Exemple #1
0
async def run_spaceship(canvas, spaceship_frame, coroutines, obstacles,
                        obstacles_collisions, years, timeout, row, column):

    assert all(i >= 0 for i in (row, column, timeout)), AssertionError(
        "row, column and timeout have to be non-negative")
    assert bool(years), AssertionError(
        "Years has to be initiated with int value.")

    height, width = canvas.getmaxyx()

    row_speed = 0
    column_speed = 0

    # "spinlock" waiting for updating spaceship_frame
    while not spaceship_frame:
        await asyncio.sleep(0)

    frame, rocket_height, rocket_width = spaceship_frame
    draw_frame(canvas, row, column, frame)

    while True:

        collisions = set(
            filter(lambda o: o.has_collision(row, column), obstacles))

        if collisions:
            obstacles_collisions.update(collisions)

            draw_frame(canvas, row, column, frame, negative=True)

            await explode(canvas, row, column)

            coroutines.append(get_game_over(canvas))

            spaceship_frame[0] = None

            return

        # handle a user control
        row_shift, col_shift, space = read_controls(canvas)

        draw_frame(canvas, row, column, frame, negative=True)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               row_shift, col_shift)

        # keep rocket in borders
        row = calc_location(row + row_speed, height - rocket_height - 1)
        column = calc_location(column + column_speed, width - rocket_width - 1)

        # shoot
        if space and years[0] >= 2020:
            coroutines.append(
                fire(canvas, obstacles, obstacles_collisions, row - 1,
                     column + 2, -2))

        frame, rocket_height, rocket_width = spaceship_frame
        draw_frame(canvas, row, column, frame)

        await asyncio.sleep(0)
Exemple #2
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 def generatefire(self):
     if self.__level==1:
         level = level01()
         layout = level.getLayout()
         img_list = level.getSprites()
     elif self.__level ==2 :
         level = level02()
         layout = level.getLayout()
         img_list = level.getSprites()
     centerPoint = [108,180]
     self.fire = fire(centerPoint,img_list[level.FIRE])
     self.firelist.append(pygame.sprite.RenderPlain(self.fire))
Exemple #3
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	def loadsprite(self):
	    x_offset = (BRICKSIZE/2)
            y_offset = (BRICKSIZE/2)
            if self.__level == 1 :
                level = level01()
                layout = level.getLayout()
                img_list = level.getSprites()
            elif self.__level ==2 :
                level = level02()
                layout = level.getLayout()
                img_list = level.getSprites()  
            self.brick_sprites = pygame.sprite.Group()
            self.coin_sprites = pygame.sprite.Group()
            self.ladder_sprites = pygame.sprite.Group()
            self.brokenladder_sprites = pygame.sprite.Group()
            for y in xrange(len(layout)):
                for x in xrange(len(layout[y])):
                    centerPoint = [(x*BRICKSIZE)+x_offset,(y*BRICKSIZE+y_offset)]#calculated centerpoint becoz we have to place the center exactly on the position of matrix
                    if layout[y][x]==level.BRICK:
                        brick = Sprite(centerPoint, img_list[level.BRICK])
                        self.brick_sprites.add(brick)
                    elif layout[y][x]==level.PLAYER:
                        self.player = player(centerPoint,img_list[level.PLAYER])
                    elif layout[y][x]==level.COIN:
                        coin = Sprite(centerPoint, img_list[level.COIN])
                        self.coin_sprites.add(coin)
                    elif layout[y][x]==level.LEFT_LADDER :
                        ladder = Sprite(centerPoint , img_list[level.LEFT_LADDER])
                        self.ladder_sprites.add(ladder) 
                    elif layout[y][x]==level.RIGHT_LADDER :
                        ladder = Sprite(centerPoint , img_list[level.RIGHT_LADDER])
                        self.ladder_sprites.add(ladder)
                    elif layout[y][x] == level.TANK:
                        self.tank = Sprite(centerPoint,img_list[level.TANK])
                    elif layout[y][x] == level.MONSTER :
                        self.monster = monster(centerPoint,img_list[level.MONSTER])
                    elif layout[y][x] == level.FIRE :
                        self.fire = fire(centerPoint,img_list[level.FIRE])
                    elif layout[y][x] == level.QUEEN :
                        self.queen = Sprite(centerPoint , img_list[level.QUEEN])
                    elif layout[y][x] == level.BROKENLADDERLEFT :
                        self.broke = Sprite(centerPoint , img_list[level.BROKENLADDERLEFT])
                        self.brokenladder_sprites.add(self.broke)
                    elif layout[y][x] == level.BROKENLADDERRIGHT :
                        self.broke = Sprite(centerPoint , img_list[level.BROKENLADDERRIGHT])
                        self.brokenladder_sprites.add(self.broke)
            self.player_sprites = pygame.sprite.RenderPlain(self.player)
            self.monster_sprites = pygame.sprite.RenderPlain(self.monster)    
            self.firelist.append(pygame.sprite.RenderPlain(self.fire))   
            self.tank_sprites = pygame.sprite.RenderPlain(self.tank)
            self.queen_sprites = pygame.sprite.RenderPlain(self.queen)
Exemple #4
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    def create_pokemon(self):
        health = random.randint(70, 100)
        speed = random.randint(1, 10)
        element = self.pokemon_elements[random.randint(
            0,
            len(self.pokemon_elements) - 1)]
        name = self.pokemon_names[random.randint(0,
                                                 len(self.pokemon_names) - 1)]

