def __init__(self, mood, length='random'): self.mood = mood if length == 'random': self.bars = [ bar.Bar(self.moods[mood]['pitch']) for _ in xrange(random.randint(5, 10)) ] else: self.bars = [ bar.Bar(self.moods[mood]['pitch']) for _ in xrange(int(length)) ] self.tempo = random.randint(self.moods[mood]['rhythm'][0], self.moods[mood]['rhythm'][1]) self.findFitness()
def __init__(self, number = st.number, dist = st.dist, window = None): self.number = number self.window = window self.set = [] if window != None: if dist == "triangle": for i in range(self.number): x = f.get_x(i, st.bar_w) y = f.get_y(i, st.step_h) self.set.append(bar.Bar(x, y, window_obj = window.create_rectangle(int(x), int(st.window_h), int(x + st.bar_w), int(st.window_h - y), fill = st.idle_c)))
def bars(): try: barset = self.api.get_barset(ticker, time_segment, length) bars = [] for b in barset[ticker]: bars.append(bar.Bar(b)) return bars except tradeapi.rest.APIError as err: logging.error( f'POST /bars/minute API Code: {err.code} HTTP Code: {err.status_code} Message: {str(err)}' ) return None
def start(self): # check if exists addon data folder if xbmcvfs.exists(__datapath__ + '/') == 0: xbmcvfs.mkdir(__datapath__ ) # open settings if frist run if xbmcvfs.exists(__datapath__ + '/settings.xml') == 0: __addon__.openSettings() # check mode try: self.mode = int(str(sys.argv[1])) except: self.mode = 0 debug.debug('=== FORCED START ===') debug.debug('MODE: ' + str(self.mode)) # get other args try: self.itemID = str(sys.argv[2]) self.itemTYPE = str(sys.argv[3]) except: self.itemID = '' self.itemTYPE = '' self.setXBMC = {} self.setXBMC['URL'] = __addon__.getSetting('url') self.setXBMC['Token'] = __addon__.getSetting('token') self.setXBMC['CheckSource'] = __addon__.getSetting('checkSource') self.setXBMC['Notify'] = __addon__.getSetting('notify') self.setXBMC['Auth'] = __addon__.getSetting('auth') self.setXBMC['AuthLogin'] = __addon__.getSetting('authLogin') self.setXBMC['AuthPass'] = __addon__.getSetting('authPass') self.versionWebScript = '2.8.0' self.progBar = bar.Bar() # debug settings for n, s in self.setXBMC.items(): debug.debug('XBMC: ' + n + ': ' + s) # prepare URL if self.setXBMC['URL'][-1:] != '/': self.setXBMC['URL'] = self.setXBMC['URL'] + '/' if self.setXBMC['URL'][:7] != 'http://' and self.setXBMC['URL'][:8] != 'https://': self.setXBMC['URL'] = 'http://' + self.setXBMC['URL'] self.setXBMC['URL'] = self.setXBMC['URL'] + 'sync.php?' + 'token=' + self.setXBMC['Token'] + '&option=' check(self)
def __init__(self): #ゲームの設定を行う pyxel.init(160, 120, caption="ブロック崩し", fps=45) self.playing = False # 作成したドット絵やタイルマップの情報を読み込む pyxel.load('BB_graphic.pyxres') self.bar = bar.Bar() self.balllist = ball.BallList() self.blockset = block.BlockSet() #フレーム毎にupdateとdrawを呼び出す pyxel.run(self.update, self.draw)
import pie, bar pie = pie.Pie() bar = bar.Bar() def chart_selection_prompt(): user_choice = 0 print("Please choose a Chart: \n1. Pie Chart\n2. Bar Chart") user_choice = int(input("Select your Preference : ")) if (user_choice != 1) and (user_choice != 2): print(user_choice) print("Wrong Choice! Try Again..\n") chart_selection_prompt() return user_choice def chart_title_prompt(): chart_title = input( "Enter the title of the chart: ") # Gets Chart Title as a string return chart_title def startup(): print("Chart Creator Version 1.0") print("--------------------------") user_choice = chart_selection_prompt( ) # Prompts the user to select the chart chart_title = chart_title_prompt() # Prompts user to input a chart title if user_choice == 1: # User Selects to draw a Pie Chart pie.set_chart_title(chart_title) pie.sector_count_prompt(
def test_new(self): bar.Bar()
import random import math import numpy as np import cv2 import pygame import pygame.midi pygame.midi.init() midi_output_port = pygame.midi.Output(device_id=0) window = pyglet.window.Window() # Create the pong rackets barImage = pyglet.resource.image('whiteBar.png') barSprite1 = bar.Bar(window, up_key=key.W, down_key=key.S, img=barImage) barSprite1.scale_y = 2. # stretch the bar image a bit vertically, looks nicer barSprite1.x = 20 barSprite1.y = (window.height - barSprite1.height) // 2 window.push_handlers( barSprite1.key_handler ) # the handler for key pressing events (created in the Bar class) is registered with the pyglet window barSprite2 = bar.Bar(window, up_key=key.UP, down_key=key.DOWN, img=barImage) barSprite2.scale_y = 2. # stretch the bar image a bit vertically, looks nicer barSprite2.x = window.width - barSprite2.width - 20 barSprite2.y = (window.height - barSprite2.height) // 2 window.push_handlers( barSprite2.key_handler ) # the handler for key pressing events (created in the Bar class) is registered with the pyglet window
