示例#1
0
    def draw(self):
        '''Draws all objects that are in the gameobjects list to the screen'''
        self.screen.fill((0, 0, 0))
        yaxis = Line(WHITE, 5)
        yaxis.draw(self.screen, [
            Vector2(0, -(SCREEN_HEIGHT / 2)),
            Vector2(0, (SCREEN_HEIGHT / 2))
        ])
        xaxis = Line(WHITE, 5)
        xaxis.draw(
            self.screen,
            [Vector2(-(SCREEN_WIDTH / 2), 0),
             Vector2(SCREEN_WIDTH / 2, 0)])
        mxpos, mypos = pygame.mouse.get_pos()
        mouse = Rectangle(WHITE, Vector2(25, 25))
        mpos = worldtoscreen(Vector2(mxpos, mypos))
        mpos = mpos.scale(-1)
        mouse.draw(self.screen, mpos)

        for gameobject in self.gameobjects:
            gameobject.draw(self.screen)
示例#2
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from shapes import Rectangle, Triangle, Paper, Oval

paper = Paper()

rect = Rectangle()
rect.set_width(200)
rect.set_height(50)
rect.set_color('red')

rect.set_x(10)
rect.set_y(10)
rect.draw()

rect1 = Rectangle()
rect1.set_width(200)
rect1.set_height(50)
rect1.set_color('purple')

rect1.set_x(80)
rect1.set_y(80)
rect1.draw()

paper.display()
示例#3
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# Create a convas with the user data
canvas = Canvas(height=canvas_height, width=canvas_width, color=colors[canvas_color])

while True:
    shape_type = input("What do you like to draw? Enter quit to quit. ")
    if shape_type.lower() == "rectangle":
        rec_x = int(input("Enter x of the rectangle: "))
        rec_y = int(input("Enter y of the rectangle: "))
        rec_width = int(input("Enter width of rectangle: "))
        rec_height = int(input("Enter height of rectangle: "))
        rec_colors = input("Enter weight of Red,Blue,Green for the rectangle: ")
        rec_colors = rec_colors.split(',')

        rec = Rectangle(x=rec_x, y=rec_y, width=rec_width, height=rec_height,
                        color=(rec_colors[0], rec_colors[1], rec_colors[2]))
        rec.draw(canvas)

    if shape_type.lower() == "square":
        squ_x = int(input("Enter x of the square: "))
        squ_y = int(input("Enter y of the square: "))
        squ_side = int(input("Enter side of square: "))
        rec_colors = input("Enter weight of Red,Blue,Green for the square: ")
        rec_colors = rec_colors.split(',')

        squ = Square(x=squ_x, y=squ_y, side=squ_side,
                     color=(rec_colors[0], rec_colors[1], rec_colors[2]))
        squ.draw(canvas)

    if shape_type.lower() == "quit":
        break
示例#4
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app = App(width=600, height=600)
button = PushButton(app, changeMe, text="Click me")

p = Paper(app)
t = Triangle(p)
t.randomize()
t.draw()

t2 = Triangle(p)
t2.randomize()
t2.draw()

r = Rectangle(p)
r.randomize()
r.width = 400

r.draw()
r.color = 'red'
r.width = 20

app.display()

#p = Paper()
#p.mainloop()

#tri = Triangle()
#tri.randomize()
#tri.draw()
示例#5
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from shapes import Triangle, Rectangle, Oval

rect = Rectangle()
rect.set_width(200)
rect.set_height(100)
rect.set_color('blue')
rect.draw()


square = Rectangle()
square.set_width(50)
square.set_height(50)
square.set_color('yellow')
square.set_x(120)
square.set_y(120)
square.draw()

tri = Triangle(5, 5, 100, 5, 100, 200)
tri.set_color('red')
tri.draw()
示例#6
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def mainPillar(x, y, bottom_height, top_height, width, thickness):
    # Draw bottom column 1
    col1 = Rectangle(x, y, bottom_height, thickness)
    col1.draw()

    # Draw bottom column 2
    x, y = col1.bottom_right
    col2 = Rectangle(x + width, y, bottom_height, thickness)
    col2.draw()

    # Draw rods inside col1 and col2
    roddist = width / 3
    x, y = col1.bottom_right
    draw_rods(x, y, bottom_height, roddist)

    # Draw bottom column 3
    x, y = col2.bottom_right
    col3 = Rectangle(x + width, y, bottom_height, thickness)
    col3.draw()

