Пример #1
0
	def test___eq__(self):
		square = Square("a1")
		same = Square("a1")
		other = Square("a2")
		
		self.assertEqual(True, square.__eq__(same))
		self.assertEqual(False, square.__eq__(other))
    def next(self):
        raw_entry = self.next_raw()

        source_x = ((raw_entry[1] >> 6) & 077) & 0x7
        source_y = (((raw_entry[1] >> 6) & 077) >> 3) & 0x7

        target_x = (raw_entry[1] & 077) & 0x7
        target_y = ((raw_entry[1] & 077) >> 3) & 0x7

        promote = (raw_entry[1] >> 12) & 0x7

        move = Move(
            source=Square.from_x_and_y(source_x, source_y),
            target=Square.from_x_and_y(target_x, target_y),
            promotion="nbrq"[promote + 1] if promote else None)

        # Replace the non standard castling moves.
        if move.uci == "e1h1":
            move = Move.from_uci("e1g1")
        elif move.uci == "e1a1":
            move = Move.from_uci("e1c1")
        elif move.uci == "e8h8":
            move = Move.from_uci("e8g8")
        elif move.uci == "e8a8":
            move = Move.from_uci("e8c8")

        return {
            "position_hash": raw_entry[0],
            "move": move,
            "weight": raw_entry[2],
            "learn": raw_entry[3]
        }
Пример #3
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 def test_create_square_with_copy_constructor(self):
     sq = Square('e7')
     sq2 = Square(sq)
     self.assertTrue(sq2.tuple() == (4, 6))
     self.assertTrue(str(sq2) == 'e7')
     self.assertTrue(sq2 == sq)
     self.assertFalse(sq.square is sq2.square) # are they really copies?
Пример #4
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 def test_decode(self):
     a= Square.SQ_SIZE
     b = a*(Square.GRID_SIZE+3)
     rect = [(a,a),(b,a),(b,b),(a,b)]
     m_d = SquareDetector(Square.generate(1),0)
     for i in range(32):
         img = Square.generate(i)
         sq = Square(i,m_d)
         m_d.gray_img=img
         a,b = sq._decode_rect(rect)
         self.assertTrue((sq.TOP_LEFT,i)==(a,b),"Wrong %d: (%d,%d)"%(i,a,b))
         cv.Transpose(img, img)
         cv.Flip(img)
         a,b = sq._decode_rect(rect)
         self.assertTrue((sq.BOT_LEFT,i)==(a,b),"Wrong %d: (%d,%d)"%(i,a,b))
         cv.Transpose(img, img)
         cv.Flip(img)
         a,b = sq._decode_rect(rect)
         self.assertTrue((sq.BOT_RIGHT,i)==(a,b),"Wrong %d: (%d,%d)"%(i,a,b))
         cv.Transpose(img, img)
         cv.Flip(img)
         a,b = sq._decode_rect(rect)
         self.assertTrue((sq.TOP_RIGHT,i)==(a,b),"Wrong %d: (%d,%d)"%(i,a,b))
     m_d.flip_H=True
     for i in range(32):
         img = Square.generate(i)
         sq = Square(i,m_d)
         m_d.gray_img=img
         cv.Flip(img,img,1)
         _,b = sq._decode_rect(rect)
         self.assertTrue(i==b,"Wrong Flip %d: (%d)"%(i,b))
Пример #5
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 def from_x88(cls, source, target, promotion=''):
     if not cls._x88_moves:
         raise ValueError
     # try to use the cache
     if not promotion:
         return cls._x88_moves[(source, target)]
     return Move(Square.from_x88(source), Square.from_x88(target), promotion)
Пример #6
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 def test_create_square_with_tuple(self):
     sq = Square((3, 3))
     self.assertTrue(sq.tuple() == (3,3))
     self.assertTrue(str(sq) == 'd4')
     sq = Square((999999, 999999))
     self.assertTrue(sq.tuple() == (999999, 999999))
     self.assertRaises(ValueError, Square, (-4, 5))
     self.assertRaises(ValueError, Square, (4, -5))
Пример #7
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 def get_all(cls):
     '''Yield all moves combinations that do not have promotion.'''
     #FIXME add in promotion
     
     for source in Square.get_all():
         for target in Square.get_all():
             if source != target:
                 move = cls(Square.from_x88(source.x88), Square.from_x88(target.x88))
                 yield(move)
Пример #8
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def main():
	sh = Shape()
	print sh
	t = Triangle(5, 10)
	print t.area()
	print "%s Static Method" % t.static_area(10, 20)

	s = Square(20)
	print s.area()
	print s.perimeter()
Пример #9
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class TestSquare(unittest.TestCase):

    def setUp(self):
        self.square = Square(5)

    def test_perimeter(self):
        self.assertEqual(self.square.perimeter(), 20)

    def test_area(self):
        self.assertEqual(self.square.area(), 25)
Пример #10
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class SquareTest(unittest.TestCase):

    def setUp(self):
        self.square = Square(side=3)

    def test_it_has_a_side(self):
        self.square.side |should| equal_to(3)

    def test_it_changes_its_side(self):
        self.square.side = 5
        self.square.side |should| equal_to(5)

    def test_it_calculates_its_area(self):
        self.square.area() |should| equal_to(9)
Пример #11
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    def to_move(cls, position, san):
        
        san = str(san)

        # Castling moves.
        if san == "O-O" or san == "O-O-O":
            # TODO: Support Chess960, check the castling moves are valid.
            rank = 1 if position.fen.turn == "w" else 8
            if san == "O-O":
                return Move(
                    source=Square.from_rank_and_file(rank, 'e'),
                    target=Square.from_rank_and_file(rank, 'g'))
            else:
                return Move(
                    source=Square.from_rank_and_file(rank, 'e'),
                    target=Square.from_rank_and_file(rank, 'c'))
        # Regular moves.
        else:
            matches = cls.san_regex.match(san)
            if not matches:
                raise ValueError("Invalid SAN: %s." % repr(san))

            if matches.group(1):
                klass = Piece.klass(matches.group(1).lower())
            else:
                klass = PAWN
            piece = Piece.from_klass_and_color(klass, position.fen._to_move)
            target = Square(matches.group(4))

            source = None
            for m in position.get_legal_moves():
                if position._pieces[m.source._x88] != piece or m.target != target:
                    continue

                if matches.group(2) and matches.group(2) != m.source.file:
                    continue
                if matches.group(3) and matches.group(3) != str(m.source.rank):
                    continue

