def cmb(): load() ca() shuffle(ca.w) cmb.scramble = shuffle.randomized ts(shuffle.randomized) cmb.chk="" for n in cmb.scramble: if n not in cmb.chk: cmb.chk+=n else: continue cmb.tot = ts.TS
def ca(): import random load() integers = [] chkr = 2 chb = 0 while chb < chkr: num = random.randint(0, len(load.d)) if num not in integers: chb+=1 integers.append(num) ca.w = [] for j in range(len(integers)): ca.w.append(load.d[integers[j]])
def get_required_data(): eng = engine.load('ROTAX_912ULS') prop = propeller() prop.read_xls('MDO_initial') beta = 19.0 thrust = FixedPitchThrust(eng) thrust.beta = beta thrust.prop = prop W = 620.0*9.81 rho = 1.2255 pset = array([50.0,75.0,95.0]) vel = list() LD = list() effy = list() ff = list() sfc = list() print 'pset\t fuelFlow kg/s\tV,m/s\teffy\tP,W' for p in pset: rpm,V = thrust.velocity_at_power_setting(p,rho,W) data = prop.analyze_prop(beta,rpm,V,rho) effy.append(data[-1]) vel.append(V) fuelFlow = eng.get_fuelFlow(rho,rpm,p) ff.append(fuelFlow) print '%.1f\t%.2e\t%.4f\t%.4f\t%.4f'%(p,fuelFlow,V,data[-1],data[1])
def load(): output('This is saves:', foreGroundColor.DARKSKYBLUE) saves = engine.get_saves() for save in saves: output(str(save[0]), foreGroundColor.PINK, ' ') output(save[1], foreGroundColor.PURPLE, ' ') output(save[2], foreGroundColor.YELLOW) i = int(input('choose your save')) return engine.load(i-1)
def test_03(): eng = engine.load('ROTAX_912ULS') prop = propeller.load('MDO_optimum') pset = 100.0 rho = 1.2255 weight = 620.0*9.81 thrust = FixedPitchThrust(eng) thrust.prop = prop thrust.beta = 28.5 rpm = thrust.thrust_at_velocity(50.0,pset,rho,weight) print rpm
def run_test2(): eng = engine.load('ROTAX_912ULS') prop = propeller.load('neuform') thrust = Thrust(prop,eng) pset = 95.0 rho = 1.05 prop.set_beta(15.0) print 'direct' thrust.max_efficiency(pset,rho) print thrust.prop.neval thrust.prop.neval = 0 print '\n IDF' thrust.max_efficiency2(pset,rho) print thrust.prop.neval print eng.get_fuelFlow(rho,2300.,pset)
def run_design(): eng = engine.load('ROTAX_912ULS') thrust = FixedPitchThrust(eng) thrust.W = array([550.0,620.0])*9.81 pset = array([50.0,75.0,95.0]) thrust.max_efficiency(pset,1.2255)
class Tile(pygame.sprite.Sprite): IMAGES = { '1': load('RIGHT_WALL.png'), '2': load('TOP_RIGHT_WALL.png'), '3': load('DOWN_WALL.png'), '4': load('TOP_LEFT_WALL.png'), '5': load('LEFT_WALL.png'), '6': load('DOWN_LEFT_WALL.png'), '7': load('DOWN_WALL.png'), '8': load('DOWN_RIGHT_WALL.png'), '9': load('TOP_RIGHT_WALL_2.png'), '0': load('TOP_LEFT_WALL_2.png'), '-': load('DOWN_LEFT_WALL_2.png'), '=': load('DOWN_RIGHT_WALL_2.png'), 'r': load('DOOR_RIGHT.png'), 'l': load('DOOR_LEFT.png'), 'b': load('DOOR_TOP.png'), 't': load('DOOR_BOTTOM.png'), 'B': load('BOX.png'), 'B1': load('BARREL.png'), 'M': load('MONSTER.png'), 'P': load('UPSTAIRS.png'), 'C': load('CHEST.png'), 'T': load('TORCH.png'), 'E': load('DOWNSTAIRS.png'), ' ': load('DARK.png'), '.': load('FLOOR.png'), '.0': load('FLOOR_CRACKED_0.png'), '.1': load('FLOOR_CRACKED_1.png'), '.2': load('FLOOR_CRACKED_2.png'), '.3': load('FLOOR_CRACKED_3.png') } def __init__(self, tile_type: str, x: int, y: int): super().__init__(all_sprites_list) self.tile_type = tile_type.upper() # тип тайла self.image = Tile.IMAGES[self.tile_type] self.rect = self.image.get_rect().move(x * TILE_SIZE, y * TILE_SIZE)
