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bminer | the first bitcoin miner for android devices | Cryptocurrency library

 by   bluemurder Java Version: Current License: No License

 by   bluemurder Java Version: Current License: No License

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kandi X-RAY | bminer Summary

bminer is a Java library typically used in Blockchain, Cryptocurrency, Bitcoin applications. bminer has no bugs, it has no vulnerabilities and it has low support. However bminer build file is not available. You can download it from GitHub.
the first bitcoin miner for android devices. This version uses all SLOW java code, and it is intended to be a demonstration only. Performances on an ARM cortex-A8 @ 1GHz are about 2.5KHashes/s.
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Support
Quality
Quality
Security
Security
License
License
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kandi-support Support

  • bminer has a low active ecosystem.
  • It has 25 star(s) with 21 fork(s). There are 9 watchers for this library.
  • It had no major release in the last 12 months.
  • bminer has no issues reported. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of bminer is current.
bminer Support
Best in #Cryptocurrency
Average in #Cryptocurrency
bminer Support
Best in #Cryptocurrency
Average in #Cryptocurrency

quality kandi Quality

  • bminer has 0 bugs and 0 code smells.
bminer Quality
Best in #Cryptocurrency
Average in #Cryptocurrency
bminer Quality
Best in #Cryptocurrency
Average in #Cryptocurrency

securitySecurity

  • bminer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • bminer code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
bminer Security
Best in #Cryptocurrency
Average in #Cryptocurrency
bminer Security
Best in #Cryptocurrency
Average in #Cryptocurrency

license License

  • bminer does not have a standard license declared.
  • Check the repository for any license declaration and review the terms closely.
  • Without a license, all rights are reserved, and you cannot use the library in your applications.
bminer License
Best in #Cryptocurrency
Average in #Cryptocurrency
bminer License
Best in #Cryptocurrency
Average in #Cryptocurrency

buildReuse

  • bminer releases are not available. You will need to build from source code and install.
  • bminer has no build file. You will be need to create the build yourself to build the component from source.
  • bminer saves you 200 person hours of effort in developing the same functionality from scratch.
  • It has 492 lines of code, 18 functions and 9 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
bminer Reuse
Best in #Cryptocurrency
Average in #Cryptocurrency
bminer Reuse
Best in #Cryptocurrency
Average in #Cryptocurrency
Top functions reviewed by kandi - BETA

kandi has reviewed bminer and discovered the below as its top functions. This is intended to give you an instant insight into bminer implemented functionality, and help decide if they suit your requirements.

  • in this mock
    • This method runs a work in a background thread
      • Initialize the model .
        • Send RPC request .
          • Connect to the remote server .
            • Disconnects the socket .
              • Sets the text to show .
                • Set the status of the tv .
                  • Set the selected speed .
                    • Retrieve the settings for the edit text .

                      Get all kandi verified functions for this library.

                      Get all kandi verified functions for this library.

                      bminer Key Features

                      the first bitcoin miner for android devices

                      bminer Examples and Code Snippets

                      No Code Snippets are available at this moment for bminer.

                      See all Code Snippets related to Cryptocurrency

                      Community Discussions

                      Trending Discussions on bminer
                      • pygame.colliderect for all Rects on screen
                      Trending Discussions on bminer

                      QUESTION

                      pygame.colliderect for all Rects on screen

                      Asked 2020-Sep-28 at 14:50

                      I am making my own version of bomberman, and was wondering if there was a way to have colliderect check for all Rect's on the screen, currently I have only managed to get it to work for one Rect at a time. heres my code(note it is incomplete) note what im trying to get the code to check for collisions with multiple 25x25 Rect's (the terrain squares) without checking for collision with each individual one.

                      import pygame
                      from sys import exit
                      import math
                      import random
                      import time
                      from pygame.locals import *
                      
                      pygame.init()
                      
                      Dwidth = 1000
                      Dheight = 600
                      
                      gameLoop = True
                      
                      transparent = (0, 0, 0, 0)
                      black = (0,0,0)
                      white = (255,255,255)
                      red = (255,0,0)
                      green = (0,255,0)
                      blue = (0,0,255)
                      sky = (213, 242, 246)
                      grey = (200,200,200)
                      dark_grey = (180,180,180)
                      
