from pygame import display
from pygame.font import Font
from pygame.time import get_ticks, wait

from GameChild import GameChild

class Mainloop(GameChild):

    def __init__(self, parent):
        GameChild.__init__(self, parent)
        self.overflow = 0
        self.frame_count = 1
        self.actual_frame_duration = 0
        self.frames_this_second = 0
        self.last_framerate_display = 0
        self.load_configuration()
        self.init_framerate_display()
        self.last_ticks = get_ticks()
        self.stopping = False

    def load_configuration(self):
        config = self.get_configuration("display")
        self.target_frame_duration = config["frame-duration"]
        self.wait_duration = config["wait-duration"]
        self.skip_frames = config["skip-frames"]
        self.show_framerate = config["show-framerate"]
        self.framerate_text_size = config["framerate-text-size"]
        self.framerate_text_color = config["framerate-text-color"]
        self.framerate_text_background = config["framerate-text-background"]
        self.framerate_display_flag = config["framerate-display-flag"]

    def init_framerate_display(self):
        if self.framerate_display_active():
            screen = self.get_screen()
            self.last_framerate_count = 0
            self.framerate_topright = screen.get_rect().topright
            self.display_surface = screen
            self.font = Font(None, self.framerate_text_size)
            self.font.set_bold(True)
            self.render_framerate()

    def framerate_display_active(self):
        return self.check_command_line(self.framerate_display_flag) or \
               self.show_framerate

    def render_framerate(self):
        text = self.font.render(str(self.last_framerate_count), False,
                                self.framerate_text_color,
                                self.framerate_text_background)
        rect = text.get_rect()
        rect.topright = self.framerate_topright
        self.framerate_text = text
        self.framerate_text_rect = rect

    def run(self):
        while not self.stopping:
            self.advance_frame()
            self.update_frame_duration()
            self.update_overflow()
        self.stopping = False

    def advance_frame(self):
        refresh = False
        while self.frame_count > 0:
            refresh = True
            self.parent.frame()
            if self.framerate_display_active():
                self.update_framerate()
            self.frame_count -= 1
            if not self.skip_frames:
                break
        if refresh:
            display.update()

    def update_frame_duration(self):
        last_ticks = self.last_ticks
        actual_frame_duration = get_ticks() - last_ticks
        last_ticks = get_ticks()
        while actual_frame_duration < self.target_frame_duration:
            wait(self.wait_duration)
            actual_frame_duration += get_ticks() - last_ticks
            last_ticks = get_ticks()
        self.actual_frame_duration = actual_frame_duration
        self.last_ticks = last_ticks

    def update_overflow(self):
        self.frame_count = 1
        target_frame_duration = self.target_frame_duration
        overflow = self.overflow
        overflow += self.actual_frame_duration - target_frame_duration
        while overflow > target_frame_duration:
            self.frame_count += 1
            overflow -= target_frame_duration
        overflow = self.overflow

    def update_framerate(self):
        count = self.frames_this_second + 1
        if get_ticks() - self.last_framerate_display > 1000:
            if count != self.last_framerate_count:
                self.last_framerate_count = count
                self.render_framerate()
            self.last_framerate_display = get_ticks()
            count = 0
        self.display_surface.blit(self.framerate_text, self.framerate_text_rect)
        self.frames_this_second = count

    def stop(self):
        self.stopping = True
from os import makedirs
from os.path import exists, join
from sys import exc_info
from time import strftime

from pygame import image

from GameChild import *
from Input import *

class ScreenGrabber(GameChild):

    def __init__(self, game):
        GameChild.__init__(self, game)
        self.delegate = self.get_delegate()
        self.load_configuration()
        self.subscribe(self.save_display)

    def load_configuration(self):
        config = self.get_configuration("screen-captures")
        self.save_path = config["path"]
        self.file_name_format = config["file-name-format"]
        self.file_extension = config["file-extension"]

    def save_display(self, event):
        if self.delegate.compare(event, "capture-screen"):
            directory = self.save_path
            try:
                if not exists(directory):
                    makedirs(directory)
                name = self.build_name()
                path = join(directory, name)
                capture = image.save(self.get_screen(), path)
                self.print_debug("Saved screen capture to %s" % (path))
            except:
                self.print_debug("Couldn't save screen capture to %s, %s" %\
                                 (directory, exc_info()[1]))

    def build_name(self):
        return "{0}.{1}".format(strftime(self.file_name_format),
                                self.file_extension)
from random import randint
from math import sin, cos, atan2, radians, sqrt

from pygame import Surface, PixelArray, Color
from pygame.mixer import get_num_channels, Channel
from pygame.locals import *

def get_step(start, end, speed):
    angle = get_angle(start, end)
    return speed * sin(angle), speed * cos(angle)

def get_angle(start, end):
    return atan2(end[0] - start[0], end[1] - start[1])

def get_endpoint(start, angle, magnitude):
    """clockwise, 0 is up"""
    x0, y0 = start
    dx, dy = get_delta(angle, magnitude)
    return x0 + dx, y0 + dy

def get_delta(angle, magnitude):
    angle = radians(angle)
    return sin(angle) * magnitude, -cos(angle) * magnitude

def rotate_2d(point, center, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    x, y = point
    cx, cy = center
    return cos(angle) * (x - cx) - sin(angle) * (y - cy) + cx, \
           sin(angle) * (x - cx) + cos(angle) * (y - cy) + cy

def get_points_on_circle(center, radius, count, offset=0):
    angle_step = 360.0 / count
    points = []
    current_angle = 0
    for _ in xrange(count):
        points.append(get_point_on_circle(center, radius,
                                          current_angle + offset))
        current_angle += angle_step
    return points

