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authorAnish Mangal <anish@sugarlabs.org>2011-02-22 22:56:40 (GMT)
committer Anish Mangal <anish@sugarlabs.org>2011-02-22 22:59:20 (GMT)
commitef3edc36c1a1c06f19823bc7b99a880c48675dfa (patch)
treee386bac518eaee9b36141aee289a08ce69452e8e /data
parentd29d28ba5390048d5b170cc9ca410bab50012ea8 (diff)
pep8 and pylint fixes for examples
Diffstat (limited to 'data')
-rw-r--r--data/graphics/bounce86
-rw-r--r--data/graphics/camera56
-rw-r--r--data/graphics/jump30
-rw-r--r--data/graphics/life61
-rw-r--r--data/graphics/lines146
-rw-r--r--data/graphics/physics11
-rw-r--r--data/graphics/pong190
-rw-r--r--data/graphics/snow80
-rw-r--r--data/graphics/tree58
-rw-r--r--data/graphics/xolympics39
-rw-r--r--data/math/factorial29
-rw-r--r--data/math/fibonacci4
-rw-r--r--data/math/guess23
-rw-r--r--data/math/pascal27
-rw-r--r--data/math/sierpinski37
-rw-r--r--data/math/times6
-rw-r--r--data/python/function2
-rw-r--r--data/python/if8
-rw-r--r--data/python/interpreter2
-rw-r--r--data/python/recursion14
-rw-r--r--data/sound/playSine1
-rw-r--r--data/sound/playWave1
-rw-r--r--data/sound/sequence11
-rw-r--r--data/string/thanks5
24 files changed, 470 insertions, 457 deletions
diff --git a/data/graphics/bounce b/data/graphics/bounce
index 6667b14..375d530 100644
--- a/data/graphics/bounce
+++ b/data/graphics/bounce
@@ -1,10 +1,12 @@
# bounce: move some text around the screen
-import pippy, pygame, sys
+import pippy
+import pygame
+import sys
from pygame.locals import *
# the text to bounce around the screen
-msg = "Hello!"
+msg = 'Hello!'
# the size of the text, in pixels
fsize = 36
@@ -41,46 +43,46 @@ text = font.render(msg, True, (10, 10, 10))
textRect = text.get_rect()
# start at the top left
-textRect.left = 0;
-textRect.top = 0;
+textRect.left = 0
+textRect.top = 0
while pippy.pygame.next_frame():
- # every time we move the text, check for quit or keydown events and exit
- for event in pygame.event.get():
- if event.type == QUIT:
- sys.exit()
-
- elif event.type == KEYDOWN:
- sys.exit()
-
- # fill the screen with almost white
- screen.fill((250, 250, 250))
-
- # draw the text
- screen.blit(text, textRect)
-
- # update the display
- pygame.display.flip()
-
- # move the text
- #
- # Rect.move returns a new Rect while
- # Rect.move_ip moves in place, so we'll use
- # the latter
- textRect.move_ip(mvect)
-
- # bounce off edges
- if textRect.left < 0 :
- textRect.left = 0
- mvect[0] = -1 * mvect[0]
- elif textRect.right >= size[0] :
- textRect.right = size[0] - 1
- mvect[0] = -1 * mvect[0]
-
- if textRect.top < 0 :
- textRect.top = 0
- mvect[1] = -1 * mvect[1]
- elif textRect.bottom >= size[1] :
- textRect.bottom = size[1] - 1
- mvect[1] = -1 * mvect[1]
+ # every time we move the text, check for quit or keydown events and exit
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ sys.exit()
+
+ elif event.type == KEYDOWN:
+ sys.exit()
+
+ # fill the screen with almost white
+ screen.fill((250, 250, 250))
+
+ # draw the text
+ screen.blit(text, textRect)
+
+ # update the display
+ pygame.display.flip()
+
+ # move the text
+ #
+ # Rect.move returns a new Rect while
+ # Rect.move_ip moves in place, so we'll use
+ # the latter
+ textRect.move_ip(mvect)
+
+ # bounce off edges
+ if textRect.left < 0:
+ textRect.left = 0
+ mvect[0] = -1 * mvect[0]
+ elif textRect.right >= size[0]:
+ textRect.right = size[0] - 1
+ mvect[0] = -1 * mvect[0]
+
+ if textRect.top < 0:
+ textRect.top = 0
+ mvect[1] = -1 * mvect[1]
+ elif textRect.bottom >= size[1]:
+ textRect.bottom = size[1] - 1
+ mvect[1] = -1 * mvect[1]
diff --git a/data/graphics/camera b/data/graphics/camera
index 85dc606..f0eb35f 100644
--- a/data/graphics/camera
+++ b/data/graphics/camera
@@ -1,6 +1,10 @@
# camera: take a picture, animate it on screen
-import gst, pippy, pygame, sys, time
+import gst
+import pippy
+import pygame
+import sys
+import time
# grey background
bgcolor = (128, 128, 128)
@@ -26,32 +30,34 @@ time.sleep(1)
pipeline.set_state(gst.STATE_NULL)
# load in the grabbed camera frame
-image = pygame.image.load("/tmp/pippypic.jpg")
+image = pygame.image.load('/tmp/pippypic.jpg')
angle = 0.0
scale = 2.0
while pippy.pygame.next_frame():
- # every time we animate, check for quit or keydown events and exit
- for event in pygame.event.get():
- if event.type == pygame.QUIT: sys.exit()
- elif event.type == pygame.KEYDOWN: sys.exit()
-
- # rotate and scale the image
- newImage = pygame.transform.rotozoom(image, angle, scale)
- newImageRect = newImage.get_rect()
- newImageRect.centerx = screen.get_rect().centerx
- newImageRect.centery = screen.get_rect().centery
-
- # display the rotated and scaled image
- screen.fill(bgcolor)
- screen.blit(newImage, newImageRect)
- pygame.display.flip()
-
- # choose a new rotation angle and scale
- angle = angle + 5.0
- scale = scale * 0.95
-
- # finish once the scale becomes very very small
- if scale < 0.001:
- break
