wip
1
.gitignore
vendored
|
|
@ -956,3 +956,4 @@ FodyWeavers.xsd
|
|||
# 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
|
||||
.null-ls_574349_tetris.py
|
||||
|
|
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108
aforest.py
Normal file
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|
@ -0,0 +1,108 @@
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|||
import math
|
||||
|
||||
import noise
|
||||
import pygame
|
||||
|
||||
# set up pygame
|
||||
pygame.init()
|
||||
|
||||
# set up the window
|
||||
screen_width, screen_height = 1280, 800
|
||||
screen = pygame.display.set_mode((screen_width, screen_height))
|
||||
# set up the noise surface
|
||||
noise_width, noise_height = 1280, 800
|
||||
noise_scale = 10
|
||||
noise_width = int(screen_width / noise_scale)
|
||||
noise_height = int(screen_height / noise_scale)
|
||||
# noise_width, noise_height = round(1280 / 10), round(800 / 10)
|
||||
noise_surface = pygame.Surface((noise_width, noise_height))
|
||||
# set up the colors
|
||||
BLACK = (0, 0, 0)
|
||||
GREEN = (0, 255, 0)
|
||||
BLUE = (0, 0, 255)
|
||||
colors = [(0, 128, 0), (0, 64, 0), (0, 32, 0)]
|
||||
# set up the noise
|
||||
octaves = 1
|
||||
freq = 256 * octaves
|
||||
# generate the noise
|
||||
noise_map = [
|
||||
[
|
||||
noise.pnoise2(x / freq, y / freq, octaves, repeatx=3024, repeaty=3024)
|
||||
for x in range(screen_width)
|
||||
]
|
||||
for y in range(screen_height)
|
||||
]
|
||||
# set up the clock
|
||||
clock = pygame.time.Clock()
|
||||
# set up the animation
|
||||
frame = 0
|
||||
# set up the noise surface cache
|
||||
noise_surface_cache = []
|
||||
# set up the noise surface cache index
|
||||
noise_surface_cache_index = 0
|
||||
# set up the noise surface cache size
|
||||
noise_surface_cache_size = 120
|
||||
# set up the noise surface cache
|
||||
for i in range(noise_surface_cache_size):
|
||||
|
||||
print(f"caching {i} of {noise_surface_cache_size}")
|
||||
# draw the background
|
||||
for y in range(noise_height):
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||||
for x in range(noise_width):
|
||||
color = colors[2]
|
||||
if (
|
||||
noise_map[y * noise_scale][x * noise_scale]
|
||||
+ math.sin(i * (3.14 / noise_surface_cache_size))
|
||||
> 0.2
|
||||
):
|
||||
color = colors[1]
|
||||
elif (
|
||||
noise_map[y * noise_scale][x * noise_scale]
|
||||
+ math.sin(i * (3.14 / noise_surface_cache_size))
|
||||
< 0.15
|
||||
):
|
||||
color = colors[0]
|
||||
noise_surface.set_at((x, y), color)
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||||
# cache the noise surface
|
||||
|
||||
noise_surface_scaled = pygame.transform.scale(
|
||||
noise_surface, (screen_width, screen_height)
|
||||
)
|
||||
# noise_surface_scaled_pil = Image.frombytes(
|
||||
# "RGB",
|
||||
# (screen_width, screen_height),
|
||||
# pygame.image.tostring(noise_surface_scaled, "RGB", False),
|
||||
# )
|
||||
|
||||
# noise_surface_scaled_pil = noise_surface_scaled_pil.filter(
|
||||
# ImageFilter.GaussianBlur(radius=20)
|
||||
# )
|
||||
# noise_surface_scaled = pygame.image.fromstring(
|
||||
# noise_surface_scaled_pil.tobytes(), (screen_width, screen_height), "RGB"
|
||||
# )
|
||||
noise_surface_cache.append(noise_surface_scaled)
|
||||
|
||||
noise_surface_cache.extend([n for n in noise_surface_cache[::-1]])
|
||||
# main loop
|
||||
running = True
|
||||
print("running")
|
||||
while running:
|
||||
# keep loop running at the right speed
|
||||
clock.tick(60)
|
||||
# process events
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
# increment the frame
|
||||
frame += 0.2
|
||||
if frame > noise_surface_cache_size - 1:
|
||||
frame = 0
|
||||
# draw the noise surface onto the screen
|
||||
screen.blit(noise_surface_cache[int(frame)], (0, 0))
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||||
|
||||
# display the fps on the screen
|
||||
pygame.display.set_caption(str(clock.get_fps()))
|
||||
# update the display
|
||||
pygame.display.flip()
|
||||
|
||||
pygame.quit()
|
||||
180
camera.py
Normal file
|
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@ -0,0 +1,180 @@
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|||
"""Basic showcase on how the transform property on SpaceDebugDrawOptions can
|
||||
be used as a camera to allow panning. Use arrows to move the camera.
|
||||
"""
|
||||
|
||||
__docformat__ = "reStructuredText"
|
||||
|
||||
import random
|
||||
import sys
|
||||
|
||||
import pygame
|
||||
import pymunk.pygame_util
|
||||
from pymunk.vec2d import Vec2d
|
||||
|
||||
random.seed(0)
|
||||
|
||||
|
||||
def main():
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((600, 600))
|
||||
clock = pygame.time.Clock()
|
||||
running = True
|
||||
font = pygame.font.Font(None, 16)
|
||||
text = font.render(
|
||||
"Use Arrows (up, down, left, right) to move the camera, "
|
||||
"a and z to zoom in / out and s and x to rotate.",
|
||||
True,
|
||||
pygame.Color("black"),
|
||||
)
|
||||
|
||||
### Physics stuff
|
||||
space = pymunk.Space()
|
||||
space.gravity = Vec2d(0.0, 900.0)
|
||||
draw_options = pymunk.pygame_util.DrawOptions(screen)
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||||
|
||||
## Balls
|
||||
balls = []
|
||||
|
||||
body = pymunk.Body()
|
||||
body.position = pymunk.Vec2d(407, 354)
|
||||
s1 = pymunk.Segment(body, Vec2d(-300, -30), Vec2d(0, 0), 1.0)
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||||
s2 = pymunk.Segment(body, Vec2d(0, 0), Vec2d(0, -100), 1.0)
|
||||
s1.density = 0.1
|
||||
s2.density = 0.1
|
||||
s1.friction = 1
|
||||
s2.friction = 1
|
||||
space.add(body, s1, s2)
|
||||
|
||||
c1 = pymunk.constraints.DampedSpring(
|
||||
space.static_body,
|
||||
body,
|
||||
(427, 200),
|
||||
(0, -100),
|
||||
Vec2d(407, 254).get_distance((427, 200)),
|
||||
2000,
|
||||
100,
|
||||
)
|
||||
|
||||
c2 = pymunk.constraints.DampedSpring(
|
||||
space.static_body,
|
||||
body,
|
||||
(87, 200),
|
||||
(-300, -30),
|
||||
Vec2d(107, 324).get_distance((87, 200)),
|
||||
2000,
|
||||
100,
|
||||
)
|
||||
space.add(c1, c2)
|
||||
|
||||
# extra to show how constraints are drawn when very small / large
|
||||
body = pymunk.Body(1, 100)
|
||||
body.position = 450, 305
|
||||
c3 = pymunk.constraints.DampedSpring(
|
||||
space.static_body, body, (450, 300), (0, 0), 5, 1000, 100
|
||||
)
|
||||
space.add(body, c3)
|
||||
body = pymunk.Body(1, 100)
|
||||
body.position = 500, 2025
|
||||
c3 = pymunk.constraints.DampedSpring(
|
||||
space.static_body, body, (500, 25), (0, 0), 2000, 1000, 100
