示例#1
0
                        ARPGMaker.remEntity(enBullet)
                        break

        for bullet in enemyBulletList:
            if ARPGMaker.getEntityPositionY(bullet) > height:
                enemyBulletList.remove(bullet)
                ARPGMaker.remEntity(bullet)
            elif ARPGMaker.circleCollide(player, bullet):
                #FIXME: MAKE A DEATH
                player_health -= 1
                print("YOU DID A HIT")
                enemyBulletList.remove(bullet)
                ARPGMaker.remEntity(bullet)
                if player_health <= 0:
                    print("YOU DID A DEATH")
                    ARPGMaker.close()
            else:
                ARPGMaker.movef(bullet, 0, 1, int(500 * update_delta * 100),
                                100)

        # if enemy is not None and ARPGMaker.circleCollide(player, enemy):
        #     ARPGMaker.close()

        # Draw everything
        draw.draw_all()
        # if attack is not None:
        #    ARPGMaker.remEntity(attack)
        #    attack = None

ARPGMaker.close()
from draw import draw_all
from utils import check_dir
from utils import clean_temp_files
from utils import copy_resources_to_processed
from get_data_from_log_file import get_data_from_log_file


if __name__ == '__main__':
    model_name = 'densenet121-train90-lr0.1-batch768'
    # model_name = 'restnet18-train90-lr0.1'
    check_dir()
    get_data_from_log_file(log_file='%s.txt' % model_name)
    draw_all()
    copy_resources_to_processed(model_name=model_name, file_name='modified', replace=True)
    copy_resources_to_processed(model_name=model_name, file_name='plt', replace=True)
    # if you want to clean temp file under postprocess, use this
    clean_temp_files()
    print("All Done!")
    print("you can check resources in '../processed'")
    print("path in project is 'data/postprocess'")


示例#3
0
def playgame():
    #変数初期設定(ゲーム)
    print("start playgame")
    tc.seta = 2
    tc.setb = 2
    tc.gamea = 10
    tc.gameb = 10
    tc.pointa = 0
    tc.pointb = 0
    tc.score = 0
    tc.damage = 0
    counter = 0

    #BGM再生
    pygame.mixer.music.set_volume(0.4)
    pygame.mixer.music.play()
    tc.character[0].image = tc.image_man1

    #ループ2(ゲームメインループ)
    while draw.game_flag > 20:

        #キー入力判定&とび職人移動
        if character[0].status < 200 and counter <= 5970:
            pressed = pygame.key.get_pressed()
            if pressed[K_LEFT] and character[0].x > fieldxl + 50:
                character[0].x -= 20
            if pressed[K_RIGHT] and character[0].x < fieldxr - 50:
                character[0].x += 20
            if pressed[K_UP] and character[0].y < netline - 50:
                character[0].y += 20
            if pressed[K_DOWN] and character[0].y > fieldy1 + 50:
                character[0].y -= 20
            if pressed[K_SPACE] and character[0].jump_status == 1:
                sound_jump.play()
                character[0].jump_status = 2
                character[0].vz = +26
        if character[0].jump_status == 2:
            character[0].z += character[0].vz
            character[0].vz -= 2
            if character[0].z <= 0:
                character[0].z = 0
                character[0].jump_status = 1
        #adjust_x = character[0].x / 30
        #adjust_z = character[0].z / 20
        #adjust_x = character[0].x /1000
        #adjust_y = character[0].y
        #adjust_z = 0.1+character[0].z /1000
        mex = character[0].x
        mey = character[0].y
        mez = character[0].z

        #おむすび表示オン
        if counter > 300 and counter < 5900 and counter % 600 == 150:
            if character[6].status == 0:
                character[6].on(10)

        #キャラクター移動
        if character[0].status < 200 and counter < 6000:
            for i in range(1, len(character)):
                if character[i].status > 0:
                    a, b = character[i].move(character[0].x, character[0].y,
                                             character[0].z,
                                             character[0].status)
                    if a == 1:  #ミス処理開始
                        character[0].status = 200
                        character[0].jump_status = 2
                        character[0].vx = 0
                        character[0].vz = -24
                        damage += 25
                        sound_crash.play()
                        sound_miss.play()
                    if a == 2:  #得点処理
                        combo += 1
                        score += 1000 * combo
                        counter_point = 1
                        point_x = b - 40
                        sound_eat.play()
                        sound_omusubi.play()
                    if a == 3:  #おむすび取り逃し(コンボ消滅)
                        combo = 0

