Merge branch 'master' of https://git.jaj.com/junior/BigSteve
This commit is contained in:
commit
cdabfcc6d4
3
.gitignore
vendored
3
.gitignore
vendored
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@ -1,3 +1,4 @@
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*.swp
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__pycache__
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*.pyc
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*.pyc
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desktop.ini
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@ -17,7 +17,12 @@ old_display_num_whole = display_num_whole
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display_num_decimal = ""
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old_display_num_decimal = display_num_decimal
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num_float = False
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buffer_num = ""
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buffer_num_float = False
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operator = ""
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old_operator = ""
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float_precision = 1
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yellow = (240, 240, 20)
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white = (255, 255, 255)
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black = (0, 0, 0)
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@ -159,9 +164,17 @@ logo_text_2 = cheesy_font.render("Calculator", True, yellow)
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screen.blit(logo_text_1, (width // 2 - logo_text_1.get_width() // 2 + 80, 0))
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screen.blit(logo_text_2, (width // 2 - logo_text_2.get_width() // 2 + 80, 45))
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sevenseg_font = pygame.font.Font(os.path.join("font", "DSEG7Modern-Bold.ttf"), 60)
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sevenseg_font_sm = pygame.font.Font(os.path.join("font", "Seven Segment.ttf"), 22)
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draw_buttons()
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pygame.display.flip()
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def do_math():
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if operator == "+":
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num1 = int(buffer_num) if buffer_num_float == False else float(buffer_num)
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num1_string = display_num_whole + ("" if num_float == False else ("." + display_num_decimal))
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num2 = int(num1_string) if num_float == False else float(num1_string)
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return str(num1 + num2)
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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@ -192,6 +205,10 @@ while True:
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display_num_decimal = ""
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num_float = False
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float_precision = 1
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buffer_num = ""
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buffer_num_float = False
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operator = ""
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old_operator = ""
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flash_button(buttons[str(my_key)])
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elif my_key == pygame.K_PERIOD or my_key == pygame.K_KP_PERIOD:
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actual_key = pygame.K_PERIOD
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@ -218,6 +235,25 @@ while True:
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display_num_whole = "0"
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elif (my_key == pygame.K_EQUALS and pygame.key.get_mods() & pygame.KMOD_SHIFT) or my_key == pygame.K_KP_PLUS:
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actual_key = pygame.K_PLUS
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if buffer_num == "":
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buffer_num = display_num_whole
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operator = "+"
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if num_float:
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buffer_num_float = True
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buffer_num += "." + display_num_decimal
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num_float = False
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display_num_whole = clear_display
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display_num_decimal = ""
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else:
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sum = do_math()
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if sum.find(".") == -1:
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display_num_whole = sum
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num_float = False
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else:
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display_num_whole, display_num_decimal = sum.split('.')
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if display_num_decimal == "0":
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display_num_decimal = ""
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num_float = False
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flash_button(buttons[str(actual_key)])
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elif my_key == pygame.K_MINUS or my_key == pygame.K_KP_MINUS:
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actual_key = pygame.K_MINUS
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@ -251,8 +287,10 @@ while True:
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old_display_num_decimal = display_num_decimal
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pygame.draw.rect(screen, black, pygame.Rect(10, 100, width - 20, 110))
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pygame.draw.rect(screen, yellow, pygame.Rect(10, 100, width - 20, 110), 2)
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text = sevenseg_font.render(display_num_whole + "." + display_num_decimal, True, white)
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screen.blit(text, (width - 20 - text.get_width(), 120))
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main_text = sevenseg_font.render(display_num_whole + "." + display_num_decimal, True, white)
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screen.blit(main_text, (width - 20 - main_text.get_width(), 130))
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buffer_text = sevenseg_font_sm.render(buffer_num + " " + operator, True, white)
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screen.blit(buffer_text, (width - 20 - buffer_text.get_width(), 130 - 4 - buffer_text.get_height()))
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for key, b in buttons.items():
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if b.flashing == True and time.time() >= b.unflash_on:
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flash_button(b)
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139
PyGame/FailBoard/fail.py
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139
PyGame/FailBoard/fail.py
