Example #1
0
def mainThread():
    
    table = Table()
    table.addpiece(1, 0, Pawn(1, 0, pawn_color, table.table_map))
    table.addpiece(1, 1, Pawn(1, 1, pawn_color, table.table_map))
    table.addpiece(1, 2, Pawn(1, 2, pawn_color, table.table_map))
    table.addpiece(1, 3, Pawn(1, 3, pawn_color, table.table_map))
    table.addpiece(1, 4, Pawn(1, 4, pawn_color, table.table_map))
    table.addpiece(1, 5, Pawn(1, 5, pawn_color, table.table_map))
    table.addpiece(1, 6, Pawn(1, 6, pawn_color, table.table_map))
    table.addpiece(1, 7, Pawn(1, 7, pawn_color, table.table_map))
    
    table.addpiece(0, 0, Tower(0, 0, tower_color, table.table_map))
    table.addpiece(0, 1, Horse(0, 1, horse_color, table.table_map))
    table.addpiece(0, 2, Bishop(0, 2, bishop_color, table.table_map))
    table.addpiece(0, 3, King(0, 3, king_color, table.table_map))
    table.addpiece(0, 4, Queen(0, 4, quin_color, table.table_map))
    table.addpiece(0, 5, Bishop(0, 5, bishop_color, table.table_map))
    table.addpiece(0, 6, Horse(0, 6, horse_color, table.table_map))
    table.addpiece(0, 7, Tower(0, 7, tower_color, table.table_map))
    
    
    table.addpiece(6, 0, Pawn(6, 0, pawn_color, table.table_map, True))
    table.addpiece(6, 1, Pawn(6, 1, pawn_color, table.table_map, True))
    table.addpiece(6, 2, Pawn(6, 2, pawn_color, table.table_map, True))
    table.addpiece(6, 3, Pawn(6, 3, pawn_color, table.table_map, True))
    table.addpiece(6, 4, Pawn(6, 4, pawn_color, table.table_map, True))
    table.addpiece(6, 5, Pawn(6, 5, pawn_color, table.table_map, True))
    table.addpiece(6, 6, Pawn(6, 6, pawn_color, table.table_map, True))
    table.addpiece(6, 7, Pawn(6, 7, pawn_color, table.table_map, True))
    
    table.addpiece(7, 0, Tower(7, 0, tower_color, table.table_map))
    table.addpiece(7, 1, Horse(7, 1, horse_color, table.table_map))
    table.addpiece(7, 2, Bishop(7, 2, bishop_color, table.table_map))
    table.addpiece(7, 3, King(7, 3, king_color, table.table_map))
    table.addpiece(7, 4, Queen(7, 4, quin_color, table.table_map))
    table.addpiece(7, 5, Bishop(7, 5, bishop_color, table.table_map))
    table.addpiece(7, 6, Horse(7, 6, horse_color, table.table_map))
    table.addpiece(7, 7, Tower(7, 7, tower_color, table.table_map))
    
    while True: 
        for evento in py.event.get():
            if evento.type == py.QUIT:
                py.quit()
                
        display.fill((255,255,255))
        table.render(display, py, font)
        py.display.flip()
        time.tick(64)
Example #2
0
def scraping_horses(race_info: dict, race_url: str) -> list:
  horses = []
  html = requests.get(race_url)
  soup = BeautifulSoup(html.content, "html.parser")

  for tr_horse in soup.find_all('tr', class_='HorseList'):
    td_array = []
    for td in tr_horse.find_all('td'):
      td_array.append(td)

    pos = tr_horse.find('td', class_=re.compile('Umaban.')).text.strip()
    td_horseinfo = tr_horse.find('td', class_='HorseInfo')
    horse_name = td_horseinfo.text.strip()

    print('Loading... ' + str(pos) + ':' + horse_name)
    sys.stdout.flush()

    horse_url = td_horseinfo.find('a').get('href')
    results = scraping_horse(horse_url)
    sex = tr_horse.find('td', class_='Barei').text.strip()[:1]
    age = tr_horse.find('td', class_='Barei').text.strip()[1:]
    additional_weight = td_array[5].text.strip()
    horse = Horse(
      pos=pos,
      horse_name=horse_name,
      sex=sex,
      age=age,
      additional_weight=additional_weight,
      race_results=results
    )
    horses.append(horse)
    time.sleep(1)