                # Move matches. Assert it is not ambiguous.
                if source:
                    raise MoveError(
                        "Move is ambiguous: %s matches %s and %s."
                            % san, source, m)
                source = m.source

            if not source:
                raise MoveError("No legal move matches %s." % san)

            return Move(source, target, matches.group(5) or None)
Пример #12
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 def __init__(self):
     self.maze_squares = get_maze_squares()
     self.maze_map = make_maze_map(self.maze_squares)
     print self.maze_map
     self.player = Square(start = [50,50], color=BLUE)
     self.enemies = []
     self.lasers = []
     for i in range(10):
         x = random.randint(0, WIDTH)
         y = random.randint(0, HEIGHT)
         enemy = Square(start = (x,y), color=RED)
         self.enemies.append(enemy)
Пример #13
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class GameState:
    def __init__(self):
        self.maze_squares = get_maze_squares()
        self.maze_map = make_maze_map(self.maze_squares)
        print self.maze_map
        self.player = Square(start = [50,50], color=BLUE)
        self.enemies = []
        self.lasers = []
        for i in range(10):
            x = random.randint(0, WIDTH)
            y = random.randint(0, HEIGHT)
            enemy = Square(start = (x,y), color=RED)
            self.enemies.append(enemy)

    def update(self, control_state):
        self.player.velocity = control_state.get_player_velocity()
        if control_state.firing:
            self.make_new_laser()
        self.player.update_position(self.maze_map)
        for laser in self.lasers:
            laser.update_position(self.maze_map)


    def get_squares(self):
        yield self.player
        for enemy in self.enemies:
            yield enemy
        for maze_square in self.maze_squares:
            yield maze_square
        for laser in self.lasers:
            yield laser

    def make_new_laser(self):
        laser_pos = [0,0]
        laser_pos[0] = self.player.pos[0]
        laser_pos[1] = self.player.pos[1]
        difference = sub_vec(pygame.mouse.get_pos(), self.player.pos)
        laser_speed = unit_vec(difference)
        laser = Square(start=laser_pos,velocity=laser_speed,color=RED)
        self.lasers.append(laser)
Пример #14
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class Play(Scene):
    
    def __init__(self):
        Scene.__init__(self)

        self.BACKGROUND_COLOR = (0, 0, 0, 255)

        self.slider1 = Slider(
            (50, utils.SCREEN_H // 2 - Slider.HEIGHT),
            (pygame.K_w, pygame.K_s),
        )
        self.slider2 = Slider(
            (utils.SCREEN_W - Slider.WIDTH - 50, utils.SCREEN_H // 2 - Slider.HEIGHT),
            (pygame.K_UP, pygame.K_DOWN),
        )
        self.square  = Square(
            (utils.SCREEN_W // 2 - Square.WIDTH // 2, utils.SCREEN_H // 2 - Square.HEIGHT // 2),
        )

    def go_to_menu(self):
        from menu import Menu
        utils.set_scene( Menu() )

    def on_escape(self):
        self.go_to_menu()

    def update(self):
        keys = pygame.key.get_pressed()
        self.slider1.update(keys)
        self.slider2.update(keys)
        self.square.update( (self.slider1.fPos, self.slider2.fPos) )

    def blit(self):
        self.slider1.blit(utils.screen)
        self.slider2.blit(utils.screen)
        self.square.blit(utils.screen)
Пример #15
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    def __init__(self):
        Scene.__init__(self)

        self.BACKGROUND_COLOR = (0, 0, 0, 255)

        self.slider1 = Slider(
            (50, utils.SCREEN_H // 2 - Slider.HEIGHT),
            (pygame.K_w, pygame.K_s),
        )
        self.slider2 = Slider(
            (utils.SCREEN_W - Slider.WIDTH - 50, utils.SCREEN_H // 2 - Slider.HEIGHT),
            (pygame.K_UP, pygame.K_DOWN),
        )
        self.square  = Square(
            (utils.SCREEN_W // 2 - Square.WIDTH // 2, utils.SCREEN_H // 2 - Square.HEIGHT // 2),
        )
Пример #16
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    def get_king(self, color):
        """Gets the square of the king.

        :param color:
            `"w"` for the white players king. `"b"` for the black
            players king.

        :return:
            The first square with a matching king or `None` if that
            player has no king.
        """
        #if not color in ["w", "b"]:
        #   raise KeyError("Invalid color: %s." % repr(color))

        for square, piece in [(s, self._pieces[s._x88]) for s in Square.get_all() if self._pieces[s._x88]]:
            if Piece.is_klass_and_color(piece, KING, color):
                return square
Пример #17
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    def is_insufficient_material(self):
        """Checks if there is sufficient material to mate.

        Mating is impossible in:

        * A king versus king endgame.
        * A king with bishop versus king endgame.
        * A king with knight versus king endgame.
        * A king with bishop versus king with bishop endgame, where both
          bishops are on the same color. Same goes for additional
          bishops on the same color.

        Assumes that the position is valid and each player has exactly
        one king.

        :return:
            Whether there is insufficient material to mate.
        """
        piece_counts = self.get_piece_counts()

        # King versus king.
        if sum(piece_counts.values()) == 2:
            return True

        # King and knight or bishop versus king.
        elif sum(piece_counts.values()) == 3:
            if piece_counts["b"] == 1 or piece_counts["n"] == 1:
                return True

        # Each player with only king and any number of bishops, 
        # where all bishops are on the same color.
        elif sum(piece_counts.values()) == 2 + piece_counts[BISHOP]:
            white_has_bishop = self.get_piece_counts([WHITE])[BISHOP] != 0
            black_has_bishop = self.get_piece_counts([BLACK])[BISHOP] != 0
            if white_has_bishop and black_has_bishop:
                color = None
                for square in Square.get_all():
                    p = self._pieces[square._x88]
                    if p and Piece.klass(p) == BISHOP:
                        if color and color != square.is_light():
                            return False
                        color = square.is_light()
                return True
        return False
Пример #18
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 def test_create_square_with_string(self):
     sq = Square('a1')
     self.assertTrue(sq.tuple() == (0,0))
     self.assertTrue(str(sq) == 'a1')
     sq = Square('1A')
     self.assertTrue(sq.tuple() == (0,0))
     self.assertTrue(str(sq) == 'a1')
     self.assertTrue(Square('f6').tuple() == (5,5))
     self.assertTrue(str(Square('f6')) == 'f6')
     self.assertTrue(Square('10 J').tuple() == (9,9))
     self.assertTrue(str(Square('10 J')) == 'j10')
     sq = Square('z999999')
     self.assertTrue(sq.tuple() == (25,999998))
     self.assertTrue(str(sq) == 'z999999')
Пример #19
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def generate_squares(side):
    squares.clear()

