def accept_loop(w, s): w.print(0, "Started accept loop") s.settimeout(1) while running: try: client, addr = s.accept() screen = screens.Screen() w.add_screen(screen) t1 = threading.Thread( target=lambda: follow_client(screen, client, addr, w)) t1.start() threads.append(t1) except socket.timeout: pass w.print(0, "Closing down...")
def __init__(self, C64, MMU, CIA2, char_ROM): self.B_can_write = True # in the instance because of ShedSkin self.MMU = MMU self.C64 = C64 self.char_ROM = char_ROM self.CIA2 = CIA2 self.B_active = True self.B_bitmap = False self.control_1 = 0 self.control_2 = 0 self.B_clip_address = False # FIXME default? self.B_MCM = False # FIXME default? self.props = Settings() self.MSB_X = 0 #self.set_control_1(0) # FIXME default. #self.set_control_2(0) # FIXME default. palette.get_RGBA32_pixel(0) self.screen = screens.Screen(self, CIA2) self.screen.get_rendered_pixbuf() # ShedSkin
def call_screen(self): # print(type(self.mode.get())) # print(self.mode.get()) m = int(self.mode.get()) self.req_screen = screens.Screen(m)
def main(): # initialize pygame pygame.init() # create the window and set the caption of the window window_sfc = pygame.display.set_mode((window_wid, window_hgt)) pygame.display.set_caption('No Pain No Gain') # create a clock clock = pygame.time.Clock() # this is the initial game state next_state = STATE_TITLE ##################################################################################################### # these are the initial game objects that are required (in some form) for the core mechanic provided ##################################################################################################### start_button = entitys.Button([(window_sfc.get_width() / 2 - 50, window_sfc.get_height() / 2 - 50), (100, 100)]) title = screens.Screen( ["tittle", start_button, "No Pain No Gain", None, 3]) continue_button = entitys.Button([(window_sfc.get_width() / 2 - 50, window_sfc.get_height() / 2 - 50), (100, 100)]) cutscene = screens.Screen( ["cutscene", continue_button, "No Input", None, 1]) battle_button = entitys.Button([(window_sfc.get_width() / 2 - 250, window_sfc.get_height() / 2 + 50), (100, 100)]) train_button = entitys.Button([(window_sfc.get_width() / 2 - 50, window_sfc.get_height() / 2 + 50), (100, 100)]) sleep_button = entitys.Button([(window_sfc.get_width() / 2 + 150, window_sfc.get_height() / 2 + 50), (100, 100)]) room = screens.Room([ "room", [battle_button, train_button, sleep_button], "Battle, Train, or Rest?", [3, 3, 4] ]) speed_button = entitys.Button([(window_sfc.get_width() / 2 - 200, window_sfc.get_height() / 2 - 50), (100, 100)]) health_button = entitys.Button([(window_sfc.get_width() / 2, window_sfc.get_height() / 2 - 50), (100, 100)]) max_health_button = entitys.Button([(window_sfc.get_width() / 2 + 200, window_sfc.get_height() / 2 - 50), (100, 100)]) back_button = entitys.Button([(window_sfc.get_width() / 2 - 550, window_sfc.get_height() / 2 - 250), (50, 50)]) store = screens.Store([ "store", [speed_button, health_button, max_health_button, back_button], "Speed, Health, or Max Health?", [4, 4, 4, 2] ]) arena0 = entitys.Arena([(250), ((window_wid // 2), (window_hgt // 2)), 4, 0]) line0a = entitys.Line([(arena0.location), 0, 180, [(-1.00, -0.50), (-0.30, 0.30), (0.50, 1.00)], [], 1, 0]) goal0 = entitys.Goal([(arena0.location), 10, False, 1], arena0) battle0 = screens.Battle(["battle", arena0, [line0a], goal0]) arena1 = entitys.Arena([(250), ((window_wid // 2), (window_hgt // 2) - 50), 4, 1]) line1a = entitys.Line([(arena1.location), 0, 180, [(-1.00, -0.50), (-0.30, 0.30), (0.50, 1.00)], [], 1, 1]) goal1 = entitys.Goal([(arena1.location), 10, False, 1], arena1) battle1 = screens.Battle(["battle", arena1, [line1a], goal1]) arena2 = entitys.Arena([(250), ((window_wid // 2), (window_hgt // 2) - 50), 10, 2]) line2a = entitys.Line([(arena2.location), 0, 180, [(-1.00, -0.50), (-0.30, 0.30), (0.50, 1.00)], [], 1, 1]) line2b = entitys.Line([(arena2.location), 0, 180, [(-1.00, -0.50), (-0.30, 0.30), (0.50, 1.00)], [], 1, -1]) goal2 = entitys.Goal([(arena2.location), 10, False, 2], arena2) battle2 = screens.Battle(["battle", arena2, [line2a, line2b], goal2]) arena3 = entitys.Arena([(250), ((window_wid // 2), (window_hgt // 2) - 50), 15, 