def __init__(self, width=600, height=400, fps=50, title="Planet Invader"): self.width = width self.height = height self.screen = pygame.display.set_mode((self.width, self.height)) self.fps = fps self.title = title self.bgColor = (255, 255, 255) pygame.init() self.highScore=0 self.score=0 self.viewScores=Scores(self.highScore) self.scoreList=[] self.scoreList=self.viewScores.getScores('scores.txt') self.scoreList=self.getNumList(self.scoreList) self.highScore=max(self.scoreList) self.viewScores.drawList() self.intro=Start(self.highScore) self.tutorial=Instructions() self.gamePlay=Game(self.highScore) self.over=GameOver(self.highScore,self.score) self.clear=GameClear(self.highScore,self.score) self.start=True self.play=False self.howTo=False self.isOver=False self.congrats=False self.scores=False self._keys = dict() pygame.mixer.pre_init(44100,16,5,4096) pygame.mixer.init()
def __init__(self, wrapper): super(Game, self).__init__(wrapper) self.type_scores = {'s': 10, 'e': 50} self.field = Field('1_lvl.txt') self.units = Units(self) self.scores = Scores(position=Vector( 10, self.field.get_size().to_abs().y + 5), level=1)
def draw(self): cursor = Scores() topten = cursor.get_top_ten_scores() background = pygame.image.load("res/background_main.jpg").convert() self.screen.blit(background, [0, 0]) mouse = pygame.mouse.get_pos() release = pygame.mouse.get_pressed() if (self.width / 2 - 75) < mouse[0] < (self.width / 2 + 75) and 700 < mouse[1] < 750: pygame.draw.rect(self.screen, (220, 40, 55), (self.width / 2 - 75, 700, 150, 50)) if release[0] == 1: print 'click' return False else: pygame.draw.rect(self.screen, (163, 40, 55), (self.width / 2 - 75, 700, 150, 50)) pygame.font.init() myfont = pygame.font.SysFont("monospace", 72) hslabel = myfont.render("HIGHSCORES", 1, BLACK) myfont = pygame.font.SysFont("monospace", 24) bcklabel = myfont.render("BACK", 1, (0, 0, 0)) text_rect = hslabel.get_rect(center=(self.width / 2, 30)) self.screen.blit(hslabel, text_rect) self.screen.blit(bcklabel, (self.width / 2 - 33, 715)) pygame.draw.line(self.screen, BLACK, (0, 60), (600, 60), 5) top = 100 labels = [] i = 0 j = len(topten) myfont = pygame.font.SysFont("monospace", 32) for record in topten: labels.insert( i, myfont.render( '{0}.{1: <55s}{2: >10s}'.format( i + 1, str(record[1]).strip(), str(record[0]).strip()).replace(" ", "."), 0, BLACK)) i = i + 1 for label in labels: self.screen.blit(label, (50, top)) top = top + 35 pygame.display.flip() return True
def main(): s1 = Scores("input1.txt") s1.readFile() while True: # CORRECTION: instead while choice != 5: menu_options = [ 0, printByTotal, printByLimit, generateCountry, printByFrequency, 5 ] menu_choice = displayMenu() if menu_choice == 5: break menu_options[menu_choice](s1)
def __init__(self, pacSettings): pygame.init() self.screen = pygame.display.set_mode( (pacSettings.screen_width, pacSettings.screen_height)) pygame.display.set_caption("Pacman Portal") self.player = Player(self.screen, 'images/PacMaze.txt', 'pacman0') self.maze = Maze(self.screen, "images/PacMaze.txt", "square") self.pellets = Pellets(self.screen, "images/PacMaze.txt", "pellets") self.nodes = Nodes(self.screen, "images/PacMaze.txt", "node") self.blueGhost = BlueGhost(self.screen, 'images/PacMaze.txt', 'BlueGhost0') self.redGhost = RedGhost(self.screen, 'images/PacMaze.txt', 'RedGhost0') self.yellowGhost = YellowGhost(self.screen, 'images/PacMaze.txt', 'YellowGhost0') self.pinkGhost = PinkGhost(self.screen, 'images/PacMaze.txt', 'PinkGhost0') self.stats = GameStats(pacSettings) self.playButton = Button(pacSettings, self.screen, "Play") self.pac = PacMan(self.screen, "pacman0") self.yellow = Yellow(self.screen, 'YellowGhost0') self.pink = Pink(self.screen, 'PinkGhost0') self.red = Red(self.screen, 'RedGhost0') self.blue = Blue(self.screen, "BlueGhost0") self.oldHiscore = 0 self.scores = Scores(pacSettings, self.screen, self.stats) fo = open("foo.txt", "r+") self.stats.high_score = int(fo.readline()) fo.close() self.oldHiscore = self.stats.high_score self.title = Scoreboard(self.screen, "pacmantitle")
def get_shop_information4hot(shop, longitude, latitude, user_id): result = dict() try: result["shop_id"] = shop.id result["shop_name"] = shop.name result["shop_price"] = shop.dianping_avg_price if shop.category: result["shop_category"] = shop.category.name else: result["shop_category"] = None if shop.dianping_city: result["city"] = shop.dianping_city else: result["city"] = None result["shop_rate"] = DianPings.DIANPING_RATING[int(2 * shop.dianping_avg_rating)] if shop.photo_url: result["shop_image"] = files.BASE_URL_4_IMAGE + shop.photo_url else: if shop.category: result["shop_image"] = files.BASE_URL_4_IMAGE + shop.category.icon else: result["shop_image"] = None result["distance"] = Shops.get_distance_from_shop(shop, latitude, longitude) if shop.dianping_business_id: result["is_from_dianping"] = True else: result["is_from_dianping"] = False publishes = Publishes.get_publishes_by_shop(shop.id) if publishes: result["publish_count"] = publishes.count() else: result["publish_count"] = 0 score_dict = Scores.get_total_score(shop, user_id) score = Scores.get_concrete_score(score_dict) score_level = Scores.get_level_info(score) if score_level: result["score_key"] = score_level.get("key", "--") else: result["score_key"] = "--" except Exception as ex: Logs.print_current_function_name_and_line_number(ex) return result
