initial commit

This commit is contained in:
Jonas Weinz 2016-09-12 15:19:48 +02:00
commit 9a497d056e
29 changed files with 2665 additions and 0 deletions

99
01_clock/v01/clock.py Normal file
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import pygame
import sys
import math
import datetime
#Attribute der Uhr:---------------------------------------------------------------------------------
windowMargin = 30 #Abstand Uhr -> Fensterwand
windowWidth = 600
windowHeight = windowWidth
windowCenter = windowWidth/2, windowHeight/2
clockMarginWidth = 20
secondColor = (255,0,0)
minuteColor = (100,200,0)
hourColor = (100,200,0)
clockMarginColor = (130,130,0)
clockBackgroundColor = (20,40,30)
backgroundColor = (255,255,255)
hourCursorLength = windowWidth/2.0 - windowMargin -140
minuteCursorLength = windowWidth/2.0 - windowMargin - 40
secondCursorLength = windowWidth/2.0 - windowMargin - 10
virtualSpeed = 1
useVirtualTimer = False
pygame.init()
screen = pygame.display.set_mode((windowWidth, windowHeight), pygame.HWSURFACE | pygame.DOUBLEBUF)
pygame.display.set_caption('AnalogClock')
#Grundlegende Funktionen:---------------------------------------------------------------------------
#Funktion um die Position eines Zeiger zu ermitteln (0 Grad liegen auf 12 uhr!!!)
def getCursorPositionDegrees(position, scale):
#offset von -90 grad um 0 grad bei 12 uhr zu haben:
cursorOffset = -90
degrees = 360.0 / scale * position + cursorOffset
return degrees
#zur Umrechnung in Bogenmass:
def gradToBogenmass(degrees):
return degrees/180.0*math.pi
#endpunkte der Zeiger berechnen:
def getCirclePoint(position, scale, cursorLength):
degrees = getCursorPositionDegrees(position, scale)
bogenmass = gradToBogenmass(degrees)
xPos = round(math.cos(bogenmass)*cursorLength+windowCenter[0])
yPos = round(math.sin(bogenmass)*cursorLength+windowCenter[1])
return (xPos,yPos)
#Grafikfunktionen:----------------------------------------------------------------------------------
def drawBackground():
screen.fill(backgroundColor)
pygame.draw.ellipse(screen, clockMarginColor, (windowMargin, windowMargin, windowWidth-2*windowMargin, windowWidth-2*windowMargin))
pygame.draw.ellipse(screen, clockBackgroundColor,(windowMargin+clockMarginWidth/2,
windowMargin+clockMarginWidth/2, windowWidth-(windowMargin+clockMarginWidth/2)*2,
windowWidth-(windowMargin+clockMarginWidth/2)*2))
def drawForeground():
pygame.draw.ellipse(screen,clockMarginColor,(windowWidth/2.0-9, windowHeight/2.0-9, 18, 18))
def drawCursor(color, width, length, position, scale):
end = getCirclePoint(position, scale, length)
pygame.draw.line(screen, color, windowCenter, end, width)
def drawCurrentTime():
if useVirtualTimer:
global hour, minute, second, micro
timeGoesOn()
else:
now = datetime.datetime.now()
micro = now.microsecond
hour = now.hour
minute = now.minute
second = now.second
drawCursor(hourColor,15,hourCursorLength,hour+minute/60.0, 12)
drawCursor(minuteColor, 8, minuteCursorLength, minute+second/60.0, 60)
drawCursor(secondColor, 3, secondCursorLength, second+micro/1000000.0,60)
#Enventhandling:------------------------------------------------------------------------------------
def handleEvents():
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
sys.exit(0)
#die Main:------------------------------------------------------------------------------------------
def main():
#Hauptschleife:
while True:
handleEvents()
screen.fill(backgroundColor)
drawBackground()
drawCurrentTime()
drawForeground()
pygame.display.flip()
pygame.time.delay(10)
if __name__ == '__main__':
main()

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02_gameOfLife/Main.py Normal file
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#!/usr/bin/python
import pygame
import random
from OpenGL.GL import *
from OpenGL.GLU import *
from pygame.locals import *
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
pygame.init()
dinfo = pygame.display.Info();
livingSpaceWidth = 48
livingSpaceHeight = 27
creatureW = dinfo.current_w/(livingSpaceWidth)
creatureH = dinfo.current_h/(livingSpaceHeight)
FPS = 40
livingSpace = []
def resize((width, height)):
if height == 0:
height = 1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0.0, livingSpaceWidth * creatureW, livingSpaceHeight * creatureH, 0.0, -6.0, 0.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def init():
glClearColor(0.0, 0.0, 0.0, 0.0)
def initLivingSpace():
for x in range(livingSpaceWidth):
livingSpace.append([])
for y in range(livingSpaceHeight):
if random.randint(0,1) ==1:
livingSpace[x].append(1000)
else:
livingSpace[x].append(0)
def isAlive(x,y):
return livingSpace[x][y] == 1000
def draw():
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,0.0,3.0)
glBegin(GL_QUADS)
for column in range(livingSpaceWidth):
for row in range(livingSpaceHeight):
if livingSpace[column][row] != 0:
health = float(float(livingSpace[column][row])/1000.0)
glColor4f(health*(float(column)/float(livingSpaceWidth)),
health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)),
health*(float(row)/float(livingSpaceHeight)),1.0)
x = column * creatureW
y = row * creatureH
glVertex3f(x,y,0.0)
glVertex3f(x + creatureW-1.0,y,0.0)
glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
glVertex3f(x,y+creatureH-1,0.0)
glEnd()
def getNeighborCount(x,y):
count = 0
xpn = (x + 1) % livingSpaceWidth
ypn = (y + 1) % livingSpaceHeight
# nach unten hin ist keine ausnahmebehandlung noetig,
# da python bei negativen indizes automatisch die liste von hinten
# durchlaeuft
# Vorsicht: boolscher Wert wird hier als Int genutzt!
count += isAlive(x,ypn)
count += isAlive(xpn,ypn)
count += isAlive(xpn,y)
count += isAlive(xpn,y-1)
count += isAlive(x,y-1)
count += isAlive(x-1,y-1)
count += isAlive(x-1,y)
count += isAlive(x-1,ypn)
return count
def calculateNextGeneration():
neighborCount = []
for column in range(livingSpaceWidth):
neighborCount.append([])
for row in range(livingSpaceHeight):
neighborCount[column].append(getNeighborCount(column,row))
for column in range(livingSpaceWidth):
for row in range(livingSpaceHeight):
if 2 <= neighborCount[column][row] <= 3:
if neighborCount[column][row] == 3:
livingSpace[column][row] = 1000
if not isAlive(column,row):
livingSpace[column][row] = float(livingSpace[column][row])/1.2
else:
livingSpace[column][row] = float(livingSpace[column][row])/1.2
if livingSpace[column][row] < 20:
livingSpace[column][row] = 0
def main():
pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags)
initLivingSpace()
resize((dinfo.current_w,dinfo.current_h))
init()
clock = pygame.time.Clock()
frames = 0
#Hauptschleife:
while True:
ticktime = clock.tick(FPS)
#print ticktime
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break
draw()
pygame.display.flip()
calculateNextGeneration()
if __name__ == '__main__':
main()

1
README.md Normal file
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just some stupid old python projects i created years ago

