Пример #1
0
        def __init__(self, view):
            self.view = view
            print('Generating world...')
            Maps.generate_world(self.view.server.numPlayers() + 1)

            print("Sending world data")
            self.view.server.sendtoall(Maps.get_world())
Пример #2
0
    def update(self):
        self.loadPlayers()

        for event in pygame.event.get():
            if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                self.quit()
            elif event.type == pygame.KEYDOWN or event.type == pygame.KEYUP:
                self.playerHost.updateKeyboard()
                if event.key == pygame.K_w:
                    self.playerHost.direction = 'w'
                elif event.key == pygame.K_s:
                    self.playerHost.direction = 's'
                elif event.key == pygame.K_a:
                    self.playerHost.direction = 'a'
                elif event.key == pygame.K_d:
                    self.playerHost.direction = 'd'
            elif event.type == pygame.MOUSEMOTION:
                mouseX, mouseY = event.pos
                self.playerHost.setMousePosition(mouseX, mouseY)
            elif event.type == pygame.MOUSEBUTTONDOWN or event.type == pygame.MOUSEBUTTONUP:
                self.playerHost.updateMouseButtons()

        Maps.update()

        threading.Thread(target=self.sendData).start()
Пример #3
0
    def __init__(self):
        '''
        Constructor
        '''

        Maps.generate_world(2)

        self.player = PlayerHost(0, 300, 300, 0)
        Maps.maps[0].add_player(self.player)
Пример #4
0
def get_movie_objs(data_dict):



    movies = set([])



    for theatre in data_dict.keys():

        address = data_dict[theatre]['address']

        (lat,lng) = Maps.get_coordinates(address)

        for name in data_dict[theatre]['movies'].keys():

            run_time = data_dict[theatre]['movies'][name]['run_time']

            for time in data_dict[theatre]['movies'][name]['start_times']:

                movie_obj = movie(name, time, run_time, theatre, lat, lng)

                movies.add(movie_obj)



    return movies
Пример #5
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 def __init__(self, window):
     self.screen = window.screen
     self.width = window.width
     self.height = window.height
     self.map = Maps.getMap(2)
     self.isChest = False
     self.loadSprites()
Пример #6
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    def state_loop(self):
        while self.open:

            try:
                data, addr = self.socket.recvfrom(16384)

                data = msgpack.loads(data)

                if data == "Sending game data":
                    self.downloading = True
                    self.send("Waiting for data")
                    print(str(data), addr)
                    print("Waiting for data")
                elif isinstance(data, dict):
                    dataType = data.keys()[0]
                    if dataType == "World":
                        Maps.load_world(data)
                        self.worldLoaded = True
                        self.send("World loaded")
                        print(str(data), addr)
                        print("World loaded")
                    elif dataType == "PlayerDataForClient":
                        if self.playerData is None:
                            self.send("Player loaded")
                            print(str(data), addr)
                            print("Player loaded")
                        self.playerData = data["PlayerDataForClient"]
                    elif dataType == "PlayersNames":
                        self.playersNames = data["PlayersNames"]
                        self.send("Players names loaded")
                        print(str(data), addr)
                        print("Players names loaded")
                    elif dataType == "Map":
                        self.mapData = data["Map"]

                currentTime = getCurrentTimeMs()
                Misc.ms = currentTime - self.lastTime
                self.lastTime = currentTime
            except socket.error as e:
                if e.errno == errno.WSAEMSGSIZE:
                    raise (e)
                if e.errno != errno.WSAEWOULDBLOCK:
                    print(e)
Пример #7
0
	def get_maps(self):
		maps = Maps.get_maps()
		random.shuffle(maps)
		for i in range(4):
			map = Subclasses.Map(maps[i], i)
			icon = QtGui.QPixmap("%s%s.png" % (self.maps_directory, maps[i][0]))
			map.setPixmap(icon)
			clickable(map).connect(self.click_on_map)
			self.map_objects.append(map)
			
		return self.map_objects
Пример #8
0
 def update(self):
     global done, mouseX, mouseY, debug
     
     for event in pygame.event.get():
         if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
             done=True
         elif event.type == pygame.KEYDOWN:
             if event.key == pygame.K_w:
                 self.p1.direction = 'w'
             elif event.key == pygame.K_s:
                 self.p1.direction = 's'
             elif event.key == pygame.K_a:
                 self.p1.direction = 'a'
             elif event.key == pygame.K_d:
                 self.p1.direction = 'd'
         elif event.type == pygame.MOUSEMOTION:
             mouseX, mouseY = event.pos
             self.p1.setMousePosition(mouseX,mouseY)
     
     for enemy in self.enemys:
         enemy.setMousePosition(self.p1.x,self.p1.y)
     #p1.update(display, mouseX, mouseY)
     Maps.update()
Пример #9
0
 def __init__(self, params):
     '''
     Constructor
     '''
     global redShip2, blueShip, display, mouseX, mouseY
     
