def getKeyLoop(self, keys): if not self.jobs.input_box.update_required: Log.debug("Setting key {} to activate {}".format(Utils.keyToString(self.jobs.input_box.value), self.getting)) keys[self.getting] = self.jobs.input_box.value self.removeJob("input_box") Save.saveKeymap() ## Restore self.running = self.mainLoop
def Photo(e, tred, token, flag): try: pipe = rs.pipeline() color = rs.colorizer() ctx = rs.context() dev = ctx.query_devices() i = 0 while True: if dev[i].get_info(rs.camera_info.ip_address) == tred["IP"]: break i = i + 1 if i == len(dev): raise Exception('This camera is not avaiable') cfg = rs.config() cfg.enable_stream(rs.stream.depth, 640, 480, rs.format.z16, 30) cfg.enable_device(dev[i].get_info(rs.camera_info.serial_number)) print("3D cam started.") #Getting the depth sensor's depth scale (see rs-align example for explanation) while e.is_set(): if (synchronizer.Synchro(token) == 1): try: pipe.start(cfg) # This call waits until a new coherent set of frames is available on a device # Calls to get_frame_data(...) and get_frame_timestamp(...) on a device will return stable values until wait_for_frames(...) is called for j in range(0, 15): frames = pipe.wait_for_frames() depth_frame = frames.get_depth_frame() filename = "3D_%d" % (int(time.time())) if (flag == 1): depth_col = color.colorize(depth_frame) depth_data = np.asanyarray(depth_col.get_data(), dtype=np.uint16) Save.Save(filename, depth_data) else: depth_data = np.asanyarray(depth_frame.get_data(), dtype=np.uint16) Save.Savebw(filename, depth_data) print("immagine 3d") tred["acquiredImages"] = tred["acquiredImages"] + 1 tred["timestamp"] = str(time.gmtime().tm_year) + "-" + str( time.gmtime().tm_mon) + "-" + str( time.gmtime().tm_mday) + "T" + str( time.gmtime().tm_hour) + ":" + str( time.gmtime().tm_min) + ":" + str( time.gmtime().tm_sec) pipe.stop() synchronizer.Update() except Exception as exc: tred["error"] = str(exc) synchronizer.Update() break except Exception as err: tred["error"] = str(err) tred["status"] = "error" synchronizer.removefromQueue(token) e.clear()
def saveProjectAs(self): """ Save the current project to a file which will be selected by the user. """ Util.debug(2, "App.saveProjectAs", "Saving project as") fileName = str(QFileDialog.getSaveFileName(self.ui.workspace, "Save Project", self.projectDirectory(), "PySciPlot Project (*.psp);;All Files (*)")) Save.writeProjectToFile(self, fileName)
def getName(self): if not self.jobs.name_inputbox.update_required: Save.saveScore({"name": self.jobs.name_inputbox.value, "score": self.jobs.interface.jobs.board.score, "level": self.jobs.interface.jobs.board.level, "lines": self.jobs.interface.jobs.board.lines, }, state=self.jobs.interface.jobs.board.blocks, ) self.quitGame()
def saveProject(self): """ Save the current project to a file. If project has previously been saved, use that location. """ Util.debug(2, "App.saveProject", "Saving project") if self.currentProjectFile != "" and QFile.exists(self.currentProjectFile): Save.writeProjectToFile(self, self.currentProjectFile) else: self.saveProjectAs()
def getName(self): if not self.jobs.name_inputbox.update_required: Save.saveScore( { "name": self.jobs.name_inputbox.value, "score": self.jobs.interface.jobs.board.score, "level": self.jobs.interface.jobs.board.level, "lines": self.jobs.interface.jobs.board.lines, }, state=self.jobs.interface.jobs.board.blocks, ) self.quitGame()
def analize(): d = Save.get_data() words_to_ask = Save.get_words_to_ask() words_done = Save.get_words_done() sum_to_go = 0 sum_so_far = 0 for line in d: if line[4] < len(line[5]): sum_to_go += len(line[5]) - line[4] sum_so_far += line[4] print "words_to_go: " + str(len(words_to_ask)) print "words_done: " + str(len(words_done)) print "correct guesses: " + str(sum_so_far) print "total guesses: " + str(sum_to_go) + "\n"
def save(self, name): xlow = min(x for x, y in self.jobs.board.blocks) xhigh = max(x for x, y in self.jobs.board.blocks) ylow = min(y for x, y in self.jobs.board.blocks) yhigh = max(y for x, y in self.jobs.board.blocks) matrix = [[(x, y) in self.jobs.board.blocks for x in xrange(xlow, xhigh + 1)] for y in xrange(ylow, yhigh + 1)] Log.log("Created new tetromino, displaying below") Matrix.put(matrix) Save.saveTetromino(self.color, name, matrix) Shared.tetrominos = Load.loadTetrominos() return True
