Example #1
0
def check_inputs():
    invalid_positions = [
        0, 1, 2, 3, 4, 5, 6, 7, 14, 21, 28, 35, 42, 13, 20, 27, 34, 41, 48, 43,
        44, 45, 46, 47
    ]

    key = input()

    if key == 'w':
        Player.pos -= 7
    elif key == 's':
        Player.pos += 7
    elif key == 'a':
        Player.pos -= 1
    elif key == 'd':
        Player.pos += 1

    for position in invalid_positions:
        if position == Player.pos:
            if key == 'w':
                Player.pos += 7
            elif key == 's':
                Player.pos -= 7
            elif key == 'a':
                Player.pos += 1
            elif key == 'd':
                Player.pos -= 1
            print('You hit a wall!')

    if key == 'q':
        exit()

    remove = Render()
    remove.remove_player()
Example #2
0
    def tick(self, viz=False):
        self.timeline += 1
        n = len(self.agents)
        for i, agent in enumerate(reversed(self.agents)):
            observ, optimalAction = self.observe()
            action = agent.forward(observ)
            self.update(agent, action, optimalAction)
            agent.backward(optimalAction)

            # erase dead
            if agent.entropy < self._minEntropy:
                del self.agents[n - i - 1]

        # sort according to entropy
        self.sortAgents()

        # hybrid or erase
        if len(self.agents) < self.agentNum:
            self.addAgent(self.hybrid(self.agents[0], self.agents[1]))
        elif len(self.agents) > self.agentNum:
            del self.agents[-1]
        elif np.random.rand() > 1 - self.eraseProb:
            idx = np.random.randint(0, len(self.agents))
            del self.agents[idx]

        if viz and len(self.agents) > 0:
            if self.renderObj is None:
                self.renderObj = Render()
            self.renderObj.update(self.agents[0])
Example #3
0
def main(window, handle_events):
    ##    window = Window()
    ##    window.init()

    world = World()
    world.stage = 1

    p1 = Platform(600, 300, 400, 50)
    world.add_item(p1)
    p2 = Platform(500, 600, 800, 100)
    world.add_item(p2)

    """   vert order:
             0 3
             1 2
    """
    rest_length, stiffness, damping = 200, 10, 1
    spring = Spring(p1, p2, lambda vs: vs[1], lambda vs: vs[0], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(p1, p2, lambda vs: vs[2], lambda vs: vs[3], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(
        p1, p2, lambda vs: (vs[1] + vs[3]) / 2, lambda vs: (vs[1] + vs[3]) / 2, rest_length, 10 * stiffness, damping
    )
    world.add_spring(spring)

    font_path = os.path.join(data_dir(), "fonts", "vinque", "vinque.ttf")

    fnt = font.Font(font_path, 36)
    surface = fnt.render("The adventures of...", True, (255, 255, 255))
    word = Word(p2, surface, (200, 50))
    world.add_word(word)

    fnt = font.Font(font_path, 48)
    text = "Woger the wibbly wobbly wombat"
    words = [fnt.render(word, True, (255, 255, 255)) for word in text.split()]

    word_positions = ((200, 75), (500, 75), (175, 250), (350, 250), (550, 250))

    for surface, position in zip(words, word_positions):
        word = Word(p1, surface, position)
        world.add_word(word)

    fnt = font.Font(font_path, 24)
    surface = fnt.render("space to continue, use awwow keys in game to weach owanges", True, (0, 0, 0))
    word = Word(p2, surface, (40, 550))
    world.add_word(word)

    render = Render(window, world)

    while True:
        quit = handle_events(window, world)
        if quit:
            break

        world.update()
        render.draw_world()
        display.flip()
def render_model_net(root,
                     output_dir,
                     output_views=12,
                     use_dodecahedron=False):
    # traversal the directors
    sub_dirs = sorted(get_immediate_subdirectories(root))
    render = Render()
    for sub_dir in sub_dirs:
        print("dealing " + sub_dir + "...")
        # make output dirs
        out_sub_dir = output_dir + "/" + sub_dir
        make_dir_not_exist(out_sub_dir + "/test")
        make_dir_not_exist(out_sub_dir + "/train")
        # ready to convert
        source_dir = root + "/" + sub_dir
        for d in ["/test", "/train"]:
            print(d)
            curr_dir = source_dir + d
            off_files = list(get_off_file_in_dir(curr_dir))
            for i, off_file in enumerate(off_files):
                render.render_and_save(curr_dir + "/" + off_file,
                                       out_sub_dir + d, output_views,
                                       use_dodecahedron)
                if i % 10 == 0:
                    print("%d/%d" % (i, len(off_files)))
Example #5
0
def main():
    args = init_args()

    try:
        dict_data = json.loads(open(args.json_file).read())
    except IOError:
        print('Error: no such file {}'.format(args.json_file))
        exit()

    mantle = JSONMantle()
    mantle.class_prefix = args.prefix if args.prefix else ''
    if args.author:
        mantle.meta_data['author'] = args.author

    # Get the file base name
    file_basename = os.path.basename(args.json_file)

    # Eliminating filename extension
    class_name = file_basename.split('.')[0]

    mantle.generate_properties(dict_data, class_name)

    render_h, render_m = mantle.get_template_data()
    render = Render(render_h, render_m, args.output_dir)
    render.render_objc()
Example #6
0
def stars():
    width = 800
    height = 600
    r = Render(width, height)

    def star(s, y, size):
        c = random.randint(0, 255)
        r.set_color(color(c, c, c))

        if size == 1:
            r.point(x, y)
        elif size == 2:
            r.point(x, y)
            r.point(x + 1, y)
            r.point(x, y + 1)
            r.point(x + 1, y + 1)
        elif size == 3:
            r.point(x, y)
            r.point(x + 1, y)
            r.point(x, y + 1)
            r.point(x - 1, y)
            r.point(x, y - 1)

    for x in range(width - 4):
        for y in random(height - 4):
            if random.random() < 0.001:
                star(x + 2, y + 2, random.randint(1, 3))

    r.display('out.bmp')
Example #7
0
def main():

    from render import Render
    from tree import Tree
    from time import time

    render = Render(SIZE, FRONT, BACK, TRUNK, TRUNK_STROKE, GRAINS)
    render.ctx.set_source_rgba(*FRONT)
    render.ctx.set_line_width(ONE)

    while True:

        render.clear_canvas()
        tree = Tree(MID, 0.9, INIT_BRANCH, -pi * 0.5, ONE, ONE,
                    BRANCH_SPLIT_ANGLE, BRANCH_PROB_SCALE, BRANCH_DIMINISH,
                    BRANCH_SPLIT_DIMINISH, BRANCH_ANGLE_MAX, BRANCH_ANGLE_EXP)

        i = 1
        while tree.Q:

            i += 1
            tree.step()
            map(render.branch2, tree.Q)

            if not i % 1000:
                print i

        render.sur.write_to_png(
            '/media/var/andreas_tree/test_52_{:10.0f}.png'.format(time()))
Example #8
0
def save_DET(dc, path, file_name, plot_options={}):
    if isinstance(dc, DataContainer):
        dc = [dc]
    rd = Render(plot_type="det")
    fig = rd.plot(dc, display=False, plot_options=plot_options)
    fig.savefig("{}/{}".format(path, file_name))
    rd.close_fig(fig)
Example #9
0
	def __init__(self):

		self.render = Render(self)
		self.totals = {}
		self.pure8 = False
		self.mirror = True

