def __init__(self): pygame.sprite.Group.__init__(self) self.middle = WIDTH // 2 # 30 appart self.height = 20 self.score = 0 self.add(Score(0, ( self.middle - 15, self.height))) self.add(Score(0, ( self.middle + 15, self.height)))
def test_set_names(self): from score import Score sc = Score("6-4 3-6 7-6(5)") self.assertEqual(get_names(sc, setnum=1), ("open", "open")) self.assertEqual(get_names(sc, setnum=2), ("press", "under")) self.assertEqual(get_names(sc, setnum=3), ("decided", "decided")) sc = Score("6-4 3-6 7-5 1-6 7-6(5)") self.assertEqual(get_names(sc, setnum=1), ("open", "open")) self.assertEqual(get_names(sc, setnum=2), ("press", "under")) self.assertEqual(get_names(sc, setnum=3), ("open2", "open2")) self.assertEqual(get_names(sc, setnum=4), ("press", "under")) self.assertEqual(get_names(sc, setnum=5), ("decided", "decided")) sc = Score("6-4 6-3 5-7 1-6 7-6(5)") self.assertEqual(get_names(sc, setnum=1), ("open", "open")) self.assertEqual(get_names(sc, setnum=2), ("press", "under")) self.assertEqual(get_names(sc, setnum=3), ("press2", "under2")) self.assertEqual(get_names(sc, setnum=4), ("press", "under")) self.assertEqual(get_names(sc, setnum=5), ("decided", "decided")) sc = Score("4-6 3-6 7-5 6-1 7-6(5)") self.assertEqual(get_names(sc, setnum=1), ("open", "open")) self.assertEqual(get_names(sc, setnum=2), ("under", "press")) self.assertEqual(get_names(sc, setnum=3), ("under2", "press2")) self.assertEqual(get_names(sc, setnum=4), ("under", "press")) self.assertEqual(get_names(sc, setnum=5), ("decided", "decided"))
def scour(self): """Returns a full list of results, categorized in sublists.""" master_list = [self.scrape_titles(), self.scrape_taglines(), \ self.scrape_cashflows(), self.scrape_descriptions(), [], \ self.scrape_urls()] # Let's first ensure all vectors are the same length # If Taglines too short, it's because basic listings have no TL difference = len(master_list[0]) - len(master_list[1]) if (len(master_list[0]) == len(master_list[2]) and difference): master_list[1].extend(["(No Tagline)" for i in range(difference)]) if self.positive_inputs is None and self.negative_inputs is None: for i, desc in enumerate(master_list[3]): master_list[4].append(Score(" ".join([master_list[0][i], \ master_list[1][i], desc]))) else: for i, desc in enumerate(master_list[3]): master_list[4].append(Score(" ".join([master_list[0][i], \ master_list[1][i], desc]), \ positive_inputs=self.positive_inputs, \ negative_inputs=self.negative_inputs)) return master_list
def testScorePlayer1Score(self): print('Describe: p1 scores a point') tests = [ { 'x': 740, 'y': 200, 'speed': [3, 3], 'p1': 3, 'p2': 1, 'ansP1': 4, 'ansP2': 1 }, { 'x': 200, 'y': 200, 'speed': [3, 3], 'p1': 3, 'p2': 1, 'ansP1': 3, 'ansP2': 1 }, ] for t in tests: b = Ball(t['x'], t['y'], t['speed']) p1 = Score(100, t['p1']) p2 = Score(400, t['p2']) p1.playerScored(b, p2) self.assertEqual(p1.score, t['ansP1'], 'player1 score should be ' + str(t['ansP1'])) self.assertEqual(p2.score, t['ansP2'], 'player2 score should be ' + str(t['ansP2']))
def testScorePlayer2Score(self): print('Describe: p2 scores a point') tests = [ { 'x': -16, 'y': 200, 'speed': [-3, 3], 'p1': 2, 'p2': 2, 'ansP1': 2, 'ansP2': 3 }, { 'x': 200, 'y': 200, 'speed': [-3, 3], 'p1': 2, 'p2': 2, 'ansP1': 2, 'ansP2': 2 }, ] for t in tests: b = Ball(t['x'], t['y'], t['speed']) p1 = Score(100, t['p1']) p2 = Score(400, t['p2']) p2.botScored(b, p1) self.assertEqual(p1.score, t['ansP1'], 'player1 score should be ' + str(t['ansP1'])) self.assertEqual(p2.score, t['ansP2'], 'player2 score should be ' + str(t['ansP2']))
