Пример #1
0
def main_loop(games):
  keep_running = True
  show_splash = True
  ticks = 0
  banana = Banana()
  splash = Splash()

  while show_splash:
    delta = timer.tick(fps)
    splash.draw(delta)
    screen.blit(splash.surface, (0, 0))
    splash.new_generation()
    splash.iterate()
    pygame.display.flip()

    for e in pygame.event.get():
      if e.type is pygame.KEYDOWN and e.key == pygame.K_SPACE:
        show_splash = False
      if e.type is pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
        keep_running = False
        show_splash = False

  while keep_running:
    timer.tick(fps)
    screen.fill(black)

    for e in pygame.event.get():
      if e.type is pygame.KEYDOWN and (e.key == pygame.K_ESCAPE or e.key == pygame.K_SPACE):
        keep_running = False

    for i, game in enumerate(games):
      game.playSound(ticks)
      game.change_column_color(ticks)
      game.draw()
      screen.blit(game.surface, ((i%2)*game_screen_width,(i/2)*game_screen_height))

    banana.draw(ticks)
    screen.blit(banana.surface, (game_screen_width, game_screen_height))
    pygame.draw.line(screen, white, (0, game_screen_height), (2*game_screen_width, game_screen_height))
    pygame.draw.line(screen, white, (game_screen_width, 0), (game_screen_width, 2*game_screen_height))
    pygame.display.flip()

    ticks += 1

    if ticks == 16:
      ticks = 0

      for game in games:
        game.new_generation()
        game.iterate()
Пример #2
0
    def apply_rules(cls):

        if cls.winner == None and cls.player1.lives <= 0:
            cls.winner = cls.player2
        if cls.winner == None and cls.player2.lives <= 0:
            cls.winner = cls.player1

        if cls.firing:
            b = Banana(cls.curr_player.pos.x, cls.curr_player.pos.y, cls.curr_player)
            b.set_vel(cls.curr_player.power * math.cos(math.radians(cls.curr_player.angle)), cls.curr_player.power * math.sin(math.radians(cls.curr_player.angle)))
            cls.bananas.add(b)
            cls.firing = False
            cls.curr_player = cls.player2 if cls.curr_player == cls.player1 else cls.player1


        for banana in cls.bananas.sprites():
            hit = banana.collide(cls.players.sprites())
            hit = hit or banana.collide(cls.buildings.sprites())
            if hit:
                cls.bananas.remove(banana)
        for player in cls.players.sprites():
            player.collide(cls.buildings.sprites())
Пример #3
0
 def __init__(self, canvas, image_filename, x=0, y=0):
     super().__init__(canvas, image_filename, x, y)
     self._name = "Monkey"
     # every monkey has a banana, of course
     # The initial position of each banana is above the monkey's head
     banana_x = x
     banana_y = y - self.height - 10  # 10 pixels above monkey
     self._banana = Banana(canvas, 'images/banana.png', banana_x, banana_y)
     # images for animating throw
     image1 = Image.open(image_filename)
     image2 = Image.open(MONKEY_ARM_RAISED_IMAGE)
     self.images = [image1, image2, image2]
     self.image_index = 0
     self.is_throwing = False
Пример #4
0
#!/usr/bin/env python

from pycallgraph import PyCallGraph
from pycallgraph.output import GraphvizOutput

from banana import Banana


graphviz = GraphvizOutput(output_file="filter_none.png")

with PyCallGraph(output=graphviz):
    banana = Banana()
    banana.eat()
Пример #5
0
#!/usr/bin/env python

from pycallgraph import PyCallGraph
from pycallgraph import Config
from pycallgraph.output import GraphvizOutput

from banana import Banana

config = Config(max_depth=1)
graphviz = GraphvizOutput(output_file='filter_max_depth.png')

with PyCallGraph(output=graphviz, config=config):
    banana = Banana()
    banana.eat()
Пример #6
0
server = '192.168.1.3'
port = 5555

server_ip = socket.gethostbyname(server)

try:
    s.bind((server, port))

except socket.error as e:
    print(str(e))

s.listen(2)
print("Waiting for a connection")

game = Banana()

recv_dicts = [{}, {}]

flip_delay = 0

pending_take = None


def other_player(player):
    if player == 0:
        return 1
    else:
        return 0

