def main(screen): framerate = 1 / 60 dt = 0 mode = modes.MainMenu(screen, Input, True) while True: start = time.perf_counter() Input.update() background(screen) ev = screen.get_event() key = ev.key_code if isinstance(ev, KeyboardEvent) else None if key in (ord('Q'), ord('q')): if hasattr(mode, 'quit'): mode.quit() return elif key in (ord('E'), ord('e')): if hasattr(mode, 'quit'): mode.quit() mode = modes.MainMenu(screen, Input) mode.run(key, dt) screen.refresh() end = time.perf_counter() if end - start < framerate: time.sleep(framerate - (end - start)) dt = time.perf_counter() - start
def handleEvent(self, event): if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: self.state += 1 if self.state >= len(self.inputBoxes): self.state = 0 self.evalResult() self.setShowing(False) Input.get().setInDialog(False) for b in self.inputBoxes: b.setText('') GUI.get().topMenu().setShowing(False) return 'cursor' elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: if self.state > 0: #self.inputBoxes[self.state].setText('') self.state -= 1 else: self.setShowing(False) Input.get().setInDialog(False) for b in self.inputBoxes: b.setText('') return 'cursor' elif event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: self.inputBoxes[self.state].delChar() if ((event.key >= pygame.K_0 and event.key <= pygame.K_9) or (event.key >= pygame.K_a and event.key <= pygame.K_z) or event.key == pygame.K_PERIOD or event.key == pygame.K_MINUS): self.inputBoxes[self.state].append(chr(event.key))
def update(self, dt, entities): delta_time = float(dt) / 1000 # if the player pressed z move faster if inp.Input().keyFired(pygame.K_z): self.x_speed = 275 else: self.x_speed = 230 # input on the x-axis self.vel.x = inp.Input().horizontal() * self.x_speed * delta_time # flips mario depending on the direction mario is moving if self.currentDirection != self.direction: if self.currentDirection == "L": self.image = self.images.idle[0] elif self.currentDirection == "R": self.image = self.images.idleR[0] self.direction = self.currentDirection # make ground check to check if player hasn't fallen off platform # input on the y-axis if self.jumpPressed != inp.Input().vertical(): self.jumpPressed = not self.jumpPressed if self.onGround and self.jumpPressed: if self.direction == "L": self.image = self.images.jumpL[0] elif self.direction == "R": self.image = self.images.jumpR[0] self.vel.y += (-inp.Input().vertical() * self.y_speed) * delta_time self.onGround = False else: self.vel.y += self.gravity * delta_time # code for animations self.current_time += delta_time if self.current_time >= self.animation_time: if self.vel.x < 0 and self.currentDirection == "L" \ and self.onGround: self.current_time = 0 self.index = (self.index + 1) % len(self.images.runL) self.image = self.images.runL[int(self.index)] elif self.vel.x > 0 and self.currentDirection == "R"\ and self.onGround: self.current_time = 0 self.index = (self.index + 1) % len(self.images.runR) self.image = self.images.runR[int(self.index)] else: if self.onGround: if self.currentDirection == "L": self.image = self.images.idle[0] elif self.currentDirection == "R": self.image = self.images.idleR[0] # seperating the movement into x and y movement if self.vel.x != 0: self.move_single_axis(int(self.vel.x), 0, entities, delta_time) if self.vel.y != 0: self.move_single_axis(0, int(self.vel.y), entities, delta_time)