        if element == "FIRE":
            pokemon = fire(name, element, health, speed)
        elif element == "WATER":
            pokemon = water(name, element, health, speed)
        else:
            pokemon = grass(name, element, health, speed)
Exemple #5
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async def animate_spaceship(canvas, row, column, frames):
    shots = []
    height, width = curses_tools.get_frame_size(frames[0])
    for frame in itertools.cycle(frames):
        row, column, space_pressed = get_ship_coordinates(
            canvas, row, column, frame)
        curses_tools.draw_frame(canvas, row, column, frame)
        if space_pressed and state.shotgun_enabled:
            shots.append(fire(canvas, row, column + 2, rows_speed=-0.5))
        shots = animate_fire(canvas, shots)
        await asyncio.sleep(0)
        curses_tools.draw_frame(canvas, row, column, frame, negative=True)

        for obstacle in state.obstacles:
            if obstacle.has_collision(row,
                                      column,
                                      obj_size_rows=height,
                                      obj_size_columns=width):
                state.obstacles_in_last_collisions.append(obstacle)
                raise GameOverException()
Exemple #6
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def display_room(beginning):
    room = beginning
    if room == "start":
        clear()
        room = start()
        display_room(room)
    elif room == "initial_room":
        clear()
        room = initial_room()
        display_room(room)
    elif room == "cabin":
        clear()
        room = cabin()
        display_room(room)
    elif room == "outside":
        clear()
        room = outside()
        display_room(room)
    elif room == "garden":
        clear()
        room = garden()
        display_room(room)
    elif room == "woods":
        clear()
        room = woods()
        display_room(room)
    elif room == "fire":
        clear()
        room = fire()
        display_room(room)
    elif room == "upstairs":
        clear()
        room = upstairs()
        display_room(room)
    elif room == "sleep":
        clear()
        room = sleep()
        display_room(room)
    elif room == "end":
        clear()
        print("Ok, goodbye!")
Exemple #7
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def draw(canvas, stars_count):
    max_y, max_x = canvas.getmaxyx()
    canvas.nodelay(True)
    rocket_frames = get_frames_from_files(('frame_1.txt', 'frame_2.txt'))
    coroutine_fire = fire(canvas, max_y / 2, max_x / 2, columns_speed=0)
    coroutine_ship = animate_spaceship(canvas, 20, 20, rocket_frames)
    coroutines = [
        blink(canvas, randint(1, max_y - 1), randint(1, max_x - 1),
              choice('+*.:'), randint(1, 5)) for _ in range(stars_count)
    ]
    coroutines.append(coroutine_fire)
    coroutines.append(coroutine_ship)
    canvas.border()
    curses.curs_set(False)
    while coroutines:
        for coroutine in coroutines:
            try:
                coroutine.send(None)
                canvas.refresh()
            except StopIteration:
                coroutines.remove(coroutine)
        time.sleep(TIC_TIMEOUT)
Exemple #8
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def play_the_game(canvas, tic):

    assert tic > 0, AssertionError("Tic interval has to be more that 0")

    border = ord('|')

    height, width = canvas.getmaxyx()