def __init__(self, parent, score): Location.__init__(self, parent, end_background) self.save_score(score) pygame.mouse.set_visible(1) pygame.key.set_repeat(0) self.start_button = PlayAgainButton(240, 250) self.message1 = Score(240, 350, "Your score: ", 50, (0, 0, 0)) self.score = Score(240, 400, str(score), 45, (0, 0, 0)) self.message2 = Score(240, 450, "Your high score: ", 50, (0, 0, 0)) self.high_score = Score(240, 500, str(self.get_high_score()), 45, (0, 0, 0)) self.surfaces = [] self.controls = pygame.sprite.Group() self.controls.add(self.start_button) self.messages = pygame.sprite.Group() self.messages.add(self.message1) self.messages.add(self.message2) self.messages.add(self.score) self.messages.add(self.high_score) self.window.blit(self.background, (0, 0))
def test_tie_loser_result(self): scr = Score("6-4 7-6(5)") self.assertTrue(scr.tie_loser_result(setnum=2) == 5) scr = Score("6-4 3-6 2-6 7-6(12) 22-20") self.assertTrue(scr.tie_loser_result(setnum=4) == 12) self.assertTrue(scr.tie_loser_result(setnum=1) is None)
def testScorePlayer1Win(self): print('Describe: checkWin Function: p1 wins') p1 = Score(100, 11) p2 = Score(400, 7) p1.checkWin(p2) self.assertEqual(p1.score, 0, 'player1 score should be 0') self.assertEqual(p2.score, 0, 'player2 score should be 0')
def mainLoop(clock, window, sprites, audio): run = True status = Status.inMenu tick = 0 drawer = Drawer(window) hitBoxe = HitBoxe(audio.hitSound, audio.dieSound, audio.pointSound) base = Base(sprites.base) bird = Bird(sprites.bird, audio.wingSound, hitBoxe) pipes = Pipes(sprites.pipe, hitBoxe) score = Score(sprites.numbers) while run: clock.tick(FPS) for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): run = False if status == Status.inMenu and event.type == pygame.KEYUP and ( event.key == pygame.K_SPACE or event.key == pygame.K_UP): status = Status.inGame if status == Status.inGame and event.type == pygame.KEYDOWN and ( event.key == pygame.K_SPACE or event.key == pygame.K_UP): bird.jump() if status == Status.inGameOver and event.type == pygame.KEYUP and ( event.key == pygame.K_SPACE or event.key == pygame.K_UP): status = Status.inMenu tick = 0 base = Base(sprites.base) bird = Bird(sprites.bird, audio.wingSound, hitBoxe) pipes = Pipes(sprites.pipe, hitBoxe) score = Score(sprites.numbers) if status == Status.inGame: hitBase = hitBoxe.birdHitBase(bird, base) hitPipe = hitBoxe.birdHitPipes(bird, pipes) hitBoxe.birdPassPipe(bird, pipes.pipes, score) if hitBase or hitPipe: status = Status.inGameOver bird.die() if status == Status.inMenu: drawer.drawInMenu(sprites.background, sprites.message, base, bird, tick) elif status == Status.inGame: drawer.drawInGame(sprites.background, base, bird, pipes, score, tick) else: drawer.drawInGameOver(sprites.background, sprites.gameOver, base, bird, pipes, score, tick) if tick < FPS: tick += 1 else: tick = 0
def __init__(self): self.game_is_on = False self.l_score = Score((-100, 250)) self.r_score = Score((100, 250)) self.l_paddle = Paddle((-370, 0)) self.r_paddle = Paddle((370, 0)) self.screen = Screen() self.ball = Ball() self.setup_screen()
def enter(): gfw.world.init([ 'bg', 'enemy', 'boss', 'bullet', 'player', 'boss_bullet', 'effect', 'ui', 'item' ]) global player, charnum player = Player() Player.player_type = charnum gfw.world.add(gfw.layer.player, player) global dis_score, score dis_score = Score(canvas_width - 20, canvas_height - 50) gfw.world.add(gfw.layer.ui, dis_score) score = Score(canvas_width - 20, canvas_height - 100) gfw.world.add(gfw.layer.ui, score) global font font = gfw.font.load(gobj.RES_DIR + '/BM.ttf', 40) life_gauge.load() bg = VertScrollBackground('/map_01.png') bg.speed = 100 gfw.world.add(gfw.layer.bg, bg) global power_item, dual_item power_item = gfw.image.load(gobj.RES_DIR + '/powershot.png') dual_item = gfw.image.load(gobj.RES_DIR + '/dualshot.png') global