4]) line3a = entitys.Line([(arena3.location), 0, 180, [(-1.00, -0.50), (-0.30, 0.30), (0.50, 1.00)], [], 2, 2]) line3b = entitys.Line([(arena3.location), 0, 360, [(-1.00, -0.70), (-0.50, 0.50), (0.70, 1.00)], [], 2, -2]) goal3 = entitys.Goal([(arena3.location), 10, False, 3], arena3) battle3 = screens.Battle(["battle", arena3, [line3a, line3b], goal3]) arena4 = entitys.Arena([(250), ((window_wid // 2), (window_hgt // 2) - 50), 20, 8]) line4a = entitys.Line([(arena4.location), 0, 120, [(0, 0.4), (0.6, 1.00)], [], 2, 2]) line4b = entitys.Line([(arena4.location), 120, 240, [(0, 0.4), (0.6, 1.00)], [], 2, 2]) line4c = entitys.Line([(arena4.location), 240, 360, [(0, 0.4), (0.6, 1.00)], [], 2, 2]) line4d = entitys.Line([(arena4.location), 0, 120, [(0, 0.4), (0.6, 1.00)], [], 2, -2]) line4e = entitys.Line([(arena4.location), 120, 240, [(0, 0.4), (0.6, 1.00)], [], 2, -2]) line4f = entitys.Line([(arena4.location), 240, 360, [(0, 0.4), (0.6, 1.00)], [], 2, -2]) goal4 = entitys.Goal([(arena4.location), 10, False, 4], arena4) battle4 = screens.Battle([ "battle", arena4, [line4a, line4b, line4c, line4d, line4e, line4f], goal4 ]) battles = [battle0, battle1, battle2, battle3, battle4] # this game object is a circular player = entitys.Player([((window_wid / 2), (window_hgt / 2) + 100)]) game_state = next_state # the game loop is a postcondition loop controlled using a Boolean flag closed_flag = False while not closed_flag: ##################################################################################################### # this is the "inputs" phase of the game loop, where player input is retrieved and stored ##################################################################################################### if (game_state == STATE_TITLE): closed_flag = title.quit() if (title.check_button()): next_state = STATE_ROOM elif (game_state == STATE_GAME): player.check_moving(battles[player.level].arena) closed_flag = battles[player.level].quit() elif (game_state == STATE_CUTSCENE): if (cutscene.check_button()): next_state = cutscene.next_screen closed_flag = cutscene.quit() elif (game_state == STATE_ROOM): if (room.check_buttons(player)): next_state = room.next_screen closed_flag = room.quit() elif (game_state == STATE_STORE): if (store.check_buttons(player)): next_state = store.next_screen closed_flag = room.quit() ##################################################################################################### # this is the "update" phase of the game loop, where the changes to the game world are handled ##################################################################################################### if (game_state == STATE_GAME): battles[player.level].update(player) #check if the player won if (battles[player.level].check(player, cutscene)): next_state = STATE_CUTSCENE # if the player lost exit loop if (game_state == STATE_END): closed_flag = True ##################################################################################################### # this is the "render" phase of the game loop, where a representation of the game world is displayed ##################################################################################################### if (game_state == STATE_TITLE): title.render(window_sfc) elif (game_state == STATE_ROOM): room.render(player, window_sfc) elif (game_state == STATE_STORE): store.render(player, window_sfc) elif (game_state == STATE_GAME): battles[player.level].render(player, window_sfc) elif (game_state == STATE_CUTSCENE): cutscene.render(window_sfc) # update the display pygame.display.update() #set the game to the next state game_state = next_state # enforce the minimum frame rate clock.tick(frame_rate) # if the player lost re run the game if (game_state == STATE_END): main()
except Exception as e: file.write(team_backup) finally: file.close() def show_more(): pass #Some quick vars article_index = 0 original_row = "" section = "" home = screens.Screen("Home", window) #Create all the screens.Screens heading = tkinter.Label(window, text="Welcome to Jonathan's Car Scruitinizer") home.add_item(heading, 0, 1) username_label = tkinter.Label(window, text="Username: "******"Password: "******"*") host_label = tkinter.Label(window, text="Email Host: ")