def exitPlay(): # If all lives are loss bot # returns to main menu Input.PressKey(Input.KEY_ESC) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_ESC) time.sleep(0.5) Input.PressKey(Input.KEY_DOWN) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_DOWN) time.sleep(0.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(0.5) Input.PressKey(Input.KEY_UP) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_UP) time.sleep(0.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(0.5)
def deposit(): acc_num=Input.getinteger("Enter your account number:") if acc_num in BankDetails: amt=Input.getinteger("Enter amount to be deposited:") BankDetails[acc_num].deposit(amt) else: print acc_num,"does not exists"
def inputs(skip=False, data_type = 'INV'): """ Loads the inputs into a protocol buffer run serially :param skip: Whether to skip generating the protocol buffer :param data_type: ADH vs Pure DCIS run or Pure DCIS vs DCIS with invasion :return: """ # Skip part 1 and 2 if the protobuff already exists if not skip: # Part 1: Load the raw images and save to protobuf if data_type == 'INV': Input.pre_process_DCISvsInv(FLAGS.box_dims) Input.pre_process_INV_new(FLAGS.box_dims) else: Input.pre_process_adh_vs_pure(FLAGS.box_dims) Input.pre_process_ADH_new(FLAGS.box_dims) else: print('-------------------------Previously saved records found! Loading...') # Part 2: Load the protobuff ----------------------------- print('----------------------------------------Loading Protobuff...') train = Input.load_protobuf() valid = Input.load_validation_set() return train, valid
def startFromMenu(): # bot goes through menu to start the game Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(0.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(1.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(0.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(0.5) Input.PressKey(Input.KEY_Z) print("press") time.sleep(0.2) Input.ReleaseKey(Input.KEY_Z) time.sleep(1)
def chuansongzhen(): x, y = pyautogui.pLocateCenterOnScreen( r'C:\Users\Administrator\PycharmProjects\DNF_Automation\Downtown\Forward.png', region=(0, 0, 800, 600)) pyautogui.moveTo(x + 200, y + 8) time.sleep(RandomV.rdp3()) Input.click()
def draw(self): Render.clear_layer(5) self.opened = True print self.width, self.height x = 5 y = 5 button_text = 'Close' button = Button(button_text, self.width / 2, self.height - 3, function=close_window, target=Render.layers['overlay_console']) dragging = False click_x = None mouse = Input.mouse while True: Input.update() Render.clear_layer(Render.layers['overlay_console']) Render.draw_rect(Render.layers['overlay_console'], x, y, self.width, self.height, frame=True, f_color=terminal.color_from_argb(255, 100, 100, 255), bk_color=terminal.color_from_argb(192, 32, 32, 128), title="POP_UP TEST!") Render.print_rect(Render.layers['overlay_console'], x + 2, y + 2, self.width - 4, self.height - 4, self.text) if mouse.lbutton and x <= mouse.cx <= x + self.width and (mouse.cy == y or dragging): if click_x is None: click_x = mouse.cx - x x = mouse.cx - click_x # (width / 2) y = mouse.cy dragging = True else: dragging = False click_x = None if button.draw(x, y) == 'close': self.opened = False Render.clear_layer(Render.layers['overlay_console']) return # libtcod.console_flush() # graphics.draw_image(x, y, enlarge=True) # graphics.draw_image(x + 1, y + 1, enlarge=True) # graphics.clear() # graphics.draw_font(0,0) GameState.render_ui()
def grep(**kwargs): if Input.isParamsListEmpty(kwargs['params'], 2): return flags = Input.isFlagsListEmpty(kwargs['flags']) lines = [] keywd = kwargs['params'][0].strip('\'') for fileName in kwargs['params'][1:]: file = Input.getFullFileName(fileName) if file[0]: with open(file[1], 'r') as _file: for line in _file: if line.strip() and keywd in line.strip().lower(): lines.append(line.strip()) if len(lines) != 0: if flags: for line in lines: print(line) else: if kwargs['flags'][0] == '-l': print('\'' + keywd + '\'' + ' was found in \'' + file[1] + '\'\n') else: print('\'' + kwargs['flags'][0] + '\'' + ' is not a recognized flag\n') else: print('\'' + keywd + '\'' + ' was not found in \'' + file[1] + '\'\n') else: print(file[1]) break