+ # every time we animate, check for quit or keydown events and exit
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ sys.exit()
+ elif event.type == pygame.KEYDOWN:
+ sys.exit()
+
+ # rotate and scale the image
+ newImage = pygame.transform.rotozoom(image, angle, scale)
+ newImageRect = newImage.get_rect()
+ newImageRect.centerx = screen.get_rect().centerx
+ newImageRect.centery = screen.get_rect().centery
+
+ # display the rotated and scaled image
+ screen.fill(bgcolor)
+ screen.blit(newImage, newImageRect)
+ pygame.display.flip()
+
+ # choose a new rotation angle and scale
+ angle = angle + 5.0
+ scale = scale * 0.95
+
+ # finish once the scale becomes very very small
+ if scale < 0.001:
+ break
diff --git a/data/graphics/jump b/data/graphics/jump
index 7786187..7e4d433 100644
--- a/data/graphics/jump
+++ b/data/graphics/jump
@@ -1,32 +1,32 @@
import pippy
-for i in xrange(0,50):
+for i in xrange(0, 50):
pippy.console.clear()
if i < 25:
- pippy.console.red()
+ pippy.console.red()
else:
- pippy.console.blue()
+ pippy.console.blue()
# Note that we have to escape backslashes
- print "\\o/"
- print "_|_"
- print " "
+ print '\\o/'
+ print '_|_'
+ print ' '
pippy.wait()
pippy.console.clear()
- print "_o_"
- print " | "
- print "/ \\"
+ print '_o_'
+ print ' | '
+ print '/ \\'
pippy.wait()
pippy.console.clear()
- print " o "
- print "/|\\"
- print "| |"
+ print ' o '
+ print '/|\\'
+ print '| |'
pippy.wait()
pippy.console.clear()
- print "_o_"
- print " | "
- print "/ \\"
+ print '_o_'
+ print ' | '
+ print '/ \\'
pippy.wait()
diff --git a/data/graphics/life b/data/graphics/life
index 7ddb4c2..902f345 100644
--- a/data/graphics/life
+++ b/data/graphics/life
@@ -1,13 +1,12 @@
# -*- coding: utf-8 -*-
# This is the game life http://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
-import os, time, random
-
-#
-# we need a function to load cells in the neighborhood
-#
+import os
+import time
+import random
def LoadCells(rows, cols):
+ """ We need a function to load cells in the neighborhood """
grid = []
col = [0] * cols
# first we load an empty grid
@@ -21,54 +20,49 @@ def LoadCells(rows, cols):
grid[x][y] = cell
return grid
-#
-# here we draw the grid
-#
-
def DrawGrid(grid):
+ """ Here we draw the grid """
rows = len(grid)
cols = len(grid[1])
for x in range(rows):
for y in range(cols):
if grid[x][y] != 1:
- print ".",
+ print '.',
else:
- print "o",
- print "\n",
-
-#
-# count neighbors arround a single cell
-#
+ print 'o',
+ print '\n',
def CountNeighbors(grid, x, y):
+ """ Count neighbors arround a single cell"""
+
neighbors = 0
rows = len(grid)
cols = len(grid[1])
- if x < rows-1 and grid[x+1][y] == 1:
+ if x < (rows - 1) and grid[x + 1][y] == 1:
neighbors += 1
- if x > 0 and grid[x-1][y] == 1:
+ if x > 0 and grid[x - 1][y] == 1:
neighbors += 1
- if y < cols-1 and grid[x][y+1] == 1:
+ if y < (cols - 1) and grid[x][y + 1] == 1:
neighbors += 1
- if y > 0 and grid[x][y-1] == 1:
+ if y > 0 and grid[x][y - 1] == 1:
neighbors += 1
- if x < rows-1 and y < cols-1 and grid[x+1][y+1] == 1:
+ if x < (rows - 1) and y < (cols - 1) and grid[x + 1][y + 1] == 1:
neighbors += 1
- if x > 0 and y > 0 and grid[x-1][y-1] == 1:
+ if x > 0 and y > 0 and grid[x - 1][y - 1] == 1:
neighbors += 1
- if x > 0 and y < cols-1 and grid[x-1][y+1] == 1:
+ if x > 0 and y < (cols - 1) and grid[x - 1][y + 1] == 1:
neighbors += 1
- if x < rows-1 and y > 0 and grid[x+1][y-1] == 1:
+ if x < (rows - 1) and y > 0 and grid[x + 1][y - 1] == 1:
neighbors += 1
return neighbors
-# here we define a single iteration
-# if we have between 3 and 6 neighbors the single cell lives
-# in other case the cell dies
-
def Iteration(grid):
+ """ here we define a single iteration
+ if we have between 3 and 6 neighbors the single cell lives
+ in other case the cell dies
+ """
rows = len(grid)
cols = len(grid[1])
neighbors = 0
@@ -82,21 +76,18 @@ def Iteration(grid):
if neighbors == 3:
grid[x][y] = 1
-#
-# iterate n pulses and draws the result of each one
-#
-
def Iterator(rows, cols, pulses):
+ """ Iterate n pulses and draws the result of each one """
pulse = 1
grid = LoadCells(rows, cols)
while pulse <= pulses:
os.system('clear')
- print "Pulse: ", pulse
+ print 'Pulse: ', pulse
Iteration(grid)
DrawGrid(grid)
pulse += 1
time.sleep(0.2)
-number = input("Please input the number of rows and cols (unique number):")
-pulses = input("Please input the number of pulses:")
+number = input('Please input the number of rows and cols (unique number):')
+pulses = input('Please input the number of pulses:')
Iterator(number, number, pulses)
diff --git a/data/graphics/lines b/data/graphics/lines
index bb67a34..5699719 100644
--- a/data/graphics/lines
+++ b/data/graphics/lines
@@ -1,6 +1,8 @@
# lines: make lots of lines on the screen
-import pippy, pygame, sys
+import pippy
+import pygame
+import sys
from pygame.locals import *
from random import *
@@ -18,84 +20,84 @@ screen = pygame.display.set_mode()
size = width, height = screen.get_size()