  return horses
    def processAndSend(self, char, pos):
        position = []
        if char == 'white:soldier' or char == 'black:soldier':
            sold = Soldier(char, pos)
            position = sold.getPositions()

        elif char == 'white:eleph' or char == 'black:eleph':
            elephant = Elephant(char, pos)
            position = elephant.getPositions()

        elif char == 'white:camel' or char == 'black:camel':
            cam = Camel(char, pos)
            position = cam.getPositions()

        elif char == 'white:horse' or char == 'black:horse':
            hors = Horse(char, pos)
            position = hors.getPositions()

        elif char == 'white:queen' or char == 'black:queen':
            qun = Queen(char, pos)
            position = qun.getPositions()

        elif char == 'white:king' or char == 'black:king':
            kin = King(char, pos)
            position = kin.getPositions()
        dataString = pickle.dumps(position)
        self.client.send(dataString)
 def __init__(self):
     self.width = 1400
     self.height = 800
     self.game_display = None
     self.background = (255, 230, 220)
     self.ground = 7 * self.height / 8
     self.clock = pygame.time.Clock()
     self.FPS = 60
     self.font_size = 20
     self.font = None
     self.points = 0
     self.g = 0.96
     self.player = Horse(self)
     self.obstacles = list()
     self.time_obs = 0
     self.time = 0
Example #5
0
 def match(self, frame, boxes, scores):
     # if no horse and no boxes: return
     # if no horse and boxes: assign first box
     # if horse but no boxes: track
     # if horse and boxes: find closest box
     logger.info(f'detected boxes: {boxes}')
     if self.horse is None and len(boxes) == 0: return
     elif self.horse is None and len(boxes) > 0:
         max_index = np.argmax(scores)
         self.horse = Horse(boxes[max_index], 1)
     elif self.horse is not None and len(boxes) == 0:
         self.horse.track(frame)
     elif self.horse is not None and len(boxes) > 0:
         box = find_closest_box(self.horse, boxes)
         if box is None:
             #self.horse.track() # old
             self.horse.track(frame)
         else:
             self.horse.detect(box)
Example #6
0
 def __init__(self, number, rider=None, horse=None):
     self.number = number
     self.rider = rider if rider else Rider()
     self.horse = horse if horse else Horse()
 def setUp(self):
     self.rider = Rider("Koichi Oguri", 86)
     self.horse = Horse("Oguri Cap", 25, self.rider)
Example #8
0
def main():
    pygame.init()
    global screen, clock, current_level_num, current_level, rescuedHorse, horse_found_delay, customfont, health
    customfont = os.path.join('assets', 'custom.ttf')
    screen = pygame.display.set_mode([768, 399])
    pygame.display.set_caption('Cowboys and Dinosaurs')
    pygame.mouse.set_visible(False)
    clock = pygame.time.Clock()

    pygame.mixer.music.load('assets/sounds/lvl1music.mp3')
    pygame.mixer.music.play(-1)

    title_screen()

    player = Player()
    horse = Horse()
    health = Health(screen)

    levels = []
    levels.append(level.Level1(player))
    levels.append(level.Level2(player))

    current_level_num = 0
    current_level = levels[current_level_num]

    non_enemy_sprites = pygame.sprite.Group()
    bullets = pygame.sprite.Group()
    all_sprites = pygame.sprite.Group()

    player.rect.x = 60
    player.rect.y = 300 - player.rect.height
    non_enemy_sprites.add(player)
    non_enemy_sprites.add(health)

    found_screen = False
    rescuedHorse = False
    horse_found_delay = 0
    damage_time = 0
    super_speed = False

