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def __init__(self, width=640, height=400, fps=30, friction=0.995, gametime=120.0):
"""Initialize pygame, window, background, font,...
default arguments """
pygame.init()
PygView.width = width # make global readable
PygView.height = height
self.screen = pygame.display.set_mode((self.width, self.height), pygame.DOUBLEBUF)
self.background = pygame.Surface(self.screen.get_size()).convert()
self.background.fill((255,255,255)) # fill background white
self.clock = pygame.time.Clock()
self.fps = fps
PygView.friction = friction
self.playtime = 0.0
self.gametime = gametime
self.paint()
def __init__(self):
pygame.init()
pygame.mixer.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption(GAME_NAME)
self.running = True
self.win = False
self.all_sprites = pygame.sprite.Group()
self.clock = pygame.time.Clock()
import math
import random
from pygame.locals import *
#pygame setup
background_colour = (255,255,255)
(width, height) = (700, 700)
screen = pygame.display.set_mode((width, height))#,pygame.FULLSCREEN)
screen.fill(background_colour)
pygame.display.set_caption('Collisions on a Sphere')
pygame.font.init()
myfont = pygame.font.SysFont("monospace", 20)
clock = pygame.time.Clock()
#distance in space between two points, not distance on a sphere
def euclidean_distance(quat1, quat2):
return math.sqrt((quat1[0] - quat2[0])**2 +
(quat1[1] - quat2[1])**2 +
(quat1[2] - quat2[2])**2 +
(quat1[3] - quat2[3])**2)
#the size of a quaternion
def norm(quat):
return euclidean_distance([0,0,0,0], quat)
#make a quaternion unit size
def normalise(quat):
this_norm = norm(quat)
if this_norm == 0:
elif e.type == (USEREVENT + 0):
MAP.on_timer()
MAP.update()
jugador.update()
# Move
jugador.move(teclas)
# Draw
MAP.draw(screen)
jugador.draw(screen)
if pygame.time.get_ticks() - start_t < 10000:
for tt, ttp in zip(ftext, ftextpos):
screen.blit(tt, ttp)
pygame.display.flip()
clock.tick(GAME_FPS)
pygame.quit()
FPS = 60
# define colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
# initialize pygame and create window
pygame.init()
pygame.mixer.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Shmup!")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
def update_window(self):
self.sprites.update(pygame.time.get_ticks())
rectlist = self.sprites.draw(self.screen)
pygame.display.update(rectlist)
pygame.time.delay(10)
pygame.display.flip()
self.sprites.clear(self.screen, self.background)
repeat_key = None
pygame.time.set_timer(KEY_REPEATED, 0)
elif event.type == KEY_REPEATED:
handle_key(repeat_key)
elif event.type == DRAW:
draw()
elif event.type == UPDATE:
update()
elif event.type == MOVE_GHOST:
move_ghost()
elif event.type == EXIT:
running = False
eventlog.critical('exit event received: ' + str(event))
else:
eventlog.info('unhandled event: ' + str(event))
pygame.time.delay(delay)
def physics_update(self):
"""If the player is falling, calculate current y velocity."""
if self.fall:
time_now = pg.time.get_ticks()
if not self.time:
self.time = time_now
self.y_vel = self.grav*((time_now-self.time)/1000.0)+self.y_vel_i
else:
self.time = None
self.y_vel = self.y_vel_i = 0
def __init__(self, **argd):
"""
Startup poutine.
"""
self.config = Configuration(**argd)
self.api = Api(self)
# size of the rendering window
self._display_size = (self.config.display_width, self.config.display_height)
self.running = True
self.paused = False
self.image_size = (self.config.image_width, self.config.image_height)
self.clock = pygame.time.Clock()
self.fps = 0 # for statistics
#self.images_list = [] # only editing one shot for now
#self.shot.playhead = 0
self.shot_id = 0 # Currently selected shot
self.shot = None # current ToonShot instance
self.shots = [] # ToonShot instances
self._init_shots()
self.renderer = None # Renderer instance that owns it.
self._intervalometer_delayed_id = None
# the pygame window
self.display = pygame.display.set_mode(self._display_size, OPENGL | DOUBLEBUF | HWSURFACE)
pygame.display.set_caption("ToonLoop")
pygame.mouse.set_visible(False)
# the images
self.most_recent_image = pygame.surface.Surface(self.image_size) # , 0, self.display)
def enter_text(eq, screen, max_length, lower = False, upper = False, title = False):
global pressed
BLUE = (0,0,255)
allowed_values = [i for i in range(97, 123)] +\
[i for i in range(48,58)]
BLINK_EVENT = pygame.USEREVENT + 0
pygame.time.set_timer(BLINK_EVENT, 800)
blinky = cycle(["_", " "])
next_blink = next(blinky)
displaytext('GAME OVER', 16, 320,60, WHITE, screen)
displaytext('Enter your name:', 16, 320,125, WHITE, screen)
for event in eq:
if event.type == BLINK_EVENT:
next_blink = next(blinky)
# if input is in list of allowed characters, add to variable
elif event.type == KEYUP and event.key in allowed_values \
and len(pressed) < max_length:
# caps entry?
if pygame.key.get_mods() & KMOD_SHIFT or pygame.key.get_mods()\
& KMOD_CAPS:
pressed += chr(event.key).upper()