示例#1
0
    def main(self):
        #1) basic initialization
        pygame.init()

        #so that key holds can be recognized.
        pygame.key.set_repeat(17, 17)

        self.screen = pygame.display.set_mode(self.size)
        pygame.display.set_caption('Smoothie Maker')
        #counter of ticks
        self.current_ticks = 0

        #2 set up game objects
        self.clock = pygame.time.Clock()

        #create the blender object that represents you
        self.blender = Blender(self,
                               hspeed=7.0,
                               playerNumber=self.playerNumber,
                               playerType='user')

        opponentPlayerNumber = 1
        if self.playerNumber == 1:
            opponentPlayerNumber = 2

        #create the blender object that represents your opponent
        self.opponent = Blender(self,
                                hspeed=7.0,
                                playerNumber=opponentPlayerNumber,
                                playerType='opponent')

        self.scoreLabel = ScoreLabel(self, playerType='user')
        self.scoreLabelOpponent = ScoreLabel(self, playerType='opponent')

        self.youLabel = PlayerLabel(self,
                                    textLabel="You",
                                    xpos=self.width / 4,
                                    ypos=40,
                                    size=50)
        self.oppLabel = PlayerLabel(self,
                                    textLabel="Opponent",
                                    xpos=3 * self.width / 4,
                                    ypos=40,
                                    size=50)

        self.gameObjectsList = list()
        self.gameObjectsList.append(self.blender)
        self.gameObjectsList.append(self.opponent)

        self.gameLabels = list()
        self.gameLabels.append(self.scoreLabel)
        self.gameLabels.append(self.scoreLabelOpponent)
        self.gameLabels.append(self.youLabel)
        self.gameLabels.append(self.oppLabel)
示例#2
0
    def __init__(self, args):

        self.blender = Blender('vitamix')
        # initialized, to be defined later
        #
        self.data_multibar = None
        self.data_stackedarea = None
        self.data_pie = None
        self.data_scatter_continuous = None
        self.all_plot_types = None
        self.difference_domains_multibar = None
        self.warning_multibar = None
        self.warning_stackedarea = None
        self.line_data = None

        # first to be initialized
        self.new_variable = None
        self.variable_list_string = None
        self.number_of_variables = None

        self.unique_plottypes = None

        # err msgs
        self.error_found = False
        self.err_msg = None

        self.calculate_stats(args)
def create_image_set(blender: Blender,
                     n_blends: int,
                     outdir: Path,
                     test_set: bool = False) -> None:
    """
    Use a Blender instance to output stamps of blended galaxies and
    their associated segmentation mask, plus a catalog of these sources.

    Parameters
    ----------
    blender:
        the Blender instance
    n_blends:
        number of desired images
    outdir:
        output directory
    test_set: default False
        switch between the training and testing galaxy split

    """
    prefix = "test" if test_set else "train"

    outcat = outdir / f"{prefix}_catalogue.csv"

    with open(outcat, "w") as f:
        output = csv.writer(f)
        output.writerow(CATALOG_HEADER)

        msg = f"Producing {prefix} blended images"
        with click.progressbar(range(n_blends), label=msg) as bar:
            for blend_id in bar:
                blend = blender.next_blend(from_test=test_set)
                while blend is None:
                    blend = blender.next_blend(from_test=test_set)
                output.writerow(blend2cat(blend, blend_id))
                save_img(blend, blend_id, prefix, outdir)
示例#4
0
	def main(self):
		#1) basic initialization
		pygame.init()

		#so that key holds can be recognized.
		pygame.key.set_repeat(17,17)	
		
		

		self.screen = pygame.display.set_mode(self.size)
		pygame.display.set_caption('Smoothie Maker')
		#counter of ticks
		self.current_ticks = 0
		
		#2 set up game objects
		self.clock = pygame.time.Clock()

		#create the blender object that represents you
		self.blender = Blender(self,hspeed=7.0,playerNumber=self.playerNumber,playerType='user')

		opponentPlayerNumber = 1
		if self.playerNumber == 1:
			opponentPlayerNumber = 2

		#create the blender object that represents your opponent
		self.opponent = Blender(self,hspeed=7.0,playerNumber=opponentPlayerNumber,playerType='opponent')

		self.scoreLabel = ScoreLabel(self,playerType='user')
		self.scoreLabelOpponent = ScoreLabel(self,playerType='opponent')

		self.youLabel = PlayerLabel(self,textLabel="You",xpos=self.width/4,ypos=40,size=50)
		self.oppLabel = PlayerLabel(self,textLabel="Opponent",xpos=3*self.width/4,ypos=40,size=50)
	





		self.gameObjectsList = list()
		self.gameObjectsList.append(self.blender)
		self.gameObjectsList.append(self.opponent)

