Example #1
0
 def __init__(self, engine=None, scheduler=None, options=None):
     if options:
         self.size = Vector(*[int(_) for _ in options.size.split('x')])
         self.width = self.size[0]
         self.height = self.size[1]
         self.num_frames = options.num_frames
         self.fps = options.fps
         self.background = Color(options.background)
         self.foreground = Color(options.foreground)
         self.grid = options.grid
     else:
         self.width = defaults.WIDTH
         self.height = defaults.HEIGHT
         self.size = Vector(self.width, self.height)
         self.num_frames = defaults.NUM_FRAMES
         self.fps = defaults.FPS
         self.background = Color(defaults.BACKGROUND)
         self.foreground = Color(defaults.FOREGROUND)
         self.grid = defaults.GRID
     self.engine = engine if engine else PyGameEngine(
         width=self.width, height=self.height, fps=self.fps)
     self.engine.fg_color = self.foreground
     self.engine.bgcolor = self.background
     self.scheduler = scheduler if scheduler else Scheduler()
     self.actors = []
     self.refs = {
         'center': self.size / 2,
         'top_right': Vector(self.width, 0),
         'top_left': Vector(0, 0),
         'bottom_right': Vector(self.width, self.height),
         'bottom_left': Vector(0, self.height),
     }
Example #2
0
    def test_create_sequence(self):
        s = Stage(PyGameEngine())
        s.num_frames = 100
        star = Star('star', color='gold', pos=(1280, 720), radius=20)
        s.add_actor(star)

        bob = Square('bob', pos=(0, s.height // 2))
        s.add_actor(bob)

        dice = Dice('D1', pos=(400, 400))
        s.add_actor(dice)

        mf = Bitmap('mf', 'mf.png', pos=(200, 200))
        s.add_actor(mf)

        sch = Scheduler()
        sch.add_action(Move(star, 0, 100, (0, 0)))
        sch.add_action(Swing(mf, 0, 100, (1080, 520)))
        sch.add_action(Land(bob, 0, 100, Vector(s.width, s.height // 2)))

        for frame in range(0, 100):
            s.draw(frame)
            sch.next()
Example #3
0
    def test_colorize(self):
        sujeto = Actor('A', color='#0080FF')
        sch = Scheduler()
        sch.add_action(actions.Colorize(sujeto, 0, 4, '#FF9000'))

        frame = sch.next()  # Frame 0 to 1, first step
        self.assertEqual(frame, 1)
        self.assertEqual(str(sujeto.color), '#4084bf')

        frame = sch.next()  # Frame 1 to 2, second step
        self.assertEqual(frame, 2)
        self.assertEqual(str(sujeto.color), '#80887f')

        frame = sch.next()  # Frame 2 to 3, third step
        self.assertEqual(frame, 3)
        self.assertEqual(str(sujeto.color), '#bf8c40')

        frame = sch.next()  # Frame 3 to 4, fourth step
        self.assertEqual(frame, 4)
        self.assertEqual(str(sujeto.color), '#ff9000')
Example #4
0
def test_calls():
    sch = Scheduler()

    class TestAction(actions.Action):
        def start(self, frame):
            self.started_at_frame = frame
            self.called_on_frames = []

        def step(self, frame):
            self.called_on_frames.append(frame)

