def test_house_size(self): myhouse= house.House(roomcount=48,floorcount=2) self.assertEqual(len(myhouse.rooms),12) self.assertEqual(len(myhouse.rooms[0]),8) del myhouse myhouse = house.House() self.assertEqual(len(myhouse.rooms),10) self.assertEqual(len(myhouse.rooms[0]),5) del myhouse
def __init__(self, width, height): self.width = width self.height = height self.sky = rect.Rect(0, 0, width, height, (20, 235, 250)) self.grass = rect.Rect(0, 640, width, 320, (120, 190, 50)) self.mountain1 = mountain.Mountain(200, 80, 640, 640, (50, 60, 160)) self.mountain2 = mountain.Mountain(400, 120, 500, 640, (5, 15, 120)) self.house = house.House(800, 540, 100, 100) self.house2 = house.House(850, 540, 150, 150)
def constructStage(self): # set the width of the platform blocks. BlockHeight is the same, so I just left it as one variable BLOCK_WIDTH = 20 #easy way to see numner of blocks that make up x and y blocknumX = self.width / BLOCK_WIDTH blocknumY = self.height / BLOCK_WIDTH # creates the Group of platform Sprites. Group is like a list of Sprites self.platformGroup = pygame.sprite.Group() constructor = levelBuild.Construct() newGrid = constructor.grid self.home = house.House((400, 25), 'house.png') self.homeGroup = pygame.sprite.Group() self.homeGroup.add(self.home) for y in xrange(len(newGrid)): for x in xrange(len(newGrid[y])): if newGrid[y][x] == 1: tempPlat = levelBuild.Platform( (x * BLOCK_WIDTH, y * BLOCK_WIDTH), BLOCK_WIDTH, BLOCK_WIDTH) self.platformGroup.add(tempPlat)
def Neighborhood(): houses = random.randint(5,7) neigh = [] for x in range (houses): loc = house.House() neigh.append(loc) return neigh
def read_houses(lst): houses = [] for h in lst: t = house.House(MLS=h['MLS'], Price=util.format_number(h['Asking Price']), Taxes=util.format_number(h['Yearly Taxes']), HOA=util.format_number(h['HOA (Monthly)']), Address=h['Address']) houses.append(t) return houses
def __init__(self, width, height): self.mWidth = width self.mHeight = height self.mBlueSky = sky.Sky(self.mWidth, self.mHeight) self.mGround = ground.Ground(self.mWidth, self.mHeight) self.mMountain = mountain.Mountain(self.mWidth, self.mHeight) self.mMoon = moon.Moon(self.mWidth, self.mHeight) self.mWater = water.Water(self.mWidth, self.mHeight) self.mHouse = house.House(self.mWidth, self.mHeight) self.mCloud = cloud.Cloud(self.mWidth, self.mHeight) self.mBird = bird.Bird(self.mWidth, self.mHeight)
def parse_house(xmlstr): x = xmlparse.parseString(xmlstr) try: mlsnum = getnodetext(x.getElementsByTagName('MLSNumber')[0]) price = getnodetext(x.getElementsByTagName('Price')[0]) status = getnodetext(x.getElementsByTagName('ListingStatus')[0]) except: raise try: taxes = getnodetext(x.getElementsByTagName('Taxes')[0]) except: taxes = None try: addr = x.getElementsByTagName('Address')[0] city = x.getElementsByTagName('City')[0] state = x.getElementsByTagName('State')[0] zip = x.getElementsByTagName('Zip')[0] address = '{0}, {1}, {2} {3}'.format(getnodetext(addr), getnodetext(city), getnodetext(state), getnodetext(zip)) except: address = None try: nodes = x.getElementsByTagName( 'MainFeature') # Find the 'Rental Price' name element hoa = "0" for n in nodes: # RE/MAX stores the HOA in an element called 'Fees' but doesn't specify # whether it's annually, monthly, ... if n.getAttribute("Name") == "Fees": hoa = n.getAttribute("Value") except: pass h = house.House(MLS=mlsnum, Price=util.format_number(price), Address=address, HOA=util.format_number(hoa), Status=status, Taxes=util.format_number(taxes)) return h