		self.gameLabels = list()
		self.gameLabels.append(self.scoreLabel)
		self.gameLabels.append(self.scoreLabelOpponent)
		self.gameLabels.append(self.youLabel)
		self.gameLabels.append(self.oppLabel)
def step(context, thing):
    context.blender = Blender()
    context.blender.add(thing)
示例#6
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def step_1(context, browser_page):
    #context.browser.get("https://crash-stats.mozilla.com/")
    context.blender = Blender()
    #context.blender.add(browser_page)
    context.browser.get(browser_page)
    def start():
        round_robin = 0
        while True:
            try:
                manager_queue = RedisQueue('manager', host=settings.REDIS_HOST, port=settings.REDIS_PORT)
                # get next message - first find an available queue
                keys = RedisKeys(pattern='rendertaskqueue:*', host=settings.REDIS_HOST, port=settings.REDIS_PORT).keys
                if keys is not None and len(keys) > 0:
                    round_robin = BlendClusterClient.next_queue(round_robin, keys)
                    queue_name = keys[round_robin] # just grab the first queue name
                    print 'round robin: ' + queue_name
                    queue = RedisQueue('namechangedbelow', host=settings.REDIS_HOST, port=settings.REDIS_PORT)
                    queue.key = queue_name # override key name (queue name) here as we have the qualified name
                    print 'getting render task message'
                    render_task_json = queue.get()
                    print render_task_json
                    render_task_obj = RenderTaskMessage.json_to_object(render_task_json)
                    hg_url = render_task_obj.hg_url
                    blend_file = render_task_obj.blend_file

                    # notify manager we are working
                    msg = RenderTaskStateChangeMessage.json_from_object({ 'id': render_task_obj.id,
                                                                          'state': 1}) # set working state
                    manager_queue.put(msg)
                    print 'Set task to WORKING state: ' + str(render_task_obj.id)
                    print '-------------------------'
                    print 'WORKING'
                    print '-------------------------'

                    # so some work
                    print 'About to prepare hg'
                    hg = HgUtils(url=hg_url)
                    print 'about to clone or pull hg'
                    hg.clone_or_pull()
                    full_blend_filename = hg.local_project_path + '/' + render_task_obj.blend_file
                    short_blend_filename = ntpath.basename(full_blend_filename).split('.')[0]
                    render_dir = hg.local_project_path + '/renders/' + short_blend_filename + '/'\
                                 + render_task_obj.scene_name + '/'
                    print 'Rendering in dir: ' + render_dir
                    if not os.path.exists(render_dir):
                        os.makedirs(render_dir)
                        hg.push_all_changes()

                    blender = Blender(blend_file=full_blend_filename, scene_name=render_task_obj.scene_name,
                                      start_frame=render_task_obj.frame, end_frame=render_task_obj.frame,
                                      output_dir=render_dir)
                    blender.run()
                    # before pushing changes update local repo
                    hg.get_latest_changes()
                    hg.push_all_changes()
                    print 'done hg'

                    msg = RenderTaskStateChangeMessage.json_from_object({ 'id': render_task_obj.id,
                                                                          'state': 4}) # set success state
                    manager_queue.put(msg)
                    print '-------------------------'
                    print 'SUCCESSFUL'
                    print '-------------------------'
                else:
                    print('No messages available right now, will try again in 5 seconds...')
                    time.sleep(5) # wait 5 secs before trying again
            except Exception as e:
                print('Error raised: ' + e.message)
                try:
                    msg = RenderTaskStateChangeMessage.json_from_object({ 'id': render_task_obj.id,
                                                                          'state': 3}) # set working state failed
                    manager_queue.put(msg)
                    print '-------------------------'
                    print 'FAILED'
                    print '-------------------------'

                except:
                    print('Trying to respond with a failure status but could not!')
                print('Will try again in 5 seconds...')
                time.sleep(5) # wait 5 secs before trying again
示例#8
0
def step_given_put_thing_into_blender(context, thing):
    context.blender = Blender()
    context.blender.add(thing)
示例#9
0
from blender import Blender
from improc_utils import *
from mask_generator import MaskGenerator

if __name__ == '__main__':
    pyr_blender = Blender(kernel_size=5)
    mask_gen = MaskGenerator()

    im1 = open_image('d:/lenna.png', rgb=False)
    im2 = open_image('d:/face.jpg', rgb=False)
    mask = mask_gen.split(0.5, 'h', shaped_like=im1)

    blended = pyr_blender.blend(im1, im2, mask)
    mixed = pyr_blender.mix(im1, im2, mask)

    display_many([blended, mixed])

示例#10
0
class GameSpace:
    def __init__(self, fruitConn, playerNumber, randSeed, minFruitSpeed,
                 maxFruitSpeed):
        #reference to the connection to the server
        self.fruitConn = fruitConn

        self.playerNumber = playerNumber
        random.seed(randSeed)
        self.minSpeed = minFruitSpeed
        self.maxSpeed = maxFruitSpeed
        print self.minSpeed, self.maxSpeed

        #list of images
        self.listOfFruitImages = [
            'images/strawberry.png', 'images/banana.png',
            'images/raspberry.png', 'images/blueberry.png'
        ]
        self.listOfVegetableImages = [
            'images/potato.png', 'images/onion.png', 'images/broccoli.png'
        ]
        self.listOfFrozenFruitImages = [
            'images/strawberryfrozen.png', 'images/bananafrozen.png',
            'images/raspberryfrozen.png', 'images/blueberryfrozen.png'
        ]
        self.listOfFrozenVegetableImages = [
            'images/potatofrozen.png', 'images/frozenonion.png',
            'images/broccolifrozen.png'
        ]
        self.goldenImage = 'images/pineapple.png'
        self.frozenGoldImage = 'images/pineapplefrozen.png'