		self.createScore()
		self.calcMapping()
Example #10
0
def save_DET(dc, path, file_name, no_ppf, plot_options={}):
    if type(dc) is {}.values().__class__:
        dc = list(dc)
    if isinstance(dc, DataContainer):
        dc = [dc]
    rd = Render(plot_type="det")
    fig = rd.plot(dc, display=False, plot_options=plot_options, no_ppf=no_ppf)
    fig.savefig("{}/{}".format(path, file_name))
    rd.close_fig(fig)
Example #11
0
 def __init__(self, planet, agents, viz=True):
     self._minEntropy = 1
     self._invEntropy = 5
     self.viz = viz
     self.planet = planet
     self.agents = [self.addAgent(agent) for agent in agents]
     self._agent = None
     if viz:
         self.renderObj = Render()
Example #12
0
def test_export_aaf():
    r = Render(
        JSON_EXAMPLE,
        './tmp',
        no_clean=True,
        # readable=True,
        verbose=False,
        vcodec='aaf')
    r.export()
Example #13
0
def test_export_fcpxml():
    r = Render(
        JSON_EXAMPLE,
        './tmp',
        no_clean=True,
        # markers=True,
        # readable=True,
        verbose=False,
        vcodec='fcpxml')
    r.export()
Example #14
0
def renderTrainAndTestSet(blenderFiles, renderedDir, num_samples_train, num_samples_test, num_rotations_train,
                          num_rotations_test, res_x, res_y, cameraPositions):
    global renderList
    renderedDir = os.path.abspath(renderedDir)
    renderList.append(
        Render(blenderFiles, renderedDir + "_train", num_samples_train, num_rotations_train,
               cameraPositions, res_x, res_y))
    renderList.append(
        Render(blenderFiles, renderedDir + "_test", num_samples_test, num_rotations_test, cameraPositions,
               res_x, res_y))
Example #15
0
 def __init__(self, name):
     self.progressbar_pos = [0, 0]
     self.progressbar_dir = 'e'
     self.name = name
     self.progressbar_on = False
     self.thread = None
     self.crossword = Crossword.load(name)
     # WINDOW CONFIG
     self.window = tkinter.Tk()
     self.window.title('Generátor osemsmeroviek')
     self.window.resizable(False, False)
     self.window.lift()
     self.window.focus_force()
     self.window.bind('<Escape>', lambda e: self.close())
     self.width = self.crossword.x_size * 20 + 18
     self.height = self.crossword.y_size * 20 + 18
     self.canvas = tkinter.Canvas(self.window,
                                  height=self.height,
                                  width=self.width)
     self.canvas.pack(side='right')
     Render.draw_table(self.canvas, self.crossword)
     # WORD LIST
     self.word_list = tkinter.Listbox(self.window, width='22')
     self.word_list.pack(side='top', anchor='n')
     for word in self.crossword.words:
         self.word_list.insert('end', word.word)
     if len(self.crossword.words):
         Render.draw_letters(self.canvas, self.crossword)
     tkinter.Button(self.window,
                    text='Zmazať slovo',
                    command=self.delete_selected,
                    width='18').pack(side='top', anchor='n')
     # SPACER
     tkinter.LabelFrame(self.window, text='', height='10').pack(side='top')
     # NEW WORD
     self.nw_entry = tkinter.Entry(self.window, width='22')
     self.nw_entry.pack(side='top', anchor='n')
     self.nw_entry.bind('<Return>', lambda e: self.add_word())
     tkinter.Button(self.window,
                    text='Pridať slovo',
                    command=self.add_word,
                    width='18').pack(side='top', anchor='n')
     # SPACER
     tkinter.LabelFrame(self.window, text='', height='12').pack(side='top')
     # GENERATE AND SAVE
     tkinter.Button(self.window,
                    text='Generovať',
                    command=self.generate,
                    width='18').pack(side='top', anchor='s')
     self.save_btn = tkinter.Button(self.window,
                                    text='Uložiť',
                                    command=self.save,
                                    width='18',
                                    state='disabled')
     self.save_btn.pack(side='top', anchor='s')
Example #16
0
 def dispatch(self):
     if (not self.params.has_key("id")) or (not self.params.has_key("type") or (not self.params.has_key("text"))):
         return Render.render_400()
     try:
         pa = self.params
         speech_obj = Speech(pa["id"], pa["text"], pa["lan"], pa["type"])
         speech_obj.speak()
         # response back to client
         response = Render(speech_obj)
         return response.render()
     except Exception, e:
         return Render.render_400(e)
Example #17
0
    def __init__(self, save_prev_names: bool = False):
        self.game_field = [str(i + 1) for i in range(9)]
        self.moves_count = 0
        if not save_prev_names:
            self.first_player, self.second_player = None, None
            self.victory_counter = [0, 0]
        self.curr_player_mark = "O"
        self.render = Render()

        logging.basicConfig(level=logging.INFO,
                            format="%(asctime)s, %(levelname)s - %(message)s",
                            datefmt="%d-%b-%y %H:%M:%S",
                            filename="game_logs.log")
Example #18
0
    def run(self):
    
        # get data
        data = TextDataset(self.src)
        # preprocess
        r = RuleBased()
        e = Evaluate()

        # nltk as baseline
        print("Processsing NLTK as baseline ... ")
        nltk_sentences = r.get_nltk_tokenized_sentences(data.clean_text)
        
        query_list =  [s.split(" ") for s in nltk_sentences]
        begin, end, indexed_sentences = e.find_query_index(data.clean_idx_tokens, query_list)

        evaluation = e.evaluate(data, begin, end)
        result = {"key":"nltk", "begin":begin, "end":end, "sentences":indexed_sentences, "evaluation":evaluation}
        self.results.append(result)
        #import pdb; pdb.set_trace()

        # #rule_based methods

        print("Processsing rule based (Subject) ... ")
        filtered = r.filter_subject(nltk_sentences)
        query_list =  [s.split(" ") for s in filtered]
        begin, end, indexed_sentences = e.find_query_index(data.clean_idx_tokens, query_list)
        evaluation = e.evaluate(data, begin, end)
        result = {"key":"has_subject", "begin":begin, "end":end, "sentences":indexed_sentences, "evaluation":evaluation}
        self.results.append(result)

        print("Processsing rule based (Verb)... ")
        filtered = r.filter_verb(nltk_sentences)
        query_list =  [s.split(" ") for s in filtered]
        begin, end, indexed_sentences = e.find_query_index(data.clean_idx_tokens, query_list)
        evaluation = e.evaluate(data, begin, end)
        result = {"key":"has_verb", "begin":begin, "end":end, "sentences":indexed_sentences, "evaluation":evaluation}
        self.results.append(result)

        print("Processsing rule based (Subject & Verb)... ")
        filtered = r.filter_subject(nltk_sentences)
        filtered = r.filter_verb(filtered)
        query_list =  [s.split(" ") for s in filtered]
        begin, end, indexed_sentences = e.find_query_index(data.clean_idx_tokens, query_list)
        evaluation = e.evaluate(data, begin, end)
        result = {"key":"has_subjectVerb", "begin":begin, "end":end, "sentences":indexed_sentences, "evaluation":evaluation}
        self.results.append(result)

        # write result
        print("Writing data to: " + str(self.dst) + "\033[1m" + str(self.filename) + "\033[0m")
        render = Render(self.dst, self.filename, data, data.ground_truth, self.results)
        render.save()
Example #19
0
    def draw(self, px_per_mm):
        inf = array([0, 0])

        points = [inf.copy()]
        sup = inf.copy()
        for attr in ("hip", "shoulder", "elbow", "wrist", "top_of_ht"):
            point = getattr(self, attr)
            points.append(point)
            for i in range(2):
                sup[i] = max(sup[i], point[i])
                inf[i] = min(inf[i], point[i])

        render = Render(inf, sup, px_per_mm)
        render.polyline(points, "black")
        return render
Example #20
0
    def get(self, request, **kwargs):
        to_date = request.GET.get('to_date') if request.GET.get(
            'to_date') else datetime.datetime.today().date()
        from_date = request.GET.get('from_date') if request.GET.get(
            'from_date') else to_date.replace(day=1)
        data_list = []
        route_list = []
        tickets = TicketSale.objects.filter(applied_date__range=(from_date,
                                                                 to_date))
        if tickets:
            for row in tickets:
                route_list.append(row.vehicle_id.route_id)
            route_list = list(dict.fromkeys(route_list))
            for route in route_list:
                vehicle_list = []
                route_text = RouteInfo.objects.get(pk=route)
                vehicle_count = VehicleInfo.objects.filter(route=route).count()
                vehicle = VehicleInfo.objects.filter(route_id=route)
                for row in vehicle:
                    vehicle_list.append(row.id)
                ticket_count = 0
                for row in vehicle_list:
                    count = TicketSale.objects.filter(vehicle_id=row).count()
                    ticket_count += count
                data_dict = dict()
                data_dict['route'] = route_text
                data_dict['total_ticket'] = ticket_count
                data_dict['total_vehicle'] = vehicle_count
                data_list.append(data_dict)

        return Render.render('pdf/major_route_forecast.html', {
            'query': data_list,
            'university': client
        })
Example #21
0
 def get(self, request, **kwargs):
     to_date = request.GET.get('to_date') if request.GET.get(
         'to_date') else datetime.datetime.today().date()
     from_date = request.GET.get('from_date') if request.GET.get(
         'from_date') else to_date.replace(day=1)
     query = PurchaseInvoice.objects.filter(
         entry_date__range=(from_date,
                            to_date)).values('entry_date').annotate(
                                amount=Sum('amount'),
                                vendor=F('vendor_id'),
                                purchase_id=F('id'))
     for row in query:
         products = PurchaseProduct.objects.filter(
             purchase_id=row['purchase_id'])
         all_products = ''
         i = 1
         for p in products:
             if i == len(products):
                 all_products = all_products + p.product_name
             else:
                 all_products = all_products + p.product_name + ','
             i += 1
         row['products'] = all_products
         row['vendor'] = Vendor.objects.get(pk=row['vendor']).name
     return Render.render(
         'pdf/date_wise_purchase_report.html', {
             'query': query,
             'university': client,
             'from_date': from_date,
             'to_date': to_date
         })
Example #22
0
 def __init__(self, title, xLabel, yLabel, file):
     self.file = file
     self.dVal = None
     plt.xlabel(title)
     plt.ylabel(xLabel)
     plt.title(yLabel)
     self.dVal = Render.load(file)
Example #23
0
 def get(self, request, ticket_number):
     tickets = TicketSale.objects.get(ticket_number=ticket_number)
     prev = tickets.ticket_number[2:]
     # import pdb; pdb.set_trace()
     tickets.invoice = 'PI-' + prev
     params = {'university': client, 'tickets': tickets, 'request': request}
     return Render.render('pdf/sale_invoice.html', params)
Example #24
0
async def req1(req):
    print("req1", req.url)
    if '/get/' in req.path or '/do/' in req.path or '/post/' in req.path:
        return
    ext = req.path.split('.')[-1]
    if ext in ('mp3', 'js', 'jpg', 'css', 'ttf', 'png', 'woff', 'woff2', 'ico',
               'gif', 'map', 'mem', 'pck', 'mp4', 'csv'):
        pfil = './web' + req.path
        return await response_file(
            location=pfil, headers={"cache-control": "public,max-age=216000"})
    elif ext in 'html':
        pfil = './web' + req.path
        tmp = Render(pfil)
        rtn = await tmp.parse()
        return response_html(
            body=rtn, headers={"cache-control": "public,max-age=216000"})
    elif ext in 'py':
        pfil = '.' + req.path
        # /w*.py y /vs_widgets will be served not server side .py
        if (req.path[:2] == '/w'
                or "/vs_widgets" in req.path) and ".." not in req.path:
            return await response_file(
                pfil, headers={"cache-control": "public,max-age=216000"})
        else:
            return response_text("error")
    else:
        return response_text("error")
Example #25
0
File: main.py Project: Sakuk3/Hero
def main():
    model = init_model(
        os.path.dirname(os.path.abspath(__file__)),
        getpass.getuser(),
        os.uname().nodename
    )

