def parseCommand(self, usr, msg, chan): plgname = msg.split()[0].replace("!", "") plugins = Loader() for plugin in plugins.load(): plg = plugins.get(plugin) if msg.startswith(("!" + plugin["name"])): args = msg.replace(("!" + plugin["name"]), "") self.current_chan = chan result = plg.do(args, coriolis=self) if result: self.msg(chan, result)
def parseCommand(self, usr, msg, chan): plgname = msg.split()[0].replace("!", "") plugins = Loader() for plugin in plugins.load(): plg = plugins.get(plugin) if msg.startswith(("!" + plugin["name"])): args = msg.replace(("!" + plugin["name"]), "") self.current_chan = chan result = plg.do(args, coriolis=self) if result: self.msg(chan, result)
def create(self): self.player = Player(self.width / 2, self.height - 2) self.player.offset_x = -16 self.player.offset_y = -32 self.maze = Maze(self.width, self.height, self.tile_size) self.maze.create() self.music = Loader.get('music') self.music.play(-1) if self.enable_sound: self.music.set_volume(0.2) else: self.music.set_volume(0) # black screen fade out self.fade_timer = Timer(2000) self.castle = Sprite(0, -16, 'castle') self.torches = [] self.torches.append(Sprite(336, 80, 'torch')) self.torches.append(Sprite(480, 80, 'torch')) self.torches.append(Sprite(83, 140, 'flame')) self.lights = [] self.lights.append(Sprite(240, 0, 'light')) self.lights.append(Sprite(384, 0, 'light')) self.lights.append(Sprite(-13, 58, 'light')) for t in self.torches: t.play('default', loop=True) for l in self.lights: l.play('default', loop=True) self.sound = Sprite(common.GAME_WIDTH - 80, 10, 'sound') self.nosound = Sprite(common.GAME_WIDTH - 80, 14, 'nosound') self.restart = Sprite(common.GAME_WIDTH - 70, 15, 'restart') self.fog = pygame.Surface( (self.maze.image.get_width(), self.maze.image.get_height())) self.fog.set_colorkey((255, 0, 255))
def create (self): self.player = Player(self.width/2, self.height - 2) self.player.offset_x = - 16 self.player.offset_y = - 32 self.maze = Maze(self.width, self.height, self.tile_size) self.maze.create() self.music = Loader.get('music') self.music.play(-1) if self.enable_sound: self.music.set_volume(0.2) else: self.music.set_volume(0) # black screen fade out self.fade_timer = Timer(2000) self.castle = Sprite(0, -16, 'castle') self.torches = [] self.torches.append(Sprite(336, 80, 'torch')) self.torches.append(Sprite(480, 80, 'torch')) self.torches.append(Sprite(83, 140, 'flame')) self.lights = [] self.lights.append(Sprite(240, 0, 'light')) self.lights.append(Sprite(384, 0, 'light')) self.lights.append(Sprite(-13, 58, 'light')) for t in self.torches: t.play('default', loop=True) for l in self.lights: l.play('default', loop=True) self.sound = Sprite(common.GAME_WIDTH - 80, 10, 'sound') self.nosound = Sprite(common.GAME_WIDTH - 80, 14, 'nosound') self.restart = Sprite(common.GAME_WIDTH - 70, 15, 'restart') self.fog = pygame.Surface((self.maze.image.get_width(), self.maze.image.get_height())) self.fog.set_colorkey((255, 0, 255))
def __init__(self, x, y, key): pygame.sprite.Sprite.__init__(self) self.x = x self.y = y self.offset_x = 0 self.offset_y = 0 self.key = key self.frames = Loader.get(key) self.anims = {} self.current_anim = 'default' self.anims['default'] = Animation(1000, self.frames) self.image = self.anims[self.current_anim].get_image() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y
def __init__ (self, x, y, key): pygame.sprite.Sprite.__init__(self) self.x = x self.y = y self.offset_x = 0 self.offset_y = 0 self.key = key self.frames = Loader.get(key) self.anims = {} self.current_anim = 'default' self.anims['default'] = Animation(1000, self.frames) self.image = self.anims[self.current_anim].get_image() self.rect = self.image.get_rect() self.rect.x = x self.rect.y = y
from handlers.lol import LolHandler from handlers.start import StartHandler from handlers.test import TestHandler from loader import Loader from store import GLOBAL_STORE loader = Loader([StartHandler, LolHandler, TestHandler, 2]) # print(GLOBAL_STORE.fetch('start').command_handler()) # print(GLOBAL_STORE.fetch('lol').command_handler()) # print(GLOBAL_STORE.fetch('test').command_handler()) print(loader.get(StartHandler).command_handler())
