def testCube(self): result = c.cube(3) expected = 27 self.assertEqual(result, expected) self.assertEqual( c.cube(3), 27 ) #these two assertEqual statements are equivalent. just different ways of writing the same test
def setup_game(): global gs gs.update() gs.snacks.clear() gs.snake1 = snake.snake(gs, 1) gs.snake1.setGS(gs) if gs.obstacles_on: for _ in range(5): gs.obstacles.append(cube.cube(gs, random_obstacle(), color=gs.color.grey)) gs.surface = pygame.display.set_mode((gs.width, gs.width + gs.banner_height)) if gs.mode == "race" or gs.mode == "melee": gs.snake2 = snake.snake(gs, 2) gs.snake2.setGS(gs) gs.scr = score.score(gs, True) else: gs.scr = score.score(gs, False) if gs.mode == "melee": gs.snake1.grow = True if gs.snake2: gs.snake2.grow = True if gs.borders_on: for x in range(gs.rows): for y in range(gs.rows): if x == 0 or y == 0 or y == gs.rows-1 or x == gs.rows-1: gs.obstacles.append(cube.cube(gs, (x,y), color=gs.color.grey)) if gs.mode != "melee": for i in range(gs.fruit_count): gs.snacks.append(cube.cube(gs, random_snack(), color=gs.color.green))
def main(): global rows, width, s, snack width = 500 rows = 20 win = pygame.display.set_mode((width, width)) s = snake((255, 0, 0), (10, 10)) snack = cube(randomSnack(rows, s), color=(0, 255, 0)) flag = True clock = pygame.time.Clock() while flag: pygame.time.delay(50) clock.tick(10) s.move() if s.body[0].pos == snack.pos: s.addCube() snack = cube(randomSnack(rows, s), color=(0, 255, 0)) for x in range(len(s.body)): if s.body[x].pos in list(map(lambda z: z.pos, s.body[x + 1:])): print('Score: ', len(s.body)) message_box('You Lost!', 'Play again...') s.reset((10, 10)) break redrawWindow(win)
def main(): global screen_size, rows, s, snack screen_size = 500 rows = 20 win = pygame.display.set_mode((screen_size, screen_size)) s = sn.snake((0, 255, 0), (10, 10)) snack = cb.cube(random_Snack(rows, s), color=(255, 0, 0)) clock = pygame.time.Clock() flag = True while flag: pygame.time.delay(50) clock.tick(10) s.move() if s.body[0].pos == snack.pos: s.add_Cube() snack = cb.cube(random_Snack(rows, s), color=(255, 0, 0)) for x in range(len(s.body)): if s.body[x].pos in list(map(lambda z: z.pos, s.body[x + 1:])): print('Score: ', len(s.body)) message_Box('Game Over', 'Play Again') s.reset((0, 255, 0), (10, 10)) flag = False break redraw_Window(win)
def display(): global globalTranslate global splinePoints1 global splinePoints2 global eye glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) loadGlobalCoord() glPushMatrix() glTranslatef(globalTranslate.x, globalTranslate.y, globalTranslate.z) drawCrossSections(splinePoints1) drawCatmullRomSections(splinePoints2) c1 = cube(xyz(-25, 10, 10), xyz(-25, 10, -10), xyz(-5, 10, -10), xyz(-5, 10, 10), xyz(-25, -10, 10), xyz(-25, -10, -10), xyz(-5, -10, -10), xyz(-5, -10, 10)) s1 = c1.getSortedSurfaces(eye) drawMaterialSurfaces(s1) c2 = cube(xyz(5, 10, 10), xyz(5, 10, -10), xyz(25, 10, -10), xyz(25, 10, 10), xyz(5, -10, 10), xyz(5, -10, -10), xyz(25, -10, -10), xyz(25, -10, 10)) s2 = c2.getSortedSurfaces(eye) drawTranslucentSurfaces(s2) glPopMatrix() lightOff() lightOn() glutSwapBuffers()
