def _create_sprites(self, path):
        ''' Create all of the sprites we'll need '''
        self.smiley_graphic = svg_str_to_pixbuf(
            svg_from_file(os.path.join(path, 'smiley.svg')))

        self.frown_graphic = svg_str_to_pixbuf(
            svg_from_file(os.path.join(path, 'frown.svg')))

        self.egg_graphic = svg_str_to_pixbuf(
            svg_from_file(os.path.join(path, 'Easter_egg.svg')))

        self.blank_graphic = svg_str_to_pixbuf(
            svg_header(REWARD_HEIGHT, REWARD_HEIGHT, 1.0) + \
            svg_rect(REWARD_HEIGHT, REWARD_HEIGHT, 5, 5, 0, 0,
                     '#C0C0C0', '#282828') + \
            svg_footer())

        self.ball = Ball(self.sprites, os.path.join(path, 'basketball.svg'))
        self.current_frame = 0

        self.bar = Bar(self.sprites, self.width, self.height, self.scale,
                       self.ball.width())
        self.current_bar = self.bar.get_bar(2)

        self.ball_y_max = self.bar.bar_y() - self.ball.height()
        self.ball.move_ball((int(
            (self.width - self.ball.width()) / 2), self.ball_y_max))
Beispiel #2
0
def get_bar(bar_id, day):
    day = int(day)
    auth_header = request.headers.get('Authorization')
    auth_token, valid = get_authorization(auth_header)
    if valid:
        try:
            bar = db_ops.check_bar_db(bar_id)
            if bar:
                specials = create_specials(bar['specials'][day])
                bar = Bar(bar['bar_id'], bar['name'], bar['location'],
                          bar['phone'], bar['cover'])
                bar.specials[day] = specials
                print(bar)
                responseObject = {
                    'status': 'success',
                    'message': 'Found bar.',
                    'bar': bar.to_dict(day)
                }
                return make_response(jsonify(responseObject)), 200
            else:
                create_response('fail', 'Did not find bar', 401)
        except Exception as e:
            traceback.print_exc(file=sys.stdout)
            return create_response('fail', 'Threw an Exception', 401)
    else:
        return create_response('fail', 'Invalid Token', 401)
Beispiel #3
0
 def testAgregar(self):
     print 'Test de agregar bar.\n'
     bar0 = Bar('Barcito', 'Av. Callao 493', 4, 'El bar mas bonito.', 1)
     bar1 = Bar('Tragos', 'Araoz 1274', 2,
                'Ambientes tranquilo para estudiar.', 0)
     bar2 = Bar('Hola Mundo', 'Avellaneda 621', 1, 'Todos son bienvenidos.',
                1)
     bar3 = Bar('Las Tortas', 'Av. Corrientes 948', 4,
                'Nuestra comida es la mejor de la ciudad.', 1)
     self.listaBares.agregarBar(bar0)
     self.listaBares.agregarBar(bar1)
     self.listaBares.agregarBar(bar2)
     self.listaBares.agregarBar(bar3)
     print 'bar 1:', bar0, '\nbar 2:', bar1, '\nbar 3:', bar2, '\nbar 4:', bar3, '\n'
     bares = self.listaBares.inhabilitados()
     i = 0
     for bar in bares:
         if i == 0 and bar == bar0:
             print 'Bar 1 se agrega correctamente.'
         elif i == 1 and bar == bar1:
             print 'Bar 2 se agrega correctamente.'
         elif i == 2 and bar == bar2:
             print 'Bar 3 se agrega correctamente.'
         elif i == 3 and bar == bar3:
             print 'Bar 4 se agrega correctamente.'
         else:
             print 'Alguno de los bares no fue agregado correctamente.'
         i += 1
Beispiel #4
0
def index():
    turmas = Turma.query.all()
    turmas = turmas_schema.dump(turmas)
    instituicoes = Instituicao.query.all()
    instituicoes = instituicoes_schema.dump(instituicoes)
    alunos = Aluno.query.all()
    totais = []
    tick_label = []
    for instituicao in instituicoes:
        for inst in instituicao:
            if len(inst['name']) > 0:
                id = inst['id']
                tick_label.append(inst['name'])
                points = db.engine.execute(
                    f'SELECT points FROM aluno WHERE instituicao_id = {id}')
                points = [{
                    column: value
                    for column, value in rowproxy.items()
                } for rowproxy in points]
                total = 0
                for point in points:
                    total += point['points']
                total = total / len(points)
                totais.append(total)
    color = ['red', 'green']
    width = 0.8
    graph = Bar(tick_label, totais, width, color, 'nome', 'média', '', 'bar')
    return render_template('pages/index.html',
                           turmas=turmas.data,
                           instituicoes=instituicoes.data,
                           grafico=graph.plotGraph())
Beispiel #5
0
    def test_null(self):
        with TestDatabase.db.transaction() as t:
            TestDatabase.db.upsert(Bar(999, 90, 120.0, 'C'))

            bars = TestDatabase.db.select(Bar(999))

            self.assertEqual(len(bars), 1)
            self.assertEqual(
                    str(bars[0]), "bar : Keys {'id': 999} : Values {'heading': 90, 'speed': 120.0, 'signal': 'C'}")

            # force a rollback
            t.fail()
Beispiel #6
0
    def test_transaction(self):
        # test commit
        with TestDatabase.db.transaction():
            TestDatabase.db.upsert(Bar(101, 180, 33.5, 'A'))
            TestDatabase.db.upsert(Bar(102, 270, 50.33, 'B'))
        bars = TestDatabase.db.select(Bar())
        self.assertEqual(len(bars), 4)

        # test rollback on exception
        with TestDatabase.db.transaction(), \
                self.assertRaises(DatabaseIntegrityError) as cm:
            TestDatabase.db.upsert(Foo('a new foo', ))
        self.assertEqual(cm.exception.args[0], 'NOT NULL constraint failed: foo.desc')
        self.assertEqual(len(bars), 4)

        # test a forced rollback
        with TestDatabase.db.transaction() as t:
            TestDatabase.db.upsert(
                    Bar(104, 355, 99.99, 'D'))
            t.fail()
        bars = TestDatabase.db.select(Bar())
        self.assertEqual(len(bars), 4)

        # restore table to pre-test state
        with TestDatabase.db.transaction():
            TestDatabase.db.delete(Bar(101))
            TestDatabase.db.delete(Bar(102))
        bars = TestDatabase.db.select(Bar())
        self.assertEqual(len(bars), 2)
 def init(self):
     self.width, self.height = self.screen.get_size()
     bar_width = 0.03 * self.width
     bar_height = 0.3 * self.height
     self.bars = [
         Bar(0.1 * self.width, (self.height - bar_height) / 2, bar_width,
             bar_height, self.height, (255, 0, 0)),
         Bar(0.9 * self.width - bar_width, (self.height - bar_height) / 2,
             bar_width, bar_height, self.height, (0, 0, 255))
     ]
     self.balls = []
     self.score = [0, 0]
     self.last_spawn_y = 0.1
     for i in range(4 + 2 * self.difficulty):
         self.create_ball()
Beispiel #8
0
    def test_delete(self):
        with TestDatabase.db.transaction():
            TestDatabase.db.upsert(Bar(123, 456, 78.9, 'D'))

        bars = TestDatabase.db.select(Bar())
        self.assertEqual(len(bars), 3)
        self.assertEqual(
                str(bars[2]), "bar : Keys {'id': 123} : Values {'heading': 456, 'speed': 78.9, 'signal': 'D'}")

        with TestDatabase.db.transaction():
            TestDatabase.db.delete(Bar(123))
        bars = TestDatabase.db.select(Bar())
        self.assertEqual(len(bars), 2)

        bars = TestDatabase.db.select(Bar(123))
        self.assertEqual(len(bars), 0)
Beispiel #9
0
  def collision_crap(self):
    if self.bar.rect.x < 0: # Class bounds it
      self.manlinesses -= 1
      self.sounds['haha'].play()
      if self.manlinesses == 0:
        self.gameover()
      else:
        self.all_sprites.pop('man2')
        self.bar = Bar(self.sounds) # Moving bar
        self.all_sprites['moving_bar'] = [self.bar.image, self.bar.rect]
        self.bar.v_change = -20
        self.all_sprites['player'][0] = pygame.image.load(\
            path.join('data','deadplayer.png')).convert_alpha()