def main(): # Inicializamos la pantalla pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption('TUBERIA 0.1') clock = pygame.time.Clock() # rellenamos el fondo background = pygame.Surface(screen.get_size()) background = background.convert() background.fill((163, 108, 54)) # mostramos un texto font = pygame.font.Font(None, 36) text = font.render("TUBERIA 0.1", 1, (10, 10, 10)) textpos = text.get_rect() textpos.centerx = background.get_rect().centerx background.blit(text, textpos) spriter = Spriteador((100, 100), 'bola11.png') #generamos los Mapas bolas = Bola(spriter.image, spriter.position, background, 1000) m = bolas.graphMap(400, 300) for t in m: background.blit(t.image, t.position) bolas.state_change_view() #fin generar Mapas # Los bares bares = {} for i in range(5): key = 'nodo' + str(6 + i) bares[key] = bar.Bar() bares[key].draw(screen, 500, 100 * i) # actualizamos(blit) todo en la pantalla screen.blit(background, (0, 0)) pygame.display.flip() # Event loop release1 = 1 release2 = 2 while 1: tictoc = clock.tick(60) for event in pygame.event.get(): if event.type == QUIT: return if pygame.mouse.get_pressed( )[0] == 1 and release1 == 1: # event.type == MOUSEBUTTONDOWN[1]: print "BOTON 1 MOUSE" mouse_pos = pygame.mouse.get_pos() estado = bolas.hit_or_not(mouse_pos) #print estado release1 = 0 if estado: # Actualizar bares for i in bares.keys(): bares[bolas.final_bar].alcohol = True if pygame.mouse.get_pressed()[0] == 0: release1 = 1 if pygame.mouse.get_pressed()[2] == 1 and release2 == 1: print "BOTON 2 MOUSE" release2 = 0 if pygame.mouse.get_pressed()[2] == 0: release2 = 1 screen.blit(background, (0, 0)) j = 1 for i in bares.keys(): bares[i].update() bares[i].draw(screen, 500, 100 * j) j = j + 1 pygame.display.flip()
# file: runme.py # Test various properties of classes defined in separate modules print("Testing the %import directive") import base import foo import bar import spam # Create some objects print("Creating some objects") a = base.Base() b = foo.Foo() c = bar.Bar() d = spam.Spam() # Try calling some methods print("Testing some methods") print("", end=' ') print("Should see 'Base::A' ---> ", end=' ') a.A() print("Should see 'Base::B' ---> ", end=' ') a.B() print("Should see 'Foo::A' ---> ", end=' ') b.A() print("Should see 'Foo::B' ---> ", end=' ') b.B()
def test(): foo = foo.Foo() bar = bar.Bar()
import bar from baz import Baz class Foo(object): def __init__(self, num): self.num = 4 foo = Foo(9) foo.num = 11 bar = bar.Bar(5) bar.num = foo.num baz = Baz(13) baz.num = 17 num = 11
def city_handler(self, event): """event handler of city""" #moves between menu items if event.type == KEYDOWN and event.key == K_UP: #moves the cursor up self.cursor_se.play() self.city.menu -= 1 if self.city.menu < 0: self.city.menu = MENU_MAX if self.city.menu == 2 and self.party.house == 0: self.city.menu -= 1 elif event.type == KEYDOWN and event.key == K_DOWN: self.cursor_se.play() self.city.menu += 1 if self.city.menu > MENU_MAX: self.city.menu = 0 if self.city.menu == 2 and self.party.house == 0: self.city.menu += 1 #move to each menu item if event.type == KEYDOWN and (event.key == K_SPACE or event.key == K_z or event.key == K_RETURN): self.select_se.play() self.city.music = 0 if self.city.menu == City.BAR: self.game_state = BAR self.city = None self.bar = bar.Bar() elif self.city.menu == City.INN: self.game_state = INN self.city = None self.inn = inn.Inn() elif self.city.menu == City.HOUSE: self.game_state = HOUSE self.city = None self.house = house.House() elif self.city.menu == City.SHOP: if len(self.party.member) == 0: #if it cannot be selected, continue music self.city.music = 1 else: self.game_state = SHOP self.city = None self.shop = shop.Shop(self) elif self.city.menu == City.TEMPLE: if len(self.party.member) == 0: self.city.music = 1 else: self.game_state = TEMPLE self.city = None self.temple = temple.Temple() elif self.city.menu == City.CASTLE: self.game_state = CASTLE self.city = None self.castle = castle.Castle() elif self.city.menu == City.TOWER: self.game_state = TOWER self.city = None self.tower = tower.Tower() elif event.type == KEYDOWN and event.key == K_x: self.game_state = MENU self.city = None self.menu = menu.Menu()
def setUp(self): self.items = range(5) self.mybar = bar.Bar(self.items)