    # Draw rods inside col2 and col3
    x, y = col2.bottom_right
    draw_rods(x, y, bottom_height, roddist)

    x1, y1 = col1.top_left
    x2, y2 = col3.top_left

    turtle.penup()
    turtle.setpos(x1, y1)
    turtle.setheading(0)
    turtle.pendown()
    turtle.forward(turtle.distance(x2, y2))

    # Draw top column 1
    x, y = col1.top_left
    col4 = Rectangle(x, y, top_height, thickness)
    col4.draw_right(30)

    # Draw top column 2
    x, y = col2.top_left
    col5 = Rectangle(x, y, top_height, thickness)
    col5.draw_right(30)

    # Draw rods inside col4 and col5
    x, y = col4.bottom_right
    draw_rods(x, y, top_height, roddist, -30)

    # Draw top column 3
    x, y = col2.top_left
    x, y = col3.top_left
    col6 = Rectangle(x, y, top_height, thickness)
    col6.draw_right(30)

    # Draw rods inside col5 and col6
    x, y = col5.bottom_right
    draw_rods(x, y, top_height, roddist, -30)

    x, y = col4.top_left

    beam1 = Rectangle(x, y + 1, thickness, width * 2 + 30)
    beam1.draw_right(30)

    # Remove intersection of coloumn 4 and beam 1
    x, y = beam1.bottom_left
    print((x, y))
    beam1.erase((x + 1, y), (x + thickness - 1, y))

    # Remove intersection of coloumn 5 and beam 1
    x, y = col5.top_left
    print((x, y))
    beam1.erase((x + 1, y + 1), (x + thickness + 2, y))

    # Remove intersection of coloumn 5 and beam 1
    x, y = col6.top_left
    print((x, y))
    beam1.erase((x + 1, y + 1), (x + thickness + 2, y))

    return col3.bottom_right
"""Using the 'shapes' module to create shapes and control their attributes"""
from shapes import Triangle, Rectangle, Oval

# create a rectangle:
rect_1 = Rectangle(color=None)
# set the attributes:

#rect_1.set_width(200)
#rect_1.set_height(100)
#rect_1.set_color('blue')
# draw the rectangle:
rect_1.draw()

# create an oval:
oval_1 = Oval()

oval_1.set_width(100)
oval_1.set_height(50)
oval_1.set_color('yellow')
oval_1.set_x(100)
oval_1.set_y(200)

oval_1.draw()

rect_2 = Rectangle()

#rect_2.set_width(100)
#rect_2.set_height(150)
#rect_2.set_color('yellow')
#rect_2.set_x(100)
#rect_2.set_y(75)
##
#  This program tests several of the geometric shape classes.
#

from ezgraphics import GraphicsWindow
from shapes import Rectangle, Line

# Create the window.
win = GraphicsWindow()
canvas = win.canvas()

# Draw a rectangle.
rect = Rectangle(10, 10, 90, 60)
rect.setFill("light yellow")
rect.draw(canvas)

# Draw another rectangle.
rect.moveBy(rect.getWidth(), rect.getHeight())
rect.draw(canvas)

# Draw six lines of different colors.
colors = ["red", "green", "blue", "yellow", "magenta", "cyan"]

line = Line(10, 150, 300, 150)

for i in range(6):
    line.setColor(colors[i])
    line.draw(canvas)
    line.moveBy(10, 40)

win.wait()
# RENNIE THE ROBOT
# FUTURELEARN, SEPTEMBER 03,2017
# Ashmead ALI

from shapes import Triangle, Rectangle, Oval

mouth = Rectangle()
mouth.set_width(200)
mouth.set_height(100)
mouth.set_color('blue')
mouth.set_x(200)
mouth.set_y(450)
mouth.draw()

nose = Oval()
nose.set_width(100)
nose.set_height(100)
nose.set_color('red')
nose.set_x(250)
nose.set_y(250)
nose.draw()

left_eye = Rectangle()
left_eye.set_width(100)
left_eye.set_height(100)
left_eye.set_color('blue')
left_eye.set_x(100)
left_eye.set_y(100)
left_eye.draw()

left_pupil = Oval()
示例#10
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'''Main file for testing drawing utils'''
#pylint: disable=E1101

import pygame
from shapes import Rectangle
from shapes import Circle
from shapes import Text
from vector2 import Vector2

pygame.init()

SCREEN = pygame.display.set_mode((1080, 720))
SCREEN.fill((255, 255, 255))