def array_kind(): n = Input.get_number_matrix() w = Input.get_number_weight() row = n column = n matrix = matrix_square(n, w) return matrix, row, column, w
def copyFile(**kwargs): if Input.isParamsListEmpty(kwargs['params']): return fileList = kwargs['params'] file = Input.getFullFileName(fileList[0]) if not file[0]: print(file[1]) return if len(fileList) > 2: print('Too many files provided\n') return kwargs['params'] = [fileList[0]] cwd = Input.getCwd(fileList[1]) if os.path.exists(cwd): newFile = open(fileList[1], 'w') newFile.write(cat.cat(False, **kwargs)) newFile.close() else: print(fileList[1] + ' : path doesn' 't exist\n') return print(str(fileList[1]) + ' has been created\n')
def tail(**kwargs): if Input.isParamsListEmpty(kwargs['params']): return file = Input.getFullFileName(kwargs['params'][0]) if len(kwargs['params']) > 1 and str(kwargs['params'][1]).isdigit(): noLines = int(kwargs['params'][1]) noLines = noLines if noLines >= 0 else 5 else: noLines = 5 if file[0]: lines = [] lineCounter = 0 with open(file[1], 'r') as _file: for line in _file: if line.strip(): lines.append(line.strip()) lineCounter += 1 lines = lines[lineCounter - noLines:] for lastLines in lines: print (lastLines) else: print(file[1])
def update_kinematics(self): # Front/back if (Input.Hold(Input.Up)): self.acc[0] = 100 self.acc[1] = 100 elif (Input.Hold(Input.Down)): self.acc[0] = -100 self.acc[1] = -100 else: self.acc[0] = -self.vel[0] / 20 self.acc[1] = -self.vel[1] / 20 # Left.right if (Input.Hold(Input.Left)): self.acc[2] = -5 elif (Input.Hold(Input.Right)): self.acc[2] = 5 else: self.acc[2] = 0 # Velocity self.vel[0] += self.acc[0] * 0.1 self.vel[1] += self.acc[1] * 0.1 self.vel[2] += self.acc[2] * 0.1 # Resistance for i in range(0, 2, 1): self.vel[i] *= 0.90 if (abs(self.vel[i]) < 0.3): self.vel[i] = 0 # Position self.pos[0] += self.vel[0] * 0.1 * math.cos(self.pos[2]) self.pos[1] += self.vel[1] * 0.1 * math.sin(self.pos[2]) self.pos[2] += self.vel[2] * 0.1 self.pos[2] *= 0.90 if (abs(self.pos[2]) < 0.3): self.pos[2] = 0
def run(): global SKIP_GENERATION global SKIP_ROUND if Input.key_typed(pygame.K_s): SKIP_GENERATION = not SKIP_GENERATION if Input.key_typed(pygame.K_r): SKIP_ROUND = True if not SKIP_GENERATION and not SKIP_ROUND: if CURRENT_ROUND > Params.TOTAL_ROUNDS: evolve() tick() render() elif SKIP_GENERATION: while CURRENT_ROUND < Params.TOTAL_ROUNDS: tick() Input.process_events() if Input.key_typed(pygame.K_s): SKIP_GENERATION = False break if CURRENT_ROUND == Params.TOTAL_ROUNDS: evolve() elif SKIP_ROUND: next_round = CURRENT_ROUND + 1 while CURRENT_ROUND is not next_round: tick() SKIP_ROUND = False
def testSortDependencies2(self): cut=self.test i1,i2,i3,i4,i5=Input(),Input(),Input(),Input(),Input() i1.name,i2.name,i3.name,i4.name,i5.name='i1','i2','i3','i4','i5' cut.inputs={'i1':i1,'i2':i2,'i3':i3,'i4':i4,'i5':i5} order=cut.sortDependencies() assert len(order)==5,len(order) self.checkIfDependant(order,cut.inputs)
