def solve(self, fileCat, data=False): if data == False: print('Working on {}.'.format(self.shotlabel)) print('Getting input parameters...') self.param = readinput(fileCat) print('Getting experimental data...') self.exp = getexp(fileCat) print('Creating background plasma...') self.brnd = background(self.param, self.exp) print('Calculating Ion Orbit Loss...') self.tiol = thermaliol(self.brnd) print('Calculating neutrals...') self.ntrl = neutrals(self.brnd) print('Plasma Solved') else: self.tiol = {} print('Working on {} using experimental profiles.'.format( self.shotlabel)) print('Getting input parameters...') self.param = readinput(fileCat) print('Getting sexy experimental data...') self.exp = getexp(fileCat) print('Creating background plasma...') print "theta points = " + str(self.param.thetapts) self.brnd = background(self.param, self.exp, data=data) print('Calculating Ion Orbit Loss...') self.tiol[1] = thermaliol(self.brnd, 1) self.tiol[6] = thermaliol(self.brnd, 6) print('Calculating neutrals...') self.ntrl = neutrals(self.brnd) print('Plasma Solved') return
def __init__(self): pygame.init() pygame.font.init() self.font = pygame.font.Font('freesansbold.ttf', 16) self.background = background(C.BACKGROUND_POS) self.background2 = background(C.BACKGROUND_POS2) self.spaceship = spaceship(C.SPACESHIP_START_POS) self.group = pygame.sprite.Group(self.background, self.background2, self.spaceship) self.asteroids = pygame.sprite.Group() self.score = 0
def __init__(self, mainclass, matser, _winheight, _winwidth): self.winheight = _winheight self.winwidth = _winwidth self.master = matser self.mainclass = mainclass self.working = True self.comwidth = 210 self.comheight = 100 self.clockimg = ImageTk.PhotoImage( Image.open("srcimage/emecalling.jpg").resize( (int(self.winwidth), int(self.winheight)))) self.confirmimg = ImageTk.PhotoImage( Image.open("srcimage/stopeme.jpg").resize( (int(self.comwidth), int(self.comheight)))) self.emecallpage = tk.Canvas(self.master, height=self.winheight, width=self.winwidth) self.emecallpage.place(x=0, y=0) #背景 bg = background(self.emecallpage, self.winheight, self.winwidth, "clock") #标题 bg.backgroundcanvas.create_image(0, 0, anchor="nw", image=self.clockimg) self.combtn = tk.Button(self.emecallpage, image=self.confirmimg, width=self.comwidth, height=self.comheight, command=self.back) self.combtn.place(x=(self.winwidth - self.comwidth) / 2, y=self.winheight * 6 / 7) _thread.start_new_thread(self.playmusic, ("threadname", 1))
def __init__(self, matser, _winheight, _winwidth): self.winheight = _winheight self.winwidth = _winwidth self.master = matser self.comwidth = 150 self.comheight = 100 self.clockimg = ImageTk.PhotoImage( Image.open("srcimage/playclock.jpg").resize( (int(self.winwidth), int(self.winheight)))) self.confirmimg = ImageTk.PhotoImage( Image.open("srcimage/confirm.jpg").resize( (int(self.comwidth), int(self.comheight)))) self.playclockpage = tk.Canvas(self.master, bg="pink", height=self.winheight, width=self.winwidth) self.playclockpage.place(x=0, y=0) #背景 bg = background(self.playclockpage, self.winheight, self.winwidth, "clock") #标题 backbtn(self, self.playclockpage, self.winheight, self.winwidth, 13) bg.backgroundcanvas.create_image(0, 0, anchor="nw", image=self.clockimg) self.combtn = tk.Button(self.playclockpage, image=self.confirmimg, width=self.comwidth, height=self.comheight, command=self.back) self.combtn.place(x=(self.winwidth - self.comwidth) / 2, y=750) self.playmusic()
def __init__(self, src="uhd", dst=None, repeat=False, reader=True, tag=True, samp_rate=2e6, emulator=None): gr.hier_block2.__init__( self, "decoder", gr.io_signature(0, 0, 0), # Input signature gr.io_signature(0, 0, 0)) # Output signature if src == "uhd": self._src = usrp_src.usrp_src(samp_rate=samp_rate, dst=dst) hi_val = 1.1 else: self._wav = blocks.wavfile_source(src, repeat) self._r2c = blocks.float_to_complex(1) self._src = blocks.complex_to_mag_squared(1) self.connect(self._wav, self._r2c, self._src) hi_val = 1.09 # may need to be set to 1.05 depending on antenna setup self._back = background.background(reader, tag, emulator) self._trans = transition_sink.transition_sink(samp_rate, self._back.append, hi_val=hi_val) self.connect(self._src, self._trans) if dst and dst != "uhd" and src == "uhd": self._rec = record.record(dst, samp_rate) self.connect(self._src, self._rec)
def initBackground(self): bgPath = "./img/tile.png" tmp = QPixmap(bgPath) self.background = background(self, bgPath, tmp.width() / 2, tmp.height() / 2, 1 / 3) attackParticle.background = self.background
def main(): #creacion de objetos para el programa bg = background.background(settings.pantalla,'01.png',alpha = True) mouse = cursor.cursor() bgmusic = bgm.bgm("003.mp3") running = True directorio = os.getcwd() #acciones de uso unico bgmusic.play(inicio = 2.0) #bucle principal while running: #variables que se comprueban cada bucle #lista de los eventos que se ejecutaron for evento in pygame.event.get(): if evento.type == pygame.QUIT: running = False #actualizacion de objetos en pantalla bg.update() mouse.update() if not(running): bgmusic.stop() #actualizamos la pantalla pygame.display.flip() settings.reloj.tick(60)
def __init__(self, mainclass, master, _winheight, _winwidth): self.winheight = _winheight self.winwidth = _winwidth self.master = master self.mainclass = mainclass self.imagereadlist = [] self.topheight = 130 #顶部标题高度 self.heartpage = tk.Canvas(self.master, bg="pink", width=self.winwidth, height=self.winheight) self.heartpage.place(x=0, y=0) self.heartpage.configure(highlightthickness=0) self.startbtnwidth = 350 self.working = False self.btnimage = ImageTk.PhotoImage( Image.open("srcimage/startm.jpg").resize( (int(self.startbtnwidth), int(self.startbtnwidth)))) self.waitingimage = ImageTk.PhotoImage( Image.open("srcimage/waiting.jpg").resize( (int(self.startbtnwidth), int(self.startbtnwidth)))) #背景 bg = background(self.heartpage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.heartpage, self.winheight, self.winwidth) #标题 title(self.heartpage, self.winheight, self.winwidth, "心率测量") self.startbtn = tk.Button(self.heartpage, image=self.btnimage, width=self.startbtnwidth, height=self.startbtnwidth, command=self.start) self.startbtn.place(x=(self.winwidth - self.startbtnwidth) / 2, y=(self.winheight - self.startbtnwidth) / 2) bg.showimage()
def __init__(self,master,_winheight,_winwidth): self.extensionlist = ['mp4'] self.videolist = [] for extension in self.extensionlist: file_list = glob.glob('videos/*.' + extension) #返回一个列表 for item in file_list: self.videolist.append(item[6:]) self.master = master self.master.config(bg='blue') self.playing = False #当前是否有视频正在播放 # 屏幕宽高 self.winheight = _winheight self.winwidth = _winwidth self.videowidth = self.winwidth/8 self.videopadding = self.winwidth/64 self.topheight = 130 #顶部标题高度 self.firstimagelist = [] for n in range(0,len(self.videolist)): self.firstimagelist.append(self.getfirstimage(self.videolist[n])) # 获取每个视频的第一张图 # 视频集画框 self.videocanvas = tk.Canvas(self.master,bg="pink",height=self.winheight,width=self.winwidth) self.videocanvas.place(x=0,y=0) #背景 bg = background(self.videocanvas,self.winheight,self.winwidth,"call") #返回按钮 backbtn(self.videocanvas,self.winheight,self.winwidth) #标题 title(self.videocanvas,self.winheight,self.winwidth,"播放视频") # 视频缩略图放置 for n in range(0,len(self.videolist)): locals()['self.tempbutton'+str(n)] = tk.Button(self.videocanvas,image=self.firstimagelist[n], width=self.videowidth,height=self.videowidth,command=self.returnfun(n),bd=0) locals()['self.tempbutton'+str(n)].place(x=n%7*(self.videowidth+self.videopadding)+self.videopadding,y=int((n+1)/8)*(self.videowidth+self.videopadding)+self.topheight) bg.showimage()
def main(): #creacion de objetos para el programa bg = background.background(settings.pantalla,'00.jpg') #configuramos boton principal boton = button.button(settings.pantalla,posicion=(40,450)) boton.agregar_img('00.png') boton.agregar_img('01.png') boton.agregar_img('02.png') boton.actual(0) mouse = cursor.cursor() bgmusic = bgm.bgm("001.mp3") running = True directorio = os.getcwd() #acciones de uso unico bgmusic.play() #bucle principal while running: #variables que se comprueban cada bucle #lista que contiene todos los eventos que se ejecutaron for evento in pygame.event.get(): if evento.type == pygame.MOUSEBUTTONUP: if evento.button == 1: if boton.rectangulo.left < mouse.posicion[0] < boton.rectangulo.right and boton.rectangulo.top < mouse.posicion[1] < boton.rectangulo.bottom: s1.main() running = False if evento.type == pygame.QUIT: running = False #opciones de posicion del mouse if mouse.posicion[0] > boton.rectangulo.right or \ mouse.posicion[0] < boton.rectangulo.left or \ mouse.posicion[1] > boton.rectangulo.bottom or \ mouse.posicion[1] < boton.rectangulo.top: boton.actual(0) else: if mouse.estado[0]: boton.actual(2) if not(mouse.estado[0]): boton.actual(1) #Actualizamos posicion de las cosas bg.update() boton.update() mouse.update() if not(running): bgmusic.stop() #actualizamos la pantalla pygame.display.flip() settings.reloj.tick(60) #60 frames por segundo
