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import pygame
import this
from tuxemon.core.components.ui import draw
if __name__ == "__main__":
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
font = pygame.font.Font(pygame.font.get_default_font(), 20)
fg = 255, 245, 64
bg = 35, 35, 35
text = "".join([this.d.get(c, c) for c in this.s])
running = True
while running:
for rect, surface in draw.iter_render_text(text, font, fg, bg, screen.get_rect()):
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if not running:
break
screen.blit(surface, rect)
pygame.display.flip()
"""
# first we make a temporary surface that will accommodate the entire
# size of the map.
# because this demo does not implement scrolling, we render the
# entire map each frame
temp = pygame.Surface(self.renderer.pixel_size)
# render the map onto the temporary surface
self.renderer.render_map(temp)
# now resize the temporary surface to the size of the display
# this will also 'blit' the temp surface to the display
pygame.transform.smoothscale(temp, surface.get_size(), surface)
# display a bit of use info on the display
f = pygame.font.Font(pygame.font.get_default_font(), 20)
i = f.render('press any key for next map or ESC to quit',
1, (180, 180, 0))
surface.blit(i, (0, 0))
pygame.init()
pygame.display.init()
if resolution is None:
info = pygame.display.Info()
resolution = info.current_w, info.current_h
clock = pygame.time.Clock()
if full_screen:
canvas = pygame.display.set_mode(resolution, pygame.DOUBLEBUF | pygame.FULLSCREEN, 0)
else:
canvas = pygame.display.set_mode(resolution, pygame.DOUBLEBUF, 0)
pygame.display.set_caption('MAgent Renderer Window')
text_formatter = pygame.font.SysFont(None, text_size, True)
banner_formatter = pygame.font.SysFont(None, banner_size, True)
bigscreen_formatter = pygame.font.SysFont(None, bigscreen_size, True)
map_size, groups, static_info = server.get_info()
view_position = [map_size[0] / 2 * grid_size - resolution[0] / 2,
map_size[1] / 2 * grid_size - resolution[1] / 2]
frame_id = 0
walls = static_info['wall']
old_data = None
new_data = None
need_static_update = True
#show_grid = False
animation_progress = 0
def main(initial):
pygame.init()
pygame.font.init()
screen = pygame.display.set_mode(size)
pygame.display.set_caption('N-Puzzle')
n = len(initial)
grid_width = n**0.5
generator = iter(n_puzzle(initial))
running = True
clock = pygame.time.Clock()
board = Board(int(size[0] / grid_width), grid_width, black, red)
while running:
screen.fill(white)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
#!/usr/bin/python
""" Simple keyboard usage using AZERTY layout. """
import pygame
from pygame.locals import *
from pygame_vkeyboard import *
def consumer(text):
print(repr('Current text state: %s' % text))
WHITE = (255, 255, 255)
BACKGROUND = (0, 0, 0, 150)
FONT = pygame.font.SysFont('arial', 40)
class TransparentRenderer(VKeyboardRenderer):
def draw_background(self, surface, position, size):
pygame.draw.rect(surface, (0, 0, 0, 150), position + size)
def draw_character_key(self, surface, key, special=False):
pygame.draw.rect(surface, WHITE, key.position + (key.size, key.size), 1)
surface.blit(FONT.render(key.value, 1, WHITE, None), key.position)
if __name__ == "__main__":
pygame.init()
window = pygame.display.set_mode((600, 400))
layout = VKeyboardLayout(VKeyboardLayout.AZERTY)
keyboard = VKeyboard(window, consumer, layout, renderer=TransparentRenderer())
def __init__(self, text, x=0, y=0, width=100, height=50, command=None):
self.text = text
self.command = command
self.image_normal = pygame.Surface((width, height))
self.image_normal.fill(GREEN)
self.image_hovered = pygame.Surface((width, height))
