Exemple #1
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 def __init__(self):
     if len(sys.argv) < 2:
         print "Usage: python AdventureMaker.py <name of scene to edit>"
         sys.exit(1)
     
     screen = pyglet.window.get_platform().get_default_display().get_default_screen()
     super(AdventureMakerWindow,self).__init__(width=screen.width-20, 
                                               height=gamestate.norm_h, 
                                               vsync=True)
     gamestate.main_window = self
     gamestate.scripts_enabled = False
     gamestate.init_scale()
     gamestate.keys = pyglet.window.key.KeyStateHandler()
     gamestate.main_window.push_handlers(gamestate.keys)
     
     engine.init()
     
     pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
     pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA)
     
     self.set_caption("Scene Editor: %s" % sys.argv[1])
     self.editorview = editorview.EditorView(sys.argv[1])
     
     pyglet.clock.schedule_interval(self.on_draw, 1/60.0)
     pyglet.clock.schedule_interval(self.editorview.update, 1/120.0)
Exemple #2
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def play_game(net):
    """Plays one game controlled by the given network.
       Returns the score the network achieved."""
    engine.init()
    # Play until the net tries to make the same move twice.
    # If this happens, it will be fed with the same input again,
    # so there will be an infinite loop.
    # This has the added advantage that if it is impossible to make a move
    # the loop will exit as well, so I don't have to call engine.can_move(),
    # which is inefficient.
    prev = None
    while engine.board != prev:
        prev = engine.copy_board()
        max_item = max(map(max, engine.board))
        inputs = []
        for row in engine.board:
            for item in row:
                # Each number is fed to the neural network as a fraction
                # of the maximum.
                inputs.append(item / max_item)
        outputs = net.compute(inputs)
        # find the index of the highest output
        move_index = outputs.values.index(max(outputs))
        engine.move(move_index)
    return engine.score
Exemple #3
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    def __init__(self, reset_save=False, reset_at_scene=None):
        reset_save = reset_save or reset_at_scene
        if util.settings.fullscreen:
            super(AdventureWindow,self).__init__(fullscreen=True, vsync=True)
        else:
            super(AdventureWindow,self).__init__(width=gamestate.norm_w, 
                                                 height=gamestate.norm_h, vsync=True)
        
        gamestate.main_window = self    # Make main window accessible to others.
                                        #   Necessary for convenient event juggling.
        gamestate.init_scale()          # Set up scaling transformations to have
                                        #   a consistent window size
        gamestate.event_manager = eventmanager.EventManager()
        
        pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
        pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA)
        pyglet.gl.glEnable(pyglet.gl.GL_LINE_SMOOTH)
        
        self.game_handler = None
        
        engine.init()                   # Set up resource paths
        
        self.init_load()

        with pyglet.resource.file(util.respath('game', 'info.json'), 'r') as game_info_file:
            self.game_info = json.load(game_info_file)
            self.game_info['reset_save'] = reset_save
            if reset_at_scene:
                self.game_info['first_scene'] = reset_at_scene
            self.set_caption(self.game_info["name"])
        
        # Stupid hack to get around pyglet loading bullshit
        pyglet.clock.schedule_once(self.finish_loading, 0.0000001)
Exemple #4
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def main():
    engine.init()
    print(colors.WARNING)
    banner()
    print(colors.ENDC)
    ip = input(colors.OKBLUE + '[---] IP : ' + colors.ENDC)
    port = int(input(colors.OKBLUE + '[---] PORT : ' + colors.ENDC))
    victim = input(colors.OKBLUE + '[---] IP OF VICTIM : ' + colors.ENDC)
    engine.run(ip, port, victim)
Exemple #5
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 def request_swap(self):
     try:
         print("Attempting to swap engine...")
         reload(engine)
         print("Engine swapped. Reinitializing engine...")
         engine.init()
         print("Engine reinitialized\n")
     except Exception as error:
         print("Errors were thrown in the engine swap:")
         print(error)
Exemple #6
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def main():
    objUser = open("USERNAME.txt", "r")
    objPassword = open("PASSWORD.txt", "r")

    flag = 0
    browser = webdriver.Firefox()