def __init__(self, mainclass, matser, _winheight, _winwidth): self.mainclass = mainclass self.winheight = _winheight self.winwidth = _winwidth self.master = matser self.calling = False self.callpage = tk.Frame(self.master, bg="pink", height=self.winheight, width=self.winwidth) self.callpage.place(x=0, y=0) #背景 bg = background(self.callpage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.mainclass, self.callpage, self.winheight, self.winwidth, 5) #标题 title(self.callpage, self.winheight, self.winwidth, "打电话给家人") self.childlist = ["firstson", "secondson", "thirdson"] self.avatarimagelist = [] #头像放置 self.avatarlabellist = [] self.numberlist = ["15060356168", "18792858682", "13024999392"] #头像高度 self.avatarpadding = 60 self.avatarwidth = (self.winwidth - (len(self.childlist) + 1) * self.avatarpadding) / len(self.childlist) self.avatrheight = self.avatarwidth / 0.7 self.iconwidth = 100 self.iconpadding = 50 self.callbtnwidth = 125 self.callbtnheight = 75 self.callnumberimg = ImageTk.PhotoImage( Image.open("srcimage/callnumber.jpg").resize( (int(self.callbtnwidth), int(self.callbtnheight)))) for n in range(0, len(self.childlist)): self.avatarimagelist.append( ImageTk.PhotoImage(self.goodimage(self.childlist[n]))) self.avatarlabellist.append( tk.Button(self.callpage, width=self.avatarwidth, height=self.avatrheight, image=self.avatarimagelist[n], command=self.returnfun(n))) self.avatarlabellist[n].place( x=self.avatarpadding + (self.avatarwidth + self.avatarpadding) * n, y=200) self.callbtn = tk.Button(self.callpage, width=self.callbtnwidth, height=self.callbtnheight, image=self.callnumberimg, command=self.call) self.callbtn.place(x=self.winwidth - self.callbtnwidth, y=0) bg.showimage()
def init_as_menu(self, rend): self.type = "menu" self.background = background(rend) self.floor = floor(rend) self.player = bird(rend) self.player.surface.x = 240 self.title = title(rend) self.entities = [self.background, self.floor, self.player, self.title] self.index_player = self.entities.index(self.player) self.start() pass
def __init__(self, mainclass, matser, _winheight, _winwidth): self.mainclass = mainclass self.winheight = _winheight self.winwidth = _winwidth self.master = matser self.hearto2page = tk.Frame(self.master, bg="pink", height=self.winheight, width=self.winwidth) self.hearto2page.place(x=0, y=0) self.heartratescale = [0, 150] #心跳速度范围 self.heartratelength = self.heartratescale[1] - self.heartratescale[0] self.oxygenscale = [0, 150] #血氧浓度范围 self.oxygenlength = self.oxygenscale[1] - self.oxygenscale[0] #背景 bg = background(self.hearto2page, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.hearto2page, self.winheight, self.winwidth) #标题 self.testbtn = tk.Button(self.hearto2page, bitmap="error", width=100, height=100, command=self.testbtn) self.testbtn.place(x=0, y=0) title(self.hearto2page, self.winheight, self.winwidth, "健康检测") self.paddingl = 200 #水平的间隙 self.paddingv = 60 #竖直方向的间隙 self.matwidth = self.winwidth - self.paddingl * 2 self.matheight = self.winheight - self.paddingv * 2 self.perx = self.matwidth / 100 self.pery = self.matheight / 100 self.matcanvas = tk.Canvas(self.hearto2page, bg="white", width=self.matwidth, height=self.matheight) self.matcanvas.place(x=self.paddingl, y=self.paddingv) self.opointx = 10 * self.perx self.opointy = 90 * self.pery self.yheight = 80 * self.pery self.xwidth = 80 * self.perx self.drawaxis() #绘制坐标轴 # 40,130 # 85,100 #bg.showimage() #self.updatecan() plt.ion() plt.figure(1)
def updateAndRender(self): back_sprites = sprite.Group() bkg1, bkg2, bkg3, bkg4 = background(), background2(), background3(), \ background4() back_sprites.add(bkg1, bkg2, bkg3, bkg4) screen_sf = upg.display.set_mode() while True: if (self.scrollBack): back_sprites.update() back_sprites.draw(screen_sf) self.drawText() if (self.buttonPress()): return cs.state(self.nextState, gv.level) upg.display.flip()
def __init__(self, master, _winheight, _winwidth): #获取本地图片文件 self.extensionlist = ['jpg'] self.imagelist = [] for extension in self.extensionlist: file_list = glob.glob('photos/*.' + extension) #返回一个列表 for item in file_list: self.imagelist.append(item[7:]) self.winheight = _winheight self.winwidth = _winwidth self.photowidth = self.winwidth / 8 self.photopadding = self.winwidth / 64 self.master = master self.imagereadlist = [] self.topheight = 130 #顶部标题高度 #读取图片 for n in range(0, len(self.imagelist)): self.imagereadlist.append(ImageTk.PhotoImage(self.goodimage(n))) self.photopage = tk.Canvas(self.master, bg="pink", width=self.winwidth, height=self.winheight) self.photopage.place(x=0, y=0) self.photopage.configure(highlightthickness=0) #背景 bg = background(self.photopage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.photopage, self.winheight, self.winwidth) #标题 title(self.photopage, self.winheight, self.winwidth, "看照片") #图片缩略图放置 for n in range(0, len(self.imagelist)): locals()['self.tempbutton' + str(n)] = tk.Button( self.photopage, image=self.imagereadlist[n], width=self.photowidth, height=self.photowidth, command=self.returnfun(n), bd=0) locals()['self.tempbutton' + str(n)].place( x=n % 7 * (self.photowidth + self.photopadding) + self.photopadding, y=int((n + 1) / 8) * (self.photowidth + self.photopadding) + self.topheight) bg.showimage()
def line_sum(image,sumflag='c',nbgr=0,width=0,pow=2.,tangent=False,compress=1): """ Sum down 'c'olumns or across 'r'ows This returns the summed data and background """ if sumflag == 'c': data = image.sum(axis=0) elif sumflag == 'r': data = image.sum(axis=1) npts = len(data) data_idx = num.arange(npts,dtype=float) #data_err = data**(0.5) ### compute background bgr = background(data,nbgr=nbgr,width=width,pow=pow,tangent=tangent, compress=compress) return (data, data_idx, bgr)
def init_as_game(self, rend): if rend is not None: self.type = "game" self.background = background(rend) self.floor = floor(rend) self.pipe1_bot = pipe(rend, False) self.pipe1_top = pipe(rend, True) self.pipe2_bot = pipe(rend, False) self.pipe2_top = pipe(rend, True) self.pipe1_top.surface.x = 804 self.pipe1_bot.surface.x = 804 self.pipe2_top.surface.x = 1130 self.pipe2_bot.surface.x = 1130 self.player = bird(rend) self.score = score(rend) self.entities = [ self.background, self.pipe1_bot, self.pipe1_top, self.pipe2_bot, self.pipe2_top, self.floor, self.player, self.score ] self.index_player = self.entities.index(self.player) self.start() else: self.player.surface.x = 80 self.player.surface.y = 270 self.pipe1_top.surface.x = 800 self.pipe2_top.surface.x = 1130 self.pipe1_bot.surface.x = 800 self.pipe2_bot.surface.x = 1130 self.pipe1_top.surface.y = random.randint(pipeTopLowBound, pipeTopHighBound) self.pipe1_bot.surface.y = self.pipe1_top.surface.y + pipeOffset self.pipe2_top.surface.y = random.randint(pipeTopLowBound, pipeTopHighBound) self.pipe2_bot.surface.y = self.pipe2_top.surface.y + pipeOffset self.background.surface.x = 0 self.background.surface.y = 0 self.floor.surface.x = 0 self.score.count = 0 self.score.update_textures() pass
def __init__(self, matser, _winheight, _winwidth): self.winheight = _winheight self.winwidth = _winwidth self.master = matser self.callpage = tk.Frame(self.master, bg="pink", height=self.winheight, width=self.winwidth) self.callpage.place(x=0, y=0) #背景 bg = background(self.callpage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.callpage, self.winheight, self.winwidth) #标题 title(self.callpage, self.winheight, self.winwidth, "打电话给家人") self.childlist = ["firstson", "secondson", "thirdson"] self.avatarimagelist = [] #头像放置 self.avatarlabellist = [] #头像高度 self.avatarpadding = 200 self.avatarwidth = (self.winwidth - (len(self.childlist) + 1) * self.avatarpadding) / len(self.childlist) self.avatrheight = self.avatarwidth / 0.618 # self.testimage = ImageTk.PhotoImage(Image.open("srcimage/firstson.jpg").resize( # (int(self.avatarwidth), int(self.avatrheight)))) # self.test = tk.Button(self.callpage,image=self.testimage,width=self.avatarwidth,height=self.avatrheight,command=self.back) # self.test.place(x=0,y=0) for n in range(0, len(self.childlist)): self.avatarimagelist.append( ImageTk.PhotoImage(self.goodimage(self.childlist[n]))) self.avatarlabellist.append( tk.Button(self.callpage, width=self.avatarwidth, height=self.avatrheight, image=self.avatarimagelist[n], command=self.back)) self.avatarlabellist[n].place( x=self.avatarpadding + (self.avatarwidth + self.avatarpadding) * n, y=200) bg.showimage()
def __init__(self, src="uhd", dst=None, repeat=False, reader=True, tag=True, samp_rate=2e6, emulator=None): gr.hier_block2.__init__(self, "decoder", gr.io_signature(0, 0, 0), # Input signature gr.io_signature(0, 0, 0)) # Output signature if src == "uhd": self._src = usrp_src.usrp_src(samp_rate=samp_rate, dst=dst) hi_val = 1.1 else: self._wav = blocks.wavfile_source(src, repeat) self._r2c = blocks.float_to_complex(1) self._src = blocks.complex_to_mag_squared(1) self.connect(self._wav, self._r2c, self._src) hi_val = 1.09 # may need to be set to 1.05 depending on antenna setup self._back = background.background(reader, tag, emulator) self._trans = transition_sink.transition_sink(samp_rate, self._back.append, hi_val=hi_val) self._connect(self._src, self._trans) if dst and dst != "uhd" and src == "uhd": self._rec = record.record(dst, samp_rate) self._connect(self._src, self._rec)