def Warn(): city=Save.get_city() if city==None: return msg = [] weather_info = weather.get_weather_info(city[1]) if weather_info == None: return [] if weather_info.today_rain and weather_info.tomorrow_rain: msg.append("今明两天的天气是:{weather} 出门记得带好雨伞".format( weather=weather_info.tomorrow_wearther)) elif weather_info.today_rain: msg.append("今天的天气是{weather} 记得带好雨伞".format( weather=weather_info.today_weather)) elif weather_info.tomorrow_rain: msg.append("明天的天气是:{weather} 记得准备好雨伞".format( weather=weather_info.tomorrow_wearther)) if int(weather_info.today_max_tmp)-int(weather_info.tomorrow_max_tmp) >= 10: msg.append("明天的最高气温是:{tmp}℃\n寒潮来袭 记得增添衣物\n".format( tmp=weather_info.tomorrow_max_tmp)) elif int(weather_info.tomorrow_max_tmp) >= 35: msg.append("明天的最高气温是:{tmp}℃\n气温过高 注意防暑\n".format( tmp=weather_info.tomorrow_max_tmp)) if len(msg) > 0: Window.MessageBox(msg)
def on_message(client, userdata, msg) : global shutdown m_decode=str(msg.payload.decode("utf-8","ignore")) if msg.topic=="Vision/"+config["topic"]+"/Cameras/shutdown": shutdown=int(m_decode) else: Save.SetMetadata(json.loads(m_decode),str(msg.topic))
def save(self, name): xlow = min(x for x, y in self.jobs.board.blocks) xhigh = max(x for x, y in self.jobs.board.blocks) ylow = min(y for x, y in self.jobs.board.blocks) yhigh = max(y for x, y in self.jobs.board.blocks) matrix = [ [(x, y) in self.jobs.board.blocks for x in xrange(xlow, xhigh+1)] for y in xrange(ylow, yhigh+1) ] Log.log("Created new tetromino, displaying below") Matrix.put(matrix) Save.saveTetromino(self.color, name, matrix) Shared.tetrominos = Load.loadTetrominos() return True
def checkSecondaryMenuClick(): global isInSecondaryMenu if quitRec.collidepoint(pygame.mouse.get_pos()): pygame.quit() return True if saveRec.collidepoint(pygame.mouse.get_pos()): pygame.draw.rect(window, (255, 255, 0), saveRec) Save.Save(player, map, playerInventory, map.index(currentRoom)) isInSecondaryMenu = False
def search_word_ger(): os.system('cls') data = Save.get_data() search = raw_input("Serch the word in german: ") for line in data: if search in line[7].lower(): print line print "\npress any key..."
def openMenu(p, w, h): ar = 5 Box = Screens.initMenu(w, h, ar) while True: Screens.printMenu(Box) c = (Getch.getch()) if c == 'p': return if c == 'w' or c == 's': ar = Screens.updateMenu(Box, ar, c) if c == '\r': if ar == 5: Map.viewMap() elif ar == 8: Bag.viewBag() elif ar == 11: Skill.viewSkills(p, w, h) elif ar == 14: Equip.mountItems(p, w * 2, h) elif ar == 17: Save.confirmExit(p, w, h)
def startMenu(newGameColor, loadGameColor, hoverColor, newGameRect, loadGameRect): global stageList global stage while True: #This loop controls the start screen for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONUP: if newGameRect.collidepoint(pygame.mouse.get_pos()): stage = StageClass.Stage(gridSize) #Initiallizing a stage stage.letFill() while graphicWordFinder.graphicWordFinder( stage, False ) == True: #Constantly checks the generated and loaded grids to #so as to avoid initial generation making words, or cheaters. graphicWordFinder.graphicWordFinder(stage, False) stageList = stage.getList() runGame() if loadGameRect.collidepoint(pygame.mouse.get_pos()): stage = Save.load() stageList = stage.getList() runGame() if newGameRect.collidepoint(pygame.mouse.get_pos()): newGameColor = hoverColor if loadGameRect.collidepoint(pygame.mouse.get_pos()): loadGameColor = hoverColor newGameText = font.render("New Game", True, newGameColor) h = newGameRect.centery newGameRect = newGameText.get_rect() newGameRect.centerx = screen.get_rect().centerx newGameRect.centery = h loadGameText = font.render("Load Game", True, loadGameColor) p = loadGameRect.centery loadGameRect = newGameText.get_rect() loadGameRect.centerx = screen.get_rect().centerx loadGameRect.centery = p screen.blit(background, (0, 0)) screen.blit(newGameText, newGameRect) screen.blit(loadGameText, loadGameRect) pygame.display.update() newGameColor = black loadGameColor = black
def CallSave(self, Unsaved): Save.FileSave(Unsaved) try: #Once fil has been saved we clear out the data so if we use the program again it doesn't merge the old file as well self.DataAndStats = None self.PastTrendReport = None self.TrendReportList = [] except Exception as ClearData: print( "an error occured while trying to reset the data.........ERROR: {}" .format(ClearData))
def looking_for_key(): os.system('cls') data = Save.get_data() words_to_ask = Save.get_words_to_ask() print 'due days: ' + str(d) + '\nwords to: ' + str( len(words_to_ask)) + '\naverage : ' + str( (len(data) - len(words_to_ask)) / d) + '\n' while True: if msvcrt.kbhit(): key = msvcrt.getch() if key == 'q': print "nuuuuu.." flg_ex = 1 flg_id = 0 sys.exit() if key == 'a': print "add a word" if key == 'p': analize() if key == 'w': print "start the quiz" time.sleep(1) quiz() if key == 's': print "search a word" search_word_ger() if key == 'l': print "L pressed" #s = Save.get_words_to_ask(2) quiz() if exit_flag(): threading.Timer(1, looking_for_key).start()