    # Whip on player?
    if self.master1.state == 3: # Final chain
      self.bar.v_change = 200
      self.sounds['whip'].play()
      self.bar.play_sound()
      self.time_since_whip = self.time_passed
    if self.master2.state == 3:
      self.bar.v_change = 200
      self.sounds['whip'].play()
      self.bar.play_sound()
    if self.master1.state == 3 and self.master2.state == 3:
      self.bar.v_change = 400
    if (self.master1.state == 0 or self.master2.state == 0) and \
        self.time_passed - self.time_since_whip >= 0.5:
      self.bar.v_change = 0
    if self.master1.state == 2 or self.master2.state == 2:
      self.blood.render_blood()
      self.all_sprites['blood'][0] = self.blood.image
Beispiel #10
0
 def __init__(self):
     """Initialize the game, and create game resources."""
     pygame.init()
     # Clock set-up for framerate
     self.clock = pygame.time.Clock()
     self.settings = Settings()
     self.stats = GameStats(self)
     self.screen = pygame.display.set_mode((self.settings.screen_width,
         self.settings.screen_height))
     self.settings.screen_width = self.screen.get_rect().width
     self.settings.screen_height = self.screen.get_rect().height
     pygame.display.set_caption("Bouncing Ball")
     self.bar = Bar(self)
     self.ball = Ball(self)
     self.timebar = TimeBar(self)
     self.play_button = Button(self, 'Play')
Beispiel #11
0
def create_bar():
    auth_header = request.headers.get('Authorization')
    auth_token, valid = get_authorization(auth_header)
    if valid:
        try:
            resp, success = User.decode_auth_token(auth_token)
            user = db_ops.check_user_db(resp)
            if success:
                if user['status'] == 'admin':
                    content = request.get_json()
                    bar = Bar(content['username'], content['password'],
                              content['name'], content['location'],
                              content['phone'])
                    responseObject = {
                        'status': 'success',
                        'message': 'Successfully added bar.'
                    }
                    db_ops.add_bar_to_db(bar)
                    return make_response(jsonify(responseObject)), 200
                else:
                    return create_response('fail', 'Incorrect Priveleges', 401)
            else:
                return create_response('fail', resp, 401)
        except Exception as e:
            return create_response('fail', 'Threw an Exception', 401)
    else:
        return create_response('fail', 'Invalid Token', 401)
Beispiel #12
0
def from_mktdata_to_bar(mktData, freq):
    if (mktData.isnull().sum() == 0) or (mktData.isnull().sum() == 1
                                         and np.isnan(mktData.adjClose)):
        return Bar(mktData.dateTime, mktData.open, mktData.high, mktData.low,
                   mktData.close, mktData.volume, mktData.adjClose, freq)
    else:
        return None
Beispiel #13
0
    def parse(file_path):
        tree = ElementTree.parse(file_path)
        score = tree.getroot()

        lines = []
        for line in score.findall('line'):
            bars = []
            for bar in line.findall('bar'):
                units = []
                time_signature = bar.get('time_signature')
                for unit in bar.findall('unit'):
                    notes = []
                    for note in unit.findall('note'):
                        pitch = note.get('pitch')
                        hold_str = note.get('hold')
                        hold = {'True': True, 'False': False}[hold_str]
                        print(pitch)
                        notes.append(Note(pitch, hold))
                    beats = unit.get('beats')
                    units.append(Unit(notes, Fraction(beats)))
                key = bar.get('key')
                bars.append(Bar(key, time_signature, units))
            lines.append(bars)

        title = score.get('title')
        author = score.get('author')

        return Score(lines, title, author)
Beispiel #14
0
	def get_last_bars(self, ticker, length, time_segment):
		if length == 250:
			return [Bar({"t": 0,"o": 400.0,"h": 550.0,"l": 340.0,"c": 500.0,"v": 100})]

		bars_copy = copy.copy(self.bars[ticker])
		del self.bars[ticker][0]
		return bars_copy[0]
Beispiel #15
0
def run():
    pygame.init()

    # load the game settings
    settings = Settings()

    # create the screen and add a title
    screen = pygame.display.set_mode(settings.screen_dimension)
    pygame.display.set_caption('BreakOut - Python')

    # create the game elements
    bar = Bar(screen, settings)
    chances = Chances(screen, settings)
    score = Score(screen, settings)
    ball = Ball(screen, bar, settings, chances, score)
    btn_start = Button(screen, 'press space to start')
    btn_game_over = Button(screen, 'Game Over')

    object_group = []
    function.dispose_objects(screen, object_group, score)

    while True:
        function.check_events(bar, settings, chances, score)
        function.update_screen(bar, screen, ball, settings, object_group,
                               btn_start, btn_game_over, chances, score)
Beispiel #16
0
 def __init__(self, width, height):
     self.mWidth = width
     self.mHeight = height
     self.mBackground = Background(width, height)
     self.mBall = Ball(width, height)
     self.mBars = []
     self.mBars.append(Bar(width, height))
     self.mBars[0].evolve()
     self.mScore = 0
     self.mGameStart = False
     self.mEZGame = False
     self.mEZText = Text("EZ MODE", self.mWidth / 2, 40)
     self.mGameStartTextTop = Text("Press 'W' to flap", self.mWidth / 2,
                                   self.mHeight / 3)
     self.mGameStartTextBot = Text("Press 'E' for EZ Mode", self.mWidth / 2,
                                   self.mHeight / 3 + 35)
     self.mScoreText = Text(str(self.mScore), self.mWidth / 10 - 20,
                            self.mHeight / 10 - 20)
     self.mGameOverTextTop = Text("GAME OVER NERD", self.mWidth / 2,
                                  self.mHeight / 3)
     self.mGameOverTextBot = Text("Press 'A' to play again",
                                  self.mWidth / 2, self.mHeight / 3 + 35)
     self.mGameOver = False
     self.mFlapSound = Sound("sounds/flap.wav")
     self.mPipeSound = Sound("sounds/pipe_sound.wav")
     self.mHitSound = Sound("sounds/hit.wav")
     self.mThemeSong = Sound("sounds/theme_song.wav")
     self.mThemePlaying = False
     self.mThemeSong.setVolume(.5)
     self.mWings = 0
     return
Beispiel #17
0
def main():
    if path.exists("wp_plugins.txt"):
        w = open("wp_plugins.txt", 'r')
        #w=lista de todos los plugins del fichero
        w = w.read().split('\n')
        #lista=lista de los plugins encontrados
        lista = []
        url = "https://www.nationalarchives.gov.uk"
        with Bar("Espere...", count=len(w)) as b:

            for plugin in w:
                b.step()
                try:
                    p = requests.get(url=url + "/" + plugin)
                    # si la url formada existe
                    if p.status_code == 200:
                        final = url + "/" + plugin
                        lista.append(final.split("/")[-2])
                except:
                    pass
            b.exit()
        for plugin in lista:
            print("Plugin encontrado: {}".format(plugin))

    else:
        print("No se encuentra la lista")
Beispiel #18
0
    def restart_menu(self):
        self.progressBar = []
        for i in range(15):
            self.progressBar.append(pygame.image.load(f'img/marking_{i}.png'))

        self.students = []
        for i in range(3):
            self.students.append(
                random.choice(
                    self.student_type).clone(wish=random.randint(10, 40)))
        self.active_students = []

        self.curr_coctail = None
        self.spots = {
            (90, 525): self.alcs['Пиво'],
            (0, 525): self.alcs['Водка']
        }
        self.spot_size = (80, 150)

        self.game_over = False
        self.free_places = frozenset({1: None, 2: None, 3: None})
        self.places = {1: (100, 100), 2: (300, 100), 3: (500, 100)}
        self.bar = Bar(list(self.alcs.values()))
        self.player = Player(self.bar)
        self.menu()
Beispiel #19
0
    def evolve(self):
        if self.mThemePlaying == False:
            self.mThemeSong.play()
            self.mThemePlaying = True
        for bar in self.mBars:
            if bar.getWidth() + bar.getShift() - self.mBall.getWidth() == 0:
                self.mPipeSound.play()
                self.mScore += 1
                self.mScoreText = Text(str(self.mScore), self.mWidth / 10 - 20,
                                       self.mHeight / 10 - 20)

        if self.groundCollide() or self.barCollide():
            self.mGameOver = True
            self.mHitSound.play()
            self.mThemeSong.stop()
            self.mBall.flip(180)

        if not self.mGameOver:
            self.mBall.evolve()
            for bar in self.mBars:
                bar.evolve()

        lastBar = self.mBars[len(self.mBars) - 1]
        if lastBar.getShift() <= -150:
            newBar = Bar(self.mWidth, self.mHeight)
            self.mBars.append(newBar)
        return
    def submit_values(self):
        caption = ""
        value = 0

        # get data from input boxes
        for button in self.menu:

            # input box id 0 is the caption box
            if button.id == 0:
                # so the data is a string
                caption = str(button.data)

            # input box id 1 is the value box
            elif button.id == 1:

                # so the data should be int
                try:
                    value = int(button.data)
                except:
                    print "Incorrect input!"

        # if either data field is empty or invalid
        if caption == "" or value < 1:
            for button in self.menu:
                if button.id == 2:

                    # flash the "Add" button red
                    button.throw_error()

        else:
            maxvalue = value

            if self.bars:
                # get greatest current value of a bar
                maxvalue = max(bar.value for bar in self.bars)
                # if new value is bigger than current maxvalue
                if value > maxvalue:
                    # set it as new maxvalue
                    maxvalue = value
                    for bar in self.bars:
                        # and scale all bars according to it
                        bar.set_size(maxvalue)

            barwidth = self.buttonheight + self.padding * 3
            bars = len(self.bars) * barwidth
            oldpadding = len(self.bars) * self.padding
            # other bar paddings and bars, padding left
            x = oldpadding + bars + self.padding