def run_game(): # Define colours for convenience BLACK = [0, 0, 0] WHITE = [255, 255, 255] COLOUR_WHITE = [200, 200, 200] COLOUR_BlACK = [50, 50, 50] # Manage framerate global clock clock = pygame.time.Clock() # initialize screen size = [1280, 800] global screen screen = pygame.display.set_mode(size) pygame.display.set_caption('Chess v0.5 ') font = pygame.font.SysFont('default', 22) # Track allowed and castlable squares, and check global allowed_sqs global check allowed_sqs = [] check = False # Track moves made global moves moves = [] global engine_moves engine_moves = [] # Get width and height of window, compute box dimensions w, h = pygame.display.get_surface().get_size() play_area = min([w, h]) global box_side box_side = play_area / 8 # Create global live_board variable populate it from ini file global live_board live_board = set_board('board.ini') # Set up sidebar buttons global buttons buttons = {} global initial_time initial_time = 25 * 60 global increment increment = 0 global clock_time clock_time = [initial_time, initial_time] initialize_sidebar() # Set starting turn to white global turn_colour global counter turn_colour = ['w', 'b'] counter = 0 # Queening screen check global queening queening = [False, None] # Set up engine global AI AI = engine.load('ai/stockfish-8-linux/Linux/stockfish_8_x64') engine.put(AI, 'uci') engine.put(AI, 'uci setoption name Skill Level value 0') engine.put(AI, 'ucinewgame') garbage = engine.get(AI) print 'AI started.' global AI_plays AI_plays = False # Loop until user closes global done done = False # ------- Main Program Loop ------ while not done: # --- Main event loop --- for event in pygame.event.get(): m_pos = pygame.mouse.get_pos() if event.type == pygame.QUIT: quit_game() elif event.type == pygame.MOUSEBUTTONDOWN: # If mouse over moves list, handle scrolling if (829 < m_pos[0] < (829 + 250)) and (101 < m_pos[1] < (101 + 335)): if event.button == 4: scroll_moves_up() elif event.button == 5: scroll_moves_down() # If mouse is over board, do chess logic if 0 < m_pos[0] < 800: m_sq = pix_to_classic(m_pos) # Right click delesects all board if pygame.mouse.get_pressed() == (0, 0, 1): for piece_ in live_board: deselect(piece_) # Left click elif pygame.mouse.get_pressed() == (1, 0, 0): for piece_ in live_board: if getattr(piece_, 'selected') == True: if m_sq in allowed_sqs: turn(piece_, m_sq) # If there's a piece on the square we clicked, and that piece is of the right colour # deselect everything, and select that piece. elif getattr(piece_, 'pos') == m_sq and turn_colour[ counter % 2] == getattr( piece_, 'colour'): for all_piece in live_board: deselect(all_piece) select(piece_) # Quit on 'q' elif event.type == pygame.KEYDOWN: if event.key == pygame.K_q: quit_game() # --- Drawing code --- # Display moves to the right of the board screen.fill([255, 255, 255]) if queening[0]: # Fill with grey pygame.draw.rect(screen, [100, 100, 100], (0, 0, 800, 800)) # Draw queening options textfont = pygame.font.Font('assets/Lato-Bold.ttf', 72) draw_text('Choose your piece', textfont, [0, 0, 0], 75, 100) available_piecetypes = ['queen', 'knight', 'bishop', 'rook'] for i in range(0, len(available_piecetypes)): try: draw_im_button('assets/'+ available_piecetypes[i] + '_' + getattr(queening[1], 'colour') + '.png'\ , 50 + i*200, 200, queen_piece, [queening[1], available_piecetypes[i], live_board]) except AttributeError: continue else: # Draw board