def runGame(): global saveGameColor global helpColor while True: #This is our main game loop if stage.movesRemaining <= 0: gameOverScreen() saveGameColor = black helpColor = black for event in pygame.event.get(): if event.type == QUIT: #So that we can exit the game by clicking the red x pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONUP: #If we click the mouse if event.button == 1: #If the mouse click was a left click if saveRect.collidepoint(pygame.mouse.get_pos() ): #If we clicked on "save game" Save.save(stage) print('saving') if helpRect.collidepoint( pygame.mouse.get_pos()): #If we click on "help" helpScreen() mouseClick(pygame.mouse.get_pos( )) #call the mouse click method on the coordinates else: reset( ) #We want a right click or any other kind of click to be an "undo" command if saveRect.collidepoint(pygame.mouse.get_pos( )): #Save button should turn red when we hover over it saveGameColor = hoverColor if helpRect.collidepoint( pygame.mouse.get_pos()): #Same with the help buttong helpColor = hoverColor screen.blit(background, (0, 0)) #Refresh the background image blitGrid() #Refresh the grid pygame.display.update() #Update the dispay
def create(): name = input("输入事件名称:") info = input("输入事件信息:") loop = int(input("选择提醒周期 1:一次 2:每天 3:每周\n:")) time = Event.event_time(-1, -1, -1, -1, -1) print('设置提醒时间') if loop == 1: time.year = int(input('输入年份:')) time.month = int(input('输入月份:')) time.day = int(input('输入天数:')) time.hour = int(input('输入小时:')) time.minute = int(input('输入分钟:')) elif loop == 2: time.hour = int(input('输入小时:')) time.minute = int(input('输入分钟:')) elif loop == 3: time.weekday = int(input('输入周几:')) time.hour = int(input('输入小时:')) time.minute = int(input('输入分钟:')) else: print("无效值") return Save.add_warn( Event.warn_info(Event.event(name, info), loop, time, Save.get_count()))
def load(self): data = IE.load() if data != -1: # Si on a pas eut d'erreur # On arrette tout revelation des cases en cours self.gameOver = False self.stopReveal() self.timer.stop() self.active = True self.firstClick = False # On ne modifie pas le champs de mine lors du premier click vu qu'on veut charger un champs de mine self.mf = data["mf"] self.timer.load(data["time"]) self.score, self.scoreMax = data["score"] self.draw() self.mkNotif("Progress has been loaded") else: self.mkNotif("Loading error: Couldn't access data.dem", "#AA3233")
class MessageBox(): last_thread=None #链式的线程队列 user_city=Save.get_city() if user_city==None: user_city=('未设置居住城市','') today_weather='' else: today_weather=get_weather(user_city[1]) def __init__(self,msg): self.last_thread=MessageBox.last_thread self.current_thread=threading.Thread(target=show,args=(msg,MessageBox.today_weather,MessageBox.user_city[0])) MessageBox.last_thread=self.current_thread if self.last_thread!=None: self.last_thread.join() self.current_thread.start()
def save(self): if self.gameOver: self.mkNotif("You cannot save when the game is over.", self.theme["Primary"]["warning"]) return if self.revealLoopId == None: # Si on est pas encore en train de reveler des cases sur le champs data = {"mf": self.mf, "time": self.timer.save(), "score": [self.score, self.scoreMax]} result = IE.save(data) if result == -1: self.mkNotif("An error occured while saving.", self.theme["Primary"]["warning"]) else: self.mkNotif("Progress Saved.") else: self.mkNotif("Wait a bit before saving.", self.theme["Primary"]["warning"])
def get_warn_queue(): events = Save.get_events() current_time = Event.get_current_time() warn_queue = [] if 'once' in events: for i in events['once']: if i.warntime >= current_time: warn_queue.append(i) if 'week' in events: weekday = Event.calc_weekday(current_time.year, current_time.month, current_time.day) for i in events['week']: if i.warntime.weekday == weekday: warn_queue.append(i) if 'day' in events: warn_queue += events['day'] warn_queue.sort(key=lambda x: (x.warntime.hour * 60 + x.warntime.minute)) return warn_queue
def load(number): try: saveFile = io.open("Saves/save" + str(number) + ".txt", "r", encoding="UTF-8") lines = saveFile.readlines() saveFile.close() s = Save.Save( loadImage(number), # image lines[0][0:len(lines[0]) - 1], # type lines[1][0:len(lines[1]) - 1], # scene int(lines[2][0:len(lines[2]) - 1]), # line lines[3], # date de creation number) return s except OSError: return None