45
arcadegame/ball.py Normal file
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import pygame
from pygame.locals import *
from sys import exit
class ball(object):
def __init__(self, x,y,dx,dy):
self.x = x
self.y = y
self.dx = dx
self.dy = dy
def setX(self,x):
self.x = x
def setY(self,y):
self.y = y
def setDx(self,dx):
self.dx = dx
def setDy(self,dy):
self.dy=dy
def getX(self):
return self.x
def getY(self):
return self.y
def getDx(self):
return self.dx
def getDy(self):
return self.dy
def update(self):
self.x +=self.dx
self.y +=self.dy
def draw(self,screen):
pygame.draw.rect(screen,(255,255,255),Rect(self.x-5,self.y-5,10,10))

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arcadegame/bat.py Normal file
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import pygame
from pygame.locals import *
from sys import exit
class bat(object):
def __init__(self, x,y,w,h,dy, maxY):
self.x = x
self.y = y
self.w = w
self.h = h
self.dy = dy
self.maxY = maxY
def moveUp(self):
self.y-= self.dy
if self.y<0:
self.y=0
def moveDown(self):
self.y += self.dy
if self.y+self.h > self.maxY:
self.y = self.maxY - self.h
def getY(self):
return self.y
def checkCollision(self,x,y):
if x<self.x or x>self.x+self.w:
return False
if y<self.y or y > self.y + self.h:
return False
return True
def draw(self, screen):
pygame.draw.rect(screen,(255,255,255),Rect(self.x,self.y,self.w,self.h))

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arcadegame/eventhandler.py Normal file
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import pygame
from pygame.locals import *
from sys import exit
if __name__ == '__main__':
pygame.init()
#modul, welches Werkzeuge enthaelt, die zur eventbearbeitung dienen.
KEY_INACTIVE = 0
KEY_PRESSED = 1
KEY_HOLD = 2
KEY_RELEASED = 3
class EventHandler(object):
def __init__(self):
self.eventlist = []
def update(self):
self.eventlist = pygame.event.get()
def getEventList(self):
return self.eventlist
class KeyHandler(object):
def __init__(self):
self.keyDict = {}
def registerKey(self,keycode):
self.keyDict[keycode] = KEY_INACTIVE
def getKeyState(self,keycode):
code = self.keyDict[keycode]
if code == KEY_PRESSED:
self.keyDict[keycode] = KEY_HOLD
elif code == KEY_RELEASED:
self.keyDict[keycode] = KEY_INACTIVE
return code
def update(self, e_handler):
eventlist = e_handler.getEventList()
#TODO: hier ist noch optimierungsbedarf, was die Geschwindigkeit angeht...
for event in eventlist:
#I love verschachtelte if's ;)
if event.type == KEYUP or event.type == KEYDOWN:
if self.keyDict.has_key(event.key):
if self.keyDict[event.key] == KEY_INACTIVE:
if event.type == KEYDOWN:
self.keyDict[event.key] = KEY_PRESSED
elif self.keyDict[event.key] == KEY_HOLD:
if event.type == KEYUP:
self.keyDict[event.key] = KEY_RELEASED
#klasse eig unnoetig, da pygame diese viel bequemer selber bereitstellt...
class MouseHandler(object):
def __init__(self):
self.mouseX = 0;
self.mouseY = 0;
self.LeftButton = KEY_INACTIVE
self.MiddleButton = KEY_INACTIVE
self.RightButton = KEY_INACTIVE
self.isMouseMoved = False
def update(self, e_handler):
elist = e_handler.getEventList()
for event in elist:
if event.type == MOUSEMOTION:
self.mouseX, self.mouseY = event.pos
self.isMouseMoved = True
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
if self.LeftButton == KEY_INACTIVE:
self.LeftButton = KEY_PRESSED
elif event.button == 2:
if self.MiddleButton == KEY_INACTIVE:
self.MiddleButton = KEY_PRESSED
elif event.button == 3:
if self.RightButton == KEY_INACTIVE:
self.RightButton = KEY_PRESSED
elif event.type == MOUSEBUTTONUP:
if event.button == 1:
if self.LeftButton == KEY_HOLD:
self.LeftButton = KEY_RELEASED
elif event.button == 2:
if self.MiddleButton == KEY_HOLD:
self.MiddleButton = KEY_RELEASED
elif event.button == 3:
if self.RightButton == KEY_HOLD:
self.RightButton = KEY_RELEASED
def getLeftButtonState(self):
code = self.LeftButton
if code == KEY_PRESSED:
self.LeftButton = KEY_HOLD
elif code == KEY_RELEASED:
self.LeftButton = KEY_INACTIVE
return code
def getMiddleButtonState(self):
code = self.MiddleButton
if code == KEY_PRESSED:
self.MiddleButton = KEY_HOLD
elif code == KEY_RELEASED:
self.MiddleButton = KEY_INACTIVE
return code
def getRightButtonState(self):
code = self.RightButton
if code == KEY_PRESSED:
self.RightButton = KEY_HOLD
elif code == KEY_RELEASED:
self.RightButton = KEY_INACTIVE
return code
def mouseMoved(self):
if self.isMouseMoved:
self.isMouseMoved = False
return True
return False
def getMouseX(self):
return self.mouseX
def getMouseY(self):
return self.mouseY
def getMousePos(self):
return (self.mouseX, self.mouseY)
if __name__ == '__main__':
font = pygame.font.SysFont("arial", 16);
elist = EventHandler()
test = KeyHandler()
mouse = MouseHandler()
screen = pygame.display.set_mode(( 800, 600),0,32);
test.registerKey(K_UP)
test.registerKey(K_DOWN)
while True:
screen.fill((255, 255, 255))
elist.update();
test.update(elist)
mouse.update(elist)
code = test.getKeyState(K_UP)
code2 = test.getKeyState(K_DOWN)
moved = mouse.mouseMoved()
button = mouse.getLeftButtonState()
pos = mouse.getMousePos()
if code == KEY_RELEASED:
exit();
screen.blit( font.render('KeyUp: '+str(code), True, (0, 0, 0)), (0, 0) )
screen.blit( font.render('KeyDown: '+str(code2), True, (0, 0, 0)), (0, 20) )
screen.blit( font.render('Maus: '+str(moved), True, (0, 0, 0)), (0, 40) )
screen.blit( font.render('Maus: '+str(button), True, (0, 0, 0)), (0, 60) )
screen.blit( font.render('Maus: '+str(pos), True, (0, 0, 0)), (0, 80) )
pygame.display.update()

