Exemple #1
0
    def login(self):
        _user = self.entry_user.get()
        _pwd = self.entry_pwd.get()
        users = self.db.login()
        # 校验用户名和密码
        if len(users) > 0:
            for user in users:
                if _user == user[1] and _pwd == user[2]:
                    # 销毁登录界面
                    self.window.destroy()
                    # 加载主界面
                    GUI().start()
                    self.flag = True
                    break

            if not self.flag:
                tk.messagebox.showinfo(message='用户名或密码错误')
        else:
            tk.messagebox.showinfo(message='无法登录')
def test(player1, player2, session):
    env = Environment()
    optimizer = get_optimizer()

    player1 = get_new_agent(player1, session, optimizer)

    if not player2 == "Human":
        player2 = get_new_agent(player2, session, optimizer)

    saver = tf.train.Saver()
    _ = load_model(session, saver)

    done = False
    state = np.array(env.reset())
    gui = GUI(state[np.newaxis, :][0])
    while not done:
        current_state = state[np.newaxis, :]
        player1_action = player1.greedy_action(current_state, False)
        print("P1 move: " + str(player1_action))
        next_state, player1_reward, done = env.step(player1_action, env.p1_marker)
        state = np.array(next_state)
        current_state = state[np.newaxis, :]
        gui.update(current_state[0], env.get_winning_combo(current_state[0]), done)
        if not done:
            if player2 == "Human":
                p2_action = int(input("Your Turn\n"))
                while not input_valid(p2_action, current_state[0]):
                    p2_action = int(input("No cheating allowed\n"))
            else:
                p2_action = player2.greedy_action(current_state, False)
            next_state, player2_reward, done = env.step(p2_action, env.p2_marker)
            print("P2 move: " + str(p2_action))
        state = np.array(next_state)
        current_state = state[np.newaxis, :]
        gui.update(current_state[0], env.get_winning_combo(current_state[0]), done)
    if player2_reward == REWARD_DRAW or player1_reward == REWARD_DRAW:
        print("Draw")
    elif player1_reward == REWARD_WIN:
        print("Player 1 Won")
    elif player2_reward == REWARD_WIN:
        print("Player 2 Won")
    else:
        print("Well played\nYou've beaten an ill-trained machine")
Exemple #3
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 def __init__(self,
              game_mode=1,
              opening=0,
              show_move=True,
              show_search=False,
              show_gui=True,
              save_data=False,
              load_data=False):
     self.board = Board()
     self.player_turn = False
     self.game_mode = game_mode
     self.opening = opening
     self.show_move = show_move
     self.show_search = show_search
     self.show_gui = show_gui
     self.save_data = save_data
     self.load_data = load_data
     self.view = GUI(self)
     self.ai = AI()
Exemple #4
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    def __init__(self):
        self.thread = None
        self.reload = False

        # Time variables
        self.time_cycle = 80
        self.ideal_cycle = 80
        self.iteration_counter = 0
        self.real_time_factor = 0
        self.frequency_message = {'brain': '', 'gui': '', 'rtf': ''}

        self.server = None
        self.client = None
        self.host = sys.argv[1]

        # Initialize the GUI, HAL and Console behind the scenes
        self.hal = HAL()
        self.mouse = Mouse()
        self.gui = GUI(self.host, self.hal, self.mouse)
Exemple #5
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    def __init__(self):
        '''Initialisiert den Controller.'''
        self.__dba = DBAccess("ernaehrung.db")
        self.__gui = GUI()

        # Zutaten
        self.__data_zutaten = []
        # Mahlzeiten
        self.__data_mahlzeiten = []
        # Zutat mit Menge
        self.__data_zutaten_mahlzeit = {}
        # Zuletzt gewählte Zutat merken
        self.__hiddenName = None
        self.__hiddenAngelegt = None

        # Datenbank-Listener registieren, der uns bei
        # geaenderten daten informiert
        self.__dba.addListener(self)

