def title_handler(self, event): """event handler of title""" #moves cursor up if event.type == KEYDOWN and event.key == K_UP: self.title.menu -= 1 if self.title.menu < 0: self.title.menu = 0 #moves cursor down elif event.type == KEYDOWN and event.key == K_DOWN: self.title.menu += 1 if self.title.menu > 2: self.title.menu = 2 #select menu item if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z or event.key == K_RETURN): self.title.music = 0 if self.title.menu == Title.START: self.game_state = CITY self.title = None self.city = city.City() self.new_game = True elif self.title.menu == Title.CONTINUE: save.load(self, self) self.game_state = CITY self.title = None self.city = city.City() elif self.title.menu == Title.END: pygame.quit() sys.exit()
def load(): variables['Player'] = ssave.load(s, 'player') world.load(ssave.load(s, 'world')) #load the world variables['World'] = world._world data = ssave.load(s, 'game') # retrieve game data variables['Game variables']['Current turn'] = data[ 'turn'] # set current turn variables['Game variables']['Previous turn'] = data[ 'prev. turn'] # set previous turn
def __load__(cls, d): g = cls() g.map = load(Map, d['map'], game=g) g.players = map(partial(load, Player, game=g), d['players']) g.turn = d['turn'] g.playerIndex = d['playerIndex'] g.currentPlayer = load(Player, d['currentPlayer'], game=g) g.numUnits = len(g.map.units) g.numPlayers = len(g.players) return g
def menu(player): os.system('cls') choice = "" while choice != "load" or choice != "play" or choice != "quit": choice = input("What do you want to do ?\n play \n load \n rules \n quit \n >>> ") player = character.Character() if choice == "load": save.load(player) if choice == "play": return; elif choice == "quit": sys.exit("good bye") elif choice == "rules": os.system('cls') utils.printFile("text/rules")
def load_background(resource_path): global background try: background = save.load("str", "logic", 1, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic1.str", resource_path("saves/settings/"), get_language()) background = "space"
def RT_CNN(): print("Loading model weights from [{}]....".format(c.WEIGHTS_FILE)) model = vggvox_model() # Creates a VGGVox model model.load_weights( c.WEIGHTS_FILE) # Load the weights of the trained models model.summary() # Print a summary of the loaded model print("Loading embeddings from enroll") toLoad = load("data/model/RTSP_CNN.out") enroll_embs = [] speakers = [] for spk, embs in toLoad.items(): for e in embs: enroll_embs.append(e) speakers.append(spk) print(spk) count = 0 buffer = AudioBuffer() start_time = time.time() while count < 3: count += 1 buffer.record(chunk_size=c.SAMPLE_RATE) data = buffer.get_data() data = np.frombuffer(data, 'int16') buckets = build_buckets(c.MAX_SEC, c.BUCKET_STEP, c.FRAME_STEP) data *= 2**15 while (len(data) / (c.FRAME_STEP * c.SAMPLE_RATE) < 101): data = np.append(data, 0) # get FFT spectrum data = remove_dc_and_dither(data, c.SAMPLE_RATE) data = sigproc.preemphasis(data, coeff=c.PREEMPHASIS_ALPHA) frames = sigproc.framesig(data, frame_len=c.FRAME_LEN * c.SAMPLE_RATE, frame_step=c.FRAME_STEP * c.SAMPLE_RATE, winfunc=np.hamming) fft = abs(np.fft.fft(frames, n=c.NUM_FFT)) fft_norm = normalize_frames(fft.T) # truncate to max bucket sizes rsize = max(k for k in buckets if k <= len(fft_norm.T)) rstart = int((len(fft_norm.T) - rsize) / 2) x = fft_norm[:, rstart:rstart + rsize] test_embs = np.squeeze(model.predict(x.reshape(1, *x.shape, 1))) distances = [] for embs in enroll_embs: distances.append(euclidean(test_embs, embs)) print(len(speakers)) idx = np.argmin(distances) print(speakers[idx]) print("Ok, ", time.time() - start_time - 3, " seconds")
def set_writing_color_start(resource_path, number): global writing_color_start try: writing_color_start = save.load("tup", "logiccol", number, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logiccol" + str(number) + ".tup", resource_path("saves/settings/"), get_language()) writing_color_start = (0, 0, 0)
def set_background_color_start(resource_path, number): global writing_color_bg try: writing_color_bg = save.load("tup", "logicbac", number, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logicbac" + str(number) + ".tup", resource_path("saves/settings/"), get_language()) writing_color_bg = (255, 255, 255)
def load_difficulty(resource_path): global difficulty try: difficulty = save.load("str", "logic", 4, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic4.str", resource_path("saves/settings/"), get_language()) difficulty = "medium"
def load_sound_volume(resource_path): global sound_volume try: sound_volume = save.load("flo", "logic", 3, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic3.flo", resource_path("saves/settings/"), get_language()) sound_volume = 0.4
def load_rule(resource_path): global rule try: rule = save.load("int", "logic", 6, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic6.int", resource_path("saves/settings/"), get_language()) rule = 1
def load_language(resource_path): global language try: language = save.load("str", "logic", 5, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic5.str", resource_path("saves/settings/"), "english") language = "english"
def load(cls, filename): Player.loadedPlayers = {} with open(filename) as f: d = json.load(f) print 'Game loaded.' return load(cls, d)
def get_stat_val(column, row): """ returns stats value :param column: int; column the spot is in :param row: int; row the spot is in :return: int; stat's value """ if column == 1: # sum of all values for all difficulties value = 0 for difficulty in DIFFICULTIES: # goes through difficulties value += save.load("int", STATS[row], 1, resource_path, "stats/" + difficulty) # calculates stat else: # one value dif_i = column - 2 # calculates difficulties index value = save.load("int", STATS[row], 1, resource_path, "stats/" + DIFFICULTIES[dif_i]) # loads stat return value # returns stat's value
def load(save): # load a game import traceback try: global i global previ global player player = s.load(save, 'player') # load the player world.load(s.load(save, 'world')) #load the world data = s.load(save, 'game') # retrieve game data i = data['turn'] # set current turn previ = data['prev. turn'] # set previous turn except Exception as e: print(f''' Something went wrong :( ========================= Please report this at https://github.com/TBBYT/Turn-Based-Game/issues Error:''') traceback.print_exc() input('Press ENTER to quit to title')
def __load__(cls, d, game, tile): if d['id'] == 'tank': u = Tank() u.tile = tile u.moves = d['moves'] u.hp = d['hp'] u.owner = load(Player, d['owner'], game=game) return u
def set_default_pos(self, field_size, resource_path): """ sets ship's position back to default positions not on the board """ # loads default positions self.positions = save.load("lis", "ship", self.identification_number - 1, resource_path, "placement/") self.direction = DIRECTIONS[0] # "horizonatlright", default direction self.update_rects(field_size) # updates ship's pygame.Rect objects
def __load__(cls, d, game): m = cls() game.map = m m.tiles = map(lambda x: map(partial(load, Tile, game=game), x), d['tiles']) m.metrics = load(Hexagon, d['metrics']) for t in m.tiles: for r in t: for u in r.units: m.units.append(u) return m
def __init__playfield(load, language, orienation, field_size, field_count_x, field_count_y, resource_path, add_dir): """ creates boards and their tiles as well as writing on boards' side when game is loaded, loads boards and their tiles instead :param load: bool; game is loaded insted of being newly created :param language: str; language all texts are currently displayed in :param orienation: str; width/height, depending on what is bigger :param field_size: float; size of a virtual field that is determined by the size of the window that inhabits the GUI :param field_count_x: int; quantity of tiles on one board in horizontal direction :param field_count_y: int; quantity of tiles on one board in vertical direction :param resource_path: Func; returns the resource path to a relative path :param add_dir: str; additional directory where loaded game is found """ if load: # saved game is loaded global big_fields global small_fields try: big_fields = save.load('lis', 'playfield', 1, resource_path, add_dir) # loads both boards except FileNotFoundError: chat.add_missing_message("playfield1.lis", resource_path("saves/"), language) return True try: small_fields = save.load('lis', 'playfield', 2, resource_path, add_dir) # loads boards' tiles except FileNotFoundError: chat.add_missing_message("playfield2.lis", resource_path("saves/"), language) return True else: # new game is created _create_big_fields(field_size, field_count_x, field_count_y, orienation) # creates both boards _create_small_fields(field_size, orienation) # creates boards' tiles _create_writings(field_size) # creates writings on the side of the boards
def start(): parser = argparse.ArgumentParser('satori-alarm') parser.add_argument('--config', help='Config file') parser.add_argument('--log', type=str, default="INFO", help='Config file') options = parser.parse_args() State.options = options State.config = yaml.load(open(options.config).read()) init_logging(options.log) config.refresh() config.start_watch() State.alarms = main.AlarmDFA() save.load() save.start_periodically_dump() spawn_autorestart(main.process_events) spawn_autorestart(main.alarm_tick) import restapi restapi.serve()
def __init__enemy(load, language, resource_path, length_x, length_y, ship_coordinates=[[[0]]], difficulty="easy", ships=[[[0]]], add_dir=""): """ initializes enemy module and enemy's move :param load: bool; game is loaded and not newly created :param language: str; language all texts are currently displayed in :param resource_path: Func; returns a resoucre path to a relative path :param length_x: int; board size in x direction :param length_y: int; board size in y direction :param ship_coordinates: list[list[int, int], ...]; list with all coordiantes inhabiting a ship :param difficulty: str; easy/medium/hard/impossible :param ships: list[list[list[Ship, ...], ...], ...]; list containing all ships :param add_dir: str; additional directory used to save game sfrom different difficulties :return: bool or None; loading failed """ global shots if load: # game is laoded try: shots = save.load('lis', 'enemy', 1, resource_path, add_dir) # shots are loaded except FileNotFoundError: chat.add_missing_message("enemy1.lis", resource_path("saves/"), language) # adds message to chat return True # interrupts loading and creates new game else: # game is newly created shots = [ [2, 2] ] # sets a start value so that in game function can be more easily readable _create_moves_enemy(difficulty=difficulty, field_count=(length_x, length_y), ship_coordinates=ship_coordinates, ships=ships) # creates enemy's moves
def __init__logic(resource_path): global win_type global aufgabe global zustand load_language(resource_path) try: theme_num = save.load('int', 'logic', 7, resource_path, 'settings/') except FileNotFoundError: chat.add_missing_message("logic7.int", resource_path("saves/settings/"), get_language()) theme_num = 1 load_theme(resource_path, theme_num) load_background(resource_path) load_music_volume(resource_path) load_sound_volume(resource_path) load_difficulty(resource_path) load_rule(resource_path) aufgabe = "main" zustand = "start" win_type = "fullscreen" ip.__init__input()
def __load__(cls, d, game): t = cls(0, 0, 0, None, loading=True) Hexagon.__load__(d, t) t.map = game.map t.terrain = load(Terrain, d['terrain']) t.units = [] t.unitImages = [] units = map(partial(load, Unit, game=game, tile=t), d['units']) poly = QPolygon() for p in t.corners: poly << QPoint(*p) QGraphicsPolygonItem.__init__(t, poly) t.setBrush(QBrush(t.terrain.image)) t.setPen(QPen()) for unit in units: t.addUnit(unit) return t
def update_stats(games, won, lost, moves, hit, destroyed, time_spent): """ updates stats when stats are looked up ore game is closed :param games: int; games played since stats have been updated :param won: int; games won since stats have been updated :param lost: int; games lost since stats have been updated :param moves: int; moves done since stats have been updated :param hit: int; ships hit since stats have been updated :param destroyed: int; ships destroyed since stats have been updated :param time_spent: int; time spent since stats have been updated in minutes """ stat_vals = [games, won, lost, time_spent, moves, hit, destroyed] # new stats count = 0 for difficulty in DIFFICULTIES: # goes through all difficulties for i in range(7): # goes through all stats stat_val = save.load("int", STATS[i], 1, resource_path, "stats/" + difficulty) # loads stat's value stat_val += stat_vals[i][count] # adds new value save.save(stat_val, "int", STATS[i], 1, resource_path, "stats/" + difficulty) # saves updated value count += 1
def __init__player(load, resource_path, language, add_dir): """ initializes player and its required lists to check for doublicating inputs :param load: bool; whether the game is loaded or newly created :param resource_path: Func; returns the resource path to a relative path :param language: str; lnguage all texts are currently displayed in :param add_dir: str; additional directory where loaded game is found """ global hit_list global feld global done_clicks feld = [-1, -1] # creates a list that contains the currently clicked field with a control value done_clicks = [[0, 0]] # creates control to undo clicks when another field is clicked instead if load: # loads control for already targeted fields try: hit_list = save.load('lis', 'player', 1, resource_path, add_dir) except FileNotFoundError: chat.add_missing_message("player1.lis", resource_path("saves/"), language) return True else: # creates control for already targeted fields hit_list = [[0 for _ in range(10)] for _ in range(10)]
import time try: import colorama except: print("You need the colorama module! (python -m pip install colorama)") sysModule.exit() sysModule.path.insert(1, './imports') import utils, terminal, system, commands, save system.init(system) colorama.init() from colorama import Fore sysCont = save.load() if not sysCont: sysCont = system.SystemsController() #If user broke their system then quit bootPath = system.FilePath('/sys/boot.sys', sysCont.userSystem.fileSystem, True, system.sysFileHashes['boot.sys']) if bootPath.status != system.PathStatuses.PATH_VALID: sysCont.userSystem.status = system.Statuses.UNBOOTABLE comCont = commands.CommandController() terminal = terminal.Terminal(comCont) terminal.out(colorama.Style.BRIGHT, colorama.Fore.GREEN, False, False) if 'idlelib.run' in sysModule.modules: print("You probably want to run this from the command line.") else:
"""
def set_ships(load, resource_path, language, add_dir, field_size, random_placement=True, normal=False): """ creates ships as Ship, in a way that the player's ships are in ship[0] and the enemy's ships are in ship[1] and places all ships on random locations on the playfield Ship is a ship that can be hit, located on the playfield and shown in the GUI used once in the beginning of the game :param load: bool; whether game is loaded or a new one is created :param resource_path: Func; returns the resource_path to a relative_path :param language: str; language all texts are currently displayed in :param add_dir: str; additional directory where loaded game is found :param field_size: float; size of one virtual field :param normal: ships are set by the player :param random_placement: bool; ships are placed randomly and not by the player """ global ship if load: # game is loaded try: ship = save.load('lis', 'ship', 1, resource_path, add_dir) # loads ships except FileNotFoundError: # ships file has not been found chat.add_missing_message("ship1.lis", resource_path("saves/"), language) # adds message to chat return True # interrupts loading and creates new game elif normal: _set_rand_pos(True) else: # game is newly created ship = [] # creates list later holding all ships for i in range(2): # creates individual list for each palyer ship.append([]) for j in range(ship_count): # goes through number of ships ship[i].append(0) # creates ten ships for each player that are intact, but are not yet located anywhere on the playfield for j in range( 4 ): # creates four ships as FisherShip2, a Ship with two segments ship[i][j] = Ship([[-1, -1, 3], [-1, -1, 3]], identification_number=j + 1, player=i, color=(255, 50 * j, 255), length=2, field_size=field_size) for j in range( 3 ): # creates three ships as FisherShip2, a Ship with three segments d = j + 4 ship[i][d] = Ship([[-1, -1, 3], [-1, -1, 3], [-1, -1, 3]], identification_number=d + 1, player=i, color=(50 * j, 100, 255), length=3, field_size=field_size) # creates two ships as ContainerShip4, a Ship with four segments ship[i][7] = Ship( [[-1, -1, 3], [-1, -1, 3], [-1, -1, 3], [-1, -1, 3]], identification_number=8, player=i, color=(100, 255, 50), length=4, field_size=field_size) ship[i][8] = Ship( [[-1, -1, 3], [-1, -1, 3], [-1, -1, 3], [-1, -1, 3]], identification_number=9, player=i, color=(100, 255, 100), length=4, field_size=field_size) # creates one ship as Kreuzer5, a ship wih five segments ship[i][9] = Ship([[-1, -1, 3], [-1, -1, 3], [-1, -1, 3], [-1, -1, 3], [-1, -1, 3]], identification_number=10, player=i, color=(255, 100, 0), length=5, field_size=field_size) if random_placement: _set_rand_pos() # sets all ships to random positions else: _set_default_pos(field_size, resource_path)
G = nx.complete_graph(N) for i, j in G.edges(): # Negate the distance, since we are solving maximum-weight problem. G[i][j]['weight'] = -symmetric_smooth_kl(vecs[i], vecs[j]) return G def compute_weight(G, match): return sum(G[i][j]['weight'] for i, j in match.iteritems()) if __name__ == "__main__": args = docopt(__doc__) d = save.load(args['<datafile>']) lda = gensim.models.ldamodel.LdaModel.load(args['<modelfile>']) K = lda.num_topics # Obtain the posterior topic distribution for each document. sparse_vecs = [lda[doc] for doc in d['corpus']] # Convert to dense vectors so that we can compute KL divergences. dense_vecs = [densify(v, K) for v in sparse_vecs] G = make_matching_graph(dense_vecs) # Find the maximum-weight (minimum-distance) matching # *among the max-cardinality matchings*. This ensures that as many # papers are matched as possible. print("About the run matching. This could take a while.")