                      
                      gameDisplay = pygame.display.set_mode((Dwidth,Dheight))
                      pygame.display.set_caption("Bomberman")
                      clock = pygame.time.Clock()
                      clock.tick(30)
                      
                      font = pygame.font.SysFont('Arial', 64)
                      
                      pygame.mouse.set_visible(False)
                      Cursor = pygame.image.load("Bman_cursor.png").convert_alpha()
                      
                      class terrain():
                        def __init__(self, x, y, image, Type):
                          self.x = x
                          self.y = y
                          self.image = image
                          self.width = 25
                          self.height = 25
                          self.Type = Type
                          self.collision = pygame.Rect(self.x,self.y, 24,24)
                        def gety(self):
                          return self.y
                        
                        def getx(self):
                          return self.x
                      
                        def getype(self):
                          return self.Type
                      
                        def draw(self, gameDisplay):
                          gameDisplay.blit(self.image, (self.x,self.y))
                      
                        def newCoords(self, X, Y):
                          self.x = X
                          self.y = Y
                      
                          
                      class Player():
                        def __init__(self, PlayerNO, Class, x, y):
                          self.playerNO = PlayerNO
                          self.Class = Class
                          self.hp = 1
                          self.x = x
                          self.y = y
                          self.speed = 0.4
                          self.bombNum = 1
                          self.power = 1
                          if self.Class == "Bomber":
                            self.bombNum += 1
                            self.ability = "bomb rush"
                            self.image = pygame.image.load("Bman\white\Bman_idle.png")
                          elif self.Class == "Chronomancer":
                            self.ability = "time stop"
                          elif self.Class == "Miner":
                            self.power += 2
                            self.ability =  "land mine"
                            self.image = pygame.image.load("Bman\Black\Bman_black_idle.png")
                          elif self.Class == "Racer":
                            self.speed += 0.4 #0.2*2
                            self.ability = "sprint"
                          elif self.Class == "Strategist":
                            pass
                            #set bomb to time bomb
                          else:
                            print("CLASS ERROR")
                          self.collision = pygame.Rect(self.x,self.y, 16,22)
                        def getNO(self):
                          return self.playerNO
                        
                        def getClass(self):
                          return self.Class
                        
                        def gethp(self):
                          return self.hp
                      
                        def getx(self):
                          return self.x
                      
                        def gety(self):
                          return self.y
                      
                        def getspeed(self):
                          return self.speed
                      
                        def getbombNum(self):
                          return self.bombNum
                      
                        def getpower(self):
                          return self.power
                      
                        def move(self, direction):
                          #Poverlap = self.collision.colliderect()#this is where i hope to check for collisions with all Rect's
                          Poverlap = 0
                          #print(Poverlap)
                          if Poverlap == 1:
                            pass
                          elif Poverlap == 0:
                            if direction == "left":
                              if self.x > 275+self.speed:
                                self.x -= self.speed
                            elif direction == "up":
                              if self.y > 77.5+self.speed:
                                self.y -= self.speed
                            elif direction == "right":
                              if self.x < 712.5-self.speed:
                                self.x += self.speed
                            elif direction == "down":
                              if self.y < 505.5-self.speed:
                                self.y += self.speed
                          else:
                            print(Poverlap)
                            print(Toverlap)
                            print("overlap error")
                      
                        def newImage(self, image):
                          self.image = image
                          
                        def draw(self):
                          gameDisplay.blit(self.image, (self.x,self.y))
                      
