示例#1
0
    def __init__(self, x, y, resource, font):
        self.resource = resource
        self.font = font

        # counter number initialization
        self.num = SelectableText(font, '0', resource.value, 0, 0)

        font_height = get_font_height(font)
        font_width = get_font_width(font)
        # store this center location long-term for re-centering
        self.num_center = (int(x + ResourceCounter.font_x_offset * font_width),
                           int(y +
                               ResourceCounter.font_y_offset * font_height))
        self.num.rect.center = self.num_center

        # arrow initialization
        arrow_size = int(font_height * ResourceCounter.arrow_size_modifier)
        arrow_offset = int(font_height / 2 +
                           font_height * ResourceCounter.arrow_separation)
        self.up_arrow = Triangle(x, y - arrow_offset, arrow_size,
                                 ResourceCounter.arrow_color)
        self.down_arrow = Triangle(x,
                                   y + arrow_offset,
                                   arrow_size,
                                   ResourceCounter.arrow_color,
                                   pointed_up=False)

        # collision rects for detecting mouse / clicks
        self.up_arrow_collision = pygame.rect.Rect(0, 0, arrow_size,
                                                   arrow_size)
        self.up_arrow_collision.center = (x, y - arrow_offset)
        self.down_arrow_collision = pygame.rect.Rect(0, 0, arrow_size,
                                                     arrow_size)
        self.down_arrow_collision.center = (x, y + arrow_offset)
示例#2
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def main():
    s1 = Square(4)
    s2 = Square(7)
    t1 = Triangle(3, 5)
    t2 = Triangle(7, 8)

    shape_list = s1, s2, t1, t2

    for n, shape in enumerate(shape_list):
        print("Shape", n, "is a", shape.shape_type, "with an area of", shape.area())
示例#3
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def fan_triangulation(vertices, normals, material):
    triangles = []

    for index in range(2, len(vertices) - 1):
        if len(normals) > 1:
            tri = Triangle.smooth_triangle(vertices[1], vertices[index],
                                           vertices[index + 1], normals[1],
                                           normals[index], normals[index + 1])
        else:
            tri = Triangle(vertices[1], vertices[index], vertices[index + 1])
        tri.material = material
        triangles.append(tri)

    return triangles
示例#4
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 def mousePressEvent(self, event):   # отслеживание кликов по мыши и добавление фигуры в список
     if self.instrument == 'brush':
         self.objects.append([])
         self.objects[-1].append(BrushPoint(event.x(), event.y(), self.thickness, self.color))
         self.update()
     elif self.instrument == 'line':
         self.objects.append(Line(event.x(), event.y(), event.x(), event.y(), self.thickness, self.color))
         self.update()
     elif self.instrument == 'circle':
         self.objects.append(Circle(event.x(), event.y(), event.x(), event.y(), self.thickness, self.color))
         self.update()
     elif self.instrument == 'rubber':
         self.objects.append([])
         self.objects[-1].append(BrushPoint(event.x(), event.y(), self.thickness, QColor(240, 240, 240)))
         self.update()
     elif self.instrument == 'rect':
         self.objects.append(Rect(event.x(), event.y(), 0, 0, self.thickness, self.color))
         self.update()
     elif self.instrument == 'square':
         self.objects.append(Rect(event.x(), event.y(), 0, 0, self.thickness, self.color))
         self.update()
     elif self.instrument == 'triangle':
         self.objects.append(Triangle(event.x(), event.y(), event.x(), event.y(), self.thickness, self.color))
         self.update()
     elif self.instrument == 'sqtriangle':
         self.objects.append(SqTriangle(event.x(), event.y(), event.x(), event.y(), self.thickness, self.color))
         self.update()
示例#5
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 def setUp(self):
     self.init_kwargs = {}
     self.init_kwargs["xCoord"] = 50
     self.init_kwargs["yCoord"] = 50
     measurements = {"side": 50}
     self.init_kwargs["measurements"] = measurements
     self.area = 4.33 * measurements["side"]**2
     self.shape = Triangle(**self.init_kwargs)
def main():
    shapes: list = [
        Circle(5),
        Rectangle(3, 3),
        Rectangle(4, 4),
        Triangle(3, 4),
    ]