def back_populator(): # Start date of season start_date = datetime.date(2020, 12, 22) end_date, _ = get_dates() while start_date <= end_date: Report().generate_reports(start_date) Scores(start_date).poll() start_date = start_date + datetime.timedelta(days=1)
def main(): data = Scores() # create Scores object gen = data.getOne() # create generator object print(next(gen)) # fetch first data of object data.printByLast() # print all data sorted by last field print(next(gen)) # fetch next data of object data.printMaxMin() # print the max and min of the total scores print(next(gen)) # fetch next data of object
def __init__(self, config): self.query_f = Queries.get_by_name(config['query']) self.score_f = Scores.get_by_name(config['score']) self.create_model = Models.get_by_name(config['model']) if 'encoder' in config: self.create_encoder = Encoders.get_by_name(config['encoder']) self.init_size = config['init_size'] self.batch_size = config['batch_size'] self.total_size = config['total_size'] self.queries_number = config['queries_number'] self.random_state = config['random_state']
def __init__(self): self.settings = Settings() self.show_scores = False self.play_game = False self.bg_music.play(99) self.elapsed_time = 0 self.count = 0 self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height pygame.display.set_caption("Alien Invasion") self.stats = GameStats(self) self.sb = Scoreboard(self) self.highscores = Scores(self) self.scores = [] self.ship = Ship(self) self.bullets = pygame.sprite.Group() self.aliens = pygame.sprite.Group() self.aliens2 = pygame.sprite.Group() self.aliens3 = pygame.sprite.Group() self.ufo_group = pygame.sprite.Group() # Images self.image = 'images/alien.png' self.image2 = 'images/alien2.png' self.image3 = 'images/alien3.png' self.image4 = 'images/alien4.png' self.image5 = 'images/alien5.png' self.image6 = 'images/alien6.png' self.al_image = pygame.image.load('images/alien.png') self.al_image2 = pygame.image.load('images/alien2.png') self.al_image3 = pygame.image.load('images/alien3.png') self.al_image4 = pygame.image.load('images/alien4.png') self.al_image5 = pygame.image.load('images/alien5.png') self.al_image6 = pygame.image.load('images/alien6.png') self.al_image7 = pygame.image.load('images/ufo.png') self.ufo_spawned = False self._create_fleet() self.load_ufo() self.clock = pygame.time.Clock() self.fps = 120 # Buttons self.play_button = Button(self, "PLAY", 700, 400) self.restart_button = Button(self, "RESTART", 900, 10) self.exit_button = Button(self, "EXIT", 1000, 400) self.scores_button = Button(self, "SCORES", 850, 500) self.back_button = Button(self, "BACK", 100, 200)
def main(): pygame.display.set_caption(TITLE) crashed = False while not crashed: if GAMESTATE.changed(): if GAMESTATE.get() == 0: backgroundGroup = Backgrounds() groundGroup = Grounds() menuGroup = pygame.sprite.Group(Menu(0)) GROUPS.add(backgroundGroup, groundGroup, menuGroup) elif GAMESTATE.get() == 1: birdGroup = Birds() backgroundGroup = Backgrounds() pipeGroup = Pipes(birdGroup.getBird()) groundGroup = Grounds() scoreGroup = Scores() GROUPS.add(backgroundGroup, pipeGroup, groundGroup, birdGroup, scoreGroup) elif GAMESTATE.get() == 2: menuGroup = pygame.sprite.Group(Menu(1)) GROUPS.add(menuGroup) else: crashed = True for event in pygame.event.get(): if event.type == pygame.QUIT: crashed = True elif event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: if GAMESTATE.get() == 0: GAMESTATE.set(1) elif GAMESTATE.get() == 1: birdGroup.getBird().bounce() elif GAMESTATE.get() == 2: GAMESTATE.set(0) else: crash = True GROUPS.update() GROUPS.draw(DISPLAY) pygame.display.update() CLOCK.tick(TICKRATE) pygame.quit() quit()
def __init__(self, master): self.game_state = 0 # set up frame self.frame = tk.Frame(master) self.frame.pack() self.board = None self.touched = False self.timer = Timer() self.after = None self.scores = Scores() self.scores.print_scores() self.start_new_game()
def main(): iris_parameters = [] iris_species = [] with open('datasets/iris.csv', mode='r') as iris_file: irises = list(csv.reader(iris_file)) rd.shuffle(irises) # get our lines of data in random order for iris in irises: parameters = [float(n) for n in iris[0:4]] iris_parameters.append(parameters) species = iris[4] iris_species.append(species) iris_parameters = np.array(iris_parameters) normalizar(iris_parameters) iris_species = np.array(iris_species).reshape(-1, 1) print("\nTreinando...\n") iris_network = Perceptron(taxa=0.2, ativacao="l_relu", N=[4], debug=1) # número de dados de treino n_train = 120 # train over the first 140 irises in the data set 50 times x_train = iris_parameters[:n_train] y_train = iris_species[:n_train] iris_network.treinar(x_train, y_train, M=100) y_train_pred = iris_network.prever(x_train) scores = Scores(y_train, y_train_pred) scores.exibir_grafico() # test over the last 10 of the irises in the data set x_test = iris_parameters[n_train:] y_test = iris_species[n_train:] y_test_pred = iris_network.prever(x_test) # minha classe geradora da matriz de confusão scores = Scores(y_test, y_test_pred) scores.exibir_grafico()