    tag = getHashtag(browser, flag)

    engine.init(browser, tag, flag)
    engine.update(browser)
Exemple #7
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def main():
    global clock
    global main_menu
    global surface

    pygame.init()
    pygame.display.set_caption("GC2 Snake v1.0")
    pygame.font.init()
    os.environ['SDL_VIDEO_CENTERED'] = '1'

    surface = pygame.display.set_mode(WINDOW_SIZE)
    clock = pygame.time.Clock()

    setting_menu = create_menu('Settings')
    setting_menu.add_selector('Players: ', [('1', 1), ('2', 2), ('3', 3),
                                            ('4', 4)],
                              selector_id='players',
                              default=0,
                              onchange=player_changed)
    setting_menu.add_selector('Speed: ', [('1', 1), ('2', 2), ('3', 3),
                                          ('4', 4), ('5', 5), ('6', 6),
                                          ('7', 7), ('8', 8), ('9', 9)],
                              selector_id='speed',
                              default=5,
                              onchange=speed_changed)
    setting_menu.add_option('Return to main', pygameMenu.events.BACK)
    about_menu = create_menu('About')
    for m in ABOUT:
        about_menu.add_line(m)
    about_menu.add_line(pygameMenu.locals.TEXT_NEWLINE)
    about_menu.add_option('Return to main', pygameMenu.events.BACK)

    main_menu = create_menu('Main')
    main_menu.add_option('Start', play_function)
    main_menu.add_option('Settings', setting_menu)
    main_menu.add_option('About', about_menu)
    main_menu.add_option('Quit', pygameMenu.events.EXIT)

    main_menu.set_fps(FPS)
    engine.init(clock, surface)

    while True:
        clock.tick(FPS)
        main_background()
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                exit()
        main_menu.mainloop(events)
        pygame.display.flip()
Exemple #8
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def main():
    game_state = init(max_guess, guesses)

    while not game_state.game_over:
        game_state = guess(game_state, prompt(game_state))

    end_game(game_state)
Exemple #9
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 def startGame(self,depth,firstMove=0,players=1):
     self.state = engine.init(depth,computer=firstMove,humans=players)
     if(players == 1):
         self.engineThread = EngineThread(self.state)
         self.findMove.connect(self.engineThread.findMove)
         self.engineThread.searchFinished.connect(self.computerMove)
         self.threadHandle = QtCore.QThread()
         self.engineThread.moveToThread(self.threadHandle)
         self.threadHandle.start()
     self.play()
Exemple #10
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    def run(self):
        engine.init()

        clock = pygame.time.Clock()
        self.running = True
        dt = 0
        frames = 0
        while self.running:
            self.handle_input()
            if self.swapped:
                self.swapped = False
                continue
            self.simulate(dt)
            self.render()
            dt = clock.tick(self.FPS)
            frames += 1

        # Report framerate on exit
        ticks = pygame.time.get_ticks()
        framerate = frames / (ticks / 1000.0)
        print("Framerate was {0}".format(framerate))
Exemple #11
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    def __init__(self):
        
        # initialise variables
        self.src = 0
        self.dst = 0
        self.thinking = False
        self.gameover = 0                
        self.side_to_move = RED        
        #self.computer_colour = WHITE
        self.red_player = HUMAN
        self.white_player = COMPUTER
        self.custom_search_depth = 2 
        self.custom_time_limit = 2
        self.level = 0                               

        # set paths to images. opening book etc
        (opening_book_path, end_game_2pc_path, end_game_3pc_path, end_game_4pc_path) = self.set_data_paths()        
        
        # initialise the engine
        # Pass in the paths of the opening book and endgame databases to load
        board_position = engine.init(opening_book_path, end_game_2pc_path, end_game_3pc_path, end_game_4pc_path)        

        # instantiate board, gui, classes        
        self.board = board.Board(board_position)
        self.gui = gui.Gui()        
        self.board.set_refs(self, self.gui)
        self.gui.set_refs(self, self.board)              