    for shape in shapes:
        logging.debug(
            "type: {0}, circumference = {1:.2f}, area = {2:.2f}".format(
                type(shape), shape.circumference(), shape.area()))
示例#7
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def main():
    apoint = Point(x=100, y=80)
    bpoint = Point(x=160, y=200)
    cpoint = Point(x=220, y=80)
    circle = Circle(radius=10, point=apoint)
    triangle = Triangle(lines=[StraightLine(a=apoint, b=bpoint), StraightLine(a=apoint, b=cpoint),
                               StraightLine(a=bpoint, b=cpoint)])
    canvas1 = Canvas(250, 250, Point(x=200, y=200), "canvas1", [triangle, circle], show_cp=True)
    canvas2 = Canvas(260, 260, Point(x=450, y=450), "canvas2", [circle], show_cp=True)
    canvas3 = Canvas(270, 270, Point(x=710, y=710), "canvas3", [circle], show_cp=True)
    canvas_list = [canvas1, canvas2, canvas3]
    screen = TkinterScreen()
    screen.configure(canvas_list)
    board = Board(screen)
    board.draw_at()
示例#8
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def createShapes():
    shapes = []
    for i in range(randint(5, 10)):
        v = randint(1, 4)
        x, y = randint(0, 700), randint(0, 700)
        length = randint(10, 100)
        width = randint(10, 100)
        colorChoice = COLORS[randint(0, len(COLORS) - 1)]

        if v == 1:
            pass
            shapes.append(Triangle((x, y), colorChoice, length))
        if v == 2:
            shapes.append(Rectangle((x, y), colorChoice, length, width))
        if v == 3:
            shapes.append(Square((x, y), colorChoice, length))
        if v == 4:
            shapes.append(Circle((x, y), colorChoice, length))

    return shapes
示例#9
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 def setUp(self):
     self.triangle_init_kwargs = {}
     self.rectangle_init_kwargs = {}
     self.triangle_init_kwargs["xCoord"] = 50
     self.triangle_init_kwargs["yCoord"] = 50
     self.rectangle_init_kwargs["xCoord"] = 50
     self.rectangle_init_kwargs["yCoord"] = 50
     triangle_measurements = {"side": 50}
     rectangle_measurements = {"width": 50, "length": 50}
     self.triangle_init_kwargs["measurements"] = triangle_measurements
     self.rectangle_init_kwargs["measurements"] = rectangle_measurements
     self.side = 50
     self.length = 50
     self.width = 50
     self.tag = "test"
     self.area = (4.33 * triangle_measurements["side"]**2) + (
         rectangle_measurements["width"] * rectangle_measurements["length"])
     triangle = Triangle(**self.triangle_init_kwargs)
     rectangle = Rectangle(**self.rectangle_init_kwargs)
     self.components = [triangle, rectangle]
     self.shape = CompositeShape(tag=self.tag, components=self.components)
示例#10
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    def _fan_triangulation(self, line):
        triangles = []
        if '/' in line[1]:
            v1 = line[1].split('/')[0]
            n1 = line[1].split('/')[2]
        else:
            v1 = line[1]

        for i in range(2, len(line) - 1):
            if '/' in line[i]:
                v2 = line[i].split('/')[0]
                n2 = line[i].split('/')[2]
            else:
                v2 = line[i]

            if '/' in line[i + 1]:
                v3 = line[i + 1].split('/')[0]
                n3 = line[i + 1].split('/')[2]
            else:
                v3 = line[i + 1]

            try:
                if len(self.normals) > 0:
                    tri = SmoothTriangle(
                        self.default_material, matrix4x4identity(),
                        self.vertices[int(v1)], self.vertices[int(v2)],
                        self.vertices[int(v3)], self.normals[int(n1)],
                        self.normals[int(n2)], self.normals[int(n3)])
                else:
                    tri = Triangle(self.default_material, matrix4x4identity(),
                                   self.vertices[int(v1)],
                                   self.vertices[int(v2)],
                                   self.vertices[int(v3)])
                triangles.append(tri)
            except IndexError as e:
                print(e, v1, v2, v3, n1, n2, n3)
                raise

        return triangles
def step_create_triangle_t(context):
    context.t = Triangle(context.p1, context.p2, context.p3)
def step_create_triangle_t_with_points(context, x1, y1, z1, \
                                                x2, y2, z2, \
                                                x3, y3, z3):
    context.t = Triangle(point(x1, y1, z1), point(x2, y2, z2),
                         point(x3, y3, z3))
示例#13
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def main():