        # Initialer Datenabruf
        self.__updateZutaten()
        self.__updateMahlzeiten()

        # View-Elemente der GUI mit Aktionen verbinden
        setCallbackListBox(self.__gui.lb_mahlzeiten,
                           self.__zeigeMahlzeitDetails)
        setCallbackListBox(self.__gui.lb_zutaten, self.__zeigeZutatenDetails)
        setCallback(self.__gui.btn_mahlzeit_hinzu, self.__zutatZuMahlzeitHinzu)

        setCallback(self.__gui.btn_zutat_insert, self.__zutatHinzu)
        setCallback(self.__gui.btn_zutat_update, self.__zutatUpdate)
        setCallback(self.__gui.btn_zutat_delete, self.__zutatDelete)

        setCallback(self.__gui.btn_insert, self.__mahlzeitHinzu)
        setCallback(self.__gui.btn_update, self.__mahlzeitUpdate)
        setCallback(self.__gui.btn_delete, self.__mahlzeitDelete)

        setCallback(self.__gui.btn_neu, self.__neueMahlzeit)
        setCallback(self.__gui.btn_mahlzeit_als_zt, self.__mahlzeitAlsZutat)

        # Fuer immer in den Main loop gehen
        self.__gui.root.mainloop()
Exemple #6
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    def __init__(self):
        self.thread = None
        self.reload = False

        # Time variables
        self.time_cycle = 80
        self.ideal_cycle = 80
        self.iteration_counter = 0

        self.server = None
        self.client = None
        self.host = sys.argv[1]

        # Initialize the GUI, WEBRTC and Console behind the scenes
        self.console = console.Console()
        self.exercice = subprocess.Popen(["python", "consumer.py"],
                                         stdout=subprocess.PIPE,
                                         preexec_fn=os.setsid)

        self.gui = GUI(self.host, self.console)
    def __init__(self, args, **kwargs):
        self.thread = Thread(target=self._polling_thread)
        self.register_lock = Lock()
        self.registers: [int] = []
        self.available_registers: Dict[int, Register] = {}
        self.unit = args.unit
        self.client = ModbusTcpClient(args.address, port=args.port, timeout=10)
        self.polling_groups = []
        self.daemon = args.daemon
        self.interval = args.interval

        if args.enablegui:
            self.gui = GUI()
        else:
            self.gui = None

        if args.verbose:
            self.logger = KeyValueLogger()
        else:
            self.logger = None
Exemple #8
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def main():

    # configuration.load_config_file()
    # alg_map = Map()
    # data = EAlgorithm().run_multiple_times(alg_map, 1)
    # print("DONE")
    # [best_ratings, routes, time] = data
    # for element in range(len(best_ratings)):
    #     print("Try", time[element], ":", best_ratings[element], routes[element])
    # routes_len = []
    # for route in routes:
    #     routes_len.append(len(route))
    #
    # Plotter().style_setup()
    # Plotter().histogram(best_ratings)
    # Plotter().scatter_plot(routes_len, best_ratings, x_axis_name="Długość genotypu", y_axis_name="Rating")
    # Plotter().scatter_and_histogram(routes_len, best_ratings)

    menu = GUI()
    menu.main_menu()
Exemple #9
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def main():

    # flags reading
    params = read_flags()
    # tkinter init
    root = Tk()
    root.geometry("600x400")
    root.title('IoT Manager')
    # devices init
    devices = Devices(params)