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from dataclasses import dataclass
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from datetime import datetime
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import math
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import os
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os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
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import pygame
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import sys
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import time
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@dataclass
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class Button:
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row: int
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column: int
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key: int
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label: str
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sound_file: str
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center_x: int = 0
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center_y: int = 0
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flashing: bool = False
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unflash_on: float = 0.0
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buttons = {
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str(pygame.K_1): Button(2, 0, pygame.K_1, "1", "8bit-fail.ogg"),
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str(pygame.K_2): Button(2, 1, pygame.K_2, "2", "brass-fail-8.ogg"),
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str(pygame.K_3): Button(2, 2, pygame.K_3, "3", "brass-fail-11.ogg"),
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str(pygame.K_4): Button(1, 0, pygame.K_4, "4", "error.ogg"),
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str(pygame.K_5): Button(1, 1, pygame.K_5, "5", "fail-1.ogg"),
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str(pygame.K_6): Button(1, 2, pygame.K_6, "6", "game-over.ogg"),
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str(pygame.K_7): Button(0, 0, pygame.K_7, "7", "invalid.ogg"),
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str(pygame.K_8): Button(0, 1, pygame.K_8, "8", "wah-wah.ogg"),
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str(pygame.K_9): Button(0, 2, pygame.K_9, "9", "wrong.ogg")
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}
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keypad_map = {
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str(pygame.K_KP_1): pygame.K_1,
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str(pygame.K_KP_2): pygame.K_2,
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str(pygame.K_KP_3): pygame.K_3,
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str(pygame.K_KP_4): pygame.K_4,
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str(pygame.K_KP_5): pygame.K_5,
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str(pygame.K_KP_6): pygame.K_6,
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str(pygame.K_KP_7): pygame.K_7,
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str(pygame.K_KP_8): pygame.K_8,
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str(pygame.K_KP_9): pygame.K_9
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}
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valid_keys_numbers = [
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pygame.K_1,
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pygame.K_2,
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pygame.K_3,
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pygame.K_4,
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pygame.K_5,
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pygame.K_6,
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pygame.K_7,
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pygame.K_8,
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pygame.K_9
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]
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#pygame.mixer.pre_init(44100, 16, 2, 64000)
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pygame.init()
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#pygame.mixer.init()
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width = 1000
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height = 975
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background_color = (150, 150, 150)
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label_color = (255, 255, 255)
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label_color_flash = (0, 0, 0)
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screen = pygame.display.set_mode((width, height))
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pygame.display.set_caption('Epic Fail Sound Board')
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icon = pygame.image.load(os.path.join("img", "fail-icon.png"))
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icon.convert_alpha()
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pygame.display.set_icon(icon)
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screen.fill(background_color)
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pygame.display.flip()
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logo = pygame.image.load(os.path.join("img", "fail.png"))
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logo.convert_alpha()
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screen.blit(logo, ((width // 2) - (logo.get_width() // 2), 20))
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button_origin_x = 100
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button_origin_y = logo.get_height() + 20 + 25
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button_img = pygame.image.load(os.path.join("img", "button-red.png"))
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button_img.convert_alpha()
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cheesy_font = pygame.font.Font(os.path.join("font", "New Cheese.ttf"), 60)
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for b in buttons.values():
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x = button_origin_x + ((button_img.get_width() + 100) * b.column)
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y = button_origin_y + ((button_img.get_height() + 30) * b.row)
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b.center_x = x + (button_img.get_width() // 2)
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b.center_y = y + (button_img.get_height() // 2)
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screen.blit(button_img, (x, y))
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b_text = cheesy_font.render(b.label, True, label_color)
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text_x = x + (button_img.get_width() // 2) - (b_text.get_width() // 2)
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text_y = y + (button_img.get_height() // 2) - (b_text.get_height() // 2)
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screen.blit(b_text, (text_x, text_y))
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pygame.display.flip()
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def do_button(key):
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for b in buttons.values():
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if b.key == key:
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audio = pygame.mixer.Sound(os.path.join("snd", b.sound_file))