    #---- Prepare

    # Game field size
    SCREEN_W, SCREEN_H = (640, 420)

    # Shape drag machine states
    (ST_MOVE, ST_ROTATE, ST_NONE) = range(3)
    state = ST_NONE

    # Setup game window
    display.set_caption(TITLE)
    display.set_icon(image.load('pytang.bmp'))

    # Create and setup game field
    screen = display.set_mode((SCREEN_W, SCREEN_H))
    screen.fill(BACKGROUND_COLOR)

    # Create a game field copy for internal purposes
    background = screen.copy()

    # Game objects - different shapes
    shapes = [
        Triangle((0, 0), (60, 60), (0, 120)),
        Triangle((0, 0), (60, 0), (30, 30)),
        Triangle((60, 0), (120, 0), (120, 60)),
        Triangle((0, 120), (60, 60), (120, 120)),
        Triangle((60, 60), (90, 30), (90, 90)),
        Parallelogram((60, 0), (90, 30), (60, 60)),
        Parallelogram((90, 30), (120, 60), (120, 120))
    ]

    # Game object bounding rectangles as a dictionary,
    # where key is the game object instance, and
    # the appropriate value is it's bounding rectangle
    frames = {}

    # Each shape is located in a separate cell of the game field
    # at first time. The game field is divided by 3 rows and
    # 3 columns, ergo, 3 x 3 = 9 cells.

    # One cell size
    CELL_SIZE = (SCREEN_W / 3, SCREEN_H / 3)

    # Shapes initial locations as (column, row) tuples.
    locations = ((0, 0), (1, 0), (2, 1), (2, 2), (0, 1), (0, 2), (2, 0))

    if DRAFT_MODE:
        draw_shape = _draw_shape_draft
    else:
        draw_shape = _draw_shape_filled

    # Move shapes to the initial locations
    for i in range(len(shapes)):
        shapes[i].move_to([(locations[i][coord] + 0.5) * CELL_SIZE[coord]
                           for coord in (0, 1)])
        frames[shapes[i]] = draw_shape(screen, shapes[i])

    #---- Event loop

    do_exit = False

    # Shape object which is moving or rotating now
    active_shape = None
    # Mouse previous position, is valid when some shape
    # is rotating or moving
    prev_pos = None

    while not do_exit:

        display.flip()

        for ev in event.get():

            # Game is over - user close main window
            if ev.type == QUIT:
                do_exit = True
                break

            # Mouse button is push down:
            # user wants to move or rotate one of the shapes

            elif (ev.type == MOUSEBUTTONDOWN) and (state == ST_NONE):

                touchpoint = mouse.get_pos()

                # Search for the first shape including
                # the mouse button down point.

                for shape in shapes:

                    if shape.include(touchpoint):

                        active_shape = shape
                        prev_pos = touchpoint

                        # If the touchpoint is laying inside the
                        # inner circle, the shape s.b. moved;
                        # the shape s.b. rotated otherwise
                        if (distance(touchpoint, shape.get_ref_point()) <=
                                shape.get_r_inner()):
                            state = ST_MOVE
                        else:
                            state = ST_ROTATE

                        # Take the active shape from the shapes
                        # common list,
                        # draw other shapes on the background surface.

                        shapes.remove(active_shape)
                        background.fill(BACKGROUND_COLOR)
                        for shape in shapes:
                            draw_shape(background, shape)

                        break

            # Mouse button is up: shape moving/rotating is done

            elif (ev.type == MOUSEBUTTONUP) and (state != ST_NONE):
                shapes.append(active_shape)
                active_shape = None
                state = ST_NONE

            # Mouse is moving. If the mouse button is down
            # (i.e. if we are in ST_MOVE or ST_ROTATE state),
            # the active shape s.b. moved or rotated.