    # data gen
    data = Data(devices)

    # gui start
    gui = GUI(root, data, devices)
    gui.draw_graph()

    # main tkinter loop
    root.mainloop()
Exemple #10
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    def __init__(self):
        self.gui = GUI(True)
        self._initGui()

        self.win = self._initWindow()

        self.createWin()

        self.win.setFixedSize(self.win.size())

        self.dataAll = []
        self.dataPerson = []

        self.findChildren()

        self.setModels()

        self.setActions()

        self.itemExample()
Exemple #11
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def main():
    active = True
    size = width, height = 400, 400
    screen = pygame.display.set_mode(size)
    font = pygame.font.Font(None, 30)
    textCoord = 10
    gui = GUI()

    gui.add_element(Label((140, 0, 70, 60), "САПЁР"))
    gui.add_element(Label((130, 50, 90, 30), "ПРАВИЛА ИГРЫ"))
    gui.add_element(Label((20, 75, 90, 30), "Нужно открыть все ячейки без мин."))
    gui.add_element(Label((20, 95, 90, 30), "Если вы попадаете на ячейку с миной,"))
    gui.add_element(Label((25, 115, 90, 30), "то вы проигрываете."))
    gui.add_element(Label((20, 135, 90, 30), "Клетки открываются нажатием на "))
    gui.add_element(Label((25, 155, 90, 30), "левую кнопку мыши."))
    gui.add_element(Label((20, 175, 90, 30), "Возможное расположение мины отмечается "))
    gui.add_element(Label((25, 195, 90, 30), "правой кнопкой мыши"))

    buttons = [Button((15, 340, 110, 40), "Новичок"), Button((140, 340, 130, 40), "Любитель"),
               Button((290, 340, 100, 40), "Профи")]

    fon2 = pygame.sprite.Sprite()
    fon2.image = load_image("start.png")
    fon2.rect = fon2.image.get_rect()
    fon.add(fon2)

    while active:
        fon.draw(screen)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                terminate()

            for i in buttons:
                if i.get_event(event):
                    fon.empty()
                    return buttons.index(i)

        gui.render(screen)
        for i in buttons:
            i.render(screen)
        pygame.display.flip()
Exemple #12
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    def load(cls, file):
        """
        Restore network from text file
        :param file: file name
        :return: Instance of this (Network) class
        """
        gui = GUI()
        with open(f"datasets/{file}", "r") as f:
            lines = f.readlines()

            # Parse meta data of the network
            size = int(lines[0].replace("Size = ", ""))
            s = int(lines[1].replace("Source = ", ""))
            t = int(lines[2].replace("Sink = ", ""))

            # cls is reference to the currant class which is passed by python
            network = cls(s, t, gui)

            for line in lines[3:]:
                # Parse Every Edge of the network from the file
                line = line.replace("S", str(s))
                line = line.replace("T", str(t))
                line = line.replace(" -> ", ",")
                line = line.replace(" = ", ",")
                line = line.strip()
                source, destination, capacity = map(int, line.split(","))
                if source == s:
                    network.add_edge(source,
                                     destination,
                                     capacity,
                                     source_name="S")
                elif destination == t:
                    network.add_edge(source,
                                     destination,
                                     capacity,
                                     destination_name="T")
                else:
                    network.add_edge(source, destination, capacity)
        return network, gui
Exemple #13
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def main():
    s = socket.socket()
    s.connect((SERVER_IP, SERVER_PORT))
    print(s.recv(1024))

    video_getter = VideoGet(remote=True).start()
    tracker = LocationTracker(address=('', 8801),
                              remote=True,
                              use_mockdata=False)
    camera = CameraController(CAMERA_POSITION, socket=s, remote=True)
    camera.init(REFPOINT_POSITION)
    detector = Yolov3_Detector(video_getter)

    detector_thread = threading.Thread(target=detector.Inference_Thread)
    servo_thread = threading.Thread(target=camera.CameraRotation_Thread)
    detector_thread.start()
    servo_thread.start()

    gui = GUI(camera, tracker, video_getter, detector, socket=s, remote=True)
    gui.root.mainloop()
    detector_thread.join()
    servo_thread.join()
    s.close()
Exemple #14
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def GUI_getPlayUntil(keyMapping):
    setupPromptOne = GUI()