Пример #7
0
# Load the sprite sheet (bitmap)
banana_sprites, palette = adafruit_imageload.load("/banana_all.bmp",
                                                  bitmap=displayio.Bitmap,
                                                  palette=displayio.Palette)

palette.make_transparent(0)
# Create a sprite (tilegrid)
banana_tilegrid = displayio.TileGrid(banana_sprites,
                                     pixel_shader=palette,
                                     width=1,
                                     height=1,
                                     tile_width=10,
                                     tile_height=10)

banana = Banana(banana_tilegrid)

break_stamp_bitmap, break_stamp_palette = adafruit_imageload.load(
    "/break_stamp.bmp", bitmap=displayio.Bitmap, palette=displayio.Palette)

gorilla_sprites, gorilla_palette = adafruit_imageload.load(
    "/gorilla_all.bmp", bitmap=displayio.Bitmap, palette=displayio.Palette)

gorilla_palette.make_transparent(0)

player_1 = Player(gorilla_sprites, gorilla_palette)
player_2 = Player(gorilla_sprites, gorilla_palette)

background_bitmap = bitmap = displayio.Bitmap(320, 240, 8)
bg_palette = displayio.Palette(8)
bg_palette[0] = 0x0402AC
Пример #8
0
 def fire_banana(self, player, angle, speed):
     self.banana = Banana(player, angle, speed)
     self.add(self.banana)
Пример #9
0
    def play(self):
        """Start Gorillas program.
        """
        running = True
        

        font = pygame.font.SysFont("monospace", 15)

        while running:
            # Max frames per second
            self.clock.tick(FPS)  

            # Phase 1: player1's angle input                  # Phase 4: player2's angle input
            # Phase 2: player2's velocity input               # Phase 5: players2's velcity input
            # Phase 3: player1's banana being thrown          # Phase 6: player2's banana being thrown
            
            # Event handling
            for event in pygame.event.get():
                if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
                    running = False

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        running = False
                    
                    # When Backspace button is pressed
                    elif event.key == pygame.K_BACKSPACE:
                        if self.phase == 1 or self.phase == 4:
                            self.angle = self.angle[0:-1]
                        elif self.phase == 2 or self.phase == 5:
                            self.velocity = self.velocity[0:-1]
                    
                    # When Enter button is pressed
                    elif event.key == pygame.K_RETURN:
                        self.phase += 1
                        # Player1's banana is thrown, Phase = 3
                        if self.phase == 3:
                            self.banana = Banana(int(self.angle), int(self.velocity) / 3, self.wind, self.gorilla.rect.topleft)
                        # Player2's banana is thrown, Phase = 6
                        if self.phase == 6:
                            self.banana = Banana(180 - int(self.angle), int(self.velocity) / 3, self.wind, self.gorilla2.rect.topleft)    

                    else:
                        if self.phase == 1 or self.phase == 4:
                            self.angle += str(event.key - 48)
                            
                        elif self.phase == 2 or self.phase == 5:
                            self.velocity += str(event.key - 48)
                     
            # Draws the background
            self.screen.blit(self.background, (0, 0))

            # If banana is called (phase 3 or 6), drawn to screen
            if self.banana:
                self.screen.blit(self.banana.image, self.banana.rect)
                
                # Sees if banana has left the screen.
                # If banana has left the screen, banana is removed, angle and velocity are cleared, and moves to next phase.
                if self.banana.rect.right > WINDOW_WIDTH or self.banana.rect.left < 0 or self.banana.rect.top < 0:
                    self.phase += 1
                    self.banana = None
                    self.angle = ''
                    self.velocity = ''


                # Determines if banana rect has collided with one of the gorilla rects.
                # If collided, adds one to score for player1 and new round is being called
                elif self.banana.rect.colliderect(self.gorilla) and self.phase == 6:
                    self.score[1] += 1
                    self.background = self.new_round(WINDOW_WIDTH, WINDOW_HEIGHT, self.score)

                # Determines if banana rect has collided with one of the gorilla rects.
                # If collided, adds one to score for player2 and new round is being called
                elif self.banana.rect.colliderect(self.gorilla2) and self.phase == 3:
                    self.score[0] += 1
                    self.background = self.new_round(WINDOW_WIDTH, WINDOW_HEIGHT, self.score)

