Example #1
0
    def run(self):
        # Main game logic
        objects.countUp()
        self.going = self.isOver()
        for event in pygame.event.get():
            if event.type == QUIT:
                self.going = False

            if event.type == KEYDOWN:
                if event.key == K_SPACE:
                    self.paused = not self.paused

                # Movement

                # Extra conditions are to prevent the player from running straight into itself
                if (
                    event.key == K_w
                    or event.key == K_UP
                    and (self.player.direction != "d" or len(self.player.bodyList) == 1)
                ):
                    self.player.direction = "u"
                elif (
                    event.key == K_a
                    or event.key == K_LEFT
                    and (self.player.direction != "r" or len(self.player.bodyList) == 1)
                ):
                    self.player.direction = "l"
                elif (
                    event.key == K_s
                    or event.key == K_DOWN
                    and (self.player.direction != "u" or len(self.player.bodyList) == 1)
                ):
                    self.player.direction = "d"
                elif (
                    event.key == K_d
                    or event.key == K_RIGHT
                    and (self.player.direction != "l" or len(self.player.bodyList) == 1)
                ):
                    self.player.direction = "r"

        if not self.paused:
            for group in objects.getObjects()[:-1]:
                group.update()

            if objects.getTime() % 4 == 0:
                objects.getObjects()[-1].update()

        self.camera.draw()
        pygame.display.flip()
Example #2
0
    def __init__(self):
        # Technical initializing
        self.name = "Snake"
        pygame.display.set_caption(self.name)
        self.resolution = (16 * 40, 16 * 30)
        self.camera = screen.Camera(self.resolution)
        self.camera.Colour((0, 0, 0))
        self.going = True
        self.paused = False

        # Creating objects
        self.objects = objects.getObjects()
        self.difficulty = 1
        self.blockSize = 16
        self.clock = pygame.time.Clock()
Example #3
0
- Same plots for DAQ rates

- Same plots for Run-3 and Phase-2 (PU200) with recent HGCal

- emtf rate

- l1mu rate
"""

mycache = {}

tree = uproot4.open("out_ana_phase2.ntuple.root"
                    )["MuonNtuplizer"]["FlatTree"].arrays(array_cache=mycache)

csc_clct, csc_alct, csc_lct, gem_cluster, emtftrack, l1mu = getObjects(tree)

## number of events (get from tree)
numberOfTotalEvents = 18000.

## Number of bunches
numberOfBunches = 2760.

## LHC bunch frequency
lhcFrequency = 11.246

## Effective LHC rate
rate = numberOfBunches * lhcFrequency

## normalization
normalization = rate / numberOfTotalEvents
Example #4
0
 def draw(self):
     for group in objects.getObjects()[:-1]:
         group.clear(self.screen, self.background)
             
     for group in objects.getObjects()[:-1]:
         group.draw(self.screen)