    promptText = TextObject("prompt", "Play Until", 350, 25)
    elevenText = TextObject("eleven", "11", 200, 125, 100)
    twentyoneText = TextObject("twentyone", "21", 500, 125, 100)
    lshoulderText = TextObject("lshoulder", "-->", 500, 225, 125)
    rshoulderText = TextObject("rshoulder", "<--", 200, 225, 125)

    setupPromptOne.addGUIObject(promptText)
    setupPromptOne.addGUIObject(elevenText)
    setupPromptOne.addGUIObject(twentyoneText)
    setupPromptOne.addGUIObject(rshoulderText)
    setupPromptOne.addGUIObject(lshoulderText)
    setupPromptOne.setupGUI()

    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                running = False
                pygame.quit()
                break
            if event.type == pygame.JOYBUTTONDOWN:
                button = parseButton(event)
                if button in keyMapping and keyMapping[button] is not None:
                    keyMapping[button](event)
                    running = False
                    break

        pygame.display.update()
        setupPromptOne.update()
        setupPromptOne.draw()
        setupPromptOne.clock.tick(30)

    setupPromptOne.objects = []
Exemple #15
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    def showGUI(self):
        """ Load and show the GUI."""
        self._gui = GUI(self)

        #If anything has been loaded in the plateImage object then update the
        #GUI accordingly
        rImage = self._plateImage.rawImage
        if not rImage is None:
            self._gui.setOriginalImage(rImage)
            #Start with controls enabled if there is an image loaded
            self._gui.changeEnabled(True, [])

        wImage = self._plateImage.image
        if not wImage is None:
            self._gui.setWorkingImage(wImage)

        if not self._plateImage.histogram is None:
            self._gui.setHistogram(self._plateImage.histogram)

        if not self._plateImage.statistics is None:
            self._gui.printStatistics(self._plateImage.statistics)

        #Show GUI and give control over to the main GUI loop
        self._gui.show()
Exemple #16
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def GUI_gameOver(keyMapping, winner, score):
    setupGUI = GUI()

    winPrompt = winner + " wins!"

    winnerText = TextObject("winner", winPrompt, 350, 0, 75)
    promptText = TextObject("prompt", "Play Again?", 350, 125)
    elevenText = TextObject("left", "Yes", 200, 200, 75)
    twentyoneText = TextObject("right", "No", 500, 200, 75)
    rshoulderText = TextObject("rshoulder", "-->", 500, 275, 100)
    lshoulderText = TextObject("lshoulder", "<--", 200, 275, 100)

    setupGUI.addGUIObject(winnerText)
    setupGUI.addGUIObject(promptText)
    setupGUI.addGUIObject(elevenText)
    setupGUI.addGUIObject(twentyoneText)
    setupGUI.addGUIObject(rshoulderText)
    setupGUI.addGUIObject(lshoulderText)
    setupGUI.setupGUI()

    running = True
    while running:
        for event in pygame.event.get():
            if event.type == pygame.JOYBUTTONDOWN:
                button = parseButton(event)
                if button in keyMapping and keyMapping[button] is not None:
                    keyMapping[button](event)
                    running = False
                    break

        pygame.display.update()
        setupGUI.update()
        setupGUI.draw()
        setupGUI.clock.tick(30)

    setupGUI.objects = []
Exemple #17
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from gui import GUI

import os
import sys
sys.path.insert(0, os.path.join(os.path.dirname(__file__), '..'))
from board import Board

if __name__ == "__main__":
    # Create new GUI
    gui = GUI(board=Board.from_fen(
        "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"))

