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# Corners
pygame.draw.lines(screen, 0x00ff00, False, \
[(left + 10, top), (left, top), (left, top + 10)], 2)
pygame.draw.lines(screen, 0x00ff00, False, \
[(right - 10, top), (right, top), (right, top + 10)], 2)
pygame.draw.lines(screen, 0x00ff00, False, \
[(left + 10, bottom), (left, bottom), (left, bottom - 10)], 2)
pygame.draw.lines(screen, 0x00ff00, False, \
[(right - 10, bottom), (right, bottom), (right, bottom - 10)], 2)
else:
screen.blit(incoming_image,(0,0))
elif header:
# Only blit if it's a new image
screen.blit(incoming_image,(0,0))
pygame.display.update((origin_x, origin_y, width, height))
# clean up
pygame.quit()
def main_loop(self):
while not self.done:
self.event_loop()
self.input.update()
self.screen.fill(self.color)
self.input.draw(self.screen)
self.screen.blit(*self.prompt)
pg.display.update()
self.clock.tick(self.fps)
upperPipes.pop(0)
lowerPipes.pop(0)
# draw sprites
SCREEN.blit(IMAGES["background"], (0, 0))
for uPipe, lPipe in zip(upperPipes, lowerPipes):
SCREEN.blit(IMAGES["pipe"][0], (uPipe["x"], uPipe["y"]))
SCREEN.blit(IMAGES["pipe"][1], (lPipe["x"], lPipe["y"]))
SCREEN.blit(IMAGES["base"], (basex, BASEY))
# print score so player overlaps the score
showScore(score)
SCREEN.blit(IMAGES["player"][playerIndex], (playerx, playery))
pygame.display.update()
FPSCLOCK.tick(FPS)
def draw(self, *args):
"""
Rysuje okno gry
:param args: lista obiektów do narysowania
"""
background = (230, 255, 255)
self.surface.fill(background)
for drawable in args:
drawable.draw_on(self.surface)
# dopiero w tym miejscu następuje fatyczne rysowanie
# w oknie gry, wcześniej tylko ustalaliśmy co i jak ma zostać narysowane
pygame.display.update()
if not is_human_agent:
action = self.agent.act(timestep_result.observation, timestep_result.reward)
self.env.choose_action(action)
timestep_result = self.env.timestep()
if timestep_result.is_episode_end:
self.agent.end_episode()
running = False
# Render.
self.render()
score = self.env.snake.length - self.env.initial_snake_length
pygame.display.set_caption(f'Snake [Score: {score:02d}]')
pygame.display.update()
self.fps_clock.tick(self.FPS_LIMIT)
FPS = 15
mainTankX = display_width * 0.9
mainTankY = display_height * 0.9
tankMove = 0
currentTurPos = 0
changeTur = 0
while not gameExit:
if gameOver == True:
#gameDisplay.fill(white)
message_to_screen("Game Over",red,-50,size="large")
message_to_screen("Press C to play again or Q to exit",black,50)
pygame.display.update()
while gameOver == True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
gameOver = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_c:
gameLoop()
elif event.key == pygame.K_q:
gameExit = True
gameOver = False
startPoint = x,y
colorChoices = [red, light_red, yellow, light_yellow]
magnitude = 1
while magnitude < 50:
exploding_bit_x = x +random.randrange(-1*magnitude,magnitude)
exploding_bit_y = y +random.randrange(-1*magnitude,magnitude)
pygame.draw.circle(gameDisplay, colorChoices[random.randrange(0,4)], (exploding_bit_x,exploding_bit_y),random.randrange(1,5))
magnitude += 1
pygame.display.update()
clock.tick(100)
explode = False
def draw(self):
self.win.fill(self.BG)
self.leaderboard.draw(self.win)
self.top_bar.draw(self.win)
self.board.draw(self.win)
self.skip_button.draw(self.win)
if self.drawing:
self.bottom_bar.draw(self.win)
self.chat.draw(self.win)
pygame.display.update()
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] - 1}
elif direction == DOWN:
newHead = {'x': wormCoords[HEAD]['x'], 'y': wormCoords[HEAD]['y'] + 1}
elif direction == RIGHT:
newHead = {'x': wormCoords[HEAD]['x'] + 1, 'y': wormCoords[HEAD]['y']}
elif direction == LEFT:
newHead = {'x': wormCoords[HEAD]['x'] - 1, 'y': wormCoords[HEAD]['y']}
wormCoords.insert(0, newHead)
#Drawing the Screen
SCREEN.fill(BGCOLOR)
drawGrid()
drawWorm(wormCoords)
drawApple(apple)
drawScore((len(wormCoords) - 3) * 10)
pygame.display.update()
CLOCK.tick(FPS)