            # don't let the user add more bars if end of window is reached
            if x + self.buttonheight + self.padding * 3 > self.width:
                for button in self.menu:
                    if button.id == 2:
                        button.throw_error()
            else:
                y = self.height - self.bbarheight - self.buttonheight
                self.bars.add(
                    Bar(caption, value, maxvalue, self.maxheight, x,
                        y - self.padding * 2, barwidth))
Beispiel #21
0
    def test_select_Ordered(self):
        bars = TestDatabase.db.select(Bar.createAdhoc(order=('>id',)))
        self.assertEqual(len(bars), 2)
        self.assertEqual(
                str(bars[0]), "bar : Keys {'id': 99} : Values {'heading': 99, 'speed': 2.4, 'signal': 'Z'}")
        self.assertEqual(
                str(bars[1]), "bar : Keys {'id': 98} : Values {'heading': 98, 'speed': 2.3, 'signal': 'X'}")

        with TestDatabase.db.transaction() as t:
            TestDatabase.db.upsert(Bar(101, 180, 33.5, 'A'))
            bars = TestDatabase.db.select(Bar.createAdhoc(order=('signal',)))
            self.assertEqual(len(bars), 3)
            self.assertEqual(
                    str(bars[0]), "bar : Keys {'id': 101} : Values {'heading': 180, 'speed': 33.5, 'signal': 'A'}")
            self.assertEqual(
                    str(bars[1]), "bar : Keys {'id': 98} : Values {'heading': 98, 'speed': 2.3, 'signal': 'X'}")
            self.assertEqual(
                    str(bars[2]), "bar : Keys {'id': 99} : Values {'heading': 99, 'speed': 2.4, 'signal': 'Z'}")
            t.fail()
Beispiel #22
0
 def spawnBar(self):
     h = random.randrange(100, 450, 25)
     color = (random.randrange(1, 256), random.randrange(1, 256), random.randrange(1, 256))
     bar = Bar(550, 0, 50, h, color)
     bar.accelerate(20)
     self.mBars.append(bar)
     color2 = (random.randrange(1, 256), random.randrange(1, 256), random.randrange(1, 256))
     randy = h + 100
     botbar = Bar(550, randy, 50, 500-randy, color)
     botbar.accelerate(20)
     self.mbotBars.append(botbar)
     return
Beispiel #23
0
 def getBars(self, day, period=PERIOD, intervals=INTERVALS):
     if self.average_height is None:
         return []
     tomorrow = day + timedelta(days=1)
     # day = day.strftime("%Y-%m-%d")
     # tomorrow = tomorrow.strftime("%Y-%m-%d")
     data = self.getData(day, tomorrow, period, intervals, update=True)
     self._bars = [Bar(self.name, 
             data.reset_index().iloc[[x]],
             self.average_height,
             self.average_volume) for x in range(len(data))]
Beispiel #24
0
    def test_upsert(self):
        with TestDatabase.db.transaction() as t:
            TestDatabase.db.upsert(Bar(101, 180, 23.45, 'F'))

            bars = TestDatabase.db.select(Bar())

            self.assertEqual(len(bars), 3)
            self.assertEqual(
                    str(bars[2]), "bar : Keys {'id': 101} : Values {'heading': 180, 'speed': 23.45, 'signal': 'F'}")

            TestDatabase.db.upsert(Bar(98, 270, signal='B'))

            bars = TestDatabase.db.select(Bar(98))

            self.assertEqual(len(bars), 1)
            self.assertEqual(
                    str(bars[0]), "bar : Keys {'id': 98} : Values {'heading': 270, 'speed': None, 'signal': 'B'}")

            # force a rollback
            t.fail()
Beispiel #25
0
    def test_select(self):
        bars = TestDatabase.db.select(Bar())

        self.assertEqual(len(bars), 2)
        self.assertEqual(
                str(bars[0]), "bar : Keys {'id': 98} : Values {'heading': 98, 'speed': 2.3, 'signal': 'X'}")
        self.assertEqual(bars[1].getTable(), 'bar')
        self.assertEqual(bars[1].getId(), 99)
        self.assertEqual(bars[1].getHeading(), 99)
        self.assertEqual(bars[1].getSignal(), 'Z')

        bars = TestDatabase.db.select(Bar(98))
        self.assertEqual(len(bars), 1)
        self.assertEqual(
                str(bars[0]), "bar : Keys {'id': 98} : Values {'heading': 98, 'speed': 2.3, 'signal': 'X'}")

        bars = TestDatabase.db.select(Bar.createAdhoc({'signal': 'Z'}))
        self.assertEqual(len(bars), 1)
        self.assertEqual(
                str(bars[0]), "bar : Keys {'id': 99} : Values {'heading': 99, 'speed': 2.4, 'signal': 'Z'}")
 def menuAgregarBar(self):
     print "Ingrese nombre del bar "
     nombre = raw_input()
     print "Ingrese direccion (Todas las palabras separadas por espacios) "
     direcc = raw_input()
     print "Ingrese cantidad de enchufes "
     enchuf = input()
     print "Ingrese Descripcion"
     desc = raw_input()
     wifi = self.ingresarWifi()
     self.listaDeBares.agregarBar(Bar(nombre, direcc, enchuf, desc, wifi))
     self.menuInicial()
Beispiel #27
0
    def readData(self):
        with open(self.filename, 'rb') as f:
            header = f.read(148)
            while 1:
                first = f.read(4)
                if not first:
                    break
                datetime = struct.unpack('I', first)[0]
                tmp = struct.unpack('ddddq', f.read(40))

                bar = Bar(datetime, tmp[0], tmp[1], tmp[2], tmp[3], tmp[4])
                self.data.append(bar)
Beispiel #28
0
    def _create_sprites(self, path):
        ''' Create all of the sprites we'll need '''
        self.smiley_graphic = svg_str_to_pixbuf(svg_from_file(
            os.path.join(path, 'images', 'smiley.svg')))

        self.frown_graphic = svg_str_to_pixbuf(svg_from_file(
            os.path.join(path, 'images', 'frown.svg')))

        self.blank_graphic = svg_str_to_pixbuf(
            svg_header(REWARD_HEIGHT, REWARD_HEIGHT, 1.0) +
            svg_rect(REWARD_HEIGHT, REWARD_HEIGHT, 5, 5, 0, 0,
                     'none', 'none') +
            svg_footer())

        self.ball = Ball(self._sprites,
                         os.path.join(path, 'images', 'soccerball.svg'))
        self._current_frame = 0

        self.bar = Bar(self._sprites, self.ball.width(), COLORS)
        self._current_bar = self.bar.get_bar(2)

        self.ball_y_max = self.bar.bar_y() - self.ball.height() + \
                          int(BAR_HEIGHT / 2.)
        self.ball.move_ball((int((self._width - self.ball.width()) / 2),
                             self.ball_y_max))

        self._backgrounds = {}
        width, height = self._calc_background_size()
        pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(path, 'images', 'grass_background.png'),
            width, height)
        if Gdk.Screen.height() > Gdk.Screen.width():
            pixbuf = self._crop_to_portrait(pixbuf)

        self._backgrounds['grass_background.png'] = pixbuf

        self._background = Sprite(self._sprites, 0, 0, pixbuf)
        self._background.set_layer(-100)
        self._background.type = 'background'
        self._current_bg = 'grass_background.png'
Beispiel #29
0
    def __init__(self, starting_point, angle):
        """
        Creates a set of bars
        :param starting_point: initial point where all begins
        :type starting_point: tuple of float
        :param angle: set of angles for each bar
        :type angle: numpy array
        """
        self.bars = []
        self.starting_point = starting_point

        for i in range(len(angle)):
            if i is 0:
                self.bars.append(
                    Bar(self.starting_point,
                        angle[i],
                        length=BAR_LENGTH / len(angle)))
            else:
                self.bars.append(
                    Bar(self.bars[i - 1].end_point,
                        angle[i],
                        length=BAR_LENGTH / len(angle)))
Beispiel #30
0
    def test_center_and_var2(self):
        chords = [
            Note.init_notes(['d1', 'e1']),
            Note.init_notes(['d1', 'f#1']),
            Note.init_notes(['d1', 'g#1']),
            Note.init_notes(['d1', 'a#1'])
        ]

        units = [Unit(chord, Fraction(1, 1)) for chord in chords]
        bar = Bar(key='C', time_signature='4/4', units=units)

        self.assertAlmostEqual(bar.center, 5.5, delta=self.ERROR)
        self.assertAlmostEqual(bar.var, 1.25, delta=self.ERROR)
Beispiel #31
0
 def __on_bar(self, data):
     bar = Bar()
     bar.set_pd(data)
     bar.set_symbol(self.__symbol)
     # 撮合限价单
     self.cross_limit_order(bar)
     # 推送给策略
     self.__strategy.on_bar(bar)
Beispiel #32
0
  def load_crap(self):
    # Loads all images, makes objects if applicable, adds any images and
    # rects to all_sprites{}
    # Now also loads all sounds at the very top!

    self.sounds = {'gasp' : self.load_sound('gasp.ogg'),\
        'ugh' : self.load_sound('ugh.ogg'),\
        'ow' : self.load_sound('ow.ogg'),\
        'ahh' : self.load_sound('ahh.ogg'),\
        'cry' : self.load_sound('cry.ogg'),\
        'whip' : self.load_sound('whip.ogg'),\
        'music' : self.load_sound('music1.ogg'),\
        'haha' : self.load_sound('haha.ogg')}
    self.sounds['music'].play(-1)

    self.all_sprites = {}

    self.bg_img = pygame.image.load(\
        path.join('data','background.png')).convert_alpha()

    playerimg=pygame.image.load(path.join('data', 'player.png')).convert_alpha()
    player_pos = [370,384] # Does not move?
    self.all_sprites['player'] = [playerimg,player_pos]

    self.master1 = Master('left', self.screen)
    self.master2 = Master('right', self.screen)
    self.all_sprites['master1'] = [self.master1.image, self.master1.rect]
    self.all_sprites['master2'] = [self.master2.image, self.master2.rect]

    big_bar = pygame.image.load(path.join('data','big_bar.png')).convert_alpha()
    big_bar_pos = (400-250, 500) # 500 bottom? 10 top? Edit background for bot
    self.all_sprites['big_bar'] = [big_bar, big_bar_pos]

    self.bar = Bar(self.sounds) # Moving bar
    self.all_sprites['moving_bar'] = [self.bar.image, self.bar.rect]

    self.timer = Timer() #Clock so player knows how long they've gone
    self.all_sprites['timer'] = [self.timer.image, self.timer.rect]

    manliness = pygame.image.load(\
        path.join('data','manliness.png')).convert_alpha()
    manliness1pos = (65, 1)
    manliness2pos = (100, 1)
    self.all_sprites['man1'] = [manliness, manliness1pos]
    self.all_sprites['man2'] = [manliness, manliness2pos]

    self.blood = Blood(self.screen, player_pos)
    self.all_sprites['blood'] = [self.blood.image, self.blood.rect]
Beispiel #33
0
    def __init__(self):

        pygame.init()

        self.screen = pygame.display.set_mode(
            (SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
        self.clock = pygame.time.Clock()

