def OnPaint(self, evt) : # triggerd from EVT_PAINT after glcanvas.Refresh from abstractimer wx.PaintDC(self.canvas) # prepare glcanvas for opengl drawing self.canvas.SetCurrent() if not self.init: self.initFrameRate() self.app.step() # call subclass step method ## engine.step() # step all objects in stack engine.render() #self.fcount) self.app.render() #engine) # main application self.canvas.SwapBuffers()
def render(self): try: engine.render(self.data) self.render_error = None except Exception as error: if self.render_error != error.message: print("Unable to render, reason:") print(error) self.render_error = error.message
def run(Q_table, tree, render, learn, playable): init(Q_table, tree, learn) #simulaton loop for i in range(20): actions = protagonist.get_possible_actions() str_actions = list() for i in range(0, len(actions)): a = actions[i] str_actions.append(str(protagonist.action_labels[a])) world.update() if render == True: e.render(1, world, str_actions) choice = None if playable == True: #input from human while True: choice = input() if choice == "x": sys.exit() try: choice = int(choice) break except: print("input is not an int") else: choice = protagonist.choose_action() state = protagonist.generate_state_key() protagonist.take_possible_action(choice) world.run_all_agents() if learn == True: protagonist.learn(state, choice) #when protagonist leaves pharma and has drugs or was refused drugs, then end siumlation if (protagonist.has_item("drugs") == True or protagonist.refused_sell == True) and choice == 23: break result = 0 if protagonist.has_item("drugs"): if protagonist.stole == True: result = 1 # agent stole drugs else: result = 2 # agent baught drugs elif protagonist.refused_sell == True: result = 3 # no drugs becauase agent was refused by pharmacist return [result, protagonist.line_skipped, protagonist.Q_table]
def OnPaint( self, evt ): # triggerd from EVT_PAINT after glcanvas.Refresh from abstractimer wx.PaintDC(self.canvas) # prepare glcanvas for opengl drawing self.canvas.SetCurrent() if not self.init: self.initFrameRate() self.app.step() # call subclass step method ## engine.step() # step all objects in stack engine.render() #self.fcount) self.app.render() #engine) # main application self.canvas.SwapBuffers()
def mainWindowLoop(self) : self.running = 1 self.app.start() while self.running : # we are done with everything so enter the endless loop if self.events.deal() == -1 : break # break the loop to quit self.clock.tick(self.frameRate) # mantain framerate in fps ## engine.step() # step all objects in stack self.app.step() # call subclass step method engine.render() self.app.render() #engine) # render in main application pygame.display.flip() self.app.end() # just before exiting engine.end() pygame.quit() # quiting
def mainWindowLoop(self): self.running = 1 self.app.start() while self.running: # we are done with everything so enter the endless loop if self.events.deal() == -1: break # break the loop to quit self.clock.tick(self.frameRate) # mantain framerate in fps ## engine.step() # step all objects in stack self.app.step() # call subclass step method engine.render() self.app.render() #engine) # render in main application pygame.display.flip() self.app.end() # just before exiting engine.end() pygame.quit() # quiting
# Теперь можем несколько усложнить наше приложение # сделаем так чтобы в коробке было несколько мячей from engine import initialize, process_events, modify, render from config import state initialize(state) while 1: process_events(state) modify(state) render(state)
world = engine.render_world(lines, 75) save_image(os.path.join(args.output_directory, 'world.png'), world) times = [] cam_pos = np.array((0, 0)) cam_angle = 0 max_angle_jump = np.radians(10) data = np.empty((N_steps, 3 + cam_size)) for i in range(N_steps): cam = Camera(cam_pos, cam_angle, cam_fov, cam_size) start_time = time.time() img = engine.render(lines, cam) times.append(time.time() - start_time) data[i, 0:2] = cam_pos data[i, 2] = cam_angle data[i, 3:] = img save_image(os.path.join(args.output_directory, 'im_%03d.png' % i), img) cam_angle += np.random.uniform(-max_angle_jump, max_angle_jump) np.savetxt(os.path.join(args.output_directory, 'data.txt'), data, header="x, y, theta, pixels (%d)" % cam_size) print("Scene render time (s) (Avg. Max. Min.): %0.4f %0.4f %0.4f" % (sum(times) / len(times), max(times), min(times)))
def main(): engine.render()
def render(self): self.app.step() engine.render() self.app.render()
if __name__ == '__main__': import engine as en import random as rnd clean_board = en.new_board() en.render(clean_board) play_board = clean_board.copy() play_board = tuple(play_board) playing = 'O' game_mode = input( 'Human or AI game?\n1) for Human\n2) for Human v2s AI\n3) for AI vs AI\n' ) if game_mode == '1': player_1 = 3 3 player_2 = 'H' player_type = player_1 waiting = player_2 en.lets_play(play_board, playing, player_type, waiting) if game_mode == '2': ai_type = input('Choose AI type:\n1) for random\n2) for Pro\n') if ai_type == '1': ai_type = 'A' elif ai_type == '2':