    # Run GUI
    gui.run()
Exemple #18
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#!/usr/bin/env python3
from gui import GUI

master = GUI()
master.root.mainloop()
P2 = "Player2"


def check_args(argv):
    """
    Check validity of received arguments
    :param argv: A list of arguments
    :return: True if the arguments are valid, False otherwise
    """
    if len(argv) < NUM_ARGUMENTS or NUM_ARGUMENTS + 1 < len(argv) or \
            MAX_PORT < int(argv[PORT_ARGUMENT]) or argv[PLAYER_ARGUMENT] not \
            in VALID_PLAYERS:
        print(ILLEGAL_ARGS)
        return False
    return True


if __name__ == '__main__':
    args = sys.argv
    if check_args(args):
        root = tk.Tk()
        args[PLAYER_ARGUMENT] = VALID_PLAYERS.index(args[PLAYER_ARGUMENT])
        args[PORT_ARGUMENT] = int(args[PORT_ARGUMENT])
        act_args = args[1:]
        if len(args) == NUM_ARGUMENTS:
            root.title(P1)
        else:
            root.title(P2)
        game = GUI(root, *act_args)
        root.mainloop()
Exemple #20
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def main():
    """ PySweeper main() function.
        The main function is broken down into 3 sections.

        1. Initialization: Initialize pygame and our own pysweeper objects.
        2. Declare all the UI elements we need for the game.
        3. Run a while loop and listen for events. The while loop is broken down
           into two subsections.
           a. Listen for events provided by pygame. event.type is continually
              populated by pygame.
           b. Draw our elements based on current state of game and button states.
    """
    # 1. Initialization: Pygame objects
    pg.init()
    pg.font.init()
    pg.mixer.pre_init(44100, -16, 2, 512)
    pg.mixer.init()
    gameSound = Sound()
    pg.mixer.music.load("resources/newback.wav")
    pg.mixer.music.play()
    #These bools are used so that sounds don't play more than once per click.
    winBool = True
    lossBool = True
    helpBool = True

    cheatBool = False
    cheatIteration = False

    seconds = str(0)

    # PySweeper objects
    gameBoard = Board()
    screen = GUI(gameBoard)

    # 2. Declarations
    # Our text elements.
    toolbarRowsText = UIElement(BORDER + 6, BORDER + 8, 0, 0, screen, "Rows:")
    toolbarColumnsText = UIElement(BORDER + 6, BORDER + 33, 0, 0, screen,
                                   "Columns:")
    toolbarMinesText = UIElement(BORDER + 120, BORDER + 8, 0, 0, screen,
                                 "Mines:")
    toolbarSoundText = UIElement(BORDER + 180, BORDER + 45, 22, 18, screen,
                                 "Sound")
    # Help bar that is drawn when help is pushed.
    toolbarHelpLMB = UIElement(BORDER + 6, BORDER + 5, 0, 0, screen,
                               "Left click to reveal space.")
    toolbarHelpRMB = UIElement(BORDER + 6, BORDER + 22, 0, 0, screen,
                               "Right click to flag space.")
    toolbarHelpWin = UIElement(BORDER + 6, BORDER + 40, 0, 0, screen,
                               "Flag all mines to win game.")
    inputHelpButton = InputButton(BORDER + 218, BORDER + 0, 45, 20, screen,
                                  "Help ")
    # Cheat Button that will call Cheat Mode

    #Open or close the background music

    inputCheatButton = InputButton(BORDER + 218, BORDER + 20, 45, 20, screen,
                                   "Cheat ")
    toolbarCheat = UIElement(BORDER + 6, BORDER + 5, 0, 0, screen,
                             "You are currently in Cheat Mode.")
    toolbarCheat2 = UIElement(BORDER + 6, BORDER + 22, 0, 0, screen,
                              "Click Cheat again to Return.")
    inputSoundonButton = InputButton(BORDER + 218, BORDER + 40, 22, 18, screen,
                                     "On")
    inputSoundoffButton = InputButton(BORDER + 240, BORDER + 40, 22, 18,
                                      screen, "Off")

