wip
968
.gitignore
vendored
Normal file
|
|
@ -0,0 +1,968 @@
|
|||
# Created by https://www.toptal.com/developers/gitignore/api/vim,node,data,emacs,python,pycharm,executable,sublimetext,visualstudio,visualstudiocode
|
||||
# Edit at https://www.toptal.com/developers/gitignore?templates=vim,node,data,emacs,python,pycharm,executable,sublimetext,visualstudio,visualstudiocode
|
||||
|
||||
### Data ###
|
||||
*.csv
|
||||
*.dat
|
||||
*.efx
|
||||
*.gbr
|
||||
*.key
|
||||
*.pps
|
||||
*.ppt
|
||||
*.pptx
|
||||
*.sdf
|
||||
*.tax2010
|
||||
*.vcf
|
||||
*.xml
|
||||
|
||||
### Emacs ###
|
||||
# -*- mode: gitignore; -*-
|
||||
*~
|
||||
\#*\#
|
||||
/.emacs.desktop
|
||||
/.emacs.desktop.lock
|
||||
*.elc
|
||||
auto-save-list
|
||||
tramp
|
||||
.\#*
|
||||
|
||||
# Org-mode
|
||||
.org-id-locations
|
||||
*_archive
|
||||
|
||||
# flymake-mode
|
||||
*_flymake.*
|
||||
|
||||
# eshell files
|
||||
/eshell/history
|
||||
/eshell/lastdir
|
||||
|
||||
# elpa packages
|
||||
/elpa/
|
||||
|
||||
# reftex files
|
||||
*.rel
|
||||
|
||||
# AUCTeX auto folder
|
||||
/auto/
|
||||
|
||||
# cask packages
|
||||
.cask/
|
||||
dist/
|
||||
|
||||
# Flycheck
|
||||
flycheck_*.el
|
||||
|
||||
# server auth directory
|
||||
/server/
|
||||
|
||||
# projectiles files
|
||||
.projectile
|
||||
|
||||
# directory configuration
|
||||
.dir-locals.el
|
||||
|
||||
# network security
|
||||
/network-security.data
|
||||
|
||||
|
||||
### Executable ###
|
||||
*.app
|
||||
*.bat
|
||||
*.cgi
|
||||
*.com
|
||||
*.exe
|
||||
*.gadget
|
||||
*.jar
|
||||
*.pif
|
||||
*.vb
|
||||
*.wsf
|
||||
|
||||
### Node ###
|
||||
# Logs
|
||||
logs
|
||||
*.log
|
||||
npm-debug.log*
|
||||
yarn-debug.log*
|
||||
yarn-error.log*
|
||||
lerna-debug.log*
|
||||
.pnpm-debug.log*
|
||||
|
||||
# Diagnostic reports (https://nodejs.org/api/report.html)
|
||||
report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json
|
||||
|
||||
# Runtime data
|
||||
pids
|
||||
*.pid
|
||||
*.seed
|
||||
*.pid.lock
|
||||
|
||||
# Directory for instrumented libs generated by jscoverage/JSCover
|
||||
lib-cov
|
||||
|
||||
# Coverage directory used by tools like istanbul
|
||||
coverage
|
||||
*.lcov
|
||||
|
||||
# nyc test coverage
|
||||
.nyc_output
|
||||
|
||||
# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files)
|
||||
.grunt
|
||||
|
||||
# Bower dependency directory (https://bower.io/)
|
||||
bower_components
|
||||
|
||||
# node-waf configuration
|
||||
.lock-wscript
|
||||
|
||||
# Compiled binary addons (https://nodejs.org/api/addons.html)
|
||||
build/Release
|
||||
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
jspm_packages/
|
||||
|
||||
# Snowpack dependency directory (https://snowpack.dev/)
|
||||
web_modules/
|
||||
|
||||
# TypeScript cache
|
||||
*.tsbuildinfo
|
||||
|
||||
# Optional npm cache directory
|
||||
.npm
|
||||
|
||||
# Optional eslint cache
|
||||
.eslintcache
|
||||
|
||||
# Optional stylelint cache
|
||||
.stylelintcache
|
||||
|
||||
# Microbundle cache
|
||||
.rpt2_cache/
|
||||
.rts2_cache_cjs/
|
||||
.rts2_cache_es/
|
||||
.rts2_cache_umd/
|
||||
|
||||
# Optional REPL history
|
||||
.node_repl_history
|
||||
|
||||
# Output of 'npm pack'
|
||||
*.tgz
|
||||
|
||||
# Yarn Integrity file
|
||||
.yarn-integrity
|
||||
|
||||
# dotenv environment variable files
|
||||
.env
|
||||
.env.development.local
|
||||
.env.test.local
|
||||
.env.production.local
|
||||
.env.local
|
||||
|
||||
# parcel-bundler cache (https://parceljs.org/)
|
||||
.cache
|
||||
.parcel-cache
|
||||
|
||||
# Next.js build output
|
||||
.next
|
||||
out
|
||||
|
||||
# Nuxt.js build / generate output
|
||||
.nuxt
|
||||
dist
|
||||
|
||||
# Gatsby files
|
||||
.cache/
|
||||
# Comment in the public line in if your project uses Gatsby and not Next.js
|
||||
# https://nextjs.org/blog/next-9-1#public-directory-support
|
||||
# public
|
||||
|
||||
# vuepress build output
|
||||
.vuepress/dist
|
||||
|
||||
# vuepress v2.x temp and cache directory
|
||||
.temp
|
||||
|
||||
# Docusaurus cache and generated files
|
||||
.docusaurus
|
||||
|
||||
# Serverless directories
|
||||
.serverless/
|
||||
|
||||
# FuseBox cache
|
||||
.fusebox/
|
||||
|
||||
# DynamoDB Local files
|
||||
.dynamodb/
|
||||
|
||||
# TernJS port file
|
||||
.tern-port
|
||||
|
||||
# Stores VSCode versions used for testing VSCode extensions
|
||||
.vscode-test
|
||||
|
||||
# yarn v2
|
||||
.yarn/cache
|
||||
.yarn/unplugged
|
||||
.yarn/build-state.yml
|
||||
.yarn/install-state.gz
|
||||
.pnp.*
|
||||
|
||||
### Node Patch ###
|
||||
# Serverless Webpack directories
|
||||
.webpack/
|
||||
|
||||
# Optional stylelint cache
|
||||
|
||||
# SvelteKit build / generate output
|
||||
.svelte-kit
|
||||
|
||||
### PyCharm ###
|
||||
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
|
||||
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
|
||||
|
||||
# User-specific stuff
|
||||
.idea/**/workspace.xml
|
||||
.idea/**/tasks.xml
|
||||
.idea/**/usage.statistics.xml
|
||||
.idea/**/dictionaries
|
||||
.idea/**/shelf
|
||||
|
||||
# AWS User-specific
|
||||
.idea/**/aws.xml
|
||||
|
||||
# Generated files
|
||||
.idea/**/contentModel.xml
|
||||
|
||||
# Sensitive or high-churn files
|
||||
.idea/**/dataSources/
|
||||
.idea/**/dataSources.ids
|
||||
.idea/**/dataSources.local.xml
|
||||
.idea/**/sqlDataSources.xml
|
||||
.idea/**/dynamic.xml
|
||||
.idea/**/uiDesigner.xml
|
||||
.idea/**/dbnavigator.xml
|
||||
|
||||
# Gradle
|
||||
.idea/**/gradle.xml
|
||||
.idea/**/libraries
|
||||
|
||||
# Gradle and Maven with auto-import
|
||||
# When using Gradle or Maven with auto-import, you should exclude module files,
|
||||
# since they will be recreated, and may cause churn. Uncomment if using
|
||||
# auto-import.
|
||||
# .idea/artifacts
|
||||
# .idea/compiler.xml
|
||||
# .idea/jarRepositories.xml
|
||||
# .idea/modules.xml
|
||||
# .idea/*.iml
|
||||
# .idea/modules
|
||||
# *.iml
|
||||
# *.ipr
|
||||
|
||||
# CMake
|
||||
cmake-build-*/
|
||||
|
||||
# Mongo Explorer plugin
|
||||
.idea/**/mongoSettings.xml
|
||||
|
||||
# File-based project format
|
||||
*.iws
|
||||
|
||||
# IntelliJ
|
||||
out/
|
||||
|
||||
# mpeltonen/sbt-idea plugin
|
||||
.idea_modules/
|
||||
|
||||
# JIRA plugin
|
||||
atlassian-ide-plugin.xml
|
||||
|
||||
# Cursive Clojure plugin
|
||||
.idea/replstate.xml
|
||||
|
||||
# SonarLint plugin
|
||||
.idea/sonarlint/
|
||||
|
||||
# Crashlytics plugin (for Android Studio and IntelliJ)
|
||||
com_crashlytics_export_strings.xml
|
||||
crashlytics.properties
|
||||
crashlytics-build.properties
|
||||
fabric.properties
|
||||
|
||||
# Editor-based Rest Client
|
||||
.idea/httpRequests
|
||||
|
||||
# Android studio 3.1+ serialized cache file
|
||||
.idea/caches/build_file_checksums.ser
|
||||
|
||||
### PyCharm Patch ###
|
||||
# Comment Reason: https://github.com/joeblau/gitignore.io/issues/186#issuecomment-215987721
|
||||
|
||||
# *.iml
|
||||
# modules.xml
|
||||
# .idea/misc.xml
|
||||
# *.ipr
|
||||
|
||||
# Sonarlint plugin
|
||||
# https://plugins.jetbrains.com/plugin/7973-sonarlint
|
||||
.idea/**/sonarlint/
|
||||
|
||||
# SonarQube Plugin
|
||||
# https://plugins.jetbrains.com/plugin/7238-sonarqube-community-plugin
|
||||
.idea/**/sonarIssues.xml
|
||||
|
||||
# Markdown Navigator plugin
|
||||
# https://plugins.jetbrains.com/plugin/7896-markdown-navigator-enhanced
|
||||
.idea/**/markdown-navigator.xml
|
||||
.idea/**/markdown-navigator-enh.xml
|
||||
.idea/**/markdown-navigator/
|
||||
|
||||
# Cache file creation bug
|
||||
# See https://youtrack.jetbrains.com/issue/JBR-2257
|
||||
.idea/$CACHE_FILE$
|
||||
|
||||
# CodeStream plugin
|
||||
# https://plugins.jetbrains.com/plugin/12206-codestream
|
||||
.idea/codestream.xml
|
||||
|
||||
# Azure Toolkit for IntelliJ plugin
|
||||
# https://plugins.jetbrains.com/plugin/8053-azure-toolkit-for-intellij
|
||||
.idea/**/azureSettings.xml
|
||||
|
||||
### Python ###
|
||||
# Byte-compiled / optimized / DLL files
|
||||
__pycache__/
|
||||
*.py[cod]
