def MusicNotesStars(): global screen, time, cm init_setup('shoot_stars.mp3') cm = CircleManager() listener = LeapMotionListener() controller = Leap.Controller() controller.add_listener(listener) for moffset in range(64): soffset = int(moffset / 16) gen_main_beat(moffset, soffset) try: while True: time.tick(50) pygame.display.update() drawBoundaries() cm.drawAndUpdate(10) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() exit() except KeyboardInterrupt: controller.remove_listener(listener) finally: # Remove the sample listener when done controller.remove_listener(listener)
def test_exp_naive(bases, exps): print("[slow_exp_test] bases=%s exps=%s" % (bases, exps)) for base in bases: for exp in exps: t0 = tick() xn = exp_naive(base, exp) t1 = tick() print("\t%d^%d=%d dt=%f" % (base, exp, xn, t1 - t0))
def test_exp_sqamu(bases, exps): print("[fast_exp_test] bases=%s exps=%s" % (bases, exps)) for base in bases: for exp in exps: me = [0, 0] t0 = tick() xn = exp_sqamu(base, exp, me) t1 = tick() print("\t%d^%d=%d a=%s dt=%f" % (base, exp, xn, me, t1 - t0))
def time(func, args={}, reps=3): times = [] for rep in range(reps): start = tick() func(**args) end = tick() times.append(end - start) return min(times)
def click_levels(): click = pygame.mouse.get_pos() if click[0] == 1000 and click[1] == 150: n_snakes = 5 n_ladders = 5 return [n_snakes, n_ladders] elif click[0] == 1000 and click[1] == 350: n_snakes = 10 n_ladders = 10 return [n_snakes, n_ladders] else: n_snakes = 15 n_ladders = 15 return [n_snakes, n_ladders] time.tick(30)
def roll_die(counter): if random.randint(1, 6) == 1: face_1 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_1.png") screen.blit(face_1, (800, 700)) die = 1 return die elif random.randint(1, 6) == 2: face_2 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_2.png") screen.blit(face_2, (800, 700)) die = 2 return die elif random.randint(1, 6) == 3: face_3 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_3.png") screen.blit(face_3, (800, 700)) die = 3 return die elif random.randint(1, 6) == 4: face_4 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_4.png") screen.blit(face_4, (800, 700)) die = 4 return die elif random.randint(1, 6) == 5: face_5 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_5.png") screen.blit(face_5, (800, 700)) die = 5 return die elif random.randint(1, 6) == 6: face_6 = pygame.image.load( "/Users/mashaalyusufi/Desktop/DSA_game/Dice_6.png") screen.blit(face_6, (800, 700)) die = 6 return die time.tick(50)
cInfo = deepcopy(cInfo) cInput = next( (c for c in configData.CourseInput if c.Course == cInfo.Course), None) if not cInput: continue if len( cInput.SectionNumbers ) > 0: # todo: remove when done testing because normally this would mean 'I don't want any sections' but for now it means all sections are good cInfo.Sections[:] = [ s for s in cInfo.Sections if s.SectionNumber in cInput.SectionNumbers ] if cInput.Mandatory: mandatoryCourses.append(cInfo) else: optionalCourses.append(cInfo) from Scheduler import ScheduleList, CourseBlock from time import perf_counter as tick now = tick() scheduleList = ScheduleList( configData.MinCredits, configData.MaxCredits, [CourseBlock(mandatoryCourses, True, len(mandatoryCourses))], [CourseBlock(optionalCourses, False)]) elapsed = tick() - now print(str(len(scheduleList)) + ' schedules found') print("completed in " + str(elapsed) + ' seconds') from ScheduleViewer import ScheduleViewer viewer = ScheduleViewer(scheduleList, [c.Course for c in optionalCourses])
import pygame import time import random pygame.init() from variables import * from interact import * from other import * from Guy import * from Car_and_Background import * while not gameExit: car1.createcar() #generate the car everything_appear() #display everything on the screen guycontrols() #STEROWANIE side_interact(guy1, car1) #interact with the car - runing into up_interact(guy1, car1) #interact with the car - jumping on pygame.display.update() #refreashing the screen everything_moves() #movement time.tick(FPS) #frames pygame.quit() quit()