def main(): global gs, h_scr, seconds_left pygame.display.set_caption("PythonPythonGame") # ***** Main Loop ***** # main_loop = True while main_loop: while gs.on_menu: menu() while gs.on_settings: settings_menu() if gs.playing: setup_game() if gs.mode == "race": timer_thread = threading.Thread(target=timer, name="Countdown") seconds_left = 60 timer_thread.start() while gs.playing: redraw_window() if gs.snake1.move(gs): collision(True, 1) if gs.snake2 else collision(False, 1) reset_game() break if gs.snake2: if gs.snake2.move(gs): collision(True, 2) reset_game() break for snack in gs.snacks: if gs.snake1.body[0].pos == snack.pos: gs.snake1.addCube() gs.scr.add_score(1) gs.snacks.remove(snack) gs.snacks.append(cube.cube(gs, random_snack(), color=gs.color.green)) if gs.snake2 and gs.snake2.body[0].pos == snack.pos: gs.snake2.addCube() gs.scr.add_score(2) gs.snacks.remove(snack) gs.snacks.append(cube.cube(gs, random_snack(), color=gs.color.green)) if check_collision(): pygame.display.update() reset_game() break if gs.mode == "race" and seconds_left < 1: reset_game() break gs.clock.tick(10) d.close() pygame.quit() quit()
def test_stringstomoves(self): numcube = cube() #operations like F2,F3 tested ccwcube = cube() #operations like F' correct = cube() #manual rotation for checks #test basic string to list parsing teststring = "FRLFUDBF" moves = correct.string_to_movelist(teststring) for move, char in zip(moves, teststring): self.assertTrue(move == char) #this tests counter clockwise and triple rotation for all sides #(ccw and tripple rotation {ex F3 = F 3 times} are the same) for side in correct.sides: ccwmoves = ccwcube.string_to_movelist(side + "\'") nummoves = numcube.string_to_movelist(side + "3") ccwcube.do_moves(nummoves) numcube.do_moves(nummoves) correct.rotations[side]() #F3 is the same as F' correct.rotations[side]() correct.rotations[side]() #F3 == F F F == F' self.assertTrue(correct == numcube) self.assertTrue(correct == ccwcube) #revert all three back to solved correct.rotations[side]() ccwcube.rotations[side]() numcube.rotations[side]() self.assertTrue(correct == self.testcube) self.assertTrue(correct == numcube) #this tests double rotations (ex. F2 is F 2 times) for side in correct.sides: moves = numcube.string_to_movelist(side + "2") numcube.do_moves(moves) correct.rotations[side]() correct.rotations[side]() self.assertTrue(correct == numcube) #revert both back to solved correct.rotations[side]() correct.rotations[side]() numcube.do_moves(moves) self.assertTrue(correct == numcube) del numcube del correct del ccwcube
def test_stringstomoves(self): numcube = cube() #operations like F2,F3 tested ccwcube = cube() #operations like F' correct = cube() #manual rotation for checks #test basic string to list parsing teststring = "FRLFUDBF" moves = correct.string_to_movelist(teststring) for move,char in zip(moves,teststring): self.assertTrue(move == char) #this tests counter clockwise and triple rotation for all sides #(ccw and tripple rotation {ex F3 = F 3 times} are the same) for side in correct.sides: ccwmoves = ccwcube.string_to_movelist(side+"\'") nummoves = numcube.string_to_movelist(side+"3") ccwcube.do_moves(nummoves) numcube.do_moves(nummoves) correct.rotations[side]() #F3 is the same as F' correct.rotations[side]() correct.rotations[side]() #F3 == F F F == F' self.assertTrue(correct == numcube) self.assertTrue(correct == ccwcube) #revert all three back to solved correct.rotations[side]() ccwcube.rotations[side]() numcube.rotations[side]() self.assertTrue(correct == self.testcube) self.assertTrue(correct == numcube) #this tests double rotations (ex. F2 is F 2 times) for side in correct.sides: moves = numcube.string_to_movelist(side+"2") numcube.do_moves(moves) correct.rotations[side]() correct.rotations[side]() self.assertTrue(correct == numcube) #revert both back to solved correct.rotations[side]() correct.rotations[side]() numcube.do_moves(moves) self.assertTrue(correct == numcube) del numcube del correct del ccwcube