        #list of your fruits and opponents fruits (the ones on the right)
        self.fruits = list()
        self.fruitsOpp = list()

        self.score = 0
        self.opponentScore = 0
        self.winningScore = 200

        #for screen drawings
        self.size = self.width, self.height = 1280, 800
        self.black = 0, 0, 0
        self.white = 255, 255, 255
        #to draw the white veritcal line down the middle
        self.point1 = self.width / 2, 0
        self.point2 = self.width / 2, self.height

        self.counter = 0

    def main(self):
        #1) basic initialization
        pygame.init()

        #so that key holds can be recognized.
        pygame.key.set_repeat(17, 17)

        self.screen = pygame.display.set_mode(self.size)
        pygame.display.set_caption('Smoothie Maker')
        #counter of ticks
        self.current_ticks = 0

        #2 set up game objects
        self.clock = pygame.time.Clock()

        #create the blender object that represents you
        self.blender = Blender(self,
                               hspeed=7.0,
                               playerNumber=self.playerNumber,
                               playerType='user')

        opponentPlayerNumber = 1
        if self.playerNumber == 1:
            opponentPlayerNumber = 2

        #create the blender object that represents your opponent
        self.opponent = Blender(self,
                                hspeed=7.0,
                                playerNumber=opponentPlayerNumber,
                                playerType='opponent')

        self.scoreLabel = ScoreLabel(self, playerType='user')
        self.scoreLabelOpponent = ScoreLabel(self, playerType='opponent')

        self.youLabel = PlayerLabel(self,
                                    textLabel="You",
                                    xpos=self.width / 4,
                                    ypos=40,
                                    size=50)
        self.oppLabel = PlayerLabel(self,
                                    textLabel="Opponent",
                                    xpos=3 * self.width / 4,
                                    ypos=40,
                                    size=50)

        self.gameObjectsList = list()
        self.gameObjectsList.append(self.blender)
        self.gameObjectsList.append(self.opponent)

        self.gameLabels = list()
        self.gameLabels.append(self.scoreLabel)
        self.gameLabels.append(self.scoreLabelOpponent)
        self.gameLabels.append(self.youLabel)
        self.gameLabels.append(self.oppLabel)

    #will countdown to start the game as 3,2,1..
    def countDown(self):
        self.screen.fill(self.black)
        text = "3"
        message = 'You are the pink player on the left'
        if self.playerNumber == 2:
            message = 'You are the green player on the left'
        if self.current_ticks < 60:
            text = "3"
        elif self.current_ticks < 120:
            text = "2"
        elif self.current_ticks < 180:
            text = "1"
        else:
            self.fruitConn.startGameLoop()
            return 0

        #handle user inputs
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.display.quit()
                self.fruitConn.lc.stop()
                self.fruitConn.closeConn()
                return 1

        self.current_ticks += 1
        gameLabel = PlayerLabel(self,
                                textLabel="Smoothie Maker",
                                xpos=self.width / 2,
                                ypos=100,
                                size=50)
        playerLabel = PlayerLabel(self,
                                  textLabel=message,
                                  xpos=self.width / 2,
                                  ypos=self.height / 2 + 100,
                                  size=50)
        numLabel = PlayerLabel(self,
                               textLabel=text,
                               xpos=self.width / 2,
                               ypos=self.height / 2,
                               size=50)

        self.screen.blit(numLabel.label, numLabel.rect)
        self.screen.blit(playerLabel.label, playerLabel.rect)
        self.screen.blit(gameLabel.label, gameLabel.rect)

        pygame.display.flip()

    def gameLoopIteration(self):
        #if you or opponent won, stop the looping call and tell the connection which will generate a new looping call
        if self.score >= self.winningScore:
            self.fruitConn.lc.stop()
            if self.opponentScore >= self.winningScore:
                self.fruitConn.gameOver('Tie!')
            else:
                self.fruitConn.gameOver('You Won')
            return 0
        elif self.opponentScore >= self.winningScore:
            self.fruitConn.lc.stop()
            self.fruitConn.gameOver('Opponent Won')
            return 0
        #otherwise game is not over
        else:
            #every 1 second generate a fruit
            if self.current_ticks % 60 == 0:
                self.foodType = 'fruit'
                #10% chance of getting a gold fruit (which is worth double)
                goldRandNum = random.randint(0, 9)
                if goldRandNum == 0:
                    randFruitInt = -1
                else:
                    randFruitInt = random.randint(
                        0,
                        len(self.listOfFruitImages) - 1)

                #get random data to create a fruit
                #rand fruit int will determine which image is loaded
                self.randFruitInt = randFruitInt
                #random position of where it will start on x axis
                xpos = random.randint(0, self.width / 2)
                self.randXPos = xpos
                #random velocity

                vspeed = random.randint(self.minSpeed, self.maxSpeed)
                self.randVSpeed = vspeed
                #give it a unique id
                self.fruitID = self.counter
                self.counter += 1
                #create the fruit
                fruitToAdd = Fruit(self,
                                   type=self.foodType,
                                   xpos=xpos,
                                   randFruitInt=randFruitInt,
                                   vspeed=vspeed,
                                   fruitID=self.fruitID,
                                   side='left')
                #create the data you want to pickle over to the other player so he has the same fruit
                fruitData = FruitData(fruitInt=self.randFruitInt,
                                      xpos=self.randXPos,
                                      vspeed=self.randVSpeed,
                                      foodType=self.foodType,
                                      fruitID=self.fruitID)
                #add the fruit data over to connection's queue so it can send it over to server (then to other player)
                self.fruitConn.fruitQueue.put(fruitData)
                self.fruits.append(fruitToAdd)