|
||||
*$py.class
|
||||
|
||||
# C extensions
|
||||
*.so
|
||||
|
||||
# Distribution / packaging
|
||||
.Python
|
||||
build/
|
||||
develop-eggs/
|
||||
downloads/
|
||||
eggs/
|
||||
.eggs/
|
||||
lib/
|
||||
lib64/
|
||||
parts/
|
||||
sdist/
|
||||
var/
|
||||
wheels/
|
||||
share/python-wheels/
|
||||
*.egg-info/
|
||||
.installed.cfg
|
||||
*.egg
|
||||
MANIFEST
|
||||
|
||||
# PyInstaller
|
||||
# Usually these files are written by a python script from a template
|
||||
# before PyInstaller builds the exe, so as to inject date/other infos into it.
|
||||
*.manifest
|
||||
*.spec
|
||||
|
||||
# Installer logs
|
||||
pip-log.txt
|
||||
pip-delete-this-directory.txt
|
||||
|
||||
# Unit test / coverage reports
|
||||
htmlcov/
|
||||
.tox/
|
||||
.nox/
|
||||
.coverage
|
||||
.coverage.*
|
||||
nosetests.xml
|
||||
coverage.xml
|
||||
*.cover
|
||||
*.py,cover
|
||||
.hypothesis/
|
||||
.pytest_cache/
|
||||
cover/
|
||||
|
||||
# Translations
|
||||
*.mo
|
||||
*.pot
|
||||
|
||||
# Django stuff:
|
||||
local_settings.py
|
||||
db.sqlite3
|
||||
db.sqlite3-journal
|
||||
|
||||
# Flask stuff:
|
||||
instance/
|
||||
.webassets-cache
|
||||
|
||||
# Scrapy stuff:
|
||||
.scrapy
|
||||
|
||||
# Sphinx documentation
|
||||
docs/_build/
|
||||
|
||||
# PyBuilder
|
||||
.pybuilder/
|
||||
target/
|
||||
|
||||
# Jupyter Notebook
|
||||
.ipynb_checkpoints
|
||||
|
||||
# IPython
|
||||
profile_default/
|
||||
ipython_config.py
|
||||
|
||||
# pyenv
|
||||
# For a library or package, you might want to ignore these files since the code is
|
||||
# intended to run in multiple environments; otherwise, check them in:
|
||||
# .python-version
|
||||
|
||||
# pipenv
|
||||
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
|
||||
# However, in case of collaboration, if having platform-specific dependencies or dependencies
|
||||
# having no cross-platform support, pipenv may install dependencies that don't work, or not
|
||||
# install all needed dependencies.
|
||||
#Pipfile.lock
|
||||
|
||||
# poetry
|
||||
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
|
||||
# This is especially recommended for binary packages to ensure reproducibility, and is more
|
||||
# commonly ignored for libraries.
|
||||
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
|
||||
#poetry.lock
|
||||
|
||||
# pdm
|
||||
# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
|
||||
#pdm.lock
|
||||
# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
|
||||
# in version control.
|
||||
# https://pdm.fming.dev/#use-with-ide
|
||||
.pdm.toml
|
||||
|
||||
# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
|
||||
__pypackages__/
|
||||
|
||||
# Celery stuff
|
||||
celerybeat-schedule
|
||||
celerybeat.pid
|
||||
|
||||
# SageMath parsed files
|
||||
*.sage.py
|
||||
|
||||
# Environments
|
||||
.venv
|
||||
env/
|
||||
venv/
|
||||
ENV/
|
||||
env.bak/
|
||||
venv.bak/
|
||||
|
||||
# Spyder project settings
|
||||
.spyderproject
|
||||
.spyproject
|
||||
|
||||
# Rope project settings
|
||||
.ropeproject
|
||||
|
||||
# mkdocs documentation
|
||||
/site
|
||||
|
||||
# mypy
|
||||
.mypy_cache/
|
||||
.dmypy.json
|
||||
dmypy.json
|
||||
|
||||
# Pyre type checker
|
||||
.pyre/
|
||||
|
||||
# pytype static type analyzer
|
||||
.pytype/
|
||||
|
||||
# Cython debug symbols
|
||||
cython_debug/
|
||||
|
||||
# PyCharm
|
||||
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
|
||||
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
|
||||
# and can be added to the global gitignore or merged into this file. For a more nuclear
|
||||
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
|
||||
#.idea/
|
||||
|
||||
### Python Patch ###
|
||||
# Poetry local configuration file - https://python-poetry.org/docs/configuration/#local-configuration
|
||||
poetry.toml
|
||||
|
||||
# ruff
|
||||
.ruff_cache/
|
||||
|
||||