        # Game states
        self.paused = 0
        self.game_over = 0
        self.running = 1
        self.keep_drawing_ship = 1

        # Game objects
        self.ship = ship.Ship(
            self.screen, (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
        self.asteroids = []
        self.bullets = []

        # Scoreboard
        self.score = 0
        self.scoreboard = Scoreboard(self.screen)

        # Bullet Gauge
        self.bullet_gauge = BulletGauge(self.screen, 10, self.spawn_bullet)

        # Health bar
        self.health_bar = Bar(self.screen, self.ship.max_health,
                              [30, SCREEN_HEIGHT - 20,
                               80, 10],
                              RED, WHITE)
        # Game Over Text
        self.game_over_text = GameOverText(self.screen)
        self.reduce_game_over_text_alpha = Timer(
            100, self.game_over_text.reduce_alpha)

        # Asteroid spawning
        self.since_last_asteroid = 0
        self.new_asteroid_time = 1000

        # Levels
        self.level_gen = generate_levels()
        self.level = 1
        self.level_limit = next(self.level_gen)

        self.level_text = LevelText(self.screen)
Beispiel #34
0
class Game(object):

    def __init__(self):

        pygame.init()

        self.screen = pygame.display.set_mode(
            (SCREEN_WIDTH, SCREEN_HEIGHT), 0, 32)
        self.clock = pygame.time.Clock()

        # Game states
        self.paused = 0
        self.game_over = 0
        self.running = 1
        self.keep_drawing_ship = 1

        # Game objects
        self.ship = ship.Ship(
            self.screen, (SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))
        self.asteroids = []
        self.bullets = []

        # Scoreboard
        self.score = 0
        self.scoreboard = Scoreboard(self.screen)

        # Bullet Gauge
        self.bullet_gauge = BulletGauge(self.screen, 10, self.spawn_bullet)

        # Health bar
        self.health_bar = Bar(self.screen, self.ship.max_health,
                              [30, SCREEN_HEIGHT - 20,
                               80, 10],
                              RED, WHITE)
        # Game Over Text
        self.game_over_text = GameOverText(self.screen)
        self.reduce_game_over_text_alpha = Timer(
            100, self.game_over_text.reduce_alpha)

        # Asteroid spawning
        self.since_last_asteroid = 0
        self.new_asteroid_time = 1000

        # Levels
        self.level_gen = generate_levels()
        self.level = 1
        self.level_limit = next(self.level_gen)

        self.level_text = LevelText(self.screen)

    def run(self):

        while self.running:

            time_passed = self.clock.tick(60)

            # KEYBOARD INPUT
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.running = 0
                    break

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.running = 0
                        break
                    if event.key == pygame.K_SPACE:
                        if not self.paused and not self.game_over:
                            self.bullet_gauge.shoot()

                    if event.key == pygame.K_p:
                        self.paused = not self.paused

            if not self.paused and not self.game_over:
                self.update(time_passed)

            if self.game_over:
                self.update_game_over_sequence(time_passed)

            self.draw()

    def update(self, time_passed):
        # Send keyboard input
        self.ship.handleKeyevents(pygame.key.get_pressed())

        # Object updates
        self.ship.update(time_passed)

        for bullet in self.bullets:
            bullet.update(time_passed)

        for asteroid in self.asteroids:
            asteroid.update(time_passed, self.ship.pos)

        # Maintenance functions
        self.ship.keep_in_bounds()
        self.maintain_bullets()
        self.maintain_asteroids()

        # Collisions
        self.handle_collisions()

        # Update bullet gauge
        self.bullet_gauge.update(time_passed)

        # Update levels
        self.handle_levels()

        # Add asteroids
        self.spawn_asteroid(time_passed)

    def draw(self):
        self.screen.fill(BLACK)

        # Game HUD
        self.scoreboard.blitme(self.score)
        self.level_text.blitme(self.level)
        if not self.game_over:
            self.bullet_gauge.blitme()
            self.health_bar.blitme(self.ship.health)

        for bullet in self.bullets:
            bullet.blitme()

        for asteroid in self.asteroids:
            asteroid.blitme()

        if self.keep_drawing_ship:
            self.ship.blitme()

        # Game over sequence
        if self.game_over:
            self.explosion.blitme()
            self.game_over_text.blitme()

        pygame.display.flip()

    def maintain_bullets(self):
        for i, bullet in reverse_enumerate(self.bullets):
            if not bullet.in_bounds():
                self.bullets = self.bullets[:i] + self.bullets[i + 1:]

    def maintain_asteroids(self):
        for i, asteroid in reverse_enumerate(self.asteroids):
            if asteroid.time_alive > 1000.0 and not asteroid.in_bounds():
                self.asteroids = self.asteroids[:i] + self.asteroids[i + 1:]

    def handle_collisions(self):

        # Between bullets and asteroids
        for i, bullet in reverse_enumerate(self.bullets):
            for j, asteroid in reverse_enumerate(self.asteroids):
                if collisions.do_collide(bullet, asteroid):

                    self.bullets = self.bullets[:i] + self.bullets[i + 1:]
                    self.asteroids = self.asteroids[
                        :j] + self.asteroids[j + 1:]

                    self.score += 1
                    break

        if not self.ship.invincible:
            for i, asteroid in enumerate(self.asteroids):
                if collisions.do_collide(self.ship, asteroid):
                    self.ship_collision(i)
                    break  # Do not collide with anymore asteroids

    def ship_collision(self, asteroid_index):
        self.ship.health -= 1

        if self.ship.health == 0:
            self.game_over_sequence(asteroid_index)
        else:
            self.ship.make_invincible()

    def spawn_bullet(self):
        self.bullets.append(Bullet(
            self.screen, self.ship.pos, self.ship.dir))

    def handle_levels(self):

        # Check if we passed current level

        if self.score >= self.level_limit:
            self.level += 1
            self.level_limit = next(self.level_gen)

    def spawn_asteroid(self, time_passed):

        self.since_last_asteroid += time_passed

        if self.since_last_asteroid > self.new_asteroid_time:

            rand = random.randint(1, 25)

            if rand <= 1:
                self.asteroids.append(HomingAsteroid(self.screen))
            else:
                self.asteroids.append(Asteroid(self.screen))

            self.since_last_asteroid = 0.0

            # Randomize asteroid spawns and add difficulty
            # by making asteroid spawn faster
            self.new_asteroid_time = (
                random.randint(500, 600) - LEVEL_TIME_CONSTANT * self.level)

    def game_over_sequence(self, colliding_asteroid_index):
        """
        Sequence played when game is over.
        Leave only colliding asteroid, remove all bullets.
        Create ship explosion.
        Make ship stop displaying, but spawn ship animation.
        """
        self.game_over = 1

        time_per_frame = 200

        self.bullets = []
        self.asteroids = [self.asteroids[colliding_asteroid_index]]

        self.spawn_ship_explosion(time_per_frame)

        self.ship_timer = Timer(
            time_per_frame * 4, self.stop_drawing_ship, 1)

    def spawn_ship_explosion(self, ms_per_frame):

        explosion_images = [par_dir() + '/images/explosion%i.png' %
                            i for i in range(1, 11)]

        self.explosion = Animation(
            self.screen, self.ship.pos, explosion_images,
            ms_per_frame, ms_per_frame * 10)

    def stop_drawing_ship(self):
        self.keep_drawing_ship = 0

    def update_game_over_sequence(self, time_passed):
        self.explosion.update(time_passed)
        self.ship_timer.update(time_passed)
        self.reduce_game_over_text_alpha.update(time_passed)
Beispiel #35
0
from foo import Foo
from bar import Bar

if __name__ == '__main__':
    b = Bar()
    print b.get_font()
    f = Foo()
    print f.get_font()
    
    b.set_font('bar')
    print b.get_font()
    print f.get_font()
    pass
Beispiel #36
0
#!/usr/bin/python
# Author: Ellis Adigvom <*****@*****.**>
from bar import Bar
import time
import os
import widgets