            #every 1.67 seconds generate a veggie, do same thing as above
            if self.current_ticks % 100 == 0:
                self.foodType = 'vegetable'
                randFruitInt = random.randint(
                    0,
                    len(self.listOfVegetableImages) - 1)
                self.randFruitInt = randFruitInt
                xpos = random.randint(0, self.width / 2)
                self.randXPos = xpos
                vspeed = random.randint(self.minSpeed, self.maxSpeed)
                self.randVSpeed = vspeed
                self.fruitID = self.counter
                self.counter += 1
                fruitToAdd = Fruit(self,
                                   type=self.foodType,
                                   xpos=xpos,
                                   randFruitInt=randFruitInt,
                                   vspeed=vspeed,
                                   fruitID=self.fruitID,
                                   side='left')
                fruitData = FruitData(fruitInt=self.randFruitInt,
                                      xpos=self.randXPos,
                                      vspeed=self.randVSpeed,
                                      foodType=self.foodType,
                                      fruitID=self.fruitID)
                self.fruitConn.fruitQueue.put(fruitData)
                self.fruits.append(fruitToAdd)

            #handle user inputs
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    self.blender.move(event.key)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    #get mouse click and see if it collides with a fruit on the screen
                    mx, my = pygame.mouse.get_pos()
                    self.freezeFruits(mx, my)
                elif event.type == pygame.QUIT:
                    pygame.display.quit()
                    self.fruitConn.lc.stop()
                    self.fruitConn.closeConn()
                    return 1

            #6 send a tick to every game object
            for obj in self.gameObjectsList:
                obj.tick()
            for fr in self.fruits:
                fr.tick()
            for fr in self.fruitsOpp:
                fr.tick()
            for label in self.gameLabels:
                label.tick()

            self.scoreLabel.tick()
            self.scoreLabelOpponent.tick()
            self.youLabel.tick()
            self.oppLabel.tick()

            #7 display game objects
            self.screen.fill(self.black)

            for label in self.gameLabels:
                self.screen.blit(self.scoreLabel.label, self.scoreLabel.rect)
                self.screen.blit(self.scoreLabelOpponent.label,
                                 self.scoreLabelOpponent.rect)
                self.screen.blit(self.youLabel.label, self.youLabel.rect)
                self.screen.blit(self.oppLabel.label, self.oppLabel.rect)
            for fr in self.fruits:
                self.screen.blit(fr.image, fr.rect)
            for fr in self.fruitsOpp:
                self.screen.blit(fr.image, fr.rect)

            for obj in self.gameObjectsList:
                self.screen.blit(obj.image, obj.rect)
            #draw white line down the middle
            pygame.draw.line(self.screen, self.white, self.point1, self.point2)
            pygame.display.flip()
            self.current_ticks += 1
            return 0

    #will be the looping call once the game ends
    def goToGameOver(self, text):
        self.screen.fill(self.black)
        winnerLabel = PlayerLabel(self,
                                  textLabel=text,
                                  xpos=self.width / 2,
                                  ypos=self.height / 2,
                                  size=50)
        #handle user inputs
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.display.quit()
                self.fruitConn.lc.stop()
                self.fruitConn.closeConn()
                return 1

        self.screen.blit(winnerLabel.label, winnerLabel.rect)
        pygame.display.flip()

    #adds a fruit to your screen, this is a fruit sent over by your opponent which he generated
    def addFruit(self, fruitInt, xpos, vspeed, foodType, iD):
        xpos += self.width / 2
        food = Fruit(self,
                     type=foodType,
                     xpos=xpos,
                     randFruitInt=fruitInt,
                     vspeed=vspeed,
                     fruitID=iD,
                     side='right')
        self.fruitsOpp.append(food)

    #updates the rectangle of the opponent blender on your screen
    def updateOpponent(self, rect):
        self.opponent.rect = rect
        self.opponent.rect = self.opponent.rect.move(self.width / 2, 0)
        self.opponent.colliderect = self.opponent.rect.inflate(
            -self.opponent.rect.width * .18, -self.opponent.rect.height * .9)
        self.opponent.colliderect = self.opponent.colliderect.move(
            (-self.opponent.rect.width * .18) / 2,
            (-self.opponent.rect.height * .9) / 2)

    #add and subtract to your score
    def addToScore(self, double=False):
        self.score += 10
        if double == True:
            self.score += 10

        if self.score > self.winningScore:
            self.score = self.winningScore

    def subFromScore(self):
        self.score -= 20
        if self.score < 0:
            self.score = 0

    #will freeze any fruit at mx,my. called when get a click
    def freezeFruits(self, mx, my):
        for fruit in self.fruits:
            if fruit.rect.collidepoint(mx, my):
                fruit.freezeFruit()
                self.fruitConn.freezeRightFruit(fruit.fruitID)

        for fruit in self.fruitsOpp:
            if fruit.rect.collidepoint(mx, my):
                fruit.freezeFruit()
                self.fruitConn.freezeLeftFruit(fruit.fruitID)