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Pong") first_time = True play_but = Button(screen, 'Play') ball = Ball(screen) paddles = Group() score = Scores(screen) func.create_paddles(screen, ball, paddles) while True: func.check_events(ai_settings, paddles, play_but) if ai_settings.game_active: paddles.update() first_time = False func.update_screen(ai_settings, screen, ball, paddles, score, play_but, first_time)
# _*_ coding: utf-8 _*_ import pygame # pygame from var import Var # for const from ship import Ship # ship from scores import Scores from sounds import Sounds import game_functions as gf # Game functions from pygame.sprite import Group pygame.init() ai_var = Var() screen = pygame.display.set_mode([ai_var.screen_width, ai_var.screen_height]) pygame.display.set_caption("Alien War") ship = Ship(screen) sc = Scores(screen, ai_var) sd = Sounds() timer = pygame.time.Clock() bullets = Group() aliens = Group() def main(): while sc.game_active: # Game Started gf.check_events(ship, ai_var, screen, bullets, sc, sd) # Check events ship.update(ai_var) # Update the status of the ship bullets.update() aliens.update(sc) gf.update_aliens(aliens, screen, ai_var, bullets, sc, ship, sd) gf.remove(bullets, aliens, screen) gf.update_screen(ai_var, screen, ship, bullets, aliens,
#pygame.init() #fps = pygame.time.Clock() #color palette WHITE = (255, 255, 255) RED = (255, 0, 0) GREEN = (0, 255, 0) BLACK = (0, 0, 0) SILVER = (192, 192, 192) BLUE = (0, 0, 255) YELLOW = (237, 249, 57) PURPLE = (189, 26, 221) GOLD = (206, 184, 136) CLOCK = pygame.time.Clock() scoredb = Scores() #BALL_RADIUS = math.sqrt(WIDTH*HEIGHT) #PAD_WIDTH = WIDTH/10 #PAD_HEIGHT = HEIGHT/50 #HALF_PAD_WIDTH = PAD_WIDTH/2 #HALF_PAD_HEIGHT = PAD_HEIGHT/2 score = 0 score_multi = 1 #window = pygame.display.set_mode((WIDTH, HEIGHT), 0, 32) #pygame.display.set_caption('Brick Break') def init(width, height): global fps global lives
def get_shop_information4discovery(shop, longitude, latitude, user_id): result = dict() result["shop_id"] = shop.id result["business_url"] = shop.dianping_business_url result["deals_url"] = shop.dianping_deals_url result["shop_name"] = shop.name result["shop_price"] = shop.dianping_avg_price result["shop_category"] = shop.category.name if shop.dianping_business_id: result["city"] = shop.dianping_city result["shop_address"] = shop.dianping_city + shop.dianping_address result["is_from_dianping"] = True else: result["is_from_dianping"] = False if shop.address.china: result["city"] = shop.address.china.name result["shop_address"] = shop.address.china.name + shop.address.detail_address else: result["city"] = shop.dianping_city result["shop_address"] = shop.address.detail_address if shop.photo_url: result["shop_image"] = files.BASE_URL_4_IMAGE + shop.photo_url else: result["shop_image"] = None result["shop_rate"] = DianPings.DIANPING_RATING[int(2 * shop.dianping_avg_rating)] result["distance"] = Shops.get_distance_from_shop(shop, latitude, longitude) publishes = Publishes.get_publishes_by_shop(shop.id) result["publish_count"] = publishes.count() result["has_coupon"] = shop.dianping_has_coupon result["has_deal"] = shop.dianping_has_deal score = -1000 if publishes.count() < 0: pass else: score_dict = Scores.get_total_score(shop, user_id) score = Scores.get_concrete_score(score_dict) if score == -1000: result["score"] = -1000 result["score_key"] = "--" result["score_name"] = "--" else: result["score"] = score score_level = Scores.get_level_info(score) result["score_key"] = score_level.get("key", "--") result["score_name"] = score_level.get("name", "--") result["formaldehyde"] = shop.formaldehyde if shop.formaldehyde_image: result["formaldehyde_image"] = files.BASE_URL_4_IMAGE + shop.formaldehyde_image.name result["valid_score"] = True else: result["formaldehyde_image"] = None result["valid_score"] = False result["recommended_count"] = UserShopRelationMethods.get_recommended_count_by_shop(shop) result["not_recommended_count"] = UserShopRelationMethods.get_not_recommended_count_by_shop(shop) usr = UserShopRelationMethods.get_by_shop_and_user(shop.id, user_id) if usr: result["is_recommended"] = usr.is_recommended else: result["is_recommended"] = -1 return result