PID_FILE = '/home/ellis/.bar_pid'

if __name__ == '__main__':
    bar = Bar()
    bar.foreground = 'black'
    bar.height = '25'
    bar.font = ['siji:size=8', 'ohsnap:size=8']
    bar.padding = '  '

    mpdwidget = widgets.MpdWidget()
    mpdwidget.background = 'dark_green'
    mpdwidget.icon = ''

    wifiwidget = widgets.WiFiWidget()
    wifiwidget.background = 'dark_blue'
    wifiwidget.icon = ''

    batterywidget = widgets.BatteryWidget()
    batterywidget.icon = ''
    batterywidget.hide_value = 80
    batterywidget.background = 'blue'

    clockwidget = widgets.ClockWidget()
    clockwidget.background = 'red'
Beispiel #37
0
	def yum(self):
	    bar = Bar()
	    return bar.mitzvah()
Beispiel #38
0
	def what_is_love(self,i_am):
	    bar = Bar()
	    return bar.give_me_some(i_am)
Beispiel #39
0
    def add_date_bars(self, x_values, y_values, name='', width=0.5, has_baseline=True, baseline_pos=0, 
                     color='', alpha=0.5, total_bars=1, twinx=False, first_last_left_blank=False, 
                     plus_minus_seperate_color=False, above_color='red', below_color='blue'):
                     
        self.alpha = float(alpha)
        
        if twinx:
            self.ax2 = self.ax.twinx()
        self.bar_count += 1    
        if len(x_values) > 1:
            date_interval = mpl.dates.date2num(x_values[1]) - mpl.dates.date2num(x_values[0]) 
        else:
            date_interval = 1
            first_last_left_blank = True
            
        bar_width = width * date_interval / total_bars

        x_values = [mpl.dates.date2num(i)-(date_interval * width/2) + (self.bar_count-1) * bar_width for i in x_values]
        bar = Bar(self, twinx)

        y_values = self.change_missing_value(y_values, [np.nan, 'nan', 'Nan'], 0)

        after_last_date_number =  x_values[-1] + date_interval
        x_values.append(after_last_date_number)
        y_values.append(0)
        
        if first_last_left_blank:
            first_data_minus_one_period = x_values[0] - date_interval
            x_values.insert(0, first_data_minus_one_period)
            y_values.insert(0, 0)


        if  plus_minus_seperate_color: 
            plus_bars = [i if i>baseline_pos else 0  for i in y_values]
            minus_bars = [i if i<baseline_pos else 0 for i in y_values]
            self.set_legend(False)
            bar.date_plotting(x_values, plus_bars, bar_width, name, color=above_color, alpha=float(alpha), twinx=twinx)
            bar.date_plotting(x_values, minus_bars, bar_width, name, color=below_color, alpha=float(alpha), twinx=twinx)
            self.now_color = ''
        else:
            if color == '':
                bar_color = self.ax._get_lines.color_cycle.next()
            else:
                bar_color = color
            self.now_color = bar_color    
            bars = bar.date_plotting(x_values, y_values, bar_width, name, color=bar_color, alpha=alpha, twinx=twinx)
            self.set_legend(True)            
            self._add_legends(bars, name)
            self.fig.subplots_adjust(left=0.05, right=0.88)

        no_zero_values = [i for i in y_values if i != 0]
        if len(no_zero_values) > 0:
            if max(np.nanmin(no_zero_values) ,np.nanmax(no_zero_values)) < 10:
                ax2_min =  np.nanmin(no_zero_values) -0.5
                ax2_max =  np.nanmax(no_zero_values) + 0.5 
            else: 
                ax2_min =  np.nanmin(no_zero_values) * 0.95
                ax2_max =  np.nanmax(no_zero_values) * 1.05                
        else:
            ax2_min = -0.5
            ax2_max = 0.5
            self.add_text(0.40, 0.7, 'no index data found!')
            
        self.max_value.append(ax2_max)
        self.min_value.append(ax2_min)
        
        if has_baseline:
            now_ax = getattr(self, 'ax2' if twinx else 'ax')
            now_ax.plot(x_values, [baseline_pos]*len(x_values), 'k-')      

            self.min_date = mpl.dates.num2date(x_values[0])
            self.max_date = mpl.dates.num2date(x_values[-1])
         
            self.set_xaxis_limit()
 
        if twinx:
            self.set_yaxis_limit(ax2_max, ax2_min,axis=self.ax2, auto=False)
Beispiel #40
0
class Game(Menu): # Need draw_text()

  def __init__(self, start=1):
    if start:
      pygame.init()

      environ['SDL_VIDEO_CENTERED'] = '1'
      self.scr_size = (800, 600)
      self.screen = pygame.display.set_mode(self.scr_size)
      pygame.display.set_caption('Chain Pain - By Jach')
    
    while 1:
      cont = self.load_menu()
      if cont == 'play':
        self.load_crap()
        self.play()
        break
      elif cont == 'time':
        self.high_time()
      elif cont == 'man':
        self.instructions()
      else:
        exit()

  def load_menu(self):
    m = Menu(self.screen)
    return m.load()

  def high_time(self): # Display highest time
    self.screen.fill( (0,0,0) ) # Kill menu
    best_time = BestTime(self.screen)

  def instructions(self):
    self.screen.fill( (0,0,0) ) # Kill menu
    manual = Man(self.screen)

  def play(self):

    self.screen.fill( (0,0,0) )
    self.clock = pygame.time.Clock()
    self.time_passed = 0
    self.manlinesses = 2 # Lives
    self.masters_allowed = 0 # To update
    self.time_since_whip = 0
    self.master_chosen = 0
    while 1:
      self.secs = self.clock.tick(FPS) / 1000.0
      self.time_passed += self.secs

      self.events()
      self.update_crap() # Updates, no more no less
      self.draw_crap() # Erases too
      self.collision_crap()

  def load_crap(self):
    # Loads all images, makes objects if applicable, adds any images and
    # rects to all_sprites{}
    # Now also loads all sounds at the very top!

    self.sounds = {'gasp' : self.load_sound('gasp.ogg'),\
        'ugh' : self.load_sound('ugh.ogg'),\
        'ow' : self.load_sound('ow.ogg'),\
        'ahh' : self.load_sound('ahh.ogg'),\
        'cry' : self.load_sound('cry.ogg'),\
        'whip' : self.load_sound('whip.ogg'),\
        'music' : self.load_sound('music1.ogg'),\
        'haha' : self.load_sound('haha.ogg')}
    self.sounds['music'].play(-1)

    self.all_sprites = {}

    self.bg_img = pygame.image.load(\
        path.join('data','background.png')).convert_alpha()

    playerimg=pygame.image.load(path.join('data', 'player.png')).convert_alpha()
    player_pos = [370,384] # Does not move?
    self.all_sprites['player'] = [playerimg,player_pos]

    self.master1 = Master('left', self.screen)
    self.master2 = Master('right', self.screen)
    self.all_sprites['master1'] = [self.master1.image, self.master1.rect]
    self.all_sprites['master2'] = [self.master2.image, self.master2.rect]

    big_bar = pygame.image.load(path.join('data','big_bar.png')).convert_alpha()
    big_bar_pos = (400-250, 500) # 500 bottom? 10 top? Edit background for bot
    self.all_sprites['big_bar'] = [big_bar, big_bar_pos]

    self.bar = Bar(self.sounds) # Moving bar
    self.all_sprites['moving_bar'] = [self.bar.image, self.bar.rect]

    self.timer = Timer() #Clock so player knows how long they've gone
    self.all_sprites['timer'] = [self.timer.image, self.timer.rect]

    manliness = pygame.image.load(\
        path.join('data','manliness.png')).convert_alpha()
    manliness1pos = (65, 1)
    manliness2pos = (100, 1)
    self.all_sprites['man1'] = [manliness, manliness1pos]
    self.all_sprites['man2'] = [manliness, manliness2pos]

    self.blood = Blood(self.screen, player_pos)
    self.all_sprites['blood'] = [self.blood.image, self.blood.rect]

  def draw_crap(self):
    # Erase everything first (yeah yeah optimization later)
    self.screen.blit(self.bg_img, (0,0) )
    for key in sorted(self.all_sprites):
      self.screen.blit(self.all_sprites[key][0], self.all_sprites[key][1])
    # Note: if I need something to blit on top of something else, give
    # it a z first letter or something.
    self.master1.chain.redraw_chain()
    self.master2.chain.redraw_chain()

    pygame.display.update()

  def update_crap(self):
    
    self.bar.update(self.secs) # Update bar
    self.all_sprites['moving_bar'][1] = self.bar.rect # Update rect

    self.timer.update(self.time_passed) # Update clock
    self.all_sprites['timer'][0] = self.timer.image # update image

    if not self.masters_allowed and randint(1, 70) == 1:
      self.masters_allowed = 1

    if self.masters_allowed and randint(1,5) == 1: # Rand used to slow down
      # Masters can update
      if not self.master_chosen:
        self.master_chosen = randint(1, 3)
      if self.master_chosen == 1:
        self.master1.update()
        self.all_sprites['master1'][0] = self.master1.image
      if self.master_chosen == 2:
        self.master2.update()
        self.all_sprites['master2'][0] = self.master2.image
      if self.master_chosen == 3:
        self.master1.update()
        self.master2.update()
        self.all_sprites['master1'][0] = self.master1.image
        self.all_sprites['master2'][0] = self.master2.image

      self.clock.tick(FPS)
      if self.master1.state == 0 and self.master2.state == 0: # Done animating
        self.masters_allowed = 0
        self.master_chosen = 0
        self.blood.image = self.blood.blank_image
        self.all_sprites['blood'][0] = self.blood.image
    else: # masters can't update, still need to draw chain
      pass

  def events(self):
    
    for event in pygame.event.get():

      if event.type == QUIT:
        exit()
      if event.type == KEYDOWN:
        if event.key == K_ESCAPE:
          exit()
        if event.key == K_LEFT:
          self.bar.push = -1
        if event.key == K_RIGHT:
          self.bar.push = 1

  def collision_crap(self):
    if self.bar.rect.x < 0: # Class bounds it
      self.manlinesses -= 1
      self.sounds['haha'].play()
      if self.manlinesses == 0:
        self.gameover()
      else:
        self.all_sprites.pop('man2')
        self.bar = Bar(self.sounds) # Moving bar
        self.all_sprites['moving_bar'] = [self.bar.image, self.bar.rect]
        self.bar.v_change = -20
        self.all_sprites['player'][0] = pygame.image.load(\
            path.join('data','deadplayer.png')).convert_alpha()