def Photo(e, usb, token, exp): try: cam = xiapi.Camera() #start communication cam.open_device() img = xiapi.Image() #setting exposure if (exp == "auto"): cam.enable_aeag() else: cam.set_exposure(int(exp)) #start data acquisition print('Starting data acquisition...\n') cam.start_acquisition() cam.set_imgdataformat('XI_RGB24') while e.is_set(): if (synchronizer.Synchro(token) == 1): try: cam.get_image(img) data_num = img.get_image_data_numpy(invert_rgb_order=True) filename = 'USB_%d' % (int(time.time())) Save.Save(filename, data_num) print("New usb image...") usb["timestamp"] = str(time.gmtime().tm_year) + "-" + str( time.gmtime().tm_mon) + "-" + str( time.gmtime().tm_mday) + "T" + str( time.gmtime().tm_hour) + ":" + str( time.gmtime().tm_min) + ":" + str( time.gmtime().tm_sec) synchronizer.Update() usb["acquiredImages"] = usb["acquiredImages"] + 1 print("token: " + str(token)) except Exception as exc: usb["error"] = str(exc) synchronizer.Update() #stop data acquisition print('Usb Cam: Stopping acquisition...') cam.stop_acquisition() except Exception as err: usb["error"] = str(err) usb["status"] = "error" synchronizer.removefromQueue(token) e.clear() cam.close_device()
def quiz(): words_to_ask = Save.get_words_to_ask() print 'answer q to quit' d = Save.get_data() words_done = Save.get_words_done() sum_to_go = 0 sum_so_far = 0 for line in d: if line[4] < len(line[5]): sum_to_go += len(line[5]) - line[4] sum_so_far += line[4] if len(words_to_ask) == 0: Save.get_words_to_ask(1) questions = 5 print "words_to_go: " + str(len(words_to_ask)) print "correct guesses: " + str(sum_so_far) print "total guesses: " + str(sum_to_go) + "\n" for _ in range(questions): rand = int(time.time() * 100 % len(words_to_ask)) answer = raw_input("%s = " % words_to_ask[rand][2]) if answer == words_to_ask[rand][5].lower(): Save.add_combos(words_to_ask[rand][0]) print "CORECT - %s\n" % words_to_ask[rand][1] else: print "WRONG... %s - " % words_to_ask[rand][ 5] + " %s\n" % words_to_ask[rand][1] Save.add_wrongs(words_to_ask[rand][0]) print 'gata' time.sleep(1)
def get(self, controls, thread_num=100, host='127.0.0.1', port=6379): thread_pool = ThreadPoolExecutor(max_workers=thread_num) save = Save.Save(host, port) log = Log.Log() for control in controls: url = control['control_get']['url']['url'] regular = control['control_get']['url']['regular'] pages = control['control_get']['pages'] sleep_time = control['control_get']['sleep_time'] times = control['control_get']['times'] timeout = control['control_get']['timeout'] timeout_num = control['control_get']['timeout_num'] control_catch = control['control_catch'] catch = Catch.Catch(url, control_catch) for page in range(1, pages + 1): page_url = regular % (url, page) thread = thread_pool.submit(self.__get, catch, save, log, page_url, sleep_time, times, timeout, timeout_num) thread_pool.shutdown() save.finish() log.catch_redis_log(self.__num)
def turnOff(option, options): options[option] = False Save.saveOptions()
def turnOn(option, options): options[option] = True Save.saveOptions()
import keras import Save import Load import MyUtil import DenseModel import ConvModel ''' #已将数据集通过pickle打包为文件,直接load即可 Save.SaveImageAsPk('train') Save.SaveImageAsPk('test') Save.SaveLabelAsPk('test') Save.SaveLabelAsPk('train') ''' (raw_train_image, raw_train_label) = Load.load_train() (raw_test_image, raw_test_label) = Load.load_test() My_model = DenseModel.BuildDenseModel() (train_image, train_label) = DenseModel.ProcessDataWithDense(raw_train_image, raw_train_label) (test_image, test_label) = DenseModel.ProcessDataWithDense(raw_test_image, raw_test_label) ''' My_model = ConvModel.BuildConvModel() (train_image, train_label) = ConvModel.ProcessDataWithConv2D(raw_train_image, raw_train_label) (test_image, test_label) = ConvModel.ProcessDataWithConv2D(raw_test_image, raw_test_label) ''' My_model.summary()