        #ミス処理
        if character[0].status >= 200:
            character[0].failure()
            if damage == 100 and character[0].status == 259:
                drow.game_flag = 11
        elif character[0].status >= 10:
            character[0].blink()

        #ポイント表示
        if counter_point > 0:
            counter_point += 1
            a, b = location_in_view(point_x, character[0].y, 0)
            image = sysfont.render("{:^10}".format("1000 x " + str(combo)),
                                   True, (255, 0, 0))
            SURFACE.blit(image, (a, b))
            if counter_point > 30:
                counter_point = 0

        draw.draw_all()

        #BGM再生確認&リピート
        if pygame.mixer.music.get_busy() == 0:
            pygame.mixer.music.play()
示例#4
0
    parser = load_parser(NEW_PARSER, user_name)

    # Process found data
    print("Process found data")

    data = parser.final_data

    # Blur the data for aussagekrätigere visualization
    data = gaus_blur(data, BLUR)

    # Sort data
    data_days = sort_data_days(data, DAYS_PER_CIRCLE, DELTA_MINUTES)
    data_minutes = sort_data_minutes(data, DELTA_MINUTES)

    # Draw everything
    draw.draw_all(data_days, data_minutes, thickness=DAYS_PER_CIRCLE, col_pow=BRIGHTNESS)

    print("Finished successfully")

    ####### Sum up weekdays
    #  data_days = {'Monday': 0, 'Tuesday': 0, 'Wednesday': 0, 'Thursday': 0, 'Friday': 0, 'Saturday': 0, 'Sunday': 0}
    #  for key, item in parser.final_data.items():
        #  dayname = key.strftime("%A")
        #  data_days[dayname] += item

    #  print(data_days)


    #  draw.draw_weekdays(data_days)
    #######
    #  print("{" + "\n".join("{}: {}".format(k, v) for k, v in data_draw.items()) + "}")
示例#5
0
def opening():
    a = 0
    counter = 0

    tc.damage = 0
    tc.counter_point = 0
    tc.combo = 0
    tc.seta = 2
    tc.setb = 2
    tc.gamea = 10
    tc.gameb = 10
    tc.pointa = 0
    tc.pointb = 0

    #すべてのキャラクターを消す
    for i in range(len(tc.character)):
        tc.character[i].status = 0
    #自分を表示する
    tc.character[0].on(0)

    #自分の座標をグローバール変数に渡す
    draw.mex = tc.character[0].x
    draw.mey = tc.character[0].y
    draw.mez = tc.character[0].z
    print(draw.mex,draw.mey,draw.mez)

    #相手プレーヤー表示オン counter=1
    tc.character[1].on(4)

    #ボール表示オンcounter=2
    tc.character[2].on(3)

    #ネット表示オンcounter=3
    tc.character[3].on(2)
    if tc.doubles == 1:
        tc.character[3].width =  548+548+91.4+91.4

    #ペア表示オンcounter=4
    if tc.doubles == 1:
        tc.character[4].on(1)

    #相手プレーヤー2表示オンcounter=5
    if tc.doubles == 1 :
        tc.character[5].on(5)

    #オープニングメッセージ1
    tc.character[6].on(11)

    #オープニングメッセージ1
    tc.character[7].on(12)

    #オープニング表示
    draw.game_flag = 1

    #ループ1(タイトル画面)
    while draw.game_flag == 1:

        counter += 1

        #キャラクターの移動
        for i in range(1, len(tc.character)):
            if tc.character[i].status > 0:
                tc.character[i].move_opening()


        draw.draw_all()

        #キー入力判定
        pressed = pygame.key.get_pressed()

        if pressed[K_SPACE]:
            a = 1
        elif pressed[K_SPACE] == 0 and a == 1:
            a = 0
            draw.game_flag = 21
            tc.character[6].off()
            tc.character[7].off()

        draw.FPSCLOCK.tick(30)