        # build gui, board
        self.gui.build_gui()
        self.board.build_board()

        # restore users settings to values from previous game
        self.restore_settings()    

        # set status bar msg
        self.gui.set_status_bar_msg(self.get_side_to_move_msg())
        self.gui.init_all_dnd()
Exemple #12
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    def __init__(self):
        gv.gshogi = self
        # set global variables for debug messages
        gv.verbose, gv.verbose_usi = utils.get_verbose()
        # prefix to find package files/folders
        self.prefix = utils.get_prefix()
        # set up .gshogi directory in the home directory
        self.gshogipath = utils.create_settings_dir()
        self.glade_dir = os.path.join(self.prefix, "glade")
        # get settings saved from previous game
        self.settings = utils.get_settings_from_file(self.gshogipath)

        self.ask_before_promoting = False
        self.gameover = False
        self.time_limit = "00:10"
        self.stopped = True
        self.quitting = False
        self.src = ""
        self.src_x = ""
        self.src_y = ""
        self.startpos = "startpos"
        self.start_stm = BLACK

        self.search_depth = 39
        self.thinking = False
        self.cmove = "none"
        self.movelist = []
        self.redolist = []
        self.player = ["Human", "gshogi"]
        self.pondermove = [None, None]

        opening_book_path = os.path.join(self.prefix, "data/opening.bbk")
        engine.init(opening_book_path, gv.verbose)

        gv.gui = gui.Gui()

        gv.pieces = pieces.Pieces()
        # custom pieceset path
        if self.settings != "":
            gv.pieces.set_custom_pieceset_path(
                self.settings.custom_pieceset_path)
        gv.pieces.load_pieces(self.prefix)

        # usiw is the instance that plays white (gote)
        # usib is the instance that plays black (sente)
        gv.usib = usi.Usi("b")
        gv.usiw = usi.Usi("w")

        # instantiate board, gui, classes
        gv.tc = time_control.Time_Control()
        gv.engine_manager = engine_manager.Engine_Manager()
        gv.board = board.Board()

        self.set_board_colours = set_board_colours.get_ref()
        # set colours to previous game (if any)
        if self.settings != "":
            self.set_board_colours.restore_colour_settings(
                self.settings.colour_settings)
        gv.gui.build_gui()
        gv.board.build_board()
        self.engine_output = engine_output.get_ref()

        # set level
        command = "level 0 " + self.time_limit
        engine.command(command)
        # turn off beeps
        if not BEEP:
            engine.command("beep")

        # restore users settings to values from previous game
        self.restore_settings(self.settings)

        gv.usib.set_engine(self.player[BLACK], None)
        gv.usiw.set_engine(self.player[WHITE], None)
        gv.gui.update_toolbar(self.player)

        self.move_list = move_list.get_ref()

        gv.tc.reset_clock()

        gv.gui.enable_go_button()
        gv.gui.disable_stop_button()

        self.stm = self.get_side_to_move()
        self.timer_active = False
        self.set_board_colours.apply_colour_settings()
Exemple #13
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 def handle_restart(self):
     self.state = init(self.max_guess, self.tries)
     self._update_state()
Exemple #14
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from selenium import webdriver
from time import sleep
import engine

chromedriver = './chromedriver.exe'
webdriver = webdriver.Chrome(executable_path=chromedriver)

engine.init(webdriver)
engine.update(webdriver)

sleep(10)
webdriver.close()
Exemple #15
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def gameRender():
    global ball

    # must pass integers to the engine function call below
    x = int(ball.x)
    y = int(ball.y)
    radius = int(ball.radius)

    # draw the ball
    engine.drawCircle(x, y, radius)


# engine configuration dict
configuration = {
    'DEBUG': False,
    'SCREEN_WIDTH': 1920 / 2,
    'SCREEN_HEIGHT': 1080 / 2,
    'USE_FULLSCREEN': False,
    'WINDOW_TITLE': 'Python Bouncing Ball Demo',
    'create': 'gameCreate',
    'destroy': 'gameDestroy',
    'update': 'gameUpdate',
    'render': 'gameRender'
}

# the engine will execute this python file on load
# and this function call kicks things off
engine.init(configuration)
import json
from engine import init, predict
from datetime import datetime
from flask import Flask, render_template, jsonify, redirect, url_for, request, Response, json
from flask_cors import CORS
import time
import requests

