本文整理汇总了Python中sprites.Sprite.set_shape方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.set_shape方法的具体用法?Python Sprite.set_shape怎么用?Python Sprite.set_shape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_shape方法的10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: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Card:
# Spade = 1,-1
# Heart = 2,-2
# Club = 3,-3
# Diamond = 4,-4
def __init__(self, game, c, i, x, y):
self.north = c[0]
self.east = c[1]
self.south = c[2]
self.west = c[3]
self.orientation = 0
self.images = []
self.images.append(load_image(
os.path.join(game.path, 'card%d.svg' % (i)),
game.card_dim * game.scale, game.card_dim * game.scale))
for j in range(3):
self.images.append(self.images[j].rotate_simple(90))
# create sprite from svg file
self.spr = Sprite(game.sprites, x, y, self.images[0])
self.spr.set_label(i)
def reset_image(self, game, i):
while self.orientation != 0:
self.rotate_ccw()
def set_orientation(self, r, rotate_spr=True):
while r != self.orientation:
self.rotate_ccw(rotate_spr)
def rotate_ccw(self, rotate_spr=True):
# print "rotating card " + str(self.spr.label)
tmp = self.north
self.north = self.east
self.east = self.south
self.south = self.west
self.west = tmp
self.orientation += 90
if self.orientation == 360:
self.orientation = 0
if rotate_spr is True:
self.spr.set_shape(self.images[int(self.orientation / 90)])
def print_card(self):
print "(" + str(self.north) + "," + str(self.east) + \
"," + str(self.south) + "," + str(self.west) + \
") " + str(self.rotate) + "ccw" + \
" x:" + str(self.spr.x) + " y:" + str(self.spr.y)
示例2: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Turtle:
def __init__(self, turtles, turtle_name, turtle_colors=None):
''' The turtle is not a block, just a sprite with an orientation '''
self.spr = None
self.label_block = None
self._turtles = turtles
self._shapes = []
self._custom_shapes = False
self._name = turtle_name
self._hidden = False
self._remote = False
self._x = 0.0
self._y = 0.0
self._heading = 0.0
self._half_width = 0
self._half_height = 0
self._drag_radius = None
self._pen_shade = 50
self._pen_color = 0
self._pen_gray = 100
if self._turtles.turtle_window.coord_scale == 1:
self._pen_size = 5
else:
self._pen_size = 1
self._pen_state = True
self._pen_fill = False
self._poly_points = []
self._prep_shapes(turtle_name, self._turtles, turtle_colors)
# Create a sprite for the turtle in interactive mode.
if turtles.sprite_list is not None:
self.spr = Sprite(self._turtles.sprite_list, 0, 0, self._shapes[0])
self._calculate_sizes()
# Choose a random angle from which to attach the turtle
# label to be used when sharing.
angle = uniform(0, pi * 4 / 3.0) # 240 degrees
width = self._shapes[0].get_width()
radius = width * 0.67
# Restrict the angle to the sides: 30-150; 210-330
if angle > pi * 2 / 3.0:
angle += pi / 2.0 # + 90
self.label_xy = [int(radius * sin(angle)),
int(radius * cos(angle) + width / 2.0)]
else:
angle += pi / 6.0 # + 30
self.label_xy = [int(radius * sin(angle) + width / 2.0),
int(radius * cos(angle) + width / 2.0)]
self._turtles.add_to_dict(turtle_name, self)
def _calculate_sizes(self):
self._half_width = int(self.spr.rect.width / 2.0)
self._half_height = int(self.spr.rect.height / 2.0)
self._drag_radius = ((self._half_width * self._half_width) +
(self._half_height * self._half_height)) / 6
def set_remote(self):
self._remote = True
def get_remote(self):
return self._remote
def _prep_shapes(self, name, turtles=None, turtle_colors=None):
# If the turtle name is an int, we'll use a palette color as the
# turtle color
try:
int_key = int(name)
use_color_table = True
except ValueError:
use_color_table = False
if turtle_colors is not None:
self.colors = turtle_colors[:]
self._shapes = generate_turtle_pixbufs(self.colors)
elif use_color_table:
fill = wrap100(int_key)
stroke = wrap100(fill + 10)
self.colors = ['#%06x' % (COLOR_TABLE[fill]),
'#%06x' % (COLOR_TABLE[stroke])]
self._shapes = generate_turtle_pixbufs(self.colors)
else:
if turtles is not None:
self.colors = DEFAULT_TURTLE_COLORS
self._shapes = turtles.get_pixbufs()
def set_turtle_colors(self, turtle_colors):
''' reset the colors of a preloaded turtle '''
if turtle_colors is not None:
self.colors = turtle_colors[:]
self._shapes = generate_turtle_pixbufs(self.colors)
self.set_heading(self._heading, share=False)
def set_shapes(self, shapes, i=0):
''' Reskin the turtle '''
n = len(shapes)
if n == 1 and i > 0: # set shape[i]
#.........这里部分代码省略.........