def __init__(self, settingspath): # intialize and read/create the settings from the specified file path self.settings = gamesettings(settingspath) # initialize needed pygame modules pygame.init() pygame.font.init() # create screen with values from settings if self.settings.gamevalues["Fullscreen"]: self.screen = pygame.display.set_mode( self.settings.gamevalues["Resolution"], pygame.FULLSCREEN) else: self.screen = pygame.display.set_mode( self.settings.gamevalues["Resolution"]) self.background = background(self.settings.gamevalues["Resolution"], (19, 19, 39, 255)) self.defaultscene = mainmenuscene self.currentscene = self.defaultscene self.sceneswitcher()
def main(): #creacion de objetos para el programa bg = background.background(settings.pantalla,"02.png",alpha = True, posicion = settings.screen_center) barra = img.img(settings.pantalla,"001.png",posicion=settings.screen_center) #control de los textos l0 = text.text(settings.pantalla,color = (255,255,255),nombre = "COOPBL.ttf",tamano = settings.text_tamano_1,posicion = (40,405),linea = u"Voz que parece familiar") l1 = text.text_anim_01(settings.pantalla,nombre = "ARLRDBD.ttf",tamano = settings.text_tamano_1,velocidad = settings.text_speed_1,color = (255,255,255), posicion = (25,455), linea = u"Marcelo Salas!") l2 = text.text_anim_01(settings.pantalla,nombre = "ARLRDBD.ttf",tamano = settings.text_tamano_1,velocidad = settings.text_speed_1,color = (255,255,255), posicion = (25,495), linea = u"Activaste mi carta trampa!") l3 = text.text_anim_01(settings.pantalla,nombre = "ARLRDBD.ttf",tamano = settings.text_tamano_1,velocidad = settings.text_speed_1,color = (255,255,255), posicion = (25,535), linea = "") lista = [l0,l1,l2,l3] parrafo = text.group_text(lista) #marcelo marcelo = sprites.personaje(settings.pantalla,posicion = (-300,450)) marcelo.add("marcelo.png") marcelo.add("marcelo01.png") x2 = pygame.transform.scale2x(marcelo.imagenes[0]) marcelo.imagenes[0] = x2 x3 = pygame.transform.scale2x(marcelo.imagenes[1]) marcelo.imagenes[1] = x3 marcelo.current(1) marcelo.anim_01((150,450),180) #marmota marmota = sprites.personaje(settings.pantalla,posicion = (1000,450)) marmota.add("marmota.png") marmota.add("marmota01.png") bgmusic = bgm.bgm("004.mp3") running = True #acciones de uso unico bgmusic.play() #bucle principal while running: #variables que se comprueban cada bucle #lista de los eventos que se ejecutaron for evento in pygame.event.get(): if evento.type == pygame.KEYDOWN: if evento.key == pygame.K_z: marmota.end_anim_01() marcelo.end_anim_01() if not(parrafo.renderizado): for linea in lista: linea.velocidad = 5000 if parrafo.renderizado: parrafo.contador += 1 if evento.type == pygame.KEYUP: if evento.key == pygame.K_z: for linea in lista: linea.velocidad = settings.text_speed_1 if evento.type == pygame.QUIT: running = False #manejo de textos if parrafo.renderizado and parrafo.contador == 2: parrafo.void() marcelo.anim_01((150,450),180) marcelo.current(0) marmota.current(1) #modificamos los textos l0.line(u"Marcelo") l1.line(u"No veo ni mierdas, podrías prender la luz?") if parrafo.renderizado and parrafo.contador == 4: parrafo.void() marcelo.current(1) marmota.current(0) #modificamos textos l0.line(u"Voz que parece familiar") bg = background.background(settings.pantalla,"03.jpg",alpha = False, posicion = settings.screen_center) l1.line(u"En este lugar no hay luz, solo hay Divinas Comedias! ") if parrafo.renderizado and parrafo.contador == 6: parrafo.void() marcelo.current(0) marmota.current(1) #modificamos textos l0.line(u"Marcelo") l1.line(u"Quien eres?") if parrafo.renderizado and parrafo.contador == 8: parrafo.void() marmota.anim_01((600,450),320) marmota.current(0) marcelo.current(1) #modificamos textos l0.line(u"Jesucristo") l1.line(u"Creías que Jesucristo era una buena persona?") l2.line(u"Jesucristo es de la Policía de Investigaciones!") l3.line(u"Cagaste culiao!") if parrafo.renderizado and parrafo.contador == 10: parrafo.void() #modificamos textos l0.line(u"Jesucristo") l1.line(u"Soy de la PDI! Quedaste arrestado por ") l2.line(u"contrabando y compra de transgénicos ") l3.line(u"ilegales!") if parrafo.renderizado and parrafo.contador == 12: parrafo.void() marcelo.current(0) marmota.current(1) #modificamos textos l0.line(u"Marcelo") l1.line(u"NOOOOOOOOOOOOOO ") if parrafo.renderizado and parrafo.contador == 14: parrafo.void() marmota.current(0) marcelo.current(1) #modificamos textos l0.line(u"Jesucristo") l1.line(u"Ajkajakjak y el weon se la cree ajajkakjakjk ") l2.line(u"Solo te tendí una trampa para transformarte ") l3.line(u"en Dante Allighieri ") if parrafo.renderizado and parrafo.contador == 16: parrafo.void() marcelo.current(0) marmota.current(1) #modificamos textos l0.line(u"Marcelo") l1.line(u"Ah, de pana igual") if parrafo.renderizado and parrafo.contador == 18: parrafo.void() marcelo.current(1) marmota.current(0) #modificamos textos l0.line(u"Jesucristo") l1.line(u"Si, ser Allighieri es entrete") #paso a la siguiente pantalla if parrafo.contador == 20: running = False s5.main() #actualizacion de objetos en pantalla bg.update() marcelo.update() marmota.update() barra.update() parrafo.update() if not(running): bgmusic.stop() #actualizamos la pantalla if running: pygame.display.flip() settings.reloj.tick(60)
def Processing(self): self.progress.setRange(0, 100) self.progress.setStyleSheet(self.stylesheet_progressbar_busy) self.input_video = self.video_path # Path for video self.c = 0.7 # Confidence score for detecting the face of a person background_labels, background_probabilities = background( self.video_path) emotion_labels, emotion_probabilities = Emotion_Detection( self.emotion_model_path, self.prototext, self.model, self.video_path, self.c) rows = [] if len(emotion_probabilities) == len(background_probabilities): for i in range(0, len(emotion_probabilities)): rows.append(emotion_probabilities[i] + background_probabilities[i] ) # Concatenating the two lists. if rows != []: df = pd.DataFrame(rows) predictions = list(self.loaded_model.predict(df.values)) Genres = {0: 'Horror', 1: 'Action', 2: 'Comedy', 3: 'Romantic'} predictions = list(map(Genres.get, predictions)) # print(predictions) self.popup_success() self.final_predictions = predictions else: self.popup_error() cap = cv2.VideoCapture(self.input_video) fps = cap.get(cv2.CAP_PROP_FPS) seconds_interval = fps * 10 limit = 0 # A variable used to wait until seconds_interval is reached n = len(predictions) k = 0 total = int(cap.get(cv2.CAP_PROP_FRAME_COUNT)) total1 = 0 frame_width = int(cap.get(3)) frame_height = int(cap.get(4)) size = (frame_width, frame_height) result = cv2.VideoWriter(self.output_path, cv2.VideoWriter_fourcc(*'MJPG'), fps, size) # print("Output video path is", self.output_path) while True: ret, frame = cap.read() if not ret: break limit += 1 total1 += 1 if (limit != int(seconds_interval) and k < n): font = cv2.FONT_HERSHEY_SIMPLEX org = (100, 100) fontScale = 3 color = (255, 0, 0) thickness = 2 # Using cv2.putText() method frame = cv2.putText(frame, predictions[k], org, font, fontScale, color, thickness, cv2.LINE_AA) # print("Written") if limit == int(seconds_interval): k += 1 limit = 0 result.write(frame) cap.release() result.release()
def image_bgr(image,lineflag='c',nbgr=3,width=100,pow=2.,tangent=False, nline=1,filter=False,compress=1,plot=False): """ Calculate a 2D background for the image. Parameters: ----------- * image is the (hopefully clipped) image data * lineflag ('c' or 'r') corresponds to to direction which is used to generate the background * nbgr = number of end points to use in linear background determination (see background.background) * width should correspond roughly to the actual peak width in the lineflag direction. The background should fit features that are in general broader than this value Note that width = 0 corresponds to no polynomial bgr * pow is the power of the polynomial used in background determination (see background.background) * tangent is a flag to indicate if local slope of the data should be fitted (see background.background) * nline = number of lines to average for each bgr line fit * filter (True/False) flag indicates if a spline filter should be applied before background subtraction. (see scipy.ndimage.filters) * compress is a factor by which the number of points in each line is reduced. This helps speed up the background fits. * plot is a flag to indicate if a 'plot' should be made """ bgr_arr = num.zeros(image.shape) # note this works poorly if the filter removes # too much intensity. Use with caution! if filter == True: #image = ndimage.laplace(image) #print 'spline filter' image = ndimage.interpolation.spline_filter(image,order=3) # fit to rows if lineflag=='r': if nline > 1: ll = int(nline/2.) n = image.shape[0] line = num.zeros(len(image[0])) for j in range(n): idx = [k for k in range(j-ll,j+ll+1) if k>=0 and k<n] line = line * 0.0 for k in idx: line = line + image[k] line = line/float(len(idx)) bgr_arr[j,:] = background(line,nbgr=nbgr,width=width,pow=pow, tangent=tangent,compress=compress) else: for j in range(image.shape[0]): bgr_arr[j,:] = background(image[j],nbgr=nbgr,width=width,pow=pow, tangent=tangent,compress=compress) # fit to cols if lineflag=='c': if nline > 1: ll = int(nline/2.) n = image.shape[1] line = num.zeros(len(image[:,0])) for j in range(n): idx = [k for k in range(j-ll,j+ll+1) if k>=0 and k<n] line = line * 0.0 for k in idx: line = line + image[:,k] line = line/float(len(idx)) bgr_arr[:,j] = background(line,nbgr=nbgr,width=width,pow=pow, tangent=tangent,compress=compress) else: for j in range(image.shape[1]): bgr_arr[:,j] = background(image[:,j],nbgr=nbgr,width=width,pow=pow, tangent=tangent,compress=compress) #show if plot: pyplot.figure(3) pyplot.clf() pyplot.subplot(3,1,1) pyplot.imshow(image) pyplot.title("image") pyplot.colorbar() pyplot.subplot(3,1,2) pyplot.imshow(bgr) pyplot.title("background") pyplot.colorbar() pyplot.subplot(3,1,3) pyplot.imshow(image-bgr) pyplot.title("image - background") pyplot.colorbar() return bgr_arr