    for i in range(0, 8):
        for j in range(0, 8):
            x = int(i * SQUARESIZE) + XBUFFER
            y = int(j * SQUARESIZE)

            width = SQUARESIZE
            height = SQUARESIZE

            if i % 2 == 0:
                colour = LIGHT if (j % 2 == 0) else DARK
            else:
                colour = LIGHT if (j % 2 == 1) else DARK

            coords = FILES[i] + RANKS[(len(RANKS) - 1) - j] if (
                side == "WHITE") else FILES[(len(FILES) - 1) - i] + RANKS[j]

            sq = Square(coords, x, y, width, height, colour, myfont)
            squares[coords] = sq
Пример #20
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    def get_squares(self):
        flags = [True] * 8
        directions = [(1, 0), (-1, 0), (0, 1), (0, -1), 
                      (1, 1), (1, -1), (-1, 1), (-1, -1)]
        squares = []

        for i in range(1, 8):
            for j in range(len(flags)):
                flag, direction = flags[j], directions[j]
                right, up = direction
                if flag:
                    next_square = Square(self.loc.rank + i*up, 
                                         self.loc.file + i*right)
                    if self.board.exists_piece(next_square, color=self.white):
                        flags[j] = False
                    elif self.board.exists_piece(next_square, color=self.other):
                        squares.append(next_square)
                        flags[j] = False
                    else:
                        squares.append(next_square)
        return validate(squares)
Пример #21
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    def __init__(self):
        del globals.squares[0:len(globals.squares)]

        self.gameover_timer = 0

        self.p1 = Player(4, 4, globals.white, globals.black, 1)
        self.p2 = Player(14, 4, globals.black, globals.white, 2)

        #initialize squares
        for i in range(globals.squares_per_line):
            globals.squares.append([])
            for j in range(globals.squares_per_column):
                globals.squares[i].append(Square(i, j, self.p2))

        for column in globals.squares[:len(globals.squares) / 2]:
            for square in column:
                square.change_owner(self.p1)

        del globals.bombs[0:len(globals.bombs)]
        del globals.explosions[0:len(globals.explosions)]
        del globals.powerups[0:len(globals.powerups)]
Пример #22
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 def player_turn(self):
     sign_placed = False
     while not sign_placed:
         user_input = input('Select a space: ')
         if user_input in Game.SQUARES.keys():
             coords = Game.SQUARES[user_input]
         else:
             print('There is no such space!')
             continue
         if self.panel.board[coords[0]][coords[1]].sign not in Game.SIGNS:
             self.panel.board[coords[0]][coords[1]] = Square(self.human_player.sign)
             sign_placed = True
             self.print_board()
             if self.panel.check_win():
                 print('You win!')
                 sys.exit()
             if self.panel.check_draw():
                 print('It is a draw!')
                 sys.exit()
         else:
             print('Space is already taken!')
Пример #23
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    def __init__(self, parent: scene.Node, square: Square) -> None:
        self.coord = square.coord

        if square.is_white():
            color = LIGHT_SQUARE_COLOR
        else:
            color = DARK_SQUARE_COLOR
        pos = coord_to_pos(square.coord)
        path = ui.Path.rect(0, 0, SQUARE_SIZE, SQUARE_SIZE)

        super().__init__(
            path=path,
            parent=parent,
            position=pos,
            fill_color=color,
        )
        # Coordinate index labels
        if square.file == "a":
            self.add_child(self.IndexLabel(square.rank))
        if square.rank == 1:
            self.add_child(self.IndexLabel(square.file))
Пример #24
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    def __init__(self, size, mines, surface, square_size=40):
        self.surface = surface
        self.size = size
        self.square_size = square_size
        self.game_lost = False
        self.game_won = False
        self.total_flags = 0
        self.game_started = False

        self.unclicked_squares = size[0] * size[1]
        self.total_mines = mines

        len_x = self.square_size * size[1]
        len_y = self.square_size * size[0]
        self.square_grid = pygame.Rect(0, 50, len_x, len_y)

        # Makes a 2D list of Square objects
        start_x, start_y = self.square_grid.topleft
        end_x, end_y = self.square_grid.bottomright
        self.squares = [[
            Square(self, i, j) for i in range(start_x, end_x, self.square_size)
        ] for j in range(start_y, end_y, self.square_size)]

        # Font object for mine counter and timer
        self.game_font = pygame.font.Font('freesansbold.ttf', 48)

        # Places the mine counter
        self.mine_counter = self.game_font.render(str(mines), True,
                                                  (255, 0, 0))
        self.counter_loc = self.mine_counter.get_rect()
        self.counter_loc.bottomleft = self.square_grid.topleft
        self.update_mine_counter()

        # Places the timer
        self.timer = self.game_font.render("999", True, (255, 0, 0))
        self.timer_loc = self.timer.get_rect()
        self.timer_loc.bottomright = self.square_grid.topright

        self.start_time = 0
        self.curr_time = 0
Пример #25
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def squares(img):
    # Edge detection
    img = cv2.cvtColor(img, cv2.COLOR_BGR2GRAY)
    img = cv2.GaussianBlur(img, (5, 5), 0)
    img = cv2.Canny(img, 100, 200)

    # Find contours
    contImg, contours, _ = cv2.findContours(img, cv2.RETR_LIST,
                                            cv2.CHAIN_APPROX_SIMPLE)

    squares = []
    for c in contours:
        contour_length = cv2.arcLength(c, True)
        approx = cv2.approxPolyDP(c, 0.02 * contour_length, True)

        if 4 <= len(approx) <= 6:
            (x, y, w, h) = cv2.boundingRect(approx)
            aspectRatio = w / float(h)

            area = cv2.contourArea(c)
            hullArea = cv2.contourArea(cv2.convexHull(c))
            solidity = area / float(hullArea)

            checkDimensions = w > 25 and h > 25
            checkSolidity = solidity > 0.9
            checkAspectRatio = 0.5 <= aspectRatio <= 1.5

            if checkDimensions and checkSolidity and checkAspectRatio:
                s = Square(c, x, y, w, h)
                if s not in squares:
                    squares.append(s)

    # Reject similar squares
    for s1, s2 in itertools.combinations(squares, 2):
        if s1.similar(s2) and s2 in squares:
            squares.remove(s2)

    print "Number of contours: %s" % len(contours)
    print "Total number of squares: %s" % len(squares)
    return squares
Пример #26
0
    def hash_position(self, position):
        """Computes the Zobrist hash of a position.

        :param position:
            The position to hash.

        :return:
            The hash as an integer.
        """
        key = 0

        # Hash in the board setup.
        for square in Square.get_all():
            piece = position[square]
            if piece:
                i = "pPnNbBrRqQkK".index(piece.symbol)
                key ^= self.__random_array[64 * i + 8 * square.y + square.x]

        # Hash in the castling flags.
        if position.get_castling_right("K"):
            key ^= self.__random_array[768]
        if position.get_castling_right("Q"):
            key ^= self.__random_array[768 + 1]
        if position.get_castling_right("k"):
            key ^= self.__random_array[768 + 2]
        if position.get_castling_right("q"):
            key ^= self.__random_array[768 + 3]

        # Hash in the en-passant file.
        if (position.ep_file and
               position.get_theoretical_ep_right(position.ep_file)):
            i = ord(position.ep_file) - ord("a")
            key ^= self.__random_array[772 + i]

        # Hash in the turn.
        if position.turn == "w":
            key ^= self.__random_array[780]

        return key
Пример #27
0
    def get_grid(self):

        grid = []
        x, y = 10, 10
        id = 0
        self.squares_per_row = 25
        self.num_of_squares = 500 // self.squares_per_row

        for i in range(self.num_of_squares):
            grid.append([])
            x = 10
            for j in range(self.num_of_squares):
                current_sqr = Square(x, y, self.num_of_squares,
                                     self.num_of_squares, None, self.surface,
                                     id)
                grid[i].append(Node(self, current_sqr, i, j))
                id += 1
                x += self.squares_per_row

            y += self.squares_per_row

        return grid
Пример #28
0
    def hash_position(self, position):
        """Computes the Zobrist hash of a position.

        :param position:
            The position to hash.

        :return:
            The hash as an integer.
        """
        key = 0

        # Hash in the board setup.
        for square in Square.get_all():
            piece = position[square]
            if piece:
                i = "pPnNbBrRqQkK".index(piece.symbol)
                key ^= self.__random_array[64 * i + 8 * square.y + square.x]

        # Hash in the castling flags.
        if position.get_castling_right("K"):
            key ^= self.__random_array[768]
        if position.get_castling_right("Q"):
            key ^= self.__random_array[768 + 1]
        if position.get_castling_right("k"):
            key ^= self.__random_array[768 + 2]
        if position.get_castling_right("q"):
            key ^= self.__random_array[768 + 3]

        # Hash in the en-passant file.
        if (position.ep_file
                and position.get_theoretical_ep_right(position.ep_file)):
            i = ord(position.ep_file) - ord("a")
            key ^= self.__random_array[772 + i]

        # Hash in the turn.
        if position.turn == "w":
            key ^= self.__random_array[780]

        return key
Пример #29
0
 def test_move2(self):
     self.piece.set_position(Square(1, 0, "white"))
     # Invalid double move
     possible, moves = self.piece.move((3, 0))
     self.assertEqual(possible, False)
     self.assertEqual(moves, [])
     # Valid single move
     possible, moves = self.piece.move((2, 0))
     self.assertEqual(possible, True)
     self.assertEqual(moves, [(1, 0), (2, 0)])
     # Valid cross move
     possible, moves = self.piece.amove((2, 1))
     self.assertEqual(possible, True)
     self.assertEqual(moves, [(1, 0), (2, 1)])
     # Valid cross move
     possible, moves = self.piece.amove((2, -1))
     self.assertEqual(possible, True)
     self.assertEqual(moves, [(1, 0), (2, -1)])
     # Invalid cross move
     possible, moves = self.piece.amove((2, 2))
     self.assertEqual(possible, False)
     self.assertEqual(moves, [])
Пример #30
0
    def get_theoretical_castling_right(self, klass):
        """Checks if a player could have a castling right in theory from
        looking just at the piece positions.

        :param klass:
            The type of castling move to check. See
            `Position.get_castling_right(type)` for values.

        :return:
            A boolean indicating whether the player could theoretically
            have that castling right.
        """
        if klass not in Piece.castleclass:
            raise KeyError(klass)

        # TODO: Support Chess960.

        for square, enum in Piece.castle_squares[klass]:
            piece = self._pieces[Square(square)._x88]
            if not piece or Piece.enum(piece) != enum:
                return False
        return True
Пример #31
0
    def handle_data(self, data):
        if self._state == self.states.NEUTRAL or self._state == self.states.ACCEPTING:
            namePat = re.compile(r"Crossword for.+")
            if re.match(namePat, data):
                self._grid.name = data

        elif self._state == self.states.WHITE_SQUARE:
            numPat = re.compile(r"\D*(\d*)")
            match = re.match(numPat, data)
            if match:
                #print 'Adding white square: ' + match.group(1)
                self._grid.setSquare(
                    self._row, self._col,
                    Square(self._grid,
                           self._row,
                           self._col,
                           letter='',
                           number=match.group(1)))
                self._state = self.states.IN_ROW
                #print 'reentering IN_ROW state'
            else:
                raise HTMLParser.HTMLParseError('Expected number or blank')
Пример #32
0
 def add_pieces_to_board(self):
     all_pieces = self.players[0].pieces + self.players[1].pieces
     for x in range(8):
         for y in range(8):
             square = None
             for piece in all_pieces:
                 if piece.x == x and piece.y == y:
                     square = Square(self.frame, piece, command=self.move)
                     break
             else:
                 square = Square(self.frame,
                                 Blank(img_path=IMAGE_PATH.format('blank'),
                                       x=x,
                                       y=y),
                                 command=self.move)
             self.squares[x][y] = square
             square.grid(column=x, row=y, sticky='nsew')
Пример #33
0
def create_square(ng_settings, screen, squares_l, x_number, y_number, stats):
    '''创建一个格子'''
    square = Square(screen, ng_settings)
    square.rect.x = 10 + x_number * (ng_settings.squares_size +
                                     ng_settings.gap_space)
    square.rect.y = 10 + y_number * (ng_settings.squares_size +
                                     ng_settings.gap_space)

    # 格子有50%可能为FILL
    r = randint(0, 1)
    if r:
        square.FILL = True
        square.NOTHING = False
        stats.fill_total += 1
        square.set_fill_color()

    squares_l.append(square)
Пример #34
0
    def update(self, delta_time):
        """
        All the logic to move, and the game logic goes here.
        Normally, you'll call update() on the sprite lists that
        need it.
        """
        self.view_bottom += self.change_bottom
        self.view_left += self.change_left
        self.frame_count += 1