|
||||
)
|
||||
space.add(body, c3)
|
||||
|
||||
ticks_to_next_ball = 10
|
||||
|
||||
translation = pymunk.Transform()
|
||||
scaling = 1
|
||||
rotation = 0
|
||||
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if (
|
||||
event.type == pygame.QUIT
|
||||
or event.type == pygame.KEYDOWN
|
||||
and event.key == pygame.K_ESCAPE
|
||||
):
|
||||
running = False
|
||||
elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
|
||||
pygame.image.save(screen, "camera.png")
|
||||
|
||||
keys = pygame.key.get_pressed()
|
||||
left = int(keys[pygame.K_LEFT])
|
||||
up = int(keys[pygame.K_UP])
|
||||
down = int(keys[pygame.K_DOWN])
|
||||
right = int(keys[pygame.K_RIGHT])
|
||||
|
||||
zoom_in = int(keys[pygame.K_a])
|
||||
zoom_out = int(keys[pygame.K_z])
|
||||
rotate_left = int(keys[pygame.K_s])
|
||||
rotate_right = int(keys[pygame.K_x])
|
||||
|
||||
translate_speed = 10
|
||||
translation = translation.translated(
|
||||
translate_speed * left - translate_speed * right,
|
||||
translate_speed * up - translate_speed * down,
|
||||
)
|
||||
|
||||
zoom_speed = 0.1
|
||||
scaling *= 1 + (zoom_speed * zoom_in - zoom_speed * zoom_out)
|
||||
|
||||
rotation_speed = 0.1
|
||||
rotation += rotation_speed * rotate_left - rotation_speed * rotate_right
|
||||
|
||||
# to zoom with center of screen as origin we need to offset with
|
||||
# center of screen, scale, and then offset back
|
||||
draw_options.transform = (
|
||||
pymunk.Transform.translation(300, 300)
|
||||
@ pymunk.Transform.scaling(scaling)
|
||||
@ translation
|
||||
@ pymunk.Transform.rotation(rotation)
|
||||
@ pymunk.Transform.translation(-300, -300)
|
||||
)
|
||||
|
||||
ticks_to_next_ball -= 1
|
||||
if ticks_to_next_ball <= 0:
|
||||
ticks_to_next_ball = 100
|
||||
mass = 10
|
||||
radius = 25
|
||||
inertia = pymunk.moment_for_circle(mass, 0, radius, (0, 0))
|
||||
body = pymunk.Body(mass, inertia)
|
||||
x = random.randint(115, 350)
|
||||
body.position = x, 100
|
||||
if random.random() > 0.5:
|
||||
shape = pymunk.Circle(body, radius)
|
||||
else:
|
||||
shape = pymunk.Poly.create_box(
|
||||
body, size=(radius * 2, radius * 2), radius=2
|
||||
)
|
||||
shape.friction = 1
|
||||
space.add(body, shape)
|
||||
balls.append(shape)
|
||||
|
||||
### Clear screen
|
||||
screen.fill(pygame.Color("white"))
|
||||
|
||||
### Draw stuff
|
||||
space.debug_draw(draw_options)
|
||||
|
||||
balls_to_remove = []
|
||||
for ball in balls:
|
||||
if ball.body.position.y > 500:
|
||||
balls_to_remove.append(ball)
|
||||
|
||||
for ball in balls_to_remove:
|
||||
space.remove(ball, ball.body)
|
||||
balls.remove(ball)
|
||||
|
||||
screen.blit(text, (5, 5))
|
||||
|
||||
### Update physics
|
||||
dt = 1.0 / 60.0
|
||||
space.step(dt)
|
||||
|
||||
### Flip screen
|
||||
pygame.display.flip()
|
||||
clock.tick(50)
|
||||
pygame.display.set_caption("fps: " + str(clock.get_fps()))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
sys.exit(main())
|
||||
250
constraints.py
Normal file
|
|
@ -0,0 +1,250 @@
|
|||
"""
|
||||
Pymunk constraints demo. Showcase of all the constraints included in Pymunk.
|
||||
|
||||
Adapted from the Chipmunk Joints demo:
|
||||
https://github.com/slembcke/Chipmunk2D/blob/master/demo/Joints.c
|
||||
"""
|
||||
|
||||
import inspect
|
||||
import math
|
||||
|
||||
import pygame
|
||||
import pymunk.pygame_util
|
||||
from pymunk.vec2d import Vec2d
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((1200, 600))
|
||||
clock = pygame.time.Clock()
|
||||
font = pygame.font.Font(None, 24)
|
||||
|
||||
|
||||
help_txt = font.render(
|
||||
"Pymunk constraints demo. Use mouse to drag/drop. Hover to see descr.",
|
||||
True,
|
||||
pygame.Color("darkgray"),
|
||||
)
|
||||
|
||||
space = pymunk.Space()
|
||||
space.gravity = (0.0, 900.0)
|
||||
draw_options = pymunk.pygame_util.DrawOptions(screen)
|
||||
|
||||
# containers
|
||||
box_size = 200
|
||||
w = screen.get_width()
|
||||
h = screen.get_height()
|
||||
for i in range(6):
|
||||
sw = pymunk.Segment(space.static_body, (0, i * box_size), (w, i * box_size), 1)
|
||||
sw.friction = 1
|
||||
sw.elasticity = 1
|
||||
sh = pymunk.Segment(
|
||||
space.static_body, (i * box_size, 0), (i * box_size, h - box_size), 1
|
||||
)
|
||||
sh.friction = 1
|
||||
sh.elasticity = 1
|
||||
space.add(sw, sh)
|
||||
|
||||
|
||||
def add_ball(space, pos, box_offset):
|
||||
body = pymunk.Body()
|
||||
body.position = Vec2d(*pos) + box_offset
|
||||
shape = pymunk.Circle(body, 20)
|
||||
shape.mass = 1
|
||||
shape.friction = 0.7
|
||||
space.add(body, shape)
|
||||
return body
|
||||
|
||||
|
||||
def add_bar(space, pos, box_offset):
|
||||
body = pymunk.Body()
|
||||
body.position = Vec2d(*pos) + box_offset
|
||||
shape = pymunk.Segment(body, (0, 40), (0, -40), 6)
|
||||
shape.mass = 2
|
||||
shape.friction = 0.7
|
||||
space.add(body, shape)
|
||||
return body
|
||||
|
||||
|
||||
def add_lever(space, pos, box_offset):
|
||||
body = pymunk.Body()
|
||||
body.position = pos + Vec2d(*box_offset) + (0, -20)
|
||||
shape = pymunk.Segment(body, (0, 20), (0, -20), 5)
|
||||
shape.mass = 1
|
||||
shape.friction = 0.7
|
||||
space.add(body, shape)
|
||||
return body
|
||||
|
||||
|
||||
def main():
|
||||
txts = {}
|
||||
|
||||
box_offset = 0, 0
|
||||
b1 = add_ball(space, (50, 60), box_offset)
|
||||
b2 = add_ball(space, (150, 60), box_offset)
|
||||
c: pymunk.Constraint = pymunk.PinJoint(b1, b2, (20, 0), (-20, 0))
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size, 0
|
||||
b1 = add_ball(space, (50, 60), box_offset)
|
||||
b2 = add_ball(space, (150, 60), box_offset)
|
||||
c = pymunk.SlideJoint(b1, b2, (20, 0), (-20, 0), 40, 80)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 2, 0
|
||||
b1 = add_ball(space, (50, 60), box_offset)
|
||||
b2 = add_ball(space, (150, 60), box_offset)
|
||||
c = pymunk.PivotJoint(b1, b2, Vec2d(*box_offset) + (100, 60))
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 3, 0
|
||||
b1 = add_ball(space, (50, 60), box_offset)
|
||||
b2 = add_ball(space, (150, 60), box_offset)
|
||||
c = pymunk.GrooveJoint(b1, b2, (50, 50), (50, -50), (-50, 0))
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 4, 0
|
||||
b1 = add_ball(space, (50, 60), box_offset)
|
||||
b2 = add_ball(space, (150, 60), box_offset)
|
||||
c = pymunk.DampedSpring(b1, b2, (30, 0), (-30, 0), 20, 5, 0.3)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 5, 0
|
||||
b1 = add_bar(space, (50, 80), box_offset)
|
||||
b2 = add_bar(space, (150, 80), box_offset)