music_bg, music_bg2, wav_mon_die, player_voice, player_hit_wav, wav_boss_dead, wav_siren, get_money, get_item music_bg = load_music(gobj.RES_DIR + '/bg_music.mp3') music_bg2 = load_music(gobj.RES_DIR + '/boss_stage_bg.mp3') wav_mon_die = load_wav(gobj.RES_DIR + '/enemy_die.wav') player_voice = load_wav(gobj.RES_DIR + '/go.wav') player_hit_wav = load_wav(gobj.RES_DIR + '/hit.wav') wav_siren = load_wav(gobj.RES_DIR + '/siren.wav') wav_boss_dead = load_wav(gobj.RES_DIR + '/boss_dead.wav') get_money = load_wav(gobj.RES_DIR + '/get_coin.wav') get_item = load_wav(gobj.RES_DIR + '/get_item.wav') music_bg.repeat_play() player_voice.play() global state state = START_GAME enemy_gen.reset() global boss_ox, boss_ap boss_ox, boss_ap = 0, 1 boss.Boss().LASER_INTERVAL = 0.5 global time, boss_die time = 0 boss_die = False highscore.load() Gameover_state.num = charnum
def __init__(self, filename, text, real_score=0): self.text = text self.text_list = self.text.replace('\n', " ").split() self.tags = nl.pos_tag(self.text_list) self.raw_score = Score() self.normalized_score = Score() self.real_score = real_score self.filename = filename self.grader_score = 0.0 self.classification = 1 self.classification_penalty = 0
def count_flush(self): flush = [] flush_suit = self.cards[0].suit # Five card flush if the upcard also matches if all(card.suit == flush_suit for card in self.all_cards()): flush = [Score(self.all_cards(), 5)] # Four card flushes can't include the upcard and can't be scored in a crib elif all(card.suit == flush_suit for card in self.cards) and not self.is_crib: flush = [Score(self.cards, 4)] return flush
def test_valid(self): self.assertTrue(Score("6-4 7-6(5)").valid()) self.assertTrue(Score("6-4 5-7 7-6(8)").valid()) self.assertTrue(Score("6-4 3-6 2-6 7-6(12) 22-20").valid()) self.assertFalse(Score("6-4 3-6 2-6 7-6(12) 2-6 22-20").valid()) self.assertFalse(Score("6-4 6-7(4) 3-6 6-4").valid()) self.assertFalse(Score("6-4 6-7(4) 3-6").valid()) self.assertFalse(Score("6-4 6-7(3)").valid()) self.assertFalse(Score("6-4").valid()) self.assertFalse(Score("7-5 3-6 10-4").valid()) self.assertFalse(Score("").valid())
def count_flush(self): flush = [] flush_suit = self.cards[0].suit # If any card is a different suit than the first one, there can't be a flush for card in self.cards: if card.suit != flush_suit: return flush # Five card flush if the upcard also matches if self.upcard.suit == flush_suit: flush = [Score(self.allCards(), 5)] # Four card flushes can't be scored in a crib if not self.is_crib: flush = [Score(self.cards, 4)] return flush
def init(): #Initialize all the constants: screen = constants.initialize() #Making the FPS clock: clock = pygame.time.Clock() FPS = 60 #Creating paddle 1 score: paddle1Score = Score(screen) paddle1Score.x = 100 #Creating paddle 2 score: paddle2Score = Score(screen) paddle2Score.color = constants.colors["RED"] #Making 2 paddles: paddle1 = Paddle() paddle1.x = 10 paddle1.color = constants.colors["BLUE"] paddle2 = Paddle() paddle2.x = 780 paddle2.color = constants.colors["RED"] # Making the ball: ball = Ball() ball.dx = ball.speed ball.dy = ball.speed #The ball starts at the center: ball.x = constants.cx ball.y = constants.cy #The ball's intital color is blue ball.color = constants.colors["PURPLE"] #Creating the title screen's text: title_text = Text(screen) title_text.text = "Welcome to Saabit Pong Game. Difficulty keys: Easy: 1, Medium: 2, Hard: 3" #Creating the end game screen's text endScreen_text = Text(screen) endScreen_text.text = "Game Over. Press 'P' to play again" return ScreenState(screen, title_text, endScreen_text, paddle1, paddle2, ball, paddle1Score, paddle2Score, clock, FPS)