def main(currentWorld, path, windowRect, level, background, obstacles, teleports, position, Hero, char, attack, defense, Enemy, heroSprite, enemySprites): leftcount = 0 while True: fpsClock.tick(45) # max of 45fps for event in pygame.event.get(): #print event if event.type == QUIT: #check for quit signal and properly terminate. shutdown() return if event.type == KEYDOWN: # checks for actions #print event.key if event.key == K_ESCAPE: #escape key exits shutdown() return elif event.key == K_l: Save.saveGame(currentWorld, Hero.getRect().topleft, Hero.health, Enemy.getRect().topleft, Enemy.health, Enemy.world, Enemy.old_state, Enemy.state) elif (event.key == K_LEFT) or (event.key == K_RIGHT) or (event.key == K_DOWN) or (event.key == K_UP): # Checks for arrow keys and moves the character in that direction Hero.start(event.key, obstacles) #Enemy.start(event.key, obstacles) else: k, q = 1,1 #counters while k == 1: if q == 1: #this is a way to prevent a bug where everything was being done twice causing a crash reader = KeyReader(event.key, window, fpsClock.tick(45)) k, backg, track = reader.testKey(background) # from KeyReader.py inventory = InventoryMap(window) #initializes the inventory system if track == 'inventory': item = inventory.moveCursor(False,track) if item != False and item != None: Hero.changeSheet(os.path.join('SpriteDev','Sheets',item.rstrip())) #updates the sprite sheet to be of the character holding the weapon pygame.display.flip() #updates the screen heroSprite = pygame.sprite.RenderPlain(Hero) #renders the sprite break elif track == 'weapons': item = inventory.moveCursor(True,track) if item != False and item != None: Hero.changeSheet(os.path.join('SpriteDev','Sheets',item.rstrip())) #updates the sprite sheet to be of the character holding the weapon pygame.display.flip() #updates the screen heroSprite = pygame.sprite.RenderPlain(Hero) #renders the sprite #if item.rstrip() == "Sword.png": attack, defense = weaponData(item) break elif track == 'swing': kill = swing(Hero, attack, defense, Enemy) if kill == True: Enemy.kill(True) enemycollide = False break if backg != 1 and track == 'talk': #just a testing thing dialogueLoop(k, path) # see documentation there level = Level(path, windowRect) #re parses teh backround level.read_map() background = level.render() #resets the background #if Hero.old_state == None: # print "down" # print attack #elif Hero.state == 'still': #and Hero.state != None: # print Hero.old_state+" old" # print attack #else: # print Hero.state+" current" # print attack #print isinstance(k, int) if k == 42: #42 is the official quit signal for k q = 0 elif isinstance(k, int) != True: # checks to see if k value is a code or string #print "break" break elif event.key == K_ESCAPE: shutdown() #makes sure that pressing escape quits the program return else: q +=1 #iterates the main loop if nothing happens if backg != 1: change_Background(backg, (0,0), True) if track == 'quit': break pygame.display.flip() elif event.type == KEYUP: #stops movement when arrow key is released #print Hero.state,"hero" Hero.stopSimple() #Enemy.stopSimple() #print Hero.state,"hero" herocollide = True if Enemy.alive() == True: herocollide = Enemy.check_collision(Enemy.getRect(),[Hero.getRect()]) enemyCollide = Hero.check_collision(Hero.getRect(),[Enemy.getRect()]) else: enemyCollide = False if herocollide != True: Enemy.AI(Hero.getRect().center, obstacles) #Enemy2.AI(Hero.getRect().center, obstacles) elif Enemy.alive(): Enemy.stop(20) damage = .25-float(defense) if damage < 0: damage = 0 Hero.health -= damage #print "hero: %s" % Hero.health #print Hero.rect.size if leftcount == 140: leftcount = 0 #if leftcount%10 == 0: #print Enemy.rect.center char.update(obstacles) #checks for collisions between sprites if enemyCollide != False and Enemy.alive() == True: #print "Here" Hero.stop(5) path_2 = Hero.check_teleport(currentWorld, teleports) #checks to see if the character has moved to a different world if (path_2 != path) and (path_2 != None): #if path_2 is different than the already existent one, and exists path = path_2 #sets path to path_2 #print "main path:", path level = Level(os.path.join('conf',path), windowRect) level.read_map() #redoes the level render currentWorld = Hero.getWorld() #sets the current word to wherever the hero is so that background can be properly rendered #print currentWorld background = level.render() #makes the background char = pygame.sprite.RenderPlain(Hero) teleports = [] # clears the sets obstacles = [] obstacles, teleports = getTiles() # resets the tiles if Hero.health <= 0: shutdown() #Test = Hero.check_collision(Hero.getRect(),[Enemy.getRect()]) #print Test change_Background(background, (0,0), True, char) updateHearts(Hero.health) # window.blit(background, (0,0)) # char.draw(window) # pygame.display.flip() save = [currentWorld, Hero.getRect().topleft, Hero.health, Enemy.getRect().topleft, Enemy.health]