#from license.License import isValid
#from Digified.OCR.Utility.error_handler import ErrorHandler
#Functions,classes, variables and so on are places here for the production ready
app = Flask(__name__)
app.config.from_object(__name__)
app.config['UPLOAD_FOLDER'] = 'uploads'
app.config['PROPAGATE_EXCEPTIONS'] = True
svm, knn = init()
CORS(app)


def analyze_tweets(tweetsList):
    result = []

    for tweet in tweetsList:
        emotion = {}
        emotion['tweet'] = tweet
        emotion['svm'] = predict(tweet, svm, knn, mode='svm')
        #emotion['knn'] = predict(tweet, svm, knn, mode='knn')
        result.append(emotion)

    return result
Exemple #17
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# -*- coding: utf-8 -*-
from OpenGL.GL import *
import engine as en, time
import evsys as ev
import signals
import game
from bind import *
import harimau, track
import cube

en.init()
root = game.Component()

def lookAt(dir, up):
    m = en.Matrix()
    z = en.Vector(dir)
    z.normalize()
    x = en.Vector(up.cross(z))
    x.normalize()
    y = en.Vector(z.cross(x))
    m.m11, m.m12, m.m13 = x.x, x.y, x.z
    m.m21, m.m22, m.m23 = y.x, y.y, y.z
    m.m31, m.m32, m.m33 = z.x, z.y, z.z
    return m

class Camera(game.Component):
    def __init__(self, evsys, updates, player):
        game.Component.__init__(self)
        #evsys.signal("keydown_left").Connect(self.move(-1, 0, 0))
        """evsys.signal("keydown_left").Connect(bind(self.startMove, 1, 0, 0))
        evsys.signal("keyup_left").Connect(bind(self.stopMove, 1, 0, 0))
Exemple #18
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def init(rng_state):
    # If I was smart, the dependency injection would have been on the random
    # module itself, not on the seed, but that's too late to change now.
    engine.init(rng_state)
    random.setstate(rng_state)
from random import randrange                 #
import os                                    #
                                             #
# Engine Imports from Game Directory #       #
from engine import beach                     #
from engine import text                      #
from engine import conch                     #
from engine import sun                       #
from engine import title                     #
from engine import island                    #
from engine import init                      #
from engine import Fore, Back, Style         #
from engine import names                     #
from engine import license                   #
from engine import tips                      #
init(autoreset=True)                         #
##############################################

# INTRODUCTION #
title.title() # This will print the title defined in /engine/title.py
text.print_fast("""Programming: Dawson Diaz
""")
title = raw_input(Fore.GREEN + Style.BRIGHT + "Press enter to begin or enter " + Style.BRIGHT + Fore.RED + "'l'" + Style.BRIGHT + Fore.GREEN + " for licenses and disclaimers, and " + Style.BRIGHT + Fore.RED + "'?'" + Style.BRIGHT + Fore.GREEN +" for Tips\nand Frequently Asked Questions\n") # This will require the player to press enter before printing next line

os.system('cls' if os.name == 'nt' else 'clear') # This will clear the window
# INTRODUCTION #
if title == 'l':
    license.license()
    raw_input(Fore.CYAN + Style.BRIGHT +'Press enter to continue...')
if title == "?":
    tips.tips()
Exemple #20
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pypath = os.path.join(pypath, "gshogi")
sys.path.append(pypath) 

import engine

text_opening_book = 'data/gnushogi.tbk'
bin_opening_book = 'data/opening.bbk'
booksize = 8000
bookmaxply = 40

# check input file exists
if (not os.path.exists(text_opening_book)):
    print "Input file", text_opening_book, "not found"
    sys.exit()