def input_menu(): global h_color global color global screen screen.fill((0, 0, 0)) pygame.font.init() font = pygame.font.Font("GB_boot.ttf", 20) text = ['KEYBOARD', 'MOUSE', 'BACK TO OPTIONS'] options = [] for txt in text: options.append(font.render(txt, False, color)) dist_btw = options[0].get_height() + 5 def centre_menu(surface, opt): menu_x = (screen.get_width() / 2 - opt.get_width() / 2) menu_y = (screen.get_height() / 2 - opt.get_height() / 2 - 30) return (menu_x, menu_y) selected = 0 while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() if event.type == KEYDOWN: if event.key == K_UP: selected -= 1 if event.key == K_DOWN: selected += 1 if selected < 0: selected = 0 if selected > len(options) - 1: selected = len(options) - 1 if event.key == K_RETURN: if selected == 0: Input.set_inputdev(1) elif selected == 1: Input.set_inputdev(2) elif selected == 2: return screen.fill((0, 0, 0)) for i in range(0, len(options)): x, y = centre_menu(screen, options[i]) if i == selected: options[i] = font.render(text[i], False, h_color) else: options[i] = font.render(text[i], False, color) screen.blit(options[i], (x, (y + i * dist_btw))) pygame.display.update()
def mouseResponseGameInit(event): if Ip.regionMonitor(event, button_site["single"], start_button_size): Et.game_state = GAMEINIT1 if Ip.regionMonitor(event, button_site["setting"], start_button_size): Et.game_state = GAMESETTING if Ip.regionMonitor(event, button_site["help"], start_button_size): Et.game_state = GAMEHELP if Ip.regionMonitor(event, button_site["online"], start_button_size): Et.game_state = GAMEONLINEINIT1
def __init__(self): self.input = Input() self.input.game = self self.output = Output() self.player = Player() self.server = Server() self.server.game = self self.locations = dict() self.event = multiprocessing.queues.SimpleQueue()
def readFeatures(filepath1, filepath2): drugFeature = [] proteinFeature = [] drugFeature = Input.readVectorFromFile(filepath1) proteinFeature = Input.readVectorFromFile(filepath2) return np.array(drugFeature), np.array(proteinFeature)
def update_input(): Input.update() # pause program if Input.is_trigger(Input.keymap.kF8, True): _G.Flags['paused'] ^= True print(f"Paused: {_G.Flags['paused']}") # terminate program elif Input.is_trigger(Input.keymap.kF9, True): _G.Flags['running'] = False
def testSortDependencies4(self): cut=self.test i1,i2,i3,i4,i5=Input(),Input(),Input(),Input(),Input() i1.name,i2.name,i3.name,i4.name,i5.name='i1','i2','i3','i4','i5' i1.dependsOn=['i2','i4'] i5.dependsOn=['i1'] i4.dependsOn=['i2','i3'] i2.dependsOn=['i3'] i3.dependsOn=['i7'] cut.inputs={'i1':i1,'i2':i2,'i3':i3,'i4':i4,'i5':i5} self.assertRaises(SemanticException,cut.sortDependencies)
def main_loop(): util.uwait(_G.UpdateDuration, False) update_basic() _G.CurScriptTick += 1 if _G.CurScriptTick >= _G.ScriptUpdateTime: _G.CurScriptTick = 0 if not _G.Flags['paused']: update_script() Input.clear_cache()
def main(): # Loop until the user clicks the close button. done = False loopCount = 0 while not done: loopCount += 1 Input.update() if(Input.Trigger(Input.Close)): done = True map.update() Graphics.update()
def open_acc(): global number acc_num=number name=Input.getstring("Enter your name:") acc_type=Input.getchar("Enter account type:s[savings],c[current]:") bal=0 obj=Account(acc_num,name,acc_type,bal) obj.showAccountDetails() BankDetails[acc_num]=obj print "Your account is created with account number",acc_num number+=1
def add_data(): date = Input.get_date() temp = Input.get_temp() preasure = Input.get_preasure() humidity = Input.get_humidity() wspeed = Input.get_wspeed() wdirect = input('Enter wind direction (eg. SW or S): ') prec = input('Enter precipitations (eg. Rain or Snow): ') tmp = {date: [temp, preasure, humidity, wspeed, wdirect, prec]} weather.update(tmp) # rewrite data that already exsist Open_file.save_data(weather, Configs.get_type()) # save changes in file input('Press Enter to continue...')