 
     #p1 = Player1(display, display.get_width()/2-bluShipRect.width/2, display.get_height()/2-bluShipRect.height/2, blueShip)
     self.p1 = Player1(display, 400, 400, blueShip)
 
     self.enemys = [Player2(display, 300, 400, redShip2),Player2(display, 350, 300, redShip2),Player2(display, 400, 200, redShip2)]
     
     Maps.generate_world_teaser()
     map1 = Maps.maps[0]
     map2 = Maps.maps[2]
 
     map1.add_player(self.p1)
 
     for enemy in self.enemys:
         map2.add_player(enemy)
 
     mouseX = 0  
     mouseY = 0
Пример #10
0
    def __init__(self, mesh, mapping=None, indActive=None, **kwargs):
        Utils.setKwargs(self, **kwargs)
        assert isinstance(mesh,
                          Mesh.BaseMesh), "mesh must be a SimPEG.Mesh object."
        if indActive is not None and indActive.dtype != 'bool':
            tmp = indActive
            indActive = np.zeros(mesh.nC, dtype=bool)
            indActive[tmp] = True
        if indActive is not None and mapping is None:
            mapping = Maps.IdentityMap(nP=indActive.nonzero()[0].size)

        self.regmesh = RegularizationMesh(mesh, indActive)
        self.mapping = mapping or self.mapPair(mesh)
        self.mapping._assertMatchesPair(self.mapPair)
        self.indActive = indActive
Пример #11
0
    def update(self):

        for event in pygame.event.get():
            if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                Misc.done = True
            elif event.type == pygame.KEYDOWN:
                self.player.updateKeyboard()
                if event.key == pygame.K_w:
                    self.player.direction = 'w'
                elif event.key == pygame.K_s:
                    self.player.direction = 's'
                elif event.key == pygame.K_a:
                    self.player.direction = 'a'
                elif event.key == pygame.K_d:
                    self.player.direction = 'd'
            elif event.type == pygame.KEYUP:
                self.player.updateKeyboard()
            elif event.type == pygame.MOUSEMOTION:
                mouseX, mouseY = event.pos
                self.player.setMousePosition(mouseX, mouseY)
            elif event.type == pygame.MOUSEBUTTONDOWN or event.type == pygame.MOUSEBUTTONUP:
                self.player.updateMouseButtons()

        Maps.update()
Пример #12
0
def main():
    MAP_WIDTH = 25
    MAP_HEIGHT = 25
    PLAYER = Objects.Player(int(MAP_WIDTH / 2), int(MAP_HEIGHT / 2))
    ITEMS = Objects.Items()
    ENEMIES = Objects.spawnEnemies(5, MAP_WIDTH, MAP_HEIGHT)
    MAP = Maps.TestMap(MAP_WIDTH, MAP_HEIGHT, PLAYER, ITEMS, ENEMIES)
    timer = 0
    while True:
        # Print Updated Map
        MAP.printMap(PLAYER, ITEMS)
        # Input from User
        inp = Processing.processInput(PLAYER, MAP, ITEMS, ENEMIES)
        # TODO: Update Map, based on input and player position
        MAP.updateMap(inp, PLAYER, ENEMIES, timer)
        timer += 1
    return (0)
Пример #13
0
def customMap(arg=0):
    maps = Maps()
    maps.openMap([0, "custom"])
Пример #14
0
def adventure(arg=0):
    maps = Maps()
    maps.openMap([0, "adventure"])
Пример #15
0
def createMaps(arg=0):
    maps = Maps()
    maps.createMap()
Пример #16
0
import Maps

new_map = Maps.Maps("first", 10)
new_map.Create('forrest')

events = 0
for i in range(0, new_map.getSize()):
    line = ""
    for j in range(0, new_map.getSize()):
        try:
            line += new_map.grid[i][j].getGraphic()
        except:
            line += new_map.grid[i][j]
    line += " @endline"

    if len(line) < new_map.getSize(): print("Line Length error.", end="")

    print(line)

input("This is the map.")
Пример #17
0
 def __init__(self, mesh, mapping=None, **kwargs):
     Utils.setKwargs(self, **kwargs)
     assert isinstance(mesh,
                       Mesh.BaseMesh), "mesh must be a SimPEG.Mesh object."
     self.mesh = mesh
     self.mapping = mapping or Maps.IdentityMap(mesh)
Пример #18
0
import pygame, sys, StartUp, Maps
pygame.init()

screen, clock = StartUp.start()
screenW, screenH, fps = StartUp.giveDisplayInfo()

editting = True
blankMap = Maps.loadEmptyMap((screenW, screenH))

while editting:
    for event in pygame.event.get():
        if event.type == pygame.QUIT or pygame.key.get_pressed(
        )[27]:  # key 27 is escape
            editting = False
    screen.blit(blankMap, (0, 0))
    pygame.display.update()

pygame.quit()
sys.exit()
Пример #19
0
    print myLat, myLng
    #myLatMin = myLat + 0.1
    #myLngMin = myLng - 0.1
    #myLatMax = myLat - 0.1
    #myLngMax = myLng + 0.1
    #print myLatMin, myLatMax
    #print myLngMin, myLngMax

    myLat = myLat
    myLng = myLng

    myFilename = myPlace._name.replace(" ", "_")
    myFilename = "./" + myFilename + ".bmp"

    Maps.DrawMap(myLat, myLng, 0.01, 0.02, 16, myFilename)

    #myPyMap = pymap.Pynoramio()

    #myMap = myPyMap.get_from_area(myLatMin, myLngMin, myLatMax, myLngMax, picture_size = None)
    #print type(myMap)
    #print myMap

if myQueryResult.has_attributions:
    print myQueryResult.html_attributions

assert (0)

myHeaders, myAirportData = readAirportList()
print myHeaders
Пример #20
0
def seasonal_clusters(tp_da, sliced_dem, N, decades):
    """
    K-means clustering of precipitation data as a function of seasons, decades and number of clusters.
    Returns spatial graphs, overlayed with the local topography contours.

    Inputs:
        UIB_cum: precipitation data (data array)
        sliced_dem: local topography data (data array)
        N: number of cluster to perform kmeans on (list)
        decades: decades to analyse (list )

    Returns:
        FacetGrid plots
    """

    UIB_cum = maps.cumulative_monthly(tp_da)

    # Seperation into seasons
    JFM = UIB_cum.where(UIB_cum.time.dt.month <= 3)
    OND = UIB_cum.where(UIB_cum.time.dt.month >= 10)
    AMJ = UIB_cum.where(UIB_cum.time.dt.month < 7).where(
        UIB_cum.time.dt.month > 3)
    JAS = UIB_cum.where(UIB_cum.time.dt.month < 10).where(
        UIB_cum.time.dt.month > 6)

    seasons = [JFM, AMJ, JAS, OND]
    scmap = {0: "Reds", 1: "Oranges", 2: "Blues", 3: "Greens"}

    # Loop over seasons, cluster numbers and decades

    for s in range(4):
        UIB_cluster_list = []

        for n in N:
            UIB_dec_list = []

            for d in decades:
                # Median cumulative rainfall for decades
                UIB_d = seasons[s].sel(time=slice(
                    str(d) + "-01-01T12:00:00",
                    str(d + 10) + "-01-01T12:00:00"))
                UIB_median = UIB_d.median(dim="time")

                # To DataFrame
                multi_index_df = UIB_median.to_dataframe("Precipitation")
                df = multi_index_df.reset_index()
                df_clean = df[df["Precipitation"] > 0]
                X = (df_clean["Precipitation"].values).reshape(-1, 1)

                # K-means
                kmeans = KMeans(n_clusters=n, random_state=0).fit(X)
                df_clean["Labels"] = kmeans.labels_

                # To DataArray
                df_plot = df_clean[["Labels", "latitude", "longitude"]]
                df_pv = df_plot.pivot(index="latitude", columns="longitude")
                df_pv = df_pv.droplevel(0, axis=1)
                da = xr.DataArray(data=df_pv, name=str(d) + "s")

                UIB_dec_list.append(da)

            UIB_cluster_list.append(
                xr.concat(
                    UIB_dec_list,
                    pd.Index(["1980s", "1990s", "2000s", "2010s"],
                             name="Decade"),
                ))

        # Combine data for plot formatting
        UIB_clusters1 = xr.concat(UIB_cluster_list[0:3],
                                  pd.Index(np.arange(2, 5), name="N"))
        UIB_clusters2 = xr.concat(UIB_cluster_list[3:6],
                                  pd.Index(np.arange(5, 8), name="N"))
        UIB_clusters3 = xr.concat(UIB_cluster_list[6:9],
                                  pd.Index(np.arange(8, 11), name="N"))

        # Plots
        g = UIB_clusters1.plot(
            x="longitude",
            y="latitude",
            col="Decade",
            row="N",
            vmin=-2,
            vmax=10,
            subplot_kws={"projection": ccrs.PlateCarree()},
            cmap=scmap[s],
            add_colorbar=False,
        )
        for ax in g.axes.flat:
            ax.set_extent([71, 83, 30, 38])
            sliced_dem.plot.contour(x="lon", y="lat", ax=ax, cmap="bone_r")

        g = UIB_clusters2.plot(
            x="longitude",
            y="latitude",
            col="Decade",
            row="N",
            vmin=-2,
            vmax=10,
            subplot_kws={"projection": ccrs.PlateCarree()},
            cmap=scmap[s],
            add_colorbar=False,
        )
        for ax in g.axes.flat:
            ax.set_extent([71, 83, 30, 38])
            sliced_dem.plot.contour(x="lon", y="lat", ax=ax, cmap="bone_r")

        g = UIB_clusters3.plot(
            x="longitude",
            y="latitude",
            col="Decade",
            row="N",
            vmin=-2,
            vmax=10,
            subplot_kws={"projection": ccrs.PlateCarree()},
            cmap=scmap[s],
            add_colorbar=False,
        )
        for ax in g.axes.flat:
            ax.set_extent([71, 83, 30, 38])
            sliced_dem.plot.contour(x="lon", y="lat", ax=ax, cmap="bone_r")

    plt.show()
Пример #21
0
    for i in range(SPOTNUM):
        #Swaps genetic information from each parent AKA Crossover
        childSpotList = crossover(population)
        #Spawn a new child
        child = iMap(tilemap,childSpotList)
        #Apply random genetic variation
        mutate(child)
        #Evaluate fitness of mutant child
        child.mapFitness()
        #Add mutant child to new population
        newPopulation.append(child)
        
    return newPopulation

#Initialisations
DISPLAYSURF = Maps.uiInit()
#Generates new random map for algorithm to run inside    
tilemap = Maps.createMap() 
population = generatePopulation(50,tilemap)
highscore = 0
generation = 0
#Genetic Algorithm runs, displays every 10 generations
while True:
    for i in range(10):
        population = reproduce(population,tilemap)
        #Gets best child for display
        bestFitness = 0
        for x,imap in enumerate(population):
            if imap.fitness > bestFitness:
                bestIndex = x
                bestFitness = imap.fitness
Пример #22
0
import Maps

distance_km = 50
lats = [-23.5515, -23.4209995, -23.3209995, -23.65515]
longs = [-51.4614, -51.9330558, -51.3614, -51.59330558]

gmap, distances = Maps.buildMapWithConditionalMarkers(map_name="testMap",
                                                      lats=lats,
                                                      longs=longs,
                                                      distance_km=distance_km)

Maps.printDistancesMatrix(distances=distances)
Пример #23
0
def run(displayInfo):
    screen = displayInfo[0]
    clock = displayInfo[1]
    screenW = displayInfo[2]
    screenH = displayInfo[3]
    fps = displayInfo[4]

    font = pygame.font.Font('freesansbold.ttf', 64)

    p1ChooseText = font.render('Player 1 Ban', True, Colors.BLUE)
    p2ChooseText = font.render('Player 2 Ban', True, Colors.RED)

    bo5Text = font.render('BEST of 5', True, Colors.BLACK)
    bo9Text = font.render('BEST of 9', True, Colors.BLACK)

    textCoords = ((screenW // 2) - (p1ChooseText.get_width() // 2), 0)

    previewWidth = screenW // 6
    previewHeight = screenH // 5

    widthUnit = previewWidth // 6
    midH = screenH // 2
    mapH = midH - (previewHeight // 2)

    map1Preview = Maps.loadMap1((previewWidth, previewHeight))[1]
    map2Preview = Maps.loadMap2((previewWidth, previewHeight))[1]
    map3Preview = Maps.loadMap3((previewWidth, previewHeight))[1]
    map4Preview = Maps.loadMap4((previewWidth, previewHeight))[1]
    map5Preview = Maps.loadMap5((previewWidth, previewHeight))[1]
    preview1Rect = pygame.Rect(widthUnit, mapH, previewWidth, previewHeight)
    preview2Rect = pygame.Rect(2 * widthUnit + previewWidth, mapH,
                               previewWidth, previewHeight)
    preview3Rect = pygame.Rect(3 * widthUnit + 2 * previewWidth, mapH,
                               previewWidth, previewHeight)
    preview4Rect = pygame.Rect(4 * widthUnit + 3 * previewWidth, mapH,
                               previewWidth, previewHeight)
    preview5Rect = pygame.Rect(5 * widthUnit + 4 * previewWidth, mapH,
                               previewWidth, previewHeight)
    screen.fill(Colors.WHITE)
    screen.blit(map1Preview, (widthUnit, mapH))
    screen.blit(map2Preview, (2 * widthUnit + previewWidth, mapH))
    screen.blit(map3Preview, (3 * widthUnit + 2 * previewWidth, mapH))
    screen.blit(map4Preview, (4 * widthUnit + 3 * previewWidth, mapH))
    screen.blit(map5Preview, (5 * widthUnit + 4 * previewWidth, mapH))

    picking = True
    mapsBanned = 0
    totalMaps = 5
    mouseWasDown = True
    lastX = 0

    map1Banned = False
    map2Banned = False
    map3Banned = False
    map4Banned = False
    map5Banned = False

    player1Picking = True
    mapOn = 1

    p1First = random.randint(0, 1)
    if p1First == 1:
        cont1 = pygame.joystick.Joystick(0)
        cont2 = pygame.joystick.Joystick(1)
    else:
        cont1 = pygame.joystick.Joystick(1)
        cont2 = pygame.joystick.Joystick(0)

    lastFrameToggle = False
    bestOfToggle = True

    while picking:
        if (cont1.get_button(4) or cont2.get_button(4) or cont1.get_button(5)
                or cont2.get_button(5)) and not lastFrameToggle:
            bestOfToggle = not bestOfToggle
        lastFrameToggle = (cont1.get_button(4) or cont2.get_button(4)
                           or cont1.get_button(5) or cont2.get_button(5))
        if player1Picking:
            contUsing = cont1
        else:
            contUsing = cont2
        for event in pygame.event.get():
            # This if statement checks when to stop running the game code
            if event.type == pygame.QUIT or pygame.key.get_pressed(
            )[27]:  # key 27 is escape
                picking = False
                return -1, 0, 0
        currentX = contUsing.get_axis(0)
        if lastX > -0.8 and currentX < -0.8:
            if mapOn != 1:
                mapOn -= 1
            else:
                mapOn = 5
        if lastX < 0.8 and currentX > 0.8:
            if mapOn != 5:
                mapOn += 1
            else:
                mapOn = 1

        if not mouseWasDown and contUsing.get_button(0):
            if not map1Banned and mapOn == 1:
                map1Banned = True
                mapsBanned += 1
                if mapsBanned == 1:
                    player1Picking = False
                elif mapsBanned == 3:
                    player1Picking = True
            elif not map2Banned and mapOn == 2:
                map2Banned = True
                mapsBanned += 1
                if mapsBanned == 1:
                    player1Picking = False
                elif mapsBanned == 3:
                    player1Picking = True
            elif not map3Banned and mapOn == 3:
                map3Banned = True
                mapsBanned += 1
                if mapsBanned == 1:
                    player1Picking = False
                elif mapsBanned == 3:
                    player1Picking = True
            elif not map4Banned and mapOn == 4:
                map4Banned = True
                mapsBanned += 1
                if mapsBanned == 1:
                    player1Picking = False
                elif mapsBanned == 3:
                    player1Picking = True
            elif not map5Banned and mapOn == 5:
                map5Banned = True
                mapsBanned += 1
                if mapsBanned == 1:
                    player1Picking = False
                elif mapsBanned == 3:
                    player1Picking = True
        if mapsBanned >= totalMaps - 1:
            picking = False
        mouseWasDown = contUsing.get_button(0)
        lastX = contUsing.get_axis(0)
        screen.fill(Colors.WHITE)
        if mapOn == 1:
            pygame.draw.rect(screen, Colors.YELLOW,
                             preview1Rect.inflate(10, 10))
        elif mapOn == 2:
            pygame.draw.rect(screen, Colors.YELLOW,
                             preview2Rect.inflate(10, 10))
        elif mapOn == 3:
            pygame.draw.rect(screen, Colors.YELLOW,
                             preview3Rect.inflate(10, 10))
        elif mapOn == 4:
            pygame.draw.rect(screen, Colors.YELLOW,
                             preview4Rect.inflate(10, 10))
        elif mapOn == 5:
            pygame.draw.rect(screen, Colors.YELLOW,
                             preview5Rect.inflate(10, 10))