    #freezes a fruit w/ given id
    def freezeLeftFruitWithID(self, fruitID):
        for fruit in self.fruits:
            if fruit.fruitID == fruitID:
                fruit.freezeFruit()

    def freezeRightFruitWithID(self, fruitID):
        for fruit in self.fruitsOpp:
            if fruit.fruitID == fruitID:
                fruit.freezeFruit()
示例#11
0
    def do_fit(self):

        _, _, _, blend_valuelist, blend_frequencylist = blendframe.blendlist
        subblend_valuelist = blend_valuelist[subblendframe.selected_subblend]
        subblend_frequencylist = blend_frequencylist[
            subblendframe.selected_subblend]

        listsize = len(subblend_valuelist)
        self.rangelist = self.get_range()
        lowerx, upperx = self.rangelist

        index = listsize - 1
        while index > -1 and not subblend_valuelist[index] < lowerx:
            index = index - 1
        index = index + 1
        lowerindex = index
        index = 0
        while index < listsize and not subblend_valuelist[index] > upperx:
            index = index + 1
        index = index - 1
        upperindex = index

        indexlist = [lowerindex, upperindex]

        self.boolfit = False
        if not len(blendframe.blendlist) > 0:
            print("There is not a blend selected.")
            return

        self.listboxsize = listboxframe.listbox.size()
        if not self.listboxsize > 0:
            print("There is not a coke added.")
            return

        lowerconstraintlist = []
        upperconstraintlist = []
        for listindex in range(self.listboxsize):
            listboxitem = listboxframe.listbox.get(listindex)
            splitlist = listboxitem.split('[')
            splitlist = splitlist[1].split(']')
            constraint = splitlist[0]
            splitlist = constraint.split("≤")
            lowerconstraintlist.append(float(splitlist[0].strip()))
            upperconstraintlist.append(float(splitlist[2].strip()))
        constraintlist = [lowerconstraintlist, upperconstraintlist]
        blender = Blender(blendframe.blendlist, cokeframe.allcokelist,
                          subblendframe.selected_subblend, constraintlist,
                          indexlist)

        fitchoicevalue = self.fitchoicevar.get()
        if fitchoicevalue == 0:
            blender.qp_fit()
        else:
            blender.grid_fit(int(self.spacevar.get()))

        self.volumelist = blender.volumelist
        self.fit_frequencylist = [0.0] * 256
        for listindex in range(self.listboxsize):
            _, _, _, _, coke_frequencylist = cokeframe.allcokelist[listindex]
            subcoke_frequencylist = coke_frequencylist[
                subblendframe.selected_subblend]
            for k in range(256):
                self.fit_frequencylist[
                    k] = self.fit_frequencylist[k] + self.volumelist[
                        listindex] / 100.0 * subcoke_frequencylist[k]

        self.sumerror = 0.0
        for k in range(lowerindex, upperindex + 1, 1):
            self.sumerror = self.sumerror + (self.fit_frequencylist[k] -
                                             subblend_frequencylist[k])**2

        self.plot_fit()
        self.show_fit()
        self.boolfit = True
print "Shape: ", test_data.shape
#get training_data

training_data = pandas.load("../TrainingData.pickle")
print "Training data in."
#training_location_data = training_data[ ['LATITUDE', 'LONGITUDE' ] ]
#training_response = training_data['Mail_Return_Rate_CEN_2010']
#training_weights = training_data['weight']
training_data, training_location_data, training_response, training_weights = preprocess_dataframe(
    training_data)

print "Shape: ", training_data.shape

### CREATE MODEL ###
bl = Blender(verbose=True, training_fraction=0.95)

bl.add_model(
    lclR.LocalRegression(k=500, regressor=SmartSVR, params={'gamma': 0.0001}),
    "SmrtSVR")
bl.add_model(
    lclR.LocalRegression(k=500,
                         regressor=SmartSVR,
                         params={
                             'gamma': 0.001,
                             "C": 50
                         }), "LooseSmrtSVR")
bl.add_model(
    lclR.LocalRegression(k=500,
                         regressor=sklm.ElasticNet,
                         params={
示例#13
0
class GameSpace:
	def __init__(self,fruitConn,playerNumber,randSeed,minFruitSpeed,maxFruitSpeed):
		#reference to the connection to the server
		self.fruitConn = fruitConn

		self.playerNumber = playerNumber
		random.seed(randSeed)
		self.minSpeed = minFruitSpeed
		self.maxSpeed = maxFruitSpeed
		print self.minSpeed,self.maxSpeed


		#list of images
		self.listOfFruitImages=['images/strawberry.png','images/banana.png','images/raspberry.png','images/blueberry.png']
		self.listOfVegetableImages = ['images/potato.png', 'images/onion.png','images/broccoli.png']
		self.listOfFrozenFruitImages = ['images/strawberryfrozen.png','images/bananafrozen.png','images/raspberryfrozen.png','images/blueberryfrozen.png']
		self.listOfFrozenVegetableImages = ['images/potatofrozen.png', 'images/frozenonion.png','images/broccolifrozen.png']
		self.goldenImage = 'images/pineapple.png'
		self.frozenGoldImage = 'images/pineapplefrozen.png'

		#list of your fruits and opponents fruits (the ones on the right)
		self.fruits = list()
		self.fruitsOpp = list()


		self.score = 0
		self.opponentScore = 0
		self.winningScore = 200 

		#for screen drawings
		self.size = self.width, self.height = 1280,800
		self.black = 0,0,0
		self.white = 255,255,255
		#to draw the white veritcal line down the middle
		self.point1 = self.width/2,0
		self.point2 = self.width/2,self.height