# start the screen all black
-screen.fill((0,0,0))
+screen.fill((0, 0, 0))
# we need starting endpoints for the line and seed motion vectors
-start=[randint(0,size[0]), randint(0,size[1])]
-end =[randint(0,size[0]), randint(0,size[1])]
+start = [randint(0, size[0]), randint(0, size[1])]
+end = [randint(0, size[0]), randint(0, size[1])]
# randomize the motion, 1..3 in each direction, positive or negative, but
# never 0
-mvect_start = [choice((-1,1)) * randint(1,3), choice((-1,1)) * randint(1,3)]
-mvect_end = [choice((-1,1)) * randint(1,3), choice((-1,1)) * randint(1,3)]
+mvect_start = [choice((-1, 1)) * randint(1, 3), choice((-1, 1)) * randint(1, 3)]
+mvect_end = [choice((-1, 1)) * randint(1, 3), choice((-1, 1)) * randint(1, 3)]
# start with a random color and color direction
-color = [randint(0,255), randint(0,255), randint(0,255)]
-direction = [choice((-1,1)), choice((-1,1)), choice((-1,1))]
+color = [randint(0, 255), randint(0, 255), randint(0, 255)]
+direction = [choice((-1, 1)), choice((-1, 1)), choice((-1, 1))]
while pippy.pygame.next_frame():
- for event in pygame.event.get():
- if event.type == QUIT:
- sys.exit()
-
- elif event.type == KEYDOWN:
- sys.exit()
-
- # draw the line using the current values and width=3
- pygame.draw.line(screen, color, start, end, 3)
-
- # update the display
- pygame.display.flip()
-
- # update the end points and the color
- for i in range(2):
- start[i] = start[i] + mvect_start[i]
- end[i] = end[i] + mvect_end[i]
-
- for i in range(3):
- color[i] = color[i] + direction[i]
-
- # check if anything has gone out of range and
- # if so, bring back to edge and reverse the
- # corresponding motion vector
- if start[0] < 0 :
- start[0] = 0
- mvect_start[0] = -1 * mvect_start[0]
- elif start[0] >= size[0] :
- start[0] = size[0] - 1
- mvect_start[0] = -1 * mvect_start[0]
-
- if start[1] < 0 :
- start[1] = 0
- mvect_start[1] = -1 * mvect_start[1]
- elif start[1] >= size[1] :
- start[1] = size[1] - 1
- mvect_start[1] = -1 * mvect_start[1]
-
- if end[0] < 0 :
- end[0] = 0
- mvect_end[0] = -1 * mvect_end[0]
- elif end[0] >= size[0] :
- end[0] = size[0] - 1
- mvect_end[0] = -1 * mvect_end[0]
-
- if end[1] < 0 :
- end[1] = 0
- mvect_end[1] = -1 * mvect_end[1]
- elif end[1] >= size[1] :
- end[1] = size[1] - 1
- mvect_end[1] = -1 * mvect_end[1]
-
- for i in range(3) :
- if color[i] < 0:
- color[i] = 0
- direction[i] = direction[i] * -1
- elif color[i] >= 255 :
- color[i] = 255
- direction[i] = direction[i] * -1
-
- # randomly change the color directon on occasion
- if randint(0,511) == 128:
- for i in range(3):
- direction[i] = choice((-1,1))
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ sys.exit()
+
+ elif event.type == KEYDOWN:
+ sys.exit()
+
+ # draw the line using the current values and width=3
+ pygame.draw.line(screen, color, start, end, 3)
+
+ # update the display
+ pygame.display.flip()
+
+ # update the end points and the color
+ for i in range(2):
+ start[i] = start[i] + mvect_start[i]
+ end[i] = end[i] + mvect_end[i]
+
+ for i in range(3):
+ color[i] = color[i] + direction[i]
+
+ # check if anything has gone out of range and
+ # if so, bring back to edge and reverse the
+ # corresponding motion vector
+ if start[0] < 0:
+ start[0] = 0
+ mvect_start[0] = (-1) * mvect_start[0]
+ elif start[0] >= size[0]:
+ start[0] = size[0] - 1
+ mvect_start[0] = (-1) * mvect_start[0]
+
+ if start[1] < 0:
+ start[1] = 0
+ mvect_start[1] = (-1) * mvect_start[1]
+ elif start[1] >= size[1]:
+ start[1] = size[1] - 1
+ mvect_start[1] = (-1) * mvect_start[1]
+
+ if end[0] < 0:
+ end[0] = 0
+ mvect_end[0] = (-1) * mvect_end[0]
+ elif end[0] >= size[0]:
+ end[0] = size[0] - 1
+ mvect_end[0] = (-1) * mvect_end[0]
+
+ if end[1] < 0:
+ end[1] = 0
+ mvect_end[1] = (-1) * mvect_end[1]
+ elif end[1] >= size[1]:
+ end[1] = size[1] - 1
+ mvect_end[1] = (-1) * mvect_end[1]
+
+ for i in range(3):
+ if color[i] < 0:
+ color[i] = 0
+ direction[i] = direction[i] * (-1)
+ elif color[i] >= 255:
+ color[i] = 255
+ direction[i] = direction[i] * (-1)
+
+ # randomly change the color directon on occasion
+ if randint(0, 511) == 128:
+ for i in range(3):
+ direction[i] = choice((-1, 1))
diff --git a/data/graphics/physics b/data/graphics/physics
index fbc336c..3d57a06 100644
--- a/data/graphics/physics
+++ b/data/graphics/physics
@@ -1,6 +1,9 @@
# physics
-import pippy, pygame, sys, math
+import pippy
+import pygame
+import sys
+import math
from pygame.locals import *
from pippy import physics
@@ -14,13 +17,13 @@ world.renderer.set_surface(screen)
# set up initial physics objects
world.add.ground()
-world.add.ball((600,0), 50)
-world.add.rect((500,0), 25, 300, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
+world.add.ball((600, 0), 50)
+world.add.rect((500, 0), 25, 300, dynamic=True, density=1.0, restitution=0.16, friction=0.5)
# add 20 more balls
balls = 0
while(balls < 20):
- world.add.ball((balls*5+200, balls*5), 50)
+ world.add.ball(((balls * 5) + 200, balls * 5), 50)