def mount(): x, y = pyautogui.pLocateCenterOnScreen( r'C:\Users\Administrator\PycharmProjects\DNF_Automation\Downtown\Forward.png', region=(0, 0, 800, 600)) if (y < 120) or (y > 450): Input.KeyPress(0x31) time.sleep(RandomV.rdp3()) pyautogui.moveTo(592, 175) Input.click() time.sleep(7) Input.KeyPress(0x31) # go to the center of Mount return
def withdraw(): acc_num=Input.getinteger("Enter your account number:") if acc_num in BankDetails: amt=Input.getinteger("Enter amount to be withdrawn:") if amt<0: print "Amount cannot be less than zero" elif amt<BankDetails[acc_num].getbal(): BankDetails[acc_num].withdraw(amt) else: print "Insufficient funds" else: print acc_num,"does not exists"
def inputs(training=True, skip=False): """ Loads the inputs """ if not skip: Input.pre_proc_localizations(FLAGS.box_dims, thresh=0.4) else: print( '-------------------------Previously saved records found! Loading...' ) return Input.load_protobuf_class(training)
def main(): #Input config=Input.load_config("appconfig.yaml") employee_list=Input.generate_employee_data(config,Input.get_current_payperiod()) #Process for employee in employee_list: employee.process_employee_vcp() #Output print(Output.serialize(employee_list)) Output.save_to_db(config["db_setting"],employee_list)
def pushScene(self, scene): try: Input.resetKeyPresses() ImgObj.clickableObjs = [] if scene == "TestScene": scene = TestScene(self.engine) elif scene == "ParticleTest": scene = ParticleTest(self.engine) else: scene = WorldScenes.create(self.engine, scene) self.addScene = scene except ImportError: print scene + " has not yet been implemented or does not exist"
def inputs(skip=False): """ This function loads our raw inputs, processes them to a protobuffer that is then saved and loads the protobuffer into a batch of tensors """ # To Do: Skip part 1 and 2 if the protobuff already exists if not skip: Input.save_examples(FLAGS.box_dims) print('----------------------------------------Loading Protobuff...') train = Input.load_protobuf() valid = Input.load_validation_set() return train, valid
def completeQuest(): Input.KeyPress(0x01) pyautogui.moveTo(301, 527) Input.click() try: x, y = pyautogui.locateCenterOnScreen( r'C:\Users\Administrator\PycharmProjects\DNF_Automation\Downtown' r'\QuestCompleted1.png', region=(0, 0, 800, 600)) pyautogui.moveTo(x, y) Input.click() except: Login.restart() return
def get_next_input(self, history): # refine the range to values that have a distance of at most kappa_i to the standard trace we picked close_values = self.input_distance.get_input_symbols_close_to_trace( self.standard_trace, history) if close_values.is_empty(): # if there are no close values, get the set of all inputs input_domain = self.input_distance.get_values_domain() # return any of them return Input(input_domain.get_random_value()) else: # pick any of the close values return Input(close_values.get_random_value())
def run(): time.sleep(1) with tf.Session() as sess: saver.restore(sess, "models/supervised/model.ckpt") print 'Starting...' Input.Reset(keyboard) while 1: im = np.reshape(getScrn(), [1, 10, 40, 1]) a = sess.run(output, feed_dict={x_in : im}) if a == [[0]]: Input.Wait(keyboard) else: Input.Up(keyboard) print a
def run(self): global finished # main event loop Input.update() self.finished = Input.finished self.viewport.run() Input.reset() self.clock.tick(FPS) self.currentFPS = int(self.clock.get_fps()) #fps counter is in the title bar pygame.display.set_caption(caption % (self.currentFPS))
def add_data(): #add data to our weather diary# date = Input.get_Date() temp = Input.get_temp() preasure = Input.get_preasure() humidity = Input.get_humidity() wspeed = Input.get_wspeed() wdirect = input('Enter wind direction (eg. SW or S): ') prec = input('Enter precipitations (eg. Rain or Snow): ') tmp = {date:[temp, preasure, humidity, wspeed, wdirect, prec]} #rewrite data that already exsist weather.update(tmp) #save changes in file Open_file.save_data(weather) tmp = input('Adding/Editing Successful. Press Enter to continue...')
def rm(**kwargs): if Input.isParamsListEmpty(kwargs['params']): return file = Input.getFullFileName(kwargs['params'][0]) if file[0]: filePath = os.getcwd() + '\\' + file[1] else: print(file[1]) return print('deleting file...........') os.remove(filePath) print(file[1] + ' successfully deleted!')