# delete the output file if it exists
try:
    os.remove(bin_opening_book)
except OSError, oe:
    pass

# initialise the engine
verbose = False
engine.init(bin_opening_book, verbose)

# call engine function to generate book file
engine.genbook(text_opening_book, bin_opening_book, booksize, bookmaxply)



Exemple #21
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    def __init__(self):

        self.verbose = False
        self.verbose_usi = False
        for arg in sys.argv:
            if arg == '-v' or arg == '--verbose':
                self.verbose = True
            if arg == '-vusi':
                self.verbose_usi = True

        self.ask_before_promoting = False
        self.gameover = False
        self.time_limit = '00:10'
        self.stopped = True
        self.quitting = False
        self.src = ''
        self.src_x = ''
        self.src_y = ''
        self.startpos = 'startpos'
        self.start_stm = BLACK

        self.search_depth = 39
        self.thinking = False
        self.cmove = 'none'
        self.movelist = []
        self.redolist = []
        self.player = ["Human", "gshogi"]
        self.pondermove = [None, None]

        # set paths to images. opening book etc
        self.set_data_paths()
        opening_book_path = os.path.join(self.prefix, "data/opening.bbk")
        engine.init(opening_book_path, self.verbose)

        self.glade_dir = os.path.join(self.prefix, 'glade')

        utils.set_game_ref(self)

        # usiw is the instance that plays white (gote)
        # usib is the instance that plays black (sente)
        self.usib = usi.Usi(self.verbose, self.verbose_usi, 'b')
        self.usiw = usi.Usi(self.verbose, self.verbose_usi, 'w')
        utils.set_usi_refs(self.usib, self.usiw)

        # instantiate board, gui, classes
        self.tc = time_control.Time_Control(self.verbose)
        utils.set_tc_ref(self.tc)
        self.engine_manager = engine_manager.Engine_Manager(self.verbose)
        self.board = utils.get_board_ref()
        self.pieces = utils.get_pieces_ref()

        self.gui = utils.get_gui_ref()
        self.board.set_refs(self, self.gui)
        self.gui.set_refs(self, self.board, self.engine_manager, self.tc)
        self.gui.build_gui()
        self.board.build_board()
        self.engine_manager.set_refs(self, self.gui, self.usib, self.usiw)
        self.usib.set_refs(self, self.engine_manager, self.gui, self.tc)
        self.usiw.set_refs(self, self.engine_manager, self.gui, self.tc)
        self.tc.set_refs(self, self.gui)
        self.set_board_colours = set_board_colours.get_ref()
        self.engine_output = engine_output.get_ref()

        # set level
        command = 'level 0 ' + self.time_limit
        engine.command(command)
        # turn off beeps
        if not BEEP:
            engine.command('beep')

        # restore users settings to values from previous game
        self.restore_settings()

        self.usib.set_engine(self.player[BLACK], None)
        self.usiw.set_engine(self.player[WHITE], None)
        self.gui.update_toolbar(self.player)

        self.move_list = move_list.get_ref()

        self.tc.reset_clock()

        self.gui.enable_go_button()
        self.gui.disable_stop_button()

        self.stm = self.get_side_to_move()

        self.timer_active = False
Exemple #22
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    def __init__(self):
        gv.gshogi = self
        # set global variables for debug messages
        gv.verbose, gv.verbose_usi = utils.get_verbose()
        # prefix to find package files/folders
        self.prefix = utils.get_prefix()
        # set up .gshogi directory in the home directory
        self.gshogipath = utils.create_settings_dir()
        self.glade_dir = os.path.join(self.prefix, "glade")
        # get settings saved from previous game
        self.settings = utils.get_settings_from_file(self.gshogipath)

        self.ask_before_promoting = False
        self.gameover = False
        self.time_limit = "00:10"
        self.stopped = True
        self.quitting = False
        self.src = ""
        self.src_x = ""
        self.src_y = ""
        self.startpos = "startpos"
        self.start_stm = BLACK

        self.search_depth = 39
        self.thinking = False
        self.cmove = "none"
        self.movelist = []
        self.redolist = []
        self.player = ["Human", "gshogi"]
        self.pondermove = [None, None]

        opening_book_path = os.path.join(self.prefix, "data/opening.bbk")
        engine.init(opening_book_path, gv.verbose)

        gv.gui = gui.Gui()

        gv.pieces = pieces.Pieces()
        # custom pieceset path
        if self.settings != "":
            gv.pieces.set_custom_pieceset_path(
                self.settings.custom_pieceset_path)
        gv.pieces.load_pieces(self.prefix)