		
		

		self.counter = 0
		


	def main(self):
		#1) basic initialization
		pygame.init()

		#so that key holds can be recognized.
		pygame.key.set_repeat(17,17)	
		
		

		self.screen = pygame.display.set_mode(self.size)
		pygame.display.set_caption('Smoothie Maker')
		#counter of ticks
		self.current_ticks = 0
		
		#2 set up game objects
		self.clock = pygame.time.Clock()

		#create the blender object that represents you
		self.blender = Blender(self,hspeed=7.0,playerNumber=self.playerNumber,playerType='user')

		opponentPlayerNumber = 1
		if self.playerNumber == 1:
			opponentPlayerNumber = 2

		#create the blender object that represents your opponent
		self.opponent = Blender(self,hspeed=7.0,playerNumber=opponentPlayerNumber,playerType='opponent')

		self.scoreLabel = ScoreLabel(self,playerType='user')
		self.scoreLabelOpponent = ScoreLabel(self,playerType='opponent')

		self.youLabel = PlayerLabel(self,textLabel="You",xpos=self.width/4,ypos=40,size=50)
		self.oppLabel = PlayerLabel(self,textLabel="Opponent",xpos=3*self.width/4,ypos=40,size=50)
	





		self.gameObjectsList = list()
		self.gameObjectsList.append(self.blender)
		self.gameObjectsList.append(self.opponent)

		self.gameLabels = list()
		self.gameLabels.append(self.scoreLabel)
		self.gameLabels.append(self.scoreLabelOpponent)
		self.gameLabels.append(self.youLabel)
		self.gameLabels.append(self.oppLabel)

	#will countdown to start the game as 3,2,1..
	def countDown(self):
		self.screen.fill(self.black)
		text = "3"
		message = 'You are the pink player on the left'
		if self.playerNumber == 2:
			message = 'You are the green player on the left'
		if self.current_ticks <60:
			text = "3"
		elif self.current_ticks < 120:
			text = "2"
		elif self.current_ticks < 180:
			text = "1"
		else:
			self.fruitConn.startGameLoop()
			return 0

		#handle user inputs
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.display.quit()
				self.fruitConn.lc.stop()
				self.fruitConn.closeConn()
				return 1

		self.current_ticks+=1
		gameLabel = PlayerLabel(self,textLabel="Smoothie Maker",xpos=self.width/2,ypos= 100,size=50)
		playerLabel = PlayerLabel(self,textLabel=message,xpos=self.width/2,ypos = self.height/2+100,size=50)
		numLabel = PlayerLabel(self,textLabel=text,xpos=self.width/2,ypos=self.height/2,size=50)


		self.screen.blit(numLabel.label,numLabel.rect)
		self.screen.blit(playerLabel.label,playerLabel.rect)
		self.screen.blit(gameLabel.label,gameLabel.rect)


		pygame.display.flip()

	def gameLoopIteration(self):
		#if you or opponent won, stop the looping call and tell the connection which will generate a new looping call
		if self.score >= self.winningScore:
			self.fruitConn.lc.stop()
			if self.opponentScore>= self.winningScore:
				self.fruitConn.gameOver('Tie!')
			else:
				self.fruitConn.gameOver('You Won')
			return 0
		elif self.opponentScore >= self.winningScore:
			self.fruitConn.lc.stop()
			self.fruitConn.gameOver('Opponent Won')
			return 0
		#otherwise game is not over
		else:
			#every 1 second generate a fruit
			if self.current_ticks%60 == 0:
				self.foodType = 'fruit'
				#10% chance of getting a gold fruit (which is worth double)
				goldRandNum = random.randint(0,9)
				if goldRandNum == 0:
					randFruitInt = -1
				else:
					randFruitInt = random.randint(0,len(self.listOfFruitImages)-1)

				#get random data to create a fruit
				#rand fruit int will determine which image is loaded
				self.randFruitInt = randFruitInt
				#random position of where it will start on x axis
				xpos = random.randint(0,self.width/2)
				self.randXPos = xpos
				#random velocity

				vspeed = random.randint(self.minSpeed,self.maxSpeed)
				self.randVSpeed = vspeed
				#give it a unique id
				self.fruitID = self.counter
				self.counter+=1
				#create the fruit
				fruitToAdd = Fruit(self,type=self.foodType,xpos=xpos,randFruitInt=randFruitInt,vspeed=vspeed,fruitID=self.fruitID,side='left')
				#create the data you want to pickle over to the other player so he has the same fruit
				fruitData = FruitData(fruitInt=self.randFruitInt,xpos=self.randXPos,vspeed=self.randVSpeed,foodType=self.foodType,fruitID=self.fruitID)
				#add the fruit data over to connection's queue so it can send it over to server (then to other player)
				self.fruitConn.fruitQueue.put(fruitData)
				self.fruits.append(fruitToAdd)
				