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#!/usr/bin/python
import pygame
import math
from pygame.locals import *
from sys import exit
from ball import *
from bat import *
from eventhandler import *
import eventhandler
pygame.init();
#spielvariablen:
PLAYER_SPEED = 8
KI_SPEED = 12
GAMESPEED = 1.0
MAXSPEED = 3.0
SPEEDFAKTOR = 1.2
PADHEIGHT = 100.0
FPS = 60
#hole infos ueber die derzeitige displaykonfiguration
dinfo = pygame.display.Info();
#mache einen neuen Bildschirm in vollbild
screen = pygame.display.set_mode(( dinfo.current_w, dinfo.current_h),FULLSCREEN | HWSURFACE,dinfo.bitsize);
#screen = pygame.display.set_mode(( 800, 600),HWSURFACE,dinfo.bitsize);
font = pygame.font.SysFont("arial", 30);
myball = ball(1050,50,-5,5)
batleft = bat(20,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, PLAYER_SPEED, dinfo.current_h)
batright = bat(dinfo.current_w-50,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, KI_SPEED, dinfo.current_h)
e_handler=EventHandler()
keys = KeyHandler()
keys.registerKey(K_ESCAPE)
keys.registerKey(K_UP)
keys.registerKey(K_DOWN)
clock = pygame.time.Clock()
speed = GAMESPEED;
pointleft = 0
pointright = 0
error_counter = 0
ticktime = 0.0
realFps = 0
fpsCounter = 0
lastFps = 0
while True:
#timer:
ticktime = clock.tick(FPS)
#zeichenoperationen:
if (ticktime<1000.0/FPS+10):
screen.fill((0,0,0))
myball.draw(screen)
batleft.draw(screen)
batright.draw(screen)
screen.blit( font.render(str(""+str(pointleft)+" : "+str(pointright)), True, (255, 255, 255)), (dinfo.current_w/2-30, 20) )
screen.blit( font.render(str(lastFps), True, (255, 255, 255)), (dinfo.current_w/2-30, 60) )
pygame.display.update()
realFps +=1
#logik:
e_handler.update()
keys.update(e_handler)
fpsCounter +=1
if fpsCounter >= FPS:
lastFps = realFps
fpsCounter = 0
realFps = 0
#spieler:
if keys.getKeyState(K_UP) == KEY_HOLD:
batleft.moveUp()
if keys.getKeyState(K_DOWN) == KEY_HOLD:
batleft.moveDown()
#computer:
if myball.getY() < batright.getY()+20:
batright.moveUp()
if myball.getY() > batright.getY()+PADHEIGHT-20:
batright.moveDown()
#kollisionsabfragen:
if batleft.checkCollision(myball.getX(), myball.getY()) and myball.getDx() <0:
x = myball.getX()
y = myball.getY()
y2 = batleft.getY()
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
dx = 7.5-math.fabs(dy)
myball.setDx(dx*speed)
myball.setDy(dy*speed)
speed *= SPEEDFAKTOR
if batright.checkCollision(myball.getX(), myball.getY()) and myball.getDx()>0:
x = myball.getX()
y = myball.getY()
y2 = batright.getY()
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
dx = 7.5-math.fabs(dy)
myball.setDx(-dx*speed)
myball.setDy(dy*speed)
speed *= SPEEDFAKTOR
if speed > MAXSPEED:
speed = MAXSPEED
if myball.getY()-10<0 or myball.getY()+10>dinfo.current_h:
myball.setDy(-myball.getDy())
myball.update()
if myball.getX() < 0:
pointright +=1
speed = GAMESPEED
myball.setX(dinfo.current_w/2)
myball.setY(dinfo.current_h/2)
myball.setDx(-6)
myball.setDy(0)
if myball.getX() > dinfo.current_w:
pointleft +=1
speed = GAMESPEED
myball.setX(dinfo.current_w/2)
myball.setY(dinfo.current_h/2)
myball.setDx(6)
myball.setDy(0)
if keys.getKeyState(K_ESCAPE) != KEY_INACTIVE:
exit()

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laby2/Kachel.py Normal file
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from PIL import Image
from PIL import ImageDraw
NORTH = 0
EAST = 1
SOUTH = 2
WEST = 3
class Kachel:
def __init__(self, pos, size):
self.dirs = [False, False, False, False]
self.visited = False
self.pos = pos
self.size = size
self.walkable = False
def isVisited(self):
return self.visited
def getPos(self):
return self.pos
def open(self, direction):
self.dirs[direction] = True
def isOpen(self, direction):
return self.dirs[direction]
def touch(self):
self.visited = True
def makeWalkable(self):
self.walkable = True
def isWalkable(self):
return self.walkable
def getNumberOfOpenWays(self):
n = 0
for i in self.dirs:
if i:
n += 1
return n
def getArrayOfClosedWays(self):
result = []
for i in range(4):
if not self.dirs[i]:
result.append(i)
return result
def draw(self, target, offset):
pos = [(self.pos[0] * self. size[0] + offset[0],
self.pos[1] * self.size[1] + offset[1]),
((self.pos[0] + 1) * self.size[0] + offset[0],
self.pos[1] * self.size[1] + offset[1]),
((self.pos[0] + 1) * self.size[0] + offset[0],
(self.pos[1] + 1) * self.size[1] + offset[1]),
(self.pos[0] * self.size[0] + offset[0],
(self.pos[1] + 1) * self.size[1] + offset[1])]
if (not self.dirs[NORTH]):
target.line((pos[0], pos[1]), (0, 0, 0))
if (not self.dirs[EAST]):
target.line((pos[1], pos[2]), (0, 0, 0))
if (not self.dirs[SOUTH]):
target.line((pos[2], pos[3]), (0, 0, 0))
if (not self.dirs[WEST]):
target.line((pos[3], pos[0]), (0, 0, 0))