                # Determines if banana rect has collided with one of the building rects in the list.
                # If banana rect collides with a building rect, a secitoin in the building is removed. 
                # Angle and Velcity are reset and moves onto the next phase.
                for building in self.buildings:
                    try:    
                        if building.rect.collidepoint(self.banana.rect.center):
                            self.phase += 1
                            self.angle = ''
                            self.velocity = ''
                            crater = pygame.Rect((0, 0) ,(26, 26))
                            crater.center = self.banana.rect.center
                            self.craters.append(crater)
                            self.banana = None
                            break
                    except:
                        pass

            # Buildings are drawn to the screen.
            for building in self.buildings:
                self.screen.blit(building.image, building.rect.topleft)
            
            # When phase reaches 3 or 4, gorilla image is changed
            if self.phase == 3 or self.phase == 4:
                self.gorilla.update(self.phase)
            # When phase reaches 6 or 1, gorilla image is changed
            elif self.phase == 6 or self.phase == 1:
                self.gorilla2.update(self.phase)

            # When phase reaches 3 or 6, banana is thrown.
            if self.phase == 3 or self.phase == 6:
                self.banana.update()

            # The crater is being drawn to the screen here, which is the section of the building to be removed. 
            for crater in self.craters:
                art = pygame.Surface(crater.size)
                art.set_colorkey(pygame.Color('black'))
                pygame.draw.circle(art, pygame.Color('lightblue'), (13, 13), 13)
                self.screen.blit(art, crater.center)
                
            
            # Gorillas are drawn to the screen.
            self.screen.blit(self.gorilla.image, self.gorilla.rect.topleft)
            self.screen.blit(self.gorilla2.image, self.gorilla2.rect.topleft)

            # Sun is created and drawn to the screen. 
            sun = pygame.Surface((50, 50))
            pygame.draw.circle(sun, pygame.Color('Yellow'), (25, 25), 25)
            sun.set_colorkey(pygame.Color('Black'))
            self.screen.blit(sun, (WINDOW_WIDTH/2, WINDOW_HEIGHT*.1))

            
            # Once phase reaches 7, Phase is now reset to one so game can continue
            if self.phase == 7:
                self.phase = 1
            
            # This is where player input (angle, velocity) is being displayed on screen.
            # Wind vector and score is also displayed on screen. 
            angle = font.render("Angle " + self.angle, 2, (255,255,0))
            self.screen.blit(angle, (0, 14))
            velocity = font.render("Velocity " + self.velocity, 2, (255,255,0))
            self.screen.blit(velocity, (0, 28))
            score = font.render("Score: " + str(self.score[0]) + ' ' + str(self.score[1]), 2, (255,255,0))
            self.screen.blit(score, (0, 42))
            wind = font.render("Wind: " + str(self.wind*10)[0:5], 2, (255,255,0))
            self.screen.blit(wind, (0, 56))

            pygame.display.flip()
Пример #10
0
if __name__ == '__main__':
    """
    Example that visualises trajectories of KMC lite and finite on a simple target.
    C.f. Figures 1 and 2 in the paper.
    """

    # for D=2, the fitted log-density is plotted, otherwise trajectory only
    D = 2
    N = 200
    seed = int(sys.argv[1])
    np.random.seed(seed)
    # target is banana density, fallback to Gaussian if theano is not present
    if banana_available:
        b = 0.03
        V = 100
        target = Banana(bananicity=b, V=V)
        X = sample_banana(5000, D, bananicity=b, V=V)
        ind = np.random.permutation(range(X.shape[0]))[:N]
        X = X[ind]
        print 'sampling from banana distribution...', X.shape
    else:
        target = IsotropicZeroMeanGaussian(D=D)
        X = sample_gaussian(N=N)
        print 'sampling from gaussian distribution'

    # compute sigma
    sigma = np.median(squareform(pdist(X))**2) / np.log(N + 1.0) * 2
    M = 200
    if N < M:
        start_samples = np.tile(
            X, [int(M / N) + 1, 1])[:M] + np.random.randn(M, 2) * 2
Пример #11
0
class Gorillas(object):
    """Create a game of Gorillas."""
    def __init__(self):
        pygame.init()
        # Gorillas is displayed as Window Title
        pygame.display.set_caption(WINDOW_TITLE)

        self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
        self.background = self.new_round(WINDOW_WIDTH, WINDOW_HEIGHT)
        