class Game(): def __init__(self, pacSettings): pygame.init() self.screen = pygame.display.set_mode( (pacSettings.screen_width, pacSettings.screen_height)) pygame.display.set_caption("Pacman Portal") self.player = Player(self.screen, 'images/PacMaze.txt', 'pacman0') self.maze = Maze(self.screen, "images/PacMaze.txt", "square") self.pellets = Pellets(self.screen, "images/PacMaze.txt", "pellets") self.nodes = Nodes(self.screen, "images/PacMaze.txt", "node") self.blueGhost = BlueGhost(self.screen, 'images/PacMaze.txt', 'BlueGhost0') self.redGhost = RedGhost(self.screen, 'images/PacMaze.txt', 'RedGhost0') self.yellowGhost = YellowGhost(self.screen, 'images/PacMaze.txt', 'YellowGhost0') self.pinkGhost = PinkGhost(self.screen, 'images/PacMaze.txt', 'PinkGhost0') self.stats = GameStats(pacSettings) self.playButton = Button(pacSettings, self.screen, "Play") self.pac = PacMan(self.screen, "pacman0") self.yellow = Yellow(self.screen, 'YellowGhost0') self.pink = Pink(self.screen, 'PinkGhost0') self.red = Red(self.screen, 'RedGhost0') self.blue = Blue(self.screen, "BlueGhost0") self.oldHiscore = 0 self.scores = Scores(pacSettings, self.screen, self.stats) fo = open("foo.txt", "r+") self.stats.high_score = int(fo.readline()) fo.close() self.oldHiscore = self.stats.high_score self.title = Scoreboard(self.screen, "pacmantitle") def play(self): eloop = EventLoop(finished=False) while not eloop.finished: eloop.checkEvents(self) self.updateScreen() # self.check_events() self.player_update() def updateScreen(self): self.screen.fill((0, 0, 0)) #put main menu here # if game.stats_active if self.stats.game_active == False: self.player.lives = 2 self.stats.score = 0 self.screen.fill((0, 0, 0)) self.pac.blitme() self.blue.blitme() self.red.blitme() self.yellow.blitme() self.pink.blitme() self.playButton.draw_button() self.title.blitme() if self.stats.high_score_active == True: self.playButton.prep_hiscores(str(self.stats.high_score)) self.playButton.show_hiscore() else: self.nodes.blitme() self.maze.blitme() self.pellets.blitme() self.blueGhost.blitme() self.redGhost.blitme() self.yellowGhost.blitme() self.pinkGhost.blitme() self.player.blitme() self.scores.show_score() pygame.display.flip() def player_update(self): if self.stats.game_active == True: if self.player.lives == 0: self.stats.game_active = False self.pellets.build() pygame.mouse.set_visible(True) if self.oldHiscore < self.stats.high_score: foo = open("foo.txt", "w") foo.write(str(self.stats.high_score)) foo.close() self.blueGhost.update(self.maze) self.redGhost.update(self.maze) self.yellowGhost.update(self.maze) self.pinkGhost.update(self.maze) self.player.update(self.maze, self.pellets, self.blueGhost, self.redGhost, self.yellowGhost, self.pinkGhost, self.stats, self.scores) self.scores.show_score() else: self.pac.update() self.blue.update() self.red.update() self.yellow.update() self.pink.update()
def __init__(self, train, label, extra): self.trainSet = train self.labelSet = label self.scores = Scores()
def run(self): """Compute the statistical significance of a difference between the systems via a paired two-sided approximate randomization test. Returns: An approximation of the probability of observing corpus-wide differences in scores at least as extreme as observed here, when there is no difference between the systems. """ absolute_difference = math.fabs( self.aggregator(self.system1_scores) - self.aggregator(self.system2_scores)) shuffled_was_at_least_as_high = 0 for i in range(0, self.trials): pseudo_system1_scores = Scores() pseudo_system2_scores = Scores() for score1, score2 in zip(self.system1_scores, self.system2_scores): if random.randint(0, 1) == 0: pseudo_system1_scores.append(score1) pseudo_system2_scores.append(score2) else: pseudo_system1_scores.append(score2) pseudo_system2_scores.append(score1) pseudo_difference = math.fabs( self.aggregator(pseudo_system1_scores) - self.aggregator(pseudo_system2_scores)) if pseudo_difference >= absolute_difference: shuffled_was_at_least_as_high += 1 significance_level = (shuffled_was_at_least_as_high + 1) / (self.trials + 1) return significance_level
class Minesweeper: def __init__(self, master): self.game_state = 0 # set up frame self.frame = tk.Frame(master) self.frame.pack() self.board = None self.touched = False self.timer = Timer() self.after = None self.scores = Scores() self.scores.print_scores() self.start_new_game() def start_new_game(self): self.game_state = Game_State.PLAYING self.board = Board(5,12,3) self.timer.reset() # show "Minesweeper" at the top self.label_time = tk.Label(self.frame, text="Time: "+str(self.timer.curr_time)) self.label_time.grid(row = 0, column = 0, columnspan = self.board.width) self.refresh_timer() for tile in self.board.tiles: tile.set_button(self.frame, self.board.image_unopened) tile.bind_button(self.left_click_event, self.right_click_event) tile.button.grid(row = tile.x + 1, column = tile.y) #add mine and count at the end self.label_num_mine = tk.Label(self.frame, text = "Mines: "+str(self.board.num_mines)) self.label_num_mine.grid(row = self.board.height + 1, column = 0) self.label_num_flag = tk.Label(self.frame, text = "Flags: "+str(self.board.flags)) self.label_num_flag.grid(row = self.board.height + 1, column = self.board.width-1) def left_click_event(self, tile): if not self.touched: self.touched = True self.timer.start() if tile.mine and tile.state == Tile_State.BLANK: #if a mine # end game self.gameover() elif tile.state == Tile_State.BLANK: tile.state = Tile_State.CLICKED self.board.clicked += 1 tile.unbind_left_button() #change image if not tile.nearby_mines and not tile.mine: tile.change_button_image(self.board.image_opened) self.board.reveal_ring(tile) elif not tile.mine: tile.change_button_image(self.board.image_num[tile.nearby_mines-1]) # if