                      class bomb():
                        pass
                      
                      
                      def createMap(grid, Bmap):
                        GWstart = 250*(Dwidth/1000)
                        GWend = 750*(Dwidth/1000)
                        GHstart = 52.5*(Dheight/600)
                        GHend = 552.5*(Dheight/600)
                        GWpos = 25*(Dwidth/1000)
                        GHpos = 25*(Dheight/600)
                        if Bmap == 1:
                          for x in range(3,7):
                            grid[x][x] = 1
                          y = 0
                          for x in range(3,7):
                            grid[16-y][x] = 1
                            y += 1
                          y = 0
                          for x in range(3,7):
                            grid[x][16-y] = 1
                            y += 1
                          y = 0
                          for x in range(1,5):
                            grid[16-y][16-y] = 1
                            y += 1
                          for x in range(3,6):
                            grid[9][x] = 2
                            grid[10][x] = 2
                            grid[9][x+11] = 2
                            grid[10][x+11] = 2
                            grid[x][9] = 2
                            grid[x][10] = 2
                            grid[x+11][9] = 2
                            grid[x+11][10] = 2
                          for x in range (0,2):
                            grid[7+x][6] = 2
                            grid[9+x][6] = 1
                            grid[11+x][6] = 2
                            grid[9+x][7] = 1
                            grid[12+x][7] = 2
                            grid[9+x][8] = 2
                            grid[13][8] = 2
                            grid[6+x][9] = 1
                            grid[8][9] = 2
                            grid[12+x][9] = 1
                            grid[11][9+x] = 2
                            grid[12+x][10] = 1
                            grid[7+x][13] = 2
                            grid[9][13-x] = 1
                            grid[13][11+x] = 2
                            grid[9+x][11] = 2
                            grid[10][13-x] = 1
                            grid[11+x][13] = 2
                            grid[6][7+x] = 2
                            grid[6+x][9] = 1
                            grid[8][9+x] = 2
                            grid[6+x][10] = 1
                            grid[6][11+x] = 2
                            grid[7][7+5*x] = 2
                            grid[9+x][9+x] = 2
                            grid[9+x][10-x] = 2
                            grid[2+10*x][2+10*x] = 2
                            grid[17-15*x][2+15*x] = 2
                            grid[8+3*x][16] = 1
                            grid[16][8+3*x] = 1
                            grid[3+5*x][8-5*x] = 1
                            grid[11-8*x][3+8*x] = 1
                          for x in range(0,3):
                            grid[7-x][5-x] = 2
                            grid[5-x][7-x] = 2
                          for x in range(3,8):
                            grid[x][2] = 1
                            grid[2][x] = 1
                            grid[x+9][2] = 1
                            grid[2][x+9] = 1
                            grid[17][x] = 1
                            grid[x][17] = 1
                            grid[17][x+9] = 1
                            grid[x+9][17] = 1
                          for x in range(0,3):
                            grid[4+x][3+x] = 2
                            grid[3+x][4+x] = 2
                            grid[16-x][4+x] = 2
                            grid[15-x][3+x] = 2
                            grid[14-x][3+x] = 2
                            grid[16-x][5+x] = 2
                            grid[3+x][15-x] = 2
                            grid[3+x][14-x] = 2
                            grid[4+x][16-x] = 2
                            grid[5+x][16-x] = 2
                            grid[16-x][15-x] = 2
                            grid[16-x][14-x] = 2
                            grid[15-x][16-x] = 2
                            grid[14-x][16-x] = 2
                          grid[17][17] = 2
                        elif Bmap == 2:
                          for y in range(2,18,+3):
                            for x in range(2,18,+3):
                              grid[x][y] = 1
                        elif Bmap == 3:
                          for x in range (2,18):
                            grid[2][x] = 1
                            grid[x][2] = 1
                          for x in range(4,18):
                            grid[17][x] = 1
                            grid[x][17] = 1
                            if x < 17:
                              grid[x][16] = 2
                            if x < 16:
                              grid[4][x] = 1
                              grid[15][x] = 1
                              grid[3][x] = 2
                              grid[x][3] = 2
                              grid[16][x] = 2
                          for x in range(6,14):
                            grid[6][x] = 1
                            grid[8][x] = 1
                            grid[9][x] = 2
                            grid[10][x] = 2
                            grid[11][x] = 1
                            grid[13][x] = 1
                          for x in range(5,14):
                            grid[5][x] = 2
                            grid[x][5] = 2
                            grid[14][x] = 2
                            grid[x][14] = 2
                          for x in range(0,2):
                            grid[17-14*x][3+14*x] = 2
                            grid[16-14*x][2+14*x] = 2
                            grid[3-x][2+x] = 2
                            grid[16+x][17-x] = 2
                          grid[16][16] = 0
                          grid[14][14] = 2
                        elif Bmap == 4:
                          pass
                        return grid
                      
                      
                      def CSelect(playerNum, backdrop):
                        global Dwidth
                        global Dheight
                        global Cursor
                        