def getInputZMatrix(self): try: data_section = re.compile("INPUT CARD.*?DATA(.*?)END", re.DOTALL).search(self.fileText).groups()[0] xyz = self.getInitialXYZ() atom_list = [] for atom in xyz: atom_list.append(atom[0]) #build the regular expression regExp = [] for atom in atom_list: regExp.append( r" INPUT CARD>(%s.*?)\n" % atom ) regExp = "".join(regExp) zmat_tuple = re.compile(regExp).search(data_section).groups() #convert the zmat_lines into a list zmat_lines = [] for entry in zmat_tuple: zmat_lines.append(entry) #now get anything that would be z matrix variable zmat_lines.append("Variables") regExp = "[A-Z\d]+\s*[=]\s*[-]?\d+[.]?\d*" vars = re.compile(regExp).findall(data_section) for var in vars: zmat_lines.append(var) zmat_text = "\n".join(zmat_lines) import Input atomList, zmatObject = Input.readZMatrix(zmat_text) return zmatObject except Exception, error: raise InfoNotFoundError("Z-Matrix")
def manual_input(): print('-------------------------------------------------------') matrix = Input.insert_matrix() print("Matrix: ") Output.print_matrix(matrix) result = Determinant.calculate_determinant(matrix) print('Determinant: ' + str(Output.round_number(result)))
def print_menu(): # run menu while True: clear() print(''' Weather diary 1. Add/Edit Element 2. Remove Element 3. Show data 4. Show data by month 5. Exit ''') ans = Input.get_choice() # input menu key if ans == 1: W_diary.add_data() elif ans == 2: W_diary.rm_data() elif ans == 3: Output.show_data() elif ans == 4: Output.show_data_by_month() elif ans == 5: os._exit(1) else: print('Try again')
def __init__(self): self.model = None self.view = None self.running = True self.t = pygame.time.get_ticks() self.input = Input() self.wireframe = False
def rm_data(): date = Input.get_date() if date in weather: del weather[date] Open_file.save_data(weather, Configs.get_type()) # save changes in file input('Press Enter to continue...') else: input('Day in diary not found. Press Enter to continue...')
def handleEvent(self, event): if event.type == Input.CURSOR_ACCEPT: tagNum = self.getSelection() tagName = self.options[tagNum] self.setSelectedOption(0) self.setShowing(False) GUI.get().topMenu().setSelectedOption(0) GUI.get().topMenu().setShowing(False) GUI.get().editTagDialog().setShowing(True, tagName) Input.get().setInDialog(True) return 'editTag' elif event.type == Input.CURSOR_CANCEL: self.setShowing(False) return 'topMenu' elif event.type == Input.CURSOR_UP: self.moveUp() elif event.type == Input.CURSOR_DOWN: self.moveDown()
def rm_data(): # remove data from our diary date = Input.get_Date() if date in weather: del weather[date] #save changes in file Open_file.save_data(weather) tmp = input('Removing Successful. Press Enter to continue...') else: tmp = input('Day in diary not found. Press Enter to continue...')
def parameter_input(string_matrix): matrix = Input.get_matrix(string_matrix) result = Determinant.calculate_determinant(matrix) if str(result).lower().__contains__('e'): return Output.exponential_output(result) else: if result != 0: return Output.round_number(result) else: return 0
def detect(self, scene): for key, char in Input.getKeyPresses(): scene.keyPressed(key, char) for press in Input.clicks: clickedImages = [image.getCollision(press) for image in ImgObj.clickableObjs] try: x = clickedImages.index(True) scene.buttonClicked(ImgObj.clickableObjs[x]) except ValueError: continue
def show_data_by_month(): # show weather during chosen month Menu.clear() year = Input.get_year() month = Input.get_month() # reading month number count = 0 print('Date\t\tTemp\tPreasure\tHumidity\tWind Speed\tWind Direction\tPrecipitation') for i in W_diary.weather: # show all data about thise month that exsist in diary if (i.year == year) & (i.month == month): print(i.isoformat() + '\t' + str(W_diary.weather[i][0]) + '\t' + str(W_diary.weather[i][1]) + '\t\t' + str(W_diary.weather[i][2]) + '\t\t' + str(W_diary.weather[i][3]) + '\t\t' + str(W_diary.weather[i][4]) + '\t\t' + str(W_diary.weather[i][5])) count += 1 if not count: print('Diary is empty') input('Press Enter to continue...')