    def resize(signum, frame):
        Render(model)

    # Re-renders Terminal in case of SIGWINCH(resize) event
    signal.signal(signal.SIGWINCH, resize)

    while not model.exit:
        try:
            Render(model)
            try:
                model = EventHandler(model, blesses.get_key())
            except KeyboardInterrupt:
                model = replace(model, exit=1)
        except Exception as e:
            with open("crash.json", "w+") as f:
                f.write(json.dumps(asdict(model),indent=4))

            raise e
Example #26
0
    def start(self):
        logging.getLogger(__name__).info("Start of script")
        self.load_configuration()
        role = self.configuration.role(self.args.role)

        if role:
            logging.getLogger(__name__).info("Processing role: {r}".format(r=role.name))

            renders = []
            for file_entry in role.file_entries:
                render = Render.from_file_entry(file_entry)
                if render:
                    renders.append(render)

            # any renders had errors, don't continue
            if not self.render_ok(renders):
                sys.exit(1)

            # Renders are OK, but don't write anything
            if self.args.dry_run:
                logging.getLogger(__name__).info("Dry run: OK")
                sys.exit(0)

            # Renders are OK and we want to write files
            for render in renders:
                render.to_file()
Example #27
0
def build(default, resume):
    Renderer = Render()
    if default:
        try:
            posts = parse.Post_parser()
            Renderer.Render_posts(posts)
            logging.info(" Build successful. Check your output folder.")
        except:
            logging.exception(" Build failed :(")           
    elif resume:
        try:
            details = parse.Resume_parser()
            Renderer.Render_resume(details)
            logging.info(" Build successful. Check your output folder.")
        except:
            logging.exception(" Build failed :(")
Example #28
0
def start_game():

    #needs to be called before pygame.init
    pygame.mixer.pre_init(22050, -16, 2, 1024)

    window = Window()
    window.init()

    pygame.init()

    sounds = Sounds()
    sounds.init()
    window.sounds = sounds
    pygame.mixer.set_num_channels(32)

    # meta game loop
    while True:
        sounds.play_music("intro", loop=1)
        intro_main(window, handle_events)

        # so we can mix more channels at once.  pygame defaults to 8.
        #sounds.play("jump1")
        #sounds.play("hit1")
        #sounds.play("goal1")
        sounds.set_music_tracks(['track-one', 'track-two'])

        world = World()
        world.stage = 2
        populate(world, window)

        def count_leaves():
            no_leaves = 0
            for item in world.items:
                if item.role == "Bough":
                    no_leaves = no_leaves + 1
            return no_leaves

        CleanUp_Event = pygame.event.Event(CLEANUP,
                                           message="Cleaning Up Your shit")
        pygame.time.set_timer(CLEANUP, 1000)

        TickTock = pygame.event.Event(
            TICK_TOCK, message="TickTock goes the Ticking Clock")
        pygame.time.set_timer(TICK_TOCK, int(90000 / count_leaves()))

        AddCherry = pygame.event.Event(ADDCHERRY, message="Ooooo Cherry")
        pygame.time.set_timer(ADDCHERRY, int(90000 / 5))

        AddOwange = pygame.event.Event(ADDOWANGE, message="Ooooo owange")
        pygame.time.set_timer(ADDOWANGE, int(1000 * 5))

        for i in range(3):
            event.post(AddOwange)

        pygame.time.set_timer(BIRDY, 1000 * 7)

        render = Render(window, world)
        quit = runloop(window, world, render)
        if quit:
            return
Example #29
0
    def get(self, request, **kwargs):
        to_date = request.GET.get('to_date') if request.GET.get(
            'to_date') else datetime.datetime.today().date()
        from_date = request.GET.get('from_date') if request.GET.get(
            'from_date') else to_date.replace(day=1)
        query = TicketSale.objects.filter(
            applied_date__range=(from_date,
                                 to_date)).values('issued_for').annotate(
                                     total_amount=Sum('total_amount'),
                                     paid_amount=Sum('paid_amount'),
                                     due=F('total_amount') - F('paid_amount'),
                                 )
        # for row in query:
        # 	tickets = TicketSale.objects.filter(issued_for=row['issued_for'])
        # 	all_tickets = ''
        # 	i = 1
        # 	for t in tickets:
        # 		if i == len(tickets):
        # 			all_tickets = all_tickets + t.ticket_number
        # 		else:
        # 			all_tickets = all_tickets+t.ticket_number+','
        # 		i += 1
        # 	row['ticket_number'] = all_tickets

        return Render.render(
            'pdf/passenger_wise_ticket_details.html', {
                'query': query,
                'university': client,
                'from_date': from_date,
                'to_date': to_date
            })
Example #30
0
    def get(self, request, **kwargs):
        vehicle_id = request.GET['vehicle']
        total = 0
        # import pdb; pdb.set_trace()
        if vehicle_id:
            query = PurchaseInvoice.objects.filter(
                vehicle_id_id=int(vehicle_id)).values('entry_date').annotate(
                    amount=Sum('amount'),
                    vendor=F('vendor_id'),
                    purchase_id=F('purchase_id'),
                )
            for row in query:
                row['vehicle'] = VehicleInfo.objects.get(
                    pk=vehicle_id).vehicle_number
                row['vendor'] = Vendor.objects.get(pk=row['vendor']).name
                total += row['amount']
        else:
            query = PurchaseInvoice.objects.values('entry_date').annotate(
                amount=Sum('amount'),
                vendor=F('vendor_id'),
                vehicle=F('vehicle_id'),
                purchase_id=F('purchase_id'))

            for row in query:
                row['vehicle'] = VehicleInfo.objects.get(
                    pk=row['vehicle']).vehicle_number
                row['vendor'] = Vendor.objects.get(pk=row['vendor']).name
                total += row['amount']
        # import pdb; pdb.set_trace()
        return Render.render('pdf/vehicle_wise_purchase_report.html', {
            'query': query,
            'university': client,
            'total': total
        })
    def __init__(self, numDrones, numMobileRobs):
        self.drones = self.initDrones(numDrones)
        self.mobilerobots = self.initMobileRobs(numMobileRobs)
        self.numCollectionPts = 20
        self.areaLength = 20  # in meters
        self.timeStep = timeStep
        self.collectionPts = self.genCollectionPts(self.numCollectionPts)

        #CONSTANTS
        self.screen_width = screenWidth
        self.screen_height = screenHeight

        #MAIN LOOP
        self.display = Render(len(self.drones), len(self.mobilerobots),
                              self.drones, self.mobilerobots,
                              self.collectionPts)
Example #32
0
def test_render():
    r = Render(
        JSON_EXAMPLE,
        './tmp',
        no_clean=True,
        silent_log=True,
        thread_alloc=2,
        # readable=True,
        verbose=False,
        vcodec='h264')
    # r.socketThread.daemon = True
    r.socketThread.start()
    r.render(False)
    r.keep_socket_open = False
    r.socketThread.join()

    print("ahh")
Example #33
0
def do_render_cache(cursor=None):
  thq = Thread.all()

  if cursor:
    thq.with_cursor(cursor)

  thread = thq.get()

  if not thread:
    logging.info("stop thread clean")
    return

  board = thread.parent_key().name()
  render = Render(board=board, thread = thread.key().id())

  for idx,post in enumerate(thread.posts):
    post['text_html'] = markup(
          board=board, postid=post.get("post"),
          data=escape(post.get('text', '')),
    )

    if idx == 0:
      render.create(post)
    else:
      render.append(post)

  if len(thread.posts) > 1:
    thread.put()
  else:
    thread.delete()

  render.save()

  deferred.defer(do_render_cache, thq.cursor())
Example #34
0
def process(thread_key):
  logging.info('process %r' % thread_key)
  thread = db.get(thread_key)

  render = Render(thread = thread)

  for idx,post in enumerate(thread.posts):
    if 'text' in post:
      post['text_html'] = markup(
            board=thread.board, postid=post.get("post"),
            data=escape(post.get('text', '')),
      )
      if 'rainbow_html' in post:
        post.pop("rainbow_html")
        post['rainbow'] = rainbow.make_rainbow(post['rainbow'])

    if 'image' in post and not post.get("key"):
      post.pop("image")
      post['name'] = 'Kuroneko'

    if idx == 0:
      render.create(post)
    else:
      render.append(post)

  thread.put()

  render.save()
Example #35
0
def main():
    game = Game()
    render = Render(game)
    timer = pygame.time.Clock()
    players = []