balls += 1
# begin physics simulation
diff --git a/data/graphics/pong b/data/graphics/pong
index b94aeb9..8182861 100644
--- a/data/graphics/pong
+++ b/data/graphics/pong
@@ -5,7 +5,9 @@
# on the XO, the escape key is the top lefthand key,
# circle with an x in it.
-import pippy, pygame, sys
+import pippy
+import pygame
+import sys
from pygame.locals import *
from random import *
@@ -42,7 +44,7 @@ ball_radius = 25
# game constants
fsize = 48
-msg = "Press 'g' to start game"
+msg = 'Press \'g\' to start game'
font = pygame.font.Font(None, fsize)
text = font.render(msg, True, (250, 250, 250))
@@ -52,101 +54,101 @@ textRect.centery = screen.get_rect().centery
while pippy.pygame.next_frame():
- # display msg
- screen.fill(bgcolor)
- screen.blit(text, textRect)
- pygame.display.flip()
+ # display msg
+ screen.fill(bgcolor)
+ screen.blit(text, textRect)
+ pygame.display.flip()
- # chill until a key is pressed
- for idle_event in pygame.event.get():
- if idle_event.type == QUIT:
- sys.exit()
+ # chill until a key is pressed
+ for idle_event in pygame.event.get():
+ if idle_event.type == QUIT:
+ sys.exit()
- if idle_event.type == KEYDOWN:
- if idle_event.key == K_ESCAPE:
- sys.exit()
-
- if idle_event.key == 103: # g key
-
- # play a game!
-
- # start the paddle in the center
- paddle_location = height / 2
-
- # number of balls to a game
- balls = 4
-
- while balls > 0:
-
- ball_position = [ball_radius, ball_radius]
- ball_mvect = [randint(3,5), randint(3,5)]
- ball_limit = size
- balls = balls - 1
-
- while ball_position[0] + ball_radius < ball_limit[0]: # in play
-
- for event in pygame.event.get():
- if event.type == QUIT:
+ if idle_event.type == KEYDOWN:
+ if idle_event.key == K_ESCAPE:
sys.exit()
- elif event.type == KEYDOWN:
- if event.key == K_ESCAPE:
- sys.exit()
- elif event.key == 273 \
- or event.key == 265 \
- or event.key == 264: # up
- paddle_location = paddle_location - step
- elif event.key == 274 \
- or event.key == 259 \
- or event.key == 258: # down
- paddle_location = paddle_location + step
-
- # make sure the paddle is in-bounds
- if paddle_location - paddle_radius < 0:
- paddle_location = paddle_radius
- elif paddle_location + paddle_radius >= height:
- paddle_location = height - 1 - paddle_radius
-
- # clear the screen
- screen.fill(bgcolor)
-
- # draw the paddle on the right side of the screen
- pygame.draw.line(screen,
- paddle_color,
- (width - paddle_width, paddle_location -
- paddle_radius),
- (width - paddle_width,
- paddle_location+paddle_radius),
- paddle_width)
-
- # draw the ball
- pygame.draw.circle(screen, ball_color, ball_position, ball_radius)
-
- # draw the unused balls
- for i in range(balls):
- pygame.draw.circle(screen, ball_color,
- (int(round(30+i*ball_radius*2.4)), 30),
+ if idle_event.key == 103: # g key
+
+ # play a game!
+
+ # start the paddle in the center
+ paddle_location = height / 2
+
+ # number of balls to a game
+ balls = 4
+
+ while balls > 0:
+
+ ball_position = [ball_radius, ball_radius]
+ ball_mvect = [randint(3, 5), randint(3, 5)]
+ ball_limit = size
+ balls = balls - 1
+
+ while ball_position[0] + ball_radius < ball_limit[0]: # in play
+
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ sys.exit()
+
+ elif event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ sys.exit()
+ elif event.key == 273 \
+ or event.key == 265 \
+ or event.key == 264: # up
+ paddle_location = paddle_location - step
+ elif event.key == 274 \
+ or event.key == 259 \
+ or event.key == 258: # down
+ paddle_location = paddle_location + step
+
+ # make sure the paddle is in-bounds
+ if paddle_location - paddle_radius < 0:
+ paddle_location = paddle_radius
+ elif paddle_location + paddle_radius >= height:
+ paddle_location = height - 1 - paddle_radius
+
+ # clear the screen
+ screen.fill(bgcolor)
+
+ # draw the paddle on the right side of the screen
+ pygame.draw.line(screen,
+ paddle_color,
+ (width - paddle_width, paddle_location -
+ paddle_radius),
+ (width - paddle_width,
+ paddle_location + paddle_radius),
+ paddle_width)
+
+ # draw the ball
+ pygame.draw.circle(screen, ball_color, ball_position, ball_radius)
+
+ # draw the unused balls
+ for i in range(balls):
+ pygame.draw.circle(screen, ball_color,
+ (int(round(30 + i * ball_radius * 2.4)), 30),
ball_radius)
- # update the display
- pygame.display.flip()
-
- # update the ball
- for i in range(2):
- ball_position[i] = ball_position[i] + ball_mvect[i]
-
- # bounce on top and left
- if ball_position[i] < ball_radius:
- ball_position[i] = ball_radius
- ball_mvect[i] = -1 * ball_mvect[i]
- # bounce on bottom
- elif i == 1 \
- and ball_position[i] >= ball_limit[i] - ball_radius:
- ball_position[i] = ball_limit[i] - ball_radius - 1
- ball_mvect[i] = -1 * ball_mvect[i]
- elif i == 0 \
- and ball_position[i] >= ball_limit[i] - ball_radius - paddle_width \
- and ball_position[1] > paddle_location - paddle_radius \
- and ball_position[1] < paddle_location + paddle_radius :
- ball_position[i] = ball_limit[i] - ball_radius - paddle_width - 1
- ball_mvect[i] = -1 * ball_mvect[i]
+ # update the display
+ pygame.display.flip()
+
+ # update the ball
+ for i in range(2):
+ ball_position[i] = ball_position[i] + ball_mvect[i]
+
+ # bounce on top and left
+ if ball_position[i] < ball_radius:
+ ball_position[i] = ball_radius
+ ball_mvect[i] = -1 * ball_mvect[i]
+ # bounce on bottom
+ elif i == 1 \
+ and ball_position[i] >= ball_limit[i] - ball_radius:
+ ball_position[i] = ball_limit[i] - ball_radius - 1
+ ball_mvect[i] = -1 * ball_mvect[i]
+ elif i == 0 \
+ and ball_position[i] >= ball_limit[i] - ball_radius - paddle_width \
+ and ball_position[1] > paddle_location - paddle_radius \
+ and ball_position[1] < paddle_location + paddle_radius:
+ ball_position[i] = ball_limit[i] - ball_radius - paddle_width - 1
+ ball_mvect[i] = (-1) * ball_mvect[i]
diff --git a/data/graphics/snow b/data/graphics/snow
index efcb28f..af8abf9 100644
--- a/data/graphics/snow
+++ b/data/graphics/snow
@@ -1,6 +1,8 @@
# snow
-import pippy, pygame, sys
+import pippy
+import pygame
+import sys
from pygame.locals import *
from random import *
@@ -27,48 +29,48 @@ sizes = []
nflakes = 1000
while pippy.pygame.next_frame():
- # if we don't have enough flakes, add one
- if len(xs) < nflakes:
- xs.append(randint(0, width))
- ys.append(0)
- dxs.append(randint(-2, 2))
- size = expovariate(1) * 5
- sizes.append(int(size))
- dys.append(size * 2)
+ # if we don't have enough flakes, add one
+ if len(xs) < nflakes:
+ xs.append(randint(0, width))
+ ys.append(0)
+ dxs.append(randint(-2, 2))
+ size = expovariate(1) * 5
+ sizes.append(int(size))
+ dys.append(size * 2)
- # clear the screen
- screen.fill(bg_color)
+ # clear the screen
+ screen.fill(bg_color)
- for event in pygame.event.get():
- if event.type == QUIT:
- sys.exit()
- elif event.type == KEYDOWN:
- if event.key == K_ESCAPE:
- sys.exit()
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ sys.exit()
+ elif event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ sys.exit()
- for x, y, size in zip(xs, ys, sizes):
- c = 40 + int(float(y) / height * 215)
- pygame.draw.circle(
- screen, (c, c, c), (x, y), size)
+ for x, y, size in zip(xs, ys, sizes):
+ c = 40 + int(float(y) / height * 215)
+ pygame.draw.circle(
+ screen, (c, c, c), (x, y), size)
- xs_ = []
- ys_ = []
- dxs_ = []
- dys_ = []
- sizes_ = []
+ xs_ = []
+ ys_ = []
+ dxs_ = []
+ dys_ = []
+ sizes_ = []
- for x, y, dx, dy, size in zip(xs, ys, dxs, dys, sizes):
- if 0 <= x + dx <= width and 0 <= y + dy <= height:
- xs_.append(x + dx)
- ys_.append(y + int(dy))
- dxs_.append(dx)
- dys_.append(dy)
- sizes_.append(size)
+ for x, y, dx, dy, size in zip(xs, ys, dxs, dys, sizes):
+ if 0 <= x + dx <= width and 0 <= y + dy <= height:
+ xs_.append(x + dx)
+ ys_.append(y + int(dy))
+ dxs_.append(dx)
+ dys_.append(dy)
+ sizes_.append(size)
- xs = xs_
- ys = ys_
- dxs = dxs_
- dys = dys_
- sizes = sizes_
+ xs = xs_
+ ys = ys_
+ dxs = dxs_
+ dys = dys_
+ sizes = sizes_
- pygame.display.flip()
+ pygame.display.flip()
diff --git a/data/graphics/tree b/data/graphics/tree
index acbdf78..04996f7 100644
--- a/data/graphics/tree
+++ b/data/graphics/tree
@@ -1,6 +1,8 @@
# tree
-import pippy, pygame, sys
+import pippy
+import pygame
+import sys
from pygame.locals import *
from random import *
import math
@@ -27,31 +29,31 @@ min_angle_delta = 0.4
max_angle_delta = 0.5
# start the screen all black
-bgcolor = (0,0,0)
+bgcolor = (0, 0, 0)
screen.fill(bgcolor)
def draw_tree(x, y, length, angle):
- x2 = x + length * math.sin(angle)
- y2 = y - length * math.cos(angle)
- pygame.draw.line(screen, color, (x, y), (x2, y2))
+ x2 = x + length * math.sin(angle)
+ y2 = y - length * math.cos(angle)
+ pygame.draw.line(screen, color, (x, y), (x2, y2))
- if length > min_length:
- # draw left branch
- left_angle = angle - \
- uniform(min_angle_delta, max_angle_delta)
- left_length = length * \
- uniform(min_factor, max_factor)
- draw_tree(x2, y2, left_length, left_angle)
- # draw middle branch
- middle_length = length * \
- uniform(min_factor, max_factor)
- draw_tree(x2, y2, middle_length, angle)
- # draw right branch
- right_angle = angle + \
- uniform(min_angle_delta, max_angle_delta)
- right_length = length * \
- uniform(min_factor, max_factor)
- draw_tree(x2, y2, right_length, right_angle)
+ if length > min_length:
+ # draw left branch
+ left_angle = angle - \
+ uniform(min_angle_delta, max_angle_delta)
+ left_length = length * \
+ uniform(min_factor, max_factor)
+ draw_tree(x2, y2, left_length, left_angle)
+ # draw middle branch
+ middle_length = length * \
+ uniform(min_factor, max_factor)
+ draw_tree(x2, y2, middle_length, angle)
+ # draw right branch
+ right_angle = angle + \
+ uniform(min_angle_delta, max_angle_delta)
+ right_length = length * \
+ uniform(min_factor, max_factor)
+ draw_tree(x2, y2, right_length, right_angle)
# clear the screen
screen.fill(bgcolor)
@@ -63,10 +65,10 @@ pygame.display.flip()
# do nothing visible until the escape key is pressed
while pippy.pygame.next_frame():
- for event in pygame.event.get():
- if event.type == QUIT:
- sys.exit()
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ sys.exit()
- if event.type == KEYDOWN:
- if event.key == K_ESCAPE:
- sys.exit()
+ if event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ sys.exit()
diff --git a/data/graphics/xolympics b/data/graphics/xolympics
index 525e480..b6ed90b 100644
--- a/data/graphics/xolympics
+++ b/data/graphics/xolympics
@@ -5,7 +5,10 @@ Use w,a,s,d and up,down,left,right to play.