        # Use a clock to control frame rate
        self.clock = pygame.time.Clock()


    def new_round(self, width, height, score=[0, 0]):
        # Use screen height and width to generate buildings

        # Setting bananna = None here and calling it to be drawn later
        self.banana = None
        self.wind = random.uniform(-1, 1) / 10
        self.score = score
        self.phase = 1
        
        self.angle = ''
        self.velocity = ''
        
        # Crater = spot in building to be removed after banana has made contact with buiding.
        self.craters = []
        self.buildings = []
        self.left = 0

        sky = self.screen.copy()
        sky.fill(pygame.Color('lightblue'))
        
        # Buildings are created here
        while self.left < width:
            building_width = int(random.uniform(width * .1, width * .15))
            building_height = int(random.uniform(height *.15, height * .5))
            building_width = min(building_width, width-self.left)
            building = Building((self.left, WINDOW_HEIGHT - building_height), building_width, building_height)
            self.left += building_width
            self.buildings.append(building)
        

        self.gorilla = Gorilla(self.buildings, 1)
        self.gorilla2 = Gorilla(self.buildings, 2)

        return sky
        
    def play(self):
        """Start Gorillas program.
        """
        running = True
        

        font = pygame.font.SysFont("monospace", 15)

        while running:
            # Max frames per second
            self.clock.tick(FPS)  

            # Phase 1: player1's angle input                  # Phase 4: player2's angle input
            # Phase 2: player2's velocity input               # Phase 5: players2's velcity input
            # Phase 3: player1's banana being thrown          # Phase 6: player2's banana being thrown
            
            # Event handling
            for event in pygame.event.get():
                if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_q):
                    running = False

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        running = False
                    
                    # When Backspace button is pressed
                    elif event.key == pygame.K_BACKSPACE:
                        if self.phase == 1 or self.phase == 4:
                            self.angle = self.angle[0:-1]
                        elif self.phase == 2 or self.phase == 5:
                            self.velocity = self.velocity[0:-1]
                    
                    # When Enter button is pressed
                    elif event.key == pygame.K_RETURN:
                        self.phase += 1
                        # Player1's banana is thrown, Phase = 3
                        if self.phase == 3:
                            self.banana = Banana(int(self.angle), int(self.velocity) / 3, self.wind, self.gorilla.rect.topleft)
                        # Player2's banana is thrown, Phase = 6
                        if self.phase == 6:
                            self.banana = Banana(180 - int(self.angle), int(self.velocity) / 3, self.wind, self.gorilla2.rect.topleft)    

                    else:
                        if self.phase == 1 or self.phase == 4:
                            self.angle += str(event.key - 48)
                            
                        elif self.phase == 2 or self.phase == 5:
                            self.velocity += str(event.key - 48)
                     
            # Draws the background
            self.screen.blit(self.background, (0, 0))

            # If banana is called (phase 3 or 6), drawn to screen
            if self.banana:
                self.screen.blit(self.banana.image, self.banana.rect)
                
                # Sees if banana has left the screen.
                # If banana has left the screen, banana is removed, angle and velocity are cleared, and moves to next phase.
                if self.banana.rect.right > WINDOW_WIDTH or self.banana.rect.left < 0 or self.banana.rect.top < 0:
                    self.phase += 1
                    self.banana = None
                    self.angle = ''
                    self.velocity = ''


                # Determines if banana rect has collided with one of the gorilla rects.
                # If collided, adds one to score for player1 and new round is being called
                elif self.banana.rect.colliderect(self.gorilla) and self.phase == 6:
                    self.score[1] += 1
                    self.background = self.new_round(WINDOW_WIDTH, WINDOW_HEIGHT, self.score)

                # Determines if banana rect has collided with one of the gorilla rects.
                # If collided, adds one to score for player2 and new round is being called
                elif self.banana.rect.colliderect(self.gorilla2) and self.phase == 3:
                    self.score[0] += 1
                    self.background = self.new_round(WINDOW_WIDTH, WINDOW_HEIGHT, self.score)

                # Determines if banana rect has collided with one of the building rects in the list.
                # If banana rect collides with a building rect, a secitoin in the building is removed. 
                # Angle and Velcity are reset and moves onto the next phase.
                for building in self.buildings:
                    try:    
                        if building.rect.collidepoint(self.banana.rect.center):
                            self.phase += 1
                            self.angle = ''
                            self.velocity = ''
                            crater = pygame.Rect((0, 0) ,(26, 26))
                            crater.center = self.banana.rect.center
                            self.craters.append(crater)
                            self.banana = None
                            break
                    except:
                        pass