def make_matching_graph(vecs): N = len(vecs) G = nx.complete_graph(N) for i, j in G.edges(): # Negate the distance, since we are solving maximum-weight problem. G[i][j]['weight'] = -symmetric_smooth_kl(vecs[i], vecs[j]) return G def compute_weight(G, match): return sum(G[i][j]['weight'] for i, j in match.iteritems()) if __name__ == "__main__": args = docopt(__doc__) d = save.load(args['<datafile>']) lda = gensim.models.ldamodel.LdaModel.load(args['<modelfile>']) K = lda.num_topics # Obtain the posterior topic distribution for each document. sparse_vecs = [ lda[doc] for doc in d['corpus'] ] # Convert to dense vectors so that we can compute KL divergences. dense_vecs = [ densify(v, K) for v in sparse_vecs ] G = make_matching_graph(dense_vecs) # Find the maximum-weight (minimum-distance) matching # *among the max-cardinality matchings*. This ensures that as many # papers are matched as possible. print("About the run matching. This could take a while.")
def main(): #Init the variables game = Board.game() black = game.P2 white = game.P1 current = white turn = 0 G = save.load() mat = False pat = False while (not mat and not pat): Board.display_board(game.board) position = [] piece = None eaten_piece = None #tour de l 'ia if (turn == black): (_, a) = G[turn].linked_black[0] maxi = a for ut in range(1, len(G[turn].linked_black)): (_, a) = G[turn].linked_black[ut] test = a if (test > maxi): maxi = test game.board = G[maxi].board current += 1 #tour du joueur else: #Prends la nom de la pièce que l'on veut bouger. Recommence tant que le nom n'est pas valide while position == []: piece_name = input("Which piece you wanna move?") for p in current.pieces: if (p.name == piece_name): position = p.possible_moves(game) piece = p break if (position == []): print( "This piece doesn't exist or had been lost or it can't move. Please enter a correct name !" ) print("Here is your possible moves") for e in position: f = chr(65 + e // 8) + str(e % 8 + 1) print(f) isinputmove = False while not isinputmove: strpos = input("Please enter the move that you want !") indexpos = (((ord(strpos[0])) - 65) * 8) + int(strpos[1]) - 1 for e in position: if e == indexpos: isinputmove = True break if isinputmove == False: print( "This position doesn't exist, please enter a good one !" ) for e in position: f = chr(65 + e // 8) + str(e % 8 + 1) print(f) #find out if there is any pieceto eat if (game.board[indexpos]): eaten_piece = game.board[indexpos] #Move the current piece game.board[piece.position] = None piece.position = indexpos game.board[piece.position] = piece if (current == white): current = black else: current = white if (eaten_piece): current.pieces.remove(eaten_piece) # check mat if (game.P1.pieces == [] or game.P2.pieces == []): mat = True
import urllib.request, json import datetime from item import item from save import save from save import load from userInterface import userInterface import threading from watchingItems import watchingItems import os clear = lambda: os.system('cls') clear() print('starting up') #watchingItems = ['Dragon hunter crossbow', "Zulrah's scales", 'Twisted bow'] watchingItemsPrice = load() if watchingItemsPrice == []: for thing in watchingItems: tempItem = item(thing) watchingItemsPrice.append(tempItem) if len(watchingItemsPrice) < len(watchingItems): for item1 in watchingItems: foundItem = False for item2 in watchingItemsPrice: if item2.name == item1: foundItem = True break if not (foundItem): watchingItemsPrice.append(item(item1)) completeItemList = []