                        Bbomber = pygame.image.load("button_bomber.png")
                        Bchrono = pygame.image.load("button_chronomancer.png")
                        Bminer = pygame.image.load("button_miner.png")
                        BRacer = pygame.image.load("button_racer.png")
                        Bstrat = pygame.image.load("button_strategist.png")
                        while True:
                          gameDisplay.blit(backdrop, [0,0])
                          gameDisplay.blit(Bbomber, [24, 230])
                          gameDisplay.blit(Bchrono, [195, 230])
                          gameDisplay.blit(Bminer, [435, 230])
                          gameDisplay.blit(BRacer, [605, 230])
                          gameDisplay.blit(Bstrat, [775, 230])
                          gameDisplay.blit(Cursor, ( pygame.mouse.get_pos() ) )
                          
                          for event in pygame.event.get():
                            if event.type == pygame.KEYDOWN:
                              if event.key == pygame.K_ESCAPE:
                                startButton = pygame.image.load("button_start.png")
                                Map_select(startButton)
                            elif event.type == pygame.QUIT:
                              pygame.display.quit()
                              pygame.quit()
                              exit()
                            elif event.type == pygame.MOUSEBUTTONDOWN:
                              if event.pos[0] >= 24*(Dwidth/1000) and event.pos[0] <= 180*(Dwidth/1000) and event.pos[1] >= 230*(Dheight/600) and event.pos[1] <= 300*(Dheight/600):
                                player1 = Player(playerNum, "Bomber", 300, 77.5)
                                return player1
                              if event.pos[0] >= 195*(Dwidth/1000) and event.pos[0] <= 420*(Dwidth/1000) and event.pos[1] >= 230*(Dheight/600) and event.pos[1] <= 300*(Dheight/600):
                                player1 = Player(playerNum, "Chronomancer", 300, 77.5)
                                return player1
                              if event.pos[0] >= 435*(Dwidth/1000) and event.pos[0] <= 580*(Dwidth/1000) and event.pos[1] >= 230*(Dheight/600) and event.pos[1] <= 300*(Dheight/600):
                                player1 = Player(playerNum, "Miner", 300, 77.5)
                                return player1
                              if event.pos[0] >= 605*(Dwidth/1000) and event.pos[0] <= 760*(Dwidth/1000) and event.pos[1] >= 230*(Dheight/600) and event.pos[1] <= 300*(Dheight/600):
                                player1 = Player(playerNum, "Racer", 300, 77.5)
                                return player1
                              if event.pos[0] >= 775*(Dwidth/1000) and event.pos[0] <= 970*(Dwidth/1000) and event.pos[1] >= 230*(Dheight/600) and event.pos[1] <= 300*(Dheight/600):
                                player1 = Player(playerNum, "Strategist", 300, 77.5)
                                return player1
                          pygame.display.update()
                      
                      def preGame(backdrop):
                        global Dwidth
                        global Dheight
                        global Cursor
                      
                        singleButton = pygame.image.load("button_single-player.png")
                        multiButton = pygame.image.load("button_multiplayer.png")
                      
                        while True:
                          gameDisplay.blit(backdrop, [0,0])
                          gameDisplay.blit(singleButton, [190, 280])
                          gameDisplay.blit(multiButton, [555, 280])
                          gameDisplay.blit(Cursor, ( pygame.mouse.get_pos() ) )
                          for event in pygame.event.get():
                            if event.type == pygame.KEYDOWN:
                              if event.key == pygame.K_ESCAPE:
                                return 3
                            elif event.type == pygame.QUIT:
                              pygame.display.quit()
                              pygame.quit()
                              exit()
                            elif event.type == pygame.MOUSEBUTTONDOWN:
                              if event.pos[0] >= 190*(Dwidth/1000) and event.pos[0] <= 445*(Dwidth/1000) and event.pos[1] >= 280*(Dheight/600) and event.pos[1] <= 350*(Dheight/600):
                                playerNum = 1
                                return playerNum
                              elif event.pos[0] >= 555*(Dwidth/1000) and event.pos[0] <= 710*(Dwidth/1000) and event.pos[1] >= 280*(Dheight/600) and event.pos[1] <= 350*(Dheight/600):
                                playerNum = 2
                                return playerNum
                          pygame.display.update()
                      
