Example #1
0
def connect(host, port=None, through=None):
  '''establish a secure tunnel connection to a remote host at the given port

Inputs:
    host     -- hostname to which a tunnel should be established
    port     -- port number (on host) to connect the tunnel to
    through  -- 'tunnel-through' hostname  [default = None]
  '''
  from Tunnel import Tunnel
  t = Tunnel()
  t.connect(host, port, through)
  return t
Example #2
0
def connect(host, port=None, through=None):
    '''establish a secure tunnel connection to a remote host at the given port

Inputs:
    host     -- hostname to which a tunnel should be established
    port     -- port number (on host) to connect the tunnel to
    through  -- 'tunnel-through' hostname  [default = None]
  '''
    from Tunnel import Tunnel
    t = Tunnel()
    t.connect(host, port, through)
    return t
Example #3
0
def connect(rhost,rport):
  '''establish a secure tunnel connection to a remote host at the given port

Inputs:
    rhost  -- hostname to which a tunnel should be established
    rport  -- port number (on rhost) to connect the tunnel to
  '''
  from Tunnel import Tunnel
  t = Tunnel('Tunnel')
  lport = t.connect(rhost,rport)
  #FIXME: want to have r.lport, r.rport, r.rhost as class members
  return t,lport
Example #4
0
File: core.py Project: yuhjay/vmaf
def connect(rhost, rport):
    '''establish a secure tunnel connection to a remote host at the given port

Inputs:
    rhost  -- hostname to which a tunnel should be established
    rport  -- port number (on rhost) to connect the tunnel to
  '''
    from Tunnel import Tunnel
    t = Tunnel('Tunnel')
    lport = t.connect(rhost, rport)
    #FIXME: want to have r.lport, r.rport, r.rhost as class members
    return t, lport
Example #5
0
def main():

    background = Background(20)

    terrain = Tunnel()
    terrain.build()

    pygame.init()

    win_size = (1200, 900)
    pygame.display.set_mode(
        win_size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)

    gluPerspective(60, (win_size[0] / win_size[1]), 0.9, 600)
    glTranslate(0, terrain.radius - 20, -560)
    glEnable(GL_DEPTH_TEST)

    clock = pygame.time.Clock()
    exit_flag = False

    while not exit_flag:
        clock.tick(60)
        for eve in pygame.event.get():
            if eve.type == pygame.QUIT:
                exit_flag = True

        keys = pygame.key.get_pressed()
        if keys[pygame.K_d]:
            terrain.rotate(-1)
            background.rotate(-1, math.pi / terrain.sides_num / 2)
        if keys[pygame.K_a]:
            terrain.rotate(1)
            background.rotate(1, math.pi / terrain.sides_num / 2)
        if keys[pygame.K_ESCAPE]:
            exit_flag = True

        background.move()

        terrain.clear()
        terrain.move()
        terrain.collision()

        # glRotatef(1, 0, 0, int(2 * mat.pi))
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        background.draw()
        terrain.draw()
        pygame.display.flip()
Example #6
0
from RailTrack import RailTrack
from Tunnel import Tunnel
from Train import Train
from Player import Player
from Hobo import Hobo

import random

#This is the amount of time in seconds since the game started. If the player performs an action (ex. waits, hops), time is advanced by 1 second
elapsedTime = 0

# Take parameter as intput from stdin
tracks = int(input("Enter the number of tracks: "))

p = Player(0, tracks)
t = Tunnel(tracks)  # Railtracks and trains are in here

print("Generated RailTrack object successfully, " + str(t))

mcount = 1  # count for every actions to get the percentage
# Game Loop run for n iterations
#for i in range(tracks):
print("Loading...")
nextPos = 0
while not (p.health == 0):
    #player on track at that time and there is a train coming up
    # This might be redundant

    # In each step:
    # We ask our player if they want to move (potential algorithm: move to random track)
FPS = 60

last_time = time.time()

clock = pygame.time.Clock()
game_running = True
while game_running:  # GameLoop
    dt = time.time() - last_time
    dt *= FPS
    last_time = time.time()
    for event in pygame.event.get():  # Every event will be under here
        if event.type == pygame.QUIT:  # Event to run when we click the X button
            game_running = False
        if event.type == SPAWNTUNNEL:
            pygame.time.set_timer(SPAWNTUNNEL, random.randint(1000, 2000))
            tunnel_list.append(Tunnel())

    # Tunnels
    for tunnel in reversed(tunnel_list):
        tunnel.move(dt)
        if tunnel.hitbox.x < -100:
            tunnel_list.remove(tunnel)

    for tunnel in tunnel_list:
        for x, player in enumerate(players):
            if len(tunnel_list) == 0:
                pass
            if tunnel.collision(player):
                savedPlayers.append(players.pop(x))

    for player in players: