def __init__(self, screen, game): self.textBox1 = pygame.Surface((100, 250)) self.textBox1.fill( yellow ) self.textBox2 = pygame.Surface((300, 100)) self.textBox2.fill( yellow ) self.playerkeys = 0 #for displaying messages or menus self.screen = screen self.invItems = [] self.frameBox1, r = load_image("hudBox1.bmp",-1) self.frameBox2, r = load_image("hudBox2.bmp",-1) self.weaponImg = range(4) self.weaponImg[0], r = load_image("sword.bmp",-1) self.armorImg = range(3) self.armorImg[0], r = load_image("bplate.bmp",None) self.armorImg[2], r = load_image("shield.bmp",None) self.scrollText = ['']*3 self.game = game self.gameBoard = game.gameBoard self.On = True
def train(**kwargs): cfg = Config() for k, v in kwargs.items(): setattr(cfg, k, v) transform = transforms.Compose([ transforms.ToTensor(), transforms.Normalize((0.485, 0.456, 0.406), (0.229, 0.224, 0.225)) ]) content = load_image(cfg.content, transform, max_size=cfg.max_size) style = load_image(cfg.style, transform, shape=[content.size(3), content.size(2)]) target = Variable(content.clone(), requires_grad=True) optimizer = torch.optim.Adam([target], lr=cfg.lr, betas=[0.5, 0.999]) vgg = VGGNet() if cfg.use_gpu: vgg.cuda() for step in range(cfg.total_step): target_features = vgg(target) content_features = vgg(Variable(content)) style_features = vgg(Variable(style)) style_loss = 0 content_loss = 0 for f1, f2, f3 in zip(target_features, content_features, style_features): # Compute content loss content_loss += torch.mean((f1 - f2)**2) _, c, h, w = f1.size() f1 = f1.view(c, h * w) f3 = f3.view(c, h * w) # Compute gram matrix f1 = torch.mm(f1, f1.t()) f3 = torch.mm(f3, f3.t()) style_loss += torch.mean((f1 - f3)**2) / (c * h * w) loss = content_loss + cfg.style_weight * style_loss optimizer.zero_grad() loss.backward() optimizer.step() if (step + 1) % cfg.log_step == 0: print('Step [%d/%d], Content Loss: %.4f, Style Loss: %.4f' % (step + 1, cfg.total_step, content_loss.data[0], style_loss.data[0])) if (step + 1) % cfg.sample_step == 0: denorm = transforms.Normalize((-2.12, -2.04, -1.80), (4.37, 4.46, 4.44)) img = target.clone().cpu().squeeze() img = denorm(img.data).clamp_(0, 1) torchvision.utils.save_image(img, 'output-%d.png' % (step + 1))
def __init__(self): self.myHero = hero.hero() self.myMenu = menu.menu() self.myMap = None self.levelDepth = 2 # a dungeon is just an array of maps self.myDungeon = [] for mapFileName in mapList: self.myDungeon += [map.map(mapFileName)] self.myMap = self.myDungeon[self.levelDepth] self.allsprites = pygame.sprite.RenderPlain((self.myHero)) #this is true while player is in a particular game self.gameOn = True #this is true while player is in a particular level self.levelOn = True self.gameBoard = pygame.Surface( [450,450] ) self.gameFrame, self.gameFrameRect = load_image('gamescreen600.bmp', -1) self.DIM = DIM # 0 : camera # 1 : sword # 2 : miss self.sounds = range(3) self.sounds[0] = pygame.mixer.Sound(os.path.join('SND', 'camera.wav' )) self.sounds[1] = pygame.mixer.Sound(os.path.join('SND', 'sword1.wav' )) self.sounds[2] = pygame.mixer.Sound(os.path.join('SND', 'miss.wav' )) self.myHud = hud.hud(screen, self) self.myBattle = battle.battle(screen,self.myHud)
def train_epoch(model, sess, train_list, merged): loss = 0.0 st, ed, times = 0, FLAGS.batch_size, 0 #print(len(train_list)) while st < len(train_list) and ed <= len(train_list): start_time = time.time() train_batch = train_list[st:ed] rg_list = [] black_list = [] encode_list = [] for image_dir in train_batch: img, img_black = load_image(image_dir, FLAGS.picture_size) img_encode = naive_encode(img[:, :, 1:], FLAGS.picture_size) rg_list.append(img[:, :, 1:]) black_list.append(img_black) encode_list.append(img_encode) feed = { model.x_: black_list, model.y_: rg_list, model.keep_prob: FLAGS.keep_prob, model.encode: encode_list, model.train: True } load_time = time.time() logging.debug("load:" + str(load_time - start_time)) summary, loss_, _ = sess.run([merged, model.loss, model.train_op], feed) logging.debug("run:" + str(time.time() - load_time)) loss += loss_ st, ed = ed, ed + FLAGS.batch_size times += 1 loss /= times return loss, summary
def __init__(self, left, top, way): Task.__init__(self) self.image = load_image("./img/gorem_tama.png", -1) self.rect.left = left self.rect.top = top self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height self.way = way
def __init__(self, filename): self.image = load_image(filename) self.rect = self.image.get_rect() self.images = [] for i in range(self.rect.w / 16): surface = pygame.Surface((16, 16)) surface.blit(self.image, (0, 0), (16 * i, 0, 16, 16)) surface = surface.convert() self.images.append(surface)
def __init__(self, filename): self.image = load_image(filename, -1) self.rect = self.image.get_rect() self.images = [] for i in range(self.rect.w / 16): surface = pygame.Surface((16, 16)) surface.blit(self.image, (0, 0), (16 * i, 0, 16, 16)) if i == 0: surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.images.append(surface)
def __init__(self, screen, hud): self.battleField = pygame.Surface( (300,300) ) self.battleField.fill( black ) self.images = range(3) self.screen = screen self.myMenu = menu.menu() self.images[0], r = load_image('cursor.bmp') self.myHud = hud
def __init__(self): pygame.init() self.screen = pygame.display.set_mode(SCR) pygame.display.set_caption(CAP) self.clock = pygame.time.Clock() self.quit = False self.pause_flag = False self.pause_image = load_image("./img/pause.png", -1) x = Tracker.instance().stage.data["x"] y = Tracker.instance().stage.data["y"] player_task = Player("./img/robot.png", "./img/robojump.png", x, y) Tracker.instance().add_task(player_task) Tracker.instance().player_task = player_task Tracker.instance().add_task(Boss0Task(180, 160)) ground_task = GroundTask() Tracker.instance().add_task(ground_task) Tracker.instance().ground_task = ground_task Tracker.instance().add_task(CountTask()) self.is_pressed_pause_key = False self.temp_surface = pygame.Surface((320, 240)).convert() base_image = load_image("./img/counter.png", -1) self.base_images = [] for i in range(base_image.get_rect().w / 16): surface = pygame.Surface((16, 16)) surface.blit(base_image, (0, 0), (16 * i, 0, 16, 16)) surface = surface.convert() surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) self.base_images.append(surface) import os for line in open(os.path.join(os.path.dirname(__file__), '../data/highscore.dat'),'r'): temp = line[:-1].split(':') self.highscore = temp[0] self.highstage = temp[1] self.rect = pygame.Rect(16, 16, 16 * 4, 16) self.image = pygame.Surface((16 * 4, 16)).convert() self.image.set_colorkey(self.image.get_at((0, 0)), RLEACCEL)
def titleLoop(self): titlecount = 0 start_draw_flag = True titleimage = load_image('./img/title.png', -1) startimage = load_image('./img/pushstart.png',-1) subtitleimage = load_image('./img/subtitle.png',-1) typed_start = False while not typed_start: titlecount += 1 if titlecount > 16: if start_draw_flag: start_draw_flag = False else: start_draw_flag = True titlecount = 0 game.screen.fill(color_blue) game.screen.blit(titleimage, (60, 50)) game.screen.blit(subtitleimage, (70, 110)) if start_draw_flag: game.screen.blit(startimage, (20,200)) tmpSurface = pygame.Surface((320, 240)) tmpSurface.blit(game.screen, (0, 0)) game.screen.blit(pygame.transform.scale(tmpSurface, (640, 480)), (0, 0)) pygame.display.flip() for event in pygame.event.get(): if (event.type == KEYDOWN and event.key == K_SPACE): typed_start = True if event.type == QUIT: self.quit = True if (event.type == KEYDOWN and event.key == K_ESCAPE): self.quit = True self.clock.tick(60) return
def __init__(self, player_task): Task.__init__(self) self.player_task = player_task self.image = pygame.Surface((16, 16)).convert() self.balloon = load_image("./img/balloon.png").convert() self.image.blit(self.balloon, (0, 0)) self.image.set_colorkey(self.image.get_at((0, 0)), RLEACCEL) self.rect.left = player_task.rect.left self.rect.top = player_task.rect.top - self.image.get_rect().height self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height
def __init__(self): Task.__init__(self) base_image = load_image("./img/counter.png", -1) self.base_images = [] for i in range(base_image.get_rect().w / 16): surface = pygame.Surface((16, 16)) surface.blit(base_image, (0, 0), (16 * i, 0, 16, 16)) surface = surface.convert() surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) self.base_images.append(surface) self.rect = pygame.Rect(120, 150, 16 * 4, 16) self.image = pygame.Surface((16 * 4, 16)).convert() self.image.set_colorkey(self.image.get_at((0, 0)), RLEACCEL) self.attacked_time = Tracker.instance().attacked_time
def __init__(self, left, top): Task.__init__(self) surface = load_image("./img/umb_bullet.png", -1) self.images = [] for i in range(2): self.images.append(pygame.Surface((16, 16))) self.images[i].blit(surface, (0, 0), (i * 16, 0, 16, 16)) self.images[i].set_colorkey(self.images[i].get_at((0, 0)), RLEACCEL) self.images[i] = self.images[i].convert() self.image = self.images[0] self.base_top = top self.rect.left = left self.rect.top = top self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height self.counter = 0
def __init__(self, left, top): Task.__init__(self) self.image = load_image("./img/mons_last.png", -1) self.images = [] self.images.append(pygame.Surface((39, 33))) self.images[0].blit(self.image, (0, 0), (0, 0, 39, 33)) self.images[0].set_colorkey(self.images[0].get_at((0, 0)), RLEACCEL) self.images[0] = self.images[0].convert() self.image = self.images[0] self.counter = 135 self.is_right = True self.base_left = left self.base_top = top self.rect.left = left self.rect.top = top self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height
def gameOver(self): gameoverimage = load_image('./img/gameover.png', -1) while True: game.screen.fill(color_blue) game.screen.blit(gameoverimage, (10, 50)) tmpSurface = pygame.Surface((320, 240)) tmpSurface.blit(game.screen, (0, 0)) game.screen.blit(pygame.transform.scale(tmpSurface, (640, 480)), (0, 0)) pygame.display.flip() self.clock.tick(60) for event in pygame.event.get(): if (event.type == KEYDOWN and event.key == K_SPACE): return if event.type == QUIT: self.quit = True return if (event.type == KEYDOWN and event.key == K_ESCAPE): self.quit = True return
def __init__(self, left, top): Task.__init__(self) self.image = load_image("./img/mons_slim.png", -1) self.images = [] for i in range(2): self.images.append(pygame.Surface((48, 64))) self.images[i].blit(self.image, (0, 0), (i * 48, 0, 48, 64)) self.images[i].set_colorkey(self.images[i].get_at((0, 0)), RLEACCEL) self.images[i] = self.images[i].convert() self.image = self.images[0] self.rect.left = left self.rect.top = top self.rect.width = self.image.get_rect().width self.rect.height = self.image.get_rect().height self.walk_rate = 0 self.walk_flag = False Tracker.instance().add_task(BossRingTask(self))
def main(): titleScreen = pygame.Surface(screenSize) titleScreen.fill(black) titleImg, titleRect = load_image('titlescreen.bmp', -1) titleScreen.blit(titleImg, (50,50) ) screen.blit(titleScreen, (0,0)) while True: screen.blit(titleScreen, (0,0)) clock.tick(20) for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: os.sys.exit() if event.key == pygame.K_SPACE: newGame = game() newGame.mainLoop(mapList) pygame.display.flip()
def valid_epoch(model, sess, valid_list, merged): loss = 0.0 st, ed, times = 0, 1, 0 index = 0 while st < len(valid_list) and ed <= len(valid_list): valid_batch = valid_list[st:ed] rg_list = [ ] ## this is the list of picture's a and b in the lab color space black_list = [ ] ## this is the list of picture's l in the lab color space encode_list = [] for image_dir in valid_batch: img, img_black = load_image(image_dir, FLAGS.picture_size) img_encode = naive_encode(img[:, :, 1:], FLAGS.picture_size) rg_list.append(img[:, :, 1:]) black_list.append(img_black) encode_list.append(img_encode) feed = { model.x_: black_list, model.y_: rg_list, model.keep_prob: FLAGS.keep_prob, model.encode: encode_list, model.train: False } loss_, output = sess.run([model.loss, model.output], feed) start_time = time.time() decode_output = naive_decode(output[0], FLAGS.picture_size) decode_time = time.time() logging.debug("decode:" + str(decode_time - start_time)) for_display(black_list[0], rg_list[0], decode_output, "./display/" + str(index)) logging.debug("displaytime:" + str(time.time() - decode_time)) index += 1 loss += loss_ st, ed = ed, ed + 1 times += 1 loss /= times return loss
def gameplay(time_to_win=60, hp=5, weapon_1_time=2, weapon_2_time=10, level_of_difficulty=2): global weapon, launch_time, the_current_time, time_of_1_weapon, time_of_2_weapon, \ count_hp, weapon_1_t, weapon_2_t, hearts, scope_weapon, screen pause_flag = False hearts = Hearts(hp) weapon_1_t = weapon_1_time weapon_2_t = weapon_2_time count_hp = hp secret = Secret() launch_time = new_time() all_sprites = pg.sprite.Group() cursor_sprite = pg.sprite.Group() laptops = return_laptop_sprite_group() cursor = Scope(cursor_sprite) lower_fon = return_lower_fon() # scope_weapon = pg.sprite.Sprite() scope_weapon.image = load_image("scope_weapon.png") scope_weapon.image = pg.transform.scale(scope_weapon.image, (50, 50)) scope_weapon.rect = scope_weapon.image.get_rect() lower_fon.add(scope_weapon) scope_weapon.rect.x = 96 scope_weapon.rect.y = 620 # bot_interaction_flag = False background_fon = Fon() rivals = [] esc = PauseButton(740, 740) opponent_1, opponent_2, opponent_3 = Enemy(all_sprites, level_of_difficulty, 50, 300), \ Enemy(all_sprites, level_of_difficulty, 300, 300), \ Enemy(all_sprites, level_of_difficulty, 550, 300) rivals.append(opponent_1) rivals.append(opponent_2) rivals.append(opponent_3) times = clock.tick() / FPS the_current_time = new_time() - launch_time while True: for event in pg.event.get(): try: if not bot_interaction_flag: n = event bot_interaction_flag = True elif event.type == pg.QUIT: pg.quit() sys.exit() elif event.type == 768: if event.unicode == '': if not pause_flag: pause_flag = True pause_time = the_current_time else: pause_flag = False launch_time += the_current_time - pause_time elif event.type == pg.KEYUP and int( event.unicode) != weapon and not pause_flag: if event.unicode == '1': scope_weapon.rect.x = 96 scope_weapon.rect.y = 620 weapon = 1 elif event.unicode == '2': scope_weapon.rect.x = 100 scope_weapon.rect.y = 730 weapon = 2 elif event.type == pg.MOUSEMOTION: if event.pos[1] >= 600: cursor.change_image('cursor.png') else: cursor.change_image('scope.png') cursor.moving_cursor(event.pos) elif event.type == pg.MOUSEBUTTONDOWN and not pause_flag: if event.pos[1] < 600: if weapon == 1: if (int(weapon_1_t - the_current_time + time_of_1_weapon) ) <= 0 and event.pos[1] < 300: time_of_1_weapon = new_time() - launch_time all_sprites.update(event, weapon=1) else: if (int(weapon_2_t - the_current_time + time_of_2_weapon)) <= 0: time_of_2_weapon = new_time() - launch_time all_sprites.update(event, weapon=2) if event.pos[0] >= 745 and event.pos[1] >= 610 and ( event.pos[0] <= 777 and event.pos[1] <= 652): hearts.add_hp() else: if event.pos[0] <= 170 and event.pos[1] < 700: scope_weapon.rect.x = 96 scope_weapon.rect.y = 620 weapon = 1 elif event.pos[0] <= 170 and event.pos[1] >= 700: scope_weapon.rect.x = 100 scope_weapon.rect.y = 730 weapon = 2 except: pass secret.draw() times = clock.tick() / FPS if not pause_flag and times > 0: for i in rivals: i.add_time(times) background_fon.draw_1_fon() all_sprites.draw(screen) background_fon.draw_2_fon() laptops.draw(screen) lower_fon.draw(screen) the_current_time = new_time() - launch_time if not pause_flag: draw_time_to_win(int(time_to_win - the_current_time)) draw_time_of_restarting_weapons( int(weapon_1_t - the_current_time + time_of_1_weapon), int(weapon_2_t - the_current_time + time_of_2_weapon)) else: draw_time_to_win(int(time_to_win - pause_time)) draw_time_of_restarting_weapons( int(weapon_1_t - pause_time + time_of_1_weapon), int(weapon_2_t - pause_time + time_of_2_weapon)) hearts.draw_hearts() esc.draw() if pause_flag: esc.draw_pause() if pg.mouse.get_focused(): pg.mouse.set_visible(False) cursor_sprite.draw(screen) else: pg.mouse.set_visible(True) pg.display.flip() clock.tick(FPS) if time_to_win - the_current_time < 0 and not pause_flag: # возвращаем победу pg.mouse.set_visible(True) return win.welcome_window(True) elif count_hp <= 0: # возвращаем порожение pg.mouse.set_visible(True) return win.welcome_window(False)
def __init__(self): Task.__init__(self) self.image = load_image("./img/yourscore.png", -1) self.rect = pygame.Rect(80, 80, self.image.get_rect().width, self.image.get_rect().height)
def __init__(self, filename, filename2, left, top): Task.__init__(self) self.is_jump_upping = False self.jumping_count = 0 self.base_x = 0 self.last_jump_height = 0 base_images = [] base_images.append(load_image(filename)) base_images.append(load_image(filename2)) self.rect = pygame.Rect(left, top, 0, 0) self.walk = {} self.way = Way.right self.walking = False self.walkcount = 0 self.is_pressed_bullet_key = False self.life = 9 surface = pygame.Surface((16, 16)) surface.blit(base_images[0], (0, 0), (0, 0, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.right_stop:surface}) surface = pygame.Surface((16, 16)) surface.blit(base_images[0], (0, 0), (16, 0, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.right_move:surface}) surface = pygame.Surface((16, 16)) surface.blit(base_images[0], (0, 0),(0, 16, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.left_stop:surface}) surface = pygame.Surface((16, 16)) surface.blit(base_images[0], (0, 0), (16, 16, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.left_move:surface}) surface = pygame.Surface((16, 16)) surface.blit(base_images[1],(0, 0), (0, 0, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.right_jump:surface}) surface = pygame.Surface((16, 16)) surface.blit(base_images[1], (0, 0), (16, 0, 16, 16)) surface.set_colorkey(surface.get_at((0, 0)), RLEACCEL) surface = surface.convert() self.walk.update({Motion.left_jump:surface}) self.image = self.walk[Motion.right_stop] self.is_pressed_bullet_key = False self.is_clear = False self.clear_counter = 0 Tracker.instance().add_task(Balloon(self))