and pieces draw_board(COLOUR_WHITE, COLOUR_BlACK) for piece_ in live_board: draw_piece(piece_) for sq in allowed_sqs: highlight(sq) check = in_check(turn_colour[counter % 2], live_board) if check: king = [ x for x in live_board if getattr(x, 'colour') == turn_colour[counter % 2] and getattr(x, 'type_') == 'king' ] highlight(getattr(king[0], 'pos'), [254, 86, 160]) draw_sidebar() pygame.display.flip() # Limit fps clock.tick(60) # Update clock if not queening[0] and not checkmate(turn_colour[counter % 2], live_board): frametime = clock.get_time() if counter > 0: clock_time[counter % 2] -= frametime * 0.001 if AI_plays: turn_engine() # Exit gracefully pygame.quit()
def ang(): import random load() ang.word = random.choice(load.d) ang.possible = [] ang.anagram = [] while len(ang.word) < 5: ang.word = random.choice(load.d) def anag(): for a in range(len(load.d)): if len(load.d[a]) == len(ang.word): ang.possible.append(load.d[a]) for b in range(len(ang.possible)): if sorted(ang.word) == sorted(ang.possible[b]): ang.anagram.append(ang.possible[b]) else: continue while len(ang.anagram) < 3: ang.word = random.choice(load.d) while len(ang.word) < 5: ang.word = random.choice(load.d) ang.possible = [] ang.anagram = [] anag() for a in ang.anagram: if a == ang.word: ang.anagram.remove(a) ang.final = "".join(ang.anagram) compute(ang.final) ang.tot = len(ang.anagram) ang.score = 0 ang.life = 3 ang.correct = [] ang.incorrect = [] while ang.life != 0 and ang.score <= ang.tot: if ang.life == 0: print("=============================================================") print("Uwurd Unscwambler <3") print("ANAGWAMS MODE!!!") print("heart:", ang.life) print("score:", ang.score, "/", ang.tot) print("Find the anagrams for:", ang.word) print() print("GAME OVER!") elif ang.score == ang.tot: print("=============================================================") print("Uwurd Unscwambler <3") print("ANAGWAMS MODE!!!") print("heart:", ang.life) print("score:", ang.score, "/", ang.tot) print() print("Anagrams for " + '"' + ang.word + '"' + ": ", end="") for x in range(len(ang.correct)): if x == len(ang.correct)-1: print(ang.correct[x]) else: print(ang.correct[x] + ", ", end="") print() print("Whoa! You really found all the anagwams! Congwats UwU!") break else: print("=============================================================") print("Uwurd Unscwambler <3") print("ANAGWAMS MODE!!!") print("heart:", ang.life) print("score:", ang.score, "/", ang.tot) print() #print(ang.anagram) print("Find the anagrams for:", ang.word) if len(ang.correct) != 0: print("Correct guesses: ", end="") for x in range(len(ang.correct)): if x == len(ang.correct)-1: print(ang.correct[x]) else: print(ang.correct[x] + ", ", end="") else: print("Correct guesses: ") if len(ang.incorrect) != 0: print("Incorrect guesses: ", end="") for x in range(len(ang.incorrect)): if x == len(ang.incorrect)-1: print(ang.incorrect[x]) else: print(ang.incorrect[x] + ", ", end="") else: print("Incorrect guesses: ") print() print("Your guess: ", end="") inp = str(input()) if inp in ang.anagram: ang.correct.append(inp) compute(inp) ang.score += 1 else: ang.incorrect.append(inp) print("Oh no! That's wrong!") ang.life-=1
def load_E(choose): global chapter_on chapter_on = engine.load(choose) show_chapter(engine.getChapterContent(chapter_on)) show_options(engine.getNextChapters(chapter_on), visit_chapter_E)