Python pygame.color() Examples

The following are 30 code examples of pygame.color(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module pygame , or try the search function .
Example #1
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 6 votes vote down vote up
def init_pockets(space):
    pockets = []
    for i in [(44.1, 43.1), (756.5, 43), (756.5, 756.5), (44, 756.5)]:
        inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
        body = pymunk.Body(0.1, inertia)
        body.position = i
        shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
        shape.color = POCKET_COLOR
        shape.collision_type = 2
        shape.filter = pymunk.ShapeFilter(categories=0b1000)
        space.add(body, shape)
        pockets.append(shape)
        del body
        del shape
    return pockets

# Initialize striker with force 
Example #2
Source File: pong.py    From kvae with MIT License 6 votes vote down vote up
def add_walls(self):
        self.static_lines = []

        # Add floor
        self.static_lines.append(pymunk.Segment(self.space.static_body,
                                                (0, 1),
                                                (self.res[1], 1), .0))

        # Add roof
        self.static_lines.append(pymunk.Segment(self.space.static_body,
                                                (0, self.res[1]),
                                                (self.res[1], self.res[1]), .0))

        # Set properties
        for line in self.static_lines:
            line.elasticity = .99
            line.color = color["white"]
        self.space.add(self.static_lines)
        return True 
Example #3
Source File: Program.py    From PTVS-Samples with Apache License 2.0 6 votes vote down vote up
def main():
    """Initialize and run the game."""
    pygame.init()

    # Initialize PyGame
    screen = pygame.display.set_mode(WINDOW_SIZE, 0, 16)
    pygame.display.set_caption('Python Kinect Game')
    screen.fill(pygame.color.THECOLORS["black"])

    with nui.Runtime() as kinect:
        kinect.skeleton_engine.enabled = True
        kinect.skeleton_frame_ready += post_frame

        # Main game loop
        while True:
            event = pygame.event.wait()

            if event.type == pygame.QUIT:
                break
            elif event.type == KINECTEVENT:
                # process e.skeletons here
                pass 
Example #4
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 6 votes vote down vote up
def init_striker(space, x, passthrough, action, player):

    inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
    body = pymunk.Body(STRIKER_MASS, inertia)
    if player == 1:
        body.position = (action[0], 145)
    if player == 2:
        body.position = (action[0], BOARD_SIZE - 136)
    body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
        action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))

    shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
    shape.elasticity = STRIKER_ELASTICITY
    shape.color = STRIKER_COLOR

    mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories

    sf = pymunk.ShapeFilter(mask=mask)
    shape.filter = sf
    shape.collision_type = 2

    space.add(body, shape)
    return [body, shape]

# Adds coins to the board at the given coordinates 
Example #5
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 6 votes vote down vote up
def init_pockets(space):
    pockets = []
    for i in [(44.1, 44.1), (755.9, 44.1), (755.9, 755.9), (44.1, 755.9)]:
        inertia = pymunk.moment_for_circle(0.1, 0, POCKET_RADIUS, (0, 0))
        body = pymunk.Body(0.1, inertia)
        body.position = i
        shape = pymunk.Circle(body, POCKET_RADIUS, (0, 0))
        shape.color = POCKET_COLOR
        shape.collision_type = 2
        shape.filter = pymunk.ShapeFilter(categories=0b1000)
        space.add(body, shape)
        pockets.append(shape)
        del body
        del shape
    return pockets

# Initialize striker with force 
Example #6
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 6 votes vote down vote up
def init_striker(space, x, passthrough, action, player):

    inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
    body = pymunk.Body(STRIKER_MASS, inertia)
    if player == 1:
        body.position = (action[0], 140)
    if player == 2:
        body.position = (action[0], BOARD_SIZE - 140)
    body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
        action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))

    shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
    shape.elasticity = STRIKER_ELASTICITY
    shape.color = STRIKER_COLOR

    mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories

    sf = pymunk.ShapeFilter(mask=mask)
    shape.filter = sf
    shape.collision_type = 2

    space.add(body, shape)
    return [body, shape]