    # Whip on player?
    if self.master1.state == 3: # Final chain
      self.bar.v_change = 200
      self.sounds['whip'].play()
      self.bar.play_sound()
      self.time_since_whip = self.time_passed
    if self.master2.state == 3:
      self.bar.v_change = 200
      self.sounds['whip'].play()
      self.bar.play_sound()
    if self.master1.state == 3 and self.master2.state == 3:
      self.bar.v_change = 400
    if (self.master1.state == 0 or self.master2.state == 0) and \
        self.time_passed - self.time_since_whip >= 0.5:
      self.bar.v_change = 0
    if self.master1.state == 2 or self.master2.state == 2:
      self.blood.render_blood()
      self.all_sprites['blood'][0] = self.blood.image

  def load_sound(self, sound):
    file = pygame.mixer.Sound(path.join('data',sound))
    return file

  def gameover(self):

    for e in self.sounds.itervalues():
      e.stop()

    self.sounds['cry'].play()
    self.all_sprites['player'][0] = pygame.image.load(\
        path.join('data','superdeadplayer.png')).convert_alpha()
    self.draw_crap()
    pygame.display.update()
    pygame.time.wait(700) # wait half a sec so they can see their death

    self.screen.fill( (0,0,0) )
    # Grab time
    mins = '%02d' % (self.time_passed / 60)
    secs = '%02d' % (self.time_passed % 60)

    font = pygame.font.Font(path.join('data','cour.ttf'), 50)
    font2 = pygame.font.Font(path.join('data','digib.ttf'), 70)
    font.set_underline(1)
    self.draw_text('Final Time', font, (5,0), (255,255,255) )
    font.set_underline(0)
    self.draw_text(mins + ':' + secs, font2, (5, 100), (255,255,255) )

    # Check if it was a high score
    f = open(path.join('data', 'best_time.txt'), 'r')
    line = f.next().replace('\n', '').split(' ')[1].split(':')

    beaten = 0
    if int(line[0]) * 60 + int(line[1]) < int(self.time_passed):
      self.draw_text('Congrats!', font,\
          (5, 200), (255,255,255))
      self.draw_text('You beat the best time!', font, (5,300), (255,255,255))
      self.draw_text('Enter your initials:', font, (5,400), (255,255,255))
      f.close()
      beaten = 1

    pygame.display.update()

    if not beaten:
      while 1:
        self.clock.tick(10)
        for event in pygame.event.get():
          if event.type == QUIT:
            exit()
          if event.type == KEYDOWN:
            if event.key == K_ESCAPE or event.key == K_RETURN:
              self.screen.fill( (0,0,0) )
              pygame.display.update()
              self.__init__(0)
    else:
      self.enter_initials(mins, secs, font)

  def enter_initials(self, mins, secs, font):
    font.set_underline(1)

    letters = 0
    initials = ''
    pygame.event.clear()
    while 1:
      self.clock.tick(10)
      if letters > 2:
        break
      for event in pygame.event.get():
        if event.type == QUIT:
          exit()
        if event.type == KEYDOWN and letters < 3:
          letters += 1
          self.draw_text(event.unicode.upper(), font,\
              (letters * 50, 500), (255,255,255))
          initials += event.unicode.upper()
      
    f = open(path.join('data', 'best_time.txt'), 'w')
    f.write(initials + ' ' + mins + ':' + secs)
    f.close()
    self.screen.fill( (0,0,0) )
    pygame.display.update()
    self.__init__(0)
Beispiel #41
0
class Bounce():
    ''' The Bounce class is used to define the ball and the user
    interaction. '''

    def __init__(self, canvas, path, parent=None):
        ''' Initialize the canvas and set up the callbacks. '''
        self._activity = parent
        self._fraction = None
        self._path = path

        if parent is None:        # Starting from command line
            self._sugar = False
        else:                     # Starting from Sugar
            self._sugar = True

        self._canvas = canvas
        self._canvas.grab_focus()

        self._canvas.add_events(Gdk.EventMask.BUTTON_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.BUTTON_RELEASE_MASK)
        self._canvas.add_events(Gdk.EventMask.POINTER_MOTION_MASK)
        self._canvas.add_events(Gdk.EventMask.KEY_PRESS_MASK)
        self._canvas.add_events(Gdk.EventMask.KEY_RELEASE_MASK)
        self._canvas.connect('draw', self.__draw_cb)
        self._canvas.connect('button-press-event', self._button_press_cb)
        self._canvas.connect('button-release-event', self._button_release_cb)
        self._canvas.connect('key-press-event', self._keypress_cb)
        self._canvas.connect('key-release-event', self._keyrelease_cb)
        self._canvas.set_can_focus(True)
        self._canvas.grab_focus()

        self._sprites = Sprites(self._canvas)

        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        self._scale = Gdk.Screen.height() / 900.0

        self._timeout = None
        self.buddies = []  # used for sharing
        self._my_turn = False
        self.select_a_fraction = False

        self._easter_egg = int(uniform(1, 100))

        # Find paths to sound files
        self._path_to_success = os.path.join(path, LAUGH)
        self._path_to_failure = os.path.join(path, CRASH)
        self._path_to_bubbles = os.path.join(path, BUBBLES)

        self._create_sprites(path)

        self.mode = 'fractions'

        self._challenge = 0
        self._expert = False
        self._challenges = []
        for challenge in CHALLENGES[self._challenge]:
            self._challenges.append(challenge)
        self._fraction = 0.5  # the target of the current challenge
        self._label = '1/2'  # the label
        self.count = 0  # number of bounces played
        self._correct = 0  # number of correct answers
        self._press = None  # sprite under mouse click
        self._new_bounce = False
        self._n = 0
        self._accel_index = 0
        self._accel_flip = False
        self._accel_xy = [0, 0]
        self._guess_orientation()

        self._dx = 0.  # ball horizontal trajectory
        # acceleration (with dampening)
        self._ddy = (6.67 * self._height) / (STEPS * STEPS)
        self._dy = self._ddy * (1 - STEPS) / 2.  # initial step size

        if self._sugar:
            if _is_tablet_mode():
                self._activity.reset_label(
                    _('Click the ball to start. Rock the computer left '
                      'and right to move the ball.'))
            else:
                self._activity.reset_label(
                    _('Click the ball to start. Then use the arrow keys to '
                      'move the ball.'))

    def _accelerometer(self):
        return os.path.exists(ACCELEROMETER_DEVICE) and _is_tablet_mode()

    def configure_cb(self, event):
        self._width = Gdk.Screen.width()
        self._height = Gdk.Screen.height() - GRID_CELL_SIZE
        self._scale = Gdk.Screen.height() / 900.0

        # We need to resize the backgrounds
        width, height = self._calc_background_size()
        for bg in self._backgrounds.keys():
            if bg == 'custom':
                path = self._custom_dsobject.file_path
                pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                    path, width, height)
            else:
                pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                    os.path.join(self._path, 'images', bg),
                    width, height)
            if Gdk.Screen.height() > Gdk.Screen.width():
                pixbuf = self._crop_to_portrait(pixbuf)

            self._backgrounds[bg] = pixbuf

        self._background = Sprite(self._sprites, 0, 0,
                                  self._backgrounds[self._current_bg])
        self._background.set_layer(-100)
        self._background.type = 'background'

        # and resize and reposition the bars
        self.bar.resize_all()
        self.bar.show_bar(2)
        self._current_bar = self.bar.get_bar(2)

        # Calculate a new accerlation based on screen height.
        self._ddy = (6.67 * self._height) / (STEPS * STEPS)

        self._guess_orientation()

    def _create_sprites(self, path):
        ''' Create all of the sprites we'll need '''
        self.smiley_graphic = svg_str_to_pixbuf(svg_from_file(
            os.path.join(path, 'images', 'smiley.svg')))

        self.frown_graphic = svg_str_to_pixbuf(svg_from_file(
            os.path.join(path, 'images', 'frown.svg')))

        self.blank_graphic = svg_str_to_pixbuf(
            svg_header(REWARD_HEIGHT, REWARD_HEIGHT, 1.0) +
            svg_rect(REWARD_HEIGHT, REWARD_HEIGHT, 5, 5, 0, 0,
                     'none', 'none') +
            svg_footer())

        self.ball = Ball(self._sprites,
                         os.path.join(path, 'images', 'soccerball.svg'))
        self._current_frame = 0

        self.bar = Bar(self._sprites, self.ball.width(), COLORS)
        self._current_bar = self.bar.get_bar(2)

        self.ball_y_max = self.bar.bar_y() - self.ball.height() + \
                          int(BAR_HEIGHT / 2.)
        self.ball.move_ball((int((self._width - self.ball.width()) / 2),
                             self.ball_y_max))

        self._backgrounds = {}
        width, height = self._calc_background_size()
        pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            os.path.join(path, 'images', 'grass_background.png'),
            width, height)
        if Gdk.Screen.height() > Gdk.Screen.width():
            pixbuf = self._crop_to_portrait(pixbuf)