Score by making the newest ball hit your opponent's wall.
"""
-import pippy, pygame, sys, math
+import pippy
+import pygame
+import sys
+import math
from pygame.locals import *
from pippy import physics
from pygame.color import *
@@ -42,15 +45,15 @@ class XOlympicsGame:
# add the left border and player (red)
self.world.set_color((255, 0, 0))
self.world.add.rect((0, -20), 25, self.height,
- dynamic=False, density=1.0,
- restitution=0.16, friction=0.5)
- self.leftplayer = self.world.add.poly(( self.width * 0.25, 81.0 ), [(-109.9405166666667, -64.244016666666653), (110.60718333333335, -63.089316666666605), (-0.66666666666668561, 127.33333333333337)] , dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=False)
+ dynamic=False, density=1.0,
+ restitution=0.16, friction=0.5)
+ self.leftplayer = self.world.add.poly(( self.width * 0.25, 81.0 ), [(-109.9405166666667, -64.244016666666653), (110.60718333333335, -63.089316666666605), (-0.66666666666668561, 127.33333333333337)], dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=False)
# add the right border and player (blue)
self.world.set_color((0, 0, 255))
self.world.add.rect((self.width, -20), 25, self.height,
- dynamic=False, density=1.0,
- restitution=0.16, friction=0.5)
- self.rightplayer = self.world.add.poly(( self.width * 0.75, 81.0 ), [(108.94051666666667, -65.976066666666611), (2.6666666666666288, 127.33333333333337), (-111.60718333333341, -61.357266666666646)] , dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=False)
+ dynamic=False, density=1.0,
+ restitution=0.16, friction=0.5)
+ self.rightplayer = self.world.add.poly(( self.width * 0.75, 81.0 ), [(108.94051666666667, -65.976066666666611), (2.6666666666666288, 127.33333333333337), (-111.60718333333341, -61.357266666666646)] , dynamic=True, density=1.0, restitution=0.16, friction=0.5, screenCoord=False)
# we're getting 2 grounds - grey and green. why?
def run(self):
@@ -94,39 +97,39 @@ class XOlympicsGame:
self.rightDPress = False
if self.leftLPress:
- self.leftplayer.ApplyForce(box2d.b2Vec2(-self.forcespeed,0), self.leftplayer.GetWorldCenter())
+ self.leftplayer.ApplyForce(box2d.b2Vec2(-self.forcespeed, 0), self.leftplayer.GetWorldCenter())
if self.leftRPress:
- self.leftplayer.ApplyForce(box2d.b2Vec2(self.forcespeed,0), self.leftplayer.GetWorldCenter())
+ self.leftplayer.ApplyForce(box2d.b2Vec2(self.forcespeed, 0), self.leftplayer.GetWorldCenter())
if self.leftJump:
if self.leftplayer.GetWorldCenter().y < 0.75:
- self.leftplayer.ApplyImpulse(box2d.b2Vec2(0,self.jumpforce), self.leftplayer.GetWorldCenter())
+ self.leftplayer.ApplyImpulse(box2d.b2Vec2(0, self.jumpforce), self.leftplayer.GetWorldCenter())
if self.rightLPress:
- self.rightplayer.ApplyForce(box2d.b2Vec2(-self.forcespeed,0), self.rightplayer.GetWorldCenter())
+ self.rightplayer.ApplyForce(box2d.b2Vec2(-self.forcespeed, 0), self.rightplayer.GetWorldCenter())
if self.rightRPress:
- self.rightplayer.ApplyForce(box2d.b2Vec2(self.forcespeed,0), self.rightplayer.GetWorldCenter())
+ self.rightplayer.ApplyForce(box2d.b2Vec2(self.forcespeed, 0), self.rightplayer.GetWorldCenter())
if self.rightDPress:
- self.rightplayer.ApplyImpulse(box2d.b2Vec2(0,-self.jumpforce), self.rightplayer.GetWorldCenter())
+ self.rightplayer.ApplyImpulse(box2d.b2Vec2(0 ,-self.jumpforce), self.rightplayer.GetWorldCenter())
if self.rightJump:
if self.rightplayer.GetWorldCenter().y < 0.75:
- self.rightplayer.ApplyImpulse(box2d.b2Vec2(0,self.jumpforce), self.rightplayer.GetWorldCenter())
+ self.rightplayer.ApplyImpulse(box2d.b2Vec2(0, self.jumpforce), self.rightplayer.GetWorldCenter())
if self.leftDPress:
- self.leftplayer.ApplyImpulse(box2d.b2Vec2(0,-self.jumpforce), self.leftplayer.GetWorldCenter())
+ self.leftplayer.ApplyImpulse(box2d.b2Vec2(0, -self.jumpforce), self.leftplayer.GetWorldCenter())
# Clear Display
if self.ball.GetWorldCenter().x < 1:
self.leftscore += 1
print "Goal Blue!", self.leftscore
self.world.set_color((0, 0, 255))
- self.ball = self.world.add.ball((self.width/2, 0), 50)
+ self.ball = self.world.add.ball((self.width / 2, 0), 50)
elif self.ball.GetWorldCenter().x > 11:
# FIXME: the 11 above works only when display width is
# 1200 pixels
self.rightscore += 1
print "Goal Red!", self.rightscore
self.world.set_color((255, 0, 0))
- self.ball = self.world.add.ball((self.width/2, 0), 50)
+ self.ball = self.world.add.ball((self.width / 2, 0), 50)