def scour(self, soup): """Pulls out information from a single page soup.""" title_bin = soup.find("title").text title = title_bin[:title_bin.find(" |")] reason_bin = soup.find("input", attrs={"name": "reason"}) category_bin = soup.find("input", attrs={"name": "category"}) if reason_bin and category_bin: reason = reason_bin["value"] category = category_bin["value"] tagline = category + " firm, selling due to " + reason elif reason_bin: tagline = "Firm selling due to " + reason_bin["value"] elif category_bin: category = category_bin["value"] tagline = category + " firm, selling for undisclosed reason" else: tagline = "(No Tagline)" price_bin = soup.find("input", attrs={"name": "listing_price"}) price = "$" + price_bin["value"] de_tag = "seller_discretionary_earnings" de_bin = soup.find("input", attrs={"name": de_tag}) discretionary_earnings = "$" + de_bin["value"] loc_bin = soup.find("input", attrs={"name": "Location"}) location = loc_bin["value"] if location[0] == ",": location = location[2:] tags = soup.find("meta", attrs={"name": "description"}) description = tags["content"] contact_bin = soup.find("input", attrs={"name": "to_email"}) contact = contact_bin["value"] if self.positive_inputs is None and self.negative_inputs is None: score = Score(" ".join([title, tagline, description])) else: score = Score(" ".join([title, tagline, description]), \ positive_inputs=self.positive_inputs, \ negative_inputs=self.negative_inputs) return [title, tagline, price, discretionary_earnings, \ location, description, contact, score]
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invasion") play_button = Button(ai_settings, screen, "Play") ship = Ship(ai_settings, screen) stats = GameStats(ai_settings) score = Score(ai_settings, screen, stats) stats.score = 0 aliens = Group() bullets = Group() gf.create_fleet(ai_settings, screen, ship, aliens) screen.fill(ai_settings.bg_color) ship.blitme() pygame.display.update() while True: gf.check_events(ai_settings, screen, stats, score, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, score, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, screen, ship, aliens, bullets) for bullet in bullets.copy(): if bullet.rect.bottom <= 0: bullet.remove(bullets) print(len(bullets)) gf.update_screen(ai_settings, screen, stats, score, ship, aliens, bullets, play_button)
def __init__(self, cellsize, off_setX, off_setYtop, off_setYbottom, rowsbycols, row, column): self.cellsize = cellsize self.off_setX = off_setX self.off_setYtop = off_setYtop self.off_setYbottom = off_setYbottom self.rowsbycols = rowsbycols self.cell_off_set = 10 self.player_img = pyglet.image.load('images/player.png') self.player = self.player_img.get_texture() # columns for left to right # rows from bottom to top self.column = column self.row = row self.playerXcordinate = (self.off_setX + self.cell_off_set / 2) + (self.cellsize * (self.column - 1)) self.playerYcordinate = (self.off_setYbottom + self.cell_off_set / 2) + (self.cellsize * (self.row - 1)) # length for both width and height self.player_length = self.cellsize - self.cell_off_set # player moving direction will be updated in onkeypress function self.player_direction = None # make game score self.score = Score(properties.score_initial_value)
class SoldierClient(Client): # 预先实例 score 对象,防止重复建立,节省资源 score = Score() def deal(self): # 告诉服务端新的一轮可以开始 self.report(b'start') # 图片接收 person_image = b'' while True: recv = self.s.recv(1024) if recv.endswith(b'image_stream_end'): recv = recv.replace(b'image_stream_end', b'') person_image += recv break person_image += recv # 获取分数,并发送给服务端 score_text = self.score.score(person_image) self.report(bytes('score: {0}'.format(score_text).encode('utf-8'))) def start(self): while True: recv_done = self.s.recv(1024) # 只有在接收到服务器返回的 done 字段才会开始 if recv_done == b'done': self.deal()