# Adds coins to the board at the given coordinates 
Example #7
Source File: carmunk.py    From Practical-Reinforcement-Learning with MIT License 5 votes vote down vote up
def create_obstacle(self, x, y, r):
        c_body = pymunk.Body(pymunk.inf, pymunk.inf)
        c_shape = pymunk.Circle(c_body, r)
        c_shape.elasticity = 1.0
        c_body.position = x, y
        c_shape.color = THECOLORS["blue"]
        self.space.add(c_body, c_shape)
        return c_body 
Example #8
Source File: carmunk.py    From Self-Driving-Car-Demo with MIT License 5 votes vote down vote up
def create_obstacle(self, x, y, r):
        c_body = pymunk.Body(pymunk.inf, pymunk.inf)
        c_shape = pymunk.Circle(c_body, r)
        c_shape.elasticity = 1.0
        c_body.position = x, y
        c_shape.color = THECOLORS["blue"]
        self.space.add(c_body, c_shape)
        return c_body 
Example #9
Source File: carmunk.py    From Practical-Reinforcement-Learning with MIT License 5 votes vote down vote up
def create_cat(self):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.cat_body = pymunk.Body(1, inertia)
        self.cat_body.position = 50, height - 100
        self.cat_shape = pymunk.Circle(self.cat_body, 30)
        self.cat_shape.color = THECOLORS["orange"]
        self.cat_shape.elasticity = 1.0
        self.cat_shape.angle = 0.5
        direction = Vec2d(1, 0).rotated(self.cat_body.angle)
        self.space.add(self.cat_body, self.cat_shape) 
Example #10
Source File: carmunk.py    From Practical-Reinforcement-Learning with MIT License 5 votes vote down vote up
def create_car(self, x, y, r):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.car_body = pymunk.Body(1, inertia)
        self.car_body.position = x, y
        self.car_shape = pymunk.Circle(self.car_body, 25)
        self.car_shape.color = THECOLORS["green"]
        self.car_shape.elasticity = 1.0
        self.car_body.angle = r
        driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
        self.car_body.apply_impulse(driving_direction)
        self.space.add(self.car_body, self.car_shape) 
Example #11
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 5 votes vote down vote up
def init_walls(space):  # Initializes the four outer walls of the board
    body = pymunk.Body(body_type=pymunk.Body.STATIC)
    walls = [pymunk.Segment(body, (0, 0), (0, BOARD_SIZE), BOARD_WALLS_SIZE),
             pymunk.Segment(body, (0, 0), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (0, BOARD_SIZE), BOARD_WALLS_SIZE)
             ]
    for wall in walls:
        wall.color = BOARD_WALLS_COLOR
        wall.elasticity = WALLS_ELASTICITY
    space.add(walls)

# Initialize pockets 
Example #12
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 5 votes vote down vote up
def init_walls(space):  # Initializes the four outer walls of the board
    body = pymunk.Body(body_type=pymunk.Body.STATIC)
    walls = [pymunk.Segment(body, (0, 0), (0, BOARD_SIZE), BOARD_WALLS_SIZE),
             pymunk.Segment(body, (0, 0), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (0, BOARD_SIZE), BOARD_WALLS_SIZE)
             ]
    for wall in walls:
        wall.color = BOARD_WALLS_COLOR
        wall.elasticity = WALLS_ELASTICITY
    space.add(walls)

# Initialize pockets 
Example #13
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 5 votes vote down vote up
def init_walls(space):  # Initializes the four outer walls of the board
    body = pymunk.Body(body_type=pymunk.Body.STATIC)
    walls = [pymunk.Segment(body, (0, 0), (0, BOARD_SIZE), BOARD_WALLS_SIZE),
             pymunk.Segment(body, (0, 0), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (BOARD_SIZE, 0), BOARD_WALLS_SIZE),
             pymunk.Segment(
                 body, (BOARD_SIZE, BOARD_SIZE), (0, BOARD_SIZE), BOARD_WALLS_SIZE)
             ]
    for wall in walls:
        wall.color = BOARD_WALLS_COLOR
        wall.elasticity = WALLS_ELASTICITY
    space.add(walls)

# Initialize pockets 
Example #14
Source File: Utils.py    From Carrom_rl with GNU General Public License v3.0 5 votes vote down vote up
def init_striker(space, passthrough, action, player):

    inertia = pymunk.moment_for_circle(STRIKER_MASS, 0, STRIKER_RADIUS, (0, 0))
    body = pymunk.Body(STRIKER_MASS, inertia)

    if player == 1:
        body.position = (action[0], 140)
    if player == 2:
        body.position = (action[0], BOARD_SIZE - 140)
    # print " Final Position: ", body.position
    # body.position=(100,)
    body.apply_force_at_world_point((cos(action[1]) * action[2], sin(
        action[1]) * action[2]), body.position + (STRIKER_RADIUS * 0, STRIKER_RADIUS * 0))

    shape = pymunk.Circle(body, STRIKER_RADIUS, (0, 0))
    shape.elasticity = STRIKER_ELASTICITY
    shape.color = STRIKER_COLOR

    mask = pymunk.ShapeFilter.ALL_MASKS ^ passthrough.filter.categories

    sf = pymunk.ShapeFilter(mask=mask)
    shape.filter = sf
    shape.collision_type = 2

    space.add(body, shape)
    return [body, shape]