        # usiw is the instance that plays white (gote)
        # usib is the instance that plays black (sente)
        gv.usib = usi.Usi("b")
        gv.usiw = usi.Usi("w")

        # instantiate board, gui, classes
        gv.tc = time_control.Time_Control()
        gv.engine_manager = engine_manager.Engine_Manager()
        gv.board = board.Board()

        self.set_board_colours = set_board_colours.get_ref()
        # set colours to previous game (if any)
        if self.settings != "":
            self.set_board_colours.restore_colour_settings(
                self.settings.colour_settings)
        gv.gui.build_gui()
        gv.board.build_board()
        self.engine_output = engine_output.get_ref()

        # set level
        command = "level 0 " + self.time_limit
        engine.command(command)
        # turn off beeps
        if not BEEP:
            engine.command("beep")

        # restore users settings to values from previous game
        self.restore_settings(self.settings)

        gv.usib.set_engine(self.player[BLACK], None)
        gv.usiw.set_engine(self.player[WHITE], None)
        gv.gui.update_toolbar(self.player)

        self.move_list = move_list.get_ref()

        gv.tc.reset_clock()

        gv.gui.enable_go_button()
        gv.gui.disable_stop_button()

        self.stm = self.get_side_to_move()
        self.timer_active = False
        self.set_board_colours.apply_colour_settings()
 def __init__(self):
     engine.init()
Exemple #24
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def main():
    flag = 0
    browser = webdriver.Firefox()
    tag = getHashtag(browser, flag)
    engine.init(browser, tag)
 def __init__(self):
     engine.init()
Exemple #26
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def run():
    engine.init()
    while engine.can_move():
        engine.move(random.randrange(4))
    return engine.score
Exemple #27
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import sys

def timer():
    t0 = time.time()
    paused = False
    paused_time_elapsed = []

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_SPACE:
                    paused = not paused
                    
                    if paused:
                        paused_time_elapsed.append([time.time()]*2)
                    else:
                        paused_time_elapsed[-1][-1] = time.time()

        if not paused:
            engine.Display.update(int(time.time() - t0 - sum(map(lambda i: i[1]-i[0], paused_time_elapsed))))

if __name__ == "__main__":
    engine.init(4)
    engine.caption("7 Segment Display")

    timer()
Exemple #28
0
#######
#AS5
#Name: Zachary Carlson
#Partner: Brittany McGarr
#######
# create, initialize, and run the 381 engine

import engine

engine = engine.Engine()
engine.init()
engine.run()
Exemple #29
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import game 
import pirate
import engine 
import player
from bot import Bot

miki = player.Player("miki" , 1)
_game = game.Game(miki)

dudu = player.Player("dudu" , 0)
_game2 = game.Game(dudu)

# with follwing exmple there is a problem 
'''
piratesA = [pirate.pirate(miki ,2*i + i* 1j, i ,4 ,2) for i in range(0,5)]
piratesA += [pirate.pirate(dudu ,2*i + i* 1j, i ,4 ,2) for i in range(5,10)]

hashlistX = [[i for i in range(0,10)] ,[_pirate for _pirate in piratesA]]
hashlistY = [[i for i in range(0,10)] ,[_pirate for _pirate in piratesA]]
hashlists = hashlistX ,hashlistY

engine.init(piratesA ,hashlistX[0] , hashlistX[1] , \
	hashlistY[0] , hashlistY[1 ])

# ---------------------- .  
piratesA[2].power = 3
piratesA[2].speed = 3
piratesA[6].speed = 7
piratesA[6].power = 7
Exemple #30
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class EngineThread(Thread):
    def __init__(self, args, id):
        Thread.__init__(self)
        self.args = args
        self.id = id
        self.result = None

    def run(self):
        self.result = engine.run(self.args, self.id)


if __name__ == '__main__':
    # workaround for a bug in strptime - ref: http://bugs.python.org/issue7980
    time.strptime('', '')

    argss = json.loads(raw_input())
    engine.init()
    threads = []
    results = []

    for i in range(0, len(argss)):
        args = argss[i]
        thread = EngineThread(args, i)
        threads.append(thread)
        thread.start()