import instances from instances import win from vars import * import background from hover import hover from background import squares from pieces import pieces pygame.init() run = True while run: pygame.time.delay(30) # Quit function for event in pygame.event.get(): if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_F4 and bool(event.mod & pygame.KMOD_ALT)): run = False background.background() for piece in pieces: piece.draw() hover() pygame.display.update() pygame.quit()
def main(): #creacion de objetos para la pantalla bg = background.background(settings.pantalla, "02.png", posicion=settings.screen_center) l0 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 50), linea=u"", velocidad=settings.text_speed_2) l1 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 100), linea=u"Marcelo Salas emprendió su viaje hacia el", velocidad=settings.text_speed_2) l2 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 150), linea=u"mar Atlántico, donde se encontraban sus", velocidad=settings.text_speed_2) l3 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 200), linea=u"transgénicos.", velocidad=settings.text_speed_2) l4 = text.text_anim_01( pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 250), linea=u" ", velocidad=settings.text_speed_2) l5 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 300), linea=u"", velocidad=settings.text_speed_2) l6 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 350), linea=u"Su viaje duro 30 años y 2 segundos hasta", velocidad=settings.text_speed_2) l7 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 400), linea=u"que llegó al tan anhelado mar Atlántico.", velocidad=settings.text_speed_2) l8 = text.text_anim_01( pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 450), linea=u" ", velocidad=settings.text_speed_2) l9 = text.text_anim_01(pantalla=settings.pantalla, nombre="COOPBL.ttf", color=(255, 255, 255), tamano=settings.text_tamano_2, posicion=(settings.WIDTH / 10 - 20, 500), linea=u"", velocidad=settings.text_speed_2) lis = [l0, l1, l2, l3, l4, l5, l6, l7, l8, l9] parrafo = text.group_text(lis) mouse = cursor.cursor() bgmusic = bgm.bgm() running = True while running: #variables que se comprueban cada bucle #control de eventos for evento in pygame.event.get(): if evento.type == pygame.QUIT: running = False bgmusic.fadeout(1000) #manejo de textos if parrafo.contador == 1 and parrafo.renderizado == True: parrafo.void() l2.line(u"Al llegar a este mar, divisó una manzana") l3.line(u"gigante que flotaba sobre una ballena que") l4.line(u"comía uretras del fósil de un mamut") l5.line(u"congelado que data de aproximadamente") l6.line(u"30.000 Mickeys.") l7.line( u" " ) if parrafo.contador == 2 and parrafo.renderizado == True: parrafo.void() l1.line(u"Marcelo Salas rápidamente fue navegando") l2.line(u"hacia el (Por cierto, Marcelo Salas viaja") l3.line(u"por el mar con el cuerpo del Padre Pío) ") l4.line(u"hasta que finalmente llegó hasta la manzana. ") l5.line(u" ") l6.line(u"Pero, al llegar a esta manzana fue ") l7.line(u"teletransportado a un lugar oscuro.") l8.line(u" ") #paso a la siguiente pantalla if parrafo.contador == 3: running = False bgmusic.fadeout(1000) s4.main() #actualizacion de objetos en pantalla bg.update() parrafo.update() #actualizamos pantalla if running: pygame.display.flip() settings.reloj.tick(60)
def __init__(self, mainclass, matser, _winheight, _winwidth): self.winheight = _winheight self.insetting = False self.winwidth = _winwidth self.master = matser self.mainclass = mainclass self.clockpage = tk.Frame(self.master, bg="pink", height=self.winheight, width=self.winwidth) self.clockpage.place(x=0, y=0) self.mainclass.tasklist = [] self.f = open("doc/clockplan.txt") line = self.f.readline() while line: if int(line) != 0: templist = [] line = self.f.readline().replace("\n", "") line = list(line.split(",")) line = self.transint(line) templist.append(line) line = self.f.readline().replace("\n", "") if int(line) == 0: line = False else: line = True templist.append(line) line = self.f.readline().replace("\n", "") line = list(line.split(",")) line = self.transint(line) templist.append(line) self.mainclass.tasklist.append(templist) line = self.f.readline() else: self.mainclass.tasklist.append([int(line)]) line = self.f.readline() self.f.close() self.taskstrlist = self.translist(self.mainclass.tasklist) self.topheight = 130 #顶部标题高度 self.ypadding = 10 self.xpadding = 20 self.taskheight = (self.winheight - self.topheight - 8 * self.ypadding) / 3 self.taskwidth = (self.winwidth - 6 * self.xpadding) / 2 self.btnwidth = 30 self.btnheight = 30 self.btnpadding = 10 self.btnlist = [] self.detelebtnlist = [] self.canvaslist = [] self.addimage = ImageTk.PhotoImage( Image.open("srcimage/add.jpg").resize( (int(self.taskwidth), int(self.taskheight)))) self.editimage = ImageTk.PhotoImage( Image.open("srcimage/edit.jpg").resize( (int(self.btnwidth), int(self.btnheight)))) self.closeimage = ImageTk.PhotoImage( Image.open("srcimage/close.jpg").resize( (int(self.btnwidth), int(self.btnheight)))) #背景 bg = background(self.clockpage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.mainclass, self.clockpage, self.winheight, self.winwidth, 6) #标题 title(self.clockpage, self.winheight, self.winwidth, "定时服药提醒") self.refresh() bg.showimage()
def __init__(self, mainclass, master, _winheight, _winwidth): #获取本地音乐文件 self.mainclass = mainclass self.extensionlist = ['mp3', 'flac'] self.musiclist = [] for extension in self.extensionlist: file_list = glob.glob('music/*.' + extension) #返回一个列表 for item in file_list: self.musiclist.append(item[6:]) #尺寸变量 self.winheight = _winheight self.winwidth = _winwidth self.photopadding = self.winwidth / 128 self.photoleftpadding = 300 self.photowidth = self.winwidth - self.photopadding * 2 - self.photoleftpadding self.photoheight = 40 self.photomovex = (self.winwidth - self.photowidth) / 2 self.master = master self.musicreadlist = [] self.topheight = 130 #顶部标题高度 self.backbtnheight = self.topheight / 2 self.backbtnwidth = self.backbtnheight self.backbtnpadding = self.topheight / 4 #顶部按钮的间距 self.pausebtnwidth = 30 self.pausebtnmovey = (self.photoheight - self.pausebtnwidth) / 2 self.pausebtnmovex = self.photowidth - 30 - self.pausebtnwidth self.curid = -1 self.pausemusicflag = False #是否有音乐暂停 self.pausemusicid = -1 #暂停的音乐id #读取图片 self.backimg = ImageTk.PhotoImage( Image.open("srcimage/toleft.jpg").resize( (int(self.backbtnwidth), int(self.backbtnheight)))) self.pauseimg = ImageTk.PhotoImage( Image.open("srcimage/pause.jpg").resize( (int(self.pausebtnwidth), int(self.pausebtnwidth)))) self.playimg = ImageTk.PhotoImage( Image.open("srcimage/play.jpg").resize( (int(self.pausebtnwidth), int(self.pausebtnwidth)))) self.musicpage = tk.Canvas(self.master, bg="pink", width=self.winwidth, height=self.winheight) self.musicpage.place(x=0, y=0) self.musicpage.configure(highlightthickness=0) #背景 bg = background(self.musicpage, self.winheight, self.winwidth, "call") #返回按钮 backbtn(self.mainclass, self.musicpage, self.winheight, self.winwidth, 1) #标题 title(self.musicpage, self.winheight, self.winwidth, "播放音乐") self.Canvaslist = [] self.pausebtnlist = [] #图片缩略图放置 for n in range(0, len(self.musiclist)): self.Canvaslist.append( tk.Canvas(self.musicpage, bg="white", width=int(self.photowidth), height=int(self.photoheight))) self.Canvaslist[n].place( x=self.photomovex, y=n * (self.photoheight + self.photopadding) + self.topheight) self.Canvaslist[n].create_text(self.photowidth / 2, self.photoheight / 2, text=self.resolvestr( self.musiclist[n])[0], font=("黑体", 15)) self.pausebtnlist.append( tk.Button(self.Canvaslist[n], image=self.playimg, width=self.pausebtnwidth, height=self.pausebtnwidth, command=self.returnfun(n))) self.pausebtnlist[n].place(x=self.pausebtnmovex, y=self.pausebtnmovey) bg.showimage()
suw = statusUpdateWorker.StatusUpdateWorker() buw = brewUpdateWorker.BrewUpdateWorker() #but = button.button() print('thd objects done') suw.runStatusMonitor() buw.runBrewMonitor() #but.button_manager() print('thd ctors done') print('all threads started...') print('starting main while loop') while True: if current_state == 'background': sqlite_update('device_info', 'current_state', 'background') background_return = background(all_settings) time.sleep(0.5) if background_return == 'waiting': current_state = 'waiting' elif background_return == 'brewing': pb_test = pbc.prebrew_check(mpu) if pb_test == 'good': current_state = 'brewing' else: current_state = 'background' elif current_state == 'waiting': sqlite_update('device_info', 'current_state', 'waiting') waiting_return = waiting(all_settings) time.sleep(0.5) print('waiting return = {}'.format(waiting_return)) if waiting_return == 'background':
