本文整理汇总了Python中sprites.Sprite.set_layer方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.set_layer方法的具体用法?Python Sprite.set_layer怎么用?Python Sprite.set_layer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类sprites.Sprite
的用法示例。
在下文中一共展示了Sprite.set_layer方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: Stator
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Stator():
""" Create a sprite for a stator """
def __init__(self, sprites, path, name, x, y, w, h, svg_engine=None,
calculate=None, result=None):
if svg_engine is None:
self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
else:
self.spr = Sprite(sprites, x, y,
svg_str_to_pixbuf(svg_engine().svg))
self.spr.type = name
self.name = name
self.calculate = calculate
self.result = result
def draw(self, layer=1000):
self.spr.set_layer(layer)
def match(self, sprite):
if self.spr == sprite:
return True
return False
def move(self, dx, dy):
self.spr.move((dx, dy))
def move_relative(self, dx, dy):
self.spr.move_relative((dx, dy))
def hide(self):
self.spr.hide()
示例2: create_toolbar_background
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
def create_toolbar_background(sprite_list, width):
# Create the toolbar background for the selectors
spr = Sprite(sprite_list, 0, 0,
svg_str_to_pixbuf(SVG().toolbar(2 * width, ICON_SIZE)))
spr.type = 'toolbar'
spr.set_layer(CATEGORY_LAYER)
return spr
示例3: Slide
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Slide(Stator):
""" Create a sprite for a slide """
def __init__(self, sprites, path, name, x, y, w, h, svg_engine=None,
function=None):
if svg_engine is None:
self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
else:
self.spr = Sprite(sprites, x, y,
svg_str_to_pixbuf(svg_engine().svg))
self.tab_dx = [0, SWIDTH - TABWIDTH]
self.tab_dy = [2 * SHEIGHT, 2 * SHEIGHT]
self.tabs = []
self.tabs.append(Tab(sprites, path, 'tab', x + self.tab_dx[0],
y + self.tab_dy[0], TABWIDTH, SHEIGHT))
self.tabs.append(Tab(sprites, path, 'tab', x + self.tab_dx[1],
y + self.tab_dy[1], TABWIDTH, SHEIGHT))
self.calculate = function
self.name = name
def add_textview(self, textview, i=0):
self.tabs[i].textview = textview
self.tabs[i].textbuffer = textview.get_buffer()
def set_fixed(self, fixed):
for tab in self.tabs:
tab.fixed = fixed
def match(self, sprite):
if sprite == self.spr or sprite == self.tabs[0].spr or \
sprite == self.tabs[1].spr:
return True
return False
def draw(self, layer=1000):
self.spr.set_layer(layer)
self.spr.draw()
for tab in self.tabs:
tab.draw()
def move(self, dx, dy):
self.spr.move((dx, dy))
for i, tab in enumerate(self.tabs):
tab.move(dx + self.tab_dx[i], dy + self.tab_dy[i])
def move_relative(self, dx, dy):
self.spr.move_relative((dx, dy))
for i, tab in enumerate(self.tabs):
tab.move_relative(dx, dy)
def hide(self):
self.spr.hide()
for tab in self.tabs:
tab.hide()
def label(self, label, i=0):
self.tabs[i].label(label)
示例4: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Card:
''' Individual cards '''
def __init__(self, scale=1.0):
''' Create the card and store its attributes '''
self.spr = None
self.index = None # Calculated index
self._scale = scale
def create(self, string, attributes=None, sprites=None, file_path=None):
if attributes is None:
if self.spr is None:
self.spr = Sprite(sprites, 0, 0, svg_str_to_pixbuf(string))
else:
self.spr.set_image(svg_str_to_pixbuf(string))
self.index = None
else:
self.shape = attributes[0]
self.color = attributes[1]
self.num = attributes[2]
self.fill = attributes[3]
self.index = self.shape * COLORS * NUMBER * FILLS + \
self.color * NUMBER * FILLS + \
self.num * FILLS + \
self.fill
if self.spr is None:
self.spr = Sprite(sprites, 0, 0, svg_str_to_pixbuf(string))
else:
self.spr.set_image(svg_str_to_pixbuf(string))
if file_path is not None:
self.spr.set_image(load_image(file_path, self._scale), i=1,
dx=int(self._scale * CARD_WIDTH * .125),
dy=int(self._scale * CARD_HEIGHT * .125))
self.spr.set_label_attributes(self._scale * 24)
self.spr.set_label('')
def show_card(self, layer=2000):
''' Show the card '''
if self.spr is not None:
self.spr.set_layer(layer)
self.spr.draw()
def hide_card(self):
''' Hide a card '''
if self.spr is not None:
self.spr.hide()
示例5: Tab
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Tab():
""" Create tabs for the slide; include a TextView for OSK input """
def __init__(self, sprites, path, name, x, y, w, h):
self.spr = Sprite(sprites, x, y, file_to_pixbuf(path, name, w, h))
self.spr.label = "1.0"
self.spr.type = name
self.name = name
self.width = w
self.textview = None
self.textbuffer = None
self.fixed = None
self.textview_y_offset = 0
def label(self, label):
if self.textbuffer is not None:
self.textbuffer.set_text(label)
def _move_textview(self, x, y):
y += self.textview_y_offset
if self.textview is not None:
if x > 0 and x < Gdk.Screen.width() - self.width and y > 0:
self.fixed.move(self.textview, x, y)
self.textview.show()
else:
self.textview.hide()
def move(self, x, y):
self.spr.move((x, y))
self._move_textview(x, y)
def move_relative(self, dx, dy):
self.spr.move_relative((dx, dy))
x, y = self.spr.get_xy()
self._move_textview(x, y)
def draw(self, layer=100):
self.spr.set_layer(layer)
self.spr.draw()
x, y = self.spr.get_xy()
self._move_textview(x, y)
def hide(self):
self.spr.hide()
示例6: _test
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
def _test(self, easter_egg=False):
''' Test to see if we estimated correctly '''
self._timeout = None
if self._expert:
delta = self.ball.width() / 6
else:
delta = self.ball.width() / 3
x = self.ball.ball_x() + self.ball.width() / 2
f = int(self._fraction * self.bar.width())
self.bar.mark.move((int(f - self.bar.mark_width() / 2),
int(self.bar.bar_y() + self._mark_offset(f))))
if self._challenges[self._n][2] == 0: # label the column
spr = Sprite(self._sprites, 0, 0, self.blank_graphic)
spr.set_label(self._label)
spr.move((int(self._n * 27), 0))
spr.set_layer(-1)
self._challenges[self._n][2] += 1
if x > f - delta and x < f + delta:
spr = Sprite(self._sprites, 0, 0, self.smiley_graphic)
self._correct += 1
GObject.idle_add(play_audio_from_file, self, self._path_to_success)
else:
spr = Sprite(self._sprites, 0, 0, self.frown_graphic)
GObject.idle_add(play_audio_from_file, self, self._path_to_failure)
spr.move((int(self._n * 27), int(self._challenges[self._n][2] * 27)))
spr.set_layer(-1)
# after enough correct answers, up the difficulty
if self._correct == len(self._challenges) * 2:
self._challenge += 1
if self._challenge < len(CHALLENGES):
for challenge in CHALLENGES[self._challenge]:
self._challenges.append(challenge)
else:
self._expert = True
self.count += 1
self._dx = 0. # stop horizontal movement between bounces
示例7: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Tile:
def __init__(self, sprites, svg, svgs, tile_type='tile', number=0):
self.highlight = [svg_str_to_pixbuf(svg)]
self.spr = Sprite(sprites, 0, 0, self.highlight[0])
for s in svgs:
self.highlight.append(svg_str_to_pixbuf(s))
self.paths = [] # [[N, E, S, W], [N, E, S, W]]
self.shape = None
self.orientation = 0
self.type = tile_type
self.number = number
self.value = 1
self.spr.set_label_color('#FF0000')
def set_value(self, value):
self.value = value
def get_value(self):
return self.value
def set_paths(self, paths):
for c in paths:
self.paths.append(c)
def get_paths(self):
return self.paths
def reset(self):
self.spr.set_layer(HIDE)
self.shape = None
self.spr.set_shape(self.highlight[0])