        # Disminuir el giro de la camara exponencialmente
        if self.change_angle != 0:
            self.change_angle = self.change_angle / 2

        # Crear nuevos shapes
        # Probabilidad 1 en 100
        if random.randrange(100) == 0:
            rx = random.randrange(self.view_left, self.view_left + win.WIDTH)
            ry = random.randrange(self.view_bottom,
                                  self.view_bottom + win.HEIGHT)
            square = Square(rx, ry)
            self.square_list.append(square)

        for s in self.shot_list:
            if arcade.geometry.check_for_collision_with_list(
                    s, self.square_list):
                c.alive = False
                s.alive = False

        # Quitar balas que estan fuera de la pantalla
        self.shot_list = list(filter(lambda x: x.is_alive(), self.shot_list))

        # Actualizar shapes
        for s in self.square_list + self.shot_list + [self.circle]:
            s.update(delta_time, self)

        arcade.set_viewport(self.view_left, self.view_left + win.WIDTH,
                            self.view_bottom, self.view_bottom + win.HEIGHT)
Пример #35
0
    def draw_laby(self, sprite):
        """Draws the labyrinth from the maze list created from maze.txt"""
        i = 0
        while i < 600:
            j = 0
            while j < 600:
                case = Square(i // 40, j // 40, maze[i // 40][j // 40])
                value_case = case.name

                if value_case == "x":
                    windowSurface.blit(sprite.img_mur,
                                       (case.x * 40, case.y * 40))
                elif value_case == " ":
                    windowSurface.blit(sprite.img_sol,
                                       (case.x * 40, case.y * 40))
                elif value_case == "m":
                    windowSurface.blit(sprite.img_sol,
                                       (case.x * 40, case.y * 40))
                else:
                    windowSurface.blit(sprite.img_murd,
                                       (self.murdock.x, self.murdock.y))
                j = j + 40
            i = i + 40
Пример #36
0
    def __init__(self, length):
        """
        Constructs a *Ship* object and creates the number of square objects
        equal to *Ship* object's length.
        Parameters:
        ----------
        length: int

        Raises:
        ------
        TypeError: when length type isn't int
        """
        if not isinstance(length, int):
            raise TypeError

        self.length = length
        self.is_sunk = False
        self.is_hidden = False
        self.square_list = []

        for i in range(length):
            square_i = Square()
            self.square_list.append(square_i)
Пример #37
0
    def __init__(self):
        '''
        Creates a basic structure of the world where the game will be played.
        Initially the world is empty but Game reads a file
        which states the location of game board elements, enemies, points and armament.

        The game will be played at full screen mode.
        '''

        width = 120
        height = 30

        self.squares = [
            None
        ] * width  # we create basic list to use it as starting ground
        for x in range(self.get_width()):  # stepper
            self.squares[x] = [None] * height
            for y in range(self.get_height()):  # stepper
                self.squares[x][y] = Square()  # fixed value
        self.enemies = []  # list of enemies in Game
        self.player = None  # The player object of the game
        self.bullets = [
        ]  # list of the bullets that are currently in the "air"
Пример #38
0
def resetGlobal():
    globVar.player = "W"
    globVar.playerCount = 0
    globVar.w_NumPieces = 16
    globVar.b_NumPieces = 16
    globVar.r_w_NumPieces = 1
    globVar.r_b_NumPieces = 1
    globVar.w_check = False
    globVar.b_check = False
    globVar.removed = False
    globVar.removed_label = -1
    globVar.removed_color = "none"
    globVar.last_row = -1
    globVar.last_col = -1
    globVar.scanning = False
    globVar.r_avail_Num = 1
    globVar.r_w_pieces = [pieces.Pawn("none", "none")]
    globVar.r_b_pieces = [pieces.Pawn("none", "none")]
    globVar.r_avail = [Square(False, "none", pieces.Pawn("none","none"), -1, -1)]
    globVar.p_w_Moves = []
    globVar.p_b_Moves = []
    globVar.p_w_Num = -1
    globVar.p_b_Num = -1
Пример #39
0
 def build_new_tower(self):
     if self.gold >= 70 and self.build_tower and mouseX in range(
             135, 165) and mouseY in range(625, 655):
         self.towers.append(Circle(self.build_loc[0], self.build_loc[1]))
         self.gold -= 70
         print("tower built!")
         self.build_tower = False
         for plot in self.land_plots:
             if plot[0] == self.build_loc[0] and plot[1] == self.build_loc[
                     1]:
                 self.land_plots.remove(plot)
         self.build_loc.pop(0)
         self.build_loc.pop(0)
     if self.gold >= 90 and self.build_tower and mouseX in range(
             235, 265) and mouseY in range(625, 655):
         self.towers.append(Square(self.build_loc[0], self.build_loc[1]))
         self.gold -= 90
         print("tower built!")
         self.build_tower = False
         for plot in self.land_plots:
             if plot[0] == self.build_loc[0] and plot[1] == self.build_loc[
                     1]:
                 self.land_plots.remove(plot)
         self.build_loc.pop(0)
         self.build_loc.pop(0)
     if self.gold >= 80 and self.build_tower and mouseX in range(
             335, 365) and mouseY in range(625, 655):
         self.towers.append(Ice_Tower(self.build_loc[0], self.build_loc[1]))
         self.gold -= 80
         print("tower built!")
         self.build_tower = False
         for plot in self.land_plots:
             if plot[0] == self.build_loc[0] and plot[1] == self.build_loc[
                     1]:
                 self.land_plots.remove(plot)
         self.build_loc.pop(0)
         self.build_loc.pop(0)
Пример #40
0
def makeGrid():
    # global grid
    colorSwitcher = {"white": "black", "black": "white"}
    # If playerColor = White, tileColor = black, and vice versa
    tileColor = "black"
    for row in range(0, 8):
        rowTiles = []
        for col in range(0, 8):
            rowTiles.append(Square(None, tileColor))
            tileColor = colorSwitcher[tileColor]

        grid.append(rowTiles)
        tileColor = colorSwitcher[tileColor]

    # init pawns
    for col in range(0, 8):
        grid[1][col].piece = pieces.Pawn("W", 1, col)
        grid[6][col].piece = pieces.Pawn("B", 6, col)