import pygame import time import random pygame.init() from variables import * from interact import * from other import * from Guy import * from Car_and_Background import * while not gameExit: car1.createcar() #GENEROWANIE AUT everything_appear() #WYSWIETLANIE WSZYSTKICH KLAS NA EKRANIE guycontrols() #STEROWANIE side_interact(guy1, car1) #INTERAKCJA Z AUTEM - WBIEGANIE up_interact(guy1, car1) #INTERAKCJA Z AUTEM - WSKAKIWANIE pygame.display.update() #ODSWIEZANIE EKRANU everything_moves() #RUCH time.tick(FPS) pygame.quit() quit()
def perform_probes(addresses, spacing, parallel, timeout, wr): """Make a TCP connection to each of the ADDRESSES, in order, and measure the time for connect(2) to either succeed or fail -- we don't care which. Each element of the iterable ADDRESSES should be an AF_INET address 2-tuple (i.e. ('a.b.c.d', n)). Successive connections will be no closer to each other in time than SPACING floating-point seconds. No more than PARALLEL concurrent connections will occur at any one time. Sockets that have neither succeeded nor failed to connect after TIMEOUT floating-point seconds will be treated as having failed. No data is transmitted; each socket is closed immediately after the connection resolves. The results are written to the csv.writer object WR; each row of the file will be <ipaddr>,<port>,<elapsed time>. """ if timeout <= 0: raise ValueError("timeout must be positive") if spacing <= 0: raise ValueError("spacing must be positive") if parallel < 1: raise ValueError("parallel must be at least 1") sel = selectors.DefaultSelector() EVENT_READ = selectors.EVENT_READ AF_INET = socket.AF_INET SOCK_STREAM = socket.SOCK_STREAM EINPROGRESS = errno.EINPROGRESS CONN_RESOLVED = (0, errno.ECONNREFUSED, errno.EHOSTUNREACH, errno.ENETUNREACH, errno.ETIMEDOUT, errno.ECONNRESET) pending = set() addresses.reverse() last_connection = 0 last_progress = 0 total = len(addresses) complete = 0 change = False try: while pending or addresses: now = tick() if change or now - last_progress > 10: progress(total, len(pending), complete) last_progress = now change = False if (len(pending) < parallel and addresses and now - last_connection >= spacing): addr = addresses.pop() sock = socket.socket(AF_INET, SOCK_STREAM) sock.setblocking(False) last_connection = tick() err = sock.connect_ex(addr) log.debug("Socket %d connecting to %r returned %d/%s", sock.fileno(), addr, err, os.strerror(err)) if err == EINPROGRESS: # This is the expected case: the connection attempt is # in progress and we must wait for results. pending.add(sel.register(sock, EVENT_READ, (addr, last_connection))) change = True elif err in CONN_RESOLVED: # The connection attempt resolved before connect() # returned. after = tick() sock.close() wr.writerow((addr[0], addr[1], after - now)) complete += 1 change = True else: # Something dire has happened and we probably # can't continue (for instance, there's no local # network connection). exc = socket.error(err, os.strerror(err)) exc.filename = '%s:%d' % addr raise exc events = sel.select(spacing) after = tick() # We don't care whether each connection succeeded or failed. for key, _ in events: addr, before = key.data sock = key.fileobj log.debug("Socket %d connecting to %r resolved", sock.fileno(), addr) sel.unregister(sock) sock.close() pending.remove(key) wr.writerow((addr[0], addr[1], after - before)) complete += 1 change = True # Check for timeouts. for key in list(pending): addr, before = key.data if after - before >= timeout: sock = key.fileobj log.debug("Socket %d connecting to %r timed out", sock.fileno(), addr) sel.unregister(sock) sock.close() pending.remove(key) wr.writerow((addr[0], addr[1], after - before)) complete += 1 change = True #end while progress(total, len(pending), complete) finally: for key in pending: sel.unregister(key.fileobj) key.fileobj.close() sel.close()