not already set as clicked, change state and count if self.board.clicked == self.board.num_tiles - self.board.num_mines: self.victory() def right_click_event(self, tile): if not self.touched: self.touched = True self.timer.start() print("right clicked at", tile.x, tile.y) # if not clicked if tile.state == Tile_State.BLANK: tile.state = Tile_State.FLAG tile.change_button_image(self.board.image_flag) # if a mine if tile.mine: self.board.correct_flags += 1 self.board.flags += 1 self.board.increase_flags(tile) self.update_flags() # if flagged, unflag elif tile.state == Tile_State.FLAG: tile.state = Tile_State.QUESTION tile.change_button_image(self.board.image_question) #button_data[0].bind('<Button-1>', self.lclicked_wrapper(button_data[3])) # if a mine if tile.mine: self.board.correct_flags -= 1 self.board.flags -= 1 self.board.decrease_flags(tile) self.update_flags() elif tile.state == Tile_State.QUESTION: tile.state = Tile_State.BLANK tile.change_button_image(self.board.image_unopened) elif tile.state == Tile_State.CLICKED: if tile.nearby_flags == tile.nearby_mines: self.board.confirm_flags(tile, self.trigger_gameover) if self.game_state == Game_State.LOSS: self.gameover() else: self.board.reveal_ring(tile) if self.board.clicked == self.board.num_tiles - self.board.num_mines: self.victory() def update_flags(self): self.label_num_flag.config(text = "Flags: "+str(self.board.flags)) def refresh_timer(self): self.label_time.config(text="Time: "+str(self.timer.curr_time)) self.after = root.after(100, self.refresh_timer) def victory(self): print("you win") self.game_state = Game_State.WIN self.end_game() self.scores.save_score("player1", self.timer.curr_time) def trigger_gameover(self): self.game_state = Game_State.LOSS def gameover(self): print("you lose") self.game_state = Game_State.LOSS self.end_game() def end_game(self): self.timer.stop() if self.after is not None: root.after_cancel(self.after) self.after = None self.board.reveal_mines()
def main(): #esto es para centrar la pantalla os.environ['SDL_VIDEO_CENTERED'] = "1" pygame.init() #mouse invisible pygame.mouse.set_visible(0) screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) pygame.display.set_icon(tool.load_image("skyhaw")) pygame.display.set_caption(NAME) f = load_file("options") c = 0 for value in f: c += 1 if c == 1: Options.music = str_to_bool(value) if c == 2: Options.sound = str_to_bool(value) if c == 3: Options.playername = value tool.load_music("music") #aca se controla con un if las opciones de musica on/off if Options.music == True: pygame.mixer.music.play(-1) main_selection = 0 Sea.global_sea = Sea() while not main_selection == 6: main_selection = Menu(screen, ("Jugar", "Historia", "Mejores Puntos", "Opciones", "Ayuda", "Creditos", "Salir"), main_selection).run() if main_selection == 0: dificultad = 0 dificultad = Menu(screen, ("Cadete", "Teniente", "Halcon"), dificultad).run() if (dificultad is not 6): screen = pygame.display.set_mode((800, 200)) puntos = main_loop(dificultad) screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) objScores = Scores(screen, dificultad) objScores.scores, res = objScores.loadNewScore( Options.playername, puntos, dificultad) if (res): objScores.run() elif main_selection == 1: Text(screen, "history").run() #Historia elif main_selection == 2: view = 0 view = Menu(screen, ("Cadete", "Teniente", "Halcon"), view).run() if (view is not 6): Scores(screen, view).run() #Mejores Puntos elif main_selection == 3: Option(screen).run() #Opciones elif main_selection == 4: Text(screen, "help").run() elif main_selection == 5: Text(screen, "credit").run() pygame.display.update() pygame.quit() sys.exit()
def set_score_f(self, raw_score): score = Scores.get_by_name(raw_score) res = copy.deepcopy(self) res.score_f = score return res
class Main(object): # returns a list of past scores in order to generate score page and high score def getNumList(self,list): new=[] for i in range(len(list)): num=int(list[i][:-1]) new.append(num) return new def __init__(self, width=600, height=400, fps=50, title="Planet Invader"): self.width = width self.height = height self.screen = pygame.display.set_mode((self.width, self.height)) self.fps = fps self.title = title self.bgColor = (255, 255, 255) pygame.init() self.highScore=0 self.score=0 self.viewScores=Scores(self.highScore) self.scoreList=[] self.scoreList=self.viewScores.getScores('scores.txt') self.scoreList=self.getNumList(self.scoreList) self.highScore=max(self.scoreList) self.viewScores.drawList() self.intro=Start(self.highScore) self.tutorial=Instructions() self.gamePlay=Game(self.highScore) self.over=GameOver(self.highScore,self.score) self.clear=GameClear(self.highScore,self.score) self.start=True self.play=False self.howTo=False self.isOver=False self.congrats=False self.scores=False self._keys = dict() pygame.mixer.pre_init(44100,16,5,4096) pygame.mixer.init() def timerFired(self, dt): self.gamePlay.timerFired(dt) # reset values after each mode change def resetTrans(self): self.intro.enterPlay=False self.intro.enterHowTo=False self.intro.enterScores=False self.tutorial.enterStart=False self.tutorial.pageOne=True self.viewScores.backMenu=False self.viewScores.drawList() self.gamePlay.gameOver=False self.gamePlay.gameClear=False self.gamePlay.pause=False self.gamePlay.player.x=260 self.gamePlay.player.y=160 self.gamePlay.gauge=0 self.gamePlay.score=0 self.gamePlay.time=0 self.gamePlay.missileList.empty() self.gamePlay.humans.empty() self.gamePlay.houses.empty() self.gamePlay.buildings.empty() self.gamePlay.player.