    # init rest of pieces
    grid[0][0].piece = pieces.Rook("W", 0, 0)
    grid[0][1].piece = pieces.Knight("W", 0, 1)
    grid[0][2].piece = pieces.Bishop("W", 0, 2)
    grid[0][3].piece = pieces.Queen("W", 0, 3)
    grid[0][4].piece = pieces.King("W", 0, 4)
    grid[0][5].piece = pieces.Bishop("W", 0, 5)
    grid[0][6].piece = pieces.Knight("W", 0, 6)
    grid[0][7].piece = pieces.Rook("W", 0, 7)

    grid[7][0].piece = pieces.Rook("B", 6, 0)
    grid[7][1].piece = pieces.Knight("B", 6, 1)
    grid[7][2].piece = pieces.Bishop("B", 6, 2)
    grid[7][3].piece = pieces.Queen("B", 6, 3)
    grid[7][4].piece = pieces.King("B", 6, 4)
    grid[7][5].piece = pieces.Bishop("B", 6, 5)
    grid[7][6].piece = pieces.Knight("B", 6, 6)
    grid[7][7].piece = pieces.Rook("B", 6, 7)
Пример #41
0
    def __init__(self, *args, **kwargs):
        super(Window, self).__init__(*args, **kwargs)
        # setting up the window
        self.setWindowTitle("Robot arm 9000")
        self.setFixedSize(QSize(1080, 720))

        # setting up the dimensions of the items
        link1 = 150
        link2 = 150
        radius = link1 + link2
        square_width = 50
        square_height = 50

        # setting up the items
        self.robot = Robot(link1, link2)  # lengths of the links
        self.square = Square(square_width, square_height, radius)  # add size

        # setting up the docks for the window
        self.set_manualdock()
        self.set_autodock()
        self.set_suctiondock()

        # setting up the graphics for the window
        self.set_graphics()
Пример #42
0
    def fill_board(self):
        """Fills the board with Square objects.

        Args:
            none

        Returns:
            none

        """
        self.board = []

        for i in range(0, 10):
            temp_list = []

            for j in range(0, 10):
                visibility = True

                if self.owner.name == "AI":
                    visibility = False

                temp_list.append(Square(i, j, visibility))

            self.board.append(temp_list)
Пример #43
0
    def make_grid(self, width, height, reveal_callback, flag_callback):
        """
        Populates grid to user specification

        Args:
            width: Integer for width of board

            height: Integer for height of board

            reveal_callback: function to call when a square is revealed

            flag_callback: function to call when a square is flagged

        Returns:
            grid: Populated 2D array to act as game board

        """
        width = int(width)
        height = int(height)
        grid = [[0 for y in range(height)] for x in range(width)]
        for i in range(0, width):
            for j in range(0, height):
                grid[i][j] = Square(self.board_window, i, j, reveal_callback, flag_callback)
        return grid
Пример #44
0
class Matrix():
    matrix = [[Square(x, y, 0) for x in range(Sett.boardWidth)]
              for y in range(Sett.boardHeight)]

    def drawMatrix():
        print()
        for x in range(len(Matrix.matrix)):
            for y in range(len(Matrix.matrix)):
                print(Matrix.matrix[x][y].state, end=' ')
                if y == len(Matrix.matrix) - 1:
                    print()
        print()

    def changeState(y, x, state):
        Matrix.matrix[y][x].state = state

    def generation():
        tempMatrix = copy.deepcopy(Matrix.matrix)
        for y in range(len(Matrix.matrix)):
            for x in range(len(Matrix.matrix)):
                count = Matrix.matrix[y][x].checkArea(Matrix.matrix)
                #logic, see rules on https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life
        Matrix.matrix = tempMatrix

    def drawRects(screen: pygame.Surface):
        color = None
        for row in Matrix.matrix:
            for square in row:
                if square.state == 1:
                    color = (200, 100, 0)
                elif square.state == 0:
                    color = (100, 100, 100)
                pygame.draw.rect(screen, color, [
                    square.x * Sett.gridSize, square.y * Sett.gridSize,
                    Sett.gridSize, Sett.gridSize
                ], 0)
Пример #45
0
 def test_create_square_with_multiple_args(self):
     sq = Square(4, 5)
     self.assertTrue(sq.tuple() == (4, 5))
     self.assertTrue(str(sq) == 'e6')
Пример #46
0
 def test_create_default_square(self):
     sq = Square()
     self.assertTrue(sq.tuple() == (0,0))
     self.assertTrue(str(sq) == 'a1')
Пример #47
0
import pygame
from vector import Vector
from square import Square
import random

pygame.init()

screen = pygame.display.set_mode((700, 500))
pygame.display.set_caption("Studsaren")

square = Square(screen, random.randint(0, screen.get_size()[0] - 50), random.randint(0, screen.get_size()[1] - 50), 50, 50)
square.velocity = 200 * Vector(random.uniform(-10, 10), random.uniform(-10, 10)).normalized()

clock = pygame.time.Clock()
done = False
while not done:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True

    t = clock.get_time() / 1000

    width, height = screen.get_size()
    if square.pos.x <= 0 or square.pos.x >= width - square.w:
        square.velocity = Vector(-square.velocity.x, square.velocity.y)
    if square.pos.y <= 0 or square.pos.y >= height - square.h:
        square.velocity = Vector(square.velocity.x, -square.velocity.y)
    square.update(t)

    screen.fill((0, 0, 0))
def test_mocking_class_methods(monkeypatch):
    monkeypatch.setattr('test_class_pytest.Square.calculate_area', lambda: 1)
    assert Square.calculate_area() ==  1
Пример #49
0
 def create_square(self, square_column, count, column):
     if count in [2, 5, 8]:
         self._square_matrix[count // 3][column] = Square(square_column, (count // 3, column))
         return []
     return square_column
Пример #50
0
def populate():
    place = 0
    global grid

    # fill grid with empty Squares
    for i in range(16):
        grid.append([])
        for j in range(16):
            grid[i].append(Square(False, "b", pieces.Piece("none", "pawn"), i, j))

    # alternate colors
    for i in range(8):
        if (i % 2 == 0):
            place = 0
            for j in range(8):
                grid[i][place].pieceStatus = False
                grid[i][place].color = "white"
                grid[i][place].row = i
                grid[i][place].col = place

                grid[i][place + 1].pieceStatus = False
                grid[i][place + 1].color = "black"
                grid[i][place + 1].row = i
                grid[i][place + 1].col = (place + 1)

                place += 2

        else:
            place = 0
            for k in range(8):
                grid[i][place].pieceStatus = False
                grid[i][place].color = "black"
                grid[i][place].row = i
                grid[i][place].col = place
                grid[i][place + 1].pieceStatus = False
                grid[i][place + 1].color = "white"
                grid[i][place + 1].row = i
                grid[i][place + 1].col = (place + 1)
                place += 2