    for i in range(0, len(argss)):
        threads[i].join()
Exemple #31
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    def __init__(self):

        self.verbose = False
        self.verbose_usi = False
        for arg in sys.argv:
            if arg == '-v' or arg == '--verbose':
                self.verbose = True
            if arg == '-vusi':
                self.verbose_usi = True

        self.ask_before_promoting = False
        self.gameover = False       
        self.time_limit = '00:10'
        self.stopped = True
        self.quitting = False        
        self.src = ''
        self.src_x = ''
        self.src_y = ''
        self.startpos = 'startpos'
        self.start_stm = BLACK        

        self.search_depth = 39
        self.thinking = False
        self.cmove = 'none'
        self.movelist = []
        self.redolist = []        
        self.player = ["Human", "gshogi"]
        self.pondermove = [None, None]

       # set paths to images. opening book etc        
        self.set_data_paths() 
        opening_book_path = os.path.join(self.prefix, "data/opening.bbk")              
        engine.init(opening_book_path, self.verbose)

        self.glade_dir = os.path.join(self.prefix, 'glade')             
        
        utils.set_game_ref(self)            

        # usiw is the instance that plays white (gote)
        # usib is the instance that plays black (sente)
        self.usib = usi.Usi(self.verbose, self.verbose_usi, 'b')
        self.usiw = usi.Usi(self.verbose, self.verbose_usi, 'w')
        utils.set_usi_refs(self.usib, self.usiw)  

        # instantiate board, gui, classes 
        self.tc = time_control.Time_Control(self.verbose) 
        utils.set_tc_ref(self.tc)
        self.engine_manager = engine_manager.Engine_Manager(self.verbose)        
        self.board = utils.get_board_ref()
        self.pieces = utils.get_pieces_ref()
        
        self.gui = utils.get_gui_ref() 
        self.board.set_refs(self, self.gui)
        self.gui.set_refs(self, self.board, self.engine_manager, self.tc)
        self.gui.build_gui()
        self.board.build_board()
        self.engine_manager.set_refs(self, self.gui, self.usib, self.usiw)
        self.usib.set_refs(self, self.engine_manager, self.gui, self.tc)
        self.usiw.set_refs(self, self.engine_manager, self.gui, self.tc)
        self.tc.set_refs(self, self.gui)               
        self.set_board_colours = set_board_colours.get_ref()
        self.engine_output = engine_output.get_ref()                     

        # set level        
        command = 'level 0 ' + self.time_limit                  
        engine.command(command)   
        # turn off beeps
        if not BEEP:
            engine.command('beep')

        # restore users settings to values from previous game
        self.restore_settings()

        self.usib.set_engine(self.player[BLACK], None)
        self.usiw.set_engine(self.player[WHITE], None)        
        self.gui.update_toolbar(self.player)
               
        self.move_list = move_list.get_ref()

        self.tc.reset_clock()
        
        self.gui.enable_go_button()            
        self.gui.disable_stop_button()

        self.stm = self.get_side_to_move()
        
        self.timer_active = False       
Exemple #32
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bin_opening_book = "gshogi/data/opening.bbk"
booksize = 8000
bookmaxply = 40

# check input file exists
if (not os.path.exists(text_opening_book)):
    print("Input file", text_opening_book, "not found")
    sys.exit()

# create data folder for bin book
data_folder = os.path.dirname(bin_opening_book)
if not os.path.exists(data_folder):
    try:
        os.makedirs(data_folder)
    except OSError as exc:
        print("Unable to create data folder", data_folder)
        sys.exit()

# delete the output file if it exists
try:
    os.remove(bin_opening_book)
except OSError as oe:
    pass

# initialise the engine
verbose = False
engine.init(bin_opening_book, verbose)

# call engine function to generate book file
engine.genbook(text_opening_book, bin_opening_book, booksize, bookmaxply)
Exemple #33
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import engine
from engine import pygame
import time
import sys


def counter():
    total = 0

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type in [pygame.KEYDOWN, pygame.MOUSEBUTTONDOWN]:
                total += 1

        engine.Display.update(total)


if __name__ == "__main__":
    engine.init(2)
    engine.caption("Example - Counter display")

    counter()