def __init__(self, *args, **kw): super(Gui, self).__init__(*args, **kw) self.Center() self.SetMinSize(self.GetSize()) self.SetBackgroundColour(colour=wx.WHITE) self.scrolled_panel = scrolled.ScrolledPanel(self, -1, size=(914, 650), pos=(420, 0), style=wx.SUNKEN_BORDER) self.scrolled_panel.SetBackgroundColour(wx.WHITE) self.bitmap = wx.StaticBitmap(parent=self.scrolled_panel) self.text_area = wx.TextCtrl(self, -1, style=wx.TE_MULTILINE | wx.BORDER_SUNKEN | wx.TE_READONLY | wx.TE_RICH2) self.text_area.SetSize((400, 600)) self.text_area.SetFont(wx.Font(13, wx.DEFAULT, wx.NORMAL, wx.NORMAL)) self.text_area.AppendText("Nothing have done yet!" + "\n\n") self.text_area.SetToolTip('Saída') self.factor = 1 self.evt = EventHandler(self) # main sizer mainSizer = wx.GridSizer(1, 2, 1, 1) mainSizer.Add(self.text_area, 0, wx.EXPAND) mainSizer.Add(self.scrolled_panel, 0, wx.EXPAND) # finally give the sizer to the frame self.SetSizer(mainSizer) self.Layout()
def run_game(): # Initialize pygame, settings, and screen object. pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.mixer.init() pygame.init() game_settings = GameSettings() screen = pygame.display.set_mode((game_settings.screen_width, game_settings.screen_height)) pygame.display.set_caption("Pac Man Portal") # Open sprite sheet sprite_sheet = SpriteSheet(file_name='images/spritesheet.png') # Make the Play and Scores button. play_button = Button(screen=screen, msg="Play", order=0) score_button = Button(screen=screen, msg="High Scores", order=1) # Open high score file try: high_score_file = open("high_score_file.txt", "r+") except FileNotFoundError: high_score_file = open("high_score_file.txt", "w+") # Open maze layout file maze_file = open('mazelayout.txt', 'r') # Make sound manager sounds = Sounds() # Initialize game stats and scoreboard stats = GameStats(game_settings=game_settings) sb = Scoreboard(screen=screen, game_settings=game_settings, stats=stats, sprite_sheet=sprite_sheet, high_score_file=high_score_file, sounds=sounds) # Initialize pacman pacman = Pacman(screen=screen, game_settings=game_settings, stats=stats, sb=sb, image_list=sprite_sheet.pacman_image, death_anim_list=sprite_sheet.pacman_death_image, sounds=sounds) # Initialize maze maze = Maze(screen=screen, game_settings=game_settings, maze_file=maze_file, sprite_sheet=sprite_sheet, pacman=pacman, sounds=sounds) # Initialize the event handler event_handler = EventHandler(pacman=pacman, play_button=play_button, score_button=score_button, stats=stats, sb=sb, maze=maze, sounds=sounds) # Initialize the display manager display = Display(screen=screen, game_settings=game_settings, stats=stats, sb=sb, sprite_sheet=sprite_sheet, play_button=play_button, score_button=score_button, maze=maze, pacman=pacman, event_handler=event_handler, sounds=sounds) # Start the main loop for the game while True: event_handler.check_events() if stats.game_active: pacman.update(maze=maze, display=display) maze.update_ghosts() maze.update_bullets() maze.update_portals() display.update_screen()
def main(): initialize() eventHandler = EventHandler() frameRateHandler = FrameRateHandler(60) squareSize = 100 totalSize = squareSize * 3 offsetY = squareSize offsetX = 0 backColor = Color(0, 0, 0) mainSurface = pygame.display.set_mode( (totalSize + offsetX, totalSize + offsetY)) gameBoard = GameBoard(0, offsetY, eventHandler, mainSurface) while True: frameRateHandler.updateStart() eventHandler.update() if eventHandler.quit or eventHandler.keys.release[K_ESCAPE]: break gameBoard.update() mainSurface.fill(backColor) gameBoard.draw() pygame.display.flip() frameRateHandler.updateEnd()
def __init__(self, params): self.ctx = zmq.Context() self.pool = Pool(processes=mp.cpu_count()) self.config = Config(params=params) self.logger = MEHLogger(self.config) self.plugin_provider = PluginProvider(self.config, self.logger) self.event_handler = EventHandler(self.plugin_provider, self.logger)
def snapshot_controller(event): try: handler = EventHandler(event) handler.update() return except Exception as e: logger.exception('Event Save Exception: {}'.format(e)) raise e
def event_handler(): user_network = UserNetwork() user_network.follow(b'1', b'2') user_network.follow(b'1', b'4') return EventHandler({ b'1': Mock(), b'2': Mock(), b'3': Mock() }, user_network)
def main(): handler = EventHandler() handler.add_threaded_function(gsheets_listener) handler.add_threaded_function(timer_listener) handler.register_action(GSheetsEvent, printer1) handler.register_action(TimerEvent, printer1) handler.register_action(TimerEvent, printer2) handler.start(modules_conf_filepath, user_conf_filepath, max_workers=3)