while self.orientation != 0:
self.rotate_clockwise()
def set_shape(self, path):
if self.shape is None:
self.spr.set_shape(self.highlight[path + 1])
self.shape = path
elif self.shape != path:
self.spr.set_shape(self.highlight[-1])
def rotate_clockwise(self):
""" rotate the tile and its paths """
for i in range(len(self.paths)):
west = self.paths[i][WEST]
self.paths[i][WEST] = self.paths[i][SOUTH]
self.paths[i][SOUTH] = self.paths[i][EAST]
self.paths[i][EAST] = self.paths[i][NORTH]
self.paths[i][NORTH] = west
for h in range(len(self.highlight)):
self.highlight[h] = self.highlight[h].rotate_simple(270)
self.spr.set_shape(self.highlight[0])
self.orientation += 90
self.orientation %= 360
def show_tile(self):
self.spr.set_layer(CARDS)
def hide(self):
self.spr.move((-self.spr.get_dimensions()[0], 0))
示例8: Game
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Game():
def __init__(self, canvas, parent=None, path=None):
self._canvas = canvas
self._parent = parent
self._parent.show_all()
self._path = path
self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
self._canvas.connect("draw", self.__draw_cb)
self._canvas.connect("button-press-event", self._button_press_cb)
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height()
self._scale = self._width / 1200.
self._target = 0
self._tries = 0
self.level = 0
self._picture_cards = []
self._small_picture_cards = []
self.food_cards = []
self._group_cards = []
self._quantity_cards = []
self._balance_cards = []
self._last_twenty = []
self._background = None
# Generate the sprites we'll need...
self._sprites = Sprites(self._canvas)
self._background = Sprite(
self._sprites, 0, 0, GdkPixbuf.Pixbuf.new_from_file_at_size(
os.path.join(self._path, 'images','background.png'),
self._width, self._height))
self._background.set_layer(0)
self._background.type = None
self._background.hide()
self.pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
os.path.join(self._path, 'images', 'word-box.png'),
int(350 * self._scale), int(100 * self._scale))
for i in range(len(FOOD_DATA) / 4):
FOOD.append([FOOD_DATA[i * 4 + NAME], FOOD_DATA[i * 4 + CALS],
FOOD_DATA[i * 4 + GROUP], FOOD_DATA[i * 4 + IMAGE]])
self.food_cards.append(None)
self._picture_cards.append(None)
for j in range(6):
self._small_picture_cards.append(None)
self.allocate_food(0)
x = 10
dx, dy = self.food_cards[0].get_dimensions()
y = 10
for i in range(len(MYPLATE)):
self.word_card_append(self._group_cards, self.pixbuf)
self._group_cards[-1].type = i
self._group_cards[-1].set_label(MYPLATE[i][0])
self._group_cards[-1].move((x, y))
y += int(dy * 1.25)
y = 10
for i in range(len(QUANTITIES)):
self.word_card_append(self._quantity_cards, self.pixbuf)
self._quantity_cards[-1].type = i
self._quantity_cards[-1].set_label(QUANTITIES[i])
self._quantity_cards[-1].move((x, y))
y += int(dy * 1.25)
y = 10
for i in range(len(BALANCE)):
self.word_card_append(self._balance_cards, self.pixbuf)
self._balance_cards[-1].type = i
self._balance_cards[-1].set_label(BALANCE[i])
self._balance_cards[-1].move((x, y))
y += int(dy * 1.25)
self._smile = Sprite(self._sprites,
int(self._width / 4),
int(self._height / 4),
GdkPixbuf.Pixbuf.new_from_file_at_size(
os.path.join(self._path, 'images', 'correct.png'),
int(self._width / 2),
int(self._height / 2)))
self._smile.set_label_attributes(36)
self._smile.set_margins(10, 0, 10, 0)
self._frown = Sprite(self._sprites,
int(self._width / 4),
int(self._height / 4),
GdkPixbuf.Pixbuf.new_from_file_at_size(
os.path.join(self._path, 'images', 'wrong.png'),
int(self._width / 2),
int(self._height / 2)))
self._frown.set_label_attributes(36)
self._frown.set_margins(10, 0, 10, 0)
self.build_food_groups()
#.........这里部分代码省略.........