        screen.blit(map1Preview, (widthUnit, mapH))
        screen.blit(map2Preview, (2 * widthUnit + previewWidth, mapH))
        screen.blit(map3Preview, (3 * widthUnit + 2 * previewWidth, mapH))
        screen.blit(map4Preview, (4 * widthUnit + 3 * previewWidth, mapH))
        screen.blit(map5Preview, (5 * widthUnit + 4 * previewWidth, mapH))
        if map1Banned:
            pygame.draw.rect(screen, Colors.RED, preview1Rect)
        if map2Banned:
            pygame.draw.rect(screen, Colors.RED, preview2Rect)
        if map3Banned:
            pygame.draw.rect(screen, Colors.RED, preview3Rect)
        if map4Banned:
            pygame.draw.rect(screen, Colors.RED, preview4Rect)
        if map5Banned:
            pygame.draw.rect(screen, Colors.RED, preview5Rect)

        if bestOfToggle:
            screen.blit(bo5Text, (0, 0))
        else:
            screen.blit(bo9Text, (0, 0))

        if p1First:
            if player1Picking:
                screen.blit(p1ChooseText, textCoords)
            else:
                screen.blit(p2ChooseText, textCoords)
        else:
            if player1Picking:
                screen.blit(p2ChooseText, textCoords)
            else:
                screen.blit(p1ChooseText, textCoords)
        pygame.display.update()

    mapNum = -1
    if not map1Banned:
        mapNum = 1
    elif not map2Banned:
        mapNum = 2
    elif not map3Banned:
        mapNum = 3
    elif not map4Banned:
        mapNum = 4
    elif not map5Banned:
        mapNum = 5

    if bestOfToggle:
        bo = 5
    else:
        bo = 9
    return 2, mapNum, bo
Пример #24
0
import os
import time
import subprocess
import cv2

from Initial import Main
import Maps
from OCR import ocr

if __name__=="__main__":
        start = Main()
        maps = Maps.Maps()
        start.tts("welcome back")
        while True:
            start.tts("Choose a function")
            operation = start.stt("shortanswer")
            if operation in start.getcommand("maps"):
                maps.mapsloop()
            elif operation in start.getcommand("facerec"):
                start.writefunction("f")
                while (not (start.readfunction()=="a")):
                        time.sleep(0.1) //delay
                start.writefunction("r")
                start.modeluse = True
            elif operation in start.getcommand("ocr"):
                start.writefunction("f")
                time.sleep(1)
                img = cv2.imread("./frame.jpg")
                output = ocr(img)
                read_short = output.split("\n")
                start.tts(",".join(read_short[0:start.getconfig("minreadlines")]))
Пример #25
0
            ytSearch.searchingVideo(command)

        elif 'weather' in command:
            Weather.GetWeather()

        elif "restart" in command:
            restart.Logout()

        elif "hibernate" in command or "sleep" in command:
            hibernate.Logout()

        elif "log off" in command or "sign out" in command:
            LogOff.Logout()

        elif "where is" in command or "locate" in command:
            Maps.Maps(command)

        elif 'shutdown' in command or 'power off' in command:
            shutdown.Logout()

        elif 'excel' in command:
            openExcel.openProgram()

        elif 'powerpoint' in command:
            openPowerpoint.openProgram()

        elif 'word' in command:
            openWord.openProgram()

        elif 'one note' in command:
            openOneNote.openProgram()
Пример #26
0
import Maps