|
||||
# Add some joints to hold the circles in place.
|
||||
space.add(pymunk.PivotJoint(b1, space.static_body, (50, 80) + Vec2d(*box_offset)))
|
||||
space.add(pymunk.PivotJoint(b2, space.static_body, (150, 80) + Vec2d(*box_offset)))
|
||||
c = pymunk.DampedRotarySpring(b1, b2, 0, 3000, 60)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = 0, box_size
|
||||
b1 = add_lever(space, (50, 100), box_offset)
|
||||
b2 = add_lever(space, (150, 100), box_offset)
|
||||
# Add some joints to hold the circles in place.
|
||||
space.add(pymunk.PivotJoint(b1, space.static_body, (50, 100) + Vec2d(*box_offset)))
|
||||
space.add(pymunk.PivotJoint(b2, space.static_body, (150, 100) + Vec2d(*box_offset)))
|
||||
# Hold their rotation within 90 degrees of each other.
|
||||
c = pymunk.RotaryLimitJoint(b1, b2, math.pi / 2, math.pi / 2)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size, box_size
|
||||
b1 = add_lever(space, (50, 100), box_offset)
|
||||
b2 = add_lever(space, (150, 100), box_offset)
|
||||
# Add some pin joints to hold the circles in place.
|
||||
space.add(pymunk.PivotJoint(b1, space.static_body, (50, 100) + Vec2d(*box_offset)))
|
||||
space.add(pymunk.PivotJoint(b2, space.static_body, (150, 100) + Vec2d(*box_offset)))
|
||||
# Ratchet every 90 degrees
|
||||
c = pymunk.RatchetJoint(b1, b2, 0, math.pi / 2)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 2, box_size
|
||||
b1 = add_bar(space, (50, 100), box_offset)
|
||||
b2 = add_bar(space, (150, 100), box_offset)
|
||||
# Add some pin joints to hold the circles in place.
|
||||
space.add(pymunk.PivotJoint(b1, space.static_body, (50, 100) + Vec2d(*box_offset)))
|
||||
space.add(pymunk.PivotJoint(b2, space.static_body, (150, 100) + Vec2d(*box_offset)))
|
||||
# Force one to sping 2x as fast as the other
|
||||
c = pymunk.GearJoint(b1, b2, 0, 2)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
box_offset = box_size * 3, box_size
|
||||
b1 = add_bar(space, (50, 100), box_offset)
|
||||
b2 = add_bar(space, (150, 100), box_offset)
|
||||
# Add some pin joints to hold the circles in place.
|
||||
space.add(pymunk.PivotJoint(b1, space.static_body, (50, 100) + Vec2d(*box_offset)))
|
||||
space.add(pymunk.PivotJoint(b2, space.static_body, (150, 100) + Vec2d(*box_offset)))
|
||||
# Make them spin at 1/2 revolution per second in relation to each other.
|
||||
c = pymunk.SimpleMotor(b1, b2, math.pi)
|
||||
txts[box_offset] = inspect.getdoc(c)
|
||||
space.add(c)
|
||||
|
||||
# TODO add one or two advanced constraints examples, such as a car or rope
|
||||
|
||||
mouse_joint = None
|
||||
mouse_body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
|
||||
|
||||
# Build rendered help texts
|
||||
box_texts = {}
|
||||
for k in txts:
|
||||
l = 0
|
||||
box_texts[k] = []
|
||||
# Only take the first 5 lines.
|
||||
for line in txts[k].splitlines()[:5]:
|
||||
txt = font.render(line, True, pygame.Color("black"))
|
||||
box_texts[k].append(txt)
|
||||
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
exit()
|
||||
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
|
||||
exit()
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if mouse_joint is not None:
|
||||
space.remove(mouse_joint)
|
||||
mouse_joint = None
|
||||
|
||||
p = Vec2d(*event.pos)
|
||||
hit = space.point_query_nearest(p, 5, pymunk.ShapeFilter())
|
||||
if hit is not None and hit.shape.body.body_type == pymunk.Body.DYNAMIC:
|
||||
shape = hit.shape
|
||||
# Use the closest point on the surface if the click is outside
|
||||
# of the shape.
|
||||
if hit.distance > 0:
|
||||
nearest = hit.point
|
||||
else:
|
||||
nearest = p
|
||||
mouse_joint = pymunk.PivotJoint(
|
||||
mouse_body,
|
||||
shape.body,
|
||||
(0, 0),
|
||||
shape.body.world_to_local(nearest),
|
||||
)
|
||||
mouse_joint.max_force = 50000
|
||||
mouse_joint.error_bias = (1 - 0.15) ** 60
|
||||
space.add(mouse_joint)
|
||||
|
||||
elif event.type == pygame.MOUSEBUTTONUP:
|
||||
if mouse_joint is not None:
|
||||
space.remove(mouse_joint)
|
||||
mouse_joint = None
|
||||
|
||||
screen.fill(pygame.Color("white"))
|
||||
|
||||
screen.blit(help_txt, (5, screen.get_height() - 20))
|
||||
|
||||
mouse_pos = pygame.mouse.get_pos()
|
||||
|
||||
# Display help message
|
||||
x = mouse_pos[0] // box_size * box_size
|
||||
y = mouse_pos[1] // box_size * box_size
|
||||
|
||||
if (x, y) in box_texts:
|
||||
txts = box_texts[(x, y)]
|
||||
i = 0
|
||||
for txt in txts:
|
||||
pos = (5, box_size * 2 + 10 + i * 20)
|
||||
screen.blit(txt, pos)
|
||||
i += 1
|
||||
|
||||
mouse_body.position = mouse_pos
|
||||
|
||||
space.step(1.0 / 60)
|
||||
|
||||
space.debug_draw(draw_options)
|
||||
pygame.display.flip()
|
||||
|
||||
clock.tick(60)
|
||||
pygame.display.set_caption(f"fps: {clock.get_fps()}")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
0
creeper_adventure/assets/bee/idle/1.png
Executable file → Normal file
|
Before Width: | Height: | Size: 630 B After Width: | Height: | Size: 630 B |
0
creeper_adventure/assets/creeper/idle/1.png
Executable file → Normal file
|
Before Width: | Height: | Size: 769 B After Width: | Height: | Size: 769 B |
0
creeper_adventure/assets/creeper/idle/2.png
Executable file → Normal file
|
Before Width: | Height: | Size: 769 B After Width: | Height: | Size: 769 B |
0
creeper_adventure/assets/creeper/idle/3.png
Executable file → Normal file
|
Before Width: | Height: | Size: 769 B After Width: | Height: | Size: 769 B |
0
creeper_adventure/assets/creeper/idle/4.png
Executable file → Normal file
|
Before Width: | Height: | Size: 769 B After Width: | Height: | Size: 769 B |
0
creeper_adventure/assets/creeper/idle/5.png
Executable file → Normal file
|
Before Width: | Height: | Size: 776 B After Width: | Height: | Size: 776 B |
0
creeper_adventure/assets/leaf.png
Executable file → Normal file
|
Before Width: | Height: | Size: 599 B After Width: | Height: | Size: 599 B |
0
creeper_adventure/assets/oak_trees/1.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
creeper_adventure/assets/oak_trees/2.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
creeper_adventure/assets/oak_trees/4.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
0
creeper_adventure/assets/oak_trees/5.png
Executable file → Normal file
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
0
creeper_adventure/assets/spotlight.png
Executable file → Normal file
|
Before Width: | Height: | Size: 2 KiB After Width: | Height: | Size: 2 KiB |
7
creeper_adventure/creeper.py
Executable file → Normal file
