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"""
Validation function for an Entry; limits inputs to numbers smaller than 101
parameters: str the text to be set
str the current text
gui.Entry the entry affected
return values: boolean is the operation valid
"""
return not newtext or (newtext.isdigit() and int(newtext) < 101)
#Setting Display#
w = 900
h = 600
screen = pygame.display.set_mode((w, h), 0, 32)
pygame.display.set_caption("Tree-GUI | Python Game")
pygame.mouse.set_visible(1)
pygame.key.set_repeat(50)
background = pygame.Surface((w, h))
background.fill((255, 255, 255))
#Widgets#
des.getDefaultDesign().border = brd.CompoundBorder(brd.RoundedBorder(3, 3, (150, 190, 255, 200), 8), brd.RoundedBorder(2, 2, (30, 90, 150), 8))
des.getDefaultDesign().background = (120, 160, 200)
w_w = 130
w_h = 25
w_bg = gui.Widget(w * 0.8571428571428571 - w_w // 2 - 20, 10, w_w // 2 + w * 0.14285714285714285, h - 20).setBackground((220, 220, 250))
l = gui.Label(w * 0.8571428571428571 - w_w // 2, 10, w_w, w_h, "Tree-GUI").setBackground((0, 0, 0, 0)).setForeground((50, 50, 50)).setBorder(brd.Border(0, 0))
__author__ = 'ipetrash'
# pip install pygame
import pygame
FPS = 60
W = 700 # ширина экрана
H = 300 # высота экрана
WHITE = (255, 255, 255)
BLUE = (0, 70, 225)
pygame.init()
screen = pygame.display.set_mode((W, H))
clock = pygame.time.Clock()
# координаты и радиус круга
x = W // 2
y = H // 2
r = 50
step = 4
game_active = True
while True:
# Получение всех событий
for event in pygame.event.get():
# Проверка события "Выход"
if event.type == pygame.QUIT:
ui_size = max(100, self.render_resolution // 3)
screen_w = self.screen_size_world + ui_size
screen_h = self.screen_size_world
self.rendering_surface = pygame.Surface((screen_w, screen_h))
self.font = pygame.font.SysFont(None, self.render_resolution // 32)
self.ui_surface = pygame.Surface((ui_size, screen_h))
if mode == 'human':
self.screen = pygame.display.set_mode((screen_w, screen_h))
self._render_game_world(self.rendering_surface, self.screen_scale)
self._render_ui(self.rendering_surface, analytics)
self._render_layout(self.rendering_surface)
if mode == 'human':
self.screen.blit(self.rendering_surface, (0, 0))
pygame.display.flip()
elif mode == 'rgb_array':
return np.transpose(pygame.surfarray.array3d(self.rendering_surface), axes=[1, 0, 2])
else:
raise Exception('Unsupported rendering mode')
self.x = x
self.y = y
if color is None: # create random color if no color is given
color = (random.randint(0,255), random.randint(0,255), random.randint(0,255))
else:
self.color = color
if dx is None:
self.dx = random.random() * 100 - 50 # from -50 to 50
else:
self.dx = dx
if dy is None:
self.dy = random.random() * 100 - 50
else:
self.dy = dy
# create a rectangular surface for the ball 50x50
self.image = pygame.Surface((self.width,self.height))
# pygame.draw.circle(Surface, color, pos, radius, width=0) # from pygame documentation
pygame.draw.circle(self.image, color, (radius, radius), radius) # draw blue filled circle on ball surface
# left blue eye
pygame.draw.circle (self.image, (0,0,200) , (radius //2 , radius //2), radius// 3)
# right yellow yey
pygame.draw.circle (self.image, (255,255,0) , (3 * radius //2 , radius //2), radius// 3)
# grey mouth
pygame.draw.arc(self.image, (32,32,32), (radius //2, radius, radius, radius//2), math.pi, 2*math.pi, 1)
# self.surface = self.surface.convert() # for faster blitting if no transparency is used.
# to avoid the black background, make black the transparent color:
self.image.set_colorkey((0,0,0))
self.image = self.image.convert_alpha() # faster blitting with transparent color
#self.image=pygame.image.load("xx.png")
self.rect= self.image.get_rect()
'''
Created on Jul 12, 2014
@author: jeremyblythe
'''
import pygame
import os
from time import sleep
os.putenv('SDL_FBDEV', '/dev/fb1')
pygame.init()
lcd = pygame.display.set_mode((320, 240))
lcd.fill((255,0,0))
pygame.display.update()
sleep(1)
pygame.mouse.set_visible(False)
lcd.fill((0,0,0))
pygame.display.update()
def case(src_alpha, dst_alpha, colorkey, alpha):
if src_alpha:
src = pygame.Surface((150, 150), pygame.SRCALPHA)
else:
src = pygame.Surface((150, 150), 0)
if dst_alpha:
dst = pygame.Surface((150, 150), pygame.SRCALPHA)
else:
dst = pygame.Surface((150, 150), 0)
top_pattern(src)
bottom_pattern(dst)
if colorkey:
src.set_colorkey((255, 0, 255, A))
if alpha:
src.set_alpha(128)
dst.blit(src, (0, 0))
return dst
WIDTH = 800
HEIGHT = 640
FPS = 60
# Colors
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
pygame.init()
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Run!!!")
clock = pygame.time.Clock()
class Platform(pygame.sprite.Sprite):
def __init__(self, x, y, w, h, vx, vy):
super(Platform, self).__init__()
self.image = pygame.Surface((w, h))
self.image.fill(GREEN)
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.vx = vx
self.vy = vy
def update(self):
self.rect.x += self.vx
# shift the player if we hit
import pygame
import this
from tuxemon.core.components.ui import draw
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
font = pygame.font.Font(pygame.font.get_default_font(), 20)
fg = 255, 245, 64
bg = 35, 35, 35
text = "".join([this.d.get(c, c) for c in this.s])
running = True
while running:
for rect, surface in draw.iter_render_text(text, font, fg, bg, screen.get_rect()):
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if not running:
break
screen.blit(surface, rect)
pygame.display.flip()
"""
# first we make a temporary surface that will accommodate the entire
# size of the map.
# because this demo does not implement scrolling, we render the
# entire map each frame
temp = pygame.Surface(self.renderer.pixel_size)
# render the map onto the temporary surface
self.renderer.render_map(temp)
# now resize the temporary surface to the size of the display
# this will also 'blit' the temp surface to the display
pygame.transform.smoothscale(temp, surface.get_size(), surface)
# display a bit of use info on the display
f = pygame.font.Font(pygame.font.get_default_font(), 20)
i = f.render('press any key for next map or ESC to quit',
1, (180, 180, 0))
surface.blit(i, (0, 0))
def handle_input(self):
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
break
elif event.type == KEYDOWN:
if event.key == K_UP:
self.camera_vector[1] -= 100
elif event.key == K_DOWN:
self.camera_vector[1] += 100
elif event.key == K_LEFT:
self.camera_vector[0] -= 100
elif event.key == K_RIGHT:
self.camera_vector[0] += 100
elif event.key == K_ESCAPE:
self.running = False
break