def game_loop(): screen = settings.screen b_surf = screen.subsurface((5, 200), (400, 275)) p_surf = screen.subsurface((5, 5), (350, 190)) m_surf = screen.subsurface((360, 5), (240, 120)) pet_surf = screen.subsurface((360, 130), (240, 65)) fashu_surf = screen.subsurface((410, 200), (190, 100)) count_surf = screen.subsurface((410, 305), (190, 170)) toolbar_surf = screen.subsurface((605, 5), (190, 470)) cangku_surf = screen.subsurface((5, 5), (595, 470)) pet_cangku_surf = screen.subsurface((5, 5), (595, 470)) hecheng_surf = screen.subsurface((5, 5), (595, 470)) ronghe_surf = screen.subsurface((5, 5), (595, 470)) fuwen_surf = screen.subsurface((5, 5), (595, 470)) lianbao_surf = screen.subsurface((5, 5), (595, 470)) xiulian_surf = screen.subsurface((5, 5), (790, 470)) set_surf = screen.subsurface((5, 5), (790, 470)) show_equip_surf = screen.subsurface((5, 5), (790, 470)) player_detail_surf = screen.subsurface((5, 5), (790, 470)) login_surf = screen.subsurface((5, 5), (790, 470)) ditu = settings.ditu if settings.use_load: if settings.link_load: screen.blit(waiting_pic, (0, 0)) pygame.display.update() url_data = link.load_online() if url_data: a_p, time_n, battle_n, use_money = url_data p = a_p else: settings.game_stage = 'start' settings.use_load = False settings.link_load = False return else: p = save.load() settings.battle_set = p.battle_set.copy() p.game_version = settings.VERSION p.enemys = [] p.attack_all = [] p.attacking = None p.defending = None p.jisuan_shuxin() if str(p.place.__class__) == 'codes.place.Fuben': place.change_place(place.changan, p) settings.in_fuben = False if p.place.name == u'\u901a\u5929\u5854': place.change_place(place.changan, p) settings.in_ttt = False if settings.link_load: if p.place.name != u'\u957f\u5b89': for i in range(battle_n): battle.battle(p) functions.msg(u'\u53d6\u56de\u6210\u529f\uff0c\u6302\u673a\u65f6\u957f' + link.count_guaji_time(time_n), settings.FPS * 10) functions.msg(u'\u6263\u9664\u70b9\u6570\uff1a%s \u70b9' % unicode(use_money), settings.FPS * 10) settings.bc_base_time -= time_n else: if settings.rw_select[3] == u'\u4eba\u65cf': p = player.Zhongzu_Ren(settings.rw_select) elif settings.rw_select[3] == u'\u9b54\u65cf': p = player.Zhongzu_Mo(settings.rw_select) else: p = player.Zhongzu_Xian(settings.rw_select) with file('yourname.txt', 'r') as f: name = unicode(f.readline(), 'gbk')[:10].strip() if name != u'': p.name = name p.place = place.Place(place.place_data_list[0]) w = equip.Weapon(equip.weapon_list_0[random.randint(0, 11)]) while w.type not in p.adept_weapons: w = equip.Weapon(equip.weapon_list_0[random.randint(0, 11)]) w.get_pr() w.get(p) w.equip() for i in range(15): ch = random.choice(random.choice(p.place.spoils)) exec 'e = equip.