|
|
@ -1,10 +1,12 @@
|
|||
import random
|
||||
from copy import copy
|
||||
from itertools import cycle, repeat
|
||||
from pathlib import Path
|
||||
import random
|
||||
from typing import List, Optional
|
||||
|
||||
import pygame
|
||||
from more_itertools import flatten
|
||||
from pydantic import BaseModel
|
||||
import pygame
|
||||
|
||||
from creeper_adventure.game import Game
|
||||
|
||||
|
|
@ -348,7 +350,6 @@ class MainMenu(Menu):
|
|||
h = 50
|
||||
x = self.game.screen.get_size()[0] / 2 - w / 2
|
||||
y = 300
|
||||
print(self.game.frames)
|
||||
return Button(self.game, self.surf, self.button_text, x, y, w, h, self.toggle)
|
||||
|
||||
def set_button_text(self):
|
||||
|
|
|
|||
0
creeper_adventure/game.py
Executable file → Normal file
63
forest.py
Normal file
|
|
@ -0,0 +1,63 @@
|
|||
import math
|
||||
|
||||
from noise import pnoise2
|
||||
import pygame
|
||||
|
||||
# Initialize pygame
|
||||
pygame.init()
|
||||
|
||||
base = 0
|
||||
persistence = 0.4
|
||||
lacunarity = 2.0
|
||||
more_x = 0
|
||||
# Set up the drawing window
|
||||
screen = pygame.display.set_mode([800, 600])
|
||||
|
||||
|
||||
def S():
|
||||
i = 0
|
||||
while True:
|
||||
i += 0.1
|
||||
yield math.sin(i)
|
||||
|
||||
|
||||
s = S()
|
||||
|
||||
# Run until the user asks to quit
|
||||
running = True
|
||||
while running:
|
||||
|
||||
# Did the user click the window close button?
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Fill the background with white
|
||||
screen.fill((255, 255, 255))
|
||||
|
||||
m = next(s)
|
||||
# Generate Perlin noise
|
||||
for x in range(800):
|
||||
for y in range(600):
|
||||
noise = pnoise2(
|
||||
x / 10,
|
||||
y / 10,
|
||||
octaves=4,
|
||||
persistence=persistence + m / 10,
|
||||
lacunarity=lacunarity,
|
||||
repeatx=1024,
|
||||
repeaty=1024,
|
||||
base=base,
|
||||
)
|
||||
if noise > 0.2:
|
||||
pygame.draw.rect(screen, (0, 255, 0), (x, y, 1, 1))
|
||||
elif noise > 0:
|
||||
pygame.draw.rect(screen, (0, 128, 0), (x, y, 1, 1))
|
||||
else:
|
||||
pygame.draw.rect(screen, (0, 64, 0), (x, y, 1, 1))
|
||||
|
||||
# Flip the display
|
||||
pygame.display.flip()
|
||||
|
||||
# Done! Time to quit.
|
||||
pygame.quit()
|
||||
85
gpt-menu.py
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
import pygame
|
||||
|
||||
# Initialize Pygame
|
||||
pygame.init()
|
||||
|
||||
EVENTS = []
|
||||
# Set screen size
|
||||
screen = pygame.display.set_mode((800, 600))
|
||||
|
||||
# Set title
|
||||
pygame.display.set_caption("My RPG Game")
|
||||
|
||||
# Load font
|
||||
font = pygame.font.Font(None, 30)
|
||||
|
||||
# Define button class
|
||||
class Button:
|
||||
def __init__(self, text, x, y, w, h, on_click=lambda: ...):
|
||||
self.text = text
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.w = w
|
||||
self.h = h
|
||||
self.on_click = on_click
|
||||
|
||||
def draw(self, surface):
|
||||
pygame.draw.rect(surface, (255, 255, 255), (self.x, self.y, self.w, self.h))
|
||||
label = font.render(self.text, True, (0, 0, 0))
|
||||
label_rect = label.get_rect()
|
||||
label_rect.center = (self.x + self.w / 2, self.y + self.h / 2)
|
||||
surface.blit(label, label_rect)
|
||||
for event in EVENTS:
|
||||
if event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if self.is_clicked(event.pos):
|
||||
self.on_click()
|
||||
# elif quit_button.is_clicked(event.pos):
|
||||
# running = False
|
||||
# if self.is_clicked:
|
||||
# self.on_click()
|
||||
|
||||
def is_clicked(self, pos):
|
||||
if pos[0] > self.x and pos[0] < self.x + self.w:
|
||||
if pos[1] > self.y and pos[1] < self.y + self.h:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
# Create buttons
|
||||
start_button = Button(
|
||||
"Start Game", 300, 300, 200, 50, lambda: print("start this thing")
|
||||
)
|
||||
running = True
|
||||
|
||||
|
||||
def stop():
|
||||
global running
|
||||
running = False
|
||||
|
||||
|
||||
quit_button = Button("Quit Game", 300, 400, 200, 50, stop)
|
||||
|
||||
# Main loop
|
||||
while running:
|
||||
EVENTS = pygame.event.get()
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Check for button clicks
|
||||
|
||||
# Draw background
|
||||
screen.fill((0, 0, 0))
|
||||
|
||||
# Draw title
|
||||
title = font.render("Creeper Adventure", True, (255, 255, 255))
|
||||
screen.blit(title, (250, 200))
|
||||
|
||||
# Draw buttons
|
||||
start_button.draw(screen)
|
||||
quit_button.draw(screen)
|
||||
|
||||
pygame.display.update()
|
||||
|
||||
# Quit Pygame
|
||||
pygame.quit()
|
||||
42
gradients.py
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
from noise import pnoise2
|
||||
import pygame
|
||||
import random
|
||||
|
||||
# Initialize pygame
|
||||
pygame.init()
|
||||
|
||||
# Set the size of the window
|
||||
width, height = 800, 600
|
||||
screen = pygame.display.set_mode((width, height))
|
||||
|
||||
# Create a list of 3 random blues
|
||||
blues = []
|
||||
for i in range(3):
|
||||
blues.append(
|
||||
(random.randint(0, 255), random.randint(0, 255), random.randint(0, 255))
|
||||
)
|
||||
|
||||
# Create a perlin noise surface
|
||||
noise_surface = pygame.Surface((width, height))
|
||||
for x in range(width):
|
||||
for y in range(height):
|
||||
# Calculate the perlin noise value
|
||||
noise_value = pnoise2(x / 100, y / 100)
|
||||
# Map the noise value to a color
|
||||
color_index = int(noise_value * (len(blues) - 1))
|
||||
color = blues[color_index]
|
||||
# Set the color of the pixel
|
||||
noise_surface.set_at((x, y), color)
|
||||
|
||||
# Blit the noise surface to the screen
|
||||
screen.blit(noise_surface, (0, 0))
|
||||
|
||||
# Update the display
|
||||
pygame.display.flip()
|
||||
|
||||
# Keep the window open until it is closed
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
exit()
|
||||
BIN
grass.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
56
iso.py
Normal file
|
|
@ -0,0 +1,56 @@
|
|||
import sys
|
||||
|
||||
import pygame
|
||||
from pygame.locals import DOUBLEBUF, K_ESCAPE, KEYUP, QUIT
|
||||
|
||||
pygame.init()
|
||||
|
||||
DISPLAYSURF = pygame.display.set_mode(
|
||||
(640, 480), DOUBLEBUF
|
||||
) # set the display mode, window title and FPS clock
|
||||
pygame.display.set_caption("Map Rendering Demo")
|
||||
FPSCLOCK = pygame.time.Clock()
|
||||
|
||||
map_data = [
|
||||
[1, 1, 1, 1, 1],
|
||||
[1, 0, 0, 0, 1],
|
||||
[1, 0, 0, 0, 1],
|
||||
[1, 0, 0, 0, 1],
|
||||
[1, 0, 0, 0, 1],
|
||||
[1, 1, 1, 1, 1],
|
||||
] # the data for the map expressed as [row[tile]].