def main(): # here we creat background background1 = background.Background(size) background2 = background.background(size) # here we creat myplane my_plane = pygame.sprite.Group() myplane1 = myplane.Myplane(size) my_plane.add(myplane1) # here we creat the enemy planes enemies = pygame.sprite.Group() enemy3 = pygame.sprite.Group() enemy2 = pygame.sprite.Group() boss = pygame.sprite.Group() e21 = enemy.Enemy2(size) e22 = enemy.Enemy2(size) e23 = enemy.Enemy2(size) e24 = enemy.Enemy2(size) e25 = enemy.Enemy2(size) boss1 = enemy.Enemy8(size) enemy2.add(e21) enemy2.add(e22) enemy2.add(e23) enemy2.add(e24) enemy2.add(e25) enemies.add(e21) enemies.add(e22) enemies.add(e23) enemies.add(e24) enemies.add(e25) boss.add(boss1) e3 = enemy.Enemy3(size) enemy3.add(e3) enemy1 = pygame.sprite.Group() add_enemy1(enemy1, enemies, 3) enemy4 = pygame.sprite.Group() add_enemy4(enemy4, enemies, 2) enemy5 = pygame.sprite.Group() enemy6 = pygame.sprite.Group() enemy7 = pygame.sprite.Group() add_enemy7(enemy7, enemies, 1) # here we creat the bullets bullet1 = [] bullet1_index = 0 bullet1_number = 80 for i in range(bullet1_number // 2): bullet1.append( bullet.Bullet1( (myplane1.rect.centerx - 13, myplane1.rect.centery))) bullet1.append( bullet.Bullet1( (myplane1.rect.centerx + 13, myplane1.rect.centery))) # here we creat the super bullet bullet2 = [] bullet2_index = 0 bullet2_number = 80 for i in range(bullet2_number // 2): bullet2.append( bullet.Bullet2( (myplane1.rect.centerx - 13, myplane1.rect.centery))) bullet2.append( bullet.Bullet2( (myplane1.rect.centerx + 13, myplane1.rect.centery))) # here we creat the super bullet bullet3 = [] bullet3_index = 0 bullet3_number = 40 for i in range(bullet3_number): bullet3.append( bullet.Bullet3( (myplane1.rect.centerx - 23, myplane1.rect.centery))) # here we creat the super bullet bullet4 = [] bullet4_index = 0 bullet4_number = 40 for i in range(bullet4_number): bullet4.append( bullet.Bullet4( (myplane1.rect.centerx + 23, myplane1.rect.centery))) bullet6 = [] bullet6_index = 0 bullet6_number = 5000 for i in range(bullet6_number // 5): bullet6.append( bullet.Bullet6((boss1.rect.centerx - 300, boss1.rect.centery))) bullet6.append( bullet.Bullet6((boss1.rect.centerx - 100, boss1.rect.centery))) bullet6.append( bullet.Bullet6((boss1.rect.centerx + 100, boss1.rect.centery))) bullet6.append( bullet.Bullet6((boss1.rect.centerx + 300, boss1.rect.centery))) # here we creat the enemy bullet bullet5 = bullet.Bullet5(size) b5 = pygame.sprite.Group() b5.add(bullet5) bullet51 = bullet.Bullet6(size) b51 = pygame.sprite.Group() b51.add(bullet51) bullet52 = bullet.Bullet6(size) b52 = pygame.sprite.Group() b52.add(bullet52) bullet53 = bullet.Bullet6(size) b53 = pygame.sprite.Group() b53.add(bullet53) bullet54 = bullet.Bullet6(size) b54 = pygame.sprite.Group() b54.add(bullet54) bullet55 = bullet.Bullet6(size) b55 = pygame.sprite.Group() b55.add(bullet55) # the index of plane when it is destoried e1_destroy_index = 0 e2_destroy_index = 0 en3_destroy_index = 0 e4_destroy_index = 0 e5_destroy_index = 0 e6_destroy_index = 0 e7_destroy_index = 0 myplane1_destroy_index = 0 boss_destroy_index = 0 # here we add the score to the game score = 0 score_font = pygame.font.Font("font/font.ttf.ttf", 36) #here we set the stop condtion to the game paused = False pause_nor_image = pygame.image.load("images/22.png").convert_alpha() pause_pressed_image = pygame.image.load("images/23.png").convert_alpha() resume_nor_image = pygame.image.load("images/21.png").convert_alpha() resume_pressed_image = pygame.image.load("images/24.png").convert_alpha() paused_rect = pause_nor_image.get_rect() paused_rect.left, paused_rect.top = width - paused_rect.width - 10, 10 paused_image = pause_nor_image # here we set the difficulty of the game level = 1 # here we set the bomb skills bomb_image = pygame.image.load("images/25.png").convert_alpha() bomb_rect = bomb_image.get_rect() bomb_font = pygame.font.Font("font/font.ttf.ttf", 48) bomb_num = 3 # here we set record time recorded = False # here we set the ending picture gameover_font = pygame.font.Font("font/font.ttf.ttf", 48) again_image = pygame.image.load("images/29.png").convert_alpha() again_rect = again_image.get_rect() gameover_image = pygame.image.load("images/30.png").convert_alpha() gameover_rect = gameover_image.get_rect() # here we set the supply bullet_supply = supply.Bullet_supply(size) bomb_supply = supply.Bomb_supply(size) supply_time = USEREVENT pygame.time.set_timer(supply_time, 15 * 1000) # here we set the timing of super bullet super_bullet_time = USEREVENT + 1 # here we add the timing of myplane's invincibe invincible_time = USEREVENT + 2 # here we set condition of the super bullet is_super_bullet = False # here we set the lives of my planes life_image = pygame.image.load("images/28.png").convert_alpha() life_rect = life_image.get_rect() life_num = 3 # here we set the delay to make the picture change smoothly delay = 120 # here we set the state of running to check if we need to end the game running = True clock = pygame.time.Clock() # here we start the game while running: print(delay) for event in pygame.event.get(): # here we quit the game and exit the system if event.type == QUIT: pygame.quit() sys.exit() elif event.type == MOUSEBUTTONDOWN: if event.button == 1 and paused_rect.collidepoint(event.pos): paused = not paused if paused: pygame.time.set_timer(supply_time, 0) else: pygame.time.set_timer(supply_time, 15 * 1000) elif event.type == MOUSEMOTION: if paused_rect.collidepoint(event.pos): if paused: paused_image = resume_pressed_image else: paused_image = pause_pressed_image else: if paused: paused_image = resume_nor_image else: paused_image = pause_nor_image # here we set the function of the bomb elif event.type == KEYDOWN: if event.key == K_SPACE: if bomb_num: bomb_num -= 1 for each in enemies: if each.rect.bottom > 0: each.active = False if level == 7: boss1.energy -= 100 if boss1.energy < 0: boss1.active = False # here we set the supply type elif event.type == supply_time: if choice([True, False]): bomb_supply.reset() else: bullet_supply.reset() elif event.type == super_bullet_time: is_super_bullet = False pygame.time.set_timer(super_bullet_time, 0) elif event.type == invincible_time: myplane1.invincible = False pygame.time.set_timer(invincible_time, 0) # here we change the levels if level == 1 and score > 100: level = 2 # add more enemy planes to increase the difficulty level add_enemy1(enemy1, enemies, 1) add_enemy4(enemy4, enemies, 1) # increase the speed of the small enemy plane inc_speed(enemy1, 1) elif level == 2 and score > 300: level = 3 # add more enemy planes to increase the difficulty level add_enemy1(enemy1, enemies, 1) add_enemy4(enemy4, enemies, 1) add_enemy5(enemy5, enemies, 1) add_enemy6(enemy6, enemies, 1) # increase the speed of the small enemy plane inc_speed(enemy1, 1) elif level == 3 and score > 800: level = 4 # add more enemy planes to increase the difficulty level add_enemy1(enemy1, enemies, 1) add_enemy5(enemy5, enemies, 1) add_enemy6(enemy6, enemies, 1) # increase the speed of the small enemy plane elif level == 4 and score > 1500: level = 5 # add more enemy planes to increase the difficulty level add_enemy1(enemy1, enemies, 1) add_enemy4(enemy4, enemies, 1) # increase the speed of the small enemy plane inc_speed(enemy4, 1) elif level == 5 and score > 2500: level = 6 # add more enemy planes to increase the difficulty level add_enemy1(enemy1, enemies, 2) add_enemy4(enemy4, enemies, 1) add_enemy5(enemy5, enemies, 1) add_enemy6(enemy6, enemies, 1) # increase the speed of the small enemy plane inc_speed(enemy1, 1) elif level == 6 and score > 4000: score = 4000 level = 7 # delete all the enemy planes e3.active = False e3.reset() for each in enemies: each.active = False each.reset() boss1.active = True if score == 4000: score += 100 delay = 120 # here we draw the background picture if background1.active: background1.move() screen.blit(background1.image, background1.rect) if background2.active: background2.move() screen.blit(background2.image, background2.rect) if life_num and not paused: # here we check the keyboard of user key_pressed = pygame.key.get_pressed() if key_pressed[K_w]: myplane1.moveUp() if key_pressed[K_s]: myplane1.moveDown() if key_pressed[K_a]: myplane1.moveLeft() if key_pressed[K_d]: myplane1.moveRight() # here we draw the bomb and indicate if the player get it if bomb_supply.active: bomb_supply.move() screen.blit(bomb_supply.image, bomb_supply.rect) if pygame.sprite.collide_mask(bomb_supply, myplane1): if bomb_num < 3: bomb_num += 1 bomb_supply.active = False # here we draw the bullet supply and indicate if the player get it if bullet_supply.active: bullet_supply.move() screen.blit(bullet_supply.image, bullet_supply.rect) if pygame.sprite.collide_mask(bullet_supply, myplane1): # creat and shoot the super bullet is_super_bullet = True pygame.time.set_timer(super_bullet_time, 8 * 1000) bullet_supply.active = False # here we check that if the user's plane is touched by the enemies and their