def handleKeyboardInput(keys, paused, enemies): #Enemies param for testing mouse = False for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: Save.createFile() pygame.quit() quit() if event.key == pygame.K_w: keys[0] = True #Left elif event.key == pygame.K_s: keys[1] = True #Right if event.key == pygame.K_a: keys[2] = True elif event.key == pygame.K_d: keys[3] = True if event.key == pygame.K_1: keys[4] = True if event.key == pygame.K_2: keys[5] = True if event.key == pygame.K_3: keys[6] = True if event.key == pygame.K_RETURN: keys[7] = True if event.key == pygame.K_m: keys[8] = True if event.type == pygame.KEYUP: if event.key == pygame.K_w: keys[0] = False elif event.key == pygame.K_s: keys[1] = False if event.key == pygame.K_a: keys[2] = False elif event.key == pygame.K_d: keys[3] = False if event.key == pygame.K_1: keys[4] = False if event.key == pygame.K_2: keys[5] = False if event.key == pygame.K_3: keys[6] = False if event.key == pygame.K_RETURN: keys[7] = False if event.key == pygame.K_m: keys[8] = False if event.key == pygame.K_p: #Add pause to keys if not paused: paused = True else: paused = False if event.type == pygame.MOUSEBUTTONDOWN: if pygame.mouse.get_pressed()[0]: mouse = True return keys, mouse, paused
def ScoreScreen(): #globals global userStart global scorehealth global scoreenemystart global scorebonus global PlayerName userStart = 0 #screen setup pygame.display.set_caption("Halo - Chris Bonner") background = pygame.Surface(screen.get_size()) background.fill((0, 0, 0)) screen.blit(background, (0, 0)) #sound sndMenu.play(-1) sndLaser.set_volume(0.7) sndRifle.set_volume(0.3) #picture for sprite class pygame.mouse.set_visible(True) try: startscreen = os.path.join('Sprites','startscreen.png') graphicname = os.path.join('Sprites','Graphic.bmp') mousepic = os.path.join('Sprites','mouse.bmp') except: sys.exit("could not load image files in 'Sprites' folder :-(") #sprite class startscreen = startscreenclass.startscreen(screen, startscreen) Halo = startscreenclass.HaloGraphic(screen,graphicname) Mouse = startscreenclass.tempMouse(screen,mousepic) #score score = "%s" %(scorehealth + scoreenemystart + scorebonus) #saving score HighScoreOld = [] HighScoreOld = Save.Scores() HighScoreNew = [] NameScore = [] NameScore = Save.Names() a = 0 try: if PlayerName == None: PlayerName = "Player" except: PlayerName = "Player" for (i, item) in enumerate(HighScoreOld): if int(item) < int(score): HighScoreNew.append(item) elif int(item) >= int(score) and a == 0: HighScoreNew.append(score) NameScore.remove(NameScore[i]) NameScore.insert(i, PlayerName) a = 1 else: HighScoreNew.append(item) Save.WriteScores(HighScoreNew) Save.WriteNames(NameScore) HighScoreNew.reverse() NameScore.reverse() #label Score lblScore = miniGUI.Label() lblScore.font = pygame.font.SysFont(None, 50) lblScore.text = "Your Score %s" % score lblScore.center = (400,200) lblScore.size = (350,40) lblScore.bgColor = ((0x00, 0x00, 0x00)) lblScore.fgColor = ((0xFF, 0xFF, 0xFF)) lblHighScores = miniGUI.Label() lblHighScores.font = pygame.font.SysFont(None, 50) lblHighScores.text = "High Scores" lblHighScores.center = (100,50) lblHighScores.size = (200,40) lblHighScores.bgColor = ((0x00, 0x00, 0x00)) lblHighScores.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore1 = miniGUI.Label() lblScore1.font = pygame.font.SysFont(None, 30) lblScore1.text = "%s" % NameScore[0] + " " + "%s" % HighScoreNew[0] lblScore1.center = (100,100) lblScore1.size = (150,25) lblScore1.bgColor = ((0x00, 0x00, 0x00)) lblScore1.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore2 = miniGUI.Label() lblScore2.font = pygame.font.SysFont(None, 30) lblScore2.text = "%s" % NameScore[1] + " " + "%s" % HighScoreNew[1] lblScore2.center = (100,150) lblScore2.size = (150,25) lblScore2.bgColor = ((0x00, 0x00, 0x00)) lblScore2.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore3 = miniGUI.Label() lblScore3.font = pygame.font.SysFont(None, 30) lblScore3.text = "%s" % NameScore[2] + " " + "%s" % HighScoreNew[2] lblScore3.center = (100,200) lblScore3.size = (150,25) lblScore3.bgColor = ((0x00, 0x00, 0x00)) lblScore3.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore4 = miniGUI.Label() lblScore4.font = pygame.font.SysFont(None, 30) lblScore4.text = "%s" % NameScore[3] + " " + "%s" % HighScoreNew[3] lblScore4.center = (100,250) lblScore4.size = (150,25) lblScore4.bgColor = ((0x00, 0x00, 0x00)) lblScore4.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore5 = miniGUI.Label() lblScore5.font = pygame.font.SysFont(None, 30) lblScore5.text = "%s" % NameScore[4] + " " + "%s" % HighScoreNew[4] lblScore5.center = (100,300) lblScore5.size = (150,25) lblScore5.bgColor = ((0x00, 0x00, 0x00)) lblScore5.