                      
                      def inGame(backdrop, Bmap):
                        global Dwidth
                        global Dheight
                        global cursor
                        playerNum = preGame(backdrop)
                        if playerNum == 3:
                          return
                        if playerNum == 1:
                          player1 = CSelect(1, backdrop)
                        elif playerNum == 2:
                          player1 = CSelect(1, backdrop)
                          player2 = CSelect(2, backdrop)
                        grid = []
                        for row in range(20):
                          grid.append([])
                          for column in range(20):
                              grid[row].append(0) #gives me a 20x20 grid for the game processes
                        for x in range (20):
                            grid[x][0] = 1
                            grid[0][x] = 1
                            grid[19][x] = 1
                            grid[x][19] = 1 #1 = hard terrain, 2 = soft terrain and 0 = no terrain
                        
                        gameDisplay.blit(backdrop, [0,0])
                        Lterrain = pygame.image.load("soft_terrain.png")
                        Hterrain = pygame.image.load("hard_terrain.png")
                      
                        GWstart = 250*(Dwidth/1000)
                        GWend = 750*(Dwidth/1000)
                        GHstart = 52.5*(Dheight/600)
                        GHend = 552.5*(Dheight/600)
                        GWpos = 25*(Dwidth/1000)
                        GHpos = 25*(Dheight/600)
                      
                        Lgrass = (17, 191, 60)
                        Dgrass = (2, 162, 36)
                        DVrock = (130,0,0)
                        LVrock = (180,30,30)
                        Lrock = (159,105,52)
                        Drock = (116,77,38)
                        Lsky = (240,250,255)
                        Dsky = (178,232,255)
                        
                        dark_light = 0
                        grid = createMap(grid, Bmap)
                        if Bmap == 1:
                          Lcolour = LVrock
                          Dcolour = DVrock
                          base = pygame.image.load("Volcano_base.png")
                        elif Bmap == 2:
                          Lcolour = Lgrass
                          Dcolour = Dgrass
                          base = pygame.image.load("Forest_base.png")
                        elif Bmap == 3:
                          Lcolour = Lrock
                          Dcolour = Drock
                          base = pygame.image.load("Cave_base.png")
                        elif Bmap == 4:
                          Lcolour = Lsky
                          Dcolour = Dsky
                          base = pygame.image.load("Sky_base.png")
                      