bullets enemies_down = pygame.sprite.spritecollide( myplane1, enemies, False, pygame.sprite.collide_mask) enemy3_down = pygame.sprite.spritecollide( myplane1, enemy3, False, pygame.sprite.collide_mask) enemy2_down = pygame.sprite.spritecollide( myplane1, enemy2, False, pygame.sprite.collide_mask) b5_down = pygame.sprite.spritecollide(myplane1, b5, False, pygame.sprite.collide_mask) b51_down = pygame.sprite.spritecollide(myplane1, b51, False, pygame.sprite.collide_mask) b52_down = pygame.sprite.spritecollide(myplane1, b52, False, pygame.sprite.collide_mask) b53_down = pygame.sprite.spritecollide(myplane1, b53, False, pygame.sprite.collide_mask) b54_down = pygame.sprite.spritecollide(myplane1, b54, False, pygame.sprite.collide_mask) b55_down = pygame.sprite.spritecollide(myplane1, b55, False, pygame.sprite.collide_mask) if enemies_down and not myplane1.invincible: myplane1.invincible = True pygame.time.set_timer(invincible_time, 1 * 1000) myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False for e in enemies_down: e.active = False if enemy3_down and not myplane1.invincible: myplane1.invincible = True pygame.time.set_timer(invincible_time, 1 * 1000) myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False e3.active = False if enemy2_down and not myplane1.invincible: myplane1.invincible = True pygame.time.set_timer(invincible_time, 1 * 1000) myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False for m in enemy2_down: m.active = False if b5_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet5.active = False bullet5.reset((e3.rect.centerx, e3.rect.bottom)) if b51_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet51.active = False bullet51.reset((e21.rect.centerx, e21.rect.bottom)) if b52_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet52.active = False bullet52.reset((e22.rect.centerx, e22.rect.bottom)) if b53_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet53.active = False bullet53.reset((e23.rect.centerx, e23.rect.bottom)) if b54_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet54.active = False bullet54.reset((e24.rect.centerx, e24.rect.bottom)) if b55_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False bullet55.active = False bullet55.reset((e25.rect.centerx, e25.rect.bottom)) # here we draw the user's plane if myplane1.active: screen.blit(myplane1.image, myplane1.rect) # here we draw the total blood of my plane pygame.draw.line(screen, BLACK, \ (myplane1.rect.left, myplane1.rect.bottom + 5),\ (myplane1.rect.right, myplane1.rect.bottom + 5),\ 2) # when the energy is bigger than 20%, it will be green. else, it will be red energy_remain1 = myplane1.energy / myplane.Myplane.energy if energy_remain1 > 0.5: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color,\ (myplane1.rect.left, myplane1.rect.bottom + 5),\ (myplane1.rect.left + myplane1.rect.width * energy_remain1,\ myplane1.rect.bottom + 5), 2) else: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit( myplane1.destroy_images[myplane1_destroy_index], myplane1.rect) myplane1_destroy_index = (myplane1_destroy_index + 1) % 4 if myplane1_destroy_index == 0: life_num -= 1 myplane1.reset() pygame.time.set_timer(invincible_time, 3 * 1000) # here we check the condition of the enemy3 if boss1.active: boss1.move() screen.blit(boss1.image, boss1.rect) # here we draw the total blood of the enemy plane pygame.draw.line(screen, BLACK, \ (boss1.rect.left, boss1.rect.bottom - 50),\ (boss1.rect.right, boss1.rect.bottom - 50),\ 2) # when the energy is bigger than 20%, it will be green. else, it will be red energy_remain2 = boss1.energy / enemy.Enemy8.energy if energy_remain2 > 0.30: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color,\ (boss1.rect.left, boss1.rect.bottom - 50),\ (boss1.rect.left + boss1.rect.width * energy_remain2,\ boss1.rect.bottom - 50), 2) else: if level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(boss1.destroy_images[boss_destroy_index], boss1.rect) boss_destroy_index = (boss_destroy_index + 1) % 4 if boss_destroy_index == 0: score += 10000 life_num -= life_num boss1.reset() # here we draw the enemy bullet if bullet5.active: screen.blit(bullet5.image, bullet5.rect) bullet5.move() if bullet5.rect.centerx > myplane1.rect.centerx and bullet5.rect.top < myplane1.rect.top: bullet5.rect.left -= 2 if bullet5.rect.centerx < myplane1.rect.centerx and bullet5.rect.top < myplane1.rect.top: bullet5.rect.left += 2 else: if not level == 7: if e3.rect.top > 0 and e3.rect.top < 800: bullet5.reset((e3.rect.centerx, e3.rect.bottom)) if bullet51.active: screen.blit(bullet51.image, bullet51.rect) bullet51.move() else: if not level == 7: if e21.rect.top > 0 and e21.rect.top < 800: bullet51.reset((e21.rect.centerx, e21.rect.bottom)) if bullet52.active: screen.blit(bullet52.image, bullet52.rect) bullet52.move() else: if not level == 7: if e22.rect.top > 0 and e22.rect.top < 800: bullet52.reset((e22.rect.centerx, e22.rect.bottom)) if bullet53.active: screen.blit(bullet53.image, bullet53.rect) bullet53.move() else: if not level == 7: if e23.rect.top > 0 and e23.rect.top < 800: bullet53.reset((e23.rect.centerx, e23.rect.bottom)) if bullet54.active: screen.blit(bullet54.image, bullet54.rect) bullet54.move() else: if not level == 7: if e24.rect.top > 0 and e24.rect.top < 800: bullet54.reset((e24.rect.centerx, e24.rect.bottom)) if bullet55.active: screen.blit(bullet55.image, bullet55.rect) bullet55.move() else: if not level == 7: if e25.rect.top > 0 and e25.rect.top < 800: bullet55.reset((e25.rect.centerx, e25.rect.bottom)) # here we shot the bullets if not (delay % 10): if is_super_bullet: bullets = bullet2 bullets[bullet2_index].reset( (myplane1.rect.centerx - 13, myplane1.rect.centery)) bullets[bullet2_index + 1].reset( (myplane1.rect.centerx + 13, myplane1.rect.centery)) bullet3[bullet3_index].reset( (myplane1.rect.centerx + 23, myplane1.rect.centery)) bullet4[bullet4_index].reset( (myplane1.rect.centerx - 23, myplane1.rect.centery)) bullet2_index = (bullet2_index + 2) % bullet2_number bullet3_index = (bullet3_index + 1) % bullet3_number bullet4_index = (bullet4_index + 1) % bullet4_number else: bullets = bullet1 bullets[bullet1_index].reset( (myplane1.rect.centerx - 13, myplane1.rect.centery)) bullets[bullet1_index + 1].reset( (myplane1.rect.centerx + 13, myplane1.rect.centery)) bullet1_index = (bullet1_index + 2) % bullet1_number # here we draw the boss bullet if boss1.active: if not (delay % 40): bossbullets = bullet6 bossbullets[bullet6_index].reset( (boss1.rect.centerx - 300, boss1.rect.centery)) bossbullets[bullet6_index + 1].reset( (boss1.rect.centerx - 100, boss1.rect.centery)) bossbullets[bullet6_index + 2].reset( (boss1.rect.centerx + 100, boss1.rect.centery)) bossbullets[bullet6_index + 3].reset( (boss1.rect.centerx + 300, boss1.rect.centery)) bullet6_index = (bullet6_index + 4) % bullet6_number # here we check if the bullet collides witg the plane if level == 7 and boss1.active: for v in bossbullets: if v.active: if energy_remain2 >= 0.9: v.move() if energy_remain2 >= 0.8 and energy_remain2 < 0.9: v.move() v.move1() if energy_remain2 >= 0.7 and energy_remain2 < 0.8: v.move() v.move3() if energy_remain2 >= 0.6 and energy_remain2 < 0.7: v.move() v.move2() if energy_remain2 >= 0.5 and energy_remain2 < 0.6: v.move() v.move3() if energy_remain2 >= 0.4 and energy_remain2 < 0.5: v.move() v.rect.top += 1 v.move1() if energy_remain2 >= 0.3 and energy_remain2 < 0.4: v.move() v.rect.top += 2 v.move2() if energy_remain2 >= 0.2 and energy_remain2 < 0.3: v.move() if energy_remain2 < 0.2: v.move() if v.rect.centerx > myplane1.rect.centerx and v.rect.top < myplane1.rect.top: v.rect.left -= 2 if v.rect.centerx < myplane1.rect.centerx and v.rect.top < myplane1.rect.top: v.rect.left += 2 screen.blit(v.image, v.rect) bossbullet_down = pygame.sprite.spritecollide( v, my_plane, False, pygame.sprite.collide_mask) if bossbullet_down and not myplane1.invincible: myplane1.energy -= 1 if myplane1.energy == 0: myplane1.active = False v.active = False # here we check if the bullet collides with the enemy plane for b in bullets: if b.active: b.move() screen.blit(b.image, b.rect) enemy_hit = pygame.sprite.spritecollide( b, enemies, False, pygame.sprite.collide_mask) enemy3_hit = pygame.sprite.spritecollide( b, enemy3, False, pygame.sprite.collide_mask) enemy2_hit = pygame.sprite.spritecollide( b, enemy2, False, pygame.sprite.collide_mask) boss_hit = pygame.sprite.spritecollide( b, boss, False, pygame.sprite.collide_mask) if enemy_hit: b.active = False for e in enemy_hit: # here we check which type of planes is attacked if e in enemy2: e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False if enemy3_hit: b.active = False # here we check which type of planes is attacked e3.energy -= 1 if e3.energy == 0: e3.active = False if enemy2_hit: b.active = False for z in enemy2_hit: z.energy -= 1 if z.energy == 0: z.active = False if boss_hit: b.active = False boss1.energy -= 1 if boss1.energy == 0: boss1.active = False level == 8 for x in bullet3: if x.active: x.move1() x.move() screen.blit(x.image, x.rect) enemy_hit = pygame.sprite.spritecollide( x, enemies, False, pygame.sprite.collide_mask) enemy3_hit = pygame.sprite.spritecollide( x, enemy3, False, pygame.sprite.collide_mask) enemy2_hit = pygame.sprite.spritecollide( x, enemy2, False, pygame.sprite.collide_mask) boss_hit = pygame.sprite.spritecollide( x, boss, False, pygame.sprite.collide_mask) if enemy_hit: x.active = False for e in enemy_hit: # here we check which type of planes is attacked if e in enemy2: e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False if enemy3_hit: x.active = False # here we check which type of planes is attacked e3.energy -= 1 if e3.energy == 0: e3.active = False if enemy2_hit: x.active = False for z in enemy2_hit: z.energy -= 1 if z.energy == 0: z.active = False if boss_hit: x.active = False boss1.energy -= 1 if boss1.energy == 0: boss1.active = False level == 8 for y in bullet4: if y.active: y.move1() y.move() screen.blit(y.image, y.rect) enemy_hit = pygame.sprite.spritecollide( y, enemies, False, pygame.sprite.collide_mask) enemy3_hit = pygame.sprite.spritecollide( y, enemy3, False, pygame.sprite.collide_mask) enemy2_hit = pygame.sprite.spritecollide( y, enemy2, False, pygame.sprite.collide_mask) boss_hit = pygame.sprite.spritecollide( y, boss, False, pygame.sprite.collide_mask) if enemy_hit: y.active = False for e in enemy_hit: # here we check which type of planes is attacked if e in enemy2: e.energy -= 1 if e.energy == 0: e.active = False else: e.active = False if enemy3_hit: y.active = False # here we check which type of planes is attacked e3.energy -= 1 if e3.energy == 0: e3.active = False if enemy2_hit: y.active = False for z in enemy2_hit: z.energy -= 1 if z.energy == 0: z.active = False if boss_hit: y.active = False boss1.energy -= 1 if boss1.energy == 0: boss1.active = False level == 8 # here we check the condition of the enemy3 if e3.active and not level == 7: e3.move() screen.blit(e3.image, e3.rect) # here we draw the total blood of the enemy plane pygame.draw.line(screen, BLACK, \ (e3.rect.left, e3.rect.top - 5),\ (e3.rect.right, e3.rect.top - 5),\ 2) # when the energy is bigger than 20%, it will be green. else, it will be red energy_remain = e3.energy / enemy.Enemy3.energy if energy_remain > 0.35: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color,\ (e3.rect.left, e3.rect.top - 5),\ (e3.rect.left + e3.rect.width * energy_remain,\ e3.rect.top - 5), 2) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(e3.destroy_images[en3_destroy_index], e3.rect) en3_destroy_index = (en3_destroy_index + 1) % 4 if en3_destroy_index == 0: score += 1000 e3.reset() if e3.rect.top > 960 and not level == 7: e3.reset() for each in enemy2: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) # here we draw the total blood of the enemy plane pygame.draw.line(screen, BLACK, \ (each.rect.left, each.rect.top - 5),\ (each.rect.right, each.rect.top - 5),\ 2) # when the energy is bigger than 20%, it will be green. else, it will be red energy_remain = each.energy / enemy.Enemy2.energy if energy_remain > 0.35: energy_color = GREEN else: energy_color = RED pygame.draw.line(screen, energy_color,\ (each.rect.left, each.rect.top - 5),\ (each.rect.left + each.rect.width * energy_remain,\ each.rect.top - 5), 2) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e2_destroy_index], each.rect) e2_destroy_index = (e2_destroy_index + 1) % 4 if e2_destroy_index == 0: score += 500 each.reset() if each.rect.top > 960 and not level == 7: each.reset() for each in enemy1: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e1_destroy_index], each.rect) e1_destroy_index = (e1_destroy_index + 1) % 4 if e1_destroy_index == 0: score += 100 each.reset() for each in enemy4: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e4_destroy_index], each.rect) e4_destroy_index = (e4_destroy_index + 1) % 4 if e4_destroy_index == 0: score += 100 each.reset() for each in enemy5: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e5_destroy_index], each.rect) e5_destroy_index = (e5_destroy_index + 1) % 4 if e5_destroy_index == 0: score += 100 each.reset() for each in enemy6: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e6_destroy_index], each.rect) e6_destroy_index = (e6_destroy_index + 1) % 4 if e6_destroy_index == 0: score += 100 each.reset() for each in enemy7: if each.active and not level == 7: each.move() screen.blit(each.image, each.rect) else: if not level == 7: if not (delay % 3): # here we draw the destory pictures of the plane screen.blit(each.destroy_images[e7_destroy_index], each.rect) e7_destroy_index = (e7_destroy_index + 1) % 4 if e7_destroy_index == 0: score += 100 each.reset() # here we draw the score score_text = score_font.render("Score : %s" % str(score), True, BLACK) screen.blit(score_text, (10, 5)) # here we creat the ending elif life_num == 0: # here we stop dropping the support pygame.time.set_timer(supply_time, 0) if not recorded: recorded = True # here we read the highest record with open("record.txt.txt", "r") as f: record_score = int(f.read()) # here we change the highest record if score > record_score: with open("record.txt.txt", "w") as f: f.write(str(score)) # here we draw the ending picture record_score_text = score_font.render( "Best was : %d" % record_score, True, BLACK) screen.blit(record_score_text, (50, 50)) gameover_text1 = gameover_font.render("Your Score", True, BLACK) gameover_text1_rect = gameover_text1.get_rect() gameover_text1_rect.left, gameover_text1_rect.top = \ (width - gameover_text1_rect.width) // 2, height // 2 screen.blit(gameover_text1, gameover_text1_rect) gameover_text2 = gameover_font.render(str(score), True, BLACK) gameover_text2_rect = gameover_text2.get_rect() gameover_text2_rect.left, gameover_text2_rect.top = \ (width - gameover_text2_rect.width) // 2, \ gameover_text1_rect.bottom + 10 screen.blit(gameover_text2, gameover_text2_rect) again_rect.left, again_rect.top = \ (width - again_rect.width) // 2, \ gameover_text2_rect.bottom + 50 screen.blit(again_image, again_rect) gameover_rect.left, gameover_rect.top = \ (width - again_rect.width) // 2, \ again_rect.bottom + 10 screen.blit(gameover_image, gameover_rect) # here we set the mouse # if the player click left mouse if pygame.mouse.get_pressed()[0]: # here we get the coordination of the mouse pos = pygame.mouse.get_pos() # if the player click restart if again_rect.left < pos[0] < again_rect.right and \ again_rect.top < pos[1] < again_rect.bottom: main() # if the player click exit elif gameover_rect.left < pos[0] < gameover_rect.right and \ gameover_rect.top < pos[1] < gameover_rect.bottom: pygame.quit() sys.exit() # here we draw the bomb bomb_text = bomb_font.render("x %d" % bomb_num, True, BLACK) text_rect = bomb_text.get_rect() screen.blit(bomb_image, (10, height - 10 - bomb_rect.height)) screen.blit(bomb_text, (20 + bomb_rect.width, height - 5 - text_rect.height)) # here we draw the number of lives of myplane if life_num: for i in range(life_num): screen.blit(life_image, \ (width-(i+1)*life_rect.width+30, \ height-life_rect.height+35)) # here we draw the pause and continue picture screen.blit(paused_image, paused_rect) # here we change the value of delay delay -= 1 if not delay: delay = 120 pygame.display.flip() clock.tick(60)
#!/usr/bin/python import time from background import background from Kamaelia.UI.Pygame.Text import Textbox, TextDisplayer from LikeFile import LikeFile background().start() import Queue TD = LikeFile( TextDisplayer(position=(20, 90), text_height=36, screen_width=900, screen_height=200, background_color=(130,0,70), text_color=(255,255,255) ) ).activate() TB = LikeFile( Textbox(position=(20, 340), text_height=36, screen_width=900, screen_height=400, background_color=(130,0,70), text_color=(255,255,255) ) ).activate() message = "hello\n" while 1:
def main(): #creacion de objetos para el programa bg = background.background(settings.pantalla, "01.png", alpha=True, posicion=settings.screen_center) barra = img.img(settings.pantalla, "001.png", posicion=settings.screen_center) #control de los textos l0 = text.text(settings.pantalla, color=(255, 255, 255), nombre="COOPBL.ttf", tamano=settings.text_tamano_1, posicion=(40, 405), linea=u"Marcelo") l1 = text.text_anim_01(settings.pantalla, nombre="ARLRDBD.ttf", tamano=settings.text_tamano_1, velocidad=settings.text_speed_1, color=(255, 255, 255), posicion=(25, 455), linea=u"Puta, y ahora como chucha voy a permutar ") l2 = text.text_anim_01(settings.pantalla, nombre="ARLRDBD.ttf", tamano=settings.text_tamano_1, velocidad=settings.text_speed_1, color=(255, 255, 255), posicion=(25, 495), linea=u"transgénicos...") l3 = text.text_anim_01(settings.pantalla, nombre="ARLRDBD.ttf", tamano=settings.text_tamano_1, velocidad=settings.text_speed_1, color=(255, 255, 255), posicion=(25, 535), linea="") lista = [l1, l2, l3] #marcelo marcelo = sprites.personaje(settings.pantalla, posicion=(-300, 450)) marcelo.add("marcelo.png") marcelo.add("marcelo01.png") x2 = pygame.transform.scale2x(marcelo.imagenes[0]) marcelo.imagenes[0] = x2 x3 = pygame.transform.scale2x(marcelo.imagenes[1]) marcelo.imagenes[1] = x3 marcelo.current(0) marcelo.anim_01((150, 450), 180) #marmota marmota = sprites.personaje(settings.pantalla, posicion=(1000, 450)) marmota.add("marmota.png") marmota.add("marmota01.png") #utiles indicador = 0 mouse = cursor.cursor() bgmusic = bgm.bgm("003.mp3") running = True #acciones de uso unico bgmusic.play(inicio=2.0) #bucle