mapobj = Maps.Map21x21()
gameover = False
while gameover == False:
    print('Actions: find, viewmap, exit')
    action = input('What would you like to do?: ')
    if (action == 'find'):
        print('Object Found at: ' + str(
            mapobj.findValue(
                input('What value would you like to find? '),
                input(
                    'How many times would you like to skip until you find your value? '
                ))))
    elif (action == 'viewmap'):
        mapobj.printMap(1)
    elif (action == 'exit'):
        gameover = True
    else:
        print('That is not an action!')
input('Press [ENTER] to exit...')
Пример #27
0
 def addSample(self, Length: int):
     fArray = Maps.randFloats(Length)
     ω = [Maps.float2HT(fArray[i]) for i in range(Length)]
     self.SampleSpace.append(ω)
     self.RandVariables.append(self.RandVariable(ω))
Пример #28
0
def run(displayInfo, score, char1, char2, boNum):
    p1BallColor = Colors.WHITE
    p2BallColor = Colors.WHITE
    sprite1 = char1.sprite
    sprite2 = char2.sprite
    pygame.mouse.set_visible(False)
    # Unpackaging all of the information
    screen = displayInfo[0]
    clock = displayInfo[1]
    screenW = displayInfo[2]
    screenH = displayInfo[3]
    fps = displayInfo[4]
    # Main gameplay
    inGameplay = True
    mouseClick = False
    matchEnd = False
    playerObjs = []
    X = 0
    Y = 1
    sc = Scaler.Scaler(screenW, screenH)
    map1 = Maps.loadSoccer((screenW, screenH))
    p1Score = score[0]
    p2Score = score[1]
    p1DispScore = pygame.image.load('Images/bo' + str(boNum) + '-' +
                                    str(p1Score) + '.png')
    p2DispScore = pygame.image.load('Images/bo' + str(boNum) + '-' +
                                    str(p2Score) + '.png')
    p1DispScore = pygame.transform.scale(
        p1DispScore, (rint(screenW / 8), rint(screenH / 13.5)))
    p2DispScore = pygame.transform.scale(
        p2DispScore, (rint(screenW / 8), rint(screenH / 13.5)))

    playerRadius = screenW // 50
    lengthUnit = playerRadius // 7.5  # 20
    sprite1 = pygame.transform.scale(sprite1,
                                     (playerRadius * 2, playerRadius * 2))
    sprite2 = pygame.transform.scale(sprite2,
                                     (playerRadius * 2, playerRadius * 2))
    p1Pos = (int(playerRadius + lengthUnit * 20), int(screenH / 2))
    p1 = Player(p1Pos, playerRadius, sprite1, lengthUnit, map1, p1BallColor, 0,
                0)
    p2Pos = (int(screenW - playerRadius - lengthUnit * 20), int(screenH / 2))
    p2 = Player(p2Pos, playerRadius, sprite2, lengthUnit, map1, p2BallColor, 1,
                0)
    deadzone = 0.9  # 0.9 normally
    moveDeadzone = 0.3  # 0 normally I guess
    triggerDeadzone = 0.4

    helpEnabled = False  #True
    helper1 = Bot(p1, p2, map1)
    helper2 = Bot(p2, p1, map1)

    players = []
    players.append(p1)
    players.append(p2)

    projectiles = []

    gameBall = Ball((screenW // 2, screenH // 2), playerRadius)

    frames = 0
    maxFrames = 3600
    minFrames = 600
    maxPerc = 0.5
    #maxPerc = 0.6
    borderInfo = closeInMap(screen, 0)

    banter1Played = False
    banter2Played = False
    #------------------------------------- CHANGE THIS ------------------------------
    doingBanter = False  #(score[0] == 0 and score[1] == 0)
    #--------------------------------------------------------------------------------

    p1ZoomScreen = pygame.Surface((screenW, screenH))
    p1ZoomScreen.fill(Colors.GREY)
    bigSprite1 = pygame.transform.scale(sprite1, ((screenH, screenH)))
    bigSprite1 = pygame.transform.rotate(bigSprite1, 270)
    draw(p1ZoomScreen, bigSprite1, (screenW // 2, screenH // 2))

    p2ZoomScreen = pygame.Surface((screenW, screenH))
    p2ZoomScreen.fill(Colors.GREY)
    bigSprite2 = pygame.transform.scale(sprite2, ((screenH, screenH)))
    bigSprite2 = pygame.transform.rotate(bigSprite2, 90)
    draw(p2ZoomScreen, bigSprite2, (screenW // 2, screenH // 2))

    while doingBanter:
        if not banter1Played:
            char1.playBanterOn(noiseChannel)
            banter1Played = True
        if banter1Played and not noiseChannel.get_busy() and not banter2Played:
            char2.playBanterOn(noiseChannel)
            banter2Played = True
        else:
            screen.blit(p1ZoomScreen, (0, 0))
        if banter2Played and noiseChannel.get_busy():
            screen.blit(p2ZoomScreen, (0, 0))
        elif banter1Played and banter2Played and not noiseChannel.get_busy():
            doingBanter = False
        pygame.display.update()
        clock.tick(60)