    # add player
    tank = Tank()
    tank.pos = Vec2d(200, 200)
    p1 = HumanPlayer('Ray', tank)
    p1.Mapping = HumanPlayer.MappingSet1

    tank2 = Tank()
    tank2.pos = Vec2d(400, 200)
    p2 = HumanPlayer('Pest', tank2)
    p2.Mapping = HumanPlayer.MappingSet2

    players += [p1, p2]
    for p in players:
        game.add_player(p)

    # add obstacle
    for pos, col in zip([(100, 400), (500, 400)], ['blue', 'red']):
        obs = ObstacleBlock((100, 100), pos,  Color(col))
        game.obstacles.append(obs)

    timer.tick()
    FPS = config.FPS
    dt = 1.0/FPS
    while 1:
        for e in pygame.event.get():
            if e.type == QUIT:
                return
            elif e.type == KEYDOWN:
                for p in players:
                    p.on_keydown(e.key)
                if e.key == K_b or (e.mod & KMOD_LCTRL) and e.key == K_q:
                    return
            elif e.type == KEYUP:
                for p in players:
                    p.on_keyup(e.key)
        game.loop(dt)
        render.draw()
        game.fps = timer.tick(FPS)
Example #36
0
def main():
	init()

	host, AI = parseOptions()

	field = FieldClient()
	field.connect(host)
	if AI:
		snake = AI.SnakeAI(field)
		print 'join', AI
		field.join(snake)

	sSize = config.screen_size #the screen size
	fSize = config.field_size1 # the field size
	frame_rate = config.frame_rate

	screen = pygame.display.set_mode(sSize, 0, 32)
	pygame.display.set_caption('SnakeAIC')

	render = Render(field, screen)
	timer = pygame.time.Clock()
	quit = False
	while not quit:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				quit = True
		field.sync()

		render.render()
		# for debug
		# render.render_path(snake._path)
		# render.render_coor()
		#
		pygame.display.flip()
		timer.tick(2*frame_rate)
		# print timer.get_fps()
	
	field.disconnect()
	quitclean()
	print "Bye"
Example #37
0
File: main.py Project: ryoenji/tree
def main():

  from render import Render
  from tree import Tree
  from time import time

  render = Render(SIZE, FRONT, BACK, TRUNK, TRUNK_STROKE,GRAINS)
  render.ctx.set_source_rgba(*FRONT)
  render.ctx.set_line_width(ONE)

  while True:

    render.clear_canvas()
    tree = Tree(MID,
                0.9,
                INIT_BRANCH,
                -pi*0.5,
                ONE,
                ONE,
                BRANCH_SPLIT_ANGLE,
                BRANCH_PROB_SCALE,
                BRANCH_DIMINISH,
                BRANCH_SPLIT_DIMINISH,
                BRANCH_ANGLE_MAX,
                BRANCH_ANGLE_EXP)

    i = 1
    while tree.Q:

      i += 1
      tree.step()
      map(render.branch2,tree.Q)

      if not i%1000:
        print i

    render.sur.write_to_png('/media/var/andreas_tree/test_52_{:10.0f}.png'.format(time()))
Example #38
0
def delete_post(board, thread_num, post_num, rape_msg):

  last_deletion = False
  th = Thread.get(db.Key.from_path(
      "Board", board, 
      "Thread", thread_num
      ))

  [post] = [p for p in th.posts if p.get('post') == post_num]
  logging.info("found: %r" % post)

  key = post.get("key")
  if key:
    post.pop("key", None)
    post.pop("image", None)
    info = blobstore.BlobInfo.get(
      blobstore.BlobKey(key))
    info.delete()
    
    try:
      th.images.remove(post.get("key"))
    except:
      pass
    
    logging.info("removed image %r" % post)
    
  else:
    last_deletion = True
    post['text'] = 'Fuuuuuu'       
    post['text_html'] = 'Fuuuuuu'       
    post['rainbow_html'] = u'<b>' + rape_msg + '</b>'

  th.put()
  Cache.delete(
    (
      dict(Board=board),
    )
  )

  r = Render(board, thread_num)
  #kind of shit:
  r.create(th.posts[0])
  for a_post in th.posts[1:]:
    r.append(a_post)
  r.save()
  
  #FIXME: update records in memcache 

  return last_deletion
Example #39
0
    def run(self):
        
        
        #test_entity = Entity('test-include')
        character = Entity('character')
        self.characters = [character for m in xrange(4)]
        self.renderer = Render(self)

        
        
        self.current_camera = 0
        while True:
            dt = self.clock.tick() / 1000.0
            for e in pygame.event.get():
                if e.type == pygame.QUIT: sys.exit()
                elif e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_TAB:
                        self.current_camera = (self.current_camera +1)%4
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 1
                        pass
                elif e.type == pygame.KEYUP:
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 0
                        pass
                if e.type == pygame.JOYAXISMOTION or \
                        e.type == pygame.JOYBALLMOTION or \
                        e.type == pygame.JOYBUTTONDOWN or \
                        e.type == pygame.JOYBUTTONUP or \
                        e.type == pygame.JOYHATMOTION or \
                        e.type == pygame.KEYDOWN or \
                        e.type == pygame.KEYUP:
                    event = InputEvent(e)

                    for entity in self.entities_to_update:
                        if e.type == pygame.JOYAXISMOTION:
                            entity.handle('move', event)
                        else:
                            entity.handle('input', event)

            for entity in self.entities_to_draw_tiles:
                entity.handle('draw-tiles',self.world_surface)
            
            for entity in self.entities_to_update:
                entity.handle('update', dt)
            self.renderer.render()
Example #40
0
 def get(self):
     user = users.get_current_user()
     username = None
     if not user:
         login = users.create_login_url(self.request.uri)
     else:
         if User.find(user) is None:
             User.create(user)
             self.redirect('/profile')
         username = user.nickname()
         login = users.create_logout_url(self.request.uri)
     params = {
         'title': 'Main Page',
         'login': login,
         'username': username
     }
     self.response.out.write(Render.render('index.html', params))
Example #41
0
    def __setup(self, eyeshift=[-3.0, 3.0], stereo=False):
        """
        Initialize parameters for OpenGL and ready the
        texture for rendering
        """
        # Set the projection settings for OpenGL
        # self.projection = Projection(self.width, self.height, eyeshift)

        # Prepare OpenGL and display textures for rendering
        self.render = Render(self.width, self.height, eyeshift, stereo)

        # Create the Vertex Buffer Objects needed
        self.render.create_VBO(self.width, self.height)

        # Create the shaders as necessary
        self.render.create_shaders()

        # Initiate the variable that will hold the current image to
        # be rendered
        self.current_img = None

        # Instantiate the stimuli class and setup the order in which
        # to display the stimuli for practice or for the experimental
        # block
        self.stimulus = Stimuli()
        # Now setup the stimuli
        if hasattr(self, 'practice'):
            self.stimulus.setup(self.practice)
        else:
            self.stimulus.setup()
        # Ready the next stimuli block
        self.stimulus.run_state()

        # Keep a list of possible stimuli rotations about the Z-axis
        # self.z_rotation = [0]

        if not STIMULI_ONLY:
            self.inclinometer = Inclinometer()
            self.inclinometer.set_offset_Y()
            self.slants = []

        print 'Setting up of the experiment took %s seconds'\
              % get_time(self.exp_start, time())
        # Run the state that is required
        self.run_state()
Example #42
0
 def get(self):
     user = users.get_current_user()
     if user:
         user_db = User.find(user)
         blob_key = user_db.car_photo_blob_id
         if blob_key is not None:
             car_url = '/serve/%s' % blob_key.key()
         else:
             car_url = '/img/car.jpg'
         params = {
             'title': 'Main Page',
             'upload_url': blobstore.create_upload_url('/upload'),
             'nick': user_db.nick,
             'car_number': user_db.car_number,
             'car_url': car_url,
             'login': users.create_logout_url(self.request.uri),
             'username': user.nickname()
         }
         self.response.out.write(Render.render('profile.html', params))
     else:
         self.redirect('/')
Example #43
0
def delete_post(board, thread_num, post_num, rape_msg):

  last_deletion = False
  th = Thread.load(thread_num, board)

