Exemple #1
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    def assign(self, x, y, z):

        global Feature_chosen
        global Processing_unit_chosen
        global Measurement_type_chosen

        Feature_chosen = x
        Processing_unit_chosen = y
        Measurement_type_chosen = z
        w = open(aux_file, 'w')
        w.truncate(0)
        w.write(Feature_chosen + "," + Processing_unit_chosen + "," +
                Measurement_type_chosen)
        w.close()
        main()
        exit(0)
Exemple #2
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def main_menu():
    global user_text, num_of_players, player_info
    run = True
    mode = None

    while run:
        # draw all the labels on the screen
        draw_main_menu()

        # Refresh the display
        pygame.display.update()

        # Checking all events

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return False
            if event.type == pygame.MOUSEBUTTONDOWN:
                if len(user_text) > 1:
                    if easy_rect.collidepoint(event.pos):
                        mode = 'easy'
                    if normal_rect.collidepoint(event.pos):
                        mode = 'normal'
                    if hard_rect.collidepoint(event.pos):
                        mode = 'hard'
                    if mode is not None:
                        score = Game.start(user_text, mode, num_of_players,
                                           player_info)
                        if score != 0:
                            records.add_to_db(user_text, mode, score)
                            run = secondary_menu.menu(user_text, score, mode,
                                                      num_of_players,
                                                      player_info)
                        mode = None
                if records_rect.collidepoint(event.pos):
                    run = records.records_table()
                    mode = None
                if settings_rect.collidepoint(event.pos):
                    run, num_of_players, player_info = settings.main(
                        num_of_players, player_info)
                    mode = None
            if event.type == pygame.KEYDOWN:
                if len(user_text) < 20:
                    if event.unicode.isalpha() or event.key == pygame.K_SPACE:
                        user_text += event.unicode
                if event.key == pygame.K_BACKSPACE:
                    user_text = user_text[:-1]
    pygame.quit()
Exemple #3
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def main():

    #Import
    import pygame
    from cursor_menu import Cursor

    #The Menu Elements
    import classic  #Classic game
    import settings  #settings screen
    import funky

    pygame.init()  #initialize
    clock = pygame.time.Clock()  #init clock

    #Colours
    black = [0, 0, 0]
    white = [255, 255, 255]

    #Dimensions
    width = 800
    height = 600
    screen = pygame.display.set_mode((width, height))
    pygame.display.set_caption("Breakout - Menu")

    #Make Cursor
    cursor = Cursor(white, 10, 10)
    cursor.rect.x = 200
    cursor.rect.y = 182

    #List
    all_sprites_list = pygame.sprite.Group()
    all_sprites_list.add(cursor)

    #Running Variable
    running = 1

    while (running):

        #Background Draw
        screen.fill(black)

        #Sprites Draw
        all_sprites_list.draw(screen)

        #Title Draw
        font = pygame.font.Font(None, 74)
        text = font.render("MAIN MENU", 1, white)
        screen.blit(text, (250, 50))

        #Lines Draw
        font = pygame.font.Font(None, 35)
        text = font.render("Classic Game", 1, white)  # LINE ONE
        screen.blit(text, (250, 175))

        text = font.render("Game With Extras", 1, white)  # LINE TWO
        screen.blit(text, (250, 215))

        text = font.render("Settings", 1, white)  # LINE THREE
        screen.blit(text, (250, 255))

        pygame.display.flip()  #update
        clock.tick(60)

        #Main Event Loop
        for event in pygame.event.get():
            #Quit Event
            if event.type == pygame.QUIT:  #press quit button
                pygame.quit()

            #Key Down Event
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_s:
                    if cursor.rect.y != 262:  #Go Down
                        cursor.rect.y += 40
                if event.key == pygame.K_w:  #Go Up
                    if cursor.rect.y != 182:
                        cursor.rect.y -= 40

                if event.key == pygame.K_SPACE:
                    if cursor.rect.y == 262:  # Settings
                        settings.main()
                    elif cursor.rect.y == 222:
                        funky.main()
                    elif cursor.rect.y == 182:
                        classic.main()  #Move it on to classic
Exemple #4
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def main(screen):
    #initilisation phase
    fps_clock = pygame.time.Clock()

    end = False

    story_img = pygame.image.load("Data/Images/Buttons/storybutton.png")
    rhythm_img = pygame.image.load("Data/Images/Buttons/rhythmbutton.png")
    battle_img = pygame.image.load("Data/Images/Buttons/battlebutton.png")
    settings_img = pygame.image.load("Data/Images/Buttons/settingsbutton.png")
    quit_img = pygame.image.load("Data/Images/Buttons/quitbutton.png")

    story_rect = story_img.get_rect()
    rhythm_rect = rhythm_img.get_rect()
    battle_rect = battle_img.get_rect()
    settings_rect = settings_img.get_rect()
    quit_rect = quit_img.get_rect()

    story_rect.topleft = (80, 270)
    rhythm_rect.topleft = (80, 375)
    battle_rect.topleft = (80, 475)
    settings_rect.topleft = (80, 575)
    quit_rect.topleft = (80, 675)

    while 1:
        #event phase
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                if story_rect.collidepoint(event.pos):
                    end = 'story'
                elif rhythm_rect.collidepoint(event.pos):
                    end = 'rhythm'
                elif battle_rect.collidepoint(event.pos):
                    end = 'battle'
                elif settings_rect.collidepoint(event.pos):
                    end = 'settings'
                elif quit_rect.collidepoint(event.pos):
                    sys.exit()

        #logic phase

        #render phase

        screen.fill((0, 0, 0))  # background goes here later

        screen.blit(story_img, story_rect)
        screen.blit(rhythm_img, rhythm_rect)
        screen.blit(battle_img, battle_rect)
        screen.blit(settings_img, settings_rect)
        screen.blit(quit_img, quit_rect)

        pygame.display.flip()

        fps_clock.tick(60)

        # navigation phase
        if end:
            break
    if end == 'story':
        story.main(screen)
    elif end == 'rhythm':
        rhythm_selection.main(screen)
    elif end == 'battle':
        battle.main(screen)
    elif end == 'settings':
        settings.main(screen)
Exemple #5
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SubPageList = ["欢迎", "仪表盘", "帖子管理", "用户管理", "舆情监测", "设置"]

st.title("简书小岛管理平台")

active_page = st.sidebar.selectbox("页面", SubPageList)


def DebugModeWarning():
    if config.DEBUG_MODE == True:
        debug_warning = st.warning("调试模式已启用")


if active_page == "欢迎":
    DebugModeWarning()
    welcome.main()
elif active_page == "仪表盘":
    DebugModeWarning()
    pass
elif active_page == "帖子管理":
    DebugModeWarning()
    post_manage.main()
elif active_page == "用户管理":
    DebugModeWarning()
    pass
elif active_page == "舆情监测":
    DebugModeWarning()
    pass
elif active_page == "设置":
    settings.main()
Exemple #6
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    print('mrr:', mrr0, mrr1, mrr2)

    print('avg events in session:', df.count().label / dfs.count().label)

    mask = df.label == 1
    print('avg positives in session:',
          df.label[mask].count() / dfs.count().label)

    return 0


@settings.main.command(context_settings=dict(allow_extra_args=True,
                                             ignore_unknown_options=True))
@click.option('-t', '--task', default='TestPipeline')
@click.option('-b', '--batch-size', default=256)
@click.option('--name', default='')
@click.option('--pipeline-input', default='')
@settings.pass_config
def pipeline(config: settings.Config):
    task_handler = task.get(config)
    task_handler.load_model()
    task_handler.test_doc_vec()
    task_handler.test_user_vec()
    task_handler.test_user_doc_score()
    task_handler.test_correct()
    return 0


if __name__ == '__main__':
    exit(settings.main(auto_envvar_prefix='MSN_NEWS'))
    def menu_response(self, widget, event, value=None):
        if event == 'about':
            about = Gtk_about_dialog.create(v, APP_PATH)
            about.run()
            about.destroy()
            return
        if event == 'edit':
            if sys.platform.startswith('linux'):
                subprocess.Popen(['xdg-open', CONFIG_PATH])
            else:
                subprocess.Popen(['explorer ', CONFIG_PATH])
            return
        if event == 'fix':
            global fix_position
            if fix_position:
                fix_position = False
            else:
                fix_position = True
            Save_Config()
        if event == 'sticky':
            global sticky
            if sticky:
                sticky = False
                self.window.unstick()
            else:
                sticky = True
                self.window.stick()
            Save_Config()
        if event == 'setup':
            settings.main(gw_config_default, gw_config, self.drawing_area, app, icons_list, backgrounds_list)
        if event == 'redraw_icons':
            global icons_name
            icons_name = value
            #self.drawing_area.redraw(False, False)
            self.drawing_area.queue_draw()
            Save_Config()
        if event == 'redraw_bg':
            global bg_custom, show_bg_png, color_bg
            show_bg_png = True
            if value == 'Нет':
                show_bg_png = False
                color_bg = (1, 1, 1, 0)
            bg_custom = value
            #self.drawing_area.redraw(False, False)
            self.drawing_area.queue_draw()
            Save_Config()
        if event == 'redraw_text':
            Load_Color_Scheme(value)
            self.drawing_area.redraw(False, False)
            Save_Config()
        if event == 'reload':
            # если radio, то обновлялось 2 раза, фикс
            if type(widget) == gtk.RadioMenuItem:
                if not widget.get_active():
                    return

            global city_id
            Load_Config()
            if value != 0:
                city_id = value.split(';')[0]
                Save_Config()
            self.drawing_area.redraw(False)
        if event == 'edit_city_id':
            if self.show_edit_dialog():
                Save_Config()
                while gtk.events_pending():
                    gtk.main_iteration_do(True)
                self.drawing_area.redraw(False)
"""
This project represents an effort to completely recode one of my earliest
projects. The original project ran perfectly fine, but as it grew it became
more and more unmaintainable. This eventually led to it being abandoned.
-Daniel, April 16, 2021.
"""

import sys
import pygame as pg

from settings import main

if __name__ == '__main__':
    main()
    pg.quit()
    sys.exit()
def main(screen):
	#initilisation phase
	fps_clock = pygame.time.Clock()

	end = False

	story_img = pygame.image.load("Data/Images/Buttons/storybutton.png")
	rhythm_img = pygame.image.load("Data/Images/Buttons/rhythmbutton.png")
	battle_img = pygame.image.load("Data/Images/Buttons/battlebutton.png")
	settings_img = pygame.image.load("Data/Images/Buttons/settingsbutton.png")
	quit_img = pygame.image.load("Data/Images/Buttons/quitbutton.png")

	story_rect = story_img.get_rect()
	rhythm_rect = rhythm_img.get_rect()
	battle_rect = battle_img.get_rect()
	settings_rect = settings_img.get_rect()
	quit_rect = quit_img.get_rect()

	story_rect.topleft = (80, 270)
	rhythm_rect.topleft = (80, 375)
	battle_rect.topleft = (80, 475)
	settings_rect.topleft = (80, 575)
	quit_rect.topleft = (80, 675)

	while 1:
		#event phase
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
			elif event.type == pygame.MOUSEBUTTONDOWN:
				if story_rect.collidepoint(event.pos):
					end = 'story'
				elif rhythm_rect.collidepoint(event.pos):
					end = 'rhythm'
				elif battle_rect.collidepoint(event.pos):
					end = 'battle'
				elif settings_rect.collidepoint(event.pos):
					end = 'settings'
				elif quit_rect.collidepoint(event.pos):
					sys.exit()

		#logic phase

		#render phase

		screen.fill((0, 0, 0))  # background goes here later

		screen.blit(story_img, story_rect)
		screen.blit(rhythm_img, rhythm_rect)
		screen.blit(battle_img, battle_rect)
		screen.blit(settings_img, settings_rect)
		screen.blit(quit_img, quit_rect)

		pygame.display.flip()

		fps_clock.tick(60)

		# navigation phase
		if end:
			break
	if end == 'story':
		story.main(screen)
	elif end == 'rhythm':
		rhythm_selection.main(screen)
	elif end == 'battle':
		battle.main(screen)
	elif end == 'settings':
		settings.main(screen)
Exemple #10
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def settings_menu():
    settings.main()
    homescreen()
Exemple #11
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def start_settings():
    """start the settings function, and return to title screen."""
    settings.main(MAIN_GAME_STATE, PICS['menu_background'])
    choose_function()