|
||||
|
||||
wall = pygame.image.load("wall.png").convert_alpha() # load images
|
||||
grass = pygame.image.load("grass.png").convert_alpha()
|
||||
|
||||
TILEWIDTH = 64 # holds the tile width and height
|
||||
TILEHEIGHT = 64
|
||||
TILEHEIGHT_HALF = TILEHEIGHT / 2
|
||||
TILEWIDTH_HALF = TILEWIDTH / 2
|
||||
|
||||
for row_nb, row in enumerate(map_data): # for every row of the map...
|
||||
for col_nb, tile in enumerate(row):
|
||||
if tile == 1:
|
||||
tileImage = wall
|
||||
else:
|
||||
tileImage = grass
|
||||
cart_x = row_nb * TILEWIDTH_HALF
|
||||
cart_y = col_nb * TILEHEIGHT_HALF
|
||||
iso_x = cart_x - cart_y
|
||||
iso_y = (cart_x + cart_y) / 2
|
||||
centered_x = DISPLAYSURF.get_rect().centerx + iso_x
|
||||
centered_y = DISPLAYSURF.get_rect().centery / 2 + iso_y
|
||||
DISPLAYSURF.blit(tileImage, (centered_x, centered_y)) # display the actual tile
|
||||
|
||||
while True:
|
||||
for event in pygame.event.get():
|
||||
if event.type == QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
if event.type == KEYUP:
|
||||
if event.key == K_ESCAPE:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
pygame.display.flip()
|
||||
FPSCLOCK.tick(30)
|
||||
|
|
@ -26,6 +26,7 @@ classifiers = [
|
|||
dependencies = [
|
||||
"click",
|
||||
"pygame",
|
||||
"noise",
|
||||
"more_itertools",
|
||||
]
|
||||
dynamic = ["version"]
|
||||
|
|
|
|||
0
requirements.txt
Executable file → Normal file
0
site/static/creeper-1.png
Executable file → Normal file
|
Before Width: | Height: | Size: 769 B After Width: | Height: | Size: 769 B |
99
spacegame.py
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
import pygame
|
||||
|
||||
# Define some colors
|
||||
BLACK = (0, 0, 0)
|
||||
WHITE = (255, 255, 255)
|
||||
GREEN = (0, 255, 0)
|
||||
RED = (255, 0, 0)
|
||||
BLUE = (0, 0, 255)
|
||||
|
||||
# Define some constants
|
||||
WIDTH = 800
|
||||
HEIGHT = 600
|
||||
FPS = 60
|
||||
GRAVITY = 0.5
|
||||
|
||||
# Define some variables
|
||||
x = WIDTH / 2
|
||||
y = HEIGHT / 2
|
||||
vx = 0
|
||||
vy = 0
|
||||
|
||||
# Define some functions
|
||||
|
||||
|
||||
def draw_dot(x, y):
|
||||
pygame.draw.circle(window, BLACK, (int(x), int(y)), 10)
|
||||
|
||||
|
||||
def move_dot(x, y, vx, vy):
|
||||
x += vx
|
||||
y += vy
|
||||
return x, y
|
||||
|
||||
|
||||
def apply_gravity(vy):
|
||||
vy += GRAVITY
|
||||
return vy
|
||||
|
||||
|
||||
def jump(vy):
|
||||
vy = -10
|
||||
return vy
|
||||
|
||||
|
||||
# Initialize pygame
|
||||
pygame.init()
|
||||
|
||||
# Create a window
|
||||
# Create a clock
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# Create a window
|
||||
window = pygame.display.set_mode((WIDTH, HEIGHT))
|
||||
|
||||
# Set window title
|
||||
pygame.display.set_caption("My Game")
|
||||
|
||||
# Game loop
|
||||
running = True
|
||||
# Set the frame rate
|
||||
clock.tick(FPS)
|
||||
|
||||
while running:
|
||||
# Process events
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_a:
|
||||
vx = -5
|
||||
if event.key == pygame.K_d:
|
||||
vx = 5
|
||||
if event.key == pygame.K_SPACE:
|
||||
vy = jump(vy)
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_a:
|
||||
vx = 0
|
||||
if event.key == pygame.K_d:
|
||||
vx = 0
|
||||
|
||||
running = False
|
||||
x, y = move_dot(x, y, vx, vy)
|
||||
vy = apply_gravity(vy)
|
||||
|
||||
# Render
|
||||
# Clear the screen
|
||||
|
||||
# Draw the dot
|
||||
draw_dot(x, y)
|
||||
|
||||
# Update the display
|
||||
# Update
|
||||
|
||||
# Render
|
||||
window.fill((255, 255, 255))
|
||||
pygame.display.update()
|
||||
|
||||
# Close window on quit
|
||||
pygame.quit()
|
||||
521
tetris.py
Normal file
|
|
@ -0,0 +1,521 @@
|
|||
# Tetromino (a Tetris clone)
|
||||
# By Al Sweigart al@inventwithpython.com
|
||||
# http://inventwithpython.com/pygame
|
||||
# Released under a "Simplified BSD" license
|
||||
|
||||
import random
|
||||
import time
|
||||
import pygame
|
||||
import sys
|
||||
from pygame.locals import *
|
||||
|
||||
FPS = 25
|
||||
WINDOWWIDTH = 640
|
||||
WINDOWZE = 20
|
||||
BOARHEIGHT = 480
|
||||
BOXSIDWIDTH = 10
|
||||
BOARDHEIGHT = 20
|
||||
BLANK = '.'