    # Declare input UI elements.
    inputRowBox = InputBox(BORDER + 66, BORDER + 3, 40, 20, screen, 30, 2,
                           str(gameBoard.rows))
    inputColumnBox = InputBox(BORDER + 66, BORDER + 27, 40, 20, screen, 30, 2,
                              str(gameBoard.columns))
    inputMineBox = InputBox(BORDER + 163, BORDER + 3, 40, 20, screen, 10, 1,
                            str(gameBoard.mines))
    # Declare button UI elements.
    inputQuitButton = InputButton(BORDER + 60, BORDER + 25, 40, 20, screen,
                                  "Quit")
    inputRestartButton = InputButton(BORDER + 110, BORDER + 25, 55, 20, screen,
                                     "Restart")
    # Declare gameOver UI elements.
    toolbarGameOverLost = UIElement(BORDER + 75, BORDER + 10, 0, 0, screen,
                                    "GAME OVER!")
    toolbarGameOverWon = UIElement(BORDER + 85, BORDER + 10, 0, 0, screen,
                                   "WINNER!")

    #Timer element.
    timeBox = UIElement(BORDER + 120, BORDER + 48, 0, 0, screen, "Time: ")

    # Arrays of elements need to be grouped by rendering order.
    uiElements = [
        toolbarRowsText, toolbarColumnsText, toolbarMinesText,
        toolbarSoundText, timeBox
    ]
    uiHelpElements = [toolbarHelpLMB, toolbarHelpRMB, toolbarHelpWin]

    uiCheatElements = [toolbarCheat, toolbarCheat2]

    input_boxes = [
        inputRowBox, inputColumnBox, inputMineBox, inputHelpButton,
        inputCheatButton, inputSoundonButton, inputSoundoffButton
    ]

    input_buttons = [inputQuitButton, inputRestartButton]
    start_ticks = -10
    done = False
    while not done:
        #Timer

        #timeUpdate = UIElement(BORDER + 120, BORDER + 48, 0, 0, screen, "Time:    " + str(seconds))
        #timeUpdate.draw()
        # Keep the game running until the user decides to quit the game.
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            elif event.type == pg.MOUSEBUTTONDOWN:
                screen.mouseClick(event)
                mousePosition = pg.mouse.get_pos()
                # Handle input boxes here.
                if event.button == 1 or 3:
                    if mousePosition[1] >= 70:
                        if start_ticks == -10:
                            start_ticks = pg.time.get_ticks()
                    if gameBoard.gameOver:
                        for button in input_buttons:
                            if button.rect.collidepoint(event.pos):
                                button.active = True
                    if not gameBoard.gameOver:
                        for box in input_boxes:
                            # If the user clicked on the input box, toggle state.
                            if box.rect.collidepoint(event.pos):
                                box.active = not box.active
                            else:
                                box.active = False
                                helpBool = True
            # Listen for key presses. Input boxes that are active take all inputs.
            elif event.type == pg.KEYDOWN:
                for box in input_boxes:
                    # Always check mine max value incase board size is decreased
                    if box.active:
                        if event.key == pg.K_RETURN:
                            box.active = not box.active
                            # Calling all 3 works for the time being.
                            inputRowBox.update("rows", inputRowBox.text)
                            inputColumnBox.update("columns",
                                                  inputColumnBox.text)
                            inputMineBox.maxValue = (screen.board.rows *
                                                     screen.board.columns) - 1
                            inputMineBox.update("mines", inputMineBox.text)
                        elif event.key == pg.K_BACKSPACE:
                            box.text = box.text[:-1]
                        else:
                            if len(box.text) < 4:
                                box.text += event.unicode

        # Pygame draws elements from back to front. Pygame is also double buffered. The surface
        #+you draw to is not shown to the user until the py.display.flip() flips the buffers.
        screen.window.fill(COLOR['BLACK'])
        # Only draw elements based on game state.