            # Buildings are drawn to the screen.
            for building in self.buildings:
                self.screen.blit(building.image, building.rect.topleft)
            
            # When phase reaches 3 or 4, gorilla image is changed
            if self.phase == 3 or self.phase == 4:
                self.gorilla.update(self.phase)
            # When phase reaches 6 or 1, gorilla image is changed
            elif self.phase == 6 or self.phase == 1:
                self.gorilla2.update(self.phase)

            # When phase reaches 3 or 6, banana is thrown.
            if self.phase == 3 or self.phase == 6:
                self.banana.update()

            # The crater is being drawn to the screen here, which is the section of the building to be removed. 
            for crater in self.craters:
                art = pygame.Surface(crater.size)
                art.set_colorkey(pygame.Color('black'))
                pygame.draw.circle(art, pygame.Color('lightblue'), (13, 13), 13)
                self.screen.blit(art, crater.center)
                
            
            # Gorillas are drawn to the screen.
            self.screen.blit(self.gorilla.image, self.gorilla.rect.topleft)
            self.screen.blit(self.gorilla2.image, self.gorilla2.rect.topleft)

            # Sun is created and drawn to the screen. 
            sun = pygame.Surface((50, 50))
            pygame.draw.circle(sun, pygame.Color('Yellow'), (25, 25), 25)
            sun.set_colorkey(pygame.Color('Black'))
            self.screen.blit(sun, (WINDOW_WIDTH/2, WINDOW_HEIGHT*.1))

            
            # Once phase reaches 7, Phase is now reset to one so game can continue
            if self.phase == 7:
                self.phase = 1
            
            # This is where player input (angle, velocity) is being displayed on screen.
            # Wind vector and score is also displayed on screen. 
            angle = font.render("Angle " + self.angle, 2, (255,255,0))
            self.screen.blit(angle, (0, 14))
            velocity = font.render("Velocity " + self.velocity, 2, (255,255,0))
            self.screen.blit(velocity, (0, 28))
            score = font.render("Score: " + str(self.score[0]) + ' ' + str(self.score[1]), 2, (255,255,0))
            self.screen.blit(score, (0, 42))
            wind = font.render("Wind: " + str(self.wind*10)[0:5], 2, (255,255,0))
            self.screen.blit(wind, (0, 56))

            pygame.display.flip()
Пример #12
0
def banana():
    return Banana().run()
Пример #13
0
class Scene(pygame.sprite.Group):
    block_count = 16
    max_block_height = 0.85

    def __init__(self, surface):
        super(Scene, self).__init__()
        self.surface = surface
        self.blocks = pygame.sprite.Group()
        self.players = pygame.sprite.Group()
        self.block_rects = []
        self.player_positions = []
        self.banana = None
        self.generate_blocks()
        self.block_fall = self.surface.get_height() / 40
        self.init_background()

    def __str__(self):
        mask = '%%0%dd' % len(str(self.surface.get_height()))
        return ' '.join(mask % v for v in self.get_block_heights())

    def add_player(self, player):
        w, h = self.surface.get_size()
        new_position = random.choice(range(self.block_count))
        while new_position in self.player_positions:
            new_position = random.choice(range(self.block_count))
        self.player_positions.append(new_position)
        block_width = w / self.block_count
        block_rect = self.block_rects[new_position]
        x = block_rect[0] + (block_width - player.size[0]) / 2
        y = h - block_rect[3] - player.size[1]
        player.rect = player.rect.move(x, y)
        self.players.add(player)
        self.add(player)

    def end(self):
        pygame.event.post(pygame.event.Event(pygame.USEREVENT, {'winner': self.banana.player}))

    def fire_banana(self, player, angle, speed):
        self.banana = Banana(player, angle, speed)
        self.add(self.banana)

    def kill_banana(self):
        self.remove(self.banana)
        self.banana = None

    def get_block_heights(self):
        return [s.image.get_height() for s in self.blocks.sprites()]

    def generate_blocks(self, heights=None):
        w, h = self.surface.get_size()
        block_width = w / self.block_count