|
||||
|
||||
MOVESIDEWAYSFREQ = 0.15
|
||||
MOVEDOWNFREQ = 0.1
|
||||
|
||||
XMARGIN = int((WINDOWWIDTH - BOARDWIDTH * BOXSIZE) / 2)
|
||||
TOPMARGIN = WINDOWHEIGHT - (BOARDHEIGHT * BOXSIZE) - 5
|
||||
|
||||
# R G B
|
||||
WHITE = (255, 255, 255)
|
||||
GRAY = (185, 185, 185)
|
||||
BLACK = (0, 0, 0)
|
||||
RED = (155, 0, 0)
|
||||
LIGHTRED = (175, 20, 20)
|
||||
GREEN = (0, 155, 0)
|
||||
LIGHTGREEN = (20, 175, 20)
|
||||
BLUE = (0, 0, 155)
|
||||
LIGHTBLUE = (20, 20, 175)
|
||||
YELLOW = (155, 155, 0)
|
||||
LIGHTYELLOW = (175, 175, 20)
|
||||
|
||||
BORDERCOLOR = BLUE
|
||||
BGCOLOR = BLACK
|
||||
TEXTCOLOR = WHITE
|
||||
TEXTSHADOWCOLOR = GRAY
|
||||
COLORS = (BLUE, GREEN, RED, YELLOW)
|
||||
LIGHTCOLORS = (LIGHTBLUE, LIGHTGREEN, LIGHTRED, LIGHTYELLOW)
|
||||
assert len(COLORS) == len(LIGHTCOLORS) # each color must have light color
|
||||
|
||||
TEMPLATEWIDTH = 5
|
||||
TEMPLATEHEIGHT = 5
|
||||
|
||||
S_SHAPE_TEMPLATE = [['.....',
|
||||
'.....',
|
||||
'..OO.',
|
||||
'.OO..',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'..OO.',
|
||||
'...O.',
|
||||
'.....']]
|
||||
|
||||
Z_SHAPE_TEMPLATE = [['.....',
|
||||
'.....',
|
||||
'.OO..',
|
||||
'..OO.',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'.OO..',
|
||||
'.O...',
|
||||
'.....']]
|
||||
|
||||
I_SHAPE_TEMPLATE = [['..O..',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'.....'],
|
||||
['.....',
|
||||
'.....',
|
||||
'OOOO.',
|
||||
'.....',
|
||||
'.....']]
|
||||
|
||||
O_SHAPE_TEMPLATE = [['.....',
|
||||
'.....',
|
||||
'.OO..',
|
||||
'.OO..',
|
||||
'.....']]
|
||||
|
||||
J_SHAPE_TEMPLATE = [['.....',
|
||||
'.O...',
|
||||
'.OOO.',
|
||||
'.....',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..OO.',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'.....'],
|
||||
['.....',
|
||||
'.....',
|
||||
'.OOO.',
|
||||
'...O.',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'.OO..',
|
||||
'.....']]
|
||||
|
||||
L_SHAPE_TEMPLATE = [['.....',
|
||||
'...O.',
|
||||
'.OOO.',
|
||||
'.....',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'..OO.',
|
||||
'.....'],
|
||||
['.....',
|
||||
'.....',
|
||||
'.OOO.',
|
||||
'.O...',
|
||||
'.....'],
|
||||
['.....',
|
||||
'.OO..',
|
||||
'..O..',
|
||||
'..O..',
|
||||
'.....']]
|
||||
|
||||
T_SHAPE_TEMPLATE = [['.....',
|
||||
'..O..',
|
||||
'.OOO.',
|
||||
'.....',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'..OO.',
|
||||
'..O..',
|
||||
'.....'],
|
||||
['.....',
|
||||
'.....',
|
||||
'.OOO.',
|
||||
'..O..',
|
||||
'.....'],
|
||||
['.....',
|
||||
'..O..',
|
||||
'.OO..',
|
||||
'..O..',
|
||||
'.....']]
|
||||
|
||||
PIECES = {'S': S_SHAPE_TEMPLATE,
|
||||
'Z': Z_SHAPE_TEMPLATE,
|
||||
'J': J_SHAPE_TEMPLATE,
|
||||
'L': L_SHAPE_TEMPLATE,
|
||||
'I': I_SHAPE_TEMPLATE,
|
||||
'O': O_SHAPE_TEMPLATE,
|
||||
'T': T_SHAPE_TEMPLATE}
|
||||
|
||||
|
||||
def main():
|
||||
global FPSCLOCK, DISPLAYSURF, BASICFONT, BIGFONT
|
||||
pygame.init()
|
||||
FPSCLOCK = pygame.time.Clock()
|
||||
DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT))
|
||||
BASICFONT = pygame.font.Font('freesansbold.ttf', 18)
|
||||
BIGFONT = pygame.font.Font('freesansbold.ttf', 100)
|
||||
pygame.display.set_caption('Tetromino')
|
||||
|
||||
showTextScreen('Tetromino')
|
||||
while True: # game loop
|
||||
# if random.randint(0, 1) == 0:
|
||||
# pygame.mixer.music.load('tetrisb.mid')
|
||||
# else:
|
||||
# pygame.mixer.music.load('tetrisc.mid')
|
||||
#pygame.mixer.music.play(-1, 0.0)
|
||||
runGame()
|
||||
# pygame.mixer.music.stop()
|
||||
showTextScreen('Game Over')
|
||||
|
||||
|
||||
def runGame():
|
||||
# setup variables for the start of the game
|
||||
board = getBlankBoard()
|
||||
lastMoveDownTime = time.time()
|
||||
lastMoveSidewaysTime = time.time()
|
||||
lastFallTime = time.time()
|
||||
movingDown = False # note: there is no movingUp variable
|
||||
movingLeft = False
|
||||
movingRight = False
|
||||
score = 0
|
||||
level, fallFreq = calculateLevelAndFallFreq(score)
|
||||
|
||||
fallingPiece = getNewPiece()
|
||||
nextPiece = getNewPiece()
|
||||
|
||||
while True: # game loop
|
||||
if fallingPiece == None:
|
||||
# No falling piece in play, so start a new piece at the top
|
||||
fallingPiece = nextPiece
|
||||
nextPiece = getNewPiece()
|
||||
lastFallTime = time.time() # reset lastFallTime
|
||||
|
||||
if not isValidPosition(board, fallingPiece):
|
||||
return # can't fit a new piece on the board, so game over
|
||||
|
||||
checkForQuit()
|
||||
for event in pygame.event.get(): # event handling loop
|
||||
if event.type == KEYUP:
|
||||
if (event.key == K_p):
|
||||
# Pausing the game
|
||||
DISPLAYSURF.fill(BGCOLOR)
|
||||
pygame.mixer.music.stop()
|
||||
showTextScreen('Paused') # pause until a key press
|
||||
pygame.mixer.music.play(-1, 0.0)
|
||||
lastFallTime = time.time()
|
||||
lastMoveDownTime = time.time()
|
||||
lastMoveSidewaysTime = time.time()
|
||||
elif (event.key == K_LEFT or event.key == K_a):
|
||||
movingLeft = False
|
||||
elif (event.key == K_RIGHT or event.key == K_d):
|
||||
movingRight = False
|
||||
elif (event.key == K_DOWN or event.key == K_s):
|
||||
movingDown = False
|
||||
|
||||
elif event.type == KEYDOWN:
|
||||
# moving the piece sideways
|
||||
if (event.key == K_LEFT or event.key == K_a) and isValidPosition(board, fallingPiece, adjX=-1):
|
||||
fallingPiece['x'] -= 1
|
||||
movingLeft = True
|
||||
movingRight = False
|
||||
lastMoveSidewaysTime = time.time()
|
||||
|
||||
elif (event.key == K_RIGHT or event.key == K_d) and isValidPosition(board, fallingPiece, adjX=1):
|
||||
fallingPiece['x'] += 1
|
||||
movingRight = True
|
||||
movingLeft = False
|
||||
lastMoveSidewaysTime = time.time()
|
||||
|
||||
# rotating the piece (if there is room to rotate)
|
||||
elif (event.key == K_UP or event.key == K_w):
|
||||
fallingPiece['rotation'] = (
|
||||
fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
|
||||
if not isValidPosition(board, fallingPiece):
|
||||
fallingPiece['rotation'] = (
|
||||
fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
|
||||
elif (event.key == K_q): # rotate the other direction
|
||||
fallingPiece['rotation'] = (
|
||||
fallingPiece['rotation'] - 1) % len(PIECES[fallingPiece['shape']])