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laby2/Laby.py Normal file
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#!/usr/bin/python
from Kachel import *
from PIL import Image
from PIL import ImageDraw
import random
import sys
import math
CHAR_WALL = "X"
CHAR_START = "*"
CHAR_END = "#"
class Laby:
def __init__(self, size, arraySize, kachelSize, waySteps):
self.kachelArray = []
self.size = size
self.arraySize = arraySize
self.kachelSize = kachelSize
self.img = None
self.drawObject = None
self.createImage()
self.createArray()
self.visitedFields = 0
self.maxWaysteps = waySteps # ein aenderung dieses wertes duerfte
# den schwierigkeitsgrad beeinflussen
def createImage(self):
self.img = Image.new("RGB", (self.size[0], self.size[1]),
(255, 255, 255))
self.drawObject = ImageDraw.ImageDraw(self.img)
def createArray(self):
for x in range(self.arraySize[0]):
tmp = []
for y in range(self.arraySize[1]):
tmp.append(Kachel((x, y), self.kachelSize))
self.kachelArray.append(tmp)
def makeAllWalkable(self):
for y in self.kachelArray:
for x in y:
x.makeWalkable()
def draw(self):
for i in self.kachelArray:
for j in i:
j.draw(self.drawObject, self.kachelSize)
def saveToTxt(self, filename):
fobj = open(filename, "w")
for j in range(self.arraySize[0]*2 + 1):
fobj.write(CHAR_WALL)
fobj.write("\n")
for i in range(self.arraySize[1]):
fobj.write(CHAR_WALL)
for j in range(self.arraySize[0]):
if (i == 0 and j == 0):
fobj.write(CHAR_START)
elif(i == self.arraySize[1]-1 and j == self.arraySize[0]-1):
fobj.write(CHAR_END)
else:
fobj.write(" ")
if self.kachelArray[j][i].isOpen(EAST):
fobj.write(" ")
else:
fobj.write(CHAR_WALL)
fobj.write("\n" + CHAR_WALL)
for j in range(self.arraySize[0]):
if self.kachelArray[j][i].isOpen(SOUTH):
fobj.write(" ")
else:
fobj.write(CHAR_WALL)
fobj.write(CHAR_WALL)
fobj.write("\n")
fobj.close();
def showOnScreen(self):
self.img.show()
def save(self, filename):
self.img.save(filename)
def openWay(self, pos, direction):
self.kachelArray[pos[0]][pos[1]].open(direction)
if direction == NORTH:
if pos[1] > 0:
self.kachelArray[pos[0]][pos[1] - 1].open(SOUTH)
elif direction == EAST:
if pos[0] < self.arraySize[0] - 1:
self.kachelArray[pos[0] + 1][pos[1]].open(WEST)
elif direction == SOUTH:
if pos[1] < self.arraySize[1] - 1:
self.kachelArray[pos[0]][pos[1] + 1].open(NORTH)
elif direction == WEST:
if pos[0] > 0:
self.kachelArray[pos[0] - 1][pos[1]].open(EAST)
def scanNeighbours(self, scanPos):
scanResult = [0, 0, 0, 0] # 0 = nix, 1 = unbesucht, 2 = besucht
# NORTH:
if scanPos[1] > 0:
north = self.kachelArray[scanPos[0]][scanPos[1] - 1]
if north.isWalkable():
if north.isVisited():
scanResult[NORTH] = 2
else:
scanResult[NORTH] = 1
# SOUTH:
if scanPos[1] < self.arraySize[1] - 1:
south = self.kachelArray[scanPos[0]][scanPos[1] + 1]
if south.isWalkable():
if south.isVisited():
scanResult[SOUTH] = 2
else:
scanResult[SOUTH] = 1
# WEST:
if scanPos[0] > 0:
west = self.kachelArray[scanPos[0] - 1][scanPos[1]]
if west.isWalkable():
if west.isVisited():
scanResult[WEST] = 2
else:
scanResult[WEST] = 1
# EAST:
if scanPos[0] < self.arraySize[0] - 1:
east = self.kachelArray[scanPos[0] + 1][scanPos[1]]
if east.isWalkable():
if east.isVisited():
scanResult[EAST] = 2
else:
scanResult[EAST] = 1
return scanResult
def bakeWay(self, startPos):
self.pos = startPos
for c in range(self.maxWaysteps): # pro weg maximal waysteps schritte
self.kachelArray[self.pos[0]][self.pos[1]].touch()
self.visitedFields += 1
neighbours = self.scanNeighbours(self.pos)
if neighbours.count(1) == 0:
break
possibleDirections = []
for i in range(4):
if neighbours[i] == 1:
possibleDirections.append(i)
#zufaellige richtung waehlen:
nextDir = random.sample(possibleDirections, 1)[0]
self.openWay(self.pos, nextDir)
#zur naechsten Kachel gehen:
if nextDir == NORTH:
self.pos = (self.pos[0], self.pos[1] - 1)
elif nextDir == EAST:
self.pos = (self.pos[0] + 1, self.pos[1])
elif nextDir == SOUTH:
self.pos = (self.pos[0], self.pos[1] + 1)
elif nextDir == WEST:
self.pos = (self.pos[0] - 1, self.pos[1])
def bakeLaby(self, startPos, isFirstBake):
if isFirstBake:
print("Berechne Labyrinth...")
self.bakeWay(startPos)
unvisitedCounter = (self.arraySize[0]*self.arraySize[1]
- self.visitedFields)
while unvisitedCounter > 0:
#fortschritt in Prozent
print(str(float(self.visitedFields * 100.0)
/ float(self.arraySize[0] * self.arraySize[1])) + "%")
# zaehle unbesuchte, an besuchten Feldern angrenzende Felder
neighbours = []
unvisitedCounter = 0
for y in self.kachelArray:
for x in y:
if not x.isVisited():
if self.scanNeighbours(x.getPos()).count(2) > 0:
unvisitedCounter += 1
neighbours.append(x)
if unvisitedCounter > 0:
nextPos = random.sample(neighbours, 1)[0]
tmp = self.scanNeighbours(nextPos.getPos())
possibleConnectDirs = []
for i in range(4):
if tmp[i] == 2:
possibleConnectDirs.append(i)
connectDir = random.sample(possibleConnectDirs, 1)[0]
self.openWay(nextPos.getPos(), connectDir)
self.bakeWay(nextPos.getPos())
if __name__ == "__main__":
#programmaufruf: Laby.py [W] [H] [Feldgroesse] [filename]
try:
KACHELSIZE = int(sys.argv[3])
WIDTH = int(sys.argv[1])
HEIGHT = int(sys.argv[2])
FILENAME = sys.argv[4]
except:
print("\nFehlerhafte Parameter!")
print("Benoetigte Parameter:"
+ "[BREITE] [HOEHE] [FELDGROESSE] [DATEINAME] <WAYSTEPS>"
+ "\n\nBREITE: die Breite des Labyrinthes in Anzahl an Feldern"
+ "\n\nHOEHE: die Hoehe des Labyrinthes in Anzahl an Feldern"
+ "\n\nFELDGROESSE: Kantenlaenge eines Feldes in Pixeln"
+ "\n\nDATEINAME: Dateiname fuer das fertige Labyrinth (ohne dateiendung)"
+ "\n\nWAYSTEPS(optional): gibt die maximale Laenge eines "
+ "\nWegstuecks in Feldern an, die ohne Abzweigung vom Algorithmus"
+ "\ngeneriert werden kann. Pauschal kann man sagen: je kleiner "
+ "\nder Wert, desto kuerzer ist der kuerzeste Weg zwischen zwei "
+ "\nPunkten im Labyrinth. Standardwert ist 100 \n")
sys.exit(0)
# optionale Argumente:
try:
WAYSTEPS = int(sys.argv[5])
except:
WAYSTEPS = 100
laby = Laby(((WIDTH + 2) * KACHELSIZE, (HEIGHT + 2) * KACHELSIZE),
(WIDTH, HEIGHT), (KACHELSIZE, KACHELSIZE), WAYSTEPS)
laby.makeAllWalkable()
laby.bakeLaby((0, 0),True)
laby.saveToTxt(FILENAME + ".txt")
laby.openWay((0, 0), WEST)
laby.openWay((WIDTH - 1, HEIGHT - 1), EAST)
laby.draw()
laby.save(FILENAME + ".png")
laby.showOnScreen()

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import tools
import eventmanager
import maus
BUTTON_ALPHA_INACTIVE = 0.3
BUTTON_ALPHA_SELECT = 0.8
BUTTON_ALPHA_CLICKED = 1.0
class button(object):
def __init__(self, mouse, posRect, color, text, font):
self.posRect = posRect
self.color = color
self.alpha = BUTTON_ALPHA_INACTIVE
self.text = text
self.font = font
self.mouse = mouse
self.clicked = False
def isClicked(self):
return self.mouse.getState(0) == maus.BUTTON_RELEASED and tools.is2DPointCollision(self.mouse.getPos(),self.posRect)
def update(self):
if tools.is2DPointCollision(self.mouse.getPos(),self.posRect):
if self.mouse.getState(0) == maus.BUTTON_HOLD:
self.alpha = BUTTON_ALPHA_CLICKED
else:
self.alpha = BUTTON_ALPHA_SELECT
else:
self.alpha = BUTTON_ALPHA_INACTIVE
def draw(self):
tools.drawRect((self.posRect[0]-2,self.posRect[1]-2,self.posRect[2]+4,self.posRect[3]+4),0,(0.0,0.0,0.0,1.0))
tools.drawRect(self.posRect,0,(self.color[0],self.color[1],self.color[2],self.alpha))
tools.writePerFTGL(self.text,self.font,
(self.posRect[0] + 20,self.posRect[1]+self.posRect[3]/2+8),(1.0,1.0,1.0,1.0))

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import pygame
from pygame.locals import *
class eventmanager(object):
def __init__(self):
self.eventlist = []
def update(self):
self.eventlist = pygame.event.get()
def getAll(self):
return self.eventlist
def getByType(self,Type):
list = []
for event in self.eventlist:
if event.type == Type:
list.append(event)
return list