  [post] = [p for p in th.posts if p.get('post') == post_num]
  logging.info("found: %r" % post)

  key = post.get("key")
  if key:
    post.pop("key", None)
    post.pop("image", None)
    info = blobstore.BlobInfo.get(
      blobstore.BlobKey(key))

    if info:
      info.delete()
    
    try:
      th.images.remove(post.get("key"))
    except:
      pass
    
    logging.info("removed image %r" % post)
    
  else:
    last_deletion = True
    post['text'] = 'Fuuuuuu'       
    post['text_html'] = 'Fuuuuuu'       
    post['rainbow_html'] = u'<b>' + rape_msg + '</b>'

  th.put()
  Cache.remove("board", board)

  r = Render(thread=th)
  #kind of shit:
  r.create(th.posts[0])
  for a_post in th.posts[1:]:
    r.append(a_post)
  r.save()
  
  return last_deletion
Example #44
0
def do_render_cache(cursor=None):
  thq = Thread.all()

  if cursor:
    thq.with_cursor(cursor)

  thread = thq.get()

  if not thread:
    logging.info("stop thread clean")
    return

  board = thread.board
  render = Render(board=board, thread = thread.id)

  for idx,post in enumerate(thread.posts):
    if 'text' in post:
      post['text_html'] = markup(
            board=board, postid=post.get("post"),
            data=escape(post.get('text', '')),
      )
      if 'rainbow_html' in post:
        post.pop("rainbow_html")
        post['rainbow'] = rainbow.make_rainbow(post['rainbow'])

    if 'image' in post and not post.get("key"):
      post.pop("image")
      post['name'] = 'Kuroneko'

    if idx == 0:
      render.create(post)
    else:
      render.append(post)

  if len(thread.posts) > 1:
    thread.put()
  else:
    thread.delete()

  render.save()

  deferred.defer(do_render_cache, thq.cursor())
Example #45
0
def main(window, handle_events, score):
##    window = Window()
##    window.init()

    world = World()
    world.stage = 3

    p1 = Platform(600, 300, 400, 50)
    world.add_item(p1)
    p2 = Platform(500, 600, 800, 100)
    world.add_item(p2)
    
    """   vert order:
             0 3
             1 2
    """
    rest_length, stiffness, damping = 200, 10, 1
    spring = Spring(p1, p2,
                    lambda vs:vs[1],
                    lambda vs:vs[0],
                    rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(p1, p2,
                    lambda vs:vs[2],
                    lambda vs:vs[3],
                    rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(p1, p2,
                    lambda vs: (vs[1] + vs[3])/2,
                    lambda vs: (vs[1] + vs[3])/2,
                    rest_length, 10*stiffness, damping)
    world.add_spring(spring)

    
    font_path = os.path.join(data_dir(), "fonts", "vinque", "vinque.ttf")

##    fnt = font.Font(font_path, 36)
##    surface = fnt.render('The adventures of...', True, (255,255,255))
##    word = Word(p2, surface, (200, 50))
##    world.add_word(word)


    fnt = font.Font(font_path, 48)
    text = 'You scored'
    words = [fnt.render(word, True, (0,0,0))
                     for word in text.split()]

    word_positions = (
        (150, 60),
        (550, 60),
        )

    for surface, position in zip(words, word_positions):
        word = Word(p1, surface, position)
        world.add_word(word)

    fnt = font.Font(font_path, 96)
    surface = fnt.render('% 2d' %score, True, (255,255,255))
    word = Word(p2, surface, (230, 350))
    world.add_word(word)

    fnt = font.Font(font_path, 24)
    surface = fnt.render('space to play again, escape to quit', True, (0,0,0))
    word = Word(p2, surface, (200, 550))
    world.add_word(word)
    
    render = Render(window, world)

    while True:
        quit = handle_events(window, world)
        if quit == 2:
            # non-esc keypressed
            return False
        if quit:
            return quit

        world.update()
        render.draw_world()
        display.flip()
Example #46
0
def save_post(request, data, board, thread, ip):

  def board_increment():
    board_db = BoardCounter.get_by_key_name(board)

    if not board_db:
      board_db = BoardCounter(key_name = board, thread = [])

    board_db.counter += 1
    board_db.put()

    return board_db.counter

  postid = db.run_in_transaction(board_increment,)

  # create new thread
  new = False
  if thread == 'new':
    new = True
    if data.get("sage"):
      raise NotFound() # FIXME: move to form

    thread = postid
    posts = []
    thread_db = Thread.create(thread, board)
    thread_db.posts = []
    thread_db.subject = data.get("subject")[:SUBJECT_MAX]
  else:
    thread = int(thread)

    thread_db = Thread.load(thread, board)

    if not thread_db:
      raise NotFound()

  rb = rainbow.make_rainbow(ip, board, thread)
  data['rainbow'] = rb
  data['overlay'] = board in OVER
  
  data['text_html'] = markup(
        board=board, postid=postid,
        data=escape(data.get('text')),
  )

  # save thread and post number
  data['post'] = postid
  data['thread'] = thread
  now = datetime.now()
  data['time'] = now.strftime("%Y-%m-%d, %H:%M")
  data['timestamp'] = int(now.strftime("%s"))

  img_key = data.get("key")

  if img_key:
    blob_key = blobstore.BlobKey(img_key)
    blob_info = blobstore.BlobInfo.get(blob_key)

    data['image'] = {
        "size" : blob_info.size,
        "content_type" : blob_info.content_type,
        "full" : images.get_serving_url(img_key),
        "thumb" : images.get_serving_url(img_key, 200),
    }

  for fname in OPTIONS.get(board, []):
    func = globals().get('option_'+fname)

    if func:
      func(request, data)

  thread_db.posts.append(data)
  thread_db.put()

  r = Render(thread=thread_db)
  r.post_html = ''
  r.add(data, new) # WARNING: side effect on data
  r.save()

  deferred.defer(save_post_defer,
      thread_db.boards, thread,
      r.post_html, data.get('text_html'),
      postid,
      len(thread_db.posts),
      data.get("sage"),
  )

  # send notify
  thread_flag = 'new' if new else 'sage' if data.get("sage") else 'bump'
  match_msg = Post(board = board, thread = thread, thread_flag = thread_flag)
  match_msg.data = dict(
    board = board,
    thread = thread,
    html = r.post_html,
    text = data.get('text'),
    last = postid,
    count = len(thread_db.posts),
    evt = 'newpost'
  )

  matcher.match(match_msg, topic='post',
      result_task_queue='postnotify')

  return postid, thread
Example #47
0
class Colors:
    __borg_state = {}
    __account_colors_id = "account_colors"
    __color_id = "colors"

    def __init__(self, config):
        self.__dict__ = self.__borg_state
        self.config = config
        self.api = GW2_API(config)
        self.ds = DataStore(config)
        self.render = Render(config)

    def colorize(self):
        """Generate the embedded pages pertaining to an account's colors"""

        # Start by getting all the colors this account has
        my_colors = self.api.get("account/dyes")

        # Now, load previous color data
        old_colors = self.ds.get(self.__account_colors_id)

        # Find new colors
        new_colors = set(my_colors) - set(old_colors.get('colors', {}))

        # Now, obtain color details on each color
        temp_colors = self.api.get_with_limit("colors",
                { "ids" : my_colors }, "ids", 200)
        listings = self.api.get_with_limit("commerce/listings",
                { "ids" :  [c['item'] for c in temp_colors] }, "ids", 200)
        colors_by_id = {}
        colors_by_set = {}
        for c in temp_colors:
            colors_by_id[c['item']] = c
            cat = c['categories'][-1]
            if cat not in colors_by_set:
                colors_by_set[cat] = []
            colors_by_set[cat].append(c['item'])
        listings_by_id = {}
        for l in listings:
            listings_by_id[l['id']] = l
        data = {}
        color_library = {}
        total_value = 0

        rarities = []
        for rarity in colors_by_set.keys():
            if rarity not in color_library:
                color_library[rarity] = []
            if rarity not in rarities:
                rarities.append(rarity)

            colors_by_set[rarity].sort()
            for c in colors_by_set[rarity]:
                cost = 0
                if c in listings_by_id:
                    cost = listings_by_id[c]['sells'][0]['unit_price']
                color_library[rarity].append({
                        "dye" : colors_by_id[c],
                        "price" : cost
                        })
                total_value += cost

        # Hackish way to ensure we sort rarities right
        rarities_sorted = []
        if "Starter" in rarities:
            rarities_sorted.append("Starter")
            rarities.remove("Starter")
        if "Common" in rarities:
            rarities_sorted.append("Common")
            rarities.remove("Common")
        if "Uncommon" in rarities:
            rarities_sorted.append("Uncommon")
            rarities.remove("Uncommon")
        if "Rare" in rarities:
            rarities_sorted.append("Rare")
            rarities.remove("Rare")
        if len(rarities) > 0:
            rarities.sort()
            rarities_sorted.extend(rarities)

        data = {
            'colors' : color_library,
            'value' : total_value,
            'rarities' : rarities_sorted
            }