def add_cube(self): tail = self.body[-1] dx, dy = tail.dirnx, tail.dirny if dx == 1 and dy == 0: self.body.append(cube((tail.pos[0] - 1, tail.pos[1]))) elif dx == -1 and dy == 0: self.body.append(cube((tail.pos[0] + 1, tail.pos[1]))) elif dx == 0 and dy == 1: self.body.append(cube((tail.pos[0], tail.pos[1] - 1))) elif dx == 0 and dy == -1: self.body.append(cube((tail.pos[0], tail.pos[1] + 1))) self.body[-1].dirnx = dx self.body[-1].dirny = dy
def reset(self, color, pos): self.head = cb.cube(pos, color=color) self.body = [] self.body.append(self.head) self.turns = {} self.dirx = 1 self.diry = 0
def create_targets(): targets = [] for _ in range(30): targets.append(cube(texture1)) cordZ = -7 cordX = -9 for i in range(0,10): targets[i].add_to_x(cordX) targets[i].add_to_y(0) targets[i].add_to_z(cordZ) cordX += 2 cordX = -9 for i in range(10,20): targets[i].add_to_x(cordX) targets[i].add_to_y(2) targets[i].add_to_z(cordZ) cordX += 2 cordX = -9 for i in range(20,30): targets[i].add_to_x(cordX) targets[i].add_to_y(4) targets[i].add_to_z(cordZ) cordX += 2 return targets
def reset(self): self.head = cube.cube(self.gs, self.start_pos, color=self.color) self.body = [] self.body.append(self.head) self.turns = {} self.dirnx = 1 self.dirny = 0
def __init__(self, color, pos): self.color = color self.head = cube(pos) self.body.append(self.head) self.dirnx = 0 self.dirny = 1 self.visited.append(pos)
def reset(self, pos): self.head = cube(pos) self.body = [] self.body.append(self.head) self.turns = {} self.dirnx = 0 self.dirny = 1
def __init__(self, color, pos): #pos is given as coordinates on the grid ex (1,5) self.color = color self.head = cube(pos) self.body.append(self.head) self.dirnx = 0 self.dirny = 1
def setUp(self): self.testcube = solver() self.solved = cube() self.strings = ["FRLUULRFFBLF","FBFRRBLF","UULLFBLUURRDDBDRDLLFBBB", "DBLURFBLURUDDDBFRLLRUFFB","BRBULFFUDDUBRBURLDUBLDRU", "BFRDUFRLURFBDURBFLRUULRDBFLRUFBRLDUFRDDRFBLDUFBDRLUBF", "UBRDULRUDRURBFURDBFRDLUBFRLUDBFRDUBFRLUDBFRURDFBURLBF"]
def main(): n = int(input("\n\tNumber to calculate firts n-Cubes: ")) # cube ( n ): Return the _sum of the first 'n' cubes, the computational time # of the algorithm and a list of the sum of nth cubes. _sum, count, cubelist = cube(n) print("\n\tThe sum of the first ", n, " cubes is: C ( ", n, " ) = ", _sum, "\n") graph(_sum, count, cubelist, n)
def setUp(self): self.testcube = solver() self.solved = cube() self.strings = [ "FRLUULRFFBLF", "FBFRRBLF", "UULLFBLUURRDDBDRDLLFBBB", "DBLURFBLURUDDDBFRLLRUFFB", "BRBULFFUDDUBRBURLDUBLDRU", "BFRDUFRLURFBDURBFLRUULRDBFLRUFBRLDUFRDDRFBLDUFBDRLUBF", "UBRDULRUDRURBFURDBFRDLUBFRLUDBFRDUBFRLUDBFRURDFBURLBF" ]
def reset(self, pos): ''' reset the snake :param pos: tuple(int, int) :return: None ''' self.body.clear() self.turn_pos.clear() self.body.append(cube(pos))
def test_do_moves(self): manual = cube() #manual moves for comparison self.testcube.do_moves(['F', 'F', 'R', 'L']) manual.F() manual.F() manual.R() manual.L() self.assertTrue(manual == self.testcube) del manual
def test_do_moves(self): manual = cube() #manual moves for comparison self.testcube.do_moves(['F','F','R','L']) manual.F() manual.F() manual.R() manual.L() self.assertTrue(manual == self.testcube) del manual