    done = False
    up = down = left = right = idle = False
    while not done:
        for event in pygame.event.get():
            idle = False
            if event.type == pygame.QUIT:
                done = True
            elif event.type == KEYDOWN:
                if event.key == K_RIGHT:
                    right = True
                elif event.key == K_LEFT:
                    left = True
                elif event.key == K_UP:
                    player.jump()
                elif event.key == K_SPACE:
                    if player.direction == "R":
                        bullet = Bullet("right")
                        bullet.rect.x = player.rect.x + 33
                        bullet.rect.y = player.rect.y + 27
                        all_sprites.add(bullet)
                        bullets.add(bullet)
                    if player.direction == "L":
                        bullet = Bullet("left")
                        bullet.rect.x = player.rect.x + 20
                        bullet.rect.y = player.rect.y + 27
                        all_sprites.add(bullet)
                        bullets.add(bullet)
                elif event.key == K_1:
                    current_level = level_switch(1, player, current_level,
                                                 levels)
                    non_enemy_sprites.remove(horse)
                elif event.key == K_2:
                    current_level = level_switch(2, player, current_level,
                                                 levels)
                    draw_horse(horse)
                    non_enemy_sprites.add(horse)
                elif event.key == K_F1:
                    menu()
                elif event.key == K_p:
                    super_speed = True
                    player.speed = 30
                elif event.key == K_ESCAPE:
                    pygame.quit()

            elif event.type == KEYUP:
                if event.key == K_RIGHT:
                    right = False
                    idle = True
                elif event.key == K_LEFT:
                    left = False
                    idle = True
            else:
                idle = True

        non_enemy_sprites.update(left, right, up, down, idle)
        all_sprites.update()
        health.health_update(screen)

        current_level.update()

        player_move(player, horse)

        player_damage = pygame.sprite.spritecollide(player,
                                                    current_level.enemies,
                                                    False)
        for enemy in player_damage:
            if enemy.dead == False:
                if player_damage and (time() - damage_time >
                                      1) and super_speed == False:
                    damage_time = time()
                    player.health -= 25
                    damaged = pygame.mixer.Sound('assets/sounds/impact.mp3')
                    damaged.play()
                    health.num_hearts -= 1
                    if player.health == 0:
                        game_over()

        if current_level_num == 1 and rescuedHorse == False:
            draw_horse(horse)
            non_enemy_sprites.add(horse)
            rescuedHorse = True
            horse_found_delay = 1

        if player.rect.x >= 720:
            pygame.time.wait(1000)
            right = False
            if current_level_num == 0:
                current_level_num = end_of_level_screen(player, levels)
            elif current_level_num == 1:
                end_of_game_screen(player, levels)

        for bullet in bullets:
            dino_hit_list = pygame.sprite.spritecollide(
                bullet, current_level.enemies, False)

            for dino in dino_hit_list:
                bullets.remove(bullet)
                all_sprites.remove(bullet)
                dino.health -= 10
                if dino.health == 0:
                    dino.kill_dino()
                    dino_dead = pygame.mixer.Sound('assets/sounds/dead.wav')
                    dino_dead.play()

        current_level.draw(screen, current_level_num)
        non_enemy_sprites.draw(screen)
        all_sprites.draw(screen)

        clock.tick(20)

        pygame.display.flip()

        if current_level_num == 1 and found_screen == False and horse_found_delay == 1:
            pygame.time.wait(2500)
            found_horse_screen()
            found_screen = True
            horse_found_delay += 1

    pygame.quit()
Example #9
0
__author__ = 'Andrew'
from horse import Horse

horse1 = Horse()
horse2 = Horse()
horse3 = Horse()

horse1.reset()
horse2.reset()
horse3.reset()
horse1.advance()
horse1.advance()
horse2.advance()
horse1.slow_down()

result1 = horse1.getValue()
print("Steps for horse1:", result1)

result2 = horse2.getValue()
print("Steps for horse1:", result2)

result3 = horse3.getValue()
print("Steps for horse1:", result3)
Example #10
0
from animal import Animal
from horse import Horse
from pig import Pig

if __name__ == "__main__":
    cow = Animal()
    cow.speak()
    horse = Horse("Bill")
    horse.speak()
    horse2 = Horse("Joe")
    horse.get_name()
    horse2.get_name()
    pig = Pig("Rob")
    pig.speak()
    pig.get_name()
Example #11
0
#!/usr/bin/env python
# -*- coding:utf-8 -*-
import pygame
from horse import Horse

