygame.font.init() myfont = pygame.font.SysFont('Sans', 16) bg = Background((config.WIN_WIDTH, config.WIN_HEIGHT)) game_map = BgMap(*config.MAP_POS) hero = Player(*config.PLAYER_POS) xvel = yvel = 0 show_grid = False map_grid = MapGrid(game_map.rect.width, game_map.rect.height, config.GRID_SIZE) timer = Clock() while True: for event in pygame.event.get(): event_exit(event) xvel, yvel = event_move(event, xvel, yvel) if event.type == pygame.KEYDOWN and event.key == pygame.K_h: game_map.x = config.MAP_POS[0] game_map.y = config.MAP_POS[1] if event.type == pygame.KEYDOWN and event.key == pygame.K_g: show_grid = not show_grid bg.draw(screen) game_map.update(xvel, yvel) game_map.draw(screen) if show_grid: map_grid.draw(screen) hero.draw(screen) coords = "{}, {}".format(game_map.x, game_map.y) text_surface = myfont.render(coords, False, (0, 0, 0)) screen.blit(text_surface, (0, 0)) pygame.display.update() timer.tick(24)
def __init__(self, name, shots=[], dir="figs", comic_strip=None): self.dir = os.path.join(os.getcwd(), dir) if not os.path.exists(self.dir): os.makedirs(self.dir) self.clock = Clock() self.name = name try: self.shots = sorted(shots) self.remaining_shots = sorted(shots) except TypeError: self.shots = shots self.remaining_shots = shots self.total_ticks = 0 self.made_comic_strip = False self.comic_strip = comic_strip
def solve_level(last_level=False): def loop(): nonlocal orders, order_num current_orders = vision.get_requests() for i in range(6): if orders[i] != current_orders[i]: if current_orders[i] is not None: print(f'Customer at seat {i}, order id: {current_orders[i]}_{order_num}') FoodThread(current_orders[i], name=f'{current_orders[i]}_{order_num}').start() order_num += 1 else: timer = threading.Timer(5.1, plate_timer, [i, orders[i]]) timer.setDaemon(True) timer.start() orders = current_orders global stock order_num = 0 orders = [None] * 6 stock = Stock() ordering_thread = OrderingThread() ordering_thread.setDaemon(True) ordering_thread.start() last_check = time.time() while running: clock = Clock() loop() clock.tick(30) if (time.time() - last_check) > 5: if gi.vision.level_ended(): ordering_thread.running = False check_ingredients_event.set() check_ingredients_event.clear() ordering_thread.join() if not last_level: for button in gi.bl.next_level: button() return last_check = time.time()
def __init__(self): pygame.init() self.CLOCK = Clock() self.ROWS_COLS = 15 self.GRID_SIZE = 50 self.SCREEN_SIZE = self.GRID_SIZE * self.ROWS_COLS self.DISPLAY = display.set_mode((self.SCREEN_SIZE, self.SCREEN_SIZE)) self.BACKGROUND_COLOR = (0, 0, 0) self.GRID_COLOR = (100, 100, 100) self.SNAKE_COLOR = (0, 255, 0) self.apple_generator = AppleGenerator(self.ROWS_COLS, self.GRID_SIZE) self.apple = self.apple_generator.generate_apple(self.snake) mid = (self.ROWS_COLS // 2) * self.GRID_SIZE self.start_x_y = (mid, mid) self.snake = Snake(self.start_x_y, self.GRID_SIZE, self.SCREEN_SIZE, self.SNAKE_COLOR, self.spawn_apple) self.exit_clicked = None self.playing = None
def __init__(self): self.clock: Clock = Clock() self.context: Context = Context() self.context.bar_keeper = BarKeeper(8, 4) bar_room = BarRoom() bar_room.sprites.append( self.context.bar_keeper ) self.context.rooms[Context.BAR_ROOM] = bar_room store_room = StoreRoom() store_room.sprites.append( self.context.bar_keeper ) self.context.rooms[Context.STORE_ROOM] = store_room self.context.set_room(Context.BAR_ROOM) self.context.sidebar = SideBar() self.render_context = RenderContext((1920, 1080)) self.running = True
def __init__(self, defaults, window_attributes): random.seed() Game.__Game.__FPS = defaults["FPS"] pygame.init() self.time_since_started = pygame.time.get_ticks() self.clock = Clock() self.delta = 0 self.screen = pygame.display.set_mode(window_attributes["size"]) pygame.display.set_caption(window_attributes["caption"]) from src.scene import Scene self.scene = Scene() self.is_start = False self.is_run = False
def main(): run = True start_node = grid[5][5] clock = Clock() while run: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False dfs(grid, start_node) # start_node.visit() # start_node.update_neighbours() # for neighbor in start_node.neighbours: # if not neighbor.visited: # start_node = neighbor pygame.display.flip()
def __init__(self, gui_left_upper, caption="Basic Model", gui_right_upper=None, patch_size=11, board_rows_cols=(51, 51), clear=None, bounce=None, fps=None): # Constants for the main loop in start() below. self.CTRL_D = 'D:68' self.CTRL_d = 'd:68' self.ESCAPE = 'Escape:27' self.NORMAL = 'normal' self.Q = 'Q' self.q = 'q' self.clock = Clock() SimEngine.fps = fps if fps else 60 self.idle_fps = 10 SimEngine.simple_gui = SimpleGUI(gui_left_upper, caption=caption, gui_right_upper=gui_right_upper, patch_size=patch_size, board_rows_cols=board_rows_cols, clear=clear, bounce=bounce, fps=fps) self.graph_point = None
def main(): # Create game window = create_window() clock = Clock() # - Create small dot small_color = 'red' small_radius = 20 small_center = [200,100] small_velocity = [1, 2] # - Create big dot big_color = 'blue' big_radius = 40 big_center = [200,100] big_velocity = [2, 1] play_game(window, big_color, big_center, big_radius, big_velocity, small_color, small_center, small_radius, small_velocity, clock) window.close()
def on_bootstrap( self, window_size=None, display_mode_flags=None, fps=None, title=None, ): self.state.clock = Clock() self.state.is_running = False self.state.window_size = tuple(window_size or GAME_DEFAULTS.WINDOW_SIZE) self.state.fps = fps or GAME_DEFAULTS.FPS self.state.title = title or GAME_DEFAULTS.TITLE self.state.delta_t = None self.state.display_mode_flags = ( reduce(lambda x, y: x | y, display_mode_flags) if display_mode_flags and len(display_mode_flags) > 1 else (display_mode_flags or pg.DOUBLEBUF) ) pg.init()