示例9: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class TurtleGraphics:
""" A class for the Turtle graphics canvas """
def __init__(self, tw, width, height):
""" Create a sprite to hold the canvas. """
self.tw = tw
self.width = width
self.height = height
if self.tw.interactive_mode:
self.canvas = Sprite(tw.sprite_list, 0, 0,
gtk.gdk.Pixmap(self.tw.area, self.width * 2,
self.height * 2, -1))
else:
self.canvas = Sprite(None, 0, 0, self.tw.window)
self.canvas.set_layer(CANVAS_LAYER)
(self.cx, self.cy) = self.canvas.get_xy()
self.canvas.type = 'canvas'
self.gc = self.canvas.images[0].new_gc()
self.cm = self.gc.get_colormap()
self.fgrgb = [255, 0, 0]
self.fgcolor = self.cm.alloc_color('red')
self.bgrgb = [255, 248, 222]
self.bgcolor = self.cm.alloc_color('#fff8de')
self.textsize = 48 # depreciated
self.textcolor = self.cm.alloc_color('blue')
self.tw.active_turtle.show()
self.shade = 0
self.pendown = False
self.xcor = 0
self.ycor = 0
self.heading = 0
self.pensize = 5
self.tcolor = 0
self.color = 0
self.gray = 100
self.fill = False
self.poly_points = []
self.svg = SVG()
self.svg.set_fill_color('none')
self.tw.svg_string = ''
self.clearscreen(False)
def start_fill(self):
""" Start accumulating points of a polygon to fill. """
self.fill = True
self.poly_points = []
def stop_fill(self):
""" Fill the polygon. """
self.fill = False
if len(self.poly_points) == 0:
return
minx = self.poly_points[0][0]
miny = self.poly_points[0][1]
maxx = minx
maxy = miny
for p in self.poly_points:
if p[0] < minx:
minx = p[0]
elif p[0] > maxx:
maxx = p[0]
if p[1] < miny:
miny = p[1]
elif p[1] > maxy:
maxy = p[1]
w = maxx - minx
h = maxy - miny
self.canvas.images[0].draw_polygon(self.gc, True, self.poly_points)
self.invalt(minx - self.pensize * self.tw.coord_scale / 2 - 3,
miny - self.pensize * self.tw.coord_scale / 2 - 3,
w + self.pensize * self.tw.coord_scale + 6,
h + self.pensize * self.tw.coord_scale + 6)
self.poly_points = []
def clearscreen(self, share=True):
"""Clear the canvas and reset most graphics attributes to defaults."""
rect = gtk.gdk.Rectangle(0, 0, self.width, self.height)
self.gc.set_foreground(self.bgcolor)
self.canvas.images[0].draw_rectangle(self.gc, True, *rect)
self.invalt(0, 0, self.width, self.height)
self.setpensize(5, share)
self.setgray(100, share)
self.setcolor(0, share)
self.settextcolor(70)
self.setshade(50, share)
for turtle_key in iter(self.tw.turtles.dict):
self.set_turtle(turtle_key)
self.tw.active_turtle.set_color(0)
self.tw.active_turtle.set_shade(50)
self.tw.active_turtle.set_gray(100)
self.tw.active_turtle.set_pen_size(5)
self.tw.active_turtle.reset_shapes()
self.seth(0, share)
self.setpen(False, share)
self.setxy(0, 0, share)
self.setpen(True, share)
self.tw.active_turtle.hide()
self.set_turtle(self.tw.default_turtle_name)
self.tw.svg_string = ''
self.svg.reset_min_max()
#.........这里部分代码省略.........
示例10: Game
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
#.........这里部分代码省略.........
self._dots.append(
Sprite(self._sprites, self._xy[0], self._xy[1],
self._new_dot(colors[i])))
self._dots[-1].type = i
self._calc_next_dot_position()
if self._xo_man is None:
x = 510 * self._scale
y = 280 * self._scale
self._xo_man = Sprite(self._sprites, x, y,
self._new_xo_man(self.colors))
self._xo_man.type = None
def move_dot(self, i, x, y):
self._dots[i].move((x, y))
def get_dot_xy(self, i):
return self._dots[i].get_xy()
def move_xo_man(self, x, y):
self._xo_man.move((x, y))
def get_xo_man_xy(self):
return self._xo_man.get_xy()
def rotate(self):
x, y = self._dots[0].get_xy()
for i in range(len(colors) - 1):
self._dots[i].move(self._dots[i + 1].get_xy())
self._dots[-1].move((x, y))
def _generate_bg(self, color):
''' a background color '''
self._bg = Sprite(self._sprites, 0, 0, self._new_background(color))
self._bg.set_layer(0)
self._bg.type = None
def adj_background(self, color):
''' Change background '''
self._bg.set_image(self._new_background(color))
self._bg.set_layer(0)
def _button_press_cb(self, win, event):
win.grab_focus()
x, y = map(int, event.get_coords())
self.dragpos = [x, y]
spr = self._sprites.find_sprite((x, y))
if spr == None or spr == self._bg:
return
self.startpos = spr.get_xy()
self.press = spr
def _mouse_move_cb(self, win, event):
""" Drag a rule with the mouse. """
if self.press is None:
self.dragpos = [0, 0]
return True
win.grab_focus()
x, y = map(int, event.get_coords())
dx = x - self.dragpos[0]
dy = y - self.dragpos[1]
self.press.move_relative((dx, dy))
self.dragpos = [x, y]
def _button_release_cb(self, win, event):
if self.press == None:
示例11: Selector
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Selector():
''' Selector class abstraction '''
def __init__(self, turtle_window, n):
'''This class handles the display of palette selectors (Only relevant
to GNOME version and very old versions of Sugar).
'''
self.shapes = []
self.spr = None
self._turtle_window = turtle_window
self._index = n
if not n < len(palette_names):
# Shouldn't happen, but hey...
debug_output('palette index %d is out of range' % n,
self._turtle_window.running_sugar)
self._name = 'extras'
else:
self._name = palette_names[n]
icon_pathname = None
for path in self._turtle_window.icon_paths:
if os.path.exists(os.path.join(path, '%soff.svg' % (self._name))):
icon_pathname = os.path.join(path, '%soff.svg' % (self._name))
break
if icon_pathname is not None:
off_shape = svg_str_to_pixbuf(svg_from_file(icon_pathname))
else:
off_shape = svg_str_to_pixbuf(svg_from_file(os.path.join(
self._turtle_window.icon_paths[0], 'extrasoff.svg')))
error_output('Unable to open %soff.svg' % (self._name),
self._turtle_window.running_sugar)
icon_pathname = None
for path in self._turtle_window.icon_paths:
if os.path.exists(os.path.join(path, '%son.svg' % (self._name))):
icon_pathname = os.path.join(path, '%son.svg' % (self._name))
break
if icon_pathname is not None:
on_shape = svg_str_to_pixbuf(svg_from_file(icon_pathname))
else:
on_shape = svg_str_to_pixbuf(svg_from_file(os.path.join(
self._turtle_window.icon_paths[0], 'extrason.svg')))
error_output('Unable to open %son.svg' % (self._name),
self._turtle_window.running_sugar)
self.shapes.append(off_shape)
self.shapes.append(on_shape)
x = int(ICON_SIZE * self._index)
self.spr = Sprite(self._turtle_window.sprite_list, x, 0, off_shape)
self.spr.type = 'selector'
self.spr.name = self._name
self.set_layer()
def set_shape(self, i):
if self.spr is not None and i in [0, 1]:
self.spr.set_shape(self.shapes[i])
def set_layer(self, layer=TAB_LAYER):
if self.spr is not None:
self.spr.set_layer(layer)
def hide(self):
if self.spr is not None:
self.spr.hide()
示例12: Game
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Game():
def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
self._activity = parent
self._colors = [colors[0]]