%s(ch)' % settings.equip_list[ch[1]] e.get_pr() e.get(p) e.equip() cl_list = ['shuiyuezhi', 'liuyanhuo', 'xuanminshi', 'honglianshengquan', 'zichengtie', 'xuanyebin', 'cangleijinshi', 'bixinsha'] random.shuffle(cl_list) cl_use = cl_list[:4] for i in cl_use: cl = fabao.Fabao_Cailiao(i) cl.get(p) pet = monster.Pet(monster.monsters_dict['yefendanqi'], p) p.pet_bag.append(pet) pet = monster.Pet(monster.monsters_dict['boji'], p) p.pet_bag.append(pet) p.add_kucun_exp(10000) if settings.TEST: p.add_exp(5000000000L) p.money = enc.en(5000000000L) p.shengli = enc.en(100000) p.get_skill('weiguanzhidao') p.get_skill('xunshouzhidao') for i in range(4): g = goods.BB_Skill_Forget_Book() g.get(p) g = goods.MoonStone() g.get(p) for i in range(2): fw = goods.Fuwen_suipian() fw.get(p) for i in range(60): pet = monster.Pet(monster.monsters_dict[random.choice(p.place.monsters)], p) p.pet_bag.append(pet) draw_init.draw_init(p) if settings.battle_set['4beijiasu']: pygame.time.set_timer(settings.EVT_BATTLE, settings.TIME_BATTLE_SHORT) else: pygame.time.set_timer(settings.EVT_BATTLE, settings.TIME_BATTLE) pygame.time.set_timer(EVT_SAVE, TIME_SAVE) pygame.time.set_timer(EVT_SAVE_2, TIME_SAVE_2) b_surf.blit(settings.b_surf_init, (0, 0)) settings.bt_surf = b_surf.copy() while settings.game_stage == 'game': for event in gui.setEvents(pygame.event.get()): if event.type == QUIT: pygame.quit() exit() if event.type == MOUSEBUTTONUP: settings.mouse.click = True settings.mouse.button = event.button if event.type == EVT_BATTLE: check = [settings.map_open, settings.cangku_open, settings.hecheng_open, settings.xiulian_open, settings.ronghe_open, settings.set_open, settings.fuwen_open, settings.lianbao_open] if True not in check: if p.place.name != u'\u957f\u5b89': battle.battle(p) else: battle.stay_in_changan(p) if pygame.display.get_active(): draw.b_draw_surf(b_surf) if event.type == EVT_SAVE: save.save(p) if event.type == EVT_SAVE_2: save.save_2(p) screen.fill(GRAY) if pygame.display.get_active(): if settings.map_open: draw.map_open(ditu, p) elif settings.cangku_open: draw.cangku_open(p, cangku_surf) draw.cangku_bag_draw_surf(p, toolbar_surf) elif settings.pet_cangku_open: draw.pet_cangku_open(p, pet_cangku_surf) draw.pet_cangku_bag_draw_surf(p, toolbar_surf) elif settings.hecheng_open: draw.hecheng_open(p, hecheng_surf) draw.hecheng_bag_draw_surf(p, toolbar_surf) elif settings.ronghe_open: draw.ronghe_open(p, ronghe_surf) draw.ronghe_pet_bag_draw_surf(p, toolbar_surf) elif settings.xiulian_open: draw.xiulian_open(p, xiulian_surf) elif settings.fuwen_open: draw.fuwen_open(p, fuwen_surf) draw.fuwen_bag_draw_surf(p, toolbar_surf) elif settings.lianbao_open: draw.lianbao_open(p, lianbao_surf) draw.lianbao_bag_draw_surf(p, toolbar_surf) elif settings.set_open: draw.set_open(p, set_surf) elif settings.show_equip_open: draw.show_equip_open(p, show_equip_surf) elif settings.player_detail_open: draw.player_detail_open(p, login_surf) elif settings.login_open: draw.login_open(p, login_surf) else: draw.bt_draw_surf(b_surf) draw.p_draw_surf(p, p_surf) draw.m_draw_surf(p, m_surf, settings.font_14) draw.pet_draw_surf(p, pet_surf, settings.font_14) draw.fashu_draw_surf(p, fashu_surf) draw.count_draw_surf(p, count_surf) draw.toolbar_draw_surf(p, toolbar_surf) draw.detect_mouse(p) draw.message_draw_surf() settings.mouse.fresh() settings.clock.tick(settings.FPS) pygame.display.update() return