    # number of starts covers 4% of canvas square
    num_stars = round(height * width * 0.04)

    # stars
    coroutines = list(get_stars(canvas, num_stars))
    # explosion
    coroutines.append(fire(canvas, height // 2, width // 2))
    # rocket
    coroutines.append(get_rocket(canvas, 1))

    # canvas stuff
    canvas.border(border, border)
    curses.curs_set(False)
    canvas.nodelay(True)

    # loop
    while coroutines:

        for i, coroutine in enumerate(coroutines):
            try:
                if coroutine is None:
                    continue

                coroutine.send(None)

            except StopIteration:
                coroutines[i] = None

        canvas.refresh()
        time.sleep(tic)
Exemple #9
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X_array = X.toarray()

genes = np.arange(1, X_array.shape[1] + 1)

datasave = "output_68k"
dao.create_folder(datasave)
preprocessedData, selGenes = pp.ranger_preprocess(X_array,
                                                  genes,
                                                  optionToSave=False,
                                                  dataSave=datasave)
pickle.dump(preprocessedData, open("./output_68k/preprocessedData.p", "wb"))
pickle.dump(selGenes, open("./output_68k/selGenes.p", "wb"))

import fire

predictions, scores, duration = fire.fire(preprocessedData)
pickle.dump(predictions,
            open("./output_68k/predictions_{}.p".format(method), "wb"))
pickle.dump(scores, open("./output_68k/scores_{}.p".format(method), "wb"))

from MulticoreTSNE import MulticoreTSNE as TSNE

t0 = time.time()
tsne = TSNE(n_jobs=16, random_state=1)
X_embedded = tsne.fit_transform(preprocessedData)
t1 = time.time()
durationTsne = round(t1 - t0, ndigits=4)
print("Total running tsne time is :" + str(durationTsne) + " s")

pickle.dump(X_embedded, open("./output_68k/X_embedded.p", "wb"))
Exemple #10
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def run(second):
    print(second)
    second = int(second)
    return fire(second)
def main_probe_loc_feat():
    fire.fire(download_probe_localization_features)
Exemple #12
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def make_fire(size=100, dob0=10, steps=100, max_size=300):

    """
     1. setup

     1. Make initial grid...
    """
    DOBS = np.zeros(max_size+100)
    xs = np.zeros(max_size+100)
    ys =np.zeros(max_size+100)
    tree, burning, space = 1,2,0
    neighbourhood = np.array(((-1,-1), (-1,0), (-1,1),
                    (0,-1),          (0, 1),
                    (1,-1),  (1,0),  (1,1)))
    neighbourhood = np.array(( (-1,0),
                        (0,-1),          (0, 1),
                                (1,0),  ))
    # do setup stuff
    #grid = np.zeros((xSize, ySize,)).astype(np.int)
    l0 = np.random.randint(0,2,size=(size,size)).astype(np.int)
    # do some smoothing on it to make it more realistic...
    #import pdb; pdb.set_trace()
    l0 = scipy.ndimage.filters.median_filter(l0, 5).astype(np.int)
    l0 = scipy.ndimage.filters.median_filter(l0, 5).astype(np.int)
    #init = l0.copy()
    #import pdb; pdb.set_trace()
    #l0 = np.ones((size, size,)).astype(np.int)
    """
    2. Seed fire in a vegetation location
    """

    idx = np.where(l0==1)[0]
    idy = np.where(l0==1)[1]
    #import pdb; pdb.set_trace()
    if idx.shape[0] == 0:
        # no trees for some reason
        return 'what'
    x0 = idx[np.random.randint(1,idx.shape[0])]
    y0 = idy[np.random.randint(1,idy.shape[0])]
    l0[x0,y0] = 2

    """
    Some constants to add randomness
    """
    f = 0.97

    sto = []
    """