            elif (ev.type == MOUSEMOTION) and (state != ST_NONE):

                screen.blit(background, frames[active_shape].topleft,
                            frames[active_shape])

                curr_pos = mouse.get_pos()

                if state == ST_MOVE:
                    active_shape.move_by(vectorAB(prev_pos, curr_pos))
                else:
                    active_shape.rotate(
                        inclination(active_shape.get_ref_point(), curr_pos) -
                        inclination(active_shape.get_ref_point(), prev_pos))

                prev_pos = curr_pos
                frames[active_shape] = draw_shape(screen, active_shape)

    # Game is over, print shapes location if needed
    if PRINT_OUT:
        for i in range(len(shapes)):
            print "Shape %u vertices:" % (i, )
            for vertex in shapes[i].get_vertices():
                print "\t (%.2f, %.2f)" % vertex
from shapes import Triangle, Rectangle, Oval, Paper

rect1 = Rectangle()

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

rect2 = Rectangle()

rect2.set_width(50)
rect2.set_height(150)
rect2.set_color("yellow")
rect2.set_x(100)
rect2.set_y(100)
rect2.draw()

oval1 = Oval()

oval1.randomize()
oval1.draw()

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

Paper.display()
示例#15
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from shapes import Triangle, Rectangle, Oval, Paper

tri_sup = Triangle(50, 150, 20, 50, 80, 50)
tri_sup.draw()

Paper.display()
示例#16
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    def appInit(self):
        """
        Setup the scene and add the shapes to it
        """
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glColor(0.0, 0.0, 0.0)
        glPointSize(4.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        self.scene = Scene()

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.scene.addShape(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.scene.addShape(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.scene.addShape(tri)
示例#17
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from shapes import Point
from shapes import Triangle

high = Point(0, 0, 4)
low = Point(0, 0, -1)
we = Point(0, 0, 3)
we2 = Point(0, 0, 3)

print we.is_equal(high)
print we.is_equal(we2)

tri = Triangle(high, low, we)
print "high: " + tri.z_high.point_tos() + " expected: 0 0 4"
print "low: " + tri.z_low.point_tos() + " expected: 0 0 -1"

tri2 = Triangle(low, high, we)
print "high: " + tri2.z_high.point_tos() + " expected: 0 0 4"
print "low: " + tri2.z_low.point_tos() + " expected: 0 0 -1"

tri3 = Triangle(we, high, low)
print "high: " + tri3.z_high.point_tos() + " expected: 0 0 4"
print "low: " + tri3.z_low.point_tos() + " expected: 0 0 -1"

tri4 = Triangle(we, low, high)
print "high: " + tri4.z_high.point_tos() + " expected: 0 0 4"
print "low: " + tri4.z_low.point_tos() + " expected: 0 0 -1"

tri5 = Triangle(high, we, low)
print "high: " + tri5.z_high.point_tos() + " expected: 0 0 4"
print "low: " + tri5.z_low.point_tos() + " expected: 0 0 -1"
示例#18
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from guizero import App, PushButton
from shapes import Triangle, Rectangle, Oval, Paper


def changeMe():
    r.move(20, -20)
    t2.move(5, 0)


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()
示例#19
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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#20
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from shapes import Paper, Shape, Triangle, Rectangle, Oval
#*This Shape class is created in the shapes.py file

paper = Paper()

rect1 = Rectangle()
rect1.set_width(200)
rect1.set_height(100)
rect1.set_x(0)
rect1.set_y(0)
rect1.set_color("blue")
rect1.draw()

rect2 = Rectangle()
rect2.set_width(50)
rect2.set_height(100)
rect2.set_color("red")
rect2.draw()

oval1 = Oval()
oval1.randomize()
oval1.draw()

tri1 = Triangle(121, 223, 2, 2, 234, 3)

tri1.draw()

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

rect1 = Rectangle()
rect1.set_height(100)
rect1.set_width(200)
rect1.set_color('orange')
rect1.draw()

rect2 = Rectangle()
rect2.set_x(100)
rect2.set_y(100)
rect2.set_width(50)
rect2.set_height(150)
rect2.set_color('yellow')
rect2.draw()

oval = Oval()
oval.randomize()
oval.draw()

triangle = Triangle(5, 5, 100, 5, 100, 200)
triangle.set_color('green')
triangle.draw()

