Пример #1
0
 def testChair(self):
     chair = Chair()
     self.assertEqual(chair.numLegs, 4)
     self.assertEqual(chair.broken, False)
     self.assertEqual(chair.material, 'wood')
     self.assertEqual(chair.length, 20.0)
     chair.sit(400)
     self.assertEqual(chair.broken, True)
Пример #2
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 def testSpecifics(self):
     numLegs: int = 4
     materialType: str = 'Metal'
     length: float = 17.0
     chair = Chair(numLegs, materialType, length)
     self.assertEqual(chair.numLegs, numLegs)
     self.assertEqual(chair.material, materialType)
     self.assertEqual(chair.length, length)
Пример #3
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 def testBreaking(self):
     stool = Chair(numLegs=3, material='Wood', length=20)
     self.assertEqual(stool.broken, False)
     stool.sit(225)
     self.assertEqual(stool.broken, False)
     stool.sit(226)
     self.assertEqual(stool.broken, True)
Пример #4
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class Hotel:
    def __init__(self):
        pass

    @staticmethod
    def move_room(obj_list, destination):
        for obj in obj_list:
            obj.move_to(destination)


if __name__ == '__main__':
    peter = Attendant("Peter", 58, 10000, 7)
    # stuff in room 2046
    mary = Attendant("Mary", 45, 90000, 1)
    tony = Attendant("Tony", 60, 1000000, 1)
    washer1 = Washer("Washer 1", 55, 1, 5000)
    refrigerator1 = Refrigerator("Refrigerator 1", 50, 1, 5000, 3)
    table1 = Table("Table 1", 20, 1, peter, True)
    chair1 = Chair("Chair 1", 8, 1, peter, False)
    old_room_stuff = [mary, tony, washer1, refrigerator1, table1, chair1]
    # rooms
    old_room = Room("Room 2046", 1)
    new_room = Room("Room 2047", 5)
    dining_hall_1 = DiningHall("Dinning hall 1", 12, 80)
    #  move all the stuff to the new room
    Hotel.move_room(old_room_stuff, new_room)
    # Peter eat something
    peter.move_to(dining_hall_1)
    dining_hall_1.serve_dinner_to(peter)
Пример #5
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 def testDefaults(self):
     chair = Chair()
     leg = Leg()
     self.assertEqual(chair.numLegs, chair.DEFAULT_NUM_LEGS)
     self.assertEqual(chair.material, chair.DEFAULT_MATERIAL)
     self.assertEqual(chair.length, leg.DEFAULT_LENGTH)
Пример #6
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class Hotel:
    def __init__(self):
        pass

    @staticmethod
    def move_room(obj_list, destination):
        for obj in obj_list:
            obj.move_to(destination)


if __name__ == '__main__':
    jarvis = Robot("Jarvis", 30, 3, 5000)
    # stuff in room 2046
    mary = Attendant("Mary", 45, 90000, 1)
    tony = Attendant("Tony", 60, 1000000, 1)
    washer1 = Washer("Washer 1", 55, 1, 5000)
    refrigerator1 = Refrigerator("Refrigerator 1", 50, 1, 5000, 3)
    table1 = Table("Table 1", 20, 1, jarvis, True)
    chair1 = Chair("Chair 1", 8, 1, jarvis, False)
    old_room_stuff = [mary, tony, washer1, refrigerator1, table1, chair1]
    # rooms
    old_room = Room("Room 2046", 1)
    new_room = Room("Room 2047", 5)
    dining_hall_1 = DiningHall("Dinning hall 1", 12, 80)
    #  move all the stuff to the new room
    Hotel.move_room(old_room_stuff, new_room)
    # Jarvis charge
    jarvis.charge_battery(500)
Пример #7
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def play():
    """ Launches the game """

    sprites = [Chair(7, 7)]

    launch_single_tile(sprites)
Пример #8
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 def seat_players(self, players):
     for player in players:
         chair = Chair()
         chair.seat_player(player)
         self.chairs.append(chair)
Пример #9
0
        else:
            print("Erre a helyre nem lehet ülni")


# # CREATING the nxm grid
while True:
    try:
        n = int(input("n: "))
        m = int(input("m: "))
        if n < 1 or m < 1: raise ValueError
    except ValueError:
        print("Nem megfelelő értékeket adott meg!")
    else:
        break

chairs = [Chair(i) for i in range(n * m)]
chair_numbers = [i.number for i in chairs]
check_seats(first=True)
show()
our_count = 0
while True:
    check_seats()
    if count == 0:
        break
    try:
        x = input("Adja meg a választott ülőhelyet: ")
        if x == "#":
            break
        x = int(x)
    except ValueError:
        print("Csak számokat írjon!")
Пример #10
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def main():
    pygame.init()
    display = (1900, 1000)
    pygame.display.set_mode(display, DOUBLEBUF | OPENGL)
    u = 0

    #pygame.mixer.music.load("Experience.mp3")
    #pygame.mixer.music.play()

    gluPerspective(45, (display[0] / display[1]), 0.1, 100.0)
    glTranslatef(0, 0, -70)

    object_passed = False
    i = 0
    controllore = 0
    s = 0
    w = 0
    camera_y = 0
    rotazione = 0
    while not object_passed:
        if rotazione == 72 or rotazione == -72:
            rotazione = 0
        glClearColor(1, 1, 0.9, 0)
        if i == 1:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    quit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        glTranslatef(0.5, 0, 0)
                    if event.key == pygame.K_RIGHT:
                        glTranslatef(-0.5, 0, 0)

                    if event.key == pygame.K_UP:
                        glTranslatef(0, -1, 0)
                    if event.key == pygame.K_DOWN:
                        if camera_y < 1:
                            glTranslatef(0, 1, 0)