### SublimeText ###
|
||||
# Cache files for Sublime Text
|
||||
*.tmlanguage.cache
|
||||
*.tmPreferences.cache
|
||||
*.stTheme.cache
|
||||
|
||||
# Workspace files are user-specific
|
||||
*.sublime-workspace
|
||||
|
||||
# Project files should be checked into the repository, unless a significant
|
||||
# proportion of contributors will probably not be using Sublime Text
|
||||
# *.sublime-project
|
||||
|
||||
# SFTP configuration file
|
||||
sftp-config.json
|
||||
sftp-config-alt*.json
|
||||
|
||||
# Package control specific files
|
||||
Package Control.last-run
|
||||
Package Control.ca-list
|
||||
Package Control.ca-bundle
|
||||
Package Control.system-ca-bundle
|
||||
Package Control.cache/
|
||||
Package Control.ca-certs/
|
||||
Package Control.merged-ca-bundle
|
||||
Package Control.user-ca-bundle
|
||||
oscrypto-ca-bundle.crt
|
||||
bh_unicode_properties.cache
|
||||
|
||||
# Sublime-github package stores a github token in this file
|
||||
# https://packagecontrol.io/packages/sublime-github
|
||||
GitHub.sublime-settings
|
||||
|
||||
### Vim ###
|
||||
# Swap
|
||||
[._]*.s[a-v][a-z]
|
||||
!*.svg # comment out if you don't need vector files
|
||||
[._]*.sw[a-p]
|
||||
[._]s[a-rt-v][a-z]
|
||||
[._]ss[a-gi-z]
|
||||
[._]sw[a-p]
|
||||
|
||||
# Session
|
||||
Session.vim
|
||||
Sessionx.vim
|
||||
|
||||
# Temporary
|
||||
.netrwhist
|
||||
# Auto-generated tag files
|
||||
tags
|
||||
# Persistent undo
|
||||
[._]*.un~
|
||||
|
||||
### VisualStudioCode ###
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
!.vscode/*.code-snippets
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Built Visual Studio Code Extensions
|
||||
*.vsix
|
||||
|
||||
### VisualStudioCode Patch ###
|
||||
# Ignore all local history of files
|
||||
.history
|
||||
.ionide
|
||||
|
||||
### VisualStudio ###
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
|
||||
### VisualStudio Patch ###
|
||||
# Additional files built by Visual Studio
|
||||
|
||||
# End of https://www.toptal.com/developers/gitignore/api/vim,node,data,emacs,python,pycharm,executable,sublimetext,visualstudio,visualstudiocode
|
||||
.markata.cache
|
||||
cave_survival/__pycache__
|
||||
cave_survival/__pycache__
|
||||
cave_survival/__pycache__
|
||||
cave_survival/__pycache__
|
||||
cave_survival/__pycache__
|
||||
cave_survival/__pycache__/run.cpython-310.pyc
|
||||
BIN
axe.png
Normal file
|
After Width: | Height: | Size: 774 B |
BIN
background.png
Normal file
|
After Width: | Height: | Size: 312 KiB |
BIN
bluedot.png
Normal file
|
After Width: | Height: | Size: 727 B |
90
cave_survival/map.py
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
from noise import snoise2
|
||||
import pydantic
|
||||
import pygame
|
||||
from rich.console import Console
|
||||
|
||||
console = Console()
|
||||
|
||||
# Generate the map using perlin noise
|
||||
|
||||
BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
GREY = (128, 128, 128)
|
||||
RED = (255, 128, 128)
|
||||
|
||||
|
||||
class Point(pydantic.BaseModel):
|
||||
x: int
|
||||
y: int
|
||||
|
||||
|
||||
class Map:
|
||||
def __init__(self):
|
||||
self.resolution = 32
|
||||
self.scale = 0.1 # Determines the "smoothness" of the terrain
|
||||
self.offset = Point(x=0, y=0)
|
||||
self.last_offset = self.offset
|
||||
# self.width = int(screen_width / self.resolution)
|
||||
# self.height = int(screen_height / self.resolution)
|
||||
self.screen_width = 800
|
||||
self.screen_height = 600
|
||||
self.octaves = 6 # Number of layers of noise to combine
|
||||
self.persistence = 0.5 # Amplitude of each octave
|
||||
self.lacunarity = 2.0 # Frequency of each octave
|
||||
self.thresh = 128
|
||||
self.surf = pygame.Surface(
|
||||
(self.screen_width / self.resolution, self.screen_height / self.resolution)
|
||||
)
|
||||
self.pre_draw()
|
||||
|
||||
# self.noise_map = self.generate_noise_map()
|