        def end(self, frame):
            self.ended_at_frame = frame

    a = Actor('A')
    task = TestAction(a, 3, 6)
    sch.add_action(task)
    for f in range(15):
        sch.next()
    assert task.started_at_frame == 3
    assert task.ended_at_frame == 6
    assert task.called_on_frames == [3, 4, 5]
Example #5
0
 def test_fade_in_in_pygame(self):
     sch = Scheduler()
     engine = PyGameEngine()
     studio = Stage(engine)
     for row in range(50, 780, 100):
         for col in range(50, 1280, 100):
             from_frame = random.randint(5, 30)
             size = random.randint(10, 70)
             to_frame = from_frame + size
             name = 'bob{}x{}'.format(col, row)
             actor = Square(
                 name,
                 color=colors.random_color(),
                 pos=(col, row),
                 side=90,
                 alpha=0.1,
             )
             sch.add_action(actions.FadeIn(actor, from_frame, to_frame))
             studio.add_actor(actor)
     for frame in range(75):
         studio.draw(frame)
         sch.next()
Example #6
0
def test_easing():
    move = Label('Move', width=190, pos=(100, 30), color='gold')
    fall = Label('Fall', width=190, pos=(300, 30), color='gold')
    land = Label('Land', width=190, pos=(500, 30), color='gold')
    ease_in = Label('EaseIn', width=190, pos=(700, 30), color='gold')
    ease_out = Label('EaseOut', width=190, pos=(900, 30), color='gold')
    swing = Label('Swing', width=190, pos=(1100, 30), color='gold')
    sch = Scheduler()
    sch.add_action(actions.Move(move, 5, 70, (100, 700)))
    sch.add_action(actions.Fall(fall, 5, 70, (300, 700)))
    sch.add_action(actions.Land(land, 5, 70, (500, 700)))
    sch.add_action(actions.EaseIn(ease_in, 5, 70, (700, 700)))
    sch.add_action(actions.EaseOut(ease_out, 5, 70, (900, 700)))
    sch.add_action(actions.Swing(swing, 5, 70, (1100, 700)))
    engine = PyGameEngine()
    stage = Stage(engine)
    stage.add_actors(move, fall, land, ease_in, ease_out, swing)
    for frame in range(75):
        stage.draw(frame)
        sch.next()
Example #7
0
def main():
    fps, debug = get_args()

    sch = Scheduler()

    f_1 = Rect("f_1", pos=(50, 0), color="brown", width=90, height=25)
    sch.add_action(EaseIn(f_1, 0, 150, Vector(50, 700)))

    f_2 = Rect("f_2", pos=(150, 0), color="white", width=90, height=25)
    sch.add_action(Move(f_2, 0, 150, Vector(150, 700)))

    f_3 = Rect("f_3", pos=(250, 0), color="#334588", width=90, height=25)
    sch.add_action(Land(f_3, 0, 150, Vector(250, 700)))

    f_4 = Rect("f_4", pos=(350, 0), color="#f0A371", width=90, height=25)
    sch.add_action(Swing(f_4, 0, 150, Vector(350, 700)))

    lbl_fall = Label("Fall", "Fall", pos=(450, 10), color="#333333")
    sch.add_action(Fall(lbl_fall, 0, 50, (450, 400)))
    sch.add_action(EaseIn(lbl_fall, 186, 196, (450, 10)))

    lbl_easing_in = Label("easing_in",
                          "Easing in",
                          pos=(600, 10),
                          color="#333333")
    sch.add_action(EaseIn(lbl_easing_in, 0, 50, (600, 400)))
    sch.add_action(EaseIn(lbl_easing_in, 188, 198, (600, 10)))

    lbl_swing = Label("swing", "Swing", pos=(750, 10), color="#333333")
    sch.add_action(Swing(lbl_swing, 0, 50, (750, 400)))
    sch.add_action(EaseIn(lbl_swing, 190, 200, (750, 10)))

    pelota = Circle("Pelota", pos=(480, 10), color="gold")
    sch.add_action(Fall(pelota, 0, 25, (480, 670)))
    sch.add_action(Land(pelota, 25, 50, (480, 12)))
    sch.add_action(Fall(pelota, 50, 75, (480, 670)))
    sch.add_action(Land(pelota, 75, 100, (480, 10)))
    sch.add_action(Fall(pelota, 100, 125, (480, 670)))
    sch.add_action(Land(pelota, 125, 150, (480, 10)))
    sch.add_action(Fall(pelota, 150, 175, (480, 670)))
    sch.add_action(Land(pelota, 175, 200, (480, 10)))

    bob = RoundRect("Bob", color="cadetblue", width=60, height=50)
    bob.place(10, 400)
    sch.add_action(Land(bob, 1, 20, Vector(400, 400)))
    sch.add_action(Fall(bob, 21, 40, Vector(10, 400)))

    star = Star("Marylin", color="red", alpha=0.33)
    sch.add_action(Swing(star, 0, 100, (WIDTH, HEIGHT)))
    sch.add_action(Swing(star, 100, 200, (0, 0)))

    all_actors = [
        pelota, bob, f_1, f_2, f_3, f_4, star, lbl_fall, lbl_easing_in,
        lbl_swing
    ]

    lbl_clock = Label("clock",
                      "00:00.00",
                      pos=(1120, 670),
                      color="#CFCFCF",
                      alpha=0.5)
    sch.add_action(Timer(lbl_clock, 0, 200))

    all_actors.append(lbl_clock)