        self._backgrounds['grass_background.png'] = pixbuf

        self._background = Sprite(self._sprites, 0, 0, pixbuf)
        self._background.set_layer(-100)
        self._background.type = 'background'
        self._current_bg = 'grass_background.png'

    def _crop_to_portrait(self, pixbuf):
        tmp = GdkPixbuf.Pixbuf.new(0, True, 8, Gdk.Screen.width(),
                                   Gdk.Screen.height())
        x = int(Gdk.Screen.height() / 3)
        pixbuf.copy_area(x, 0, Gdk.Screen.width(), Gdk.Screen.height(),
                         tmp, 0, 0)
        return tmp

    def _calc_background_size(self):
        if Gdk.Screen.height() > Gdk.Screen.width():
            height = Gdk.Screen.height()
            return int(4 * height / 3), height
        else:
            width = Gdk.Screen.width()
            return width, int(3 * width / 4)

    def new_background_from_image(self, path, dsobject=None):
        if path is None:
            path = dsobject.file_path
        width, height = self._calc_background_size()
        pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
            path, width, height)

        if Gdk.Screen.height() > Gdk.Screen.width():
            pixbuf = self._crop_to_portrait(pixbuf)

        self._backgrounds['custom'] = pixbuf
        self.set_background('custom')
        self._custom_dsobject = dsobject
        self._current_bg = 'custom'

    def set_background(self, name):
        if not name in self._backgrounds:
            width, height = self._calc_background_size()
            pixbuf = GdkPixbuf.Pixbuf.new_from_file_at_size(
                os.path.join(self._path, 'images', name), width, height)
            if Gdk.Screen.height() > Gdk.Screen.width():
                pixbuf = self._crop_to_portrait(pixbuf)
            self._backgrounds[name] = pixbuf
        self._background.set_image(self._backgrounds[name])
        self.bar.mark.hide()
        self._current_bar.hide()
        self.ball.ball.hide()
        self.do_expose_event()
        self.ball.ball.set_layer(3)
        self._current_bar.set_layer(2)
        self.bar.mark.set_layer(1)
        self._current_bg = name

    def pause(self):
        ''' Pause play when visibility changes '''
        if self._timeout is not None:
            GObject.source_remove(self._timeout)
            self._timeout = None

    def we_are_sharing(self):
        ''' If there is more than one buddy, we are sharing. '''
        if len(self.buddies) > 1:
            return True

    def its_my_turn(self):
        ''' When sharing, it is your turn... '''
        GObject.timeout_add(1000, self._take_a_turn)

    def _take_a_turn(self):
        ''' On your turn, choose a fraction. '''
        self._my_turn = True
        self.select_a_fraction = True
        self._activity.set_player_on_toolbar(self._activity.nick)
        self._activity.reset_label(
            _("Click on the bar to choose a fraction."))

    def its_their_turn(self, nick):
        ''' When sharing, it is nick's turn... '''
        GObject.timeout_add(1000, self._wait_your_turn, nick)

    def _wait_your_turn(self, nick):
        ''' Wait for nick to choose a fraction. '''
        self._my_turn = False
        self._activity.set_player_on_toolbar(nick)
        self._activity.reset_label(
            _('Waiting for %(buddy)s') % {'buddy': nick})

    def play_a_fraction(self, fraction):
        ''' Play this fraction '''
        fraction_is_new = True
        for i, c in enumerate(self._challenges):
            if c[0] == fraction:
                fraction_is_new = False
                self._n = i
                break
        if fraction_is_new:
            self.add_fraction(fraction)
            self._n = len(self._challenges)
        self._choose_a_fraction()
        self._move_ball()

    def _button_press_cb(self, win, event):
        ''' Callback to handle the button presses '''
        win.grab_focus()
        x, y = map(int, event.get_coords())
        self._press = self._sprites.find_sprite((x, y))
        return True

    def _button_release_cb(self, win, event):
        ''' Callback to handle the button releases '''
        win.grab_focus()
        x, y = map(int, event.get_coords())
        if self._press is not None:
            if self.we_are_sharing():
                if self.select_a_fraction and self._press == self._current_bar:
                    # Find the fraction closest to the click
                    fraction = self._search_challenges(
                        (x - self.bar.bar_x()) / float(self.bar.width()))
                    self.select_a_fraction = False
                    self._activity.send_a_fraction(fraction)
                    self.play_a_fraction(fraction)
            else:
                if self._timeout is None and self._press == self.ball.ball:
                    self._choose_a_fraction()
                    self._move_ball()
        return True

    def _search_challenges(self, f):
        ''' Find the fraction which is closest to f in the list. '''
        dist = 1.
        closest = '1/2'
        for c in self._challenges:
            numden = c[0].split('/')
            delta = abs((float(numden[0]) / float(numden[1])) - f)
            if delta <= dist:
                dist = delta
                closest = c[0]
        return closest

    def _guess_orientation(self):
        if self._accelerometer():
            fh = open(ACCELEROMETER_DEVICE)
            string = fh.read()
            fh.close()
            xyz = string[1:-2].split(',')
            x = int(xyz[0])
            y = int(xyz[1])
            self._accel_xy = [x, y]
            if abs(x) > abs(y):
                self._accel_index = 1  # Portrait mode
                self._accel_flip = x > 0
            else:
                self._accel_index = 0  # Landscape mode
                self._accel_flip = y < 0

    def _move_ball(self):
        ''' Move the ball and test boundary conditions '''
        if self._new_bounce:
            self.bar.mark.move((0, self._height))  # hide the mark
            if not self.we_are_sharing():
                self._choose_a_fraction()
            self._new_bounce = False
            self._dy = self._ddy * (1 - STEPS) / 2  # initial step size

        if self._accelerometer():
            self._guess_orientation()
            self._dx = float(self._accel_xy[self._accel_index]) / 18.
            if self._accel_flip:
                self._dx *= -1

        if self.ball.ball_x() + self._dx > 0 and \
           self.ball.ball_x() + self._dx < self._width - self.ball.width():
            self.ball.move_ball_relative((int(self._dx), int(self._dy)))
        else:
            self.ball.move_ball_relative((0, int(self._dy)))

        # speed up ball in x while key is pressed
        self._dx *= DDX

        # accelerate in y
        self._dy += self._ddy

        # Calculate a new ball_y_max depending on the x position
        self.ball_y_max = self.bar.bar_y() - self.ball.height() + \
                          self._wedge_offset()

        if self.ball.ball_y() >= self.ball_y_max:
            # hit the bottom
            self.ball.move_ball((self.ball.ball_x(), self.ball_y_max))
            self._test()
            self._new_bounce = True

            if self.we_are_sharing():
                if self._my_turn:
                    # Let the next player know it is their turn.
                    i = (self.buddies.index(self._activity.nick) + 1) % \
                        len(self.buddies)
                    self.its_their_turn(self.buddies[i])
                    self._activity.send_event('', {"data": (self.buddies[i])})
            else:
                if not self.we_are_sharing() and self._easter_egg_test():
                    self._animate()
                else:
                    self._timeout = GObject.timeout_add(
                        max(STEP_PAUSE,
                            BOUNCE_PAUSE - self.count * STEP_PAUSE),
                        self._move_ball)
        else:
            self._timeout = GObject.timeout_add(STEP_PAUSE, self._move_ball)

    def _wedge_offset(self):
        return int(BAR_HEIGHT * (1 - (self.ball.ball_x() /
                                      float(self.bar.width()))))

    def _mark_offset(self, x):
        return int(BAR_HEIGHT * (1 - (x / float(self.bar.width())))) - 12

    def _animate(self):
        ''' A little Easter Egg just for fun. '''
        if self._new_bounce:
            self._dy = self._ddy * (1 - STEPS) / 2  # initial step size
            self._new_bounce = False
            self._current_frame = 0
            self._frame_counter = 0
            self.ball.move_frame(self._current_frame,
                                (self.ball.ball_x(), self.ball.ball_y()))
            self.ball.move_ball((self.ball.ball_x(), self._height))
            GObject.idle_add(play_audio_from_file, self, self._path_to_bubbles)

        if self._accelerometer():
            fh = open(ACCELEROMETER_DEVICE)
            string = fh.read()
            xyz = string[1:-2].split(',')
            self._dx = float(xyz[0]) / 18.
            fh.close()
        else:
            self._dx = uniform(-int(DX * self._scale), int(DX * self._scale))
        self.ball.move_frame_relative(
            self._current_frame, (int(self._dx), int(self._dy)))
        self._dy += self._ddy

        self._frame_counter += 1
        self._current_frame = self.ball.next_frame(self._frame_counter)

        if self.ball.frame_y(self._current_frame) >= self.ball_y_max:
            # hit the bottom
            self.ball.move_ball((self.ball.ball_x(), self.ball_y_max))
            self.ball.hide_frames()
            self._test(easter_egg=True)
            self._new_bounce = True
            self._timeout = GObject.timeout_add(BOUNCE_PAUSE, self._move_ball)
        else:
            GObject.timeout_add(STEP_PAUSE, self._animate)

    def add_fraction(self, string):
        ''' Add a new challenge; set bar to 2x demominator '''
        numden = string.split('/', 2)
        self._challenges.append([string, int(numden[1]), 0])