RECT = Rectangle(Vector2(100, 100), (0, 255, 0), (100, 100), SCREEN)
CIRC = Circle(Vector2(400, 400), (255, 0, 0), 50, SCREEN)
TEXT = Text(Vector2(10, 10), (255, 0, 0), "Hello World", 24, SCREEN)

RUNNING = True
while RUNNING:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            RUNNING = False

    RECT.draw()
    CIRC.draw()
    TEXT.draw()
    pygame.display.flip()
示例#11
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from shapes import Triangle, Rectangle, Oval

rect1 = Rectangle()

rect1.set_width(200)
rect1.set_height(100)
rect1.set_color("blue")
rect1.draw()

rec2 = Rectangle()

rec2.set_width(50)
rec2.set_height(150)
rec2.set_color("yellow")
rec2.draw()
rec2.set_x(100)
rec2.set_y(100)

ov1 = Oval()

ov1.randomize(20)
ov1.draw()

tri1 = Triangle(5, 10, 100, 5, 100, 200)
tri1.draw()
    )

    # If user enters rectangle
    if shape_type.lower() == "rectangle":
        rec_width = get_sanitized_input("Enter the rectangle's width: ", int, 1, canvas_width)
        rec_height = get_sanitized_input("Enter the rectangle's height: ", int, 1, canvas_height)
        rec_x = get_sanitized_input("Enter the rectangle's x coordinate: ", int, 0, canvas_width - rec_width)
        rec_y = get_sanitized_input("Enter the rectangle's y coordinate: ", int, 0, canvas_height - rec_height)

        red = get_sanitized_input("How much red should the rectangle have? ", int, 0, 255)
        green = get_sanitized_input("How much green should the rectangle have? ", int, 0, 255)
        blue = get_sanitized_input("How much blue should the rectangle have? ", int, 0, 255)

        # Draw the rectangle
        rectangle = Rectangle(x=rec_x, y=rec_y, height=rec_height, width=rec_width, color=(red, green, blue))
        rectangle.draw(canvas)

    # If user enters rectangle
    if shape_type.lower() == "square":
        square_side = get_sanitized_input(
            "Enter the square's side: ", int, 1,
            canvas_width if canvas_width < canvas_height else canvas_height)
        square_x = get_sanitized_input("Enter the square's x coordinate: ", int, 0, canvas_width - square_side)
        square_y = get_sanitized_input("Enter the square's y coordinate: ", int, 0, canvas_height - square_side)
        red = get_sanitized_input("How much red should the square have? ", int, 0, 255)
        green = get_sanitized_input("How much green should the square have? ", int, 0, 255)
        blue = get_sanitized_input("How much blue should the square have? ", int, 0, 255)

        # Draw the square
        square = Square(x=square_x, y=square_y, side=square_side, color=(red, green, blue))
        square.draw(canvas)
示例#13
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class Car:
    def __init__(self,
                 pos=Point2D(0, 0),
                 angle=0,
                 velocity=0,
                 maxVelocity=5,
                 bodyWidth=30,
                 bodyLength=60,
                 headlightsOn=False,
                 headlightPower=100):
        self.pos = pos  #type: Point
        self.velocity = velocity  #type: float
        self.maxVelocity = maxVelocity
        self.angle = angle  #type: float

        self.headlightsOn = headlightsOn  #type: bool
        self.headlightPower = headlightPower  #type: int
        self.height = bodyWidth  #type: int
        self.width = bodyLength  #type: int

        self.__body = Rectangle(bodyLength, bodyWidth, pos, color=(1, 0, 0))
        self.__headlight1 = Sector(Point2D(pos.x, pos.y),
                                   angle,
                                   inner=40,
                                   color=(1, 1, 0.5))
        self.__headlight1.hide()
        self.__headlight2 = Sector(Point2D(pos.x, pos.y),
                                   angle,
                                   inner=40,
                                   color=(1, 1, 0.5))
        self.__headlight2.hide()

    def velocityVector(self):
        x = cos(rad(self.angle)) * self.velocity
        y = sin(rad(self.angle)) * self.velocity
        return Vector2D(x, y)

    def draw(self):
        if self.headlightsOn:
            self.__headlight1.draw()
            self.__headlight2.draw()
        self.__body.draw()

    def turnBy(self, angle, mustMove=True):
        newAngle = self.angle
        if (mustMove):
            newAngle += angle * (self.velocity / self.maxVelocity)
        else:
            newAngle += angle
        if newAngle >= 360:
            newAngle -= 360
        elif newAngle < 0:
            newAngle += 360
        self.face(newAngle)