        # Finally, render
        return self.render.render(self.__color_id, data)
Example #48
0
class Viewer(Window):
    """
    Create the Window and process OpenGL
    """
# ------------------------------------------------------------------
# HANDLE INITIALIZATION
# ------------------------------------------------------------------
    def __init__(self, participant, *args, **kwargs):
        """
        Setup window using default settings, disable visibility of
        the mouse cursor
        Setup the window for stimulus
        """
        # Record the start of the experiment
        self.exp_start = time()

        super(Viewer, self).__init__(*args, **kwargs)
        # Clear the scene as soon as the window is loaded
        self.clear()
        # Disable visibility of the mouse
        self.set_mouse_visible(False)

        if STIMULI_ONLY:
            self.states = [self.__display_stimuli]
        else:
            # INITIATE THE STATES REQUIRED FOR THE EXPERIMENT
            # Declare all the possible action states for Viewer
            self.states = [
                           self.__display_message, self.__ready_block
            ]

            # Set requirement of practice
            self.practice = participant['practice']
            # Set to True, when it is break time
            self.on_break = False
            # Set to True, when the experiment has run its course
            self.ended = False

            self.directory = participant['dir']
            self.session = participant['day']
            self.data = []
            # Initiate reaction time list
            self.reaction_times = []

            # If practice is required, add the states required onto itself
            # to create 2 blocks
            if self.practice:
                self.states += self.states

            # Add a __display_message state at the end to show the thank
            # you message
            self.states += [self.__display_message]

        # Set the state to be used
        self.run_state = self.states.pop(0)

        if participant:
            # Set the initial parameters for the window
            self.__setup(participant['eyeshift'], participant['stereo'])
        else:
            self.__setup()

        # Set the draw module
        self.on_draw = self.__draw

    def __setup(self, eyeshift=[-3.0, 3.0], stereo=False):
        """
        Initialize parameters for OpenGL and ready the
        texture for rendering
        """
        # Set the projection settings for OpenGL
        # self.projection = Projection(self.width, self.height, eyeshift)

        # Prepare OpenGL and display textures for rendering
        self.render = Render(self.width, self.height, eyeshift, stereo)

        # Create the Vertex Buffer Objects needed
        self.render.create_VBO(self.width, self.height)

        # Create the shaders as necessary
        self.render.create_shaders()

        # Initiate the variable that will hold the current image to
        # be rendered
        self.current_img = None

        # Instantiate the stimuli class and setup the order in which
        # to display the stimuli for practice or for the experimental
        # block
        self.stimulus = Stimuli()
        # Now setup the stimuli
        if hasattr(self, 'practice'):
            self.stimulus.setup(self.practice)
        else:
            self.stimulus.setup()
        # Ready the next stimuli block
        self.stimulus.run_state()

        # Keep a list of possible stimuli rotations about the Z-axis
        # self.z_rotation = [0]

        if not STIMULI_ONLY:
            self.inclinometer = Inclinometer()
            self.inclinometer.set_offset_Y()
            self.slants = []

        print 'Setting up of the experiment took %s seconds'\
              % get_time(self.exp_start, time())
        # Run the state that is required
        self.run_state()

# ------------------------------------------------------------------
# HANDLE KEYBOARD EVENTS
# ------------------------------------------------------------------

    def on_key_press(self, symbol, modifier):
        if symbol == key.ESCAPE:
            self.render.disable_GL_STATE()
            self.render.unbind_all()
            if not STIMULI_ONLY:
                self.inclinometer.close()
                self.__compile_data()
            exit(1)
        elif symbol == key.SPACE:
            if not self.on_break or self.states[0] == self.__display_message:
                if self.run_state == self.__display_stimuli:
                    if hasattr(self, 'reaction_times'):
                        self.reaction_times.append(time() - self.stimuli_presented)
                    press_time = time()
                    self.slants.append(self.inclinometer.get_Y() + 90.0)
                    print get_time(press_time, time())
                    Beep(2500, 500)
                # If there are still some states to be run
                # We continue onto them
                if self.states:
                    if not self.run_state == self.__display_fix:
                        # Move to the next state
                        self.run_state = self.states.pop(0)
                        # And run it
                        self.run_state()
                # Else we exit the experiment
                else:
                    exit(1)

# ------------------------------------------------------------------
# HANDLE STATES
# ------------------------------------------------------------------

    def __display_message(self):
        """
        Display the message as necessary
        """
        # If the experiment has not already ended, we prepare the next
        # stimulus
        if not self.ended and not self.on_break:
            # Get the next stimuli colormap and heightmap ready
            self.stimulus.run_state()
        # Tell the Render instance not attempt to render stimuli
        self.render_stimuli = False

        # If the experimental has ended, we display the message:
        # Thank you for your participation in the experiment!
        if self.ended:
            self.current_img = self.render.messages['thank_you']
            self.inclinometer.close()
            self.__compile_data()
        # If the practice block needs to be run, we display the message:
        # Please press [SPACE] to begin the practice block
        elif self.practice:
            self.current_img = self.render.messages['begin_practice']
        # If it is break time during the experimental block, we display
        # the message:
        # Take a break, please
        elif not self.practice and self.on_break:
            self.current_img = self.render.messages['break']
            # We then schedule the end of the break, to take place after
            # a certain number of seconds, set by BREAK_DURATION
            schedule_once(self.__end_break, BREAK_DURATION)
        # If the experimental block can be run, we display the message:
        # Please press [SPACE] to begin the formal experiment
        elif not self.practice and not self.on_break:
            self.__compile_data(False)
            self.current_img = self.render.messages['begin_exp']

        # Set the shaders to not be used, bind the VBO using bind_message
        # and assign current_img as the texture
        self.__ready_texture(False, self.render.bind_message)

    def __ready_block(self):
        """
        Extend the list of states so as to include the state change
        as the practice or experimental block is run
        """
        # Add further states in accordance with whether practice or
        # the formal experiment is to run
        states = []
        for i in range(0, len(self.stimulus.order) + 1):
            # Interchange between fixation point display and the stimuli
            states.append(self.__display_fix)
            states.append(self.__display_stimuli)

        # Add the newly created states to the front of the list of states
        self.states = states + self.states

        # If it is not the practice block, we must schedule a break
        # The interval to a break is determined by the setting: BREAK_INTERVAL
        schedule_once(self.__break_time, BREAK_INTERVAL)

        if states:
            # Pop the foremost state and run it
            self.run_state = self.states.pop(0)
        self.run_state()

    def __display_fix(self):
        """
        Display the fixation point
        """
        # Tell the Render instance not attempt to render stimuli
        self.render_stimuli = False

        # Set current_img to the fixation point image
        self.current_img = self.render.fix_image

        # Set the shaders to not be used, bind the VBO using bind_message
        # and assign current_img as the texture
        self.__ready_texture(False, self.render.bind_message)

        # Ready the change over in state
        schedule_once(self.__next_state, FIX_DUR)

    def __display_stimuli(self):
        """
        Display the stimuli images in order
        """
        if not STIMULI_ONLY:
            temp_data = []
            for data in self.stimulus.current:
                temp_data.append(data)
                self.data.append(temp_data)

        # Set current_img to the next stimulus image to be displayed
        self.current_img = self.stimulus.colormap[self.stimulus.current[0]]

        # Set the shaders to be used, bind the VBO and assign current_img
        # as the texture
        # Use the shader only if allowed by ENABLE_SHADER
        self.__ready_texture(True, self.render.bind_stimuli)

        # Randomly choose rotation for stimuli about the X-axis
        # from the list of POSSIBLE_SLANTS
        # num = randint(0, len(POSSIBLE_SLANTS) - 1)
        # self.render.rotation['X'] = POSSIBLE_SLANTS[num]

        self.render.scale['Z'] = self.stimulus.current[1]
        self.render.rotation['X'] = self.stimulus.current[2]

        # Randomly choose rotation for stimuli about the Z-axis
        # from the list of possible Z-axis rotations
        # num = randint(0, len(self.z_rotation) - 1)
        # self.render.rotation['Z'] = self.z_rotation[num]

        # If there are no more stimulus to present in this block
        if not self.stimulus.run_state():
            # If the practice block is currently ongoing
            # We must now prepare for the experimental block
            if self.practice:
                # Since we just finished the practice block
                # We can set self.practice to False now
                self.practice = False
                # Prepare the experimental block
                self.stimulus.run_state()
            # If the practice block is not running, it must be the
            # experimental block that has ended
            else:
                # Set ended to true
                self.ended = True

    def __break_time(self, dt):
        """
        Add a __display_message state into self.states to display a break
        """
        if self.states and not self.ended:
            # Set on_break to True, as we are now on a break
            self.on_break = True

            # If the next state is to display the fixation point, we can
            # schedule the break before the next stimuli process begins
            if self.states[0] == self.__display_fix:
                # Place the __display_message state before the other states
                self.states = [self.__display_message] + self.states
            # If the next state is to display the stimuli, we must schedule
            # the break after it is completed
            elif self.states[0] == self.__display_stimuli:
                # We pop out the __display_stimuli state
                self.states.pop(0)
                # We then add it back in, with the __display_message state
                self.states = [self.__display_stimuli, self.__display_message] +\
                               self.states

    def __end_break(self, dt):
        """
        Add a __display_message state into self.states to display the
        end of the break
        """
        # Set on_break to False, as the break has now ended
        self.on_break = False