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flash_button(b)
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audio.play()
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def flash_button(b: Button):
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if b.flashing == False:
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text_color = label_color_flash
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b.flashing = True
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b.unflash_on = time.time() + 0.1
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else:
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text_color = label_color
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b.flashing = False
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b_text = cheesy_font.render(b.label, True, text_color)
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text_x = b.center_x - (b_text.get_width() // 2)
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text_y = b.center_y - (b_text.get_height() // 2)
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screen.blit(b_text, (text_x, text_y))
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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mouse_click = None
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if event.type == pygame.MOUSEBUTTONDOWN:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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for b in buttons.values():
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if math.hypot(mouse_x - b.center_x, mouse_y - b.center_y) <= (button_img.get_width() // 2):
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mouse_click = b.key
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if event.type == pygame.KEYDOWN or not mouse_click is None:
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if mouse_click is None:
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my_key = keypad_map[str(event.key)] if str(event.key) in keypad_map.keys() else event.key
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else:
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my_key = mouse_click
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if my_key == pygame.K_ESCAPE:
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pygame.quit()
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sys.exit()
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elif my_key in valid_keys_numbers:
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do_button(my_key)
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for b in buttons.values():
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if b.flashing == True and time.time() >= b.unflash_on:
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flash_button(b)
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pygame.display.flip()
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BIN
PyGame/FailBoard/font/New Cheese.ttf
Normal file
BIN
PyGame/FailBoard/font/New Cheese.ttf
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/img/button-red.png
Normal file
BIN
PyGame/FailBoard/img/button-red.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 43 KiB |
BIN
PyGame/FailBoard/img/fail-icon.png
Normal file
BIN
PyGame/FailBoard/img/fail-icon.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 18 KiB |
BIN
PyGame/FailBoard/img/fail.png
Normal file
BIN
PyGame/FailBoard/img/fail.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 15 KiB |
BIN
PyGame/FailBoard/snd/8bit-fail.ogg
Normal file
BIN
PyGame/FailBoard/snd/8bit-fail.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/brass-fail-11.ogg
Normal file
BIN
PyGame/FailBoard/snd/brass-fail-11.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/brass-fail-8.ogg
Normal file
BIN
PyGame/FailBoard/snd/brass-fail-8.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/error.ogg
Normal file
BIN
PyGame/FailBoard/snd/error.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/fail-1.ogg
Normal file
BIN
PyGame/FailBoard/snd/fail-1.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/game-over.ogg
Normal file
BIN
PyGame/FailBoard/snd/game-over.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/invalid.ogg
Normal file
BIN
PyGame/FailBoard/snd/invalid.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/wah-wah.ogg
Normal file
BIN
PyGame/FailBoard/snd/wah-wah.ogg
Normal file
Binary file not shown.
BIN
PyGame/FailBoard/snd/wrong.ogg
Normal file
BIN
PyGame/FailBoard/snd/wrong.ogg
Normal file
Binary file not shown.
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@ -1,5 +1,6 @@
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# Data Structures
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# Data structures hold sets of data in various formats
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# We will discuss: list, dictionary (dict), tuple, set
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# List
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# Lists have collections of data
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@ -73,4 +74,27 @@ print(f"Color tuple: R={color[0]} G={color[1]} B={color[2]}")
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# strings: "Cheese"
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# integers: 44
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# lists: ['a', 'b', 'c']
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# objects: MyClass(param1, param2)
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# objects: MyClass(param1, param2)
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# Set
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# Sets have collections of data
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# set elements must be unique in the set
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# Usually of the same type because uniqueness makes less sense otherwise
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# with elements separated by commas
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# where elements are unordered (i.e. can't reference specific element, slice, or index)
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# are contained within curly braces
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# Note: Once a set has been created its values cannot be changed,
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# and elements cannot be added/removed
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# Declare our set
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dice = {"1", "2", "3", "4", "5", "6"}
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# Testing if an element exists is done with "in"
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if "3" in dice:
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print("The dice set contains a 3!")
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# Iterate over a set
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for die in dice:
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print(f"dice element: {die}")
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# NOTE!! You will see that the printed elements are in an arbitrary order.
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# Because sets are unordered you cannot rely on which element comes
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# before or after another element and will likely not match the order
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# created inside the set declaration.
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