pygame.init()
screen = pygame.display.set_mode([800, 600])
img_bg = pygame.image.load("d:/test1/bk.jpg")
h1 = [
    Horse("小兔", 5, "d:/test1/u33.jpg", 100),
    Horse("laotu", 5, "d:/test1/u33.jpg", 200),
    Horse("lao", 5, "d:/test1/u33.jpg", 300)
]
while True:
    screen.blit(img_bg, (0, 0))
    for h in h1:
        screen.blit(h.get_image(), h.get_location())
        h.run()
    pygame.display.update()
    pygame.time.delay(500)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
Example #12
0
 def spawnHorse(self, box):
     horse = Horse(box, self.global_horse_number)
     self.global_horse_number += 1
     logger.info(f'spawn horse {horse.number}')
     self.horses = np.append(self.horses, horse)
     return horse
Example #13
0
import sys

from horse import Horse

for i in range(0, int(sys.argv[1])):
    h = Horse()
    print(h.name)
Example #14
0
from horse import Horse
from race import Race

name_horse1 = input("Nombre del primer caballo: ")
name_horse2 = input("Nombre del segundo caballo: ")

horse1 = Horse(name_horse1)
horse2 = Horse(name_horse2)

race = Race(horse1, horse2)

race.start()
Example #15
0
    def __init__(self):
        """
        This constructor instantiates a game board, instantiates and adds the game piece objects to the board,
        initializes the game state to "unfinished",  initializes the current turn as the red players,
        and initializes the in-check status of the players.
        """
        self._board = self._board = {
            "a1": None,
            "b1": None,
            "c1": None,
            "d1": None,
            "e1": None,
            "f1": None,
            "g1": None,
            "h1": None,
            "i1": None,
            # row 2
            "a2": None,
            "b2": None,
            "c2": None,
            "d2": None,
            "e2": None,
            "f2": None,
            "g2": None,
            "h2": None,
            "i2": None,
            # row 3
            "a3": None,
            "b3": None,
            "c3": None,
            "d3": None,
            "e3": None,
            "f3": None,
            "g3": None,
            "h3": None,
            "i3": None,
            # row 4
            "a4": None,
            "b4": None,
            "c4": None,
            "d4": None,
            "e4": None,
            "f4": None,
            "g4": None,
            "h4": None,
            "i4": None,
            # row 5
            "a5": None,
            "b5": None,
            "c5": None,
            "d5": None,
            "e5": None,
            "f5": None,
            "g5": None,
            "h5": None,
            "i5": None,
            # row 6
            "a6": None,
            "b6": None,
            "c6": None,
            "d6": None,
            "e6": None,
            "f6": None,
            "g6": None,
            "h6": None,
            "i6": None,
            # row 7
            "a7": None,
            "b7": None,
            "c7": None,
            "d7": None,
            "e7": None,
            "f7": None,
            "g7": None,
            "h7": None,
            "i7": None,
            # row 8
            "a8": None,
            "b8": None,
            "c8": None,
            "d8": None,
            "e8": None,
            "f8": None,
            "g8": None,
            "h8": None,
            "i8": None,
            # row 9
            "a9": None,
            "b9": None,
            "c9": None,
            "d9": None,
            "e9": None,
            "f9": None,
            "g9": None,
            "h9": None,
            "i9": None,
            # row 10
            "a10": None,
            "b10": None,
            "c10": None,
            "d10": None,
            "e10": None,
            "f10": None,
            "g10": None,
            "h10": None,
            "i10": None,
        }
        self._red_pieces = []
        self._black_pieces = []

        red_char_1 = Chariot("red", "a1")
        self.update_board("a1", red_char_1)
        self._red_pieces.append(red_char_1)

        black_char_1 = Chariot("Black", "a10")
        self.update_board("a10", black_char_1)
        self._black_pieces.append(black_char_1)

        red_horse_1 = Horse("red", "b1")
        self.update_board("b1", red_horse_1)
        self._red_pieces.append(red_horse_1)

        black_horse_1 = Horse("black", "b10")
        self.update_board("b10", black_horse_1)
        self._black_pieces.append(black_horse_1)