        if inputSoundonButton.active == True:

            pg.mixer.music.play()
        if inputSoundoffButton.active == True:
            pg.mixer.music.pause()

        if gameBoard.gameOver:  # Gameover
            if gameBoard.wonGame:
                pg.draw.circle(
                    screen.window, (153, 255, 153),
                    (random.randrange(0, 500), random.randrange(0, 500)),
                    random.randrange(30, 100))
                pg.time.delay(200)
                toolbarGameOverWon.draw()
                if winBool:
                    pg.mixer.music.pause()
                    gameSound.wins()
                    winBool = False

            else:
                pg.draw.circle(
                    screen.window, (255, 12, 20),
                    (random.randrange(0, 500), random.randrange(0, 500)),
                    random.randrange(30, 100))
                pg.time.delay(200)

                toolbarGameOverLost.draw()
                if lossBool:
                    pg.mixer.music.pause()
                    gameSound.loss()
                    lossBool = False

            for button in input_buttons:
                button.draw()
            if inputQuitButton.active == True:
                done = True
            if inputRestartButton.active == True:
                inputRestartButton.restart(screen, gameBoard)
                start_ticks = -10
                winBool = True
                lossBool = True
        elif inputHelpButton.active:  # Help active
            for element in uiHelpElements:
                element.draw()
            inputHelpButton.draw()
            if helpBool:
                gameSound.helps()
                helpBool = False
        elif inputCheatButton.active:
            for element in uiCheatElements:
                element.draw()
            inputCheatButton.draw()
            if cheatIteration == False:
                gameBoard.generateCheatGrid()
            cheatBool = True
            cheatIteration = True
        else:  # Default UI elements
            for element in uiElements:
                element.draw()
            #todo: These flags need to be updated dynamically. How do we do that?
            flagsRemaining = str(gameBoard.mines - gameBoard.flagsPlaced)
            toolbarFlagsText = UIElement(BORDER + 120, BORDER + 33, 0, 0,
                                         screen, "Flags:    " + flagsRemaining)
            toolbarFlagsText.draw()
            for box in input_boxes:
                box.draw()
            inputHelpButton.draw()
            if cheatBool == True:
                gameBoard.removeCheatGrid()
                cheatBool = False
                cheatIteration = False

        if start_ticks == -10:
            pass
        else:
            #Timer element.
            if not gameBoard.gameOver:
                seconds = str(
                    math.floor((pg.time.get_ticks() - start_ticks) / 1000))
            timeUpdate = UIElement(BORDER + 120, BORDER + 48, 0, 0, screen,
                                   "Time: " + seconds + "s")
            timeUpdate.draw()
        screen.drawBoard()
        pg.display.flip()
    pg.quit()
'''
Created on Mar 17, 2019

@author: aapolinjama
'''
from gui import GUI
import sys
from PyQt5.QtWidgets import (QApplication)
if __name__ == '__main__':
    app = QApplication(sys.argv)
    gui = GUI()
    sys.exit(app.exec_())
    "玩家名",
    "faction":
    "阵营",
    "team":
    "队伍",
    "About":
    "关于作者",
    "More":
    "详细信息",
    "Author":
    "该工具作者是大爽歌.\n"
    "他的b站: https://space.bilibili.com/149259132\n"
    "他的GitHub: https://github.com/BigShuang"
    "他的CSDN: https://blog.csdn.net/python1639er\n",
    "Details":
    "详情请查看该工具的readme文档: \n"
    "https://github.com/BigShuang/Red-Alert-3-Battle-Flow-Chart",
    "map_name":
    "地图名: ",
    "factions": {
        "S": "苏联",
        "E": "帝国",
        "A": "盟军",
        "Rnd": "随机"
    }
}

win = Tk()
win.title(TEXT["title"])
GUI(win, TEXT, width=700, height=400, bg="#ddd")
win.mainloop()
Exemple #23
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Toto je konec experimentu. Děkujeme za vaši účast!
 