    # Fill board with pieces

    # black
    plr = "b"
    Grid(0,0).piece = pieces.Rook(plr, "rook")
    Grid(0,1).piece = pieces.Knight(plr, "knight")
    Grid(0,2).piece = pieces.Bishop(plr, "bishop")
    Grid(0,3).piece = pieces.Queen(plr, "queen")
    Grid(0,4).piece = pieces.King(plr, "king")
    Grid(0,5).piece = pieces.Bishop(plr, "bishop")
    Grid(0,6).piece = pieces.Knight(plr, "knight")
    Grid(0,7).piece = pieces.Rook(plr, "rook")

    for i in range(8):
        Grid(1,i).piece = pieces.Pawn(plr, "pawn")
        Grid(1,i).piece.firstMove = True
        globVar.firstPawns.append(Grid(1,i).piece)

    # set pieceStatus and piece_ID for black pieces
    piece_ID = 0
    for i in range(2):
        for j in range(8):
            Grid(i,j).pieceStatus = True
            Grid(i,j).piece.label = piece_ID
            piece_ID += 1
            globVar.b_pieces.append(Grid(i,j).piece)

    # white
    plr = "W"
    Grid(7,0).piece = pieces.Rook(plr, "rook")
    Grid(7,1).piece = pieces.Knight(plr, "knight")
    Grid(7,2).piece = pieces.Bishop(plr, "bishop")
    Grid(7,3).piece = pieces.Queen(plr, "queen")
    Grid(7,4).piece = pieces.King(plr, "king")
    Grid(7,5).piece = pieces.Bishop(plr, "bishop")
    Grid(7,6).piece = pieces.Knight(plr, "knight")
    Grid(7,7).piece = pieces.Rook(plr, "rook")

    for i in range(8):
        Grid(6,i).piece = pieces.Pawn(plr, "pawn")
        Grid(6,i).piece.firstMove = True
        globVar.firstPawns.append(Grid(6,i).piece)

    # set pieceStatus and assign ID to white pieces
    place = 6
    piece_ID = 0
    for i in range(2):
        i = place
        for j in range(8):
            Grid(i,j).pieceStatus = True
            Grid(i,j).piece.label = piece_ID
            piece_ID += 1
            globVar.w_pieces.append(Grid(i,j).piece)
        place += 1

    # set pieceStatus to false for the rest
    place = 2
    for i in range(4):
        i = place
        for j in range(8):
            Grid(i,j).pieceStatus = False

    # copy square coordinates to pieces
    for i in range(8):
        for j in range(8):
            if Grid(i,j).pieceStatus:
                Grid(i,j).piece.row = Grid(i,j).row
                Grid(i,j).piece.col = Grid(i,j).col

    # Clip board to 8 x 8
    while len(grid) > 8:
        grid.pop()
    for i in range(8):
        while len(grid[i]) > 8:
            grid[i].pop()

    # initialize global variables
    resetGlobal()
Пример #51
0
    def get_pseudo_legal_moves(self, source=None):
        """:yield: Pseudo legal moves in the current position.
         
        :param source: The source square to limit moves or None for
            all possible moves.
        """

        tomove = self.fen._to_move

        for x88 in [ x88 for x88 in Square._x88_squares.keys() 
            if self._pieces[x88] 
            and Piece.color(self._pieces[x88]) == tomove
            and (source is None or x88 == source._x88)]:

            piece = self._pieces[x88]
            klass = Piece.klass(piece)

            # pawn moves
            if klass == PAWN:
                single, double, capleft, capright = X88.PAWN_OFFSETS[tomove]

                # Single square ahead. Do not capture.
                offset = x88 + single
                if not self._pieces[offset]:
                    # Promotion.
                    if X88.is_backrank(offset, tomove):
                        for promote_to in Piece.promote_to:
                            yield Move.from_x88(x88, offset, promote_to)
                    else:
                        yield Move.from_x88(x88, offset)

                    # Two squares ahead. Do not capture.
                    if X88.is_secondrank(x88, tomove):
                        offset = x88 + double
                        if not self._pieces[offset]:
                            yield Move.from_x88(x88, offset)

                # Pawn captures.
                for cap in [capleft, capright]:
                    offset = x88 + cap
                    if offset & X88.X88:
                        continue
                    target = self._pieces[offset]
                    if target and Piece.color(target) != tomove:
                       # Promotion.
                        if X88.is_backrank(offset, tomove):
                            for promote_to in Piece.promote_to:
                                yield Move.from_x88(x88, offset, promote_to)
                        else:
                            yield Move.from_x88(x88, offset)
                   # En-passant.
                    elif not target and offset == self.fen._ep:
                        yield Move.from_x88(target, self.fen._ep)
            
            #piece moves
            else:
                # for each a direction a piece moves in
                for offset in X88.PIECE_OFFSETS[Piece.klass(piece)]:

                    t_x88 = x88 + offset

                    # while we do not fall off the board
                    while not t_x88 & 0x88:
                        
                        # if there was not piece to attack then yield a quiet move
                        if not self._pieces[t_x88]:
                            yield Move.from_x88(x88, t_x88)
                            # do not break out

                        # else there is a piece there
                        else:
                            # if we can attack generate a move
                            if Piece.color(self._pieces[t_x88]) != tomove:
                                yield Move.from_x88(x88, t_x88)
                            # we hit something so break out
                            break

                        # Knight and king do not go multiple times in their direction.
                        if klass in [KNIGHT, KING]:
                            break

                        # travel down the board in the direction
                        t_x88 += offset


        # castling moves
        opponent = Piece.opposite_color(tomove)
        ok = True

        # get possible castling for the side to move
        for castle in [c for c in self.fen._castle_rights if Piece.color(c) == tomove]:

            (square, enum), _ = Piece.castle_squares[castle]
            king = Square(square)

            if Piece.klass(castle) == KING:
                direc = 1
            else:
                direc = -1

            # for offset in the squares the king will travel
            for offset in range(0, 3):
                s = Square.from_x88(king._x88 + (offset * direc))

                # if we are not the king square and we are occuppied
                if offset and self._pieces[s._x88]:
                    ok = False
                    break
                    
                # if we are trying to travel through check
                if self.is_attacked(opponent, s):
                    ok = False
                    break

