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# See the License for the specific language governing permissions and
# limitations under the License.
import pygame
from pygame.locals import *
import string
screen_width=400
screen_height=300
tabs_height = 100
text_height=18
background_color = (255,255,255)
text_color=(0,0,0)
pygame.init()
screen = pygame.display.set_mode((screen_width, screen_height))
screenRect = screen.get_rect()
screen.fill(background_color)
scratch = screen.copy()
font = pygame.font.Font(None, 14)
linelen = screen_width/font.size('a')[0]
keepRect = pygame.Rect((0, text_height), (screen_width, screen_width-text_height))
scrollingRect = pygame.Rect((0, 0), (screen_width, screen_height - text_height))
writeRect = pygame.Rect((0, screen_height-text_height), (screen_width, text_height))
def setText(text):
screen.fill(background_color)
update(text)
def update(text):
while len(text) > linelen:
print("using output_id :%s:" % port)
midi_out = pygame.midi.Output(port, 0)
try:
midi_out.set_instrument(instrument)
keyboard = Keyboard(start_note, n_notes)
screen = pygame.display.set_mode(keyboard.rect.size)
screen.fill(bg_color)
pygame.display.flip()
background = pygame.Surface(screen.get_size())
background.fill(bg_color)
dirty_rects = []
keyboard.draw(screen, background, dirty_rects)
pygame.display.update(dirty_rects)
regions = pygame.Surface(screen.get_size()) # initial color (0,0,0)
keyboard.map_regions(regions)
pygame.event.set_blocked(MOUSEMOTION)
mouse_note = 0
on_notes = set()
while 1:
e = pygame.event.wait()
if e.type == pygame.MOUSEBUTTONDOWN:
mouse_note, velocity, __, __ = regions.get_at(e.pos)
if mouse_note and mouse_note not in on_notes:
keyboard.key_down(mouse_note)
midi_out.note_on(mouse_note, velocity)
on_notes.add(mouse_note)
else:
self.AUTO = None
self.PHAT = None
# Set some defaults
self.rotation_offset = rotation_offset
self.rotation(0)
self.pixels = [(0, 0, 0)] * width * height
self.pixel_size = 15
self.width = width
self.height = height
self.window_width = width * self.pixel_size
self.window_height = height * self.pixel_size
# Init pygame and off we go
pygame.init()
pygame.display.set_caption("Unicorn HAT simulator")
self.screen = pygame.display.set_mode([self.window_width, self.window_height])
self.clear()
def start(self):
"""Initialize pygame, set up the target and run the main game loop
(handling events, drawing)."""
pygame.init()
self.clock = self.fpsClock = pygame.time.Clock()
self.screen = pygame.display.set_mode((self.context.width,
self.context.height))
pygame.display.set_caption(self.context.title)
# set up the target
self.target.setup(self.screen)
while True:
if self.transitioning:
# transition
self.target = None
return
# fill the background color
self.screen.fill(self.context.bg_color)
# handle events
self.handle_events()
pix.draw(screen)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
pix.direction(UP)
elif event.key == pygame.K_DOWN:
pix.direction(DOWN)
elif event.key == pygame.K_LEFT:
pix.direction(LEFT)
elif event.key == pygame.K_RIGHT:
pix.direction(RIGHT)
pygame.display.flip()
clock.tick(0.24)
lead_x_change = 10
lead_y_change = 0
snakeList = []
snakeLength = 1
randAppleX = round(random.randrange(0, display_width-block_size))#/10.0)*10.0
randAppleY = round(random.randrange(0, display_height-block_size))#/10.0)*10.0
while not gameExit:
while gameOver == True:
gameDisplay.fill(white)
message_to_screen("Game over", red, y_displace=-50)
message_to_screen("Press C to play again or Q to quit",black, 50)
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameOver = False
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameOver = False
if event.key == pygame.K_c:
gameLoop()
for event in pygame.event.get():
if event.type == pygame.QUIT:
RECTCOLOR = PURPLE
TEXTCOLOR = GOLD
POTCOLOR = RED
STOPCOLOR = RED
PI = math.pi
# Define initial characteristics of the screen
size = (700, 500)
screen = pygame.display.set_mode(size)
screen.fill(WHITE)
BUTTON = pygame.Rect(100, 100, 225, 200)
DISPLAY = pygame.Rect(100, 350, 400, 100)
STOP = pygame.Rect(475, 100, 200, 200)
POT = pygame.Rect(340, 100, 125, 200)
pygame.display.set_caption("The Interactive Joystick Interface")
font = pygame.font.SysFont('Arial', 25)
# Used to manage how fast the screen updates
clock = pygame.time.Clock()
# Processes the joystick values. Doubles if button for extra thrust is down, rounds values below 0.5 to 0
def joy2value(value, half_control=False):
if half_control:
value /= 2.0
if abs(value - 0) < 0.05:
value = 0
return value
# Maps values to range from 0 to 255
def float256(value, low, high):
value = 256 * (value - low) / (high - low)
def setTitle(self, title):
if not self.activated:
return
self.title = title
title += ' %s' % makeTitle(self.world)
if pygame.display.get_caption()[0] != title:
pygame.display.set_caption(title)
def askSaveFile(initialDir, title, defaultName, filetype, suffix):
if sys.platform == "win32": # !#
try:
if isinstance(suffix, (list, tuple)) and suffix:
suffix = suffix[0]
print repr(filetype)
if not filetype.endswith("*.*\0*.*\0\0"):
filetype = filetype[:-1] + "*.*\0*.*\0\0"
print repr(filetype)
(filename, customfilter, flags) = win32gui.GetSaveFileNameW(
hwndOwner=display.get_wm_info()['window'],
InitialDir=initialDir,
Flags=win32con.OFN_EXPLORER | win32con.OFN_NOCHANGEDIR | win32con.OFN_OVERWRITEPROMPT,
File=defaultName,
DefExt=suffix,
Title=title,
Filter=filetype,
)
except Exception as e:
print "Error getting file name: ", e
return
try:
filename = filename[:filename.index('\0')]
filename = filename.decode(sys.getfilesystemencoding())
except:
pass
#before flipping need to copy the renderBuffer to the frameBuffer
GL.glColor4f(1,1,1,1)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, frameTexture)
GL.glBegin( GL.GL_QUADS )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 0.0 )
GL.glVertex2f( -1.0,-1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 0.0, 1.0 )
GL.glVertex2f( -1.0, 1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0,1.0, 1.0 )
GL.glVertex2f( 1.0, 1.0 )
GL.glMultiTexCoord2f(GL.GL_TEXTURE0, 1.0, 0.0 )
GL.glVertex2f( 1.0, -1.0 )
GL.glEnd()
pygame.display.flip()
if useFBO:
GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
GL.glDisable(GL.GL_TEXTURE_2D)
GL.glEnable(GL.GL_BLEND)
FB.glBindFramebufferEXT(FB.GL_FRAMEBUFFER_EXT, frameBuffer)
def makeGrating():