        # Tell the Render instance not attempt to render stimuli
        self.render_stimuli = False
        # Set the current_img to the resume_exp image
        self.current_img = self.render.messages['resume_exp']

        # Set the shaders to not be used, bind the VBO using bind_message
        # and assign current_img as the texture
        self.__ready_texture(False, self.render.bind_message)
        schedule_once(self.__break_time, BREAK_INTERVAL)

    def __next_state(self, dt=FIX_DUR):
        """
        Move onto the next state and run it
        """
        self.run_state = self.states.pop(0)
        self.run_state()

    def __ready_texture(self, shader_use, bind_function):
        """
        Set the shader use, call the binding function for the Vertex
        Buffer Objects and assign the texture as necessary
        """
        # Set the use of the shaders
        self.__shader_use(shader_use)

        # Call the appropriate VBO binding function
        bind_function()

        if ENABLE_SHADER:
            i = self.stimulus.current[0]
            if shader_use:
                textures = [self.current_img, self.stimulus.heightmap[i],
                            self.stimulus.normalmap[i]]
            else:
                textures = [self.current_img]
            for img in textures:
                # Assign the texture
                self.render.assign_texture(img, img.width, img.height)
        else:
            # Assign the texture
            self.render.assign_texture(self.current_img,
                                       self.current_img.width,
                                       self.current_img.height)

# ------------------------------------------------------------------
# HANDLE SHADER USE
# ------------------------------------------------------------------

    def __shader_use(self, use):
        """
        If the shader is enabled and is set to be used for the rendering,
        run it.
        Otherwise pass boolean value [use] to not use shaders in the
        rendering, even if ENABLE_SHADER is set to True
        """
        # Store identification of stimuli or non-stimuli image rendering
        self.render_stimuli = use

        # If the shader is enabled, pass values to the shader
        if ENABLE_SHADER:
            i = self.stimulus.current[0]
            # Pass stimuli colormap and heightmap to shaders
            self.render.pass_to_shaders(self.render.shader, use,
                                        self.current_img,
                                        self.stimulus.heightmap[i],
                                        self.stimulus.normalmap[i])

# ------------------------------------------------------------------
# HANDLE RENDERING
# ------------------------------------------------------------------

    def __draw(self):
        """
        Overwriting Window's own on_draw() module
        This will simply call upon self.render.draw() after all the
        states have been set
        """
        # for i in range(0, len(self.projection.eyeshiftset)):
            # Set the view
        # self.projection.set_perspective(50.0)
        # projection = self.projection.set_projection_matrix(self.projection.\
        #                                                    eyeshiftset[1])

        # Call the general draw module in Render
        if self.render_stimuli:
            self.render.draw(self.render_stimuli, self.render.rotation['X'])
            # for i in [-1, 0, 1]:
                # for j in [0, 1, 2]:
                    # self.render.translation['X'] = i * SCALE_X
                    # self.render.translation['Y'] = j * SCALE_Y
                    # self.render.draw(self.render_stimuli)
            self.stimuli_presented = time()
        else:
            self.render.draw()

        # Return success of rendering
        return EVENT_HANDLED

    def __compile_data(self, exp_ended=True):
        if exp_ended:
            total_exp_time = get_time(self.exp_start, time())
            print 'The experiment ran for %s seconds' % total_exp_time

        compiled_data = {}
        for count, data in enumerate(self.data):
            if count < len(self.reaction_times):
                compiled_data[count] = {}
                compiled_data[count]['image'] = data[0]
                compiled_data[count]['height_ratio'] = data[1]
                compiled_data[count]['slant'] = data[2]
                compiled_data[count]['rt'] = self.reaction_times[count]
                compiled_data[count]['answer'] = self.slants[count]
            else:
                break

        if compiled_data:
            self.data = []
            self.reaction_times = []
            self.slants = []

            path = 'session'
            if not exp_ended:
                path = 'practice'
            ext = ''
            loop = 0
            while True:
                t = join(self.directory, '%s_%d%s.json' % (path,
                                                           self.session, ext))
                if not isfile(t):
                    path = t
                    break
                ext = chr(65 + loop)
                loop += 1

            with open(path, 'wb') as f:
                dump(compiled_data, f)
Example #49
0
def save_post(request, data, board, thread):

  board_db = Board.get_by_key_name(board)

  if not board_db:
    board_db = Board(key_name = board, thread = [])

  board_db.counter += 1

  # create new thread
  new = False
  if thread == 'new':
    new = True
    if data.get("sage"):
      raise NotFound() # FIXME: move to form

    thread = board_db.counter
    posts = []
    thread_db = Thread.create(thread, board)
    thread_db.posts = []
    thread_db.subject = data.get("subject")[:SUBJECT_MAX]
  else:
    thread = int(thread)

    if thread in board_db.thread and not data.get("sage"):
      board_db.thread.remove(thread)

    thread_db = Thread.load(thread, board)

    if not thread_db:
      raise NotFound()

  if not data.get("sage"):
    board_db.thread.insert(0, thread)

  per_page = get_config('aib.ib', 'thread_per_page')
  pages = get_config('aib.ib', 'board_pages')

  board_db.thread = board_db.thread[:per_page*pages]

  rb = rainbow.make_rainbow(request.remote_addr, board, thread)
  data['rainbow'] = rb
  data['overlay'] = board in OVER
  
  data['text_html'] = markup(
        board=board, postid=board_db.counter,
        data=escape(data.get('text', '')),
  )

  # save thread and post number
  data['post'] = board_db.counter
  data['thread'] = thread
  now = datetime.now()
  data['time'] = now.strftime("%Y-%m-%d, %H:%M")
  data['timestamp'] = int(now.strftime("%s"))

  img_key = data.get("key")

  if img_key:
    blob_key = blobstore.BlobKey(img_key)
    blob_info = blobstore.BlobInfo.get(blob_key)

    data['image'] = {
        "size" : blob_info.size,
        "content_type" : blob_info.content_type,
        "full" : images.get_serving_url(img_key),
        "thumb" : images.get_serving_url(img_key, 200),
    }

  for fname in OPTIONS.get(board, []):
    func = globals().get('option_'+fname)

    if func:
      func(request, data)

  thread_db.posts.append(data)

  db.put( (thread_db, board_db))
  Cache.remove("board", board)

  r = Render(board, thread)
  r.add(data, new)
  r.save()

  deferred.defer(rss.add, board, thread, board_db.counter, 
	data.get("text_html") )

  if not new:
    deferred.defer(
        watchers_post_notify,
        board, thread, r.post_html, 
        len(thread_db.posts), board_db.counter
    )

  return board_db.counter, thread
Example #50
0
class Game(object):
    
    def __init__(self):
        self.screen_size = (500,500)
        self.map_size = (128,128)
        self.tile_size = (5,5)
        self.world_size = (self.tile_size[0] * self.map_size[0], self.tile_size[1] * self.map_size[1])
        
        self.grid = Grid(self.world_size[0],self.world_size[1])
        GridGenerator(self.grid,Vec2(self.tile_size[0],self.tile_size[1]))
        pygame.init()
        
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((500,500))
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component('MovementComponent', MovementComponent())
        self.component_manager.register_component('ExampleComponent', ExampleComponent())
        self.component_manager.register_component('TileDraw', TileDraw())
        self.component_manager.register_component('InputMovementComponent', InputMovementComponent())

        self.entity_manager = EntityManager()
        
        self.resource_manager = ResourceManager(os.path.join(sys.path[0], 'res'))
        self.resource_manager.register_loader('definition', LoadEntityDefinition)
        self.resource_manager.register_loader('sprite', LoadImage)

        self.input_manager = InputManager()
        self.input_manager.init_joysticks()

        self.entities_to_update = []
        self.entities_to_input = []
        self.entities_to_draw_tiles = []
        
        
    def register_for_updates(self, entity):
        self.entities_to_update.append(entity)
        
    def register_for_input(self, entity):
        self.entities_to_input.append(entity)
    
    def register_for_draw_tiles(self,entity):
        self.entities_to_draw_tiles.append(entity)
        
    def run(self):
        
        
        #test_entity = Entity('test-include')
        character = Entity('character')
        self.characters = [character for m in xrange(4)]
        self.renderer = Render(self)

        
        
        self.current_camera = 0
        while True:
            dt = self.clock.tick() / 1000.0
            for e in pygame.event.get():
                if e.type == pygame.QUIT: sys.exit()
                elif e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_TAB:
                        self.current_camera = (self.current_camera +1)%4
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 1
                        pass
                elif e.type == pygame.KEYUP:
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 0
                        pass
                if e.type == pygame.JOYAXISMOTION or \
                        e.type == pygame.JOYBALLMOTION or \
                        e.type == pygame.JOYBUTTONDOWN or \
                        e.type == pygame.JOYBUTTONUP or \
                        e.type == pygame.JOYHATMOTION or \
                        e.type == pygame.KEYDOWN or \
                        e.type == pygame.KEYUP:
                    event = InputEvent(e)

                    for entity in self.entities_to_update:
                        if e.type == pygame.JOYAXISMOTION:
                            entity.handle('move', event)
                        else:
                            entity.handle('input', event)

            for entity in self.entities_to_draw_tiles:
                entity.handle('draw-tiles',self.world_surface)
            
            for entity in self.entities_to_update:
                entity.handle('update', dt)
            self.renderer.render()
Example #51
0
You should have received a copy of the GNU General Public License along with
this program.  If not, see <http://www.gnu.org/licenses/>.
"""

def status(message):
    message = " " + message
    print (time.clock()),
    print message


status("Initializing Canvas() object.")
screen = Canvas() # use default values for the Etch-a-sketch

status("Initializing Render() object.")
image_to_draw = Render() # defaults to NullPath