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import pygame
import random
from pygame.locals import *
import tools
import kachel
from maus import *
import eventmanager
import FTGL
import button
#Groesse des Spielfeldes
GITTER_W = 7
GITTER_H = 5
#GitterModi:
MODE_RANDOM = 0
MODE_SHOW = 1
MODE_PLAY = 2
#Werte fuer den Random Mode:
RANDOM_FRAMES = 60 #Anzahl der Frames fuer eine einzelne Sequenz
RANDOM_ELEMENT_RANGE =GITTER_W*GITTER_H/4 #Wie viele Elemente werden Maximal zufaellig aktiviert (muss kleinergleich sein als Gitter_W*Gitter_H)
#Werte fuer den Show Mode:
TIME_FACTOR = 0.9
MIN_STEPTIME = 20
COOLDOWNTIME = 20
class gitter(object):
def __init__(self,size,eManager,mouse,sounds):
self.kachelarray = []
self.size = size
self.eManager = eManager
self.kachelW = size[0]/GITTER_W
self.kachelH = size[1]/GITTER_H
self.sounds = sounds
self.mode = MODE_RANDOM
#Variablen fuer den MODE_RANDOM
self.randomFrame = 0
self.randomSequence = [] #wird auch fuer alle anderen Sequenzen verwendet
self.mausimaus = mouse
for x in range(GITTER_W*GITTER_H):
self.kachelarray.append( kachel.kachel(x%GITTER_W,x//GITTER_W,self.kachelW,self.kachelH))
self.initRandomSequence()
#Variablen fuer den Play Mode:
self.level = 1
self.mistake = False
self.playingStep = 0
self.done = False
#Variablen fuer den Show Mode:
self.curFrame = 0
self.maxFrame = MIN_STEPTIME
self.showing = False
self.cooldown = COOLDOWNTIME
def getIndex(self,pos):
return pos[1]*GITTER_W + pos[0]
def getPos(self,index):
return (index%GITTER_W,index//GITTER_W)
def deactivateAll(self):
for kachel in self.kachelarray:
kachel.deactivate()
def activateAll(self):
for kachel in self.kachelarray:
kachel.activate()
def setLevel(self,level):
self.level = level
def initRandomSequence(self):
self.randomFrame = 0
#alle deaktivieren:
self.deactivateAll()
#erzeuge eine sequenz aus kachelindizies, die 1 bis RANDOM_ELEMENT_RANGE lang ist
self.randomSequence = random.sample(range(GITTER_W*GITTER_H),random.randint(1,RANDOM_ELEMENT_RANGE))
#die in der random sequenz aktivieren:
for i in self.randomSequence:
self.kachelarray[i].activate()
def generatePlaySequence(self,level):
self.randomSequence = random.sample(range(GITTER_W*GITTER_H),level)
def changeMode(self,mode):
self.mode = mode
if mode == MODE_RANDOM:
self.randomFrame = 0
#noch kurz die richtige Loesung zeigen:
self.deactivateAll()
for i in self.randomSequence:
self.kachelarray[i].activate()
elif mode == MODE_SHOW:
self.done = False
self.cooldown = COOLDOWNTIME
self.showing = True
self.generatePlaySequence(self.level) #level sollte also vorher gesetzt werden !!!
self.curFrame = 0
self.maxFrame = MIN_STEPTIME + (TIME_FACTOR*MIN_STEPTIME)*self.level
self.activateAll()
self.sounds[1].play()
elif mode == MODE_PLAY:
self.cooldown = COOLDOWNTIME
self.mistake = False
self.playingStep = 0
self.activateAll()
self.sounds[1].play()
else:
pass #TODO: System fuer einheitliche Fehlermeldungen implementieren
def getMode(self):
return self.mode
def readyToPlay(self):
return not self.showing
def readyToShow(self):
return self.done
def madeMistake(self):
return self.mistake
def inSequence(self,kachel):
for i in range(self.level):
if self.getIndex(kachel.getPos()) == self.randomSequence[i]:
return True
return False
def update(self):
if self.cooldown > 0:
self.cooldown -= 1
if self.cooldown == 0:
self.deactivateAll()
#und die kachel updaten:
for kachel in self.kachelarray:
kachel.update()
else:
for kachel in self.kachelarray:
kachel.deselect()
kPos = kachel.getPos()
mausPos = self.mausimaus.getPos()
mousePressed = self.mausimaus.getState(0) == BUTTON_PRESSED
#WARNUNG: nicht in den verschachtelungen verirren!!!
if not self.mode == MODE_SHOW:
if tools.is2DPointCollision(mausPos,(kPos[0]*kPos[2],kPos[1]*kPos[3],kPos[2],kPos[3])):
if not kachel.isActive:
if mousePressed:
kachel.activate()
if self.mode == MODE_PLAY:
if self.inSequence(kachel):
self.playingStep += 1
self.sounds[0].play()
if self.playingStep == self.level:
self.done = True
else:
self.mistake = True
self.sounds[2].play()
self.done = True
else:
kachel.select()
kachel.update()
if self.mode == MODE_RANDOM:
self.randomFrame += 1
if self.randomFrame > RANDOM_FRAMES:
self.initRandomSequence()
elif self.mode == MODE_SHOW:
self.curFrame +=1
if self.curFrame >= self.maxFrame:
self.showing = False
for i in self.randomSequence:
self.kachelarray[i].activate()
def draw(self):
for kachel in self.kachelarray:
kachel.draw()

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import pygame
from pygame.locals import *
import tools
from button import *
#hud-Modes:
HUD_MODE_MAINMENU = 0
HUD_MODE_PLAY = 1
HUD_MODE_GAMEOVER = 2
#bissl wat zur GUI:
SIDE_SPACING = 30
BUTTON_HEIGTH = 50
COLOR_FADE_FACTOR = 0.1
class hud(object):
def __init__(self,posRect,mouse,font):
self.posRect = posRect
self.mode = HUD_MODE_MAINMENU
self.font = font
#Die Buttons:
playRect = (posRect[0]+SIDE_SPACING,posRect[1]+posRect[3]/5,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
self.play = button(mouse,playRect,(0.0,1.0,0.0),"Los gehts!",font)
exitRect = (posRect[0]+SIDE_SPACING,posRect[1]+posRect[3]/5+2*BUTTON_HEIGTH,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
self.exit = button(mouse,exitRect,(1.0,0.0,0.0),"Tschau mit V!",font)
okRect = (posRect[0]+SIDE_SPACING,posRect[3]/2+100,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
self.ok = button(mouse,okRect,(0.0,1.0,0.0),"okay dokay",font)
self.bgColor = (0.0,0.0,0.0,1.0)
self.currentBgColor = self.bgColor
self.exitClicked = False
self.playClicked = False
self.okClicked = False
self.menuText = "B-)"
self.messageText = ";-P"
def getMode(self):
return self.mode
def setMode(self,mode):
self.mode = mode
def setBgColor(self,color):
self.bgColor = color
def setMessage(self,msg):
self.messageText = msg
def buttonUpdate(self):
if self.exit.isClicked() == True:
self.exitClicked = True
if self.play.isClicked() == True:
self.playClicked = True
if self.ok.isClicked() == True:
self.okClicked = True
self.play.update()
self.exit.update()
self.ok.update()
def isExitClicked(self):
if self.exitClicked:
self.exitClicked = False
return True
return False
def isPlayClicked(self):
if self.playClicked:
self.playClicked = False
return True
return False
def isOkClicked(self):
if self.okClicked:
self.okClicked = False
return True
return False
def update(self):
if self.mode == HUD_MODE_MAINMENU:
self.play.update()
self.exit.update()
elif self.mode == HUD_MODE_GAMEOVER:
self.ok.update()
self.buttonUpdate()
#hintergrundfarbe blenden:
r = (self.bgColor[0] - self.currentBgColor[0])*COLOR_FADE_FACTOR
g = (self.bgColor[1] - self.currentBgColor[1])*COLOR_FADE_FACTOR
b = (self.bgColor[2] - self.currentBgColor[2])*COLOR_FADE_FACTOR
a = (self.bgColor[3] - self.currentBgColor[3])*COLOR_FADE_FACTOR
self.currentBgColor = (self.currentBgColor[0]+ r,
self.currentBgColor[1]+ g,
self.currentBgColor[2]+ b,
self.currentBgColor[3]+ a)
def draw(self):
tools.drawRect(self.posRect,0,self.currentBgColor)
if self.mode == HUD_MODE_MAINMENU:
self.play.draw()
self.exit.draw()
if self.mode == HUD_MODE_GAMEOVER:
#message
tools.writePerFTGL("GAME OVER!",self.font,
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2-30),
(1.0,0.0,0.0,1.0))
tools.writePerFTGL(self.messageText,self.font,
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2+14),
(1.0,1.0,1.0,1.0))
self.ok.draw()
if self.mode == HUD_MODE_PLAY:
tools.writePerFTGL(self.messageText,self.font,
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2+14),
(1.0,1.0,1.0,1.0))