principal while running: #variables que se comprueban cada bucle #lista de los eventos que se ejecutaron for evento in pygame.event.get(): if evento.type == pygame.KEYDOWN: if evento.key == pygame.K_z: marcelo.end_anim_01() marmota.end_anim_01() if not (l3.renderizado): for linea in lista: linea.velocidad = 5000 else: indicador += 1 if evento.type == pygame.KEYUP: if evento.key == pygame.K_z: for linea in lista: if indicador == 16: break linea.velocidad = settings.text_speed_1 if evento.type == pygame.QUIT: running = False #manejo de textos if indicador == 1: indicador += 1 marcelo.current(1) marmota.current(0) #modificamos textos l0.line(u"Voz Sexona") lista[0].void_line( u"Solo tienes que viajar hacia el mar Atlántico") lista[1].void_line("") lista[2].void_line("") if indicador == 3: indicador += 1 marcelo.current(0) marmota.current(1) #modificamos textos l0.line(u"Marcelo") lista[0].void_line(u"Ohh! Pero que sorpresa!") lista[1].void_line("") lista[2].void_line("") if indicador == 5: indicador += 1 marmota.anim_01((600, 450), 180) #modificamos los textos l0.line(u"Marcelo") lista[0].void_line( u"Es una marmota sexona índica magnética leedora ") lista[1].void_line(u"de mentes transversales impulsadas hacia el ") lista[2].void_line(u"infinito y lo desconocido!") if indicador == 7: indicador += 1 marcelo.current(1) marmota.current(0) #modificamos los textos l0.line(u"Marmota Sexona") lista[0].void_line(u"No tienes porque sorpenderte hijo mio") lista[1].void() lista[2].void() if indicador == 9: indicador += 1 marcelo.current(0) marmota.current(1) #modificamos los textos l0.line(u"Marcelo") lista[0].void_line(u"Dame una buena razón para no sorpenderme") lista[1].void() lista[2].void() if indicador == 11: indicador += 1 marcelo.current(1) marmota.current(0) #modificamos los textos l0.line(u"Jesucristo") lista[0].void_line( u"Lo que pasa es que soy Jesucristo, pero se me") lista[1].void_line(u"perdió mi gorro y tengo que ir a buscarlo") lista[2].void_line(u"") if indicador == 13: indicador += 1 marmota.anim_01((1000, -200), 60) #modificamos los textos l0.line(u"Jesucristo") lista[0].void_line(u"así que chaoo chaoo nos vemos, no olviden") lista[1].void_line( u"rendirme culto y subscribirse a la iglesia católica,") lista[2].void_line(u"soy Jesucristo y te deseo buenas noches.") if indicador == 15: indicador += 1 marcelo.current(0) marmota.current(1) #modificamos textos l0.line(u"Marcelo") lista[0].velocidad = 2 lista[0].void_line(u". . .") if lista[0].renderizado: lista[0].velocidad = settings.text_speed_1 lista[1].void() lista[2].void() #termino de la pantalla if indicador == 17: running = False s3.main() #actualizacion de objetos en pantalla bg.update() mouse.update() marcelo.update() marmota.update() barra.update() l0.update() text.texto_lista_update(lista) if not (running): bgmusic.stop() #actualizamos la pantalla if running: pygame.display.flip() settings.reloj.tick(60)
from background import background from Emotion_Detection2 import Emotion_Detection import cv2 import numpy as np import pandas as pd import pickle emotion_model_path = 'Emotion Detection_Files/model.h5' # Path for Emotion Classification Model prototext = 'Emotion Detection_Files/deploy.prototxt.txt' # Prototxt file for face detection model = 'Emotion Detection_Files/res10_300x300_ssd_iter_140000.caffemodel' # Model for face Detection input_video = 'Example_Videos/fighting.mp4' # Path for video c = 0.7 # Confidence score for detecting the face of a person background_labels, background_probabilities = background(input_video) emotion_labels, emotion_probabilities = Emotion_Detection( emotion_model_path, prototext, model, input_video, c) rows = [] if len(emotion_probabilities) == len(background_probabilities): for i in range(0, len(emotion_probabilities)): rows.append( emotion_probabilities[i] + background_probabilities[i]) # Concatenating the two lists. print(rows) print("Done") model_path = 'finalized_model.sav' loaded_model = pickle.load(open(model_path, 'rb'))
if filterkword == 'NONE': filter = filter else: filter = image[0].header[filterkword] if airmasskword == 'NONE': airmass = int(airmass) else: airmass = image[0].header[airmasskword] if gainkword == 'NONE': gain = int(gain) else: gain = image[0].header[gainkword] #Compute background sky level through random median sampling: #Inputs: data array, nxn size of random subarray to use for sampling, and number of desired sampling iterations back, skyvals = background(maskedData, backsize, backnum) #Create desired inset of total data array: if framearea == 'half': #Find midpoint of image data mid = len(Data) / 2 #Take an inset of data that is half of area inset = Data[round(mid / 2):3 * round(mid / 2), round(mid / 2):3 * round(mid / 2)] xlow = 0 xhigh = 0 ylow = 0 yhigh = 0 if framearea == 'whole': #Use entire data array as inset inset = Data
def __init__(self, master, _winheight, _winwidth): self.master = master self.winheight = _winheight self.winwidth = _winwidth self.history = tk.Canvas(self.master, bg="pink", width=self.winwidth, height=self.winheight) self.history.place(x=0, y=0) self.linewidth = 5 #线宽 self.pointradius = 6 # 背景 bg = background(self.history, self.winheight, self.winwidth, "call") # 返回按钮 bb = backbtn(self, self.history, self.winheight, self.winwidth, 9) bb.backbtn.place(x=bb.backbtnpadding, y=10) self.paddingl = 60 #水平的间隙 self.paddingv = 50 #竖直方向的间隙 self.matwidth = self.winwidth - self.paddingl * 2 self.matheight = self.winheight - self.paddingv * 2 self.perx = self.matwidth / 100 self.pery = self.matheight / 100 self.matcanvas = tk.Canvas(self.history, bg="white", width=self.matwidth, height=self.matheight) self.matcanvas.place(x=self.paddingl, y=self.paddingv + 40) self.opointx = 10 * self.perx self.opointy = 90 * self.pery self.yheight = 80 * self.pery self.xwidth = 80 * self.perx self.highpressurelist = [] self.highpressurescale = [90, 170] self.lowpressurescale = [50, 110] self.heartscale = [40, 130] self.safescalelist = [[self.highpressurescale[0], 140], [self.lowpressurescale[0], 90], [60, 100]] self.lowpressurelist = [] self.pressurelist = [] self.datelist = [] self.switchbtnwidth = 80 self.switchbtnheight = 50 self.curid = 0 #当前选择的模块 self.btnpadding = 10 self.switchimagenamelist = [ "highpressure.jpg", "lowpressure.jpg", "heartrate.jpg" ] self.switchimageablenamelist = [ "highpressureable.jpg", "lowpressureable.jpg", "heartrateable.jpg" ] self.switchimagelist = [] self.switchimageablelist = [] for i in range(0, len(self.switchimagenamelist)): self.switchimagelist.append( ImageTk.PhotoImage( Image.open("srcimage/" + self.switchimagenamelist[i]).resize( (int(self.switchbtnwidth), int(self.switchbtnheight))))) self.switchimageablelist.append( ImageTk.PhotoImage( Image.open("srcimage/" + self.switchimageablenamelist[i]).resize( (int(self.switchbtnwidth), int(self.switchbtnheight))))) self.menubtnlist = [] for i in range(0, len(self.switchimagenamelist)): self.menubtnlist.append( tk.Button(self.matcanvas, image=self.switchimageablelist[i], width=self.switchbtnwidth, height=self.switchbtnheight, command=self.returnfun(i))) self.menubtnlist[i].place( x=self.btnpadding + (self.btnpadding + self.switchbtnwidth) * i, y=self.btnpadding) self.f = open("doc/heart.txt") line = self.f.readline().replace("\n", "") count = 0 while line and count < 5: count = count + 1 self.highpressurelist.append(int(line)) line = self.f.readline().replace("\n", "") self.pressurelist.append(int(line)) line = self.f.readline().replace("\n", "") self.lowpressurelist.append(int(line)) line = self.f.readline().replace("\n", "") templist = [] templist.append(int(line)) line = self.f.readline().replace("\n", "") templist.append(int(line)) line = self.f.readline().replace("\n", "") templist.append(int(line)) if len(self.datelist) > 0: for i in range(0, 3): if templist[i] != self.datelist[-1][i]: self.datelist.append(templist) else: self.datelist.append(templist) line = self.f.readline().replace("\n", "") self.highpressurelength = self.highpressurescale[ 1] - self.highpressurescale[0] self.lowpressurelength = self.lowpressurescale[ 1] - self.lowpressurescale[0] self.heartlength = self.heartscale[1] - self.heartscale[0] self.datevalue = [] self.scalelist = [] self.datescale = [ self.turnvalue(self.datelist[0]), self.turnvalue(self.datelist[-1]) ] self.xlist = [] for i in range(0, len(self.datelist)): self.datevalue.append(self.turnvalue(self.datelist[i])) self.scalelist.append((self.datevalue[i] - self.datescale[0]) / (self.datescale[1] - self.datescale[0])) self.xlist.append(self.opointx + self.perx * 70 * self.scalelist[i]) self.changecanvas(self.curid) bg.showimage()
def __del__(self): if self.alive: self.shutdown() if __name__ == "__main__": if 1: # So, does this code actually work? Or not? import time from Kamaelia.Protocol.HTTP.HTTPClient import SimpleHTTPClient class Foing(Axon.Component.component): def main(self): while True: print "." bg = background().start() time.sleep(1) p = likefile(SimpleHTTPClient()) p.put("http://google.com") p.put("http://slashdot.org") print "X" google = p.get() print "Y" slashdot = p.get() print "Z" time.sleep(1) print "google is", len(google), "bytes long, and slashdot is", len(slashdot), "bytes long." p.shutdown()