||||
|
||||
# def generate_noise_map(self):
|
||||
|
||||
# noise_map = [
|
||||
# [self.get_noise(x, y) for x in range(self.width)]
|
||||
# for y in range(self.height)
|
||||
# ]
|
||||
# return noise_map
|
||||
|
||||
def get_noise(self, x, y):
|
||||
value = snoise2(
|
||||
(x + self.offset.x) * self.scale,
|
||||
(y + self.offset.y) * self.scale,
|
||||
self.octaves,
|
||||
self.persistence,
|
||||
self.lacunarity,
|
||||
)
|
||||
value = (value + 1) / 2 * 255
|
||||
return value
|
||||
|
||||
def draw(self, screen):
|
||||
# if self.last_offset != self.offset:
|
||||
# self.last_offset = self.offset
|
||||
screen.blit(
|
||||
pygame.transform.scale(self.surf, (self.screen_width, self.screen_height)),
|
||||
(0, 0),
|
||||
)
|
||||
|
||||
def point_check_collision(self, x, y):
|
||||
return self.get_noise(x / self.resolution, y / self.resolution) < self.thresh
|
||||
|
||||
def pre_draw(self):
|
||||
console.log("drawing")
|
||||
self.surf = pygame.Surface((self.screen_width, self.screen_height))
|
||||
for x in range(self.screen_width):
|
||||
for y in range(self.screen_height):
|
||||
if not self.point_check_collision(x, y):
|
||||
pygame.draw.rect(
|
||||
self.surf,
|
||||
WHITE,
|
||||
(
|
||||
x,
|
||||
y,
|
||||
1,
|
||||
1,
|
||||
# self.resolution,
|
||||
# self.resolution,
|
||||
),
|
||||
)
|
||||
pygame.image.save(self.surf, "map.png")
|
||||
|
|
@ -1,78 +1,2 @@
|
|||
import pygame
|
||||
|
||||
|
||||
def run():
|
||||
# Initialize Pygame
|
||||
pygame.init()
|
||||
|
||||
# Set the window size and caption
|
||||
size = (700, 500)
|
||||
caption = "Pygame Image Movement"
|
||||
screen = pygame.display.set_mode(size)
|
||||
pygame.display.set_caption(caption)
|
||||
|
||||
# Load an image and get its rectangle
|
||||
image1 = pygame.image.load("cave_survival/assets/stev/1.png")
|
||||
image2 = pygame.image.load("cave_survival/assets/stev/2.png")
|
||||
image_rect = image1.get_rect()
|
||||
|
||||
# Set the initial position of the image
|
||||
image_rect.x = 350
|
||||
image_rect.y = 250
|
||||
movement_speed = 0.5
|
||||
|
||||
# Set the animation speed
|
||||
animation_speed = 0.005
|
||||
|
||||
# Set the animation frame
|
||||
animation_frame = 0
|
||||
|
||||
# Set the movement speed
|
||||
movement_speed = 0.5
|
||||
|
||||
# Main game loop
|
||||
running = True
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Get the current key presses
|
||||
pressed = pygame.key.get_pressed()
|
||||
|
||||
# Move the image based on the key presses
|
||||
if pressed[pygame.K_w]:
|
||||
image_rect.y -= movement_speed
|
||||
if pressed[pygame.K_a]:
|
||||
image_rect.x -= movement_speed
|
||||
if pressed[pygame.K_s]:
|
||||
image_rect.y += movement_speed
|
||||
if pressed[pygame.K_d]:
|
||||
image_rect.x += movement_speed
|
||||
|
||||
# Animate the image if the player is moving
|
||||
if (
|
||||
pressed[pygame.K_w]
|
||||
or pressed[pygame.K_a]
|
||||
or pressed[pygame.K_s]
|
||||
or pressed[pygame.K_d]
|
||||
):
|
||||
animation_frame += animation_speed
|
||||
if animation_frame >= 2:
|
||||
animation_frame = 0
|
||||
|
||||
image_rect.x += movement_speed
|
||||
|
||||
# Draw the image on the screen
|
||||
screen.fill((0, 0, 0))
|
||||
if animation_frame < 1:
|
||||
screen.blit(image1, image_rect)
|
||||
else:
|
||||
screen.blit(image2, image_rect)
|
||||
else:
|
||||
screen.fill((0, 0, 0))
|
||||
screen.blit(image1, image_rect)
|
||||
pygame.display.flip()
|
||||
|
||||
# Clean up
|
||||
pygame.quit()
|
||||
from cave_survival import underground
|
||||
|
|
|
|||
266
cave_survival/underground.py
Normal file
|
|
@ -0,0 +1,266 @@
|
|||
from pydantic import BaseModel
|
||||
import pygame
|
||||
from rich.console import Console
|
||||
|
||||
from cave_survival.map import Map, Point
|
||||
|
||||
console = Console()
|
||||
|
||||
# Initialize pygame
|
||||
pygame.init()
|
||||
|
||||
