def on_init(self): #create display and set display attr pygame.display.init() self.display = pygame.display.set_mode(v.menu_size, 0, 32) pygame.display.set_caption("Einstellungen") self.display.fill((50, 50, 200)) #create buttons and draw them self.buttons = self.create_buttons() for button0 in self.buttons.values(): button0.draw_button() pt.Painter().write_text(self.display, "Settings", 50, (255, 255, 255), (v.menu_x_size * 0.42, v.menu_y_size * 0.05)) pt.Painter().write_text(self.display, "music:", 25, (255, 255, 255), (v.menu_x_size * 0.1, v.menu_y_size * 0.25)) pt.Painter().write_text(self.display, "sound:", 25, (255, 255, 255), (v.menu_x_size * 0.5, v.menu_y_size * 0.25)) pt.Painter().write_text(self.display, "version:", 25, (255, 255, 255), (v.menu_x_size * 0.1, v.menu_y_size * 0.5)) pt.Painter().write_text(self.display, "mode:", 25, (255, 255, 255), (v.menu_x_size * 0.5, v.menu_y_size * 0.5)) pt.Painter().write_text(self.display, "resolution:", 25, (255, 255, 255), (v.menu_x_size * 0.35, v.menu_y_size * 0.75)) pygame.display.update()
def part_one(args, input_lines): "Process part one of the puzzle" # 1. Create the painter signer = painter.Painter(text=input_lines[0]) # 2. Get the maximum of the amplifiers without feedback halted = signer.run(watch=args.verbose) if halted != intcode.STOP_HLT: print("painter stopped unexpectively, reason = %d" % (halted)) solution = None else: solution = signer.at_least_once() print("%d panels painted at least once" % (solution)) # 3. Return result return solution is not None
parser = argparse.ArgumentParser(description=u'Fast Neural Style server.') parser.add_argument(u'--main_npy_path', u'-mnp', default=u'n_style.npy', help=u'directory to trained feed forward network.') parser.add_argument(u'--style_npy_paths', u'-snp', default=[], nargs='+', help=u'directory to trained feed forward network.') parser.add_argument(u'--save_npy_path', default=u'n_style_combined.npy', help=u'directory to trained feed forward network.') args = parser.parse_args() p = painter.Painter(num_styles=args.num_styles, save_dir=args.save_dir) main_npy = np.load(args.main_npy_path).item() style_npys = [ np.load(style_npy_path).item() for style_npy_path in args.style_npy_path ] num_styles = len(style_npys) variable_names = main_npy.keys() for var_name in variable_names: if var_name.endswith("scale") or var_name.endswith( "shift") or var_name == "input_style_placeholder": additional_vars = [] for i in range(num_styles):
def __init__(self): self.running = False self.game = game.HvsH_Game(v.window_size) self.painter = painter.Painter(self.game)
max_value = df[str1].max() if max_value < df[str2].max(): max_value = df[str2].max() return min_value, max_value min_x, max_x = get_min_max_value(name_list[0], name_list[2]) min_y, max_y = get_min_max_value(name_list[1], name_list[3]) image_size_x = int((max_x - min_x) / resolution + margin) image_size_y = int((max_y - min_y) / resolution + margin) image_str = "P2\n" + str(image_size_x) + " " + str(image_size_y) + "\n255\n" img = np.zeros((image_size_y, image_size_x)) p = painter.Painter() for i in range(df[name_list[0]].size): a_x = (df[name_list[0]][i] - min_x) / resolution + margin / 2 a_y = (df[name_list[1]][i] - min_y) / resolution + margin / 2 b_x = (df[name_list[2]][i] - min_x) / resolution + margin / 2 b_y = (df[name_list[3]][i] - min_y) / resolution + margin / 2 img = p.paint_segment(img, a_x, a_y, b_x, b_y, wall_parameter) for i in range(img.shape[0] - 1, -1, -1): for j in range(img.shape[1]): image_str += str(int((1 - img[i][j]) * 255)) + "\n" with open(generated_file_path + image_name, mode='w') as f: f.write(image_str)
def set_attributes(self): if self.surface is not None: #create following attributes, when surface is set self.surfaces = { "surface_full": self.surface, "surface_board": self.surface.subsurface( pygame.Rect(0.1 * self.surface.get_width(), 0, 0.8 * self.surface.get_width(), 0.95 * self.surface.get_height())), "surface_stones": { "white": self.surface.subsurface( pygame.Rect(0, 0, 0.1 * self.surface.get_width(), 0.95 * self.surface.get_height())), "black": self.surface.subsurface( pygame.Rect(0.9 * self.surface.get_width(), 0, 0.1 * self.surface.get_width(), 0.95 * self.surface.get_height())) }, "surface_text": { "white": self.surface.subsurface( pygame.Rect(0, 0.95 * self.surface.get_height(), 0.5 * self.surface.get_width(), 0.05 * self.surface.get_height())), "black": self.surface.subsurface( pygame.Rect(0.5 * self.surface.get_width(), 0.95 * self.surface.get_height(), 0.5 * self.surface.get_width(), 0.05 * self.surface.get_height())) }, "surface_menu": self.surface.subsurface( pygame.Rect(1 / 3 * self.surface.get_width(), 1 / 3 * self.surface.get_height(), 1 / 3 * self.surface.get_width(), 1 / 3 * self.surface.get_height())) } #the following building of backgrounds takes very long, as tickled color backgrounds are live calculated (random ect, see in backgrounds) # self.backgrounds = {self.surfaces["surface_board"]: bg.tickled_color(self.surfaces["surface_board"], c.background_color2, c.background_color3), # self.surfaces["surface_stones"]["white"]: bg.standard_color(self.surfaces["surface_stones"]["white"], c.background_side_stones), # self.surfaces["surface_stones"]["black"]: bg.standard_color(self.surfaces["surface_stones"]["black"], c.background_side_stones), # self.surfaces["surface_text"]["white"]: bg.standard_color(self.surfaces["surface_text"]["white"], c.background_text_box), # self.surfaces["surface_text"]["black"]: bg.standard_color(self.surfaces["surface_text"]["black"], c.background_text_box)} self.backgrounds = None self.painter = painter.Painter(self.backgrounds) self.board = board.Board(self.board_size, self.surfaces) self.locator = locator.Locator(self.board, 100) self.buttons = self.create_buttons() #create sound_maker, players and interactor according to settings self.sound_maker = sm.sound_maker(sound=self.settings["sound"], music=self.settings["music"]) if self.settings["mode"] == "hvsh": if self.settings["version"] == "basic": self.players = { "white": plh.Human_Player("white", self.surfaces), "black": plh.Human_Player("black", self.surfaces) } self.interactor = interactor.Interactor( self.painter, cal_ex.Calculator_Extended(self.locator, self.players), self.turn, self.buttons, self.sound_maker) elif self.settings["version"] == "extended": self.players = { "white": ple.Human_Player_Extended("white", self.surfaces), "black": ple.Human_Player_Extended("black", self.surfaces) } self.interactor = interactor.Interactor( self.painter, cal_ex.Calculator_Extended(self.locator, self.players), self.turn, self.buttons, self.sound_maker) elif self.settings["mode"] == "hvsc": if self.settings["version"] == "basic": self.players = { "white": plh.Human_Player("white", self.surfaces), "black": plc.Computer_Player("black", self.surfaces) } self.com_action = ca.Computer_Action( self.locator, self.players) self.calculator = cal_ex.Calculator_Extended( self.locator, self.players) self.interactor = interactor.Interactor( self.painter, self.calculator, self.turn, self.buttons, self.sound_maker) elif self.settings["version"] == "extended": self.players = { "white": ple.Human_Player_Extended("white", self.surfaces), "black": plc.Computer_Player_Extended("black", self.surfaces) } self.com_action = ca.Computer_Action( self.locator, self.players) self.calculator = cal_ex.Calculator_Extended( self.locator, self.players) self.interactor = interactor.Interactor( self.painter, self.calculator, self.turn, self.buttons, self.sound_maker) elif self.settings["mode"] == "cvsc": if self.settings["version"] == "basic": self.players = { "white": plc.Computer_Player("white", self.surfaces), "black": plc.Computer_Player("black", self.surfaces) } self.calculator = cal_ex.Calculator_Extended( self.locator, self.players) self.interactor = interactor.Interactor( self.painter, self.calculator, self.turn, self.buttons, self.sound_maker) self.com_action = { "white": ca.Computer_Action(self.locator, self.players, "white"), "black": ca.Computer_Action(self.locator, self.players, "black") } elif self.settings["version"] == "extended": self.players = { "white": plc.Computer_Player_Extended("white", self.surfaces), "black": plc.Computer_Player_Extended("black", self.surfaces) } self.calculator = cal_ex.Calculator_Extended( self.locator, self.players) self.interactor = interactor.Interactor( self.painter, self.calculator, self.turn, self.buttons, self.sound_maker) self.com_action = { "white": ca.Computer_Action(self.locator, self.players, "white"), "black": ca.Computer_Action(self.locator, self.players, "black") }
help=u'GPU ID (negative value indicates CPU)') parser.add_argument(u'--gpu_fraction', u'-gf', type=float, default=0.5, help=u'Fraction of gpu memory to use. CPU mode is unaffected by this option.') parser.add_argument(u'--port', u'-p', type=int, default=8000, help=u'using port') parser.add_argument(u'--host', u'-ho', default=u'localhost', help=u'using host') parser.add_argument(u'--save_dir', u'-sv', default=u'model/', help=u'directory to trained feed forward network.') parser.add_argument(u'--num_styles', u'-ns', type=int, default=38, help=u'Number of styles') parser.add_argument('--do_load_from_npy', dest='do_load_from_npy', help='If true, it loads the weights from an npy file instead of from a checkpoint. ' '(default %(default)s).', action='store_true') parser.set_defaults(do_load_from_npy=False) parser.add_argument(u'--npy_path', default=u'n_style_combined_1_to_55.npy', help=u'directory to a npy file storing combined weights.') args = parser.parse_args() print u'GPU: {}'.format(args.gpu) p = painter.Painter(num_styles=args.num_styles, save_dir=args.save_dir, gpu=args.gpu, gpu_fraction=args.gpu_fraction, do_load_from_npy=args.do_load_from_npy,npy_path=args.npy_path) httpd = BaseHTTPServer.HTTPServer((args.host, args.port), MyHandler) print u'serving at', args.host, u':', args.port httpd.serve_forever() """ python server.py --gpu=0 --save_dir=model/feed_forward_first_38_imgs-1024 --host """