            # kludge: we have to check occupancy for one more square on the queen side
            if direc == -1 and self._pieces[s._x88 - 1]:
                    ok = False
            if ok:
                yield Move(king, s)
from square import Square

s = Square(7)
s.set_center([0, 0])
s.set_color("Yellow")
s.name = "Hally"
print "Area of %s is %d" % (s.name, s.area())
s.print_s()
Пример #53
0
    def move_in_direction(self, direction):
        """
		core algorithm: 
		loop over each row twice starting from side moved towards, first time deleting empty squares second time merging identical squares
		implemented for left/right movement. Up/down transposes the board, moves right (down) or left (up) and transposes back

		implementation pseudocode
		- iterate rows in grid
		- iterate squares in row starting from side the row is moved towards
		- if the square is empty, delete it and append empty square at end
		- repeat on same square until not either empty anymore (move to next square) or row empty (move to next row)
		- iterate squares in row second time
		- if the next square is the same, merge them, delete the next square and append empty square
		- if the next square is non-empty non-identical, move to next square in iteration

		check if a move was made by comparing new board to old deepcopy of board (flatten grid and store square values in list)
		"""

        #stores a deepcopy of the board to check if any square moved later
        old_square_values_flattened = [
            square.value for row in copy.deepcopy(self.squares)
            for square in row
        ]

        #case switch the direction parameter
        if direction == "left":
            #iterate rows
            y = 0
            for x_row in self.squares:
                #iterate squares in row first time deleting empty squares
                x = 0
                for sq_obj in x_row:
                    """
					if square is empty delete the list entry, append zero and repeat until not empty
					break if all following squares are empty
					NOTE: needs to use x_row[x] instead of sq_obj because iterating and modifying list at the same time
					"""
                    while x_row[x].value == 0 and x <= 2:
                        #move to next row if all others also empty
                        rest_of_row_empty = True
                        for n in range(x + 1, 4):
                            if not self.get_square((n, y)).value == 0:
                                rest_of_row_empty = False
                        if rest_of_row_empty:
                            break

                        #delete current empty square and add new empty square to end of row
                        del (self.squares[y][x])
                        self.squares[y].append(Square(0, (x, y)))
                    x += 1

                #repeat the loop over x-row after deleting empty
                x = 0
                for sq_obj in x_row:
                    #if next square is the same, double it, delete the next and add empty square to end of row
                    if x <= 2 and x_row[x].value == x_row[x + 1].value:
                        self.squares[y][x].value *= 2
                        self.squares[y][x].was_doubled = True
                        del (self.squares[y][x + 1])
                        self.squares[y].append(Square(0, (x, y)))
                        self.score += self.squares[y][x].value
                    x += 1
                y += 1

        elif direction == "up":
            #transpose, move left, transpose back
            self.squares = list(map(list, zip(*self.squares)))
            self.move_in_direction("left")
            self.squares = list(map(list, zip(*self.squares)))

        elif direction == "right":
            #iterate rows
            y = 0
            for x_row in self.squares:
                #loop over squares in row from right to left
                x = 3
                for sq_obj in x_row[::-1]:
                    """
					if square is empty delete the list entry, append zero and repeat until not empty
					break if all following squares are empty
					NOTE: needs to use x_row[x] instead of sq_obj because iterating and modifying list at the same time
					"""
                    while x_row[x].value == 0 and x >= 1:
                        #move to next row if all others also empty
                        rest_of_row_empty = True
                        for n in range(0, x)[::-1]:
                            if not self.get_square((n, y)).value == 0:
                                rest_of_row_empty = False
                        if rest_of_row_empty:
                            break

                        #delete current empty square and add new empty square to beginning of row
                        del (self.squares[y][x])
                        self.squares[y].insert(0, Square(0, (x, y)))
                    x -= 1

                #repeat the loop over x-row after deleting empty
                x = 3
                for sq_obj in x_row[::-1]:
                    #if next square is the same, double it, delete the next and add empty square to beginning of row
                    if x >= 1 and x_row[x].value == x_row[x - 1].value:
                        self.squares[y][x].value *= 2
                        self.squares[y][x].was_doubled = True
                        del (self.squares[y][x - 1])
                        self.squares[y].insert(0, Square(0, (x, y)))
                        self.score += self.squares[y][x].value
                    x -= 1
                y += 1

        elif direction == "down":
            #transpose, move left, transpose back
            self.squares = list(map(list, zip(*self.squares)))
            self.move_in_direction("right")
            self.squares = list(map(list, zip(*self.squares)))

        #compares the old deepcopy values with the current board and returns true if a square has moved, false if not
        square_moved = False
        new_square_values_flattened = [
            square.value for row in self.squares for square in row
        ]
        if old_square_values_flattened != new_square_values_flattened:
            square_moved = True
        return square_moved
Пример #54
0
 def test_mocking_class_methods(self, mocked_method):
     mocked_method.return_value = 20
     self.assertEquals(Square.calculate_area(), 20)
Пример #55
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 def test_mocking_instance(self, mocked_instance):
     mocked_instance = mocked_instance.return_value
     mocked_instance.calculate_area.return_value = 1
     sq = Square(100)
     self.assertEquals(sq.calculate_area(), 1)
Пример #56
0
 def source(self):
     """The source square."""
     return Square.from_x88(self._source_x88)
 def setUp(self) -> None:
     self.s1 = Square(6, 3, 3, 3, 3, 0, 6, 0)
     self.s2 = Square(6, 3, 3, 3, 3, 0, 6, 0)
     self.s3 = Square(7, 4, 4, 4, 4, 1, 7, 1)
     self.s4 = Square(-3.5, -3.5, -1.5, -3.5, -1.5, -1.5, -3.5, -1.5)
     self.s5 = Square(3.5, 3.5, 1.5, 3.5, 1.5, 1.5, 3.5, 1.5)
Пример #58
0
 def target(self):
     """The target square."""
     return Square.from_x88(self._target_x88)
Пример #59
0
 def __init__(self):
     Square.__init__(self, "corridor", " ", "")
     self.canPass = True
Пример #60
0
			col2.append[float(i[1])]
			col3.append[float(i[2])]
			col4.append[float(i[3])]
		except:
			pass
			
	min1= np.min(col1)
	min2= np.min(col2)
	min3= np.min(col3)
	min4= np.min(col4)
	
	max1= np.max(col1)
	max2= np.max(col2)
	max3= np.max(col3)
	max4= np.max(col4)
	
	for line in data:
		
	
	
	

if __name__== '__main__':
	print("Hello main method")

	my_square = Square()
	my_square.setSize(6)
	print("square surface: " + str(my_square.getSurface()))
	load_csv()