示例3: Selector
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [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4: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [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5: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Card:
""" Class for defining individual cards """
def __init__(self, sprites, path, card_dim, scale, c, x, y, shape='circle'):
""" Load a card from a precomputed SVG. """
self.images = []
self.orientation = 0
if shape == 'triangle':
file = "%s/triangle-r0-%d.svg" % (path, c)
self.increment = 60
elif shape == 'hexagon':
file = "%s/hexagon-r0-%d.svg" % (path, c)
self.increment = 120
else:
file = "%s/card-%d.svg" % (path, c)
self.increment = 90
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
if shape == 'triangle':
file = "%s/triangle-r60-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
file = "%s/triangle-r120-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
file = "%s/triangle-r180-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
file = "%s/triangle-r240-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
file = "%s/triangle-r300-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
elif shape == 'hexagon':
file = "%s/hexagon-r120-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
file = "%s/hexagon-r240-%d.svg" % (path, c)
self.images.append(load_image(file, card_dim * scale,
card_dim * scale))
else:
for r in range(3):
self.images.append(self.images[r].rotate_simple(90))
# create sprite from svg file
self.spr = Sprite(sprites, x, y, self.images[0])
def reset_image(self, tw):
""" Reset image to orientation 0. """
while self.orientation != 0:
self.rotate_ccw()
def set_orientation(self, r):
""" Set orientation to 0, 90, 180, or 270. """
if r in [0, 60, 90, 120, 180, 240, 270, 300]:
while r != self.orientation:
self.rotate_ccw()
def rotate_180(self):
""" Rotate a tile 180 degrees """
print "rotate 180"
r = 0
while r < 180:
self.rotate_ccw()
r += self.increment
def rotate_ccw(self):
""" Set the card image to correspond to rotation r. """
self.orientation += self.increment
if self.orientation == 360:
self.orientation = 0
self.spr.set_shape(self.images[int(self.orientation/self.increment)])
示例6: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Turtle:
def __init__(self, turtles, key, turtle_colors=None):
""" The turtle is not a block, just a sprite with an orientation """
self.x = 0
self.y = 0
self.hidden = False
self.shapes = []
self.custom_shapes = False
self.type = 'turtle'
self.heading = 0
self.pen_shade = 50
self.pen_color = 0
self.pen_gray = 100
self.pen_size = 5
self.pen_state = True
# If the turtle key is an int, we'll use a palette color as the
# turtle color
try:
int_key = int(key)
use_color_table = True
except ValueError:
use_color_table = False
if turtle_colors is not None:
self.colors = turtle_colors[:]
self.shapes = generate_turtle_pixbufs(self.colors)
elif use_color_table:
fill = wrap100(int_key)
stroke = wrap100(fill + 10)
self.colors = ['#%06x' % (color_table[fill]),
'#%06x' % (color_table[stroke])]
self.shapes = generate_turtle_pixbufs(self.colors)
else:
self.shapes = turtles.get_pixbufs()
if turtles.sprite_list is not None:
self.spr = Sprite(turtles.sprite_list, 0, 0, self.shapes[0])
else:
self.spr = None
turtles.add_to_dict(key, self)
def set_shapes(self, shapes):
""" Reskin the turtle """
n = len(shapes)
if n == SHAPES:
self.shapes = shapes[:]
else:
if n != 1:
_logger.debug("%d images passed to set_shapes: ignoring" % (n))
images = [shapes[0]]
if self.heading == 0:
for i in range(3):
images.append(images[i].rotate_simple(270))
for i in range(SHAPES):
j = (i + 4) % SHAPES
self.shapes[j] = images[int(j / 9)]
else:
j = int(self.heading + 5) % 360 / (360 / SHAPES)
self.shapes[j] = images[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
#.........这里部分代码省略.........
示例7: Ball
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [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.........