def handleEvent(self, event): if event.type == Input.CURSOR_ACCEPT: choice = self.getSelection() if choice == TopMenu.TILE_INFO: self.setShowing(False) self.setSelectedOption(0) GUI.get().tileInfoDisplayer().setShowing(True) Input.get().setInDialog(True) return 'tileInfo' elif choice == TopMenu.SET_TAG: GUI.get().tagMenu().setShowing(True) return 'setTag' elif choice == TopMenu.EDIT_TAG: GUI.get().chooseTagMenu().setShowing(True) return 'chooseTag' elif choice == TopMenu.NEW_TAG: self.setShowing(False) self.setSelectedOption(0) GUI.get().addTagDialog().setShowing(True) Input.get().setInDialog(True) return 'addTag' elif choice == TopMenu.SAVE: self.setShowing(False) self.setSelectedOption(0) GUI.get().saveDialog().setShowing(True) Input.get().setInDialog(True) return 'save' elif event.type == Input.CURSOR_CANCEL: self.setShowing(False) return 'cursor' elif event.type == Input.CURSOR_UP: self.moveUp() elif event.type == Input.CURSOR_DOWN: self.moveDown()
def main(): logic = bge.logic cont = logic.getCurrentController() own = cont.owner if own['Control Scheme'] == 1: Input.controlScheme = 'ArrowKeys/WASD' if own['Control Scheme'] == 2: Input.controlScheme = 'WASD/Mouse' if own['Control Scheme'] == 3 and Input.controlScheme != 'Gamepad': status = Input.compatibleGamepadFound() if status == 'FOUND_AND_COMPATIBLE': Input.controlScheme = 'Gamepad' elif status == 'NOT_FOUND': print('Could not find gamepad. Reverting to previous control scheme') elif status == 'INCOMPATIBLE': print('Gamepad is incompatible. Reverting to previous control scheme')
def run(): # jobs, qcs, ycs, yts = Input.small_problem() jobs, qcs, ycs, yts = Input.big_problem() #=========================================================================== # find job which satisfy cut's condition #=========================================================================== cut = [] for qc in qcs: is_first_loading_job_of_qc = True for i, j_id in enumerate(qc.job_seq): if j_id == qc.primary_j: #=============================================================== # or if i == 0 # it means first job of qc.job_seq #=============================================================== cut.append(j_id) if jobs[j_id].type == 'loading': #=============================================================== # all loading job will be in cut # and discharging job before finding first loading job will be in cut #=============================================================== if is_first_loading_job_of_qc: for x in range(i + 1): if qc.job_seq[x] == qc.primary_j: continue #======================================================= # discharging job will be in cut #======================================================= cut.append(qc.job_seq[x]) is_first_loading_job_of_qc = False continue #=============================================================== # after is_first_loading_job_of_qc = False # all loading job will be into cut #=============================================================== cut.append(j_id) stack_for_cut = [] scheduled_jobs = [False for _ in jobs] agreeable_yt_of_job = [[True for x in range(len(yts))] for _ in jobs] # node is for data saving init_node = Node(cut, scheduled_jobs, agreeable_yt_of_job, qcs, ycs, yts) stack_for_cut.append(init_node) print [(job.id, job.type)for job in jobs]
def main(inputFile): # Parse the input file, loading images, depth data, etc. K, images = Input.readInput(inputFile) print "Loaded " + str(len(images)) + " images from file " + inputFile # Reconstruction: Combine each image's point cloud into a common point cloud pointCloud, transforms = reconstruction(K, images) print "Reconstruction finished!" # Manipulation: Add to or modify the contents of the point cloud manipulation(pointCloud) print "Manipulation finished!" # Hallucination: Generate new data from the composite point cloud hallucination( K, pointCloud, map( lambda t: np.linalg.inv( t.mat ), transforms ) ) print "Hallucination finished!" print "Final step: Saving point cloud to disk . . ." pointCloud.outputToPLY("points.ply")