# Adds coins to the board at the given coordinates 
Example #15
Source File: carmunk.py    From reinforcement-learning-car with MIT License 5 votes vote down vote up
def create_obstacle(self, x, y, r):
        c_body = pymunk.Body(pymunk.inf, pymunk.inf)
        c_shape = pymunk.Circle(c_body, r)
        c_shape.elasticity = 1.0
        c_body.position = x, y
        c_shape.color = THECOLORS["blue"]
        self.space.add(c_body, c_shape)
        return c_body 
Example #16
Source File: carmunk.py    From reinforcement-learning-car with MIT License 5 votes vote down vote up
def create_cat(self):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.cat_body = pymunk.Body(1, inertia)
        self.cat_body.position = 50, height - 100
        self.cat_shape = pymunk.Circle(self.cat_body, 30)
        self.cat_shape.color = THECOLORS["orange"]
        self.cat_shape.elasticity = 1.0
        self.cat_shape.angle = 0.5
        direction = Vec2d(1, 0).rotated(self.cat_body.angle)
        self.space.add(self.cat_body, self.cat_shape) 
Example #17
Source File: carmunk.py    From reinforcement-learning-car with MIT License 5 votes vote down vote up
def create_car(self, x, y, r):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.car_body = pymunk.Body(1, inertia)
        self.car_body.position = x, y
        self.car_shape = pymunk.Circle(self.car_body, 25)
        self.car_shape.color = THECOLORS["green"]
        self.car_shape.elasticity = 1.0
        self.car_body.angle = r
        driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
        self.car_body.apply_impulse(driving_direction)
        self.space.add(self.car_body, self.car_shape) 
Example #18
Source File: carmunk.py    From toyCarIRL with MIT License 5 votes vote down vote up
def create_car(self, x, y, r):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.car_body = pymunk.Body(1, inertia)
        self.car_body.position = x, y
        self.car_shape = pymunk.Circle(self.car_body, r)
        self.car_shape.color = THECOLORS["green"]
        self.car_shape.elasticity = 1.0
        self.car_body.angle = 1.4
        driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
        self.car_body.apply_impulse(driving_direction)
        self.space.add(self.car_body, self.car_shape) 
Example #19
Source File: carmunk.py    From toyCarIRL with MIT License 5 votes vote down vote up
def create_cat(self):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.cat_body = pymunk.Body(1, inertia)
        self.cat_body.position = 50, height - 100
        self.cat_shape = pymunk.Circle(self.cat_body, 30)
        self.cat_shape.color = THECOLORS["orange"]
        self.cat_shape.elasticity = 1.0
        self.cat_shape.angle = 0.5
        direction = Vec2d(1, 0).rotated(self.cat_body.angle)
        self.space.add(self.cat_body, self.cat_shape) 
Example #20
Source File: carmunk.py    From toyCarIRL with MIT License 5 votes vote down vote up
def create_obstacle(self, xy1, xy2, r, color):
        c_body = pymunk.Body(pymunk.inf, pymunk.inf)
        #c_shape = pymunk.Circle(c_body, r)
        c_shape = pymunk.Segment(c_body, xy1, xy2, r)
        #c_shape.elasticity = 1.0
        #c_body.position = x, y
        c_shape.friction = 1.
        c_shape.group = 1
        c_shape.collision_type = 1
        c_shape.color = THECOLORS[color]
        self.space.add(c_body, c_shape)
        return c_body 
Example #21
Source File: world.py    From virtuaplant with MIT License 5 votes vote down vote up
def draw_lines(screen, lines, color=THECOLORS['dodgerblue4']):
    """Draw the lines"""
    for line in lines:
        body = line.body

        pv1 = body.position + line.a.rotated(body.angle)
        pv2 = body.position + line.b.rotated(body.angle)

        p1 = to_pygame(pv1)
        p2 = to_pygame(pv2)

        pygame.draw.lines(screen, color, False, [p1,p2])

