ARPGMaker.remEntity(enBullet) break for bullet in enemyBulletList: if ARPGMaker.getEntityPositionY(bullet) > height: enemyBulletList.remove(bullet) ARPGMaker.remEntity(bullet) elif ARPGMaker.circleCollide(player, bullet): #FIXME: MAKE A DEATH player_health -= 1 print("YOU DID A HIT") enemyBulletList.remove(bullet) ARPGMaker.remEntity(bullet) if player_health <= 0: print("YOU DID A DEATH") ARPGMaker.close() else: ARPGMaker.movef(bullet, 0, 1, int(500 * update_delta * 100), 100) # if enemy is not None and ARPGMaker.circleCollide(player, enemy): # ARPGMaker.close() # Draw everything draw.draw_all() # if attack is not None: # ARPGMaker.remEntity(attack) # attack = None ARPGMaker.close()
from draw import draw_all from utils import check_dir from utils import clean_temp_files from utils import copy_resources_to_processed from get_data_from_log_file import get_data_from_log_file if __name__ == '__main__': model_name = 'densenet121-train90-lr0.1-batch768' # model_name = 'restnet18-train90-lr0.1' check_dir() get_data_from_log_file(log_file='%s.txt' % model_name) draw_all() copy_resources_to_processed(model_name=model_name, file_name='modified', replace=True) copy_resources_to_processed(model_name=model_name, file_name='plt', replace=True) # if you want to clean temp file under postprocess, use this clean_temp_files() print("All Done!") print("you can check resources in '../processed'") print("path in project is 'data/postprocess'")
def playgame(): #変数初期設定(ゲーム) print("start playgame") tc.seta = 2 tc.setb = 2 tc.gamea = 10 tc.gameb = 10 tc.pointa = 0 tc.pointb = 0 tc.score = 0 tc.damage = 0 counter = 0 #BGM再生 pygame.mixer.music.set_volume(0.4) pygame.mixer.music.play() tc.character[0].image = tc.image_man1 #ループ2(ゲームメインループ) while draw.game_flag > 20: #キー入力判定&とび職人移動 if character[0].status < 200 and counter <= 5970: pressed = pygame.key.get_pressed() if pressed[K_LEFT] and character[0].x > fieldxl + 50: character[0].x -= 20 if pressed[K_RIGHT] and character[0].x < fieldxr - 50: character[0].x += 20 if pressed[K_UP] and character[0].y < netline - 50: character[0].y += 20 if pressed[K_DOWN] and character[0].y > fieldy1 + 50: character[0].y -= 20 if pressed[K_SPACE] and character[0].jump_status == 1: sound_jump.play() character[0].jump_status = 2 character[0].vz = +26 if character[0].jump_status == 2: character[0].z += character[0].vz character[0].vz -= 2 if character[0].z <= 0: character[0].z = 0 character[0].jump_status = 1 #adjust_x = character[0].x / 30 #adjust_z = character[0].z / 20 #adjust_x = character[0].x /1000 #adjust_y = character[0].y #adjust_z = 0.1+character[0].z /1000 mex = character[0].x mey = character[0].y mez = character[0].z #おむすび表示オン if counter > 300 and counter < 5900 and counter % 600 == 150: if character[6].status == 0: character[6].on(10) #キャラクター移動 if character[0].status < 200 and counter < 6000: for i in range(1, len(character)): if character[i].status > 0: a, b = character[i].move(character[0].x, character[0].y, character[0].z, character[0].status) if a == 1: #ミス処理開始 character[0].status = 200 character[0].jump_status = 2 character[0].vx = 0 character[0].vz = -24 damage += 25 sound_crash.play() sound_miss.play() if a == 2: #得点処理 combo += 1 score += 1000 * combo counter_point = 1 point_x = b - 40 sound_eat.play() sound_omusubi.play() if a == 3: #おむすび取り逃し(コンボ消滅) combo = 0 #ミス処理 if character[0].status >= 200: character[0].failure() if damage == 100 and character[0].status == 259: drow.game_flag = 11 elif character[0].status >= 10: character[0].blink() #ポイント表示 if counter_point > 0: counter_point += 1 a, b = location_in_view(point_x, character[0].y, 0) image = sysfont.render("{:^10}".format("1000 x " + str(combo)), True, (255, 0, 0)) SURFACE.blit(image, (a, b)) if counter_point > 30: counter_point = 0 draw.draw_all() #BGM再生確認&リピート if pygame.mixer.music.get_busy() == 0: pygame.mixer.music.play()
parser = load_parser(NEW_PARSER, user_name) # Process found data print("Process found data") data = parser.final_data # Blur the data for aussagekrätigere visualization data = gaus_blur(data, BLUR) # Sort data data_days = sort_data_days(data, DAYS_PER_CIRCLE, DELTA_MINUTES) data_minutes = sort_data_minutes(data, DELTA_MINUTES) # Draw everything draw.draw_all(data_days, data_minutes, thickness=DAYS_PER_CIRCLE, col_pow=BRIGHTNESS) print("Finished successfully") ####### Sum up weekdays # data_days = {'Monday': 0, 'Tuesday': 0, 'Wednesday': 0, 'Thursday': 0, 'Friday': 0, 'Saturday': 0, 'Sunday': 0} # for key, item in parser.final_data.items(): # dayname = key.strftime("%A") # data_days[dayname] += item # print(data_days) # draw.draw_weekdays(data_days) ####### # print("{" + "\n".join("{}: {}".format(k, v) for k, v in data_draw.items()) + "}")
def opening(): a = 0 counter = 0 tc.damage = 0 tc.counter_point = 0 tc.combo = 0 tc.seta = 2 tc.setb = 2 tc.gamea = 10 tc.gameb = 10 tc.pointa = 0 tc.pointb = 0 #すべてのキャラクターを消す for i in range(len(tc.character)): tc.character[i].status = 0 #自分を表示する tc.character[0].on(0) #自分の座標をグローバール変数に渡す draw.mex = tc.character[0].x draw.mey = tc.character[0].y draw.mez = tc.character[0].z print(draw.mex,draw.mey,draw.mez) #相手プレーヤー表示オン counter=1 tc.character[1].on(4) #ボール表示オンcounter=2 tc.character[2].on(3) #ネット表示オンcounter=3 tc.character[3].on(2) if tc.doubles == 1: tc.character[3].width = 548+548+91.4+91.4 #ペア表示オンcounter=4 if tc.doubles == 1: tc.character[4].on(1) #相手プレーヤー2表示オンcounter=5 if tc.doubles == 1 : tc.character[5].on(5) #オープニングメッセージ1 tc.character[6].on(11) #オープニングメッセージ1 tc.character[7].on(12) #オープニング表示 draw.game_flag = 1 #ループ1(タイトル画面) while draw.game_flag == 1: counter += 1 #キャラクターの移動 for i in range(1, len(tc.character)): if tc.character[i].status > 0: tc.character[i].move_opening() draw.draw_all() #キー入力判定 pressed = pygame.key.get_pressed() if pressed[K_SPACE]: a = 1 elif pressed[K_SPACE] == 0 and a == 1: a = 0 draw.game_flag = 21 tc.character[6].off() tc.character[7].off() draw.FPSCLOCK.tick(30)