self._colors.append(colors[1])
self._colors.append('#FFFFFF')
self._colors.append('#000000')
self._colors.append('#FF0000')
self._colors.append('#FF8000')
self._colors.append('#FFFF00')
self._colors.append('#00FF00')
self._colors.append('#00FFFF')
self._colors.append('#0000FF')
self._colors.append('#FF00FF')
self._canvas = canvas
if parent is not None:
parent.show_all()
self._parent = parent
self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
self._canvas.connect("draw", self.__draw_cb)
self._canvas.connect("button-press-event", self._button_press_cb)
self._canvas.connect("button-release-event", self._button_release_cb)
self._canvas.connect("motion-notify-event", self._mouse_move_cb)
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height() - GRID_CELL_SIZE
scale = [self._width / (10 * DOT_SIZE * 1.2),
self._height / (6 * DOT_SIZE * 1.2)]
self._scale = min(scale)
self._dot_size = int(DOT_SIZE * self._scale)
self._space = int(self._dot_size / 5.)
self._orientation = 'horizontal'
self.we_are_sharing = False
self.playing_with_robot = False
self._press = False
self.last_spr = None
self._timer = None
self.roygbiv = False
# Generate the sprites we'll need...
self._sprites = Sprites(self._canvas)
self._dots = []
for y in range(SIX):
for x in range(TEN):
xoffset = int((self._width - TEN * self._dot_size - \
(TEN - 1) * self._space) / 2.)
self._dots.append(
Sprite(self._sprites,
xoffset + x * (self._dot_size + self._space),
y * (self._dot_size + self._space),
self._new_dot(self._colors[2])))
self._dots[-1].type = 2 # not set
self._dots[-1].set_label_attributes(40)
self.vline = Sprite(self._sprites,
int(self._width / 2.) - 1,
0, self._line(vertical=True))
n = SIX / 2.
self.hline = Sprite(
self._sprites, 0,
int(self._dot_size * n + self._space * (n - 0.5)) - 1,
self._line(vertical=False))
self.hline.hide()
# and initialize a few variables we'll need.
self._all_clear()
def _all_clear(self):
''' Things to reinitialize when starting up a new game. '''
for dot in self._dots:
dot.type = 2
dot.set_shape(self._new_dot(self._colors[2]))
dot.set_label('')
self._set_orientation()
def _set_orientation(self):
''' Set bar and message for current orientation '''
if self._orientation == 'horizontal':
self.hline.hide()
self.vline.set_layer(1000)
elif self._orientation == 'vertical':
self.hline.set_layer(1000)
self.vline.hide()
else:
self.hline.set_layer(1000)
self.vline.set_layer(1000)
'''
if self._orientation == 'horizontal':
self._set_label(
_('Click on the dots to make a horizontal reflection.'))
elif self._orientation == 'vertical':
self._set_label(
#.........这里部分代码省略.........
示例13: Bounce
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
#.........这里部分代码省略.........
_('Click the ball to start. Rock the computer left '
'and right to move the ball.'))
else:
self._activity.reset_label(
_('Click the ball to start. Then use the arrow keys to '
'move the ball.'))
def _accelerometer(self):
return os.path.exists(ACCELEROMETER_DEVICE) and _is_tablet_mode()
def configure_cb(self, event):
self._width = Gdk.Screen.width()
self._height = Gdk.Screen.height() - GRID_CELL_SIZE
self._scale = Gdk.Screen.height() / 900.0
# We need to resize the backgrounds
width, height = self._calc_background_size()
for bg in self._backgrounds.keys():
if bg == 'custom':
path = self._custom_dsobject.file_path
pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
path, width, height)
else:
pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
os.path.join(self._path, 'images', bg),
width, height)
if Gdk.Screen.height() > Gdk.Screen.width():
pixbuf = self._crop_to_portrait(pixbuf)
self._backgrounds[bg] = pixbuf
self._background = Sprite(self._sprites, 0, 0,
self._backgrounds[self._current_bg])
self._background.set_layer(-100)
self._background.type = 'background'
# and resize and reposition the bars
self.bar.resize_all()
self.bar.show_bar(2)
self._current_bar = self.bar.get_bar(2)