                        gameDisplay.blit(backdrop, [0,0])
                        Lcounter = 0
                        Ucounter = 0
                        Rcounter = 0
                        Dcounter = 0
                        transparent = (0, 0, 0, 0)
                        gameDisplay.blit(base, [GWstart, GHstart])
                        HRterrain = terrain(GWstart+GWpos-25,GHstart + GHpos -25, Hterrain, 1)
                        LIterrain = terrain(GWstart+GWpos-25,GHstart + GHpos -25, Lterrain, 2)
                        print(player1.getx())
                        print(player1.gety())
                        while True:
                          gameDisplay.blit(base, [GWstart, GHstart])
                          for x in range(len(grid)):
                            for y in range(len(grid[0])):
                              if grid[x][y] == 1:
                                HRterrain.newCoords(GWstart+GWpos-25, GHstart + GHpos -25)
                                pygame.Rect(GWstart+GWpos-25, GHstart+GHpos-25, 25,25)
                                HRterrain.draw(gameDisplay)
                              elif grid[x][y] == 2:
                                LIterrain.newCoords(GWstart+GWpos-25, GHstart + GHpos -25)
                                pygame.Rect(GWstart+GWpos-25, GHstart+GHpos-25, 25,25)
                                LIterrain.draw(gameDisplay)
                              GWpos += 25
                            GWpos = 25
                            GHpos += 25
                          GHpos = 25
                          for event in pygame.event.get():
                            if event.type == pygame.KEYDOWN:
                              if event.key == pygame.K_ESCAPE:
                                return
                            elif event.type == pygame.QUIT:
                              pygame.display.quit()
                              pygame.quit()
                              exit()
                          #moves 11.999999999999318 pixels per 30 counter
                          key = pygame.key.get_pressed()
                          if key[K_a]:
                            Lcounter += 1
                            player1.move("left")
                            if Lcounter < 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_left1.png"))
                            elif Lcounter == 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_left2.png"))
                            elif Lcounter == 60:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_left1.png"))
                            elif Lcounter == 90:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_left3.png"))
                            elif Lcounter == 120:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_left1.png"))
                              Lcounter = 0
                          elif key[K_w]:
                            Ucounter += 1
                            player1.move("up")
                            if Ucounter < 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_up1.png"))
                            elif Ucounter == 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_up2.png"))
                            elif Ucounter == 60:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_up1.png"))
                            elif Ucounter == 90:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_up3.png"))
                            elif Ucounter == 120:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.image.load("Bman\Black\Bman_black_up1.png"))
                              Ucounter = 0
                          elif key[K_d]:
                            player1.move("right")
                            Rcounter += 1
                            if Rcounter < 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.transform.flip(pygame.image.load("Bman\Black\Bman_black_left1.png"), True, False))
                            elif Rcounter == 30:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.transform.flip(pygame.image.load("Bman\Black\Bman_black_left2.png"), True, False))
                            elif Rcounter == 60:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.transform.flip(pygame.image.load("Bman\Black\Bman_black_left1.png"), True, False))
                            elif Rcounter == 90:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.transform.flip(pygame.image.load("Bman\Black\Bman_black_left3.png"), True, False))
                            elif Rcounter == 120:
                              if player1.getClass() == "Miner":
                                player1.newImage(pygame.transform.flip(pygame.image.load("Bman\Black\Bman_black_left1.png"), True, False))
                              Rcounter = 0
                          elif key[K_s]:
                            player1.move("down")
                            Dcounter += 1
                            if Dcounter < 30:
                              player1.newImage(pygame.image.load("Bman\Black\Bman_black_idle.png"))
                            elif Dcounter == 30:
                              player1.newImage(pygame.image.load("Bman\Black\Bman_black_forward_redo.png"))
                            elif Dcounter == 60:
                              player1.newImage(pygame.image.load("Bman\Black\Bman_black_idle.png"))
                            elif Dcounter == 90:
                              player1.newImage(pygame.image.load("Bman\Black\Bman_black_forward2.png"))
                            elif Dcounter == 120:
                              player1.newImage(pygame.image.load("Bman\Black\Bman_black_idle.png"))
                              Dcounter = 0
                            
                          player1.draw()  
                          pygame.display.update()
                          
                      
                      