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import pygame
from pygame.locals import *
import tools
import gitter
KACHEL_ALPHA_ACTIVE = 1.0
KACHEL_ALPHA_INACTIVE = 0.175
KACHEL_ALPHA_SELECT = 0.5
KACHEL_ALPHA_STEPFACTOR = 0.1
class kachel(object):
def __init__(self,x,y,w,h):
self.x = x
self.y = y
self.w = w
self.h = h
#alphaverwaltung:
self.currentAlpha = KACHEL_ALPHA_INACTIVE
self.alpha = KACHEL_ALPHA_INACTIVE
self.r = 0.5-0.5/float(gitter.GITTER_W)*float(x)
self.g = 0.5*float(y)/float(gitter.GITTER_H)
self.b = float(x)/float(gitter.GITTER_W)
#verwaltungstechnisches:
self.isActive = False
self.isSelect = False
#nen paar getters und setters:
def getPos(self):
return (self.x,self.y,self.w,self.h)
def isActive(self):
return self.isActive
def isSelect(self):
return self.isSelect
def activate(self):
self.isActive = True
self.alpha = KACHEL_ALPHA_ACTIVE
def deactivate(self):
self.isActive = False
self.alpha = KACHEL_ALPHA_INACTIVE
def toggle(self):
self.isActive = not self.isActive
if self.isActive:
self.alpha = KACHEL_ALPHA_ACTIVE
else:
self.alpha = KACHEL_ALPHA_INACTIVE
def select(self):
if not self.isActive:
self.isSelect = True
self.alpha = KACHEL_ALPHA_SELECT
def deselect(self):
if not self.isActive:
self.isSelect = False
self.alpha = KACHEL_ALPHA_INACTIVE
#update:
def update(self):
self.currentAlpha += float(self.alpha - self.currentAlpha)*KACHEL_ALPHA_STEPFACTOR
def draw(self):
tools.drawRect((self.x*self.w+2,self.y*self.h+2,self.w-2,self.h-2),0,(self.r,self.g,self.b,self.currentAlpha))

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import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
from pygame.locals import *
import eventmanager
BUTTON_PRESSED = 0
BUTTON_HOLD = 1
BUTTON_RELEASED = 2
BUTTON_INACTIVE = 3
class maus(object):
def __init__(self):
self.pressed = [False,False,False]
self.hold = [False,False,False]
self.release = [False, False, False]
self.inactive = [True,True,True]
self.pos = (0,0)
def update(self):
pressed = pygame.mouse.get_pressed()
self.pos = pygame.mouse.get_pos()
for i in range(3):
if self.pressed[i]:
self.pressed[i] = False
self.hold[i] = True
if self.release[i]:
self.release[i] = False
self.inactive[i] = True
if pressed[i]:
if self.inactive[i]:
self.inactive[i] = False
self.pressed[i] = True
else:
if self.hold[i]:
self.hold[i] = False
self.release[i] = True
def getState(self,button):
if self.pressed[button]:
return BUTTON_PRESSED
elif self.release[button]:
return BUTTON_RELEASED
elif self.hold[button]:
return BUTTON_HOLD
return BUTTON_INACTIVE
def getPos(self):
return self.pos

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
making modifications to it. For an executable work, complete source
code means all the source code for all modules it contains, plus any
associated interface definition files, plus the scripts used to
control compilation and installation of the executable. However, as a
special exception, the source code distributed need not include
anything that is normally distributed (in either source or binary
form) with the major components (compiler, kernel, and so on) of the
operating system on which the executable runs, unless that component
itself accompanies the executable.
If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the
original licensor to copy, distribute or modify the Program subject to
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restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties to
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7. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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include COPYING README MANIFEST.in
include *.py
include *.cpp

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README for PyFTGL
Introduction
============
FTGL is a free, open source library to enable developers to use
arbitrary fonts in their OpenGL applications. Unlike other OpenGL font
libraries FTGL uses standard font file formats and the Freetype font
library to open the fonts.
PyFTGL in turn wraps the functionality of FTGL into a Python module so
that it can be used in conjunction with PyOpenGL.
How to build
============
Prerequisites
-------------
Make sure you have the necessary libraries installed before attempting
to build PyFTGL.
* FTGL
http://homepages.paradise.net.nz/henryj/code/#FTGL
* FreeType
http://www.freetype.org/
* boost::python
http://www.boost.org/
Build
-----
$ python setup.py build
Install
-------
$ python setup.py install
How to use
==========
Overview
--------
To use PyFTGL, start by import it:
>>> import FTGL
PyFTGL supports six different rendering modes:
* Bitmap
* Anti-aliased pixmap
* Anti-aliased texture maps
* Outlines
* Polygon meshes
* Extruded polygon meshes
The first two modes draw directly to the screen raster, the texture
map mode draw textured quads, while the last three draw actual
geometry.
The indivdual modes are encapsulated in their respective class:
* BitmapFont
* PixmapFont
* TextureFont
* OutlineFont
* PolygonFont
* ExtrdFont
However, the protocol for all modes are the same:
>>> font = FTGL.PolygonFont("example.ttf")
>>> font.FaceSize(24)
True
>>> font.line_height
37.51171875
>>> font.Render("foo")
Obviously, you need to set up the OpenGL environment to make it
useful. Please see the example.py script for a demonstration of
PyFTGL.
Classes
-------
class BitmapFont()
class PixmapFont()
class TextureFont()
class OutlineFont()
class PolygonFont()
class ExtrdFont()
Methods defined here:
Advance(string)
Get the advance width for a string.
Attach(font_file_path)
Attach auxilliary file to font e.g font metrics.
Note: not all font formats implement this function.
BBox(string)
Get the bounding box for a string. Returns tuple.
Depth(depth)
Set the extrusion distance for the font. Only implemented
by ExtrdFont.
FaceSize(size[, res])
Set the char size for the current face.
Render(string)
Render a string of characters.
UseDisplayList(useList)
Enable or disable the use of Display Lists inside FTGL.
__init__(font_file_path)
Properties defined here:
ascender
The global ascender height for the face.
descender
The global descender height for the face.
line_height
The line spacing for the font.