    in_stage = all_actors[:]
    engine = engines.PyGameEngine()
    clock = pygame.time.Clock()
    frame = 0
    inside_loop = True
    while inside_loop:
        engine.clear(frame)
        if debug:
            engine.grid()

        for actor in in_stage:
            actor.start_draw(engine)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                inside_loop = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    inside_loop = False

        pygame.display.flip()
        clock.tick(fps)
        frame = sch.next() % MAX_FRAMES
        if frame == 0:
            sch.reset()
            for actor in all_actors:
                actor.reset()
Example #8
0
#coding=utf-8
'''Workers处理任务'''
# 因为比较简单的项目,就都在一起了,没有拆分
import multiprocessing
# https://github.com/douban/CaoE, 父进程死掉杀掉子进程
import caoe
caoe.install()
import parse
import models
from schedulers import Message
from log import error, warn
from control import Scheduler, periodic, run

terminating = None
scheduler = Scheduler('worker')


# Fixed 不能CTRL-C http://stackoverflow.com/questions/14579474/multiprocessing-pool-spawning-new-childern-after-terminate-on-linux-python2-7
def initializer(terminating_):
    # This places terminating in the global namespace of the worker subprocesses.
    # This allows the worker function to access `terminating` even though it is
    # not passed as an argument to the function.
    global terminating
    terminating = terminating_


class Worker(object):
    '''执行任务类'''
    def __init__(self, map_func, num_workers=None, **kwargs):
        self.map_func = map_func
        self.inputs = Message.objects(state__ne=2, inprocess__ne=True)
Example #9
0
'''
把需要抓取的电影id发送给MQ, 他是一切任务的生成源
'''
from mongoengine.errors import NotUniqueError

from parse import get_movie_ids, get_movie_pages
from utils import get_unfinished, group, sleep2
from spider import Search
from conf import (SEARCH_PAGE, SEARCH_API, MIN_YEAR, TASK_BEAT_NUM, TASK_BEAT,
                  VERIFY_INTERVAL)
from models import YearFinished, IdFinished
from schedulers import Message
from control import Scheduler, periodic, run
from log import error, debug, warn

scheduler = Scheduler('beat')


def get_year():
    '''根据年份从前向后,获取当前要执行的第一个年份(min)'''
    obj = YearFinished.objects
    if obj:
        c_year = obj.first()
        return c_year.year
    else:
        return MIN_YEAR - 1


def fetch(year, page):
    s = Search(params={'Ajax_CallBack': True,
                       'Ajax_CallBackType': 'Mtime.Channel.Pages.SearchService',  # noqa
Example #10
0
    def test_sequence(self):

        sch = Scheduler()
        s = Stage(PyGameEngine())
        s.num_frames = 80
        middle = s.height // 2
        dice1 = Dice('D1', num=1)
        dice1.place(1 * s.width // 7, middle)
        sch.add_action(
            Land(dice1, 0, 60, Vector(1 * s.width // 7, s.height - 50)))
        sch.add_action(Swing(dice1, 60, 80, dice1.initial_state['pos']))
        s.add_actor(dice1)

        dice2 = Dice('D2', num=2)
        dice2.place(2 * s.width // 7, middle)
        sch.add_action(
            Fall(dice2, 0, 60, Vector(2 * s.width // 7, s.height - 50)))
        sch.add_action(Swing(dice2, 60, 80, dice2.initial_state['pos']))
        s.add_actor(dice2)

        dice3 = Dice('D3', num=3)
        dice3.place(3 * s.width // 7, middle)
        sch.add_action(Fall(dice3, 0, 60, Vector(3 * s.width // 7, 50)))
        sch.add_action(Swing(dice3, 60, 80, dice3.initial_state['pos']))
        s.add_actor(dice3)

        dice4 = Dice('D4', num=4)
        dice4.place(4 * s.width // 7, middle)
        sch.add_action(Land(dice4, 0, 60, Vector(4 * s.width // 7, 50)))
        sch.add_action(Swing(dice4, 60, 80, dice4.initial_state['pos']))
        s.add_actor(dice4)

        dice5 = Dice('D5', num=5)
        dice5.place(5 * s.width // 7, middle)
        sch.add_action(
            Move(dice5, 0, 60, Vector(5 * s.width // 7, s.height - 50)))
        sch.add_action(Swing(dice5, 60, 80, dice5.initial_state['pos']))
        s.add_actor(dice5)