        for i, bh in enumerate(heights or self._randomize_blocks()):
            block_height = bh * h
            block = pygame.sprite.Sprite(self, self.blocks)
            block.image = pygame.surface.Surface((block_width, block_height))
            block.rect = block.image.get_rect().move(i * block_width,
                                                     h - block_height)
            block.image.fill((127, 15, 31))
            self.block_rects.append(block.rect)

    def _smooth(self, l, width=1, iterations=5, strength=0.20):
        for _ in range(iterations):
            smooth = []
            for i in range(len(l)):
                v = 0.0
                for j in range(-width, width + 1):
                    v += l[(i + j) % len(l)]
                v /= 2 * width + 1
                smooth.append((v * strength) + (l[i] * (1.0 - strength)))
            l = smooth
        return l

    def _randomize_blocks(self):
        r, m = random.random, self.max_block_height
        return self._smooth([r() * m for i in range(self.block_count)])

    def init_background(self):
        w, h = self.surface.get_size()
        self.background = generate_gradient((63, 95, 127), (195, 195, 255), w, h)
        self.update()

    def update(self):
        self.update_banana()
        self.surface.blit(self.background, (0, 0))
        self.draw(self.surface)
        pygame.time.wait(10)
        sys.stdout.write('.')
        sys.stdout.flush()

    def update_banana(self):
        if self.banana is None:
            return
        banana_x, banana_y = self.banana.update()
        if banana_y > self.surface.get_height() + self.banana.size[1]:
            self.kill_banana()
        collided_blocks = pygame.sprite.spritecollide(self.banana, self.blocks, False)
        if collided_blocks:
            for block in collided_blocks:
                block.rect.top += self.block_fall
                self.kill_banana()
                return
        collided_players = pygame.sprite.spritecollide(self.banana, self.players, False)
        if collided_players:
            for player in collided_players:
                if player == self.banana.player:
                    continue  # Banana cannot harm the shooter
                else:
                    self.end()
Пример #14
0
def main():
    person = Person()
    for a in xrange(10):
        person.add_banana(Banana())
    person.eat_bananas()
Пример #15
0
server = ''
port = 5555

server_ip = socket.gethostbyname(server)

try:
    s.bind((server, port))

except socket.error as e:
    print(str(e))

s.listen(2)
print("Waiting for a connection")

game_state = GameState()
game = Banana(game_state)

recv_dicts = [{}, {}]

flip_delay = 1.5

pending_take = None


def other_player(player):
    if player == 0:
        return 1
    else:
        return 0

Пример #16
0
    scale = 16.0

    # visualisation
    def visualise_array(ax, Xs, Ys, A, samples=None):
        #        im = ax.imshow(A, origin='lower')
        #        im.set_extent([Xs.min(), Xs.max(), Ys.min(), Ys.max()])
        #        im.set_interpolation('nearest')
        #        im.set_cmap('Greens')
        cs = ax.contour(Xs, Ys, A, 5, linewidth=2)
        #ax.clabel(cs, inline=1, fontsize=15, linewidth=2)
        if samples is not None:
            ax.plot(samples[:, 0], samples[:, 1], 'bx')
        ax.set_ylim([Ys.min(), Ys.max()])
        ax.set_xlim([Xs.min(), Xs.max()])

    target = Banana(bananicity=b, V=V)

    names = [r'$Score$', r'$Stein\ param$', r'$Stein\ nonparam$', r'$HMC$']
    fig, ax = plt.subplots(
        2,
        4,
        figsize=(10, 3.5),
    )
    color = ['g', 'm', 'b', 'r']
    Xs = np.linspace(-30, 30, 200)
    Ys = np.linspace(-10, 30, len(Xs))
    pdf = density(Xs, Ys, target)

    # first load data
    path = 'results/'
    plot_results = []
Пример #17
0
clock = pygame.time.Clock()

net = Network()

print("Getting ID")

player = net.get_id()

print("Initializing graphics")

graphics = Graphics()

print("Sending send_dict")

game = Banana(net.send(send_dict))

print("Displaying initial elements")

# DISPLAYSURF.fill(BGCOLOR)
graphics.printstatus(game, player, ['flip', 'status', 'guess'], guess, status,
                     taker)
# pygame.display.update()

# Time check variables

while True:

    FPSCLOCK.tick(60)

    graphics_to_update = []