    def _get_new_fraction(self):
        ''' Select a new fraction challenge from the table '''
        if not self.we_are_sharing():
            n = int(uniform(0, len(self._challenges)))
        else:
            n = self._n
        fstr = self._challenges[n][0]
        if '/' in fstr:  # fraction
            numden = fstr.split('/', 2)
            fraction = float(numden[0].strip()) / float(numden[1].strip())
        elif '%' in fstr:  # percentage
            fraction = float(fstr.strip().strip('%').strip()) / 100.
        else:  # To do: add support for decimals (using locale)
            _logger.debug('Could not parse challenge (%s)', fstr)
            fstr = '1/2'
            fraction = 0.5
        return fraction, fstr, n

    def _choose_a_fraction(self):
        ''' choose a new fraction and set the corresponding bar '''
        # Don't repeat the same fraction twice in a row
        fraction, fstr, n = self._get_new_fraction()
        if not self.we_are_sharing():
            while fraction == self._fraction:
                fraction, fstr, n = self._get_new_fraction()

        self._fraction = fraction
        self._n = n
        if self.mode == 'percents':
            self._label = str(int(self._fraction * 100 + 0.5)) + '%'
        else:  # percentage
            self._label = fstr
        if self.mode == 'sectors':
            self.ball.new_ball_from_fraction(self._fraction)

        if not Gdk.Screen.width() < 1024:
            self._activity.reset_label(
                _('Bounce the ball to a position '
                  '%(fraction)s of the way from the left side of the bar.')
                % {'fraction': self._label})
        else:
            self._activity.reset_label(_('Bounce the ball to %(fraction)s')
                                       % {'fraction': self._label})

        self.ball.ball.set_label(self._label)

        self.bar.hide_bars()
        if self._expert:  # Show two-segment bar in expert mode
            nseg = 2
        else:
            if self.mode == 'percents':
                nseg = 10
            else:
                nseg = self._challenges[self._n][1]
        # generate new bar on demand
        self._current_bar = self.bar.get_bar(nseg)
        self.bar.show_bar(nseg)

    def _easter_egg_test(self):
        ''' Test to see if we show the Easter Egg '''
        delta = self.ball.width() / 8
        x = self.ball.ball_x() + self.ball.width() / 2
        f = self.bar.width() * self._easter_egg / 100.
        if x > f - delta and x < f + delta:
            return True
        else:
            return False

    def _test(self, easter_egg=False):
        ''' Test to see if we estimated correctly '''
        self._timeout = None

        if self._expert:
            delta = self.ball.width() / 6
        else:
            delta = self.ball.width() / 3

        x = self.ball.ball_x() + self.ball.width() / 2
        f = int(self._fraction * self.bar.width())
        self.bar.mark.move((int(f - self.bar.mark_width() / 2),
                            int(self.bar.bar_y() + self._mark_offset(f))))
        if self._challenges[self._n][2] == 0:  # label the column
            spr = Sprite(self._sprites, 0, 0, self.blank_graphic)
            spr.set_label(self._label)
            spr.move((int(self._n * 27), 0))
            spr.set_layer(-1)
        self._challenges[self._n][2] += 1
        if x > f - delta and x < f + delta:
            spr = Sprite(self._sprites, 0, 0, self.smiley_graphic)
            self._correct += 1
            GObject.idle_add(play_audio_from_file, self, self._path_to_success)
        else:
            spr = Sprite(self._sprites, 0, 0, self.frown_graphic)
            GObject.idle_add(play_audio_from_file, self, self._path_to_failure)

        spr.move((int(self._n * 27), int(self._challenges[self._n][2] * 27)))
        spr.set_layer(-1)

        # after enough correct answers, up the difficulty
        if self._correct == len(self._challenges) * 2:
            self._challenge += 1
            if self._challenge < len(CHALLENGES):
                for challenge in CHALLENGES[self._challenge]:
                    self._challenges.append(challenge)
            else:
                self._expert = True

        self.count += 1
        self._dx = 0.  # stop horizontal movement between bounces

    def _keypress_cb(self, area, event):
        ''' Keypress: moving the slides with the arrow keys '''
        k = Gdk.keyval_name(event.keyval)
        if k in ['KP_Page_Down', 'KP_Home', 'h', 'Left', 'KP_Left']:
            self._dx = -DX * self._scale
        elif k in ['KP_Page_Up', 'KP_End', 'l', 'Right', 'KP_Right']:
            self._dx = DX * self._scale
        elif k in ['Return']:
            self._choose_a_fraction()
            self._move_ball()
        else:
            self._dx = 0.
        if self._accel_flip:
            self._dx = -self._dx
        return True

    def _keyrelease_cb(self, area, event):
        ''' Keyrelease: stop horizontal movement '''
        self._dx = 0.
        return True

    def __draw_cb(self, canvas, cr):
        self._sprites.redraw_sprites(cr=cr)

    def do_expose_event(self, event=None):
        ''' Handle the expose-event by drawing '''
        # Restrict Cairo to the exposed area
        cr = self._activity.get_window().cairo_create()
        if event is None:
            cr.rectangle(0, 0, Gdk.Screen.width(), Gdk.Screen.height())
        else:
            cr.rectangle(event.area.x, event.area.y,
                         event.area.width, event.area.height)
        cr.clip()
        self._sprites.redraw_sprites(cr=cr)

    def _destroy_cb(self, win, event):
        ''' Callback to handle quit '''
        Gtk.main_quit()
Beispiel #42
0
def complete_implement(if_new, type, dir, true_folder_path):
    prompt = '>'
    operate_type = ''
    print "Type:" + type + ", as follows:"
    for temp in dir:
        print temp
    if if_new != '3':
        print "Choose operate type:"
        print "1: CNN+RF based on trained CNN model;"
        print "2: CNN+SVM based on trained CNN model;"
        print "3: Fine tune trained CNN network;"
        print "4: Draw RGB graphs;"
        operate_type = raw_input(prompt)
    elif if_new == '3':
        print "Compute OA,AA and Kappa on batched experiments."
        operate_type = '5'
    #选择类型
    #1 已有CNN模型,进行CNN+RF的实验
    #2 已有CNN模型,进行CNN+SVM的实验
    #3 对CNN进行训练微调
    #4 没有RGB图像,补充RGB图像
    #5 根据已有的实验结果计算OA、AA、Kappa系数等参数
    #operate_type = raw_input(prompt)

    trees = ''
    if operate_type == '1':
        print "Enter the number of trees you want to set in RF, if you want it to be a series trees, use - to express it, for example: if you want to do a series trees experiments among 1 to 20, enter 1-20. no space or other char between numbers."
        trees = raw_input(prompt) 

    if type == 'one':
        #执行一个逻辑
        complete_operate(operate_type = operate_type, folder_path = dir, trees = trees, neurons = neurons, neuronLayersCount = neuronLayersCount, maxpoolings = maxpoolings, fullLayers = fullLayers)

    else:
        #执行一组的逻辑
        neurons = ""
        neuronLayersCount = ""
        maxpoolings = ""
        fullLayers = ""
        data_set_name_in_configure = ""
        if os.path.exists(true_folder_path + '/network.conf'):
            print "Fetching configurations in the network.conf file...."
            cf = ConfigParser.ConfigParser()
            cf.read(true_folder_path + '/network.conf')
            data_set_name_in_configure = cf.get("cnn","dataset")
            print "data set is " + data_set_name_in_configure
            neurons = cf.get("cnn", "conv_neuron_count")
            neuronLayersCount = cf.get("cnn", "conv_layer_count")
            maxpoolings = cf.get("cnn", "maxpooling_size")
            fullLayers = cf.get("cnn", "fully_layers_count")
            print "the number of convolutional neurons is " + neurons
            print "the number of layers of each convolutional neuron operates is " + neuronLayersCount
            print "the number of numbers of each maxpooling kernel operates is  " + maxpoolings
            print "the number of neurons in full layer is " + fullLayers
        else:
            print "网络参数配置文件不存在,请手动输入:"
            print "Enter convolutional neurons in this network:"
            neurons = int(raw_input(prompt))
            print "Enter layers each convolutional neuron operates:"
            neuronLayersCount = int(raw_input(prompt))
            print "Enter maxpooling kernel size:"
            maxpoolings = int(raw_input(prompt))
            print "Enter fully layer neurons count:"
            fullLayers = int(raw_input(prompt))


        bar = Bar(total = len(dir)) 
        for folder in dir:
            bar.move()
            bar.log('Now processing ' + folder + '...')
            complete_operate(operate_type = operate_type, folder_path = folder, trees = trees, neurons = neurons, neuronLayersCount = neuronLayersCount, maxpoolings = maxpoolings, fullLayers = fullLayers)
        #完成后计算精度
        print "Now calculating the average accuracy of all results..."
        #遍历SumResults目录
        sum_results_folder = true_folder_path + '/SumResults'
        print "Results are saved in " + sum_results_folder + "."
        files = os.listdir(sum_results_folder)
#        print files
        sum_result_txt = open(sum_results_folder + '/results.txt','w')
        bar = Bar(total = len(files))
        for result_file in files:
            bar.move()
            bar.log('Now calcluating for ' + result_file + "...")
            file_whole = result_file
            file_name = result_file.split('.')[0]
            sum_result_txt.write(file_name + ":")
            OA = cal_oa(sum_results_folder + '/' + file_whole)
            kappa = cal_kappa(sum_results_folder + "/" + file_whole)
            sum_result_txt.write("\t\tOA:" + str(OA) + "\t\tkappa:" + str(kappa) + "\n")

        sum_result_txt.close()