示例8: BBoardActivity
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
#.........这里部分代码省略.........
if len(self.slides) == 0:
return
self._genblanks(self.slides[self.i].colors)
self._title.set_image(self._title_pixbuf)
self._preview.set_image(self._preview_pixbuf)
self._description.set_image(self._desc_pixbuf)
self._my_canvas.set_image(self._canvas_pixbuf)
def _show_slide(self, direction=1):
''' Display a title, preview image, and decription for slide. '''
self._clear_screen()
self._update_colors()
if len(self.slides) == 0:
self._prev_button.set_icon('go-previous-inactive')
self._next_button.set_icon('go-next-inactive')
self._description.set_label(
_('Do you have any items in your Journal starred?'))
self._help.set_layer(TOP)
self._description.set_layer(MIDDLE)
return
if self.i == 0:
self._prev_button.set_icon('go-previous-inactive')
else:
self._prev_button.set_icon('go-previous')
if self.i == len(self.slides) - 1:
self._next_button.set_icon('go-next-inactive')
else:
self._next_button.set_icon('go-next')
pixbuf = self.slides[self.i].pixbuf
if pixbuf is not None:
self._preview.set_shape(pixbuf.scale_simple(
int(PREVIEWW * self._scale),
int(PREVIEWH * self._scale),
gtk.gdk.INTERP_NEAREST))
self._preview.set_layer(MIDDLE)
else:
if self._preview is not None:
self._preview.hide()
self._title.set_label(self.slides[self.i].title)
self._title.set_layer(MIDDLE)
if self.slides[self.i].desc is not None:
self._description.set_label(self.slides[self.i].desc)
self._description.set_layer(MIDDLE)
text_buffer = gtk.TextBuffer()
text_buffer.set_text(self.slides[self.i].desc)
self._text_view.set_buffer(text_buffer)
else:
self._description.set_label('')
self._description.hide()
def _add_playback_button(self, nick, colors, audio_file):
''' Add a toolbar button for this audio recording '''
if nick not in self._playback_buttons:
self._playback_buttons[nick] = button_factory(
'xo-chat', self.record_toolbar,
self._playback_recording_cb, cb_arg=nick,
tooltip=_('Audio recording by %s') % (nick))
xocolor = XoColor('%s,%s' % (colors[0], colors[1]))
icon = Icon(icon_name='xo-chat', xo_color=xocolor)
icon.show()
self._playback_buttons[nick].set_icon_widget(icon)
示例9: Game
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Game():
def __init__(self, canvas, parent=None, colors=['#A0FFA0', '#FF8080']):
self._activity = parent
self._colors = colors
self._canvas = canvas
parent.show_all()
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() - (GRID_CELL_SIZE * 1.5)
self._scale = self._height / (14.0 * DOT_SIZE * 1.2)
self._dot_size = int(DOT_SIZE * self._scale)
self._turtle_offset = 0
self._space = int(self._dot_size / 5.)
self._orientation = 0
self.level = 0
self.custom_strategy = None
self.strategies = [BEGINNER_STRATEGY, INTERMEDIATE_STRATEGY,
EXPERT_STRATEGY, self.custom_strategy]
self.strategy = self.strategies[self.level]
self._timeout_id = None
# Generate the sprites we'll need...
self._sprites = Sprites(self._canvas)
self._dots = []
for y in range(THIRTEEN):
for x in range(THIRTEEN):
xoffset = int((self._width - THIRTEEN * (self._dot_size + \
self._space) - self._space) / 2.)
if y % 2 == 1:
xoffset += int((self._dot_size + self._space) / 2.)
if x == 0 or y == 0 or x == THIRTEEN - 1 or y == THIRTEEN - 1:
self._dots.append(
Sprite(self._sprites,
xoffset + x * (self._dot_size + self._space),
y * (self._dot_size + self._space),
self._new_dot('#B0B0B0')))
else:
self._dots.append(
Sprite(self._sprites,
xoffset + x * (self._dot_size + self._space),
y * (self._dot_size + self._space),
self._new_dot(self._colors[FILL])))
self._dots[-1].type = False # not set
# Put a turtle at the center of the screen...
self._turtle_images = []
self._rotate_turtle(self._new_turtle())
self._turtle = Sprite(self._sprites, 0, 0,
self._turtle_images[0])
self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())