    def turnToward(self, point, gradual=True):
        if self.pos.dist(point) < 0.1:
            return
        posdiff = point - self.pos
        angle = Vector2D(posdiff.x, posdiff.y)
        angle = deg(Vector2D(1, 0).angle(angle))
        diff = angle - self.__body.angle
        if diff > 180:
            diff -= 360
        elif diff <= -180:
            diff += 360

        if abs(diff) < 0.01:
            diff = 0
            return

        if gradual and diff > 0:
            diff = sqrt(diff / 100)
        elif gradual and diff < 0:
            diff = -sqrt(-diff / 100)

        if diff != 0:
            self.turnBy(diff, mustMove=False)

    def face(self, angle):
        self.angle = angle
        self.__body.angle = self.angle
        self.__headlight1.angle = self.__body.angle - self.__headlight1.inner / 2
        self.__headlight2.angle = self.__body.angle - self.__headlight2.inner / 2

    def accelerate(self, deltaV):
        self.velocity += deltaV
        if self.velocity > self.maxVelocity:
            self.velocity = self.maxVelocity
        elif self.velocity < -self.maxVelocity:
            self.velocity = -self.maxVelocity

    def brake(self, deltaV):
        if self.velocity > 0:
            self.velocity -= deltaV
        if self.velocity < 0:
            self.velocity += deltaV
        if abs(self.velocity) < 0.0000001:
            self.velocity = 0

    #Implementation of Craig Reynold's Boids Arrival Simulation
    #https://slsdo.github.io/steering-behaviors/
    def arrival(self, pos, radius):
        e = pos - self.pos
        dist = e.hypot()
        if dist < 0.01:
            dist = 0
        if dist > 0 and dist < radius:
            self.velocity = self.maxVelocity * (dist / radius)
        elif dist > radius:
            self.velocity = self.maxVelocity

    def drive(self):
        self.pos += self.velocityVector()

        if self.headlightsOn:
            self.__headlight1.pos.x = self.pos.x + cos(
                rad(self.angle + 20)) * 30
            self.__headlight1.pos.y = self.pos.y + sin(
                rad(self.angle + 20)) * 30

            self.__headlight2.pos.x = self.pos.x + cos(
                rad(self.angle - 20)) * 30
            self.__headlight2.pos.y = self.pos.y + sin(
                rad(self.angle - 20)) * 30
        self.__body.pos = self.pos

    def toggleHeadlights(self):
        self.headlightsOn = not self.headlightsOn
        if not self.headlightsOn:
            self.__headlight1.hide()
            self.__headlight2.hide()
        else:
            self.__headlight1.show()
            self.__headlight2.show()

    def isMoving(self):
        return self.velocity != 0

    @property
    def body(self):
        return self.__body

    @property
    def headlight1(self):
        return self.__headlight1

    @property
    def headlight2(self):
        return self.__headlight2

    @property
    def pos(self):
        return self.__pos

    @pos.setter
    def pos(self, pos):
        self.__pos = pos

    @property
    def maxVelocity(self):
        return self.__maxVelocity

    @maxVelocity.setter
    def maxVelocity(self, maxVelocity):
        self.__maxVelocity = maxVelocity

    @property
    def velocity(self):
        return self.__velocity

    @velocity.setter
    def velocity(self, velocity):
        self.__velocity = velocity

    @property
    def angle(self):
        return self.__angle

    @angle.setter
    def angle(self, angle):
        self.__angle = angle

    @property
    def headlightsOn(self):
        return self.__headlightsOn

    @headlightsOn.setter
    def headlightsOn(self, headlightsOn):
        self.__headlightsOn = headlightsOn

    @property
    def headlightPower(self):
        return self.__headlightPower

    @headlightPower.setter
    def headlightPower(self, headlightPower):
        self.__headlightPower = headlightPower
示例#14
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文件: pillar.py 项目: aagontuk/ekush
class Pillar(object):
    """
    Pillar object.