        red_ele_1 = Elephant("red", "c1")
        self.update_board("c1", red_ele_1)
        self._red_pieces.append(red_ele_1)

        black_ele_1 = Elephant("black", "c10")
        self.update_board("c10", black_ele_1)
        self._black_pieces.append(black_ele_1)

        red_adv_1 = Advisor("red", "d1")
        self.update_board("d1", red_adv_1)
        self._red_pieces.append(red_adv_1)

        black_adv_1 = Advisor("black", "d10")
        self.update_board("d10", black_adv_1)
        self._black_pieces.append(black_adv_1)

        red_gen = General("red", "e1")
        self.update_board("e1", red_gen)
        self._red_pieces.append(red_gen)

        black_gen = General("Black", "e10")
        self.update_board("e10", black_gen)
        self._black_pieces.append(black_gen)

        red_adv_2 = Advisor("Red", "f1")
        self.update_board("f1", red_adv_2)
        self._red_pieces.append(red_adv_2)

        black_adv_2 = Advisor("black", "f10")
        self.update_board("f10", black_adv_2)
        self._black_pieces.append(black_adv_2)

        red_ele_2 = Elephant("red", "g1")
        self.update_board("g1", red_ele_2)
        self._red_pieces.append(red_ele_2)

        black_ele_2 = Elephant("black", "g10")
        self.update_board("g10", black_ele_2)
        self._black_pieces.append(black_ele_2)

        red_horse_2 = Horse("red", "h1")
        self.update_board("h1", red_horse_2)
        self._red_pieces.append(red_horse_2)

        black_horse_2 = Horse("black", "h10")
        self.update_board("h10", black_horse_2)
        self._black_pieces.append(black_horse_2)

        red_char_2 = Chariot("red", "i1")
        self.update_board("i1", red_char_2)
        self._red_pieces.append(red_char_2)

        black_char_2 = Chariot("black", "i10")
        self.update_board("i10", black_char_2)
        self._black_pieces.append(black_char_2)

        red_can_1 = Cannon("red", "b3")
        self.update_board("b3", red_can_1)
        self._red_pieces.append(red_can_1)

        black_can_1 = Cannon("black", "b8")
        self.update_board("b8", black_can_1)
        self._black_pieces.append(black_can_1)

        red_can_2 = Cannon("red", "h3")
        self.update_board("h3", red_can_2)
        self._red_pieces.append(red_can_2)

        black_can_2 = Cannon("black", "h8")
        self.update_board("h8", black_can_2)
        self._black_pieces.append(black_can_2)

        red_sol_1 = Soldier("red", "a4")
        self.update_board("a4", red_sol_1)
        self._red_pieces.append(red_sol_1)

        red_sol_2 = Soldier("red", "c4")
        self.update_board("c4", red_sol_2)
        self._red_pieces.append(red_sol_2)

        red_sol_3 = Soldier("red", "e4")
        self.update_board("e4", red_sol_3)
        self._red_pieces.append(red_sol_3)

        red_sol_4 = Soldier("red", "g4")
        self.update_board("g4", red_sol_4)
        self._red_pieces.append(red_sol_4)

        red_sol_5 = Soldier("red", "i4")
        self.update_board("i4", red_sol_5)
        self._red_pieces.append(red_sol_5)

        black_sol_1 = Soldier("black", "a7")
        self.update_board("a7", black_sol_1)
        self._black_pieces.append(black_sol_1)

        black_sol_2 = Soldier("black", "c7")
        self.update_board("c7", black_sol_2)
        self._black_pieces.append(black_sol_2)

        black_sol_3 = Soldier("black", "e7")
        self.update_board("e7", black_sol_3)
        self._black_pieces.append(black_sol_3)

        black_sol_4 = Soldier("black", "g7")
        self.update_board("g7", black_sol_4)
        self._black_pieces.append(black_sol_4)

        black_sol_5 = Soldier("black", "i7")
        self.update_board("i7", black_sol_5)
        self._black_pieces.append(black_sol_5)

        self._game_state = "UNFINISHED"
        self._turn = True

        self.generate_moves()

        self._red_in_check = {"red": False}
        self._black_in_check = {"black": False}