def __init__(self): super(MenuManager, self).__init__() self.contentsDoc = None self.assistantProcess = QtCore.QProcess() self.helpRootUrl = '' self.docDir = QtCore.QDir() self.imgDir = QtCore.QDir() self.info = {} self.window = None self.ticker = None self.tickerInAnim = None self.upButton = None self.downButton = None self.helpEngine = None self.score = Score() self.currentMenu = "[no menu visible]" self.currentCategory = "[no category visible]" self.currentMenuButtons = "[no menu buttons visible]" self.currentInfo = "[no info visible]" self.currentMenuCode = -1 self.readXmlDocument() self.initHelpEngine()
def get_solution(self, rides_list, rows, columns, vehicles, rides, bonus, steps, args): cars = [Car() for _ in range(vehicles)] score = Score() rides_instance_list = [ Ride(rid, *data) for rid, data in enumerate(rides_list) ] rides_earliest_departure = sorted(rides_instance_list, key=lambda ride: ride.step_min) rides_earliest_departure = tqdm( rides_earliest_departure ) if args.progress else rides_earliest_departure for r in rides_earliest_departure: candidates = [c for c in cars if c.can_finish_in_time(r, steps)] cars_with_bonus = [c for c in candidates if c.can_start_on_time(r)] if cars_with_bonus: best_car = min(cars_with_bonus, key=lambda c: c.wait_time(r)) score.bonus_score += bonus score.raw_score += r.distance() score.wait_time += best_car.wait_time(r) score.assigned += 1 best_car.assign(r) elif candidates: best_car = min(candidates, key=lambda c: c.distance_to_ride_start(r)) score.raw_score += r.distance() score.assigned += 1 best_car.assign(r) else: score.unassigned += 1 rides_solution = [c.assigned_rides for c in cars] return rides_solution, score
def __init__(self): pygame.init() pygame.display.set_caption("My Pong Game") self.screen = pygame.display.set_mode((800, 600)) self.running = True self.clock = pygame.time.Clock() self.walls = [Wall((10, 10), 780, 10), Wall((10, 580), 780, 10)] # Position and dimensions of walls self.background = pygame.Surface((800, 600)) self.background.fill(pygame.Color("#000000")) self.ball = Ball((400, 300)) self.font = pygame.font.Font(None, 50) control_scheme_1 = ControlScheme() control_scheme_1.up = pygame.K_w control_scheme_1.down = pygame.K_s control_scheme_2 = ControlScheme() control_scheme_2.up = pygame.K_UP control_scheme_2.down = pygame.K_DOWN self.bats = [ Bat((10, 200), 10, 100, control_scheme_1), Bat((780, 200), 10, 100, control_scheme_2) ] # Position and dimensions of paddles, their respective control schemes self.score = Score(self.font)
def game(): pygame.init() #Initialize Pygame pygame.mixer.pre_init(44100, -16, 2, 2048) # Reduce Lagging for the Music pygame.mixer.init() #Initialize Mixer for Background Music pygame.mixer.music.load('bgm.wav') #Load the BGM File pygame.mixer.music.play(-1) #Play the BGM Infinitely screen=pygame.display.set_mode((500,650)) #Set the Pygame Window pygame.display.set_caption("STARHEAD EXTERMINATOR") #Set the Window Caption #Call All the Classes txt = "DONT SHOOT THE GREEN ONE" button = Button(screen,txt) stats = Stats() gun = Gun(screen) enemy = Enemy(screen,stats) host = Hostage(screen,stats) score = Score(screen, stats) enemies = Group() hostage = Group() #Start the Game Loop while True: gf.firstscreen(screen,button,stats,gun,enemies,hostage,score) #First Display of the Game if stats.game_active: #Start when the Player Click the Button gf.gametrue(screen,stats,gun,enemies,hostage,score) #Update and Behaviour of Objects in the Game gf.update_screen(screen,gun,enemies,hostage,button,stats) #Update the Screen and Flip