    A pillar is a complex shape composed
    of three rectangle. 2 columns and a beam. Example:

        2
     ________
     |______|
   1 | |  | | 3
     | |  | |
     | |  | |

    Args:
        x (int): x coordinate of the bottom left corner
                of the first pillar

        y (int): y coordinate of the bottom left corner
                of the first pillar

        height (int): height of the pillar

        width (int): width of the pillar

        thickness (int): Thickness of the pillar columns and beams
    """
    def __init__(self, x, y, height, width, thickness):
        self.x = x
        self.y = y
        self.height = height
        self.width = width
        self.thickness = thickness
        self.col1 = None
        self.beam2 = None
        self.col2 = None

    def draw(self):
        """ Draw pillar """
        self.col1 = Rectangle(self.x, self.y, self.height, self.thickness)
        self.col1.draw()

        x, y = self.col1.top_left
        self.beam1 = Rectangle(x, y, self.thickness, self.width)
        self.beam1.draw()

        x, y = self.col1.bottom_left
        x = x + self.width - self.thickness
        self.col2 = Rectangle(x, y, self.height, self.thickness)
        self.col2.draw()

    def far_left(self):
        """ Returns bottom left coordinate of the left column """
        return self.x, self.y

    def far_right(self):
        """ Returns bottom right coordinate of the right column """
        return self.col2.bottom_right

    def prettify(self):
        """
        Erase common section between left column and beam.
        And between right column and beam.
        """
        x1, y1 = self.beam1.bottom_left
        x2, y2 = x1 + self.thickness, y1
        self.beam1.erase((x1 + 1, y1), (x2 - 1, y2))

        x1, y1 = self.beam1.bottom_right
        x2, y2 = x1 - self.thickness, y1
        self.beam1.erase((x2 + 1, y2), (x1 - 1, y1))
示例#15
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from shapes import Triangle, Rectangle, Oval, Paper

sky = Rectangle()
sky.set_x(100)
sky.set_y(100)
sky.set_width(400)
sky.set_height(200)
sky.set_color("lightblue")
sky.draw()

sun = Oval()
sun.set_width(75)
sun.set_height(75)
sun.set_x(400)
sun.set_y(125)
sun.set_color("yellow")
sun.draw()

grass = Rectangle()
grass.set_x(100)
grass.set_y(300)
grass.set_width(400)
grass.set_height(200)
grass.set_color("green")
grass.draw()

wall = Rectangle()
wall.set_x(150)
wall.set_y(250)
wall.set_width(300)
wall.set_height(175)
示例#16
0
    if shape_type.lower() == "rectangle":
        rec_x = int(input("Enter x of the rectangle: "))
        rec_y = int(input("Enter y of the rectangle: "))
        rec_width = int(input("Enter the width of the rectangle: "))
        rec_height = int(input("Enter the height of the rectangle: "))
        red = int(input("How much red should the rectangle have? "))
        green = int(input("How much green ?   "))
        blue = int(input("How much blue do you like?   "))

    # Create the rectangle
    r1 = Rectangle(x=rec_x,
                   y=rec_y,
                   width=rec_width,
                   height=rec_height,
                   color=(red, green, blue))
    r1.draw(canvas)

    # Ask for square data and create square if user entered 'square'
    if shape_type.lower() == "square":
        sqr_x = int(input("Enter x of the square: "))
        sqr_y = int(input("Enter y of the square: "))
        sqr_side = int(input("Enter the side length of the square: "))
        red = int(input("How much red should the square have? "))
        green = int(input("How much green?   "))
        blue = int(input("How much blue do you like?   "))
        s1 = Square(x=sqr_x, y=sqr_y, side=sqr_side, color=(red, green, blue))
        s1.draw(canvas)

    #  Break the loop if user entered "quit"
    if shape_type.lower() == "quit":
        break
class NodeVisual(object):
    def __init__(self, node, draw_pos, scale, draw_surface):
        '''Initializes the visual node. The node argument is the a_star node that we will be
        polling property information from.'''
        self.node = node  #A_Star node
        self.shape = Rectangle(draw_pos, (255, 255, 255), scale, draw_surface,
                               0)  #Visual drawn to the screen
        self.is_hoovered = False  #True if the mouse is hoovering over the node
        self.is_start = False  #True if the node is the starting node of the algorithm
        self.is_goal = False  #True if the node is the goal node of the algorithm
        self.is_path = False  #True if the node is part of the algorithm path
        self.is_open = False  #True if the node is in the open list
        self.is_closed = False  #True if the node is in the closed list
        self.show_scores = False  #Toggles the node scores to be drawn to the screen
        self.border = Rectangle(
            draw_pos, (255, 255, 255), scale, draw_surface,
            4)  #Highlight border for when the mouse is over the node

