def initArea(self, areas): #for all areas in the list areas for newAreaJson in areas: #initialise a new area newArea = Area(newAreaJson) self.areasDict[newAreaJson["name"]] = newArea self.initTree()
def main(): PI = 0.0 print("Jay Ganesh.......") print("Enter Radius") No = float(input()) print("Enter Value of PI") PI = float(input()) ret = Area(No, PI) print("Radius of Circle is :", ret)
def __init__(self): self.__PLR_INIT_POS = [1,1] self.__PLR_INIT_FACE = Player.S self.__master = Tk() self.__w = Canvas(self.__master, width=WIN_WIDTH, height=WIN_HEIGHT) self.__w.pack() PLR_IMAGES = {Player.N:PhotoImage(file="images/playerN.gif"), \ Player.S:PhotoImage(file="images/playerS.gif"), \ Player.W:PhotoImage(file="images/playerW.gif"), \ Player.E:PhotoImage(file="images/playerE.gif")} IMAGES = {"images/floor_dirt.gif":PhotoImage(file="images/floor_dirt.gif"), \ "images/wall_rock.gif":PhotoImage(file="images/wall_rock.gif"), \ "images/door_ladder_down.gif":PhotoImage(file="images/door_ladder_down.gif"), \ "images/door_ladder_up.gif":PhotoImage(file="images/door_ladder_up.gif"), \ "images/interactive_sign.gif":PhotoImage(file="images/interactive_sign.gif"), \ "images/interactive_door.gif":PhotoImage(file="images/interactive_door.gif"), \ "images/door_door.gif":PhotoImage(file="images/door_door.gif"), \ "images/floor_door_mat.gif":PhotoImage(file="images/floor_door_mat.gif"), \ "images/wall_black.gif":PhotoImage(file="images/wall_black.gif"), \ "images/door_black.gif":PhotoImage(file="images/door_black.gif"), \ "images/wall_table_S.gif":PhotoImage(file="images/wall_table_S.gif"), \ "images/wall_table_N.gif":PhotoImage(file="images/wall_table_N.gif"), \ "images/floor_indoors.gif":PhotoImage(file="images/floor_indoors.gif"), \ "images/floor_door_mat.gif":PhotoImage(file="images/floor_door_mat.gif"), \ } Square.INIT(self.__w, IMAGES) areaInfo = self.__loadArea() self.__myA = Area(areaInfo[1:]) #first row contains other data self.__processData(areaInfo[0]) #self.__myA.initTest() self.__me = Player(self.__w, self.__PLR_INIT_POS, self.__PLR_INIT_FACE, PLR_IMAGES) Area.setPlayer(self.__me) self.__master.tk.call('tk', 'scaling', 2.0) #self.__oldUpdate() self.__update() self.__master.bind("<Key>", self.key) mainloop() '''
def Main(self): if self.quit == False: Handler = pygame.event.get() self.screen.fill((0, 0, 0)) if self.state == "World": if self.area == None: self.area = self.area = Area.Area( Wself.player("default.dfile"), "teron") temp = self.area.step(Handler) if temp != None: if temp[0] == "Fight": self.arena = Arena.Arena(Bself.player("default.dfile"), temp[1]) self.state = "Fight" if self.state == "Title": temp = self.Test.step(self.screen, Handler, []) if temp != None: self.state = temp if self.state == "Fight": #if pygame.mixer.music.get_busy()==False: # pygame.mixer.music.load('resc/Brainkrieg.ogg') # pygame.mixer.music.play() temp = self.arena.step(self.screen, Handler) if temp != None: t2 = [] for ID in temp: for c in range(0, len(self.area.grid)): if self.area.grid[c][ 0].group == "Bug" and self.area.grid[c][ 0].id == ID: t2.append(c) t2.sort(reverse=True) for num in t2: self.area.grid.pop(num) del t2 self.state = "World" #pygame.mixer.music.stop() self.fps = self.getFPS() self.screen.blit(self.font.render(self.fps, 0, (255, 0, 0)), (0, 0)) self.timer.tick(30) pygame.display.flip() self.getQuit(Handler) else: exit()
def read_accidents_from_file(date_object): localisations = Area.Localisation.make_dictionary() intersections = Area.Intersection.make_dictionary() type_of_collisions = Details.TypeOfCollision.make_dictionary() try: with open('Accidents.csv', 'r', encoding="ISO-8859-1") as csv_file: reader = csv.reader(csv_file, delimiter=',') for row in reader: date = Date.Date(read_hour(row[4]), read_minute(row[4]), int(row[3]), int(row[2]), 2000 + int(row[1])) if date_object == date: area = Area.Area(localisations[row[6]], intersections[row[7]]) details = Details.Details(type_of_collisions[row[9]]) accident = Accident.Accident(area, date, details) accidents.append(accident) except FileNotFoundError: print("Cannot open a file")