Paper.display()
示例#22
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    def appInit(self):
        """
        Setup the scene and add the shapes to it
        """
        self.shapes = []
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glColor(0.0, 0.0, 0.0)
        # glPointSize(4.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.shapes.append(tri)

        self.Bind(wx.EVT_CONTEXT_MENU, self.OnContextMenu)
rect1 = Rectangle()
rect1.set_width(200)
rect1.set_width(100)
rect1.set_color("blue")

rect1.draw()

rect2 = Rectangle()
rect2.set_x(100)
rect2.set_y(100)
rect2.set_width(100)
rect2.set_width(50)
rect2.set_color("red")

rect2.draw()

oval = Oval()
oval.randomize()

oval.draw()

triangle = Triangle(5, 5, 100, 100, 200, 100)
triangle.set_x(150)
triangle.set_y(250)
triangle.set_color("green")

triangle.draw()

paper.display()
示例#24
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    def appInit(self):
        """
        Create the scene and intitialize the shapes to be put in the scene
        """
        self.shapes = []
        # set viewing projection
        glClearColor(1.0, 1.0, 1.0, 0.0)
        glColor(0.0, 0.0, 0.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.shapes.append(tri)
示例#25
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from shapes import Paper, Triangle, Rectangle, Oval

# Instance of paper
paper = Paper()

# instance of the rectangle
rect1 = Rectangle()
rect2 = Rectangle()
oval1 = Oval()
triangle = Triangle(0,0,20,0,40,40,color="black")

# Attributes
rect1.set_width(200)
rect1.set_height(100)
rect1.set_color("blue")


rect2.set_width(50)
rect2.set_height(150)
rect2.set_color("yellow")

oval1.randomize(smallest=20, largest=200)

# setting the position of the rect1
rect2.set_y(100)
rect2.set_x(100)


# draw the rectangle on paper
rect1.draw()
rect2.draw()
示例#26
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rect1.set_width(200)
rect1.set_height(100)
rect1.set_color("blue")

#invoking draw method
rect1.draw()
# Paper.display()

# Challenge Rectangle
rect2 = Rectangle()
rect2.set_x(100)
rect2.set_y(100)
rect2.set_width(50)
rect2.set_height(150)
rect2.set_color("yellow")

#Challenge Oval

oval1 = Oval(100,100)
oval1.randomize()
oval1.draw()

rect2.draw()

# Challenge Triangle

tri1 = Triangle(5,5,100,5,100,200)
tri1.set_color("green")
tri1.draw()

Paper.display()
示例#27
0
    def appInit(self):
        """
        Setup the scene and add the shapes to it
        """
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glColor(0.0, 0.0, 0.0)
        glPointSize(4.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        self.scene = Scene()

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.scene.addShape(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.scene.addShape(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.scene.addShape(tri)
def step_create_smooth_triangle_tri(context):
    context.tri = Triangle.smooth_triangle(context.p1, context.p2, context.p3,
                                           context.n1, context.n2, context.n3)
示例#29
0
    def appInit(self):
        """
        Create the scene and intitialize the shapes to be put in the scene
        """
        self.shapes = []
        # set viewing projection
        glClearColor(1.0, 1.0, 1.0, 0.0)
        glColor(0.0, 0.0, 0.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.shapes.append(tri)
示例#30
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from shapes import Paper, Triangle, Rectangle, Oval

paper = Paper()

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

rect2 = Rectangle()
rect2.set_width(200)
rect2.set_height(100)
rect2.set_color("yellow")
rect2.set_x(100)
rect2.set_y(100)
rect2.draw()

tri1 = Triangle(5, 5, 12, 5, 20, 30)
tri1.set_color("purple")
tri1.set_x(398)
tri1.set_y(500)
tri1.draw()

oval1 = Oval()
oval1.randomize(25, 100)
oval1.draw()

paper.display()
示例#31
0
class ResourceCounter:
    """A colored number for each resource representing how much has been selected
    along with up / down arrows to change how much is selected"""

    arrow_size_modifier = 0.3
    arrow_separation = 0.3
    arrow_color = common.BLACK

    font_x_offset = 0.15  # centering the font intuitively looks off-center :\
    font_y_offset = 0.1

    min_value = 0
    max_value = 15

    arrow_color = common.BLACK

    def __init__(self, x, y, resource, font):
        self.resource = resource
        self.font = font