|
||||
if not isValidPosition(board, fallingPiece):
|
||||
fallingPiece['rotation'] = (
|
||||
fallingPiece['rotation'] + 1) % len(PIECES[fallingPiece['shape']])
|
||||
|
||||
# making the piece fall faster with the down key
|
||||
elif (event.key == K_DOWN or event.key == K_s):
|
||||
movingDown = True
|
||||
if isValidPosition(board, fallingPiece, adjY=1):
|
||||
fallingPiece['y'] += 1
|
||||
lastMoveDownTime = time.time()
|
||||
|
||||
# move the current piece all the way down
|
||||
elif event.key == K_SPACE:
|
||||
movingDown = False
|
||||
movingLeft = False
|
||||
movingRight = False
|
||||
for i in range(1, BOARDHEIGHT):
|
||||
if not isValidPosition(board, fallingPiece, adjY=i):
|
||||
break
|
||||
fallingPiece['y'] += i - 1
|
||||
|
||||
# handle moving the piece because of user input
|
||||
if (movingLeft or movingRight) and time.time() - lastMoveSidewaysTime > MOVESIDEWAYSFREQ:
|
||||
if movingLeft and isValidPosition(board, fallingPiece, adjX=-1):
|
||||
fallingPiece['x'] -= 1
|
||||
elif movingRight and isValidPosition(board, fallingPiece, adjX=1):
|
||||
fallingPiece['x'] += 1
|
||||
lastMoveSidewaysTime = time.time()
|
||||
|
||||
if movingDown and time.time() - lastMoveDownTime > MOVEDOWNFREQ and isValidPosition(board, fallingPiece, adjY=1):
|
||||
fallingPiece['y'] += 1
|
||||
lastMoveDownTime = time.time()
|
||||
|
||||
# let the piece fall if it is time to fall
|
||||
if time.time() - lastFallTime > fallFreq:
|
||||
# see if the piece has landed
|
||||
if not isValidPosition(board, fallingPiece, adjY=1):
|
||||
# falling piece has landed, set it on the board
|
||||
addToBoard(board, fallingPiece)
|
||||
score += removeCompleteLines(board)
|
||||
level, fallFreq = calculateLevelAndFallFreq(score)
|
||||
fallingPiece = None
|
||||
else:
|
||||
# piece did not land, just move the piece down
|
||||
fallingPiece['y'] += 1
|
||||
lastFallTime = time.time()
|
||||
|
||||
# drawing everything on the screen
|
||||
DISPLAYSURF.fill(BGCOLOR)
|
||||
drawBoard(board)
|
||||
drawStatus(score, level)
|
||||
drawNextPiece(nextPiece) # Here
|
||||
if fallingPiece != None:
|
||||
drawPiece(fallingPiece)
|
||||
|
||||
pygame.display.update()
|
||||
FPSCLOCK.tick(FPS)
|
||||
|
||||
|
||||
def makeTextObjs(text, font, color):
|
||||
surf = font.render(text, True, color)
|
||||
return surf, surf.get_rect()
|
||||
|
||||
|
||||
def terminate():
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
|
||||
|
||||
def checkForKeyPress():
|
||||
# Go through event queue looking for a KEYUP event.
|
||||
# Grab KEYDOWN events to remove them from the event queue.
|
||||
checkForQuit()
|
||||
|
||||
for event in pygame.event.get([KEYDOWN, KEYUP]):
|
||||
if event.type == KEYDOWN:
|
||||
continue
|
||||
return event.key
|
||||
return None
|
||||
|
||||
|
||||
def showTextScreen(text):
|
||||
# This function displays large text in the
|
||||
# center of the screen until a key is pressed.
|
||||
# Draw the text drop shadow
|
||||
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTSHADOWCOLOR)
|
||||
titleRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2))
|
||||
DISPLAYSURF.blit(titleSurf, titleRect)
|
||||
|
||||
# Draw the text
|
||||
titleSurf, titleRect = makeTextObjs(text, BIGFONT, TEXTCOLOR)
|
||||
titleRect.center = (int(WINDOWWIDTH / 2) - 3, int(WINDOWHEIGHT / 2) - 3)
|
||||
DISPLAYSURF.blit(titleSurf, titleRect)
|
||||
|
||||
# Draw the additional "Press a key to play." text.
|
||||
pressKeySurf, pressKeyRect = makeTextObjs(
|
||||
'Press a key to play.', BASICFONT, TEXTCOLOR)
|
||||
pressKeyRect.center = (int(WINDOWWIDTH / 2), int(WINDOWHEIGHT / 2) + 100)
|
||||
DISPLAYSURF.blit(pressKeySurf, pressKeyRect)
|
||||
|
||||
while checkForKeyPress() == None:
|
||||
pygame.display.update()
|
||||
FPSCLOCK.tick()
|
||||
|
||||
|
||||
def checkForQuit():
|
||||
for event in pygame.event.get(QUIT): # get all the QUIT events
|
||||
terminate() # terminate if any QUIT events are present
|
||||
for event in pygame.event.get(KEYUP): # get all the KEYUP events
|
||||
if event.key == K_ESCAPE:
|
||||
terminate() # terminate if the KEYUP event was for the Esc key
|
||||
pygame.event.post(event) # put the other KEYUP event objects back
|
||||
|
||||
|
||||
def calculateLevelAndFallFreq(score):
|
||||
# Based on the score, return the level the player is on and
|
||||
# how many seconds pass until a falling piece falls one space.
|
||||
level = int(score / 10) + 1
|
||||
fallFreq = 0.27 - (level * 0.02)
|
||||
return level, fallFreq
|
||||
|
||||
|
||||
def getNewPiece():
|
||||
# return a random new piece in a random rotation and color
|
||||
shape = random.choice(list(PIECES.keys()))
|
||||
newPiece = {'shape': shape,
|
||||
'rotation': random.randint(0, len(PIECES[shape]) - 1),
|
||||
'x': int(BOARDWIDTH / 2) - int(TEMPLATEWIDTH / 2),
|
||||
'y': -2, # start it above the board (i.e. less than 0)
|
||||
'color': random.randint(0, len(COLORS) - 1)}
|
||||
return newPiece
|
||||
|
||||
|
||||
def addToBoard(board, piece):
|
||||
# fill in the board based on piece's location, shape, and rotation
|
||||
for x in range(TEMPLATEWIDTH):
|
||||
for y in range(TEMPLATEHEIGHT):
|
||||
if PIECES[piece['shape']][piece['rotation']][y][x] != BLANK:
|
||||
board[x + piece['x']][y + piece['y']] = piece['color']
|
||||
|
||||
|
||||
def getBlankBoard():
|
||||
# create and return a new blank board data structure
|
||||
board = []
|
||||
for i in range(BOARDWIDTH):
|
||||
board.append([BLANK] * BOARDHEIGHT)
|
||||
return board
|
||||
|
||||
|
||||
def isOnBoard(x, y):
|
||||
return x >= 0 and x < BOARDWIDTH and y < BOARDHEIGHT
|
||||
|
||||
|
||||
def isValidPosition(board, piece, adjX=0, adjY=0):
|
||||
# Return True if the piece is within the board and not colliding
|
||||
for x in range(TEMPLATEWIDTH):
|
||||
for y in range(TEMPLATEHEIGHT):
|
||||
isAboveBoard = y + piece['y'] + adjY < 0
|
||||
if isAboveBoard or PIECES[piece['shape']][piece['rotation']][y][x] == BLANK:
|
||||
continue
|
||||
if not isOnBoard(x + piece['x'] + adjX, y + piece['y'] + adjY):
|
||||
return False
|
||||
if board[x + piece['x'] + adjX][y + piece['y'] + adjY] != BLANK:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
def isCompleteLine(board, y):