# ...and initialize.
self._all_clear()
def _move_turtle(self, pos):
''' Move turtle and add its offset '''
self._turtle.move(pos)
self._turtle.move_relative(
(-self._turtle_offset, -self._turtle_offset))
def _all_clear(self):
''' Things to reinitialize when starting up a new game. '''
# Clear dots
for dot in self._dots:
if dot.type:
dot.type = False
dot.set_shape(self._new_dot(self._colors[FILL]))
dot.set_label('')
# Recenter the turtle
self._move_turtle(self._dots[int(THIRTEEN * THIRTEEN / 2)].get_xy())
self._turtle.set_shape(self._turtle_images[0])
self._set_label('')
if self._timeout_id is not None:
GObject.source_remove(self._timeout_id)
def new_game(self, saved_state=None):
''' Start a new game. '''
self._all_clear()
# Fill in a few dots to start
for i in range(15):
n = int(uniform(0, THIRTEEN * THIRTEEN))
if self._dots[n].type is not None:
self._dots[n].type = True
self._dots[n].set_shape(self._new_dot(self._colors[STROKE]))
# Calculate the distances to the edge
self._initialize_weights()
self.strategy = self.strategies[self.level]
def _set_label(self, string):
''' Set the label in the toolbar or the window frame. '''
self._activity.status.set_label(string)
#.........这里部分代码省略.........
示例10: __init__
# 需要导入模块: from sprites import Sprite [as 别名]
# 或者: from sprites.Sprite import set_shape [as 别名]
class Turtle:
def __init__(self, turtles, key, turtle_colors=None):
""" The turtle is not a block, just a sprite with an orientation """
self.x = 0.0
self.y = 0.0
self.hidden = False
self.shapes = []
self.custom_shapes = False
self.type = 'turtle'
self.name = key
self.heading = 0.0
self.pen_shade = 50
self.pen_color = 0
self.pen_gray = 100
self.pen_size = 5
self.pen_state = True
self.label_block = None
self._prep_shapes(key, turtles, turtle_colors)
# Choose a random angle from which to attach the turtle label.
if turtles.sprite_list is not None:
self.spr = Sprite(turtles.sprite_list, 0, 0, self.shapes[0])
angle = uniform(0, pi * 4 / 3.0) # 240 degrees
w = self.shapes[0].get_width()
r = w * 0.67
# Restrict angle the the sides 30-150; 210-330
if angle > pi * 2 / 3.0:
angle += pi / 2.0 # + 90
self.label_xy = [int(r * sin(angle)),
int(r * cos(angle) + w / 2.0)]
else:
angle += pi / 6.0 # + 30
self.label_xy = [int(r * sin(angle) + w / 2.0),
int(r * cos(angle) + w / 2.0)]
else:
self.spr = None
turtles.add_to_dict(key, self)
def _prep_shapes(self, name, turtles=None, turtle_colors=None):
# If the turtle name is an int, we'll use a palette color as the
# turtle color
try:
int_key = int(name)
use_color_table = True
except ValueError:
use_color_table = False
if turtle_colors is not None:
self.colors = turtle_colors[:]
self.shapes = generate_turtle_pixbufs(self.colors)
elif use_color_table:
fill = wrap100(int_key)
stroke = wrap100(fill + 10)
self.colors = ['#%06x' % (COLOR_TABLE[fill]),
'#%06x' % (COLOR_TABLE[stroke])]
self.shapes = generate_turtle_pixbufs(self.colors)
else:
if turtles is not None:
self.colors = DEFAULT_TURTLE_COLORS
self.shapes = turtles.get_pixbufs()
def set_turtle_colors(self, turtle_colors):
''' reset the colors of a preloaded turtle '''
if turtle_colors is not None:
self.colors = turtle_colors[:]
self.shapes = generate_turtle_pixbufs(self.colors)
self.set_heading(self.heading)
def set_shapes(self, shapes, i=0):
""" Reskin the turtle """
n = len(shapes)
if n == 1 and i > 0: # set shape[i]
if i < len(self.shapes):
self.shapes[i] = shapes[0]
elif n == SHAPES: # all shapes have been precomputed
self.shapes = shapes[:]
else: # rotate shapes
if n != 1:
debug_output("%d images passed to set_shapes: ignoring" % (n),
self.tw.running_sugar)
if self.heading == 0.0: # rotate the shapes
images = []
w, h = shapes[0].get_width(), shapes[0].get_height()
nw = nh = int(sqrt(w * w + h * h))
for i in range(SHAPES):
surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, nw, nh)
context = cairo.Context(surface)
context = gtk.gdk.CairoContext(context)
context.translate(nw / 2., nh / 2.)
context.rotate(i * 10 * pi / 180.)
context.translate(-nw / 2., -nh / 2.)
context.set_source_pixbuf(shapes[0], (nw - w) / 2.,
(nh - h) / 2.)
context.rectangle(0, 0, nw, nh)
context.fill()
images.append(surface)
self.shapes = images[:]
else: # associate shape with image at current heading
#.........这里部分代码省略.........