def update(self, current_time, light): if self.next_update_time < current_time: #check for notice of player for p in self.players.sprites(): if ruler.distance(self, p) < 150: self.following = True else: self.following = False #determine color if not light: bright = 50 - ruler.distance(self, p) if bright < 0: bright = 0 self.image.fill([bright, bright, bright]) #if following if self.following and self.acting == False: self.acting = True s = pygame.mixer.Sound("whisper3.ogg") s.set_volume(100 - ruler.distance(self, p)) s.play() self.action = actions.WanderNearPlayer(current_time, self, p) #if light was turned on, then charge if self.following and light: if not isinstance(self.action, actions.ChargePlayer): s = pygame.mixer.Sound("whisper2.ogg") s.play() self.action = actions.ChargePlayer(current_time, self, p) #if light was turned off, stop charging if isinstance(self.action, actions.ChargePlayer) and not light: self.action = actions.StandStillSilently(current_time, self) # if wandering if self.acting == False: if random.randint(1, 100) < 30: self.acting = True self.action = actions.StandStillSilently( current_time, self) else: self.acting = True s = pygame.mixer.Sound("slowstep1.ogg") if (100 - ruler.distance(self, p) / 2) >= 0: s.set_volume(100 - ruler.distance(self, p)) else: s.set_volume(0) s.play() self.action = actions.WanderRandomSlow(current_time, self) self.action.update(current_time) self.next_update_time = current_time + 30
def update(self, currentTime): # print('x: ' +str(self.xmomentum)) # print('y: ' +str(self.ymomentum)) if self.xmomentum > 10: self.xmomentum = 10 if self.ymomentum > 10: self.ymomentum = 10 if self.xmomentum < -10: self.xmomentum = -10 if self.ymomentum < -10: self.ymomentum = -10 if ruler.distance(self.player, self.actor) < 35: self.xmomentum = ruler.xdir(self.actor, self.player) self.ymomentum = ruler.ydir(self.actor, self.player) self.xmomentum += ruler.xdir(self.actor, self.player) self.ymomentum += ruler.ydir(self.actor, self.player) if self.xmomentum > 0: self.right = True else: self.right = False if self.ymomentum > 0: self.down = True else: self.down = False if self.down: self.actor.moveDown() if not self.down: self.actor.moveUp() if self.right: self.actor.moveRight() if not self.right: self.actor.moveLeft()
def update(self, currentTime): dist = ruler.distance(self.actor, self.player) xdir = ruler.xdir(self.actor, self.player) ydir = ruler.ydir(self.actor, self.player) if dist > 150: if random.randint(1, 1000) < 5: self.actor.acting = False if dist > 50: if xdir > 0: self.right = True else: self.right = False if ydir > 0: self.down = True else: self.down = False if dist < 35: s = pygame.mixer.Sound("whisper2.ogg") if (100 - ruler.distance(self.actor, self.player)) >= 0: s.set_volume( 100.0 / (100 - ruler.distance(self.actor, self.player) / 2.0)) else: s.set_volume(0) s.play() if xdir > 0: self.right = False else: self.right = True if ydir > 0: self.down = False else: self.down = True if random.randint(1, 100) < 3: self.down = not self.down if random.randint(1, 100) < 3: self.right = not self.right if currentTime % 2 == 0 or dist > 50: if self.down: self.actor.moveDown() if not self.down: self.actor.moveUp() if self.right: self.actor.moveRight() if not self.right: self.actor.moveLeft()
def update(self, currentTime): # check to see if we quit wandering if random.randint(1, 1000) < 20: self.actor.acting = False # check to see if we change direction if random.randint(1, 100) < 3: s = pygame.mixer.Sound("slowstep1.ogg") if (100 - ruler.distance(self.actor, self.player) / 2) >= 0: s.set_volume( 100.0 / (100 - ruler.distance(self.actor, self.player) / 2.0)) else: s.set_volume(0) s.play() self.down = not self.down if random.randint(1, 100) < 3: s = pygame.mixer.Sound("slowstep1.ogg") if (100 - ruler.distance(self.actor, self.player) / 2) >= 0: s.set_volume( 100.0 / (100 - ruler.distance(self.actor, self.player) / 2.0)) else: s.set_volume(0) s.play() self.right = not self.right #call movement if self.down: self.actor.moveDown() if not self.down: self.actor.moveUp() if self.right: self.actor.moveRight() if not self.right: self.actor.moveLeft()
def update(self, current_time, light): for p in self.players: self.p = p #determine color if not light: bright = 100 - ruler.distance(self, self.p) if bright < 0: bright = 0 self.image.fill([bright, bright / 2, bright / 2]) if self.light and not self.lit: self.lit = True self.image.fill([60, 60, 60]) if not self.light and self.lit: self.lit = False self.image = pygame.image.load('wallblock.png').convert()
import numpy as np from colorama import Fore, Style import os os.chdir("C:/Users/Lenovo/Documents/GitHub/python-eval/needleman_wunsch") mon_fichier = open("DATASET.txt", "r") #on le lit avec read. import ruler from ruler import Ruler contenu = mon_fichier.read() contenu = contenu.split() print(contenu) i=0 while i < len(contenu) : ruler = Ruler(contenu[i], contenu[i+1]) print(ruler.distance(contenu[i], contenu[i+1],ruler.compute(contenu[i], contenu[i+1]))) i +=2 #python3 bundle.py DATASET