|
||||
# Return True if the line filled with boxes with no gaps.
|
||||
for x in range(BOARDWIDTH):
|
||||
if board[x][y] == BLANK:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
def removeCompleteLines(board):
|
||||
# Remove any completed lines on the board, move everything above them down, and return the number of complete lines.
|
||||
numLinesRemoved = 0
|
||||
y = BOARDHEIGHT - 1 # start y at the bottom of the board
|
||||
while y >= 0:
|
||||
if isCompleteLine(board, y):
|
||||
# Remove the line and pull boxes down by one line.
|
||||
for pullDownY in range(y, 0, -1):
|
||||
for x in range(BOARDWIDTH):
|
||||
board[x][pullDownY] = board[x][pullDownY - 1]
|
||||
# Set very top line to blank.
|
||||
for x in range(BOARDWIDTH):
|
||||
board[x][0] = BLANK
|
||||
numLinesRemoved += 1
|
||||
# Note on the next iteration of the loop, y is the same.
|
||||
# This is so that if the line that was pulled down is also
|
||||
# complete, it will be removed.
|
||||
else:
|
||||
y -= 1 # move on to check next row up
|
||||
return numLinesRemoved
|
||||
|
||||
|
||||
def convertToPixelCoords(boxx, boxy):
|
||||
# Convert the given xy coordinates of the board to xy
|
||||
# coordinates of the location on the screen.
|
||||
return (XMARGIN + (boxx * BOXSIZE)), (TOPMARGIN + (boxy * BOXSIZE))
|
||||
|
||||
|
||||
def drawBox(boxx, boxy, color, pixelx=None, pixely=None):
|
||||
# draw a single box (each tetromino piece has four boxes)
|
||||
# at xy coordinates on the board. Or, if pixelx & pixely
|
||||
# are specified, draw to the pixel coordinates stored in
|
||||
# pixelx & pixely (this is used for the "Next" piece).
|
||||
if color == BLANK:
|
||||
return
|
||||
if pixelx == None and pixely == None:
|
||||
pixelx, pixely = convertToPixelCoords(boxx, boxy)
|
||||
pygame.draw.rect(DISPLAYSURF, COLORS[color],
|
||||
(pixelx + 1, pixely + 1, BOXSIZE - 1, BOXSIZE - 1))
|
||||
pygame.draw.rect(
|
||||
DISPLAYSURF, LIGHTCOLORS[color], (pixelx + 1, pixely + 1, BOXSIZE - 4, BOXSIZE - 4))
|
||||
|
||||
|
||||
def drawBoard(board):
|
||||
# draw the border around the board
|
||||
pygame.draw.rect(DISPLAYSURF, BORDERCOLOR, (XMARGIN - 3, TOPMARGIN - 7,
|
||||
(BOARDWIDTH * BOXSIZE) + 8, (BOARDHEIGHT * BOXSIZE) + 8), 5)
|
||||
|
||||
# fill the background of the board
|
||||
pygame.draw.rect(DISPLAYSURF, BGCOLOR, (XMARGIN, TOPMARGIN,
|
||||
BOXSIZE * BOARDWIDTH, BOXSIZE * BOARDHEIGHT))
|
||||
# draw the individual boxes on the board
|
||||
for x in range(BOARDWIDTH):
|
||||
for y in range(BOARDHEIGHT):
|
||||
drawBox(x, y, board[x][y])
|
||||
|
||||
|
||||
def drawStatus(score, level):
|
||||
# draw the score text
|
||||
scoreSurf = BASICFONT.render('Score: %s' % score, True, TEXTCOLOR)
|
||||
scoreRect = scoreSurf.get_rect()
|
||||
scoreRect.topleft = (WINDOWWIDTH - 150, 20)
|
||||
DISPLAYSURF.blit(scoreSurf, scoreRect)
|
||||
|
||||
# draw the level text
|
||||
levelSurf = BASICFONT.render('Level: %s' % level, True, TEXTCOLOR)
|
||||
levelRect = levelSurf.get_rect()
|
||||
levelRect.topleft = (WINDOWWIDTH - 150, 50)
|
||||
DISPLAYSURF.blit(levelSurf, levelRect)
|
||||
|
||||
|
||||
def drawPiece(piece, pixelx=None, pixely=None):
|
||||
shapeToDraw = PIECES[piece['shape']][piece['rotation']]
|
||||
if pixelx == None and pixely == None:
|
||||
# if pixelx & pixely hasn't been specified, use the location stored in the piece data structure
|
||||
pixelx, pixely = convertToPixelCoords(piece['x'], piece['y'])
|
||||
|
||||
# draw each of the boxes that make up the piece
|
||||
for x in range(TEMPLATEWIDTH):
|
||||
for y in range(TEMPLATEHEIGHT):
|
||||
if shapeToDraw[y][x] != BLANK:
|
||||
drawBox(None, None, piece['color'], pixelx
|
||||
+ (x * BOXSIZE), pixely + (y * BOXSIZE))
|
||||
|
||||
|
||||
def drawNextPiece(piece):
|
||||
# draw the "next" text
|
||||
nextSurf = BASICFONT.render('Next:', True, TEXTCOLOR)
|
||||
nextRect = nextSurf.get_rect()
|
||||
nextRect.topleft = (WINDOWWIDTH - 120, 80)
|
||||
DISPLAYSURF.blit(nextSurf, nextRect)
|
||||
# draw the "next" piece
|
||||
drawPiece(piece, pixelx=WINDOWWIDTH - 120, pixely=100)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
41
tmp.py
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
import noise
|
||||
import pygame
|
||||
|
||||
# Initialize pygame
|
||||
pygame.init()
|
||||
|
||||
# Set up the drawing window
|
||||
screen = pygame.display.set_mode([800, 600])
|
||||
|
||||
# Run until the user asks to quit
|
||||
running = True
|
||||
while running:
|
||||
|
||||
# Did the user click the window close button?
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
|
||||
# Fill the background with black
|
||||
screen.fill((0, 0, 0))
|
||||
|
||||
# Draw stars
|
||||
for i in range(2000):
|
||||
x = int(noise.pnoise1(i / 10.0, octaves=4) * 800)
|
||||
y = int(noise.pnoise1(i / 10.0 + 1000, octaves=4) * 600)
|
||||
pygame.draw.circle(screen, (255, 255, 255), (x, y), 2)
|
||||
|
||||
# Draw the moon
|
||||
pygame.draw.circle(screen, (180, 180, 180), (400, 5600 - 200), 5000, 0) # moon
|
||||
|
||||
# Draw craters on the surface of the moon (masked by the shape of the moon)
|
||||
for i in range(20):
|
||||
x = int(noise.pnoise1(i / 10.0, octaves=4) * 800)
|
||||
y = int(noise.pnoise1(i / 10.0 + 1000, octaves=4) * 600)
|
||||
pygame.draw.circle(screen, (100, 100, 100), (x, y), 20, 0)
|
||||
|
||||
# Flip the display
|
||||
pygame.display.flip()
|
||||
|
||||
# Done! Time to quit.
|
||||
pygame.quit()
|
||||
BIN
wall.png
Normal file
|
After Width: | Height: | Size: 5.2 KiB |