    def update(self, events):
        '''Handles all the bevhavious and color changes of the visual node'''
        self.node_clicked(events)
        if not self.node.traversable:
            self.shape.change_color((0, 0, 0))
        elif self.is_closed and not self.is_start and not self.is_goal:
            self.shape.change_color((247, 143, 143))
        elif self.is_open and not self.is_start and not self.is_goal:
            self.shape.change_color((143, 183, 247))
        elif self.is_start:
            self.shape.change_color((0, 255, 0))
        elif self.is_goal:
            self.shape.change_color((255, 0, 0))
        else:
            self.shape.change_color((255, 255, 255))
        if self.is_hoovered:
            self.border.change_color((255, 0, 0))
        else:
            self.border.change_color((0, 0, 0))

    def reset_node(self):
        '''Resets the node to its initial state'''
        self.is_closed = False
        self.is_open = False
        self.is_path = False
        self.node.parent = None

    def draw(self, graph_visual):
        '''All the drawing behaviours for the visual node'''
        self.shape.draw()
        self.border.draw()
        #If the nodes has a parent we will draw a line from the parent to this node
        if self.node.parent is not None:
            par = graph_visual.get_visual(self.node.parent)
            line = pygame.draw.lines(
                self.shape.draw_surface, (0, 255, 0), True,
                [[
                    self.shape.position.x_pos + self.shape.scale[0] / 2,
                    self.shape.position.y_pos + self.shape.scale[1] / 2
                ],
                 [
                     par.shape.position.x_pos + par.shape.scale[0] / 2,
                     par.shape.position.y_pos + par.shape.scale[1] / 2
                 ]], 1)
        #Drawing of the text to the screen
        #Will only draw if the node was used in the algorithm and show_scores is true
        if (self.is_open or self.is_closed or self.is_goal
                or self.is_start) and self.show_scores:
            text = Text(Vector2(5, 5), (0, 0, 0), str(self.node.f_score), 12,
                        self.shape.draw_surface)
            text.draw_on_surface(self.shape.rect)
            text2 = Text(Vector2(25, 20), (0, 0, 0), str(self.node.h_score),
                         12, self.shape.draw_surface)
            text2.draw_on_surface(self.shape.rect)
            text3 = Text(Vector2(5, 20), (0, 0, 0), str(self.node.g_score), 12,
                         self.shape.draw_surface)
            text3.draw_on_surface(self.shape.rect)

    def node_clicked(self, events):
        '''Click behaviour for the visual node. Highlights the node if it is being hoovered.
        Also if the mouse was clicked while it was hoovered it will make the node not traversable'''
        mouse_position = pygame.mouse.get_pos()
        if self.shape.rect.collidepoint(mouse_position):
            self.is_hoovered = True
            for event in events:
                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.node.traversable = not self.node.traversable
        else:
            self.is_hoovered = False
示例#18
0
rectangle1.set_height(100)
rectangle1.set_color("blue")
rectangle1.set_x(50)
rectangle1.set_y(250)

triangle1 = Triangle()
# triangle1.randomise()
triangle1.set_color("red")
triangle1.x=150
triangle1.y=150
triangle1.x2=150
triangle1.y2=200
triangle1.x3=200
triangle1.y3=150


oval1 = Oval()
# oval1.randomise()
oval1.set_color("green")
oval1.set_x(300)
oval1.set_y(300)
oval1.set_height(200)
oval1.set_width(200)

rectangle1.draw()
oval1.draw()
triangle1.draw()

root = Tk()
gui = MyGUI(root)
root.mainloop()
示例#19
0
from shapes import Paper, Rectangle

paper = Paper()

rect = Rectangle()
rect.set_color('yellow')
rect.set_height(50)
rect.set_width(150)
rect.draw()
rect.set_x(0)
rect.set_y(0)

rect2 = Rectangle()
rect2.set_color('blue')
rect2.set_height(10)
rect2.set_width(10)
rect2.draw()
rect2.set_x(150)
rect2.set_y(200)

paper.display()
示例#20
0
from shapes import Paper, Triangle, Rectangle, Oval

paper = Paper()

rect1 = Rectangle()
rect1.set_width(200)
rect1.set_height(100)
rect1.set_color("blue")

rect1.draw()

rect2 = Rectangle()
rect2.set_x(50)
rect2.set_y(30)
rect2.set_width(200)
rect2.set_height(100)
rect2.set_color("orange")

rect2.draw()

paper.display()
示例#21
0
from shapes import Triangle, Rectangle, Oval

r1 = Rectangle()
r1.set_width(200)
r1.set_height(100)
r1.set_color("blue")
r1.draw()

r2 = Rectangle()
r2.set_width(50)
r2.set_height(150)
r2.set_color("yellow")
r2.set_x(100)
r2.set_y(100)
r2.draw()