def __init__(self): self.time = 0 self.step = 0.003 self.path = Path.Path() pos = Position.Position(0, 0) pos.y = 420 self.path.add(pos, 0) pos.x = 90 self.path.add(pos, 1) pos.x = 180 self.path.add(pos, 1) pos.y = 180 self.path.add(pos, 2) pos.x = 420 self.path.add(pos, 2) pos.y = 500 self.path.add(pos, 2) pos.x = 750 self.path.add(pos, 2) pos.y = 330 self.path.add(pos, 1) pos.x = 1250 self.path.add(pos, 2) pos.x = 1350 self.path.add(pos, 2) self.tower = Towers.Tower(0, 0) self.map = Map.Map() self.area = Area.Area() self.wave = Wave.Wave(self.path) self.wave.nextWave() self.score = Score.Score() self.shop = Shop.Shop() self.isSetupDone = False self.setupTime = 0 self.newTower = False self.newTowerType = 0 self.enemies = pygame.sprite.Group() self.towerList = list() self.avg = list() self.timer = 0 self.startTimer = False
def main(): ##COMMENT OUT LINE IN __init__ OF Square CLASS BEFORE RUNNING Square.INIT(0) me = Player([2, 2]) Area.setPlayer(me) myA = Area() myA.initTest() print(myA) inp = input("What would you like to do? [w,a,s,d] [q]") while inp != "q": if inp == "w": me.setFacing(Player.N) me.move((-1, 0)) ##print("u" + str(me.getCurPos())) if myA.getSquare(me.getCurPos()).isWall(): print("moving back now") me.move((1, 0)) elif inp == "s": me.setFacing(Player.S) me.move((1, 0)) ##print(me.getCurPos()) if myA.getSquare(me.getCurPos()).isWall(): me.move((-1, 0)) elif inp == "a": me.setFacing(Player.E) me.move((0, -1)) ##print(me.getCurPos()) if myA.getSquare(me.getCurPos()).isWall(): me.move((0, 1)) elif inp == "d": me.setFacing(Player.W) me.move((0, 1)) ##print(me.getCurPos()) if myA.getSquare(me.getCurPos()).isWall(): me.move((0, -1)) if myA.getSquare(me.getCurPos()).isDoor(): me.setCurPos(myA.getSquare(me.getCurPos()).getLoc2()) print(myA) inp = input("What would you like to do? [w,a,s,d] [q]")
import Area area = Area.Area(Area.Localisation.Out_of_agglomeration, Area.Intersection.Intersection_in_X) #properties test assert area.localisation == Area.Localisation.Out_of_agglomeration assert area.intersection == Area.Intersection.Intersection_in_X #setters test area.localisation = Area.Localisation.In_built_up_areas area.intersection = Area.Intersection.Out_of_intersection assert area.localisation == Area.Localisation.In_built_up_areas assert area.intersection == Area.Intersection.Out_of_intersection
import Area import Car if __name__ == "__main__": circuleArea = Area.Area(10) print("圓面積:", circuleArea.getArea()) myCar = Car.Car() myCar.setColor("Blue") myCar.setMark("BMW") print("車子的顏色:", myCar.color) print("車子的品牌:", myCar.mark)
import Accident import Area import Date import Details object = Accident.Accident( Area.Area(Area.Localisation.In_built_up_areas, Area.Intersection.Out_of_intersection), Date.Date(12, 30, 5, 11, 2018), Details.Details(Details.TypeOfCollision.Multiple_collisions)) #properties test assert object.area.localisation == Area.Localisation.In_built_up_areas assert object.area.intersection == Area.Intersection.Out_of_intersection assert object.date == Date.Date(12, 30, 5, 11, 2017) assert object.details == Details.Details( Details.TypeOfCollision.Multiple_collisions) #setters test object.area = Area.Area(Area.Localisation.Out_of_agglomeration, Area.Intersection.Out_of_intersection) object.date = Date.Date(11, 50, 28, 2, 2017) object.details = Details.Details(Details.TypeOfCollision.By_the_side) assert object.area.localisation == Area.Localisation.Out_of_agglomeration assert object.date == Date.Date(11, 50, 28, 2, 2017) assert object.details == Details.Details(Details.TypeOfCollision.By_the_side)