def add_Cube(self): tail = self.body[-1] x, y = tail.dirx, tail.diry if x == 1 and y == 0: self.body.append( cb.cube((tail.pos[0] - 1, tail.pos[1]), color=self.color)) elif x == -1 and y == 0: self.body.append( cb.cube((tail.pos[0] + 1, tail.pos[1]), color=self.color)) elif x == 0 and y == 1: self.body.append( cb.cube((tail.pos[0], tail.pos[1] - 1), color=self.color)) elif x == 0 and y == -1: self.body.append( cb.cube((tail.pos[0], tail.pos[1] + 1), color=self.color)) self.body[-1].dirx = x self.body[-1].diry = y
def main(): if square(50) != 50**2: print("Square function does not work") if cube(50) != 50**3: print("Cube function does not work") numbers = [1, 2, 3, 4, 5] if sum(numbers) != 15: print("Sum function does not work")
def main(): parameters = [] n = int(input("\n\tNumber to calculate firts n-Cubes: ")) # cube ( n ): Return a list of tuples with the sum of the numbers to the # power '3' and the Computational Time of the Algorithm [ ( C ( n ), T ( n ) ) ]. for i in range(1, n + 1): parameters.append(cube(i, 0)) print("\n\tCubesum ( ", n, " ): ", parameters[len(parameters) - 1][0], "\n") graph(parameters[len(parameters) - 1], parameters, n)
def main(argv): global width, rows, s, snack, scores width = 500 scores = [] rows = 20 win = pygame.display.set_mode((width, width)) s = snake((255, 0, 0), (10, 10)) snack = cube(randomSnack(rows, s), color=(0, 255, 0)) flag = True redrawWindow(win) clock = pygame.time.Clock() count = 0 while flag and count < 50: pygame.time.delay(10) clock.tick(10) s.move_with_mode(argv[0], snack) if s.body[0].pos == snack.pos: s.add_cube() snack = cube(randomSnack(rows, s), color=(0, 255, 0)) # Lose from collision with wall if ((s.body[0].pos[0] == -1) or (s.body[0].pos[0] == rows) or (s.body[0].pos[1] == -1) or (s.body[0].pos[1] == rows)): game_over(s, argv) count = count + 1 # Lose by collision with body for x in range(len(s.body)): if s.body[x].pos in list(map(lambda z: z.pos, s.body[x + 1:])): game_over(s, argv) count = count + 1 break redrawWindow(win) # Save Score results to an outfile with open( argv[0] + datetime.datetime.today().strftime('%d-%m-%Y') + '.txt', 'w') as f: for listitem in scores: f.write('%s\n' % listitem)
def main(args): a = 1 b = 6 c = 9 x = args.x print("Lets compute the polynomial of %d*x^3 + %d*x^2 + %d*x" % (a, b, c)) result = sum([a * cube(x), b * square(x), c * x]) print("The result is %d" % result) true_result = a * x**3 + b * x**2 + c * x if true_result == result: print("Success class complete!") else: print("Woops. Try again")
def addCube(self): ''' add a cube when a snack is eaten :return: None ''' last_cube = self.body[-1] last_pos = last_cube.pos if last_cube.dir_x == 1: newcube_pos = (last_pos[0] - 1, last_pos[1]) newcube = cube(newcube_pos, last_cube.dir_x, last_cube.dir_y) self.body.append(newcube) elif last_cube.dir_x == -1: newcube_pos = (last_pos[0] + 1, last_pos[1]) newcube = cube(newcube_pos, last_cube.dir_x, last_cube.dir_y) self.body.append(newcube) elif last_cube.dir_y == 1: newcube_pos = (last_pos[0], last_pos[1] - 1) newcube = cube(newcube_pos, last_cube.dir_x, last_cube.dir_y) self.body.append(newcube) elif last_cube.dir_y == -1: newcube_pos = (last_pos[0], last_pos[1] + 1) newcube = cube(newcube_pos, last_cube.dir_x, last_cube.dir_y) self.body.append(newcube)
def fuzzOrder(): c = cube() orders = set([]) acts = {} for length in range(7): for actions in itertools.product("UDLRFB", repeat=length): actions = "".join(actions) order = c.order(actions) orders.add(order) res = fun(order) acts[res] = actions print(acts) return orders