Laboratoř CEBEX/PLESS
""" 









################################################################################


updates = ["block", "dice", "lottery_win", "attention1", "attention2", "bonus", "reward", "rounded_reward", "station"]



Intro = (InstructionsFrame, {"text": intro, "keys": ["g", "G"], "proceed": False, "height": 28})
Ending = (InstructionsFrame, {"text": czechending, "keys": ["g", "G"], "proceed": False, "height": 30,
                              "update": updates})



if __name__ == "__main__":
    os.chdir(os.path.dirname(os.getcwd()))
    GUI([Intro,
         Ending])
Exemple #24
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def main():
    import sys
    app = QtWidgets.QApplication(sys.argv)
    gui = GUI()
    gui.show()
    sys.exit(app.exec_())
Exemple #25
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__author__ = 'Harley'
import sys, pygame
from constants import *

from gui import GUI
RESOLUTION = pygame.Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)
pygame.init()

# Main_bgui is an instance of the gui class. Initializes screen size
main_gui = GUI(RESOLUTION, "media/art/back_new.jpg")
main_gui.load_background()

clock = pygame.time.Clock()

# Set starting units:
main_gui.activate_fortress(0)
main_gui.activate_fortress(1)
# The game loop
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.display.quit()
            sys.exit()
        # End if q is pressed
        if (event.type == pygame.KEYDOWN
                and (event.key == pygame.K_q or event.key == pygame.K_ESCAPE)):
            pygame.display.quit()
            sys.exit()
        # a key spawns a melee unit on the left side
        if (event.type == pygame.KEYDOWN and event.key == pygame.K_a
                and main_gui.team_0_cash >= MELEE_PRICE):
import pygame as pg
from gui import GUI
#mostly a bunch of global variables in here

print "db init"
activeGUI = GUI()
selected = None

# def __init__(self):
#     self.activeGUI = GUI()
#     self.selected = None  # selected node


def clearSelected():
    selected = None
Exemple #27
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import sys
import PyQt5.QtCore as qtc
import PyQt5.QtWidgets as qtw
import PyQt5.QtGui as qtg

from gui import GUI
import settings




if __name__ == '__main__':
	settings.init()
	app = qtw.QApplication(sys.argv)
	root = GUI()
	root.show()
	sys._excepthook = sys.excepthook
	sys.excepthook = settings.custom_excepthook
	try:
		sys.exit(app.exec_())
	except:
		sys.excepthook(*sys.exc_info())
Exemple #28
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    def answered(self):
        self.file.write("\t".join([
            self.id, self.mode,
            self.measure1.answer.get(),
            self.measure2.answer.get(), conditions[self.order], "\t".join(
                re.findall(r'"(.*?)"', texts[self.order])),
            str(perf_counter() - self.t0)
        ]) + "\n")
        self.proceed()

    def enable(self):
        if self.measure1.answer.get() and self.measure2.answer.get():
            self.next["state"] = "!disabled"

    def newItem(self):
        self.measure1.answer.set("")
        self.measure2.answer.set("")
        self.measure1.question["text"] = self.q1 + shorts[self.order].replace(
            "AAA", names[self.order]) + "?"
        self.measure2.question["text"] = self.q2.replace(
            "AAA", names[self.order])


Character1 = (Character, {"mode": "environment"})
Character2 = (Character, {"mode": "character"})

if __name__ == "__main__":
    os.chdir(os.path.dirname(os.getcwd()))
    GUI([CharacterIntro, Character1, CharacterIntro2, Character2])
Exemple #29
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import tkinter as tk

from gui import GUI

# if this is run as a program (versus being imported),
# create a root window and an instance of our example,
# then start the event loop
if __name__ == "__main__":
    root = tk.Tk()
    root.title('Simplex homology calculator')
    GUI(root).pack(fill="both", expand=True)
    root.mainloop()
Exemple #30
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def main():
    root = Tk()
    gui = GUI(root)
    root.mainloop()