# Collision handlers 
Example #22
Source File: world.py    From virtuaplant with MIT License 5 votes vote down vote up
def draw_ball(screen, ball, color=THECOLORS['blue']):
    p = int(ball.body.position.x), 600-int(ball.body.position.y)
    pygame.draw.circle(screen, color, p, int(ball.radius), 2) 
Example #23
Source File: carmunk.py    From rl-rc-car with MIT License 5 votes vote down vote up
def create_car(self, x, y, r):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.car_body = pymunk.Body(1, inertia)
        self.car_body.position = x, y
        self.car_shape = pymunk.Circle(self.car_body, 15)
        self.car_shape.color = THECOLORS["green"]
        self.car_shape.elasticity = 1.0
        self.car_body.angle = r
        self.driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
        self.car_body.apply_impulse(self.driving_direction)
        self.space.add(self.car_body, self.car_shape) 
Example #24
Source File: carmunk.py    From rl-rc-car with MIT License 5 votes vote down vote up
def create_cat(self):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.cat_body = pymunk.Body(1, inertia)
        self.cat_body.position = 800, 200
        self.cat_shape = pymunk.Circle(self.cat_body, 30)
        self.cat_shape.color = THECOLORS["orange"]
        self.car_shape.elasticity = 1.0
        self.cat_shape.angle = 0.5
        self.space.add(self.cat_body, self.cat_shape) 
Example #25
Source File: carmunk.py    From Self-Driving-Car-Demo with MIT License 5 votes vote down vote up
def create_cat(self):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.cat_body = pymunk.Body(1, inertia)
        self.cat_body.position = 50, height - 100
        self.cat_shape = pymunk.Circle(self.cat_body, 30)
        self.cat_shape.color = THECOLORS["orange"]
        self.cat_shape.elasticity = 1.0
        self.cat_shape.angle = 0.5
        direction = Vec2d(1, 0).rotated(self.cat_body.angle)
        self.space.add(self.cat_body, self.cat_shape) 
Example #26
Source File: carmunk.py    From rl-rc-car with MIT License 5 votes vote down vote up
def create_obstacle(self, x, y, r):
        c_body = pymunk.Body(pymunk.inf, pymunk.inf)
        c_shape = pymunk.Circle(c_body, r)
        c_shape.elasticity = 1.0
        c_body.position = x, y
        c_shape.color = THECOLORS["blue"]
        self.space.add(c_body, c_shape)
        return c_body 
Example #27
Source File: carmunk.py    From Self-Driving-Car-Demo with MIT License 5 votes vote down vote up
def create_car(self, x, y, r):
        inertia = pymunk.moment_for_circle(1, 0, 14, (0, 0))
        self.car_body = pymunk.Body(1, inertia)
        self.car_body.position = x, y
        self.car_shape = pymunk.Circle(self.car_body, 25)
        self.car_shape.color = THECOLORS["green"]
        self.car_shape.elasticity = 1.0
        self.car_body.angle = r
        driving_direction = Vec2d(1, 0).rotated(self.car_body.angle)
        self.car_body.apply_impulse(driving_direction)
        self.space.add(self.car_body, self.car_shape) 
Example #28
Source File: pong.py    From kvae with MIT License 5 votes vote down vote up
def create_ball(self, radius=3):
        inertia = pymunk.moment_for_circle(1, 0, radius, (0, 0))
        body = pymunk.Body(1, inertia)
        position = np.array(self.initial_position) + self.initial_std * np.random.normal(size=(2,))
        position = np.clip(position, self.dd + radius + 1, self.res[0] - self.dd - radius - 1)
        body.position = position

        shape = pymunk.Circle(body, radius, (0, 0))
        shape.elasticity = .9
        shape.color = color["white"]
        return shape 
Example #29
Source File: pong.py    From kvae with MIT License 5 votes vote down vote up
def __init__(self, pong, position):
            self.pong = pong
            self.area = pong.res
            if position == 'left':
                self.rect = pymunk.Segment(pong.space.static_body,
                                           (0, self.area[1] / 2 + 3*scale),
                                           (0, self.area[1] / 2 - 3*scale), 1.0)
            else:
                self.rect = pymunk.Segment(pong.space.static_body,
                                           (self.area[0] - 2, self.area[1] / 2 + 3*scale),
                                           (self.area[0] - 2, self.area[1] / 2 - 3*scale), 1.0)
            self.speed = 2*scale
            self.rect.elasticity = .99
            self.rect.color = color["white"]
            self.rect.collision_type = 1 
Example #30
Source File: pong.py    From kvae with MIT License 5 votes vote down vote up
def _clear(self):
        self.screen.fill(color["black"])