def addCube(self): tail = self.body[-1] dx, dy = tail.dirnx, tail.dirny if dx == 1 and dy == 0: self.body.append( cube.cube(self.gs, (tail.pos[0] - 1, tail.pos[1]), color=self.color)) elif dx == -1 and dy == 0: self.body.append( cube.cube(self.gs, (tail.pos[0] + 1, tail.pos[1]), color=self.color)) elif dx == 0 and dy == 1: self.body.append( cube.cube(self.gs, (tail.pos[0], tail.pos[1] - 1), color=self.color)) elif dx == 0 and dy == -1: self.body.append( cube.cube(self.gs, (tail.pos[0], tail.pos[1] + 1), color=self.color)) self.body[-1].dirnx = dx self.body[-1].dirny = dy
def __init__(self, gs, player): self.gs = gs self.player = player self.color = gs.s_colors[self.player - 1] self.start_pos = gs.s_starts[player - 1] self.width = gs.width self.rows = gs.rows self.grow = False self.head = cube.cube(self.gs, self.start_pos, color=self.color) self.body = [] self.body.append(self.head) self.turns = {} self.dirnx = 1 self.dirny = 0
def test_rotations(self): solved = cube() #solved cube for comparisons #each rotation is a different rotation function (F,R,L,etc) for rotation in self.testcube.rotations.itervalues(): rotation() self.assertTrue(not self.testcube == solved) rotation() rotation() rotation() self.assertTrue(self.testcube == solved) #3-cycle: doing this move sequence 3 times brings cube back to solved self.cycle1() self.assertFalse(self.testcube == solved) self.cycle1() self.assertFalse(self.testcube == solved) self.cycle1() self.assertTrue(self.testcube == solved) del solved
def test_2(self): assert cube.cube(2) == 8
# Glut init # -------------------------------------- glut.glutInit(sys.argv) glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA | glut.GLUT_DEPTH) glut.glutCreateWindow("Textured Cube") glut.glutReshapeWindow(512, 512) glut.glutReshapeFunc(reshape) glut.glutKeyboardFunc(keyboard) glut.glutDisplayFunc(display) glut.glutTimerFunc(1000 / 60, timer, 60) # Build cube data # -------------------------------------- vertices, indices, _ = cube() vertices = VertexBuffer(vertices) indices = IndexBuffer(indices) # Build program # -------------------------------------- program = Program(vertex, fragment) program.bind(vertices) program["u_texture"] = np.load("crate.npy") program["u_texture"].interpolation = gl.GL_LINEAR # Build view, model, projection & normal # -------------------------------------- view = np.eye(4, dtype=np.float32) model = np.eye(4, dtype=np.float32) projection = np.eye(4, dtype=np.float32)
def test_1(self): self.assertEqual(cube.cube(1), 1)
from cube import cube from solver import solver cb = solver() done = False while not done: ms = raw_input("Scramble String: ") ms = ms.upper() done = True for c in ms: done = done and ((c in cb.sides) or (c in ["2", "3"]) or (c == "'")) if not done: print "You used an invalid character" cb.do_string(ms) cb.solve() disp = cube() disp.do_string(ms) print "Initial cube state:" disp.print_cube() for step in cb.solmoves: raw_input("next move is: " + step) disp.do_string(step) disp.print_cube()
def test_0(self): assert cube.cube(0) == 0
#!/usr/bin/env python from cube import cube c = cube(3, 4, 5, debug = True) print "Created cube." print "Cube volume is", c.volume c.width = 10 c.height = 10 c.depth = 10 print "Updated cube." print "Cube volume is", c.volume print "Cube volume is still", c.volume print "Cube volume is still", c.volume
def test_exception_str(self): with pytest.raises(TypeError): cube.cube('x')