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#!/usr/bin/python
import sys
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import FTGL
fonts = []
width = 600
height = 600
def do_ortho():
w, h = width, height
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
size = max(w, h) / 2.0
aspect = float(w) / float(h)
if w <= h:
aspect = float(h) / float(w)
glOrtho(-size, size, -size*aspect, size*aspect, -100000.0, 100000.0)
else:
glOrtho(-size*aspect, size*aspect, -size, size, -100000.0, 100000.0)
glScaled(aspect, aspect, 1.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def draw_scene():
string = []
chars = []
chars[:] = []
for i in range(1, 32):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(32, 64):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(64, 96):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(96, 128):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(128, 160):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(160, 192):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(192, 224):
chars.append(chr(i))
string.append("".join(chars))
chars[:] = []
for i in range(224, 256):
chars.append(chr(i))
string.append("".join(chars))
glColor3f(1.0, 1.0, 1.0)
for i, font in enumerate(fonts):
x = -250.0
yild = 20.0
for j in range(0, 4):
y = 275.0 - i * 120.0 - j * yild
if i >= 3:
glRasterPos(x, y)
font.Render(string[j])
elif i == 2:
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glPushMatrix()
glTranslatef(x, y, 0.0)
font.Render(string[j])
glPopMatrix()
glDisable(GL_TEXTURE_2D)
glDisable(GL_BLEND)
else:
glPushMatrix()
glTranslatef(x, y, 0.0)
font.Render(string[j])
glPopMatrix()
def on_display():
glClear(GL_COLOR_BUFFER_BIT)
do_ortho()
draw_scene()
glutSwapBuffers()
def on_reshape(w, h):
width, height = w, h
def on_key(key, x, y):
if key == '\x1b':
sys.exit(1)
if __name__ == '__main__':
glutInitWindowSize(width, height)
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE)
glutCreateWindow("PyFTGL Demo")
glClearColor(0.0, 0.0, 0.0, 0.0)
try:
fonts = [
FTGL.OutlineFont(sys.argv[1]),
FTGL.PolygonFont(sys.argv[1]),
FTGL.TextureFont(sys.argv[1]),
FTGL.BitmapFont(sys.argv[1]),
FTGL.PixmapFont(sys.argv[1]),
]
for font in fonts:
font.FaceSize(24, 72)
except:
print "usage:", sys.argv[0], "font_filename.ttf"
sys.exit(0)
glutDisplayFunc(on_display)
glutReshapeFunc(on_reshape)
glutKeyboardUpFunc(on_key)
glutMainLoop()

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// PyFTGL
// Copyright (c) 2007-2011, Anders Dahnielson, Luke Williams
//
// Contact: pyftgl@shmookey.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public
// License along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
// 02111-1307 USA
// FTGL
#include <FTGL/ftgl.h>
// Boost
#include <boost/python.hpp>
// Namespaces
using namespace boost::python;
////////////////////////////////////////////////////////////////////////////////////
// Font Wrapper
template<typename base>
class FontWrapper
{
public:
FontWrapper(const char* fontFilePath) :
m_font(new base(fontFilePath))
{
if (m_font->Error() != 0)
throw std::invalid_argument("Invalid argument");
}
bool Attach( const char* fontFilePath)
{ return m_font->Attach(fontFilePath); }
bool CharMap(FT_Encoding encoding)
{ return m_font->CharMap(encoding); }
bool FaceSize(const unsigned int size, const unsigned int res)
{ return m_font->FaceSize(size, res); }
bool FaceSize1(const unsigned int size)
{ return m_font->FaceSize(size); }
void Depth(float depth)
{ m_font->Depth(depth); }
void UseDisplayList(bool useList)
{ m_font->UseDisplayList(useList); }
float Ascender() const
{ return m_font->Ascender(); }
float Descender() const
{ return m_font->Descender(); }
float LineHeight() const
{ return m_font->LineHeight(); }
tuple BBox(const char* string)
{
float llx, lly, llz, urx, ury, urz;
m_font->BBox(string, llx, lly, llz, urx, ury, urz);
return make_tuple(llx, lly, llz, urx, ury, urz);
}
float Advance(const char* string)
{ return m_font->Advance(string); }
float AdvanceKerned(const char* string, const double xSpacing)
{
FTPoint *kern = new FTPoint (xSpacing, 0.0, 0.0);
return m_font->Advance(string, -1, *kern);
}
void Render(const char* string)
{ m_font->Render(string); }
void RenderKerned(const char* string, const double xSpacing)
{
FTPoint *kern = new FTPoint (xSpacing, 0.0, 0.0);
m_font->Render(string, -1, *(new FTPoint ()), *kern);
}
private:
base* m_font;
};
typedef FontWrapper<FTGLOutlineFont> OutlineFontWrapper;
typedef FontWrapper<FTGLPolygonFont> PolygonFontWrapper;
typedef FontWrapper<FTGLExtrdFont> ExtrdFontWrapper;
typedef FontWrapper<FTGLBitmapFont> BitmapFontWrapper;
typedef FontWrapper<FTGLTextureFont> TextureFontWrapper;
typedef FontWrapper<FTGLPixmapFont> PixmapFontWrapper;
template<typename T>
void export_font(const char* name)
{
class_<T>(name, init<const char*>())
.add_property("ascender", &T::Ascender, "The global ascender height for the face.")
.add_property("descender", &T::Descender, "The global descender height for the face.")
.add_property("line_height", &T::LineHeight, "The line spacing for the font.")
.def("FaceSize", &T::FaceSize, "Set the char size for the current face.")
.def("FaceSize", &T::FaceSize1)
.def("Attach", &T::Attach, "Attach auxilliary file to font e.g font metrics.")
.def("CharMap", &T::CharMap, "Set the character map for the face.")
.def("Depth", &T::Depth, "Set the extrusion distance for the font.")
.def("UseDisplayList", &T::UseDisplayList, "Enable or disable the use of Display Lists inside FTGL.")
.def("BBox", &T::BBox, "Get the bounding box for a string.")
.def("Advance", &T::Advance, " Get the advance width for a string.")
.def("Advance", &T::AdvanceKerned)
.def("Render", &T::Render, "Render a string of characters.")
.def("Render", &T::RenderKerned)
;
}
////////////////////////////////////////////////////////////////////////////////////
// FTGL Module
BOOST_PYTHON_MODULE(FTGL)
{
enum_<FT_Encoding>("encoding")
.value("none", FT_ENCODING_NONE)
.value("unicode", FT_ENCODING_UNICODE)
.value("symbol", FT_ENCODING_MS_SYMBOL)
.value("latin_1", FT_ENCODING_ADOBE_LATIN_1)
.value("latin_2", FT_ENCODING_OLD_LATIN_2)
.value("sjis", FT_ENCODING_SJIS)
.value("gb2312", FT_ENCODING_GB2312)
.value("big5", FT_ENCODING_BIG5)
.value("wansung", FT_ENCODING_WANSUNG)
.value("johab", FT_ENCODING_JOHAB)
.value("adobe_standard", FT_ENCODING_ADOBE_STANDARD)
.value("adobe_expert", FT_ENCODING_ADOBE_EXPERT)
.value("adobe_custom", FT_ENCODING_ADOBE_CUSTOM )
.value("apple_roman", FT_ENCODING_APPLE_ROMAN)
;
export_font<OutlineFontWrapper>("OutlineFont");
export_font<PolygonFontWrapper>("PolygonFont");
export_font<ExtrdFontWrapper>("ExtrdFont");
export_font<BitmapFontWrapper>("BitmapFont");
export_font<TextureFontWrapper>("TextureFont");
export_font<PixmapFontWrapper>("PixmapFont");
}

72
simongame/pyftgl/setup.py Normal file
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#!/usr/bin/env python
from distutils.core import setup, Extension
__version__ = "0.5b"
__author__ = "Anders Dahnielson"
__doc__ = """Python FTGL binding
FTGL is a free, open source library to enable developers to use
arbitrary fonts in their OpenGL applications. Unlike other OpenGL font
libraries FTGL uses standard font file formats and the Freetype font
library to open the fonts. PyFTGL in turn wraps the functionality of
FTGL into a Python module so that it can be used in conjunction with
PyOpenGL."""
doclines = __doc__.split("\n")
##########################################################################
## FTGL module
module_ftgl_src = [
'ftgl.cpp',
]
module_ftgl_include_dirs = [
'/usr/include',
'/usr/include/freetype2',
]
module_ftgl_libs = [
'GLU',
'GL',
'freetype',
'z',
'ftgl',
'boost_python',
]
module_ftgl = Extension(
'FTGL',
module_ftgl_src,
include_dirs=module_ftgl_include_dirs,
libraries=module_ftgl_libs
)
##########################################################################
## setup
setup(
name = 'PyFTGL',
version = __version__,
author = __author__,
author_email = 'anders@dahnielson.com',
maintainer = __author__,
maintainer_email = 'anders@dahnielson.com',
url = 'http://code.google.com/p/pyftgl/',
description = doclines[0],
long_description = "\n".join(doclines[2:]),
download_url = 'http://code.google.com/p/pyftgl/downloads/list',
classifiers = [
'Development Status :: 4 - Beta',
'Intended Audience :: Developers',
'License :: OSI Approved :: GNU General Public License (GPL)',
'Operating System :: POSIX',
'Programming Language :: C++',
'Programming Language :: Python',
'Topic :: Software Development :: Libraries :: Python Modules',
],
license = "GPLv2",
platforms = "POSIX",
ext_modules = [module_ftgl],
)