def get_point_on_circle(center, radius, angle, translate_angle=True):
    if translate_angle:
        angle = radians(angle)
    return center[0] + sin(angle) * radius, center[1] - cos(angle) * radius

def get_range_steps(start, end, count):
    for ii in xrange(count):
        yield start + (end - start) * ii / float(count - 1)

def get_distance(p0, p1):
    return sqrt((p0[0] - p1[0]) ** 2 + (p0[1] - p1[1]) ** 2)

def place_in_rect(rect, incoming, contain=True, *args):
    while True:
        incoming.center = randint(0, rect.w), randint(0, rect.h)
        if not contain or rect.contains(incoming):
            collides = False
            for inner in args:
                if inner.colliderect(incoming):
                    collides = True
                    break
            if not collides:
                break

# from http://www.realtimerendering.com/resources/GraphicsGems/gemsii/xlines.c
def get_intersection(p0, p1, p2, p3):
    x0, y0 = p0
    x1, y1 = p1
    x2, y2 = p2
    x3, y3 = p3
    a0 = y1 - y0
    b0 = x0 - x1
    c0 = x1 * y0 - x0 * y1
    r2 = a0 * x2 + b0 * y2 + c0
    r3 = a0 * x3 + b0 * y3 + c0
    if r2 != 0 and r3 != 0 and r2 * r3 > 0:
        return None
    a1 = y3 - y2
    b1 = x2 - x3
    c1 = x3 * y2 - x2 * y3
    r0 = a1 * x0 + b1 * y0 + c1
    r1 = a1 * x1 + b1 * y1 + c1
    if r0 != 0 and r1 != 0 and r0 * r1 > 0:
        return None
    denominator = a0 * b1 - a1 * b0
    if denominator == 0:
        return (x0 + x1 + x2 + x3) / 4, (y0 + y1 + y2 + y3) / 4
    if denominator < 0:
        offset = -denominator / 2
    else:
        offset = denominator / 2
    numerator = b0 * c1 - b1 * c0
    x = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    numerator = a1 * c0 - a0 * c1
    y = ((-1, 1)[numerator < 0] * offset + numerator) / denominator
    return x, y

def collide_line_with_rect(rect, p0, p1):
    for line in ((rect.topleft, rect.topright),
                 (rect.topright, rect.bottomright),
                 (rect.bottomright, rect.bottomleft),
                 (rect.bottomleft, rect.topleft)):
        if get_intersection(p0, p1, *line):
            return True

def render_box(font, text, antialias, color, background=None, border=None,
               border_width=1, padding=0):
    surface = font.render(text, antialias, color, background)
    if padding:
        if isinstance(padding, int):
            padding = [padding] * 2
        padding = [x * 2 for x in padding]
        rect = surface.get_rect()
        padded_surface = Surface(rect.inflate(padding).size, SRCALPHA)
        if background is not None:
            padded_surface.fill(background)
        rect.center = padded_surface.get_rect().center
        padded_surface.blit(surface, rect)
        surface = padded_surface
    if border is not None:
        if isinstance(border_width, int):
            border_width = [border_width] * 2
        border_width = [x * 2 for x in border_width]
        rect = surface.get_rect()
        bordered_surface = Surface(rect.inflate(border_width).size)
        bordered_surface.fill(border)
        rect.center = bordered_surface.get_rect().center
        bordered_surface.blit(surface, rect)
        surface = bordered_surface
    return surface

def get_color_swapped_surface(surface, current, replacement):
    swapped = surface.copy()
    pixels = PixelArray(swapped)
    pixels.replace(current, replacement)
    del pixels
    return swapped

def get_busy_channel_count():
    count = 0
    for index in xrange(get_num_channels()):
        count += Channel(index).get_busy()
    return count

def get_hue_shifted_surface(base, offset):
    surface = base.copy()
    pixels = PixelArray(surface)
    color = Color(0, 0, 0)
    for x in xrange(surface.get_width()):
        for y in xrange(surface.get_height()):
            h, s, l, a = Color(*surface.unmap_rgb(pixels[x][y])).hsla
            if a:
                color.hsla = (h + offset) % 360, s, l, a
                pixels[x][y] = color
    del pixels
    return surface

def fill_tile(surface, tile):
    for x in xrange(0, surface.get_width(), tile.get_width()):
        for y in xrange(0, surface.get_height(), tile.get_height()):
            surface.blit(tile, (x, y))

def get_shadowed_text(text, font, offset, color, antialias=True, shadow_color=(0, 0, 0),
                      colorkey=(255, 0, 255)):
    foreground = font.render(text, antialias, color)
    background = font.render(text, antialias, shadow_color)
    alpha = SRCALPHA if antialias else 0
    surface = Surface((foreground.get_width() + offset[0],
                       foreground.get_height() + offset[1]), alpha)
    if not antialias:
        surface.set_colorkey(colorkey)
        surface.fill(colorkey)
    surface.blit(background, ((abs(offset[0]) + offset[0]) / 2,
                              (abs(offset[1]) + offset[1]) / 2))
    surface.blit(foreground, ((abs(offset[0]) - offset[0]) / 2,
                              (abs(offset[1]) - offset[1]) / 2))
    return surface

def get_hsla_color(hue, saturation=100, lightness=50, alpha=100):
    color = Color(0, 0, 0, 0)
    color.hsla = hue, saturation, lightness, alpha
    return color
3.142.156.97
3.142.156.97
3.142.156.97
 
June 7, 2018