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if event.button == 4:
                        glTranslatef(0, 0, 1.0)

                    if event.button == 5:
                        glTranslatef(0, 0, -1.0)
                keypress = pygame.key.get_pressed()
                if keypress[pygame.K_a]:
                    rotazione = rotazione - 1
                    glRotate(5, 0, 0.5, 0)  #ang,x,y,z
                if keypress[pygame.K_w]:
                    if w < 35:
                        w = w + 1
                        glRotate(5, 0.5, 0, 0)  #ang,x,y,z
                if keypress[pygame.K_s]:
                    rotazione = rotazione + 1
                    glRotate(5, 0, -0.5, 0)  #ang,x,y,z
                if keypress[pygame.K_z]:
                    if w > 0:
                        w = w - 1
                        glRotate(5, -0.5, 0, 0)  #ang,x,y,z

        x = glGetDoublev(GL_MODELVIEW_MATRIX)  #, modelviewMatrix)

        camera_x = x[3][0]
        camera_y = x[3][1]
        camera_z = x[3][2]

        #print('rotazione',rotazione)

        # slowly move forward :
        if camera_z >= 40 and i == 0:
            glTranslatef(0, 0, 0.8)
        else:
            i = 1
            controllore = 1
            glTranslatef(0, 0, 0)

        if (rotazione < 40 and rotazione > -1) or (rotazione < -49
                                                   and rotazione > -72):
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

            if controllore == 0:
                u = 0
            Ground()
            if (rotazione > 21 and rotazione < 51) or (rotazione < -19
                                                       and rotazione > -52):
                Skeleton(u)
                glPushMatrix()
                glRotate(270, 0, 1, 0)
                glTranslated(-1.5, -1, 0)
                Chair()
                glPopMatrix()
                glPushMatrix()
                glRotate(120, 0, 1, 0)
                glTranslated(-14, -9, 9)
                Table()
                glPopMatrix()

                glPushMatrix()
                glTranslated(13, -1, 7)
                Dish()
                glPopMatrix()
                glPushMatrix()
                glTranslated(18, -1, 9)
                Glass()
                glPopMatrix()
                u = u + 1
                if u < 371:
                    u = u
                else:
                    u = 0
            else:
                glPushMatrix()
                glRotate(270, 0, 1, 0)
                glTranslated(-1.5, -1, 0)
                Chair()
                glPopMatrix()
                Skeleton(u)
                glPushMatrix()
                glRotate(120, 0, 1, 0)
                glTranslated(-14, -9, 9)
                Table()
                glPopMatrix()

                glPushMatrix()
                glTranslated(13, -1, 7)
                Dish()
                glPopMatrix()
                glPushMatrix()
                glTranslated(18, -1, 9)
                Glass()
                glPopMatrix()
                u = u + 1
                if u < 371:
                    u = u
                else:
                    u = 0
        else:
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

            if controllore == 0:
                u = 0
            Ground()
            if (rotazione > 21 and rotazione < 51) or (rotazione < -19
                                                       and rotazione > -52):
                glPushMatrix()
                glRotate(120, 0, 1, 0)
                glTranslated(-14, -9, 9)
                Table()
                glPopMatrix()

                glPushMatrix()
                glTranslated(13, -1, 7)
                Dish()
                glPopMatrix()
                glPushMatrix()
                glTranslated(18, -1, 9)
                Glass()
                glPopMatrix()
                Skeleton(u)
                glPushMatrix()
                glRotate(270, 0, 1, 0)
                glTranslated(-1.5, -1, 0)
                Chair()
                glPopMatrix()
                u = u + 1
                if u < 371:
                    u = u
                else:
                    u = 0
            else:
                glPushMatrix()
                glRotate(270, 0, 1, 0)
                glTranslated(-1.5, -1, 0)
                Chair()
                glPopMatrix()
                glPushMatrix()
                glRotate(120, 0, 1, 0)
                glTranslated(-14, -9, 9)
                Table()
                glPopMatrix()

                glPushMatrix()
                glTranslated(13, -1, 7)
                Dish()
                glPopMatrix()
                glPushMatrix()
                glTranslated(18, -1, 9)
                Glass()
                glPopMatrix()
                Skeleton(u)
                u = u + 1
                if u < 371:
                    u = u
                else:
                    u = 0

        #print(u)
        pygame.display.flip()

        if camera_z <= 0:
            object_passed = True
Пример #11
0
 def seat_players(self, players):
     for player in players:
         chair = Chair()
         chair.seat_player(player)
         self.chairs.append(chair)
Пример #12
0
from chair import Chair

chair = Chair(numLegs=4, material="Oak", length=15)

print('Chair is broken:', chair.broken)
print('Chair is made of:', chair.material)

chair.sit(500)

print('Chair is broken:', chair.broken)

stool = Chair(numLegs=3, material="Plastic", length=23)

stool.sit(250)
print('Stool is broken:', stool.broken)
print('Stool is made of:', stool.material)