			#every 1.67 seconds generate a veggie, do same thing as above
			if self.current_ticks %100 == 0:
				self.foodType = 'vegetable'
				randFruitInt = random.randint(0,len(self.listOfVegetableImages)-1)
				self.randFruitInt = randFruitInt
				xpos = random.randint(0,self.width/2)
				self.randXPos = xpos
				vspeed = random.randint(self.minSpeed,self.maxSpeed)
				self.randVSpeed = vspeed
				self.fruitID = self.counter
				self.counter+=1
				fruitToAdd = Fruit(self,type=self.foodType,xpos=xpos,randFruitInt=randFruitInt,vspeed=vspeed,fruitID=self.fruitID,side='left')
				fruitData = FruitData(fruitInt=self.randFruitInt,xpos=self.randXPos,vspeed=self.randVSpeed,foodType=self.foodType,fruitID=self.fruitID)
				self.fruitConn.fruitQueue.put(fruitData)
				self.fruits.append(fruitToAdd)

			
		
			#handle user inputs
			for event in pygame.event.get():
				if event.type == pygame.KEYDOWN:
					self.blender.move(event.key)
				elif event.type == pygame.MOUSEBUTTONDOWN:
					#get mouse click and see if it collides with a fruit on the screen
					mx,my = pygame.mouse.get_pos()
					self.freezeFruits(mx,my)
				elif event.type == pygame.QUIT:
					pygame.display.quit()
					self.fruitConn.lc.stop()
					self.fruitConn.closeConn()
					return 1

			#6 send a tick to every game object
			for obj in self.gameObjectsList:
				obj.tick()
			for fr in self.fruits:
				fr.tick()
			for fr in self.fruitsOpp:
				fr.tick()
			for label in self.gameLabels:
				label.tick()

			self.scoreLabel.tick()
			self.scoreLabelOpponent.tick()
			self.youLabel.tick()
			self.oppLabel.tick()
			
			#7 display game objects
			self.screen.fill(self.black)

			for label in self.gameLabels:
				self.screen.blit(self.scoreLabel.label,self.scoreLabel.rect)
				self.screen.blit(self.scoreLabelOpponent.label,self.scoreLabelOpponent.rect)
				self.screen.blit(self.youLabel.label,self.youLabel.rect)
				self.screen.blit(self.oppLabel.label,self.oppLabel.rect)
			for fr in self.fruits:
				self.screen.blit(fr.image,fr.rect)
			for fr in self.fruitsOpp:
				self.screen.blit(fr.image,fr.rect)

			for obj in self.gameObjectsList:
				self.screen.blit(obj.image,obj.rect)
			#draw white line down the middle
			pygame.draw.line(self.screen,self.white,self.point1,self.point2)
			pygame.display.flip()
			self.current_ticks+=1
			return 0

	#will be the looping call once the game ends
	def goToGameOver(self,text):
		self.screen.fill(self.black)
		winnerLabel = PlayerLabel(self,textLabel=text,xpos=self.width/2,ypos=self.height/2,size=50)
		#handle user inputs
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				pygame.display.quit()
				self.fruitConn.lc.stop()
				self.fruitConn.closeConn()
				return 1

		self.screen.blit(winnerLabel.label,winnerLabel.rect)
		pygame.display.flip()

	#adds a fruit to your screen, this is a fruit sent over by your opponent which he generated
	def addFruit(self,fruitInt,xpos,vspeed,foodType,iD):
		xpos+=self.width/2
		food = Fruit(self,type=foodType,xpos=xpos,randFruitInt=fruitInt,vspeed=vspeed,fruitID=iD,side='right')
		self.fruitsOpp.append(food)


	#updates the rectangle of the opponent blender on your screen
	def updateOpponent(self,rect):
		self.opponent.rect = rect
		self.opponent.rect = self.opponent.rect.move(self.width/2,0)
		self.opponent.colliderect = self.opponent.rect.inflate(-self.opponent.rect.width*.18,-self.opponent.rect.height*.9)
		self.opponent.colliderect = self.opponent.colliderect.move((-self.opponent.rect.width*.18)/2,(-self.opponent.rect.height*.9)/2)
	
	#add and subtract to your score
	def addToScore(self,double=False):
		self.score+=10
		if double == True:
			self.score+=10

		if self.score > self.winningScore:
			self.score = self.winningScore

	def subFromScore(self):
		self.score-=20
		if self.score < 0:
			self.score = 0
	#will freeze any fruit at mx,my. called when get a click
	def freezeFruits(self,mx,my):
		for fruit in self.fruits:
			if fruit.rect.collidepoint(mx,my):
				fruit.freezeFruit()
				self.fruitConn.freezeRightFruit(fruit.fruitID)

		for fruit in self.fruitsOpp:
			if fruit.rect.collidepoint(mx,my):
				fruit.freezeFruit()
				self.fruitConn.freezeLeftFruit(fruit.fruitID)

	#freezes a fruit w/ given id
	def freezeLeftFruitWithID(self,fruitID):
		for fruit in self.fruits:
			if fruit.fruitID == fruitID:
				fruit.freezeFruit()
	def freezeRightFruitWithID(self,fruitID):
		for fruit in self.fruitsOpp:
			if fruit.fruitID == fruitID:
				fruit.freezeFruit()
示例#14
0
文件: main.py 项目: HYMPYT/Python
                ------------------------
                """)
                choice = input("Enter choice: ")

                if choice == EXIT:
                    break

                elif choice == CREATE_OBJECT:
                    print("All data is optional")

                    manufacturer = input(
                        "Enter the manufacturer of the blender: ")

                    blender_type = input("Enter the blender type: ")

                    blender = Blender(manufacturer=manufacturer,
                                      blender_type=blender_type)

                    print(blender)
                    input("Press Enter to continue...")