def run(): pygame.init() # load the game settings settings = Settings() # create the screen and add a title screen = pygame.display.set_mode(settings.screen_dimension) pygame.display.set_caption('BreakOut - Python') # create the game elements bar = Bar(screen, settings) chances = Chances(screen, settings) score = Score(screen, settings) ball = Ball(screen, bar, settings, chances, score) btn_start = Button(screen, 'press space to start') btn_game_over = Button(screen, 'Game Over') object_group = [] function.dispose_objects(screen, object_group, score) while True: function.check_events(bar, settings, chances, score) function.update_screen(bar, screen, ball, settings, object_group, btn_start, btn_game_over, chances, score)
def run_game(): #init游戏并创建一个窗口对象 pygame.init() ai_settings=Settings()#创建Settings类的实例 screen=pygame.display.set_mode((ai_settings.screen_width,ai_settings.screen_height)) pygame.display.set_caption("地球保卫战 v1.0") #创建实例 sscol=Group() stone=Stone(screen) stats=GameStats(ai_settings) bullets=Group() ship=Ship(ai_settings,screen) sscol.add(ship) aliens=Group() button=Button(ai_settings,screen,"Play") score=Score(ai_settings,screen,stats) while True: #帧数 pygame.time.Clock().tick(120) #监视键盘和鼠标事件 func.check_events(ai_settings,screen,ship,aliens,bullets,button,stats,score) #决定游戏是否开始 if stats.game_status: ship.update() func.release_bullet(ai_settings,bullets,screen,aliens,stats,score) func.update_alien(ai_settings,screen,aliens,ship,stats,bullets,score,stone,sscol) #每次循环都重绘屏幕 func.update_screen(ai_settings,screen,ship,bullets,aliens,stats,button,score,stone)
def __init__(self): # pygame.init is used to deploy the background pygame.init() # self.screen will display a window with 1200 by 700 screen size self.settings = Settings(self) self.screen = pygame.display.set_mode( (self.settings.screen_width, self.settings.screen_height)) self.screen_rect = self.screen.get_rect() # bg_colour will give a background colour self.bg_colour = self.settings.bg_colour # self.captions will create a title at the top of the window pygame.display.set_caption('Blue Sky') self.fish = Fish(self) self.seaweeds = pygame.sprite.Group() self.worms = pygame.sprite.Group() self.hook = Hook(self) self.line = Line(self) self.stats = GameStats(self) self._create_fleet() self._create_worms() self.clock = pygame.time.Clock() self.counter = 0 pygame.time.set_timer(pygame.USEREVENT, 1000) self.play = Button(self, 'Play') self.sb = Score(self)
def __init__(self, data): self._data = data self._score = Score() self._category = None self._iter_category = None self._word = Word()
def __init__(self, WIDTH, HEIGHT): self.WIDTH = WIDTH self.HEIGHT = HEIGHT self.black_wins = False self.white_wins = False self.tie = False self.scores = Score('scores.txt')
def train(): feature_mapper = FeatureMapper() score = Score() segmentation = Segmentation() feature_mapper.load_weights("./immutable_weights/feature_mapper") # score.load_weights("./weights/score") # segmentation.load_weights("./weights/segmentation") opt = Adam(learning_rate=5e-5) with open("../data/data_classification_train.json") as json_file: data = json.load(json_file) data_index = 0 while str(data_index) in data: img = get_img( "../pictures/pictures_classification_train/{}.png".format( data_index)) true_masks = get_true_mask(data[str(data_index)]) features = feature_mapper(img) def get_loss(): segmentation_prediction = segmentation(features) score_prediction = score(features) show_evaluation(segmentation_prediction, true_masks, data_index) return calculate_loss(segmentation_prediction, score_prediction, true_masks) opt.minimize(get_loss, [score.trainable_weights, segmentation.trainable_weights]) if (data_index % 100 == 99): score.save_weights("./weights/score") segmentation.save_weights("./weights/segmentation") data_index += 1