    while inGameplay:
        controllersConnected = pygame.joystick.get_count()
        if controllersConnected != 2:
            # pause game
            return -1
        else:
            # Checks if mouse is clicked
            if matchEnd:
                return 2
            # Player controls
            inputs = pygame.key.get_pressed()
            moveStickPos = []
            try:
                lastAimPos = [aimStickPos[0], aimStickPos[1]]
            except:
                lastAimPos = [(0, 0), (0, 0)]
            aimStickPos = []
            triggerValues = []
            button1 = []
            downHat = []
            for i in range(controllersConnected):
                controller = pygame.joystick.Joystick(i)
                controller.init()
                movePos = (controller.get_axis(0), controller.get_axis(1))
                if math.hypot(movePos[0], movePos[1]) > moveDeadzone:
                    moveStickPos.append(movePos)
                else:
                    moveStickPos.append((0, 0))

                aimPos = (controller.get_axis(3), controller.get_axis(4)
                          )  # 3, 4
                if math.hypot(aimPos[0], aimPos[1]) > deadzone:
                    aimStickPos.append(aimPos)
                else:
                    aimStickPos.append(lastAimPos[i])
                downHat.append(controller.get_hat(0)[1] == -1)
                triggerValues.append(controller.get_axis(2))
                button1.append(controller.get_button(0))

            # Draws background
            screen.blit(map1, (0, 0))
            # Draws players
            for i in range(len(players)):

                player = players[i]
                if helpEnabled and player.helpToggle and i == 1:
                    if i == 0:
                        helper1.update(projectiles)
                    else:
                        helper2.update(projectiles)
                projectile = player.update(button1[i], aimStickPos[i],
                                           triggerValues[i], moveStickPos[i],
                                           downHat[i], borderInfo)
                player.drawToScreen(screen)
                if projectile != 0:
                    if i == 0:
                        char1.playShootOn(p1ShootChannel)
                    else:
                        char2.playShootOn(p2ShootChannel)
                    projectiles.append(projectile)
                # help used to be here

            # Draw projectiles
            p1hb = properHitbox(players[0].hitbox, players[0].pos)
            p2hb = properHitbox(players[1].hitbox, players[1].pos)
            for i in range(len(projectiles)):
                if i < len(projectiles):
                    projectile = projectiles[i]
                    result = projectile.update(map1, players, gameBall)
                    if result == -1:
                        projectiles.pop(i)
                        i -= 1
                    elif result > 0:
                        players[result - 1].resetFrames = 40  #20
                        projectiles.pop(i)
                        i -= 1
                    else:
                        projectile.drawToScreen(screen)

            result = gameBall.update(map1, players)
            if result == 1:
                players[0].isDead = True
            elif result == 2:
                players[1].isDead = True
            gameBall.drawToScreen(screen)

            if players[0].isDead and players[1].isDead:
                return run(displayInfo, (p1Score, p2Score), char1, char2,
                           mapNum, Colors.YELLOW, Colors.YELLOW, boNum)
            elif players[0].isDead:
                char1.playDeathOn(noiseChannel)
                if p2Score + 1 < (boNum + 1) / 2:
                    return run(displayInfo, (p1Score, p2Score + 1), char1,
                               char2, boNum)
                else:
                    print('p2 won')
                    return 5

            elif players[1].isDead:
                char2.playDeathOn(noiseChannel)
                if p1Score + 1 < (boNum + 1) / 2:
                    return run(displayInfo, (p1Score + 1, p2Score), char1,
                               char2, boNum)
                else:
                    print('p1 won')
                    return 4
            # Updates screen
            frames += 1
            if frames > minFrames:
                currentPerc = min(((frames - minFrames) / maxFrames), maxPerc)
                # minX, maxX, minY, maxY = closeInMap(map1, currentPerc)
                #borderInfo = closeInMap(screen, currentPerc)

            screen.blit(p1DispScore, (0, 0))
            screen.blit(p2DispScore, (screenW - p2DispScore.get_width(), 0))
            pygame.display.update()
            clock.tick(60)
            mouseClick = False
            # Exit code
            for event in pygame.event.get():
                if event.type == pygame.MOUSEBUTTONDOWN:
                    mouseClick = True
                if event.type == pygame.QUIT or pygame.key.get_pressed(
                )[27]:  # key 27 is escape
                    inGameplay = False
                    return -1