                      def Map_select(startButton):
                        global Dwidth
                        global Dheight
                        backButton = pygame.image.load("button_back.png")
                        Volcano_zone = pygame.image.load("Volcano zone.png")
                        Volcano_zone = pygame.transform.smoothscale(Volcano_zone, (Dwidth, Dheight))
                        Forest_zone = pygame.image.load("Forest zone.jpg")
                        Forest_zone = pygame.transform.smoothscale(Forest_zone, (Dwidth, Dheight))
                        Cave_zone = pygame.image.load("Cave_zone.jpg")
                        Cave_zone = pygame.transform.smoothscale(Cave_zone, (Dwidth, Dheight))
                        Sky_zone = pygame.image.load("Sky_zone.png")
                        Sky_zone = pygame.transform.smoothscale(Sky_zone, (Dwidth, Dheight))
                        Right_button = pygame.image.load("Right_arrow.png")
                        Left_button = pygame.image.load("Left_arrow.png")
                        Bmap = 1
                        while True:
                          if Bmap == 1:
                            gameDisplay.blit(Volcano_zone, [0,0])
                          elif Bmap == 2:
                            gameDisplay.blit(Forest_zone, [0,0])
                          elif Bmap == 3:
                            gameDisplay.blit(Cave_zone, [0,0])
                          elif Bmap == 4:
                            gameDisplay.blit(Sky_zone, [0,0])
                          elif Bmap == 5:
                            Bmap = 1
                            gameDisplay.blit(Volcano_zone, [0,0])
                          elif Bmap == 0:
                            Bmap = 4
                            gameDisplay.blit(Sky_zone, [0,0])
                          gameDisplay.blit(Left_button, [50*(Dwidth/1000), 500*(Dheight/600)])
                          gameDisplay.blit(Right_button, [810*(Dwidth/1000), 500*(Dheight/600)])
                          gameDisplay.blit(backButton, [439.5*(Dwidth/1000), 510*(Dheight/600)])
                          gameDisplay.blit(startButton, (100*(Dwidth/1000), 75*(Dheight/600)))
                          gameDisplay.blit( Cursor, ( pygame.mouse.get_pos() ) )
                          pygame.display.update()
                          for event in pygame.event.get():
                            if event.type == pygame.KEYDOWN:
                              if event.key == pygame.K_ESCAPE:
                                main_menu()
                            elif event.type == pygame.QUIT:
                              pygame.display.quit()
                              pygame.quit()
                              exit()
                            elif event.type == pygame.MOUSEBUTTONDOWN:
                              if event.pos[0] >= 50*(Dwidth/1000) and event.pos[0] <= 240*(Dwidth/1000) and event.pos[1] >= 500*(Dheight/600) and event.pos[1] <= 570*(Dheight/600):
                                Bmap -= 1
                                print("-1")
                              elif event.pos[0] >= 810*(Dwidth/1000) and event.pos[0] <= 950*(Dwidth/1000) and event.pos[1] >= 500*(Dheight/600) and event.pos[1] <= 570*(Dheight/600):
                                Bmap += 1
                                print("+1")
                              elif event.pos[0] >= 439.5*(Dwidth/1000) and event.pos[0] <= 560.5*(Dwidth/1000) and event.pos[1] >= 500*(Dheight/600) and event.pos[1] <= 550*(Dheight/600):
                                main_menu()
                              elif event.pos[0] >= 100*(Dwidth/1000) and event.pos[0] <= 265*(Dwidth/1000) and event.pos[1] >= 75*(Dheight/600) and event.pos[1] <= 155*(Dheight/600):
                                if Bmap == 1:
                                  inGame(Volcano_zone,Bmap)
                                elif Bmap == 2:
                                  inGame(Forest_zone,Bmap)
                                elif Bmap == 3:
                                  inGame(Cave_zone,Bmap)
                                elif Bmap == 4:
                                  inGame(Sky_zone,Bmap)
                                else:
                                  print("error")
                                
                        
                      
                      def settings_menu(Fwidth, Fheight, background_image):
                        global Dwidth
                        global Dheight
                        global gameDisplay
                        gameDisplay.blit(background_image, [0,0])
                        Settloop = True
                        resButton = pygame.image.load("button_resolution.png")
                        gameDisplay.blit(resButton, [100,275])
                        backButton = pygame.image.load("button_back.png")
                        gameDisplay.blit(backButton, [100, 475])
                        cntrlsButton = pygame.image.load("button_controls.png")
                        gameDisplay.blit(cntrlsButton, [365, 275])
                        while Settloop is True:
                          clock.tick(60)
                          background_image = pygame.transform.smoothscale(background_image, (Dwidth, Dheight))
                          gameDisplay.blit(background_image, [0,0])
                          gameDisplay.blit(resButton, [100*(Dwidth/1000),275*(Dheight/600)])
                          gameDisplay.blit(cntrlsButton, [375*(Dwidth/1000), 275*(Dheight/600)])
                          gameDisplay.blit(backButton, [100*(Dwidth/1000), 475*(Dheight/600)])
                          gameDisplay.blit(Cursor, ( pygame.mouse.get_pos() ) )
                          for event in pygame.event.get():
                            if event.type == pygame.MOUSEBUTTONDOWN:
                              if event.pos[0] >= 100*(Dwidth/1000) and event.pos[0] <= 345*(Dwidth/1000) and event.pos[1] >= 275*(Dheight/600) and event.pos[1] <= 355*(Dheight/600):
                                print("Current resolution:", Dwidth, "x", Dheight, "\nEnter a new resolution or enter 0 to pass\n*NOTE*: some resolutions may make the game unplayable as the game is built around the default resolution\nincreasing the resolution will also in turn decrease the framerate")
                                newWidth = int(input("New width: "))
                                newHeight = int(input("New height: "))
                                if newHeight <= 0 or newWidth <= 0:
                                  pass
                                else:
                                  #print("hit escape to apply changes")
                                  Dwidth = newWidth
                                  Dheight = newHeight
                                  gameDisplay = pygame.display.set_mode((Dwidth,Dheight)) #changes the resolution of the game window
                              elif event.pos[0] >= 100*(Dwidth/1000) and event.pos[0] <= 221*(Dwidth/1000) and event.pos[1] >= 475*(Dheight/600) and event.pos[1] <= 525*(Dheight/600):
                                return
                              elif event.pos[0] >= 365*(Dwidth/1000) and event.pos[0] <= 575*(Dwidth/1000) and event.pos[1] >= 275*(Dheight/600) and event.pos[1] <= 355*(Dheight/600):
                                print("\nP1:\n Movement: WASD\n Place Bomb: Y\n Usable powerup(e.g time bomb): U\n Use Class ability: I") #prints controls into console
                                print("\nP2:\n Movement: Arrow  keys\n Place bomb: Numberpad 1(N1)\n Usable powerup(e.g time bomb): N2\n Use Class ability: N3")
                            elif event.type == pygame.KEYDOWN:
                              if event.key == pygame.K_ESCAPE:
                                return #returns to main menu
                            elif event.type == pygame.QUIT:
                              pygame.display.quit()
                              pygame.quit()
                              exit()
                            pygame.display.flip()
                      