G2, boundary_nodes_out, boundary_nodes_in, boundary_edges) Sv.save_config(dirname + '/' + 'config', n, geo, nettype, F0, F1, z0, z1, F_mult, dt, c1, c2, l, mu, qin, presout, D, Dv, k, dth, F0_ox, F1_ox, z0_ox, z1_ox, F_mult_ox, dt_ox, length_wiggle_param, noise) elif load == 1: from config import nettype, geo, load_name #dirname = nettype + geo + str(n)+"/"+load_name dirname = load_name (G, boundary_edges, n, F0, F1, z0, z1, F_mult, dt, c1, c2, l, mu, qin, presout, D, Dv, k, dth, F0_ox, F1_ox, z0_ox, z1_ox, F_mult_ox, dt_ox, old_iters, in_nodes, out_nodes, reg_nodes, other_nodes, boundary_nodes_out, boundary_nodes_in, in_nodes_ox, out_nodes_ox, oxresult, in_edges, reg_reg_edges, reg_something_edges, other_edges) = Sv.load(dirname + "/save") nkw = n**2 else: from config import (F0, F1, z0, z1, F_mult, dt, c1, c2, mu, qin, presout, D, Dv, k, dth, F0_ox, F1_ox, z0_ox, z1_ox, F_mult_ox, dt_ox, load_name) (G, boundary_edges, n, _, _, _, _, _, _, _, _, l, _, _, _, _, _, _, _, _, _, _, _, _, _, _, in_nodes, out_nodes, reg_nodes, other_nodes, boundary_nodes_out, boundary_nodes_in, in_nodes_ox, out_nodes_ox, oxresult, in_edges, reg_reg_edges, reg_something_edges, other_edges) = Sv.load('templatki/' + load_name) dirname = nettype + geo + str(n) + load_name if not os.path.isdir(dirname): os.makedirs(dirname)
def game_loop(file, state): # 게임을 플레이 if not state: quiz_word, slice_word, length, life, mistake, already_input_alph, already_input_word, check, score = initGame() else: quiz_word, slice_word, length, life, mistake, already_input_alph, already_input_word, check = load(file) times,score=get_game_info() print ('Start game') print ('Length of word is', length) print("Score: " + str(score)) word_bool(length, slice_word, check) print("||", end='') for i in range(0,mistake): print(mistake_sign[i], end="") print("\n" + 'Already input Alphabet: ', already_input_alph) print("Already input Words: ", already_input_word) state=False Bool=True while Bool: print("1. Main Menu") input_alph = input("Alphabet or Word(No a capital letter): ") if len(input_alph) > 1: already_input_word.append(input_alph) if quiz_word==input_alph: print("Congratulations! You Win! ") Bool=False else: print("Sorry. That's wrong. ") print("Score: " + str(score)) mistake = mistake+1 check, check_bool = checkExistence(slice_word, input_alph, check) word_bool(length,slice_word,check) elif input_alph == "1": save(quiz_word, mistake, check, already_input_word, already_input_alph) break else: already_input_alph.append(input_alph) print("Score: " + str(score)) check, check_bool = checkExistence(slice_word, input_alph, check) word_bool(length,slice_word,check) if not check_bool: mistake += 1 if np.sum(check==1) == length: print("Congratulations! You Win! ") Bool=False if mistake==6: print("Sorry. You lose. Answer is " + quiz_word) Bool=False if Bool==True: print("||", end='') for i in range(0,mistake): print(mistake_sign[i], end="") print("\n" + 'Already input Alphabet: ', already_input_alph) print("Already input Words: ", already_input_word) if Bool==False: # 게임 정보 불러오기. times, score = get_game_info() new_score = count_score(score, mistake, quiz_word, already_input_alph) # 게임 정보 쓰기. set_game_info(times, new_score) print("Countiune:1 Menu:2 End:3") user_choice=int(input("Choice: ")) if user_choice==1: Bool=True quiz_word, slice_word, length, life, mistake, already_input_alph, already_input_word, check, score = initGame() elif user_choice==3: print("Bye~") time.sleep(2) sys.exit()
def load(self): save.load(self.mainLayout)