    3. Run simulation for timesteps
    """
    fails = 0
    burnt_count = 0
    doy = dob0 # start at 10
    lt = l0.copy()
    test = np.empty(4, dtype=np.bool_)
    for t in xrange(35):
      if burnt_count <= max_size:
          for x in range(1, size-1):
              for y in range(1, size-1):
                  # check if cell is burning
                  if l0[x,y] == burning:
                      lt[x,y] = space
                  elif l0[x,y] == space:
                      lt[x,y] = space # keep as space...
                  elif l0[x,y] == tree:
                      # check if a neighbour is burning
                       #import pdb; pdb.set_trace()

                       for i in xrange(4):
                           # check neighbours
                           #import pdb; pdb.set_trace()
                           dx = neighbourhood[i][0]
                           dy = neighbourhood[i][1]
                           test[i] = l0[(x+dx,y+dy)] == burning
                       if np.any(test):
                            # a neighbour is burning..
                            if np.random.random() < f:
                                lt[x,y] = burning
                                # store out to arrays...
                                # vary up and down day a bit...

                                DOBS[burnt_count] = doy + np.random.randint(-1,2)
                                xs[burnt_count] =x
                                ys[burnt_count] =y
                                burnt_count += 1
                                #print burnt_count
                            else:
                                # what about burning after a day?
                                #delayed_burn.append((x,y))
                                lt[x,y] = space
          # sort out cells that are meant to have been
          # burnt in the last time step...
          # idea set to burning again?
          #if len(delayed_burn) > 0:
              #xx,yy = delayed_burn.pop()
              #lt[(xx,yy)] = burning
          # after each iteration re-assign grid...
          #print t
          doy +=1
          #import pdb; pdb.set_trace()
          l0 = lt.copy()
          #sto.append(lt)
          # check seeding worked properly
          # burned area should increase each time right...
          #if abs(l0.sum() - lt.sum()) == 0:
          #  fails += 1
          #if fails > 20:
          #              # return what you'ev got
          #              #print 'here'
          #              #raise FireIssue("algorithm failed")
          #              #raise SeedError("Seeding has failed...")
    return fire(DOBS, xs, ys)
Exemple #13
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             player.nextPlayer()
             
         if event.key == pygame.K_d:
             if player.movesLeft>0 and active["x"]>init.gameSize["x"]:
                 player.movesLeft-=1
                 active["x"]+=10
                 active["y"]=tanks.findHeight(active["x"])
           
         if event.key == pygame.K_a:
             if player.movesLeft>0 and active["x"]<init.gameSize["width"]:
                 player.movesLeft-=1
                 active["x"]-=10
                 active["y"]=tanks.findHeight(active["x"])
         
         if event.key ==pygame.K_SPACE:
             fire.fire(active['x']+100,active['y'],interface.attack,player.angle,player.power)
             player.nextPlayer()
           
 if tanks.checkEnd:
     endgame.endGame()
     
 init.surface.fill(colors.BLACK)
 mapDraw.gameFrame()
 mapDraw.drawMap()
 for team in tanks.tanks:
     for tank in team:
         if tank==active:
             tanks.drawTank(tank,player.angle)
         else:
             tanks.drawTank(tank)
         
Exemple #14
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import pygame, sys, time, random
from pygame.locals import *

from ship import ship
from fire import fire
from fireball import fireball
from enemy import enemy
from ball import ball
ufo = ship()
fye = fire()
bal = fireball()
kill = enemy()
fie = ball()
FPS = 100
WHITE = (250, 250, 250)
fpsClock = pygame.time.Clock()


def update_ship():
    DISPLAYSURF.blit(ufo.image, ufo.rect)


def update_fire():
    DISPLAYSURF.blit(fye.imgae, ufo.rect)


def update_fireball():
    DISPLAYSURF.blit(bal.imgae, bal.rect)


