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)
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
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)
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)
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()
__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)
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()
#!/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()
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
import sys from horse import Horse for i in range(0, int(sys.argv[1])): h = Horse() print(h.name)
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()
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}