def cubeToString(cube): order = "ULFRBD" colors_string = "" for face in list(order): for i in xrange(0, 3): colors_string += ''.join([list(ids.keys())[list(ids.values()).index(x)] for x in c.cube[face].struc[i]]) return colors_string moves = generateMoves() faces = generateFaces() print "*" * 52 print "BE SURE TO WRITE THIS DOWN INCASE YOU LOSE YOUR CUBE" print "*" * 52, "\n" print "Color (Facing): %s" % faces[0] print "Color (Right): %s" % faces[1] print "Generated Moves: %s" % moves colors = [faces[0][0], opposites[faces[0][0]], opposites[faces[1][0]], faces[1][0], tops[faces[0][0] + faces[1][0]], opposites[tops[faces[0][0] + faces[1][0]]]] colors = [ids[color] for color in colors] c = cube(colors) c = doMoves(c, moves) print c.strCube() colors_string = cubeToString(c) print "Passphrase: %s" % colors_string print "Secret Exp: %s" % sha256(colors_string, mode="colors") print "Passphrase: %s" % colorToNumbers(colors_string) print "Secret Exp: %s" % sha256(colors_string, mode="numbers")
# Glut init # -------------------------------------- glut.glutInit(sys.argv) glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA | glut.GLUT_DEPTH) glut.glutCreateWindow('Colored Cube') glut.glutReshapeWindow(512,512) glut.glutReshapeFunc(reshape) glut.glutKeyboardFunc(keyboard ) glut.glutDisplayFunc(display) glut.glutTimerFunc(1000/60, timer, 60) # Build cube data # -------------------------------------- vertices, filled, outline = cube() vertices = VertexBuffer(vertices) filled = IndexBuffer(filled) outline = IndexBuffer(outline) # Build program # -------------------------------------- program = Program(vertex, fragment) program.bind(vertices) # Build view, model, projection & normal # -------------------------------------- view = np.eye(4,dtype=np.float32) model = np.eye(4,dtype=np.float32) projection = np.eye(4,dtype=np.float32) translate(view, 0,0,-5)
def mdx_cube(self): """ Return a MDX parser of the from clause of a MDX query """ mdx = Word(alphas+'_') mdx.setParseAction(lambda s,a,toks: cube.cube(toks[0])) return mdx
def test_1(self): assert cube.cube(1) == 1
def test_no_arguments(self): with pytest.raises(TypeError): cube.cube()
from cube import cube print(cube(10))
def test_3(self): self.assertEqual(cube.cube(3), 27)
def show_cube(): cube.cube()
def test_3(self): assert cube.cube(3) == 27
def test_2(self): self.assertEqual(cube.cube(2), 8)
def test_exception_str(self): with self.assertRaises(TypeError): cube.cube('x')
def test_no_arguments(self): with self.assertRaises(TypeError): cube.cube()
def setUp(self): self.testcube = cube()
def test_0(self): self.assertEqual(cube.cube(0), 0)
def test_cube(n, expected): assert cube.cube(n) == expected
import cube print(cube.cube(int(input("insert number: "))))
# Glut init # -------------------------------------- glut.glutInit(sys.argv) glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA | glut.GLUT_DEPTH) glut.glutCreateWindow('Lighted Cube') glut.glutReshapeWindow(512,512) glut.glutReshapeFunc(reshape) glut.glutKeyboardFunc(keyboard ) glut.glutDisplayFunc(display) glut.glutTimerFunc(1000/60, timer, 60) # Build cube data # -------------------------------------- V,F,O = cube() vertices = VertexBuffer(V) faces = IndexBuffer(F) outline = IndexBuffer(O) # Build view, model, projection & normal # -------------------------------------- view = np.eye(4,dtype=np.float32) model = np.eye(4,dtype=np.float32) projection = np.eye(4,dtype=np.float32) translate(view, 0,0,-5) normal = np.array(np.matrix(np.dot(view,model)).I.T) # Build program # -------------------------------------- program = Program(vertex, fragment)