__init__(3,260,160) self.gamePlay.player.update(0,0) self.gamePlay.beam.__init__(230,240) self.gamePlay.beam.update(0,0) self.gamePlay.player.livesLeft=3 self.over.back=False self.clear.back=False # run all of the modes using booleans and while loops def run(self): clock = pygame.time.Clock() # screen = pygame.display.set_mode((self.width, self.height)) # set the title of the window pygame.display.set_caption(self.title) # call game-specific initialization playing = True while playing: self.screen.fill(self.bgColor) while self.start: self.intro.getEvent() if self.intro.enterPlay: self.start=False self.play=True elif self.intro.enterHowTo: self.start=False self.howTo=True elif self.intro.exitGame: playing=False self.start=False elif self.intro.enterScores: self.start=False self.scores=True self.intro.redrawAll(self.screen) pygame.display.flip() while self.howTo: if self.tutorial.enterStart: self.howTo=False self.start=True self.tutorial.getEvent() self.tutorial.redrawAll(self.screen) pygame.display.flip() while self.scores: if self.viewScores.backMenu: self.scores=False self.start=True self.viewScores.getEvent() self.viewScores.redrawAll(self.screen) pygame.display.flip() while self.play: time = clock.tick(self.fps) self.timerFired(time) if not pygame.mixer.music.get_busy(): self.gamePlay.playMusic() if self.gamePlay.gameOver: pygame.mixer.music.stop() if self.gamePlay.score>self.highScore: self.highScore=self.gamePlay.score self.intro=Start(self.highScore) self.viewScores.drawList() if self.gamePlay.score>self.viewScores.scoreList[-9]: self.viewScores.writeFile('scores.txt',"%d\n" \ % self.gamePlay.score) self.play=False self.isOver=True if self.gamePlay.gameClear: pygame.mixer.music.stop() if self.gamePlay.score>self.highScore: self.highScore=self.gamePlay.score self.intro=Start(self.highScore) self.viewScores.drawList() if self.gamePlay.score>self.viewScores.scoreList[-9]: self.viewScores.writeFile('scores.txt',"%d\n" \ % self.gamePlay.score) self.viewScores.writeFile('scores.txt',"%d\n" \ % self.gamePlay.score) self.play=False self.congrats=True self.gamePlay.getEvent() self.gamePlay.keys() self.gamePlay.redrawAll(self.screen) pygame.display.flip() while self.isOver: self.gamePlay.beamSound.stop() if self.over.back: self.isOver=False self.start=True self.over.getEvent() self.over.redrawAll(self.screen) pygame.display.flip() while self.congrats: self.gamePlay.beamSound.stop() if self.clear.back: self.congrats=False self.start=True self.clear.getEvent() self.clear.redrawAll(self.screen) pygame.display.flip() self.resetTrans() pygame.quit()
from turtle import Screen from players import Players from board import Gameboard from scores import Scores from ball import Ball from time import sleep screen = Screen() screen.bgcolor("black") screen.setup(width=800, height=600) screen.title("Invalid-Pong") screen.tracer(0) score = Scores() gameborad = Gameboard() player1 = Players(-350, 0) player2 = Players(350, 0) ball = Ball() screen.update() screen.listen() screen.onkeypress(player1.up, "Up") screen.onkeypress(player1.down, "Down") screen.onkeypress(player2.up, "w") screen.onkeypress(player2.down, "s") ball.move() on = True
def poll(): _, yesterday = get_dates() print(f"Polling for date: {yesterday}") Report().generate_reports(yesterday) Scores(yesterday).poll()
def showScores(self, newScore, doki): outerRect = Rectangle(Point(CS, CS), Point(WIDTH - CS, HEIGHT - CS)) outerRect.setFill('purple') outerRect.draw(self.win) innerRect = Rectangle(Point(CS + 5, CS + 5), \ Point(WIDTH - CS - 5, HEIGHT - CS - 5)) innerRect.setFill('floral white') innerRect.draw(self.win) text = Text(Point(WIDTH / 2, 2 * CS), "Game Over!") text.setTextColor('black') text.setSize(36) text.draw(self.win) text = Text(Point(WIDTH / 2, CS * 3.5), "You cleared " + str(newScore) + ' lines!') text.setSize(18) text.setTextColor('black') text.draw(self.win) text = Text(Point(WIDTH / 2, CS * 4.5), "High Scores:") text.setSize(18) text.setTextColor('black') text.draw(self.win) for i in range(1, 11): text = Text(Point(CS * 1.65, CS * (4.4 + i)), str(i) + '.') text.draw(self.win) sc = Scores() newIdx = sc.addScore('', newScore) highScore = False if newIdx < 10: highScore = True scoreList = sc.getScores() vals = [5.5, 10] currScore = None for val in range(2): for i, scoreArr in enumerate(scoreList): if doki and not val: # :) text = Text(Point(CS * vals[val], CS * (5.4 + i)), 'Monika') else: text = Text(Point(CS * vals[val], CS * (5.4 + i)), str(scoreArr[val])) text.draw(self.win) if val == 0 and i == newIdx: currScore = text if not highScore: return newEntry = Entry(Point(CS * 5.5, CS * (5.4 + newIdx)), 10) newEntry.draw(self.win) submitted = False newName = '' while self.win.getKey() != 'Return': newName = newEntry.getText() newEntry.undraw() currScore.undraw() if doki: currScore.setText('Just Monika') # :') else: currScore.setText(newName) currScore.draw(self.win) sc.addName(newIdx, newName)