                      def main_menu():
                        background_image = pygame.image.load("Title_Background.jpg")
                        background_image = pygame.transform.smoothscale(background_image, (Dwidth, Dheight))
                        gameDisplay.blit(background_image, [0,0])
                        startButton = pygame.image.load("button_start.png")
                        gameDisplay.blit(startButton, [100,275])
                        settingsButton = pygame.image.load("button_settings.png")
                        gameDisplay.blit(settingsButton, [100,375])
                        #tester = pygame.image.load("Bman/Black/Bman__test.png")
                        clock.tick(60)
                        while gameLoop is True:
                            clock.tick(60)
                            gameDisplay.blit(background_image, [0,0])
                            gameDisplay.blit(settingsButton, [100*(Dwidth/1000),375*(Dheight/600)])
                            gameDisplay.blit(startButton, [100*(Dwidth/1000),275*(Dheight/600)])
                            gameDisplay.blit( Cursor, ( pygame.mouse.get_pos() ) )
                            #gameDisplay.blit(tester, [10,10])
                            pygame.display.update()
                            for event in pygame.event.get():
                                if event.type == pygame.MOUSEBUTTONDOWN:
                                  if event.pos[0] >= 100*(Dwidth/1000) and event.pos[0] <= 265*(Dwidth/1000) and event.pos[1] >= 275*(Dheight/600) and event.pos[1] <= 355*(Dheight/600):
                                    Map_select(startButton)
                                  elif event.pos[0] >= 100*(Dwidth/1000) and event.pos[0] <= 300*(Dwidth/1000) and event.pos[1] >= 375*(Dheight/600) and event.pos[1] <= 455*(Dheight/600):#the *(Dheight/600) and *(Dwidth/1000) are to make sure the buttons scale with resolution when it changes
                                    settings_menu(Dwidth, Dheight, background_image)
                      #          print(event.pos[0])#event.pos[0] = x-coords
                      #          print(event.pos[1])#event.pos[1] = y-coords
                      #          print(event.pos)#event.pos = (x-coords, y-coords)  i use these to check coords when setting up buttons
                                if event.type == pygame.KEYDOWN:
                                  if event.key == pygame.K_ESCAPE:
                                    pygame.display.quit()
                                    pygame.quit()
                                    exit()#exits the game
                                elif event.type == pygame.QUIT:
                                  pygame.display.quit()
                                  pygame.quit()
                                  exit()
                                pygame.display.flip()
                      main_menu()
                      

                      ANSWER

                      Answered 2020-Sep-28 at 14:50

                      You can use rect.collidelist(list) and pass in a list of rects.

                      I'm pretty sure that all collidelist() does is iterate through the list of rects, similar to what you're currently doing, but I'd recommend looking at the documentation if you have any further questions.

                      Source https://stackoverflow.com/questions/64098887

                      Community Discussions, Code Snippets contain sources that include Stack Exchange Network

                      Vulnerabilities

                      No vulnerabilities reported

                      Install bminer

                      You can download it from GitHub.
                      You can use bminer like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the bminer component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

                      Support

                      For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .

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