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore6 = miniGUI.Label() lblScore6.font = pygame.font.SysFont(None, 30) lblScore6.text = "%s" % NameScore[5] + " " + "%s" % HighScoreNew[5] lblScore6.center = (100,350) lblScore6.size = (150,25) lblScore6.bgColor = ((0x00, 0x00, 0x00)) lblScore6.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore7 = miniGUI.Label() lblScore7.font = pygame.font.SysFont(None, 30) lblScore7.text = "%s" % NameScore[6] + " " + "%s" % HighScoreNew[6] lblScore7.center = (100,400) lblScore7.size = (150,25) lblScore7.bgColor = ((0x00, 0x00, 0x00)) lblScore7.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore8 = miniGUI.Label() lblScore8.font = pygame.font.SysFont(None, 30) lblScore8.text = "%s" % NameScore[7] + " " + "%s" % HighScoreNew[7] lblScore8.center = (100,450) lblScore8.size = (150,25) lblScore8.bgColor = ((0x00, 0x00, 0x00)) lblScore8.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore9 = miniGUI.Label() lblScore9.font = pygame.font.SysFont(None, 30) lblScore9.text = "%s" % NameScore[8] + " " + "%s" % HighScoreNew[8] lblScore9.center = (100,500) lblScore9.size = (150,25) lblScore9.bgColor = ((0x00, 0x00, 0x00)) lblScore9.fgColor = ((0xFF, 0xFF, 0xFF)) lblScore10 = miniGUI.Label() lblScore10.font = pygame.font.SysFont(None, 30) lblScore10.text = "%s" % NameScore[9] + " " + "%s" % HighScoreNew[9] lblScore10.center = (100,550) lblScore10.size = (150,25) lblScore10.bgColor = ((0x00, 0x00, 0x00)) lblScore10.fgColor = ((0xFF, 0xFF, 0xFF)) #button retry btnRetry = miniGUI.Button() btnRetry.text = "Retry?" btnRetry.center = (400,300) btnRetry.size = (75,21) btnRetry.bgColor = (0x00,0x00,0x00) btnRetry.fgColor = (0xFF, 0xFF, 0xFF) #button Menu btnMenu = miniGUI.Button() btnMenu.text = "Main Menu" btnMenu.center = (400, 350) btnMenu.size = (120,21) btnMenu.bgColor = (0x00,0x00,0x00) btnMenu.fgColor = (0xFF,0xff,0xff) #button Exit btnExit = miniGUI.Button() btnExit.text = "Exit" btnExit.center = (400,400) btnExit.size = (50,21) btnExit.bgColor = (0x00,0x00,0x00) btnExit.fgColor = (0xff,0xff,0xff) #sprite ordered update allsprites = pygame.sprite.OrderedUpdates(startscreen,Halo,lblScore,lblHighScores, lblScore1,lblScore2,lblScore3,lblScore4,lblScore5,lblScore6,lblScore7, lblScore8,lblScore9,lblScore10,btnRetry,btnMenu,btnExit,Mouse) #set clock and game loop clock = pygame.time.Clock() keepGoing = True while keepGoing: #clock ticks clock.tick(60) #mouse visibily off pygame.mouse.set_visible(False) #exit event or game start for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.display.quit() pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: Keepgoing = False pygame.display.quit() pygame.quit() sys.exit() if btnRetry.active == True: sndMenu.stop() main() elif btnMenu.active == True: StartScreen() elif btnExit.active == True: Keepgoing = False pygame.display.quit() pygame.quit() sys.exit() #clear, updates and flip allsprites.clear(screen,background) allsprites.update() screen.blit(background, (0, 0)) allsprites.draw(screen) pygame.display.flip()
import Save print() print('--SlideWord--') select = None while select == None: select = input('Start a new Game (n)' + '\n' + 'Continue from last (c)' + '\n') if select == 'n': size = input("Select Grid Size: ") stage = StageClass.Stage(str(size)) print() stage.letFill() print() elif select == 'c': stage = Save.load() else: print("Please print out a valid selection!" + '\n' + '(Look in the brackets for what to put in.)') select = None while WordFinder.wordFinder( stage, False) == True: #Constantly checks the generated and loaded grids to #so as to avoid initial generation making words, or cheaters. WordFinder.wordFinder(stage, False) #Checks to see if the loaded or randomly made grid already had words. #We're not letting them off easy. stage.gridDisplay() print("To save and quit, input 'quit' at any time!") gameStop = None
__author__ = 'Jason' import os os.environ['SDL_VIDEO_CENTERED'] = '1' import pygame import Level import Fighter import Sprite import Color import House import Font import PyButton import Weapons import random import Save loadData = Save.readFile() pygame.init() width = Level.width + 2 * Level.offset.x height = Level.height + 2 * Level.offset.y print(width, height) screenSize = (width, height) screen = pygame.display.set_mode(screenSize) pygame.display.set_caption("Defender v0.5") running = True FPS = Level.FPS spawnCooldown = FPS * 1.8 clock = pygame.time.Clock() pygame.mouse.set_visible(False) pygame.mixer.music.load('res/music/menuMusic.ogg')
import Save from datetime import date import datetime import time import os due = date(2019, 1, 31) d = (due - date.fromtimestamp(time.time())).days os.system('cls') data = Save.get_data() while True: os.system('cls') print 'due days: ' + str(d) + '\naverage : ' + str(len(data) / d) + '\n' option = input("Option: ") Save.add_combos(option)