def run(): if with_viewer: view = Viewer(config_file) loader_test = create_loader(dataset_name, config_file) loader_test.start() first_time = True iter_test_nr = 0 #nr of batches processed samples_test_processed = 0 #torch stuff lattice_to_splat = LatticePy() lattice_to_splat.create( config_file, "splated_lattice" ) #IMPORTANT THAT the size of the lattice in this file is the same as the size of the lattice that was used during training model_ctx = ModelCtx(base_lr, learning_rate, weight_decay, batch_size, nr_epochs_per_half_cycle, exponential_gamma, model_params, with_debug_output=with_debug_output, with_error_checking=with_error_checking) mode = "eval" #this will switch between train and eval as we finish each epoch torch.set_grad_enabled(False) scores = Scores(node_name, port) write_scannet_predictions = False cloud = MeshCore() cloud.load_from_file( "/home/local/staff/rosu/data/ais_kitchen/kitchen_meshes/kitchen_2105.ply" ) cloud.random_subsample(0.7) cloud.rotate_x_axis(1.0) cloud.C = cloud.C / 255 cloud.C = cloud.C + 0.2 # for some reason this yields better results # nr_classes=21 #use the dataloader to get the labelmngr while True: if (loader_test.has_data()): cloud_with_label_mngr = loader_test.get_cloud() cloud.m_label_mngr = cloud_with_label_mngr.m_label_mngr break # for sigma in np.arange(0.04, 0.1, 0.01): # lattice_to_splat.lattice.set_sigma(sigma) # sigma=0.07 # lattice_to_splat.lattice.set_sigma(sigma) positions, values, target = model_ctx.prepare_cloud( cloud ) #prepares the cloud for pytorch, returning tensors alredy in cuda pred_softmax, pred_raw, delta_weight_error_sum = model_ctx.forward( lattice_to_splat, positions, values, mode, cloud.m_label_mngr.nr_classes(), 1) if first_time: first_time = False #now that all the parameters are created we can fill them with a model from a file model_ctx.model.load_state_dict(torch.load(checkpoint_path)) #need to rerun forward with the new parameters to get an accurate prediction pred_softmax, pred_raw, delta_weight_error_sum = model_ctx.forward( lattice_to_splat, positions, values, mode, cloud.m_label_mngr.nr_classes(), 1) lattice_to_splat.compute_nr_points_per_lattice_vertex() print("max color is ", cloud.C.max()) if with_viewer: show_predicted_cloud(pred_softmax, cloud) if do_write_predictions: pred_path = os.path.join( output_predictions_path, str(samples_test_processed) + "_2105_pred.ply") print("writing prediction to ", pred_path) write_prediction(pred_softmax, cloud, pred_path)
# assim o tipo de rede é definido pelo tipo da conexão dos neurônios # e o mesmo tipo pode ser treinado de formas diferentes, mas # mesmo assim usando esse formato de conexão # "adam" é outro tipo de otimização, diferente do SGD model.compile(optimizer="adam", loss='sparse_categorical_crossentropy', metrics=['accuracy']) print("\nTreinando...\n") model.fit(x_train, y_train, epochs=20) # avaliando dados de treinamento print("\navaliando dados de treinamento") model.evaluate(x_train, y_train, verbose=2) # avaliando os dados de teste print("\navaliando os dados de teste") model.evaluate(x_test, y_test, verbose=2) # prevendo a partir dos dados de teste y_train_pred = np.argmax(model.predict(x_train), axis=-1) y_test_pred = np.argmax(model.predict(x_test), axis=-1) # usando a minha classe de validação que mostra a matriz de confusão score_train = Scores(y_train, y_train_pred) score_train.exibir_grafico("Dados de treino") score_test = Scores(y_test, y_test_pred) score_test.exibir_grafico("Dados de teste")
if arg.graph_generation == "guyondata": G = Datasets.get_guyon_graph(ctr + 1) else: G = Datasets.get_scale_free_graph_edge(arg.network_size, initial_module, nb_modules, arg.module_size, arg.prob_p, arg.prob_q, arg.removed_edges, rng) rate_conection = len(G.edges) / len(G.nodes) average_shortest_paths = [] for _, cluster in Datasets.get_groups(G).items(): nodes = list(cluster) average_shortest_paths.append( Scores.average_shortest_path(G, nodes)) result = str(ctr) + "," + str(arg.network_size) + "," + str( arg.module_size) + "," + str(rate_conection) + "," + str( average_shortest_paths[0]) # save the network and the simulation transcripts in the file network_path, weight_path = write_network_edge_list( G, arg.outfile, "sim" + str(ctr + 1)) truehits = Datasets.get_groups(G) th = set([j for i in truehits.values() for j in i]) # geting the result of others tools (verify set_variables.json file) if 'bionet' in data['tools']: print("\nExecuting Bionet\n") bionet_output, time = Scores.bionet_result( network_path, weight_path, str(data['bionet_fdrs']), arg.outfile)