def main(): window = p.display.set_mode((W_WIDTH, W_HEIGHT)) p.display.set_caption('Python Chess') time = p.time.Clock() window.fill(p.Color("black")) gamestate = ChessEngine.Game() validMoves = gamestate.getValidMoves() move_made = False loadIMG() loop = True squareSelected = ( ) # this tuple holds the last click that was made (col,row) clicks = [ ] # two tuples meaning click 1 -> piece selected and click 2-> piece moved highlight = False row = -1 col = -1 while (loop): for e in p.event.get(): if e.type == p.QUIT: # quit the game loop = False elif e.type == p.MOUSEBUTTONDOWN: # player selected a square cursorposition = p.mouse.get_pos() # map the cursor position to dimensions needed for the board row = cursorposition[1] // SQ_SIZE col = cursorposition[0] // SQ_SIZE if row == 9: # out of bounds for now highlight = False squareSelected = () clicks = [] elif squareSelected == ( row - 1, col): # player clicked the same sq twice # clears the clicks highlight = False squareSelected = () clicks = [] else: squareSelected = (row - 1, col) clicks.append(squareSelected) # adds the last click if len(clicks ) == 1: # player selected a piece, so highlight it if row == 0 or row == 9: highlight = False squareSelected = () clicks = [] elif gamestate.board[row - 1][col] != "**": highlight = True else: highlight = False squareSelected = () clicks = [] if len(clicks) == 2: move = ChessEngine.Move(clicks[0], clicks[1], gamestate.board) if move in validMoves: gamestate.makeMove(move) move_made = True highlight = False clicks = [] squareSelected = [] elif e.type == p.KEYDOWN and e.key == p.K_z: gamestate.moveBack() highlight = False clicks = [] squareSelected = [] if gamestate.check_mate or gamestate.stale_mate: drawWinner(window, gamestate) if move_made: validMoves = gamestate.getValidMoves() drawBoard(window, gamestate, highlight, col, row - 1) time.tick(FPS) p.display.flip()
def mainComputer(genomes, config): global WINDOW, VELOCITY, SCORE, HIGHEST, ALIVE with open('/home/aryan/Desktop/Dino Game/highestScoreMachine.txt', 'r') as f: HIGHEST = int(f.readline()) f.close() g = [] dinos = [] nets = [] for genomeID, genome in genomes: genome.fitness = 0 net = neat.nn.FeedForwardNetwork.create(genome, config) nets.append(net) g.append(genome) dinos.append(Dino(100, 330+94)) tickCount = 0 time = pygame.time.Clock() run = True bg = Background() base = Base(400) cactus = [Cactus(425)] while run : bg.draw() base.draw() tickCount += 1 SCORE = tickCount time.tick(30) if tickCount % 100 == 0 and VELOCITY < 25.0: VELOCITY += 0.20 print(f'Velocity increased : {VELOCITY}') for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if len(dinos) < 1: run = False break for x, dino in enumerate(dinos): g[x].fitness += 0.1 dino.move() output = nets[x].activate(( abs(cactus[-1].x - (dino.x + dino.image.get_width())), cactus[-1].y - (dino.y - dino.image.get_height()), VELOCITY )) if output[0] > 0.5: dino.jumped = True dino.duck = False else: dino.duck = True for c in cactus: passed = False c.draw() c.move() if dino.x > c.x + c.image.get_width(): passed = True for dino in dinos: if collision(cactus[-1], dino): g[dinos.index(dino)].fitness -= 1 nets.pop(dinos.index(dino)) g.pop(dinos.index(dino)) dinos.pop(dinos.index(dino)) if passed: cactus.append(Cactus(425)) for genome in g: genome.fitness += 5 else: ALIVE -= 1 if cactus[0].x + cactus[0].image.get_width() < 0: cactus.pop(0) for dino in dinos: dino.draw() # dino.draw() if cactus[0].x + cactus[0].image.get_width() <= 0: cactus.append(Cactus(425)) cactus.pop(0) bg.move() base.move() # dino.move() # collision(cactus[-1], dino) # if(collision(cactus[-1], dino)): # run = False # print(f'Score {SCORE}') # cactus[-1].move() # showScore() WINDOW.blit(pygame.font.Font('freesansbold.ttf', 32).render(f'HIGHEST : {HIGHEST} Alive : {len(dinos)} Score : {SCORE}', True, (0,0,0)), (50, 10)) pygame.display.update() if SCORE > HIGHEST: with open('/home/aryan/Desktop/Dino Game/highestScoreMachine.txt', 'w') as f: f.write(str(SCORE)) f.close() pygame.quit()
def time(fn, *args, **kwds): start = tick() result = fn(*args, **kwds) ## unpacking since fn takes any additional arguments stop = tick() return stop - start, result