        # counter number initialization
        self.num = SelectableText(font, '0', resource.value, 0, 0)

        font_height = get_font_height(font)
        font_width = get_font_width(font)
        # store this center location long-term for re-centering
        self.num_center = (int(x + ResourceCounter.font_x_offset * font_width),
                           int(y +
                               ResourceCounter.font_y_offset * font_height))
        self.num.rect.center = self.num_center

        # arrow initialization
        arrow_size = int(font_height * ResourceCounter.arrow_size_modifier)
        arrow_offset = int(font_height / 2 +
                           font_height * ResourceCounter.arrow_separation)
        self.up_arrow = Triangle(x, y - arrow_offset, arrow_size,
                                 ResourceCounter.arrow_color)
        self.down_arrow = Triangle(x,
                                   y + arrow_offset,
                                   arrow_size,
                                   ResourceCounter.arrow_color,
                                   pointed_up=False)

        # collision rects for detecting mouse / clicks
        self.up_arrow_collision = pygame.rect.Rect(0, 0, arrow_size,
                                                   arrow_size)
        self.up_arrow_collision.center = (x, y - arrow_offset)
        self.down_arrow_collision = pygame.rect.Rect(0, 0, arrow_size,
                                                     arrow_size)
        self.down_arrow_collision.center = (x, y + arrow_offset)

    def check_for_mouse(self, mouse_pos, mouse_click):
        """"Checks if the mouse is close enough to either arrows to highlight them,
        and if there was a click updates the counter (assuming bounds not passed)"""
        if self.up_arrow_collision.collidepoint(mouse_pos):
            # mouse is near the up arrow
            self.up_arrow.color = common.WHITE
            if mouse_click:
                cur_val = int(self.num.text)
                new_val = cur_val + 1

                # bounds checking
                if new_val <= ResourceCounter.max_value:
                    if cur_val == 9:
                        # need to re-initialize text obj for centering
                        self.num = SelectableText(self.font, str(new_val),
                                                  self.resource.value, 0, 0)
                        self.num.rect.center = self.num_center

                    else:
                        self.num.text = str(new_val)
                        self.num.deselect()

            # up arrow is being moused over, so down arrow shouldn't be selected
            self.down_arrow.color = ResourceCounter.arrow_color

        elif self.down_arrow_collision.collidepoint(mouse_pos):
            # mouse is near the down arrow
            self.down_arrow.color = common.WHITE
            if mouse_click:
                cur_val = int(self.num.text)
                new_val = cur_val - 1
                if new_val >= ResourceCounter.min_value:
                    if cur_val == 10:
                        # need to re-initialize text obj for centering
                        self.num = SelectableText(self.font, str(new_val),
                                                  self.resource.value, 0, 0)
                        self.num.rect.center = self.num_center

                    else:
                        self.num.text = str(cur_val - 1)
                        self.num.deselect()

            # down arrow is being moused over, so up arrow shouldn't be selected
            self.up_arrow.color = ResourceCounter.arrow_color

        else:
            # mouse is away; deselect all
            self.up_arrow.color = ResourceCounter.arrow_color
            self.down_arrow.color = ResourceCounter.arrow_color

    def draw(self, screen):
        self.up_arrow.draw(screen)
        self.num.draw(screen)
        self.down_arrow.draw(screen)
示例#32
0
        self.label = Label(master, text="This is the Root Window")
        self.label.pack()

        self.close_button = Button(master, text="Close", command=master.quit)
        self.close_button.pack()

rectangle1 = Rectangle()

rectangle1.set_width(200)
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)
示例#33
0
    def appInit(self):
        """
        Setup the scene and add the shapes to it
        """
        self.shapes = []
        glClearColor(1.0, 1.0, 1.0, 1.0)
        glColor(0.0, 0.0, 0.0)
        # glPointSize(4.0)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluOrtho2D(0.0, WINDOW_WIDTH, 0.0, WINDOW_HEIGHT)

        tri = Triangle()
        tri.set_location(10, 50)
        tri.set_color(0, 1, 1)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(70, 50)
        tri.set_color(1, 0, 1)
        tri.set_size(2, 2)
        self.shapes.append(tri)

        tri = Triangle()
        tri.set_location(300, 50)
        self.shapes.append(tri)

        self.Bind(wx.EVT_CONTEXT_MENU, self.OnContextMenu)