#status("Loading image.")
#image_to_draw.load_image()

status("Setting path generator strategy.")
#image_to_draw.set_path_generator(HelloWorld)
image_to_draw.set_path_generator(RasterPath)


status("Loading image.")
image_to_draw.open_image()

status("Generating path.")
image_to_draw.generate_path()
Example #52
0
def main(args):
    os.chdir(os.path.dirname(os.path.realpath(__file__)))

    desired_lang = os.environ.get('LANGUAGE', 'en')[:2]
    cfg = config.Parse()

    if 'language' in cfg:
        desired_lang = cfg['language']
    else:
        cfg['language'] = desired_lang

    language.select(desired_lang)

    # Hint the window manager to put the window in the center of the screen
    os.putenv('SDL_VIDEO_CENTERED', '1')

    pygame.init()
    pygame.joystick.init()
    for i in range(pygame.joystick.get_count()):
        pygame.joystick.Joystick(i).init()

    # Ignore mouse motion (greatly reduces resources when not needed)
    pygame.event.set_blocked(pygame.MOUSEMOTION)
    pygame.mouse.set_visible(False)

    available_maps = glob.glob(os.path.join(MAPS_DIR, '*.map'))
    available_maps = [os.path.basename(m) for m in available_maps]
    available_maps.sort()

    selected = {
        'players_count': 1,
        'map': available_maps[0],
        'exit': False,
        'toggle_fullscreen': None,
        'language': None,
        'fullscreen': False,
        'new_settings_applied': False,
    }

    render = Render(fullscreen=cfg.get('fullscreen', False))

    if args.debug:
        render.show_fps = True

    while 42:
        selected['new_settings_applied'] = False
        selected = menu.main_menu(cfg, render, available_maps, selected)
        if selected['exit']:
            break
        if selected['toggle_fullscreen'] is not None:
            render.toggle_full_screen(selected['toggle_fullscreen'])
            selected['toggle_fullscreen'] = None
            continue
        if selected['language'] is not None:
            language.select(selected['language'])
            selected['language'] = None
            continue
        if selected['new_settings_applied']:
            continue
        pygame.mixer.init(buffer=512)
        game_loop(
            cfg,
            render,
            players_count=selected['players_count'],
            map_name=selected['map']
        )
        pygame.mixer.stop()

    render.quit()
    pygame.quit()
    sys.exit(0)
Example #53
0
  global g_changed
  g_changed = changed
  g_time = time.clock()

def restart():
  global render
  global point_generator
  point_generator = PointGenerator()
  point_generator.changeXFunc()
  point_generator.changeYFunc()
  if random.random() > 0.5:
    render.swapColors();
  repaint()

#main setup
render = Render(g_width, g_height)
pygame.mouse.set_visible(False)
pygame.display.toggle_fullscreen()

#create and draw first polyline
restart()

#main loop
while True:
  try:

    #check idle time
    if time.clock() - g_time > 60:
      if g_changed:
        render.save()
      restart()
Example #54
0
 def __init__(self, config):
     self.__dict__ = self.__borg_state
     self.config = config
     self.api = GW2_API(config)
     self.ds = DataStore(config)
     self.render = Render(config)
Example #55
0
This program is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE.  See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with
this program.  If not, see <http://www.gnu.org/licenses/>.
"""

def status(message):
    message = " " + message
    print (time.clock()),
    print message

# screen = Canvas() # use default values for the Etch-a-sketch
status("Initializing Render() object.")
image_to_draw = Render()

status("Setting path generator strategy.")
#image_to_draw.set_path_generator(HelloWorld)
image_to_draw.set_path_generator(RasterPath)


status("Loading image.")
image_to_draw.open_image()

status("Generating path.")
image_to_draw.generate_path()

# status("Closing image.")
# image_to_draw.close_image()
Example #56
0
def save_post(request, data, board, thread):

  board_db = Board.get_by_key_name(board)

  if not board_db:
    board_db = Board(key_name = board, thread = [])

  board_db.counter += 1

  # create new thread
  new = False
  if thread == 'new':
    new = True
    if data.get("sage"):
      raise NotFound() # FIXME: move to form

    thread = board_db.counter
    posts = []
    thread_db = Thread.create(thread, board)
    thread_db.posts = []
    thread_db.subject = data.get("subject")[:SUBJECT_MAX]
  else:
    thread = int(thread)
    #if thread not in board_db.thread:
    #  raise NotFound()

    if thread in board_db.thread and not data.get("sage"):
      board_db.thread.remove(thread)

    thread_db = Thread.load(thread, board)

    if not thread_db:
      raise NotFound()

  if not data.get("sage"):
    board_db.thread.insert(0, thread)

  board_db.thread = board_db.thread[:THREAD_PER_PAGE*BOARD_PAGES]

  rb = rainbow.make_rainbow(request.remote_addr, board, thread)
  data['rainbow'] = rb
  data['rainbow_html'] = rainbow.rainbow(rb)
  data['text_html'] = markup(
        board=board, postid=board_db.counter,
        data=escape(data.get('text', '')),
  )

  # FIXME: move to field
  data['name'] = data.get("name") or "Anonymous"

  # save thread and post number
  data['post'] = board_db.counter
  data['thread'] = thread
  now = datetime.now()
  data['time'] = now.strftime("%Y-%m-%d, %H:%M")
  data['timestamp'] = int(now.strftime("%s"))

  img_key = data.get("key")

  if img_key:
    blob_key = blobstore.BlobKey(img_key)
    blob_info = blobstore.BlobInfo.get(blob_key)

    data['image'] = {
        "size" : blob_info.size,
        "content_type" : blob_info.content_type,
        "full" : images.get_serving_url(img_key),
        "thumb" : images.get_serving_url(img_key, 200),
    }

  for fname in board_options.get(board, []):
    func = globals().get('option_'+fname)

    if func:
      func(request, data)

  thread_db.posts.append(data)

  db.put( (thread_db, board_db))
  Cache.delete(
    (
      dict(Board=board),
    )
  )
  memcache.set("threadlist-%s" % board, board_db.thread)

  memcache.set("post-%s-%d" %(board, board_db.counter), data)

  r = Render(board, thread)
  r.add(data, new)
  r.save()

  key = "update-thread-%s-%d" % (board, thread)
  if not new:
    send = { 
        "html" : r.post_html, 
        "evt" : "newpost" ,
        "count" : len(thread_db.posts),
        "last" : board_db.counter,
    }
    watchers = memcache.get(key) or []
    for person in watchers:
      logging.info("send data to key %s" % (person+key))
      channel.send_message(person+key, dumps(send))

  return board_db.counter, thread
Example #57
0
def main():

  from modules.path import Path

  from modules.helpers import get_limit_indices
  from modules.export import Exporter

  from render import Render
  from fn import Fn

  fn = Fn(prefix='./res/')

  exporter = Exporter()


  render = Render(SIZE, BACK, FRONT)
  render.set_line_width(LINE_WIDTH)

  #the = 0.5*PI*ones(NMAX)
  xy = column_stack((ones(NMAX)*START_X,linspace(START_Y,STOP_Y,NMAX)))

  draw_start,draw_stop = get_limit_indices(xy,top=START_Y,bottom=STOP_Y)
  # last_xy = xy[draw_start:draw_stop,:]

  # draw_circles = render.circles

  for i in count():

    ## gradient-like distribution of lines
    pix = sqrt(1+i)*ONE

    ## linear distribution of lines
    #pix = PIX_BETWEEN*ONE

    path = Path(xy,pix)
    path.trace(-PIHALF)
    path.noise()
    path.interpolate(int(pix/ONE)*2)

    xy = path.xy_interpolated

    ## remove nodes above and below canvas
    canvas_start,canvas_stop = get_limit_indices(xy,top=0.,bottom=1.)
    xy = xy[canvas_start:canvas_stop,:]

    ## render nodes above STOP_Y and below START_Y
    draw_start,draw_stop = get_limit_indices(xy,top=START_Y,bottom=STOP_Y)
    #draw_circles(xy[draw_start:draw_stop,:],\
                 #ones(draw_stop-draw_start)*ONE)
    render.path(xy[draw_start:draw_stop,:])

    exporter.add(xy[draw_start:draw_stop,:])

    xmax = xy[:,0].max()
    if (xmax>STOP_X):
      break

    print 'num',i,'points', len(path.xy_circles),'x', xmax

  name = fn.name()

  render.transparent_pix()
  render.write_to_png(name+'.png')
  exporter.export(name+'.2obj')