                elif choice == PRINT_OBJECT:
                    try:
                        print(blender)
                    except NameError:
                        print("Error: Please create the object of the blender")
                    input("Press Enter to continue...")

                elif choice == EDIT_FIELDS:
                    try:
                        blender.manufacturer = input(
                            f"Enter the manufacturer of the blender ({blender.manufacturer} - default): "
print "Test data cleaned."

print "Shape: ", test_data.shape
#get training_data

training_data = pandas.load( "../TrainingData.pickle" )
print "Training data in."
#training_location_data = training_data[ ['LATITUDE', 'LONGITUDE' ] ]
#training_response = training_data['Mail_Return_Rate_CEN_2010']
#training_weights = training_data['weight']
training_data, training_location_data, training_response, training_weights = preprocess_dataframe( training_data)

print "Shape: ", training_data.shape

### CREATE MODEL ###
bl = Blender( verbose = True, training_fraction = 0.95)



bl.add_model( lclR.LocalRegression(k = 500 , regressor = SmartSVR, params = {'gamma':0.0001}), "SmrtSVR")
bl.add_model( lclR.LocalRegression(k = 500 , regressor = SmartSVR, params = {'gamma':0.001, "C":50}), "LooseSmrtSVR")
bl.add_model( lclR.LocalRegression(k = 500, regressor = sklm.ElasticNet, params = {'alpha':0.0001, "normalize":True}), "ElNet500" )
bl.add_model( lclR.LocalRegression(k = 500, regressor = rfr, params={"n_jobs":5, "n_estimators": 10 } ), "rfr50est")
bl.add_model( lclR.LocalRegression( k=500, regressor = sklm.Lasso, params={"alpha":0.01, "normalize":True}), "lasso" )
bl.add_model( rfr( n_jobs=150, n_estimators=200 ), "Globalrfr50est")
bl.add_model( lclR.LocalRegression( k=750, regressor = sklm.Ridge, feature_selection = True, params={ 'alpha':0.001, 'normalize':True} ), "RidgeWithFeatureSelection" )
bl.add_model( lclR.LocalRegression( k=750, regressor = sklm.Ridge, feature_selection = False, params={"alpha":0.1, "normalize":True}), "Ridge")
bl.add_model( lclR.LocalRegression( k = 250, regressor = sklm.Ridge, feature_selection = False, params={"alpha":1.5, "normalize":True} ), "LocalRidge")
lc = [ training_location_data.values ]

bl.fit( training_data.values, training_response.values, {"SmrtSVR": lc, "ElNet500":lc, "RidgeWithFeatureSelection":lc, "rfr50est":lc, "lasso":lc, "Ridge":lc, "LooseSmrtSVR":lc, "LocalRidge":lc } )
示例#16
0
def main(n_blends, excluded_type, mag_low, mag_high, mag_diff, rad_diff,
         test_ratio, datapath, seed):
    """
    Produce stamps of CANDELS blended galaxies with their individual masks
    """
    # Define the various paths and create directories
    cwd = Path.cwd()
    datapath = cwd / datapath
    input_stamps = datapath / "candels_img.npy"
    input_segmaps = datapath / "candels_seg.npy"
    input_catalog = datapath / "candels_cat.csv"

    outdir = cwd / f"output-s_{seed}-n_{n_blends}"
    if not outdir.exists():
        outdir.mkdir()
    outlog = outdir / "candels-blender.log"

    logging.basicConfig(
        filename=outlog,
        level=logging.INFO,
        format="%(asctime)s [ %(levelname)s ] : %(message)s",
    )

    blender = Blender(
        input_stamps,
        input_segmaps,
        input_catalog,
        train_test_ratio=test_ratio,
        magdiff=mag_diff,
        raddiff=rad_diff,
        seed=seed,
    )

    logger = logging.getLogger(__name__)
    logger.info(
        "\n"
        "Configuration\n"
        "=============\n"
        f"Number of blends: {n_blends}\n"
        f"Seed: {seed}\n"
        "\n"
        "Catalog cuts\n"
        "------------\n"
        f"Excluded galaxy types: {excluded_type}\n"
        f"Lowest magnitude: {mag_low}\n"
        f"Highest magnitude: {mag_high}\n"
        "\n"
        "Blend properties\n"
        "----------------\n"
        f"Top difference in magnitude between galaxies: {mag_diff}\n"
        f"Top distance between galaxies as a fraction of radius: {rad_diff}\n")

    # Apply cuts to the galaxy catalog
    click.echo(
        f"Selecting galaxies in the magnitude range {mag_low} < m < {mag_high}"
    )
    blender.make_cut(blender.cat.mag > mag_low)
    blender.make_cut(blender.cat.mag < mag_high)
    for galtype in set(excluded_type):
        click.echo(f"Excluding {galtype} galaxies")
        blender.make_cut(blender.cat.galtype != galtype)

    click.echo(
        f"After the cuts, there are {blender.n_gal} individual galaxies "
        "left in the catalog.")

    # Compute the train/test splits
    n_test = int(test_ratio * n_blends)
    n_train = n_blends - n_test

    create_image_set(blender, n_train, outdir)
    create_image_set(blender, n_test, outdir, test_set=True)

    click.echo(message=f"Images stored in {outdir}")