def __init__(self, screen_size, fps): self._tmx_root = None # Will be used to store the currently loaded tmx-file: self._fps = fps # Save fps self._CLOCK = pygame.time.Clock() # Create pygame.Clock for fps-control self._draw_tile_ids = False # DEBUG: Draw all ids: # Create instance of Graphics-Engine: self.graphics = Graphics(self,screen_size) # Create instance of World: self.world = World(self) # Create instance of input-engine self.input = Input(self) # Create actors-controller self.actors = GameActorController(self) # Create sound-controller (not jet programmed...) self.sound = Sound(self) # Finally, first map (temporary): self._load_tmx("Forest_N1_1.tmx") # Var changed by self.load_new_level. If not false, in the next update cycle, the level gets loaded. self._load_new_level = False
def eval_inputs(): data_dir = FLAGS.data_dir images, labels = Input.eval_inputs(data_dir = data_dir, batch_size = 1) return images, labels
def inputs(): if not FLAGS.data_dir: raise ValueError('Source Data Missing') data_dir = FLAGS.data_dir images, labels = Input.inputs(data_dir = data_dir, batch_size = FLAGS.batch_size) return images, labels
def beastiary(width=10, height=10, title=None, text=None): # calculate total height for the header (after auto-wrap) and one line per option if width is None: width = Constants.MAP_CONSOLE_WIDTH - 10 if height is None: height = libtcod.console_get_height_rect(0, 0, 0, width, Constants.SCREEN_HEIGHT, text) + 7 pop = libtcod.console_new(width, height) # print the header, with auto-wrap libtcod.console_set_default_foreground(pop, Constants.UI_PopFore) libtcod.console_set_default_background(pop, Constants.UI_PopBack) libtcod.console_print_frame(pop, 0, 0, width, height, clear=True, flag=libtcod.BKGND_SET, fmt=title) # blit the contents of "window" to the root console x = 0 y = 0 button_text = 'Click to Continue' button = Button(button_text, width / 2, height - 3, function=close_window) img = libtcod.image_load('Images//cipher_warden_80x80_test_01.png') libtcod.image_set_key_color(img, Color(0, 0, 0)) # show the background image, at twice the regular console resolution libtcod.image_blit_2x(img, pop, 9, 2) libtcod.console_set_default_foreground(pop, Constants.UI_PopFore) libtcod.console_set_default_background(pop, Constants.UI_PopBack) Render.print_rect(pop, 3, 3, width - 6, height, text) background = libtcod.console_new(Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT) libtcod.console_blit(0, 0, 0, Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT, background, 0, 0, 1.0, 1.0) dragging = False click_x = None while True: Input.update() mouse = Input.mouse Render.blit(background, 0) # libtcod.console_blit(background, 0, 0, Constants.SCREEN_WIDTH, Constants.SCREEN_HEIGHT, 0, 0, 0, 1.0, 1.0) libtcod.console_blit(pop, 0, 0, width, height, 0, x, y, 1.0, .85) if mouse.lbutton and x <= mouse.cx <= x + width and (mouse.cy == y or dragging): if click_x is None: click_x = mouse.cx - x x = mouse.cx - click_x # (width / 2) y = mouse.cy dragging = True else: dragging = False click_x = None if button.draw(x, y) == 'close': return libtcod.console_flush()
import Input Input.start()
#command line parser, if running python 2.7 use argparse, else fall-back to optparse try: import argparse except ImportError: import optparse as argparse FPS = 60 caption = 'UlDunAd - Ultimate Dungeon Adventure [FPS: %i]' if not os.path.exists(os.path.join("..", "uldunad.ini")): Configuration(os.path.join("..", "uldunad.ini")).save() runini = Configuration(os.path.join("..", "uldunad.ini")) runini.video.__setattr__("resolution", str(800) + "x" + str(600) + "x" + "W") runini.audio.__setattr__("volume", str(10)) runini.save() Input.create(runini) Input.load(runini) else: runini = Configuration(os.path.join("..", "uldunad.ini")) Input.load(runini) w, h, fullscreen = runini.video.__getattr__("resolution").split("x") w, h = float(w), float(h) resolution = (int(w), int(h)) volume = int(runini.audio.__getattr__("volume")) if fullscreen == "F": fullscreen = True else: fullscreen = False