def city_handler(self, event): """event handler of city""" #moves between menu items if event.type == KEYDOWN and event.key == K_UP: #moves the cursor up self.cursor_se.play() self.city.menu -= 1 if self.city.menu < 0: self.city.menu = MENU_MAX if self.city.menu == 2 and self.party.house == 0: self.city.menu -= 1 elif event.type == KEYDOWN and event.key == K_DOWN: self.cursor_se.play() self.city.menu += 1 if self.city.menu > MENU_MAX: self.city.menu = 0 if self.city.menu == 2 and self.party.house == 0: self.city.menu += 1 #move to each menu item if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z or event.key == K_RETURN): self.select_se.play() self.city.music = 0 if self.city.menu == City.BAR: self.game_state = BAR self.city = None self.bar = bar.Bar() elif self.city.menu == City.INN: self.game_state = INN self.city = None self.inn = inn.Inn() elif self.city.menu == City.HOUSE: self.game_state = HOUSE self.city = None self.house = house.House() elif self.city.menu == City.SHOP: if len(self.party.member) == 0: #if it cannot be selected, continue music self.city.music = 1 else: self.game_state = SHOP self.city = None self.shop = shop.Shop(self) elif self.city.menu == City.TEMPLE: if len(self.party.member) == 0: self.city.music = 1 else: self.game_state = TEMPLE self.city = None self.temple = temple.Temple() elif self.city.menu == City.CASTLE: self.game_state = CASTLE self.city = None self.castle = castle.Castle() elif self.city.menu == City.TOWER: self.game_state = TOWER self.city = None self.tower = tower.Tower() elif event.type == KEYDOWN and event.key == K_x: self.game_state = MENU self.city = None self.menu = menu.Menu()
import vtk import random import house as h import arbol as abl import sol # source ## Arbol ### Tronco y Hojas tree = abl.Tree() ## Casa house = h.House() ## Sol sun = sol.Sun() # mapper ## Arbol ### Tronco mapperTrunk = tree.SetTrunk(0.3, 2.6, 50) #radio,height,resolution ### Hojas mapperLeaf = tree.SetLeaf(0.3, 500) #radio,resolution ## Casa mapperChapa = house.SetSphere(0.1) #radio mapperCone = house.SetCone(1.9, 1.6, 50) #radio,height,resolution mapperCube1 = house.SetCube(2.5, 2.5, 2.5) #cuerpo mapperCube2 = house.SetCube(1.2, 1.8, 0.2) #puerta mapperCube3 = house.SetCube(0.1, 1.1, 1.4) #ventana
#!/usr/bin/env python # -*- coding: utf-8 -*- #åäö i kommentarer^ import house import room import character import things #The house my_house = house.House() #Characters player = character.Character("Murneh", my_house.hallway) player2 = character.Character( "Elin", my_house.hallway) #kan den här också heta player? rat1 = character.Character("Rat", my_house.cellar) #Items muddy_shoes = things.Things("Muddy Shoes", "mud", my_house.hallway) leather_shoes = things.Things("Nice leather shoes", "leather", my_house.hallway) knitted_hat = things.Things("Green knitted hat", "sweat", my_house.hallway) trenchcoat = things.Things("Trenchcoat", "musk", my_house.hallway) cigarettes = things.Things("A pack of cigarettes", "tobacco", trenchcoat) matchbox = things.Things("Matchbox", "sulfur", trenchcoat) magical_map = things.Things("Magical Map", "Wonderful", my_house.hallway) old_books = things.Things("Alot of old books", "old books", my_house.library) mysterious_diary = things.Things("Mysterious Diary", "old book", my_house.library) perfume_bottle = things.Things("Luxurious Perfume", "",
def setup(): self.deck = deck.Deck() self.player = player.Player(self.deck) self.house = house.House(self.deck)