- self.screen.fill((255,255,255))
+ self.screen.fill((255, 255, 255))
# Update & Draw World
self.world.update()
self.world.draw()
diff --git a/data/math/factorial b/data/math/factorial
index 93441b6..bbe5a20 100644
--- a/data/math/factorial
+++ b/data/math/factorial
@@ -1,34 +1,35 @@
import time
-# define a factorial function in recursive flavor
def factorial_recursive(number):
+ """ Define a factorial function in recursive flavor """
result = 1
if number > 0:
- result = number * factorial_recursive(number-1)
- print "factorizing: ", number, " result: ", result
+ result = number * factorial_recursive(number - 1)
+ print 'factorizing: ', number, ' result: ', result
return result
-# define a factorial function in iterative flavor
def factorial_iterative(number):
+ """ Define a factorial function in iterative flavor """
result = 1
- for i in range(1, number+1):
+ for i in range(1, number + 1):
result = result * i
- print "factorizing: ", i, " result: ", result
+ print 'factorizing: ', i, ' result: ', result
return result
def calculate(number, type):
+ """ Calculate factorial using recursive and iterative methods """
start = time.time()
if type == 0:
- type_s = "recursive"
- result = factorial_recursive(number)
+ type_s = 'recursive'
+ factorial_recursive(number)
else:
- type_s = "iterative"
- result = factorial_iterative(number)
+ type_s = 'iterative'
+ factorial_iterative(number)
delta = time.time() - start
- print "Type: ", type_s, " in: ", 1/delta
+ print 'Type: ', type_s, ' in: ', 1 / delta
-# ask for a number to factorize
-number = input("Please input a number:")
-print "Calculating..."
+# ask for a number to compute the factorial of
+number = input('Please input a number:')
+print 'Calculating...'
calculate(number, 0)
calculate(number, 1)
diff --git a/data/math/fibonacci b/data/math/fibonacci
index 9bc1acb..6cef209 100644
--- a/data/math/fibonacci
+++ b/data/math/fibonacci
@@ -1,4 +1,4 @@
a, b = 0, 1
while b < 1001:
- print b,
- a, b = b, a+b
+ print b,
+ a, b = b, a + b
diff --git a/data/math/guess b/data/math/guess
index 68c0760..14c6539 100644
--- a/data/math/guess
+++ b/data/math/guess
@@ -1,18 +1,19 @@
import random
import pippy
-R = random.randrange(1,100)
+R = random.randrange(1, 100)
-print "Guess a number between 1 and 100!"
-N = input("Enter a number: ")
-i=1
-while (N!=R):
- if N>R:
+print 'Guess a number between 1 and 100!'
+N = input('Enter a number: ')
+i = 1
+while (N != R):
+ if N > R:
pippy.console.red()
- print "Too big... try again"
+ print 'Too big... try again'
else:
pippy.console.blue()
- print "Too small.. try again"
+ print 'Too small.. try again'
pippy.console.black()
- N = input("Enter a number: ")
- i=i+1
-print "You got it in", i, "tries"
+ N = input('Enter a number: ')
+ i = i + 1
+
+print 'You got it in', i, 'tries'
diff --git a/data/math/pascal b/data/math/pascal
index 359acdd..06fab84 100644
--- a/data/math/pascal
+++ b/data/math/pascal
@@ -1,19 +1,18 @@
# Pascal's triangle
lines = 9
-
vector = [1]
-for i in range(1,lines+1):
- vector.insert(0,0)
- vector.append(0)
+for i in range(1, lines + 1):
+ vector.insert(0, 0)
+ vector.append(0)
-for i in range(0,lines):
- newvector = vector[:]
- for j in range(0,len(vector)-1):
- if (newvector[j] == 0):
- print " ",
- else:
- print "%2d" % newvector[j],
- newvector[j] = vector[j-1] + vector[j+1]
- print
- vector = newvector[:]
+for i in range(0, lines):
+ newvector = vector[:]
+ for j in range(0, len(vector) - 1):
+ if (newvector[j] == 0):
+ print ' ',
+ else:
+ print '%2d' % newvector[j],
+ newvector[j] = vector[j - 1] + vector[j + 1]
+ print
+ vector = newvector[:]
diff --git a/data/math/sierpinski b/data/math/sierpinski
index 8b5f291..1c0b89e 100644
--- a/data/math/sierpinski
+++ b/data/math/sierpinski
@@ -1,26 +1,25 @@
# Sierpinski triangles
-import sys
size = 3
modulus = 2
-lines = modulus**size
+lines = modulus ** size
vector = [1]
-for i in range(1,lines+1):
- vector.insert(0,0)
- vector.append(0)
+for i in range(1, lines + 1):
+ vector.insert(0, 0)
+ vector.append(0)
-for i in range(0,lines):
- newvector = vector[:]
- for j in range(0,len(vector)-1):
- if (newvector[j] == 0):
- print " ",
- else:
- remainder = newvector[j] % modulus
- if (remainder == 0):
- print "O",
- else:
- print ".",
- newvector[j] = vector[j-1] + vector[j+1]
- print
- vector = newvector[:]
+for i in range(0, lines):
+ newvector = vector[:]