def main(): over = False FPS = 60 #images par seconde level = 0 lives = 5 font = pygame.font.SysFont("comicsans", 35) defeat_font = pygame.font.SysFont("comicsans", 60) ennemies = [] wave_length = 4 speed_ennemy = 1 speed_player = 5 speed_laser = 6 player = Player(234, 430) time = pygame.time.Clock() countdown_defeat = 0 def global_rendering(): #gestion des images window.blit(background, (0, 0)) #affichage de l'image de fond #affichage du texte lives1 = font.render("Lives: " + str(lives), True, (255, 255, 255)) level1 = font.render("Level: " + str(level), True, (255, 255, 255)) window.blit(lives1, (10, 10)) window.blit(level1, (375, 10)) for ennemy in ennemies: ennemy.render(window) player.render(window) if over == True: over1 = defeat_font.render("You lost!!", 1, (255, 255, 255)) window.blit(over1, (width / 2 - over1.get_width() / 2, 250)) pygame.quit() quit() pygame.display.update() #actualisation de l'écran while over == False: time.tick(FPS) #la boucle s'active 60 fois par seconde if lives <= 0 or player.health <= 0: over = True if len(ennemies) == 0: level += 1 wave_length += 2 for i in range(wave_length): ennemy = Ennemy(random.randrange(40, width - 40), random.randrange(-500, -100), random.choice(["orange", "green", "blue"])) ennemies.append(ennemy) for event in pygame.event.get(): if event.type == QUIT: #gestion de la fermeture de la fenêtre over = True pygame.quit() quit() keys = pygame.key.get_pressed( ) #gestion des mouvements du joueur, des projectiles et des bords de l'écran if keys[pygame.K_LEFT] and player.x - speed_player > 0: player.x -= speed_player if keys[pygame.K_RIGHT] and player.x + speed_player + 32 < width: player.x += speed_player if keys[pygame.K_UP] and player.y - speed_player > 0: player.y -= speed_player if keys[pygame.K_DOWN] and player.y + speed_player + 42 < height: player.y += speed_player if keys[pygame.K_SPACE]: player.shoot() for ennemy in ennemies[:]: ennemy.move(speed_ennemy) ennemy.move_laser(speed_laser, player) if random.randrange(0, 120) == 1: ennemy.shoot() if contact(ennemy, player): player.health -= 10 ennemies.remove(ennemy) elif ennemy.y + 32 > height: lives -= 1 ennemies.remove(ennemy) player.move_laser(-speed_laser, ennemies) global_rendering()
def perform_probes(addresses, spacing, parallel, timeout, wr): """Make a TCP connection to each of the ADDRESSES, in order, and measure the time for connect(2) to either succeed or fail -- we don't care which. Each element of the iterable ADDRESSES should be an AF_INET address 2-tuple (i.e. ('a.b.c.d', n)). Successive connections will be no closer to each other in time than SPACING floating-point seconds. No more than PARALLEL concurrent connections will occur at any one time. Sockets that have neither succeeded nor failed to connect after TIMEOUT floating-point seconds will be treated as having failed. No data is transmitted; each socket is closed immediately after the connection resolves. The results are written to the csv.writer object WR; each row of the file will be <ipaddr>,<port>,<elapsed time>. """ if timeout <= 0: raise ValueError("timeout must be positive") if spacing <= 0: raise ValueError("spacing must be positive") if parallel < 1: raise ValueError("parallel must be at least 1") sel = selectors.DefaultSelector() EVENT_READ = selectors.EVENT_READ AF_INET = socket.AF_INET SOCK_STREAM = socket.SOCK_STREAM EINPROGRESS = errno.EINPROGRESS CONN_RESOLVED = (0, errno.ECONNREFUSED, errno.EHOSTUNREACH, errno.ENETUNREACH, errno.ETIMEDOUT, errno.ECONNRESET) pending = set() addresses.reverse() last_connection = 0 last_progress = 0 total = len(addresses) complete = 0 change = False try: while pending or addresses: now = tick() if change or now - last_progress > 10: progress(total, len(pending), complete) last_progress = now change = False if (len(pending) < parallel and addresses and now - last_connection >= spacing): addr = addresses.pop() sock = socket.socket(AF_INET, SOCK_STREAM) sock.setblocking(False) last_connection = tick() err = sock.connect_ex(addr) log.debug("Socket %d connecting to %r returned %d/%s", sock.fileno(), addr, err, os.strerror(err)) if err == EINPROGRESS: # This is the expected case: the connection attempt is # in progress and we must wait for results. pending.add(sel.register(sock, EVENT_READ, (addr, last_connection))) change = True elif err in CONN_RESOLVED: # The connection attempt resolved before connect() # returned. after = tick() sock.close() wr.writerow((addr[0], addr[1], after - now)) complete += 1 change = True else: # Something dire has happened and we probably # can't continue (for instance, there's no local # network connection). exc = socket.error(err, os.strerror(err)) exc.filename = '%s:%d' % addr raise exc events = sel.select(spacing) after = tick() # We don't care whether each connection succeeded or failed. for key, _ in events: addr, before = key.data sock = key.fileobj log.debug("Socket %d connecting to %r resolved", sock.fileno(), addr) sel.unregister(sock) sock.close() pending.remove(key) wr.writerow((addr[0], addr[1], after - before)) complete += 1 change = True # Check for timeouts. for key in list(pending): addr, before = key.data if after - before >= timeout: sock = key.fileobj log.debug("Socket %d connecting to %r timed out", sock.fileno(), addr) sel.unregister(sock) sock.close() pending.remove(key) wr.writerow((addr[0], addr[1], after - before)) complete += 1 change = True # end while progress(total, len(pending), complete) finally: for key in pending: sel.unregister(key.fileobj) key.fileobj.close() sel.close()
def time(fn,*args,**kwds): start = tick() result = fn(*args,**kwds) end = tick() return (end-start), result
if __name__ == '__main__': try: f = open('words.txt', 'rt', encoding="utf-8") except Exception: print('В каталоге программы не найден файл words.txt с набором слов для игры') exit(0) temp_wds = f.readlines() words = set() for i in temp_wds: words.add(i.rstrip()) words = list(words) pygame.init() width, height = 1200, 900 game_board = t_board(width, height,"codenames on pygame") # control_board = t_board(width//2, height//2, "codenames on pygame: панель управления") running = True time = pygame.time.Clock() fps = 20 while running: for event in pygame.event.get(): print(event) if event.type == 1025: circle_center_x = event.pos[0] circle_center_y = event.pos[1] radius = 1 if event.type == pygame.QUIT: running = False time.tick(fps) pygame.quit()
def time1(thunk): start = tick() result = thunk() stop = tick() return stop - start, result
def get_current_time(): return tick()
def mainManual(): global WINDOW, VELOCITY, SCORE, HIGHEST, ALIVE with open('/home/aryan/Desktop/Dino Game/highestScoreHuman.txt', 'r') as f: HIGHEST = int(f.readline()) f.close() tickCount = 0 time = pygame.time.Clock() run = True alive = True bg = Background() base = Base(400) cactus = [Cactus(425)] dino = Dino(100, 330+94) while run : tickCount += 1 time.tick(30) if alive : SCORE = tickCount bg.draw() base.draw() if tickCount % 100 == 0 and VELOCITY < 25.0: VELOCITY += 0.20 print(f'Velocity increased : {VELOCITY}') for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: dino.jumped = True dino.duck = False if event.key == pygame.K_DOWN: dino.duck = True if event.type == pygame.KEYUP: if event.key == pygame.K_DOWN: dino.duck = False for c in cactus: passed = False c.draw() c.move() if dino.x > c.x + c.image.get_width(): passed = True if passed: cactus.append(Cactus(425)) if collision(cactus[-1], dino): alive = False if cactus[0].x + cactus[0].image.get_width() < 0: cactus.pop(0) dino.draw() if cactus[0].x + cactus[0].image.get_width() <= 0: cactus.append(Cactus(425)) cactus.pop(0) bg.move() base.move() dino.move() WINDOW.blit(pygame.font.Font('freesansbold.ttf', 32).render(f'HIGHEST : {HIGHEST} Alive : {1} Score : {SCORE}', True, (0,0,0)), (50, 10)) pygame.display.update() else: for event in pygame.event.get(): if event.type == pygame.QUIT: run = False WINDOW.blit(pygame.font.Font('freesansbold.ttf', 78).render(f'Your score : {SCORE}', True, (0,0,0)), (50, 200)) pygame.display.update() if SCORE > HIGHEST: with open('/home/aryan/Desktop/Dino Game/highestScoreHuman.txt', 'w') as f: f.write(str(SCORE)) f.close() pygame.quit()