self.image_hovered.fill(RED)
self.image = self.image_normal
self.rect = self.image.get_rect()
font = pygame.font.Font('freesansbold.ttf', 15)
text_image = font.render(text, True, WHITE)
text_rect = text_image.get_rect(center = self.rect.center)
self.image_normal.blit(text_image, text_rect)
self.image_hovered.blit(text_image, text_rect)
# you can't use it before `blit`
self.rect.topleft = (x, y)
self.hovered = False
#self.clicked = False
def write(background, text, x=50, y=150, color=(0,0,0),
fontsize=None, center=False):
"""write text on pygame surface. """
if fontsize is None:
fontsize = 24
font = pygame.font.SysFont('mono', fontsize, bold=True)
fw, fh = font.size(text)
surface = font.render(text, True, color)
if center: # center text around x,y
background.blit(surface, (x-fw//2, y-fh//2))
else: # topleft corner is x,y
background.blit(surface, (x,y))
def main():
pygame.init()
pygame.display.init()
pygame.display.set_mode((1280, 720))
pygame.font.init()
global font
font = pygame.font.SysFont("dejavusansmono", 32)
global wid
if 'window' in pygame.display.get_wm_info():
wid = pygame.display.get_wm_info()['window']
print("Tello video WID:", wid)
drone = tellopy.Tello()
drone.connect()
drone.start_video()
drone.subscribe(drone.EVENT_FLIGHT_DATA, flightDataHandler)
drone.subscribe(drone.EVENT_VIDEO_FRAME, videoFrameHandler)
drone.subscribe(drone.EVENT_FILE_RECEIVED, handleFileReceived)
speed = 30
reward_fn (function):
Custom reward function that is called every step.
If None, no reward function is used.
encode_state_fn (function):
Function that takes the image (of obs_res resolution) from the
observation camera and encodes it to some state vector to returned
by step(). If None, step() returns the full image.
fps (int):
FPS of the sensors
spawn_point (int):
Index of the spawn point to use (spawn point 1 of Town07 is a good starting point)
"""
# Initialize pygame for visualization
pygame.init()
pygame.font.init()
width, height = viewer_res
if obs_res is None:
out_width, out_height = width, height
else:
out_width, out_height = obs_res
self.display = pygame.display.set_mode((width, height), pygame.HWSURFACE | pygame.DOUBLEBUF)
self.clock = pygame.time.Clock()
# Setup gym environment
self.seed()
self.action_space = gym.spaces.Box(np.array([-1, 0]), np.array([1, 1]), dtype=np.float32) # steer, throttle
self.observation_space = gym.spaces.Box(low=0.0, high=1.0, shape=(*obs_res, 3), dtype=np.float32)
self.metadata["video.frames_per_second"] = fps
self.spawn_point = spawn_point
self.encode_state_fn = (lambda x: x) if not callable(encode_state_fn) else encode_state_fn
self.reward_fn = (lambda x: 0) if not callable(reward_fn) else reward_fn
def __init__(self, pyscreen, pos, title="Message Dialog",message="Read this carefully... \n ...before entering Ok!", dfontname=defFontName, dfontsize=defFontSize):
""" Saves all values to internal variables and calculates some extra internal vars. """
self.pyscreen = pyscreen
#self.parentRedraw=parentRedraw
self.winrect=GRect(pos[0], pos[1], 300, 160)
self.title=title
self.message=message
self.font = pygame.font.SysFont(dfontname, dfontsize)
# Calculate extra variables
dummy, textheight = self.font.size("MinimalText")
self.titleheight=textheight +self.margins.y+self.margins.height
self.footerTop = self.winrect.y + self.winrect.height - self.margins.height - self.footerHeight
# Add GUI.Label
self.label=Label(pyscreen,text=message,fontname=dfontname,fontsize=dfontsize,rect=GRect(),autoheight=False,center=True,backcolor=self.formcolor,autowrap=True)
self.controls.append(self.label)
# (Re)calculate remaining variables
self.reposControls()