class Game(Tab): """Tab class that represents logic of a game""" def __init__(self, wrapper): super(Game, self).__init__(wrapper) self.type_scores = {'s': 10, 'e': 50} self.field = Field('1_lvl.txt') self.units = Units(self) self.scores = Scores(position=Vector( 10, self.field.get_size().to_abs().y + 5), level=1) def set_hs(self, hs): # type: (int) -> None """Set highscore and write it to file""" pass def start(self): Input.reset() self.field = Field(str(self.scores.level) + '_lvl.txt') self.units.add_pacman(self.field.get_pacman_spawn()) self.units.add_ghosts(self.field.get_ghosts_spawn()) Music.play('bg', .1) def pacman_die(self): if self.scores.lives >= 1: self.scores.lives -= 1 if self.scores.lives: Music.play('go') self.units.reset() Input.reset() else: self.game_over() def add_score(self, value): # type: (int) -> int return self.scores.add_score(value) def next_level(self): # type: () -> None """Switch to next level""" self.scores.level += 1 Input.reset() self.field = Field(str(self.scores.level) + '_lvl.txt') self.units.add_pacman(self.field.get_pacman_spawn()) self.units.add_ghosts(self.field.get_ghosts_spawn()) Music.play('bg', .1) def get_size(self): # type: () -> Vector """Return size vector of tab""" return Vector( self.field.get_size().to_abs().x, self.field.get_size().to_abs().y + self.scores.get_size().y) def update(self): # type: () -> None """Update the objects""" if self.field.seed_count <= 0: # все зерна съедены self.next_level() else: if self.scores.score: if self.field.get_door_status() == 1: self.field.get_cell(self.field.door).set_type('0') for g in (self.units.blinky, self.units.pinky, self.units.clyde): if not g.get_mode(): g.set_mode(1) if not self.units.inky.get_mode( ) and self.scores >= 30 * self.type_scores.get('s'): self.units.inky.set_mode(1) self.units.pacman.set_buffer_direction(Input.key_direction) self.units.move() def game_over(self): Music.stop('bg') Music.play('go') self.wrapper.set_current_tab('mainmenu') self.wrapper.add_tab('game', Game(self.wrapper)) def draw(self): # type: () -> None """Draw all objects""" self.field.draw() self.units.draw() self.scores.draw()
def train(env, hparams): # randomness (https://pytorch.org/docs/stable/notes/randomness.html) random_seed = hparams['seed'] torch.manual_seed(random_seed) torch.cuda.manual_seed(random_seed) torch.cuda.manual_seed_all(random_seed) torch.backends.cudnn.deterministic = True torch.backends.cudnn.benchmark = False np.random.seed(random_seed) random.seed(random_seed) # get the default brain brain_name = env.brain_names[0] brain = env.brains[brain_name] scores_hparams = hparams['scores'] scores = Scores( scores_hparams['expectation'],size=scores_hparams['window_size'], check_solved=scores_hparams['check_solved']) env_info = env.reset(train_mode=True)[brain_name] # reset the environment # number of agents num_agents = len(env_info.agents) # size of each action action_size = brain.vector_action_space_size states = env_info.vector_observations # get the current state (for each agent) state_size = states.shape[1] agents = [] for _ in range(num_agents): agents.append( Agent(state_size, action_size, hparams)) prefix = f'result/{hparams["output"]}' for i in range(hparams['epoch']): env_info = env.reset(train_mode=True)[brain_name] # reset the environment # number of agents num_agents = len(env_info.agents) for agent in agents: agent.reset() # size of each action action_size = brain.vector_action_space_size states = env_info.vector_observations # get the current state (for each agent) # initialize the score (for each agent) epoch_score = np.zeros(num_agents) for t in range(1, hparams['t_max']+1): actions = np.array( [agents[i].act(states[i]) for i in range(num_agents) ]) env_info = env.step(actions)[brain_name] # send all actions to tne environment next_states = env_info.vector_observations # get next state (for each agent) dones = env_info.local_done # see if episode finished for i in range(num_agents): agents[i].step(t, states[i], actions[i], env_info.rewards[i], next_states[i], dones[i]) states = next_states epoch_score += env_info.rewards #print('\rTimestep {}\tmin: {:.2f}\tmax: {:.2f}' .format(t, np.min(epoch_score), np.max(epoch_score)), end='') if np.any(dones): break if scores.AddScore(np.max(epoch_score)) is True: break for i in range(len(agents)): agents[i].save( f'{prefix}_agent_{i}' ) scores.FlushLog(prefix, False)
if "queued" in stats: queued = stats["queued"] started = [] if "started" in stats: started = stats["started"] if not (queued + started): jobs_done = True else: print(sys.stderr,\ len(started), "started", len(queued), "queued") sleep(10) if "error" in stats and stats["error"]: print(sys.stderr, "Errors occurred", stats["error"]) sys.exit(1) finalScores = Scores() print(len(testPoints)) for job in ssn: res, scores = job.results print(res) finalScores += scores classifier.scores = finalScores else: sys.exit(0) else: print(sys.stderr, "labeling...") classifier.label() print(sys.stderr, "test classifier performance") print(sys.stderr, classifier.scores)
from scores import Scores scores = Scores(debug=True) games = scores.get_games(only_major_games=True) # games = scores.get_games() # games = scores.get_games(include_cancelled=True, include_postponed=True) # games = scores.get_games(include_cancelled=True, include_postponed=True, only_major_games=True) print(len(games)) # games[0].jsonprint() # scores.download_assets(games[0]).jsonprint()