+ for j in range(0, len(vector) - 1):
+ if (newvector[j] == 0):
+ print ' ',
+ else:
+ remainder = newvector[j] % modulus
+ if (remainder == 0):
+ print 'O',
+ else:
+ print '.',
+ newvector[j] = vector[j - 1] + vector[j + 1]
+ print
+ vector = newvector[:]
diff --git a/data/math/times b/data/math/times
index b764ac0..4757a4a 100644
--- a/data/math/times
+++ b/data/math/times
@@ -1,3 +1,3 @@
-number = input("Which times table? ")
-for i in range(1,13):
- print i, "x", number, "=", i*number
+number = input('Which times table? ')
+for i in range(1, 13):
+ print i, 'x', number, '=', i * number
diff --git a/data/python/function b/data/python/function
index 18e8e91..2149c67 100644
--- a/data/python/function
+++ b/data/python/function
@@ -1,4 +1,4 @@
-def square(x):
+def square(x):
print x * x
square(3)
diff --git a/data/python/if b/data/python/if
index 6bcfbb8..0e4b947 100644
--- a/data/python/if
+++ b/data/python/if
@@ -1,8 +1,8 @@
-number = input("Enter a number: ")
+number = input('Enter a number: ')
if number > 5:
- print "Greater than 5"
+ print 'Greater than 5'
elif number < 5:
- print "Less than 5"
+ print 'Less than 5'
else:
- print "Number is 5!"
+ print 'Number is 5!'
diff --git a/data/python/interpreter b/data/python/interpreter
index dcc838e..535aaca 100644
--- a/data/python/interpreter
+++ b/data/python/interpreter
@@ -1,2 +1,2 @@
import code
-code.InteractiveConsole().interact(banner="")
+code.InteractiveConsole().interact(banner='')
diff --git a/data/python/recursion b/data/python/recursion
index c34638d..bf8cd53 100644
--- a/data/python/recursion
+++ b/data/python/recursion
@@ -1,10 +1,10 @@
-def countbackwards(number):
- print "I have the number", number
+def count_backwards(number):
+ print 'I have the number', number
if number > 0:
- print "Calling countbackwards again!"
- countbackwards(number-1)
+ print 'Calling count_backwards again!'
+ count_backwards(number - 1)
else:
- print "I am done counting"
+ print 'I am done counting'
-number = input("Enter a number: ")
-countbackwards(number)
+number = input('Enter a number: ')
+count_backwards(number)
diff --git a/data/sound/playSine b/data/sound/playSine
index 216b4aa..c17e169 100644
--- a/data/sound/playSine
+++ b/data/sound/playSine
@@ -2,4 +2,3 @@ import pippy
pippy.sound.playSine(pitch=1000, amplitude=5000)
pippy.sound.audioOut()
-
diff --git a/data/sound/playWave b/data/sound/playWave
index 819ad4f..ee86aa6 100644
--- a/data/sound/playWave
+++ b/data/sound/playWave
@@ -2,4 +2,3 @@ import pippy
pippy.sound.playWave(sound='didjeridu', loop=True, duration=5)
pippy.sound.audioOut()
-
diff --git a/data/sound/sequence b/data/sound/sequence
index 3922e7a..06eac36 100644
--- a/data/sound/sequence
+++ b/data/sound/sequence
@@ -1,10 +1,11 @@
-import pippy, random
+import pippy
+import random
for i in range(25):
- pitch = random.randint(500,2000)
+ pitch = random.randint(500, 2000)
amplitude = 5000
duration = 0.1
- starttime = i * 0.1
- pippy.sound.playSine(pitch, amplitude, duration, starttime)
-pippy.sound.audioOut()
+ start_time = i * 0.1
+ pippy.sound.playSine(pitch, amplitude, duration, start_time)
+pippy.sound.audioOut()
diff --git a/data/string/thanks b/data/string/thanks
index ddd470a..48d6d95 100644
--- a/data/string/thanks
+++ b/data/string/thanks
@@ -15,10 +15,11 @@ table = {
'Finance & Legal': 'Eben Moglen, Bruce Parker, William Kolb, John Sare, Sandra Lee, Richard Bernstein, Jaclyn Tsai, Jaime Cheng, Robert Fadel, Charles Kane (Grasshopper), Kathy Paur, Andriani Ferti',
'PR and Media': 'Larry Weber, Jackie Lustig, Jodi Petrie, George Snell, Kyle Austin, Hilary Meserole, Erick A. Betancourt, Michael Borosky, Sylvain Lefebvre, Martin Le Sauteur',
'Directors & Advisors': 'Howard Anderson, Rebecca Allen, Ayo Kusamotu, Jose Maria Aznar, V. Michael Bove, Jr., Rodrigo Mesquita, Seymour Papert, Ted Selker, Ethan Beard (Google); John Roese (Nortel); Dandy Hsu (Quanta); Marcelo Claure (Brightstar); Gary Dillabough (eBay); Gustavo Arenas (AMD); Mike Evans (Red Hat); Ed Horowitz (SES Astra); Jeremy Philips (NewsCorp); Scott Soong (Chi Lin); Sehat Sutardja (Marvell); Joe Jacobson (MIT Media Lab); Steve Kaufman (Riverside); and Tom Meredith (MFI)',
- 'Pippy': 'Chris Ball, C. Scott Ananian'
+ 'Pippy': 'Chris Ball, C. Scott Ananian, James Cameron, Anish Mangal'
}
-import random, time
+import random
+import time
from pippy.console import *
from textwrap import fill