# Try changing the list of datasets # However, please consider that the 'census' datasets takes several minutes # [ due to the dataset size AND to the presence of many nominal features ] datasets = ('arrhythmia', ('balloons', 1), ('balloons', 2), 'flare') # SETTING THE CLASS RATIO # Standard phidelta diagram: ratio = 1. ratio = 1. # Try changing the class ratio to a fixed value (e.g., 2., 1/5.) # You may also change the class ratio randomly ... (see below) # from random import randint # The option 'crossings' is not required when ratio == 1. # You may not want to remove 'crossings' when ratio <> 1. for k, dname in enumerate(datasets): # ratio = float(randint(1,6)) # ratio > 1 means --> neg than pos # if randint(0,1): ratio = 1. / ratio # ratio < 1 --> more pos than neg data, labels, info = loader.get(dname) stats = Statistics(data=data, labels=labels, info=info) phi, delta, fnames, dratio = stats.make() view = View(phi, delta, ratio=ratio) view >> 'crossings' # remove the 'crossings' option, as ratio == 1. view.plot(title=dname) # -----------------------------------------------------------------------------
if type(fnames) == str: fnames = [fnames] if comment: print(comment) for feature in self.find_features(fnames): feature.display() # ----------------------------------------------------------------------------- # -------------------- MAIN PROGRAM (for testing) ----------------------------- # ----------------------------------------------------------------------------- if __name__ == '__main__': from loader import Loader UCIpath = '../datasets/UCI datasets/' csv = Loader(path=UCIpath) #data, labels, info = csv.load(filename='SPECT-full.csv',index=0,sep=';') data, labels, info = csv.get('flare') stats = Statistics(data=data, labels=labels, info=info) phi, delta, fnames, dratio = stats.make() stats.display('statistics') stats.display('ranking') # -----------------------------------------------------------------------------
def create (self): cement = Loader.get('maze_cement') # cement tiles floor = Loader.get('maze_floor') # floor tiles CEMENT_BASE_WALL = 0 CEMENT_TOP_WALL = 1 self.tiles = [ cement[13], # CEMENT_BASE_WALL cement[10], # CEMMENT_TOP_WALL floor[13], # FLOOR floor[14], floor[17], floor[18], ] self.matrix = [] self.graphics = [] for i in range (0, self.height): self.matrix.append([]) self.graphics.append([]) for j in range (0, self.width): self.matrix[i].append(1) self.graphics[i].append(randint(2, 4)) posX = self.height - 3 posY = self.width/2 self.matrix[posX][posY] = 0 moves = [] moves.append(posY + posX * self.width) while len(moves) > 0: possibleDirections = "" if posX + 3 > 0 and posX + 3 < self.height - 1 and self.matrix[posX + 3][posY] == 1: possibleDirections += 'S' if posX - 3 > 0 and posX - 3 < self.height - 1 and self.matrix[posX - 3][posY] == 1: possibleDirections += 'N' if posY - 2 > 0 and posY - 2 < self.width - 1 and self.matrix[posX][posY - 2] == 1: possibleDirections += 'W' if posY + 2 > 0 and posY + 2 < self.width - 1 and self.matrix[posX][posY + 2] == 1: possibleDirections += 'E' if len(possibleDirections) > 0: move = randint(0, len(possibleDirections) - 1) if possibleDirections[move] == 'N': self.matrix[posX - 3][posY] = 0 self.matrix[posX - 2][posY] = 0 self.matrix[posX - 1][posY] = 0 posX -= 3 elif possibleDirections[move] == 'S': self.matrix[posX + 3][posY] = 0 self.matrix[posX + 2][posY] = 0 self.matrix[posX + 1][posY] = 0 posX += 3 elif possibleDirections[move] == 'W': self.matrix[posX][posY - 2] = 0 self.matrix[posX][posY - 1] = 0 posY -= 2 elif possibleDirections[move] == 'E': self.matrix[posX][posY + 2] = 0 self.matrix[posX][posY + 1] = 0 posY += 2 moves.append(posY + posX * self.width) else: back = moves.pop(-1) posX = int(back / self.width) posY = back % self.width # erase lines (walls) in castle area and beginning area for i in range (0, 11): for j in range (1, self.width - 1): _i = min(i, 1) self.matrix[i][j] = 0 self.matrix[-_i - 2][j] = 0 # build graphics for i in range (0, self.height - 1): for j in range (0, self.width): if self.matrix[i][j] == 1: if self.matrix[i+1][j] == 1: self.graphics[i][j] = CEMENT_TOP_WALL else: self.graphics[i][j] = CEMENT_BASE_WALL # last line border for j in range (0, self.width): self.graphics[self.height - 1][j] = 1 # upper border for j in range (1, self.width - 1): self.matrix[6][j] = 1 self.matrix[6][0] = 0 self.matrix[6][-1] = 0 self.matrix[6][13] = 0 self.__draw() Loader.set(self.image, 'maze') self.matrix[7][2] = 1 self.matrix[7][3] = 1