# Set up the display
|
||||
screen_width = 800
|
||||
screen_height = 600
|
||||
screen = pygame.display.set_mode((screen_width, screen_height))
|
||||
pygame.display.set_caption("Underground Survival")
|
||||
|
||||
# Set up the clock
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# Set up the colors
|
||||
BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
GREY = (128, 128, 128)
|
||||
RED = (255, 128, 128)
|
||||
|
||||
# Set up the player
|
||||
|
||||
|
||||
class Collisions(BaseModel):
|
||||
top: bool = False
|
||||
right: bool = False
|
||||
bottom: bool = False
|
||||
left: bool = False
|
||||
|
||||
|
||||
class Player:
|
||||
def __init__(self):
|
||||
self.width = 16
|
||||
self.height = 16
|
||||
self.x = screen_width / 2
|
||||
self.y = screen_height / 2
|
||||
self.speed = 5
|
||||
self.image = pygame.image.load("player.png").convert_alpha()
|
||||
self.x_last = self.x
|
||||
self.y_last = self.y
|
||||
self.hitbox_surface = pygame.Surface((self.width, self.height))
|
||||
self.hitbox_surface.fill(WHITE)
|
||||
pygame.draw.rect(
|
||||
self.hitbox_surface, (255, 0, 0), (0, 0, self.width, self.height), 1
|
||||
)
|
||||
self.hitbox_surface.set_alpha(0)
|
||||
|
||||
def draw(self, surface, offset):
|
||||
surface.blit(
|
||||
pygame.transform.scale(self.image, (16, 16)),
|
||||
(self.x - 8 - offset.x, self.y - 8 - offset.y),
|
||||
)
|
||||
|
||||
|
||||
# def generate_perlin_noise(width, height, scale):
|
||||
# map.noise_map = [[0 for y in range(height)] for x in range(width)]
|
||||
# for i in range(width):
|
||||
# for j in range(height):
|
||||
# map.noise_map[i][j] = noise.pnoise2(
|
||||
# i / float(scale),
|
||||
# j / float(scale),
|
||||
# octaves=6,
|
||||
# persistence=0.5,
|
||||
# lacunarity=2.0,
|
||||
# repeatx=1024,
|
||||
# repeaty=1024,
|
||||
# base=0,
|
||||
# )
|
||||
# return map.noise_map
|
||||
|
||||
|
||||
player = Player()
|
||||
|
||||
# Set up the enemies
|
||||
enemy_width = 32
|
||||
enemy_height = 32
|
||||
enemy_speed = 2
|
||||
enemy_image = pygame.image.load("enemy.png").convert_alpha()
|
||||
|
||||
# Set up the items
|
||||
item_width = 32
|
||||
item_height = 32
|
||||
item_image = pygame.image.load("item.png").convert_alpha()
|
||||
|
||||
# Set up the day/night cycle
|
||||
day_length = 60 * 60 # 60 seconds * 60 frames
|
||||
day_timer = 0
|
||||
|
||||
# Set up the inventory
|
||||
inventory = ["sword", "pickaxe", "axe"]
|
||||
|
||||
# Set up the map
|
||||
|
||||
map = Map()
|
||||
map_image = pygame.image.load("map.png").convert_alpha()
|
||||
|
||||
# Set up the inventory surface
|
||||
inventory_surface = pygame.Surface((len(inventory) * 32, 32))
|
||||
inventory_surface.fill(GREY)
|
||||
|
||||
# Generate the map using perlin noise
|
||||
# map.noise_map = [[0 for x in range(map.width)] for y in range(map.height)]
|
||||
# map.noise_map = generate_perlin_noise(map.width, map.height, map.scale)
|
||||
# for x in range(map.width):
|
||||
# for y in range(map.height):
|
||||
# map.noise_map[x][y] = random.randint(0, 255)
|
||||
|
||||
# Make sure the player starts on a white block
|
||||
# while (
|
||||
# map.noise_map[int(player.x / map.resolution)][int(player.y / map.resolution)]
|
||||
# < map.thresh
|
||||
# ):
|
||||
|
||||
# while map.point_check_collision(player.pos.x, player.pos.y):
|
||||
# player.x += 1
|
||||
# player.y += 1
|
||||
# player.x -= 1
|
||||
# player.y -= 1
|
||||
|
||||
# Main game loop
|
||||
running = True
|
||||
while running:
|
||||
# Handle events
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Update the day/night cycle
|
||||
day_timer += 1
|
||||
if day_timer > day_length:
|
||||
day_timer = 0
|
||||
|
||||
# Update the player
|
||||
keys = pygame.key.get_pressed()
|
||||
if keys[pygame.K_w]:
|
||||
player.y -= player.speed
|
||||
if keys[pygame.K_s]:
|
||||
player.y += player.speed
|
||||
if keys[pygame.K_a]:
|
||||
player.x -= player.speed
|
||||
if keys[pygame.K_d]:
|
||||
player.x += player.speed
|
||||
|
||||
# Check for player collisions with the walls and the black tiles on the map
|
||||
collisions = Collisions()
|
||||
if player.x < 0:
|
||||
player.x = 0
|
||||
collisions.left = True
|
||||
if player.x > screen_width - player.width:
|
||||
player.x = screen_width - player.width
|
||||
collisions.right = True
|
||||
if player.y < 0:
|
||||
player.y = 0
|
||||
collisions.top = True
|
||||
if player.y > screen_height - player.height:
|
||||
player.y = screen_height - player.height
|
||||
collisions.bottom = True
|
||||
|
||||
player.pos = pygame.math.Vector2(player.x, player.y)
|
||||
|
||||
if map.point_check_collision(player.pos.x, player.pos.y):
|
||||
|
||||
start_pos = pygame.math.Vector2(player.x_last, player.y_last)
|
||||
end_pos = pygame.math.Vector2(player.x, player.y)
|
||||
movement_vector = end_pos - start_pos
|
||||
try:
|
||||
movement_direction = movement_vector.normalize()
|
||||
except:
|
||||
end_pos = pygame.math.Vector2(player.x + 128, player.y + 128)
|
||||
movement_vector = end_pos - start_pos
|
||||
movement_direction = movement_vector.normalize()
|
||||
movement_speed = 0.05
|
||||
|
||||
player.x = player.x_last
|
||||
player.y = player.y_last
|
||||
|
||||
player.pos = pygame.math.Vector2(start_pos)
|
||||
|
||||
while map.point_check_collision(player.pos.x, player.pos.y):
|
||||
# map.noise_map[int(player.pos.x / map.resolution)][
|
||||
# int(player.pos.y / map.resolution)
|
||||
# ] <
|
||||
# map.thresh
|
||||
# ):
|
||||
print("moving")
|
||||
print(movement_speed)
|
||||
print(movement_direction)
|
||||
|
||||
player.pos += movement_speed * movement_direction
|
||||
player.x = player.pos.x
|
||||
player.y = player.pos.y
|
||||
|
||||
player.pos -= movement_speed * movement_direction
|
||||
player.x = player.pos.x
|
||||
player.y = player.pos.y
|
||||
|
||||
player.x_last = player.x
|
||||
player.y_last = player.y
|
||||
|
||||
# Update the enemies
|
||||
# for enemy in enemies:
|
||||
# enemy_x += enemy_speed
|
||||
# enemy_y += enemy_speed
|
||||
|
||||
# Draw the screen
|
||||
screen.fill(BLACK)
|
||||
|
||||
# Draw the map
|
||||
map.offset = Point(x=player.x, y=player.y)
|
||||
map.offset = Point(x=0, y=0)
|
||||
map.draw(screen)
|
||||
|
||||
# Draw the player
|
||||
player.draw(screen, offset=map.offset)
|
||||
|
||||
# Draw the enemies
|
||||
# for enemy in enemies:
|
||||
# screen.blit(enemy_image, (enemy_x, enemy_y))
|
||||
|
||||
# Draw the items
|
||||
# for item in items:
|
||||
# screen.blit(item_image, (item_x, item_y))
|
||||
|
||||
# Draw the inventory
|
||||
for i, item_name in enumerate(inventory):
|
||||
inventory_surface.blit(
|
||||
pygame.image.load(item_name + ".png").convert_alpha(), (i * 32, 0)
|
||||
)
|
||||
screen.blit(
|
||||
inventory_surface,
|
||||
(
|
||||
screen_width / 2 - inventory_surface.get_width() / 2,
|
||||
screen_height - inventory_surface.get_height(),
|
||||
),
|
||||
)
|
||||
|
||||
# Draw the day/night cycle
|
||||
pygame.draw.rect(screen, GREY, (0, 0, day_timer / day_length * screen_width, 10))
|
||||
|
||||
# collision debug
|
||||
# top
|
||||
|
||||
# pygame.draw.rect(screen, RED, (0, 0, screen_width, 5))
|
||||
# # bottom
|
||||
# pygame.draw.rect(screen, RED, (0, screen_height - 5, screen_width, 5))
|
||||
# # left
|
||||
# pygame.draw.rect(screen, RED, (0, 0, 5, screen_height))
|
||||
# # right
|
||||
# pygame.draw.rect(screen, RED, (screen_width - 5, 0, 5, screen_height))
|
||||
|
||||
# Update the display
|
||||
pygame.display.flip()
|
||||
|
||||
# Limit the framerate
|
||||
clock.tick(60)
|
||||
# console.log(clock.get_fps())
|
||||
|
||||
|
||||
# Quit pygame
|
||||
pygame.quit()
|
||||
BIN
enemy.png
Normal file
|
After Width: | Height: | Size: 713 B |
BIN
icon.png
Normal file
|
After Width: | Height: | Size: 839 B |