        dice6 = Dice('D6', num=6)
        dice6.place(6 * s.width // 7, middle)
        sch.add_action(Move(dice6, 0, 60, Vector(6 * s.width // 7, 50)))
        sch.add_action(Swing(dice6, 60, 80, dice6.initial_state['pos']))
        s.add_actor(dice6)

        t1 = Label(
            'Texto1',
            pos=(s.width // 2, 50),
            color='gold',
            width=200,
            height=100,
        )
        for i in range(0, 81, 20):
            fall_pos = vectors.get_random_position_vector(s.width, s.height)
            land_pos = vectors.get_random_position_vector(s.width, s.height)
            sch.add_action(Land(t1, i, i + 25, fall_pos))
            sch.add_action(Fall(t1, i, i + 25, land_pos))

        s.add_actors(t1)

        for frame in range(0, 100):
            s.draw(frame)
            sch.next()
Example #11
0
def test_start():
    sch = Scheduler()
    bob = Actor('Bob')
    sch.add_action(actions.Move(bob, 5, 10, Vector(72, 54)))
    sch.add_action(actions.Blink(bob, 8, 12))

    assert len(sch.active_actions) == 0  # 0
    sch.next()
    assert len(sch.active_actions) == 0  # 1
    sch.next()
    assert len(sch.active_actions) == 0  # 2
    sch.next()
    assert len(sch.active_actions) == 0  # 3
    sch.next()
    assert len(sch.active_actions) == 0  # 4
    sch.next()
    assert len(sch.active_actions) == 0  # 5
    sch.next()
    assert len(sch.active_actions) == 1  # 6
    sch.next()
    assert len(sch.active_actions) == 1  # 7
    sch.next()
    assert len(sch.active_actions) == 1  # 8
    sch.next()
    assert len(sch.active_actions) == 2  # 9
    sch.next()
    assert len(sch.active_actions) == 2  # 10
    sch.next()
    assert len(sch.active_actions) == 1  # 11
    sch.next()
    assert len(sch.active_actions) == 1  # 12
    sch.next()
    assert len(sch.active_actions) == 0  # 13
    sch.next()
    assert len(sch.active_actions) == 0  # 14
    sch.next()
    assert len(sch.active_actions) == 0  # 15
Example #12
0
 def test_show_calls(self):
     bob = Square('bob', alpha=0.0)
     show = actions.FadeIn(bob, 0, 10)
     sch = Scheduler()
     sch.add_action(show)
     self.assertEqual(bob.alpha, 0.0)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.1)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.2)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.3)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.4)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.5)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.6)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.7)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.8)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.9)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 1.0)
Example #13
0
 def test_fade_out(self):
     bob = Square('bob')
     hide = actions.FadeOut(bob, 0, 10)
     sch = Scheduler()
     sch.add_action(hide)
     self.assertEqual(bob.alpha, 1.0)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.9)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.8)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.7)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.6)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.5)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.4)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.3)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.2)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.1)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.0)
     self.assertEqual(sch.frame, 10)
     sch.next()
     self.assertAlmostEqual(bob.alpha, 0.0)
     self.assertEqual(sch.frame, 11)
Example #14
0
    def test(self):
        t = Text('timer', pos=(1000, 700), color='navy')
        e1 = Label('e1', text='Enter on 75', width=190, color='gold')
        bg = Rect('bg', width=30, height=600, pos=(620, 320), color='orange')
        fg = Rect('fg', width=30, height=600, pos=(660, 320), color='navy')
        e = Label('exit', text="I'll go on 2s", pos=(200, 200))

        sch = Scheduler()
        sch.add_action(actions.Timer(t, 0, 150))
        sch.add_action(actions.Enter(e1, 75, 76, (640, 320)))
        sch.add_action(actions.Background(bg, 100, 101))
        sch.add_action(actions.Foreground(fg, 125, 126))
        sch.add_action(actions.Exit(e, 50, 51))
        engine = PyGameEngine()
        studio = Stage(engine)
        studio.add_actors(t, fg, e, e1, bg)
        for frame in range(150):
            studio.draw(frame)
            sch.next()
Example #15
0
def test_uso():
    sch = Scheduler()
    bob = Square('Bob')
    task = actions.Action(bob, 5, 10)
    sch.add_action(task)
    assert (task.actor.name, 5) in sch.actions