def turnOff(option, options): Log.debug(option) if options.get(option) != None: Log.warning("Turning off non-existent option: {}".format(repr(option))) options[option] = False Save.saveOptions()
def Load_level_1(screen, choice, P, Approval_SpecialDraw, Screen_Diff, ScreeX): #Creates the level L.Screen_DiffX = Screen_Diff[0] L.Screen_DiffY = Screen_Diff[1] if choice == "normal": E1 = level(20, 948, 100, 20, black) El = [E1] L.i = 0 return El, L.i elif choice == "save": import Save L.El, L.EnemyGroup, PowerUpGroup = Save.Save(screen) L.i = 2 return L.El, L.i, L.StarL, L.EnemyGroup, PowerUpGroup elif choice == "custom": if L.w == 0: Trump_Wall = level(screen, 0, 0 - Screen_DiffX, 0 - Screen_DiffY, 40, 1680, black, False, True, Block_Image) Origin_Block = level(screen, 0, -1 - Screen_DiffX, 0 - Screen_DiffY, 1, 1, white, True) L.Done = level(screen, 0, 1480 - Screen_DiffX, 940 - Screen_DiffY, 200, 40, green, True) E1 = level(screen, 0, OPS.width / 2, 948 - Screen_DiffY, 100, 20, black, True) L.El.append(L.Done) L.El.append(E1) L.El.append(Origin_Block) L.El.append(Trump_Wall) L.w = 1 #for i in range(0, random.randint(2,12)): # print("Haga: ", i) # L.Star[i]=SC.Points(screen) # L.StarL.append(L.Star[i]) if pygame.mouse.get_pressed()[0] == True: #Left Click and drag to draw if L.id == 0: L.x, L.y = pygame.mouse.get_pos() print(L.x) print(L.y) L.j = 1 L.id = 1 if pygame.mouse.get_pressed()[2] == True: #Left Click and drag to draw if L.id == 1: E = {} L.x1, L.y1 = pygame.mouse.get_pos() if L.x > L.x1: Tx = L.x L.x = L.x1 L.x1 = Tx if L.y > L.y1: Ty = L.y L.y = L.y1 L.y1 = Ty print(L.x1) print(L.y1) PrevX1 = L.x1 width = L.x1 - L.x height = L.y1 - L.y E[L.st] = level(screen, PrevX1, L.x - ScreeX, L.y, width, height, black, True) L.El.append(E[L.st]) L.st += 1 L.j == 2 L.id = 0 if random.randint(0, 100) < 20: Double = {} Double[L.st] = C.Power_Ups(rand.Randomize("Power_Ups"), random.randint(L.x, L.x1), L.y - 33) Double[L.st].Hitbox(screen) L.Power_UpsGroup.append(Double[L.st]) if pygame.mouse.get_pressed( )[1] == True and L.Cant_Enemy == False: #Middle click to create enemies L.x1, L.y1 = pygame.mouse.get_pos() Enemy = {} Enemy[L.StEnemy] = SC.Enemy(L.x1, L.y1) Enemy[L.StEnemy].Hitbox(screen) L.EnemyGroup.append(Enemy[L.StEnemy]) L.StEnemy += 1 L.T1 = time.clock() L.Cant_Enemy = True if time.clock() - L.T1 > 0.25: L.Cant_Enemy = False if len(L.El) > 1000: L.i = 0 L.El.remove(L.Done) if L.j == 2: L.j == 0 if L.x > 1480 and L.x < 1720 and L.y > 940 and L.y < 1020: L.i = 2 L.El.remove(L.Done) return L.El, L.i, L.StarL, L.EnemyGroup, L.Power_UpsGroup
level.read_map() background = level.render() window.blit(background, (0,0)) obstacles, teleports = getTiles() pygame.display.flip() position = getCharacter() Hero = Sprite.Sprite(position, obstacles, os.path.join('SpriteDev','Sheets','spritesheet1.png'),(os.path.join('SpriteDev','UpStill.png'),os.path.join('SpriteDev','RightStill.png'),os.path.join('SpriteDev','DownStill.png'),os.path.join('SpriteDev','LeftStill.png')), True) Enemy = Enemies.Enemy((400,500), obstacles, os.path.join('SpriteDev','Sheets','enemysheet.png'),(os.path.join('SpriteDev','EnemyUpStill.png'),os.path.join('SpriteDev','EnemyRightStill.png'),os.path.join('SpriteDev','EnemyDownStill.png'),os.path.join('SpriteDev','EnemyLeftStill.png')), currentWorld, True) char = pygame.sprite.RenderPlain(Hero, Enemy) heroSprite = pygame.sprite.RenderPlain(Hero) enemySprites = pygame.sprite.RenderPlain(Enemy) h = 0 main(currentWorld, path, windowRect, level, background, obstacles, teleports, position, Hero, char, attack, defense, Enemy, heroSprite, enemySprites) if ButtonRect2.collidepoint(event.pos) == True: save = [] save = Save.loadGame(window) currentWorld, heroPos, heroHealth, enemyPos, enemyHealth, enemyWorld, oldstate, newstate = save attack = 1 defense = 0 if currentWorld!='Home' and currentWorld!='H': currentWorldPath="World"+str(currentWorld)+".map" else: currentWorldPath='levelmap' path = os.path.join('conf',currentWorldPath) itemPath = 'ItemData' windowRect = window.get_rect() level = Level(path, windowRect) level.read_map() background = level.render() window.blit(background, (0,0)) heroPos = heroPos.strip(")")
def run(data, param): Save.run(data, param) print "Goodbye." exit()