133
simongame/simongame.py Normal file
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#!/usr/bin/python3
import pygame
import numpy
from OpenGL.GL import *
from OpenGL.GLU import *
from pygame.locals import *
import tools
import gitter
import maus
import hud
import eventmanager
STARTLEVEL = 1
if __name__ == "__main__":
font = tools.loadFont("GenBasR.ttf",(24,72))
pygame.init()
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=128)
#sounds laden:
klick = pygame.mixer.Sound("klick.wav")
gong = pygame.mixer.Sound("gong.wav")
error = pygame.mixer.Sound("error.wav")
dinfo = pygame.display.Info()
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
#ein paar variablen zu den seitenverhaeltnissen:
SCREEN_RATIO = float(dinfo.current_w)/float(dinfo.current_h) #16:9
GITTER_RATIO = float(gitter.GITTER_W)/float(gitter.GITTER_H)
FIELD_W_RATIO = (GITTER_RATIO*float(dinfo.current_h))/float(dinfo.current_w)
pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags)
tools.resize((dinfo.current_w,dinfo.current_h))
tools.GlInit()
tools.clearScreen()
eManager = eventmanager.eventmanager()
mausimaus = maus.maus()
git = gitter.gitter((dinfo.current_w*FIELD_W_RATIO,dinfo.current_h),eManager,mausimaus,(klick,gong,error))
sidebar = hud.hud((dinfo.current_w*FIELD_W_RATIO+2,2,dinfo.current_w-dinfo.current_w*FIELD_W_RATIO-4,dinfo.current_h-4),mausimaus,font)
sidebar.setBgColor((0.0,0.0,0.5,0.1))
clock = pygame.time.Clock()
curLevel = STARTLEVEL
#Hauptschleife:
while not sidebar.isExitClicked():
tools.clearScreen()
ticktime = clock.tick(40)
if sidebar.getMode() == hud.HUD_MODE_MAINMENU:
#kleiner Effekt fuer die sidebar ;)
x=mausimaus.getPos()[0]
y=mausimaus.getPos()[1]
if x > dinfo.current_w*FIELD_W_RATIO:
x = dinfo.current_w*FIELD_W_RATIO
r = 0.5-0.5/float(dinfo.current_w*FIELD_W_RATIO)*float(x)
g = 0.5*float(y)/float(dinfo.current_h)
b = float(x)/float(dinfo.current_w*FIELD_W_RATIO)
sidebar.setBgColor((r,g,b,0.2))
if sidebar.isPlayClicked():
curLevel = STARTLEVEL
sidebar.setMode(hud.HUD_MODE_PLAY)
git.setLevel(curLevel)
git.changeMode(gitter.MODE_SHOW)
sidebar.setBgColor((0.0,0.0,0.3,0.2))
sidebar.setMessage("Level " + str(curLevel))
elif git.getMode() == gitter.MODE_SHOW:
if git.readyToPlay():
sidebar.setBgColor((0.3,0.0,0.1,0.2))
git.changeMode(gitter.MODE_PLAY)
elif git.getMode() == gitter.MODE_PLAY:
if git.readyToShow():
if git.madeMistake():
sidebar.setMode(hud.HUD_MODE_GAMEOVER)
sidebar.setBgColor((1.0,0.0,0.0,0.3))
sidebar.setMessage(str(curLevel-1) + " Level geschafft!")
git.changeMode(gitter.MODE_RANDOM)
else:
curLevel += 1
if curLevel == gitter.GITTER_W*gitter.GITTER_H:
sidebar.setMode(hud.HUD_MODE_GAMEOVER)
sidebar.setMessage("alle Level geschafft!")
sidebar.setBgColor((0.0,1.0,0.0,0.3))
git.changeMode(gitter.MODE_RANDOM)
else:
git.setLevel(curLevel)
git.changeMode(gitter.MODE_SHOW)
sidebar.setBgColor((0.0,0.3,0.0,0.2))
sidebar.setMessage("Level " + str(curLevel))
if sidebar.getMode() == hud.HUD_MODE_GAMEOVER:
if sidebar.isOkClicked():
sidebar.setMode(hud.HUD_MODE_MAINMENU)
git.update()
eventlist = eManager.getByType(KEYDOWN)
for event in eventlist:
if event.key == K_ESCAPE:
exit()
eManager.update()
mausimaus.update()
sidebar.update()
tools.drawRect((0,0,dinfo.current_w,dinfo.current_h),0,(0,0,0,1))
git.draw()
sidebar.draw()
pygame.display.flip()

3
simongame/startgame.sh Normal file
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#!/bin/bash
cd ./
python ./simongame.py

93
simongame/tools.py Normal file
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import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
from pygame.locals import *
import FTGL
#Opengl-Tools:------------------------------------------------------------------
def clearScreen():
glClearColor(0.0,0.0,0.0,0.0)
def GlInit():
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
def resize((width, height)):
if height == 0:
height = 1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(0.0, width, height, 0.0, -6.0, 0.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def drawRect(rect, depth,color):
glBegin(GL_QUADS)
glColor4f(color[0],color[1],color[2],color[3])
glVertex3f(rect[0],rect[1],depth)
glVertex3f(rect[0]+rect[2],rect[1],depth)
glVertex3f(rect[0]+rect[2],rect[1]+rect[3],depth)
glVertex3f(rect[0],rect[1]+rect[3],depth)
glEnd()
#FTGL-Tools:--------------------------------------------------------------------
def loadFont(filename,facesize):
font = FTGL.TextureFont(filename)
font.FaceSize(facesize[0],facesize[1])
return font
def writePerFTGL(string,font,pos,color):
#glOrtho(0.0, glOrthoSize[0], 0.0, glOrthoSize[1], -6.0, 0.0)
glPushMatrix()
glColor4f(color[0],color[1],color[2],color[3])
#so ein bissl die Matrix drehen, damit der Text nicht aufm Kopf steht :D
glTranslatef(pos[0], pos[1], 0.0)
glRotate(180,0.0,0.0,1.0)
glRotate(180,0.0,1.0,0.0)
#und rendern:
glRasterPos(0, 0)
font.Render(string)
#und die Matrix wieder loeschen
glPopMatrix()
#Kollisionsabfragen:------------------------------------------------------------
def is2DPointCollision(point, rect):
if point[0] <= rect[0] or point[0] >= rect[0]+rect[2]:
return False
elif point[1] <= rect[1] or point[1] >= rect[1] + rect[3]:
return False
return True
if __name__ == "__main__":
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
pygame.display.set_mode((800,600),video_flags)
resize((800,600))
clearScreen()
clock = pygame.time.Clock()
#Hauptschleife:
while True:
ticktime = clock.tick(20)
#print ticktime
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break
drawRect((0,0,200,200),0,(1,1,1,1))
pygame.display.flip()