BIN
item.png
Normal file
|
After Width: | Height: | Size: 727 B |
BIN
map.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
108
move_along_line.py
Normal file
|
|
@ -0,0 +1,108 @@
|
|||
import pygame
|
||||
|
||||
# Initialize Pygame
|
||||
pygame.init()
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
# Set the window size and caption
|
||||
WINDOW_SIZE = (500, 500)
|
||||
screen = pygame.display.set_mode(WINDOW_SIZE)
|
||||
pygame.display.set_caption("Moving circle along a line")
|
||||
|
||||
# Define some colors
|
||||
WHITE = (255, 255, 255)
|
||||
BLACK = (0, 0, 0)
|
||||
|
||||
# Set up the starting position and ending position of the line
|
||||
start_pos = (50, 300)
|
||||
end_pos = (400, 400)
|
||||
|
||||
end_pos = (50, 300)
|
||||
start_pos = (400, 400)
|
||||
|
||||
# Set up the circle's initial position and movement speed
|
||||
circle_pos = start_pos
|
||||
circle_radius = 20
|
||||
movement_speed = 5
|
||||
|
||||
# # Game loop
|
||||
# running = True
|
||||
# while running:
|
||||
# # Handle events
|
||||
# for event in pygame.event.get():
|
||||
# if event.type == pygame.QUIT:
|
||||
# running = False
|
||||
|
||||
# # Clear the screen
|
||||
# screen.fill(WHITE)
|
||||
|
||||
# # Draw the line
|
||||
# pygame.draw.line(screen, BLACK, start_pos, end_pos)
|
||||
|
||||
# # Draw the circle at its current position
|
||||
# pygame.draw.circle(screen, BLACK, circle_pos, circle_radius)
|
||||
|
||||
# # Move the circle along the line
|
||||
# movement_vector = pygame.math.Vector2(
|
||||
# end_pos[0] - start_pos[0], end_pos[1] - start_pos[1]
|
||||
# )
|
||||
# movement_direction = movement_vector.normalize()
|
||||
# circle_pos = (
|
||||
# circle_pos[0] + movement_speed * movement_direction.x,
|
||||
# circle_pos[1] + movement_speed * movement_direction.y,
|
||||
# )
|
||||
|
||||
# # Check if the circle has reached the end of the line
|
||||
# if circle_pos.distance_to(end_pos) < movement_speed:
|
||||
# circle_pos = end_pos
|
||||
# running = False
|
||||
# # Update the display
|
||||
# pygame.display.update()
|
||||
|
||||
# clock.tick(60)
|
||||
|
||||
# # Quit Pygame
|
||||
# pygame.quit()
|
||||
|
||||
# Set up the starting position and ending position of the line
|
||||
start_pos = pygame.math.Vector2(50, 50)
|
||||
end_pos = pygame.math.Vector2(400, 400)
|
||||
|
||||
# Set up the circle's initial position
|
||||
circle_pos = pygame.math.Vector2(start_pos)
|
||||
|
||||
# Game loop
|
||||
running = True
|
||||
while running:
|
||||
# Handle events
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Clear the screen
|
||||
screen.fill(WHITE)
|
||||
|
||||
# Draw the line
|
||||
pygame.draw.line(screen, BLACK, start_pos, end_pos)
|
||||
|
||||
# Draw the circle at its current position
|
||||
pygame.draw.circle(
|
||||
screen, BLACK, [int(circle_pos.x), int(circle_pos.y)], circle_radius
|
||||
)
|
||||
|
||||
# Move the circle along the line
|
||||
movement_vector = end_pos - start_pos
|
||||
movement_direction = movement_vector.normalize()
|
||||
circle_pos += movement_speed * movement_direction
|
||||
|
||||
# Check if the circle has reached the end of the line
|
||||
if circle_pos.distance_to(end_pos) < movement_speed:
|
||||
circle_pos = end_pos
|
||||
running = False
|
||||
|
||||
# Update the display
|
||||
pygame.display.update()
|
||||
clock.tick(60)
|
||||
|
||||
# Quit Pygame
|
||||
pygame.quit()
|
||||
BIN
pickaxe.png
Normal file
|
After Width: | Height: | Size: 787 B |
BIN
player.png
Normal file
|
After Width: | Height: | Size: 1.2 KiB |
|
|
@ -28,6 +28,8 @@ dependencies = [
|
|||
"pygame",
|
||||
"typer",
|
||||
"rich",
|
||||
"pydantic",
|
||||
'noise',
|
||||
]
|
||||
dynamic = ["version"]
|
||||
|
||||
|
|
|
|||
BIN
sword.png
Normal file
|
After Width: | Height: | Size: 735 B |
BIN
unnamed.png
Normal file
|
After Width: | Height: | Size: 787 B |