# Calculate a new accerlation based on screen height.
self._ddy = (6.67 * self._height) / (STEPS * STEPS)
self._guess_orientation()
def _create_sprites(self, path):
''' Create all of the sprites we'll need '''
self.smiley_graphic = svg_str_to_pixbuf(svg_from_file(
os.path.join(path, 'images', 'smiley.svg')))
self.frown_graphic = svg_str_to_pixbuf(svg_from_file(
os.path.join(path, 'images', 'frown.svg')))
self.blank_graphic = svg_str_to_pixbuf(
svg_header(REWARD_HEIGHT, REWARD_HEIGHT, 1.0) +
svg_rect(REWARD_HEIGHT, REWARD_HEIGHT, 5, 5, 0, 0,
'none', 'none') +
svg_footer())
self.ball = Ball(self._sprites,
os.path.join(path, 'images', 'soccerball.svg'))
self._current_frame = 0
self.bar = Bar(self._sprites, self.ball.width(), COLORS)
self._current_bar = self.bar.get_bar(2)
示例14: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
#.........这里部分代码省略.........
j = int(self.heading + 5) % 360 / (360 / SHAPES)
self.shapes[j] = shapes[0]
self.custom_shapes = True
self.show()
def reset_shapes(self):
""" Reset the shapes to the standard turtle """
if self.custom_shapes:
self.shapes = generate_turtle_pixbufs(self.colors)
self.custom_shapes = False
def set_heading(self, heading):
""" Set the turtle heading (one shape per 360/SHAPES degrees) """
self.heading = heading
i = (int(self.heading + 5) % 360) / (360 / SHAPES)
if not self.hidden and self.spr is not None:
try:
self.spr.set_shape(self.shapes[i])
except IndexError:
self.spr.set_shape(self.shapes[0])
def set_color(self, color):
""" Set the pen color for this turtle. """
self.pen_color = color
def set_gray(self, gray):
""" Set the pen gray level for this turtle. """
self.pen_gray = gray
def set_shade(self, shade):
""" Set the pen shade for this turtle. """
self.pen_shade = shade
def set_pen_size(self, pen_size):
""" Set the pen size for this turtle. """
self.pen_size = pen_size
def set_pen_state(self, pen_state):
""" Set the pen state (down==True) for this turtle. """
self.pen_state = pen_state
def hide(self):
""" Hide the turtle. """
if self.spr is not None:
self.spr.hide()
if self.label_block is not None:
self.label_block.spr.hide()
self.hidden = True
def show(self):
""" Show the turtle. """
if self.spr is not None:
self.spr.set_layer(TURTLE_LAYER)
self.hidden = False
self.move((self.x, self.y))
self.set_heading(self.heading)
if self.label_block is not None:
self.label_block.spr.set_layer(TURTLE_LAYER + 1)
def move(self, pos):
""" Move the turtle. """
self.x, self.y = pos[0], pos[1]
if not self.hidden and self.spr is not None:
self.spr.move((int(pos[0]), int(pos[1])))
if self.label_block is not None:
self.label_block.spr.move((int(pos[0] + self.label_xy[0]),
int(pos[1] + self.label_xy[1])))
return(self.x, self.y)
def get_name(self):
''' return turtle name (key) '''
return self.name
def get_xy(self):
""" Return the turtle's x, y coordinates. """
return(self.x, self.y)
def get_heading(self):
""" Return the turtle's heading. """
return(self.heading)
def get_color(self):
""" Return the turtle's color. """
return(self.pen_color)
def get_gray(self):
""" Return the turtle's gray level. """
return(self.pen_gray)
def get_shade(self):
""" Return the turtle's shade. """