def back(): confirm.hide() home.show() def update_score(): global count count += 1 print(__name__) if __name__ == "__main__": #Setup GUI bots = list() window = tkinter.Tk() home = screens.Screen("Home", window) window.minsize(width=800, height=600) heading = tkinter.Label(window, text="Welcome to The SpamBot") home.add_item(heading, 0, 1) username_label = tkinter.Label(window, text="Username: "******"Password: "******"*") host_label = tkinter.Label(window, text="Email Host: ")
""" from scipy.special import gamma, kv from scipy import linalg from scipy.interpolate import interp2d import numpy as np from numpy import pi # Numba compiles python code to machine code for faster execution try: import numba except: numba = None import screens as scrs scrn = scrs.Screen() class PhaseScreen(object): """ A "Phase Screen" for use in AO simulation. Can be extruded infinitely. This represents the phase addition light experiences when passing through atmospheric turbulence. Unlike other phase screen generation techniques that translate a large static screen, this method keeps a small section of phase, and extends it as necessary for as many steps as required. This can significantly reduce memory consumption at the expense of more processing power required. The technique is described in a paper by Assemat and Wilson, 2006 and expanded upon by Fried, 2008. It essentially assumes that there are two matrices, "A" and "B", that can be used to extend an existing phase screen. A single row or column of new phase can be represented by
s.connect(t) except: screen._append("NOT CONNECTED!") t1 = threading.Thread( target=lambda: follow_client(screen, s, addr, window)) t1.start() threads.append(t1) window.render() if __name__ == "__main__": window = screens.Window() window.onadd = lambda s: set_title(window, s) window.add_screen(screens.Screen("Main")) s = socket.socket(socket.AF_INET, socket.SOCK_STREAM) s.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) s.bind(('0.0.0.0', 1337)) s.listen(10) t = threading.Thread(target=lambda: accept_loop(window, s)) t.start() window.run() window.restore_mode() running = False t.join() for t in threads:
def new(): home_screen.hide() root.withdraw() main_area.show() widget_area.show() dragged_widgets = list() #of widgets target_widget = None target_dndw = None #Stores the DndWidget form of the target widget (dndw stands for DND Widget) root = tkinter.Tk() ############################################# #The home screen home_screen = screens.Screen("BreezyUI", root) new_button = tkinter.Button(root, text="New UI", command=new) home_screen.add_item(new_button, 0, 0) home_screen.show() ############################################# #The widgets section main_area = DndSpace(root, 800, 600) main_area.top.geometry("+1+60") widget_area = DndSpace(root, 200, 600) widget_area.top.geometry("+803+60") widgets = dict( ) #A dictionary to store all the widget objects which the clones will #come from
# KDI for Wave Optics Simulation (Branched Flow Honors Thesis 2021) # i.e., solving the Kirchhoff Diffraction Integral using Split Step FFT Methods # Author: Jakob Faber from imports import * import sources as srcs import screens as scrs from numba import jit scrkol = scrs.Screen() s = srcs.Source() class Propagator(): def __init__(self, rf=1, ds=0.01, alpha=5 / 3, ar=1, psi=0, nscreen=2, PropDist=10e3, dlam=0.25, wavelen=1, inner=0.001, ns=256, nf=256, nx=None, ny=None, dx=None, dy=None,
main.add_item(editor, 7, 40) main.add_item(file_display, 75, 655) main.add_item(count_display, 575, 655) main.add_item(save_display, 75, 675) main.add_item(changes_display, 575, 675) heading = tkinter.Label(window, text="Add A Link", font=("Helvetica", 15)) text_label = tkinter.Label(window, text="Display Text: ") text = tkinter.Entry(window, width=100) link_label = tkinter.Label(window, text="Address: ") link_box = tkinter.Entry(window, width=100) submit = tkinter.Button(window, text="Submit", command=confirm_link) popup = screens.Screen("Add A Link", window) popup.add_item(heading, 0, 0) popup.add_item(text_label, 1, 0) popup.add_item(text, 1, 1) popup.add_item(link_label, 2, 0) popup.add_item(link_box, 2, 1) popup.add_item(submit, 3, 1) editor.config(width=168) editor.config(height=38) main.show() window.mainloop()