def update_enemy():
# !/usr/bin/env python3

import os
from glob import glob
import fire


def generate_seg_script(filepattern, model, out_seg_dir, out_script_file):
    # spm_encode --model =./ xxx.model - -output_format = piece <./ file_0_0.txt >./ file_0_0_seg.txt
    script_file = out_script_file
    outdir = out_seg_dir
    os.makedirs(outdir, exist_ok=True)
    infiles = glob(filepattern)
    cmd_list = []
    for infile in infiles:
        outfile = os.path.join(outdir, os.path.basename(infile))
        cmd = 'spm_encode --model={} --output_format=piece <{} >{}'.format(
            model, infile, outfile)
        cmd_list.append(cmd)
    with open(script_file, 'w') as f:
        f.write('\n'.join(cmd_list))


if __name__ == '__main__':
    fire.fire()
Exemple #16
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def play_the_game(canvas_init, tic, print_obstacles=False):

    assert tic > 0, AssertionError("Tic interval has to be more that 0")

    border = ord('|')

    # set main canvas
    height_init, width_init = canvas_init.getmaxyx()
    canvas = canvas_init.derwin(height_init - 2, width_init, 0, 0)
    height, width = canvas.getmaxyx()

    # set years canvas
    canvas_year = canvas_init.derwin(height_init - 1, 0)

    # number of starts covers 4% of canvas square
    num_stars = round(height * width * 0.04)

    coroutines = []
    # obstacles
    obstacles = set()
    obstacles_collisions = set()
    years = [1957]

    # fill coroutines
    # years
    coroutines.append(years_increment(years))
    coroutines.append(show_years(canvas_year, years))
    # stars
    coroutines.extend(list(get_stars(canvas, num_stars)))
    # rocket
    coroutines.extend(
        get_rocket_handlers(canvas, coroutines, obstacles,
                            obstacles_collisions, years, 1))
    # garbage handler
    coroutines.append(
        fill_orbit_with_garbage(canvas, coroutines, obstacles,
                                obstacles_collisions, years))
    # print garbage borders
    if print_obstacles:
        coroutines.append(show_obstacles(canvas, obstacles))
    # explosion
    coroutines.append(
        fire(canvas, obstacles, obstacles_collisions, height // 2, width // 2))

    # canvas stuff
    canvas.keypad(True)
    canvas.border(border, border)
    curses.curs_set(False)
    canvas.nodelay(True)

    # loop
    while coroutines:

        for i, coroutine in enumerate(coroutines):

            try:
                coroutine.send(None)

            except StopIteration:
                coroutines.pop(i)

        canvas.refresh()
        canvas_year.refresh()

        time.sleep(tic)
Exemple #17
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#!/usr/bin/env python3

from fire import Fire as fire
from easyAccess import webApp


def main(host='0.0.0.0', port=2580, debug=True):
    webApp.run(host=host, port=port, debug=debug)


if __name__ == '__main__':
    fire(main)
Exemple #18
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from human import human
from scissors import scissors
from fire import fire

state = True

while state:
    player_element = input()
    player_element.lower()
    pc_element = random.randint(1, 9)
    if player_element == "камень" or player_element == "stone":
        stone(pc_element)
    if player_element == "пистолет" or player_element == "gun": 
        gun(pc_element)
    if player_element == "вода" or player_element == "water":
        water(pc_element)
    if player_element == "воздух" or player_element == "air":
        air(pc_element)
    if player_element == "бумага" or player_element == "paper":
        paper(pc_element)
    if player_element == "губка" or player_element == "sponge":
        sponge(pc_element)
    if player_element == "человек" or player_element == "human":
        human(pc_element)
    if player_element == "ножницы" or player_element == "scissors":
        scissors(pc_element)
    if player_element == "огонь" or player_element == "fire":
        fire(pc_element)
    if player_element == "выход" or player_element == "exit":
    	break
Exemple #19
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import sys
#import time
#import numpy as np
#
from header import header
from montecarlo import montecarlo
from fire import fire
from control import control

effect = ""
try:
    effect = sys.argv[1]
except IndexError:
    print("")

# Initialize Pixels
num_pixels, pixels = header(300)

if (effect == "montecarlo"):
    montecarlo(num_pixels, pixels)
elif (effect == "fire"):
    fire(num_pixels, pixels)
elif (effect == "control"):
    control(num_pixels, pixels)