return(self.pen_shade)
def get_pen_size(self):
""" Return the turtle's pen size. """
return(self.pen_size)
def get_pen_state(self):
""" Return the turtle's pen state. """
return(self.pen_state)
示例15: Ball
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_layer [as 别名]
class Ball():
''' The Bounce class is used to define the ball and the user
interaction. '''
def __init__(self, sprites, filename):
self._current_frame = 0
self._frames = [] # Easter Egg animation
self._sprites = sprites
self.ball = Sprite(self._sprites, 0, 0, svg_str_to_pixbuf(
svg_from_file(filename)))
self.ball.set_layer(3)
self.ball.set_label_attributes(24, vert_align='top')
ball = extract_svg_payload(file(filename, 'r'))
for i in range(8):
self._frames.append(Sprite(
self._sprites, 0, 0, svg_str_to_pixbuf(
svg_header(SIZE[0], SIZE[1], 1.0) + TRANSFORMS[i] +
ball + PUNCTURE + AIR + '</g>' + svg_footer())))
for frame in self._frames:
frame.set_layer(3)
frame.move((0, -SIZE[1])) # move animation frames off screen
def new_ball(self, filename):
''' Create a ball object and Easter Egg animation from an SVG file. '''
self.ball.set_shape(svg_str_to_pixbuf(svg_from_file(filename)))
ball = extract_svg_payload(file(filename, 'r'))
for i in range(8):
self._frames[i].set_shape(svg_str_to_pixbuf(
svg_header(SIZE[0], SIZE[1], 1.0) + TRANSFORMS[i] +
ball + PUNCTURE + AIR + '</g>' + svg_footer()))
def new_ball_from_image(self, filename, save_path):
''' Just create a ball object from an image file '''
if filename == '':
_logger.debug('Image file not found.')
return
try:
pixbuf = GdkPixbuf.Pixbuf.new_from_file(filename)
if pixbuf.get_width() > pixbuf.get_height():
size = pixbuf.get_height()
x = int((pixbuf.get_width() - size) / 2)
else:
size = pixbuf.get_width()
x = int((pixbuf.get_height() - size) / 2)
crop = GdkPixbuf.Pixbuf.new(0, True, 8, size, size)
pixbuf.copy_area(x, 0, size, size, crop, 0, 0)
scale = crop.scale_simple(85, 85, GdkPixbuf.InterpType.BILINEAR)
scale.savev(save_path, 'png', [], [])
self.ball.set_shape(
svg_str_to_pixbuf(generate_ball_svg(save_path)))
except Exception as e:
_logger.error('Could not load image from %s: %s' % (filename, e))
def new_ball_from_fraction(self, fraction):
''' Create a ball with a section of size fraction. '''
r = SIZE[0] / 2.0
self.ball.set_shape(svg_str_to_pixbuf(
svg_header(SIZE[0], SIZE[1], 1.0) +
svg_sector(r, r + BOX[1], r - 1, 1.999 * pi,
COLORS[0], COLORS[1]) +
svg_sector(r, r + BOX[1], r - 1, fraction * 2 * pi,
COLORS[1], COLORS[0]) +
svg_rect(BOX[0], BOX[1], 4, 4, 0, 0, '#FFFFFF', 'none') +
svg_footer()))
def ball_x(self):
return self.ball.get_xy()[0]
def ball_y(self):
return self.ball.get_xy()[1]
def frame_x(self, i):
return self._frames[i].get_xy()[0]
def frame_y(self, i):
return self._frames[i].get_xy()[1]
def width(self):
return self.ball.rect[2]
def height(self):
return self.ball.rect[3]
def move_ball(self, pos):
self.ball.move(pos)
def move_ball_relative(self, pos):
self.ball.move_relative(pos)
def move_frame(self, i, pos):
self._frames[i].move(pos)
def move_frame_relative(self, i, pos):
self._frames[i].move_relative(pos)
def hide_frames(self):
for frame in self._frames:
#.........这里部分代码省略.........