def initDatabase(clearDatabase: bool = False): """ Initializes events database. Can optionally clear previously existing data. Args: clearDatabase (bool, optional): to true to clear previously existing data. Defaults to False. """ eHandler = EventHandler() eHandler.createDatabase(clearDatabase)
def insertEvent(eventType: str, eventTitle: str, eventDescription: str): """ Inserts an event into the database. Args: eventType (str): Type of the event eventTitle (str): Title of the event eventDescription (str): Description of the event """ eHandler = EventHandler() eHandler.insertEvent(eventType, eventTitle, eventDescription)
def getAllEvents(): """ Retrieves all the events stored in the database.add() Returns: list: List containing the events stored in the table. Each event is a dictionary """ eHandler = EventHandler() all_events = eHandler.getAllEvents() return all_events
def run(self): self.init_models() self.init_state_machine() self.init_controllers() self.event_handler = EventHandler(name='EventHandler', native_mode=self.native_mode) self.event_handler.initialize(self, self.controllers['idle']) self.event_handler.start() while True: # logging.debug('MainApp.run: state - {}'.format(self.state_machine.state)) time.sleep(1) self.send_time_signal()
def __init__(self, piece_name = None): self.playing = True self.paused = False self.game_over = False self.running = True self.player = Piece(piece_name, list(PIECE_STAGE_STARTING_POSITION)) self.player.offset_piece() self.next_piece = Piece() self.score = Score() self.bottom_pieces = BottomPieces(self) self.draw = DrawGame(self) self.event_handler = EventHandler(self) self.lower_piece_data = {n:int(48 - 2.4 * n) for n in range(21)} # TODO: explain
def __init__(self): super(self.__class__, self).__init__() self.setupUi(self) self.setFixedSize(self.width(), self.height()) self.activeMenu = -1 # current active menu page number self.log = logging.getLogger('GUI') self.lamps = {} self.heater = None self.icons = { 'heat': QIcon(':i_heat.png'), 'cold': QIcon(':i_cold.png'), } link.addCommand("TER_READ", config_ex.getJson) self.linkThread = link.LinkThread() self.linkThread.start() config_ex.configWorkerInit(self.reinitButtons) if config_ex.isInitialized() == True: config_ex.initDevices() self.initButtons(config_ex.getButtonsConfig()) self.log.info("Device is initialized!") else: self.log.warning("Device NOT initialized!") self.showInitScreen() return self.menu = [self.btnManual, self.btnAuto, self.btnDiag] self.menu[0].clicked.connect(lambda: self.displayView(0)) self.menu[1].clicked.connect(lambda: self.displayView(1)) self.menu[2].clicked.connect(lambda: self.displayView(2)) self.displayView(0) self.initStyles() self.guiClicker = gui_clicker.GuiClicker() self.guiClicker.setUpdateSignal(self.updateButtonStyle) self.guiClicker.start() self.diagThread = DiagThread() self.diagThread.update.connect(self.updateDiagPage) self.diagThread.start() self.evt = EventHandler(config_ex.loadData(), self.guiClicker, self.diagThread) self.evt.start() if config.getPlatform() == 'rpi': self.showFullScreen()
def start(self): self.event_handler = EventHandler(self) self.event_handler.register_callback( self.context.send_with_norm_policy_and_repo) job_generator = JobGenerator(self) try: joblet = gevent.spawn_link_exception(job_generator.job_updater) eventlet = gevent.spawn_link_exception( self.event_handler.event_queue_handler) gevent.joinall([joblet, eventlet]) except gevent.GreenletExit, err: logging.warn(err)
def __init__(self, device=0, bus=0, interval=0.5, loop_flag=1): self.event_handler = EventHandler() if isinstance(interval, int): self.loop_interval = interval elif isinstance(interval, float): self.loop_interval = interval else: print(interval, 'is not suppoerted. Please give an integer or float interval value.') if loop_flag == True or loop_flag == False: self.loop_flag = loop_flag else: print(loop_flag, 'is not suppoerted. Please give a False(0) or True(1).') super().__init__(self, device, bus)
def run_game(): """main game function""" # Initialize game and create a screen object. pygame.init() screen = pygame.display.set_mode((1200, 800)) pygame.display.set_caption("Sidescroller") screen_rect = screen.get_rect() #Initialize settings settings = Settings() # Screen handles H = screen_rect.height W = screen_rect.width HH = H / 2 HW = W / 2 # Initialize entity manager ent_manager = EntityManager(screen) # Initialize stars sky = Sky(screen, ent_manager, 10) sky.makeStars(speed=0) # Load main character COLS, ROWS, CELL, HANDLE = 2, 4, 5, 4 player1 = PlayerEntity(screen, 60, HH, "sprites/rocket_ship4x2.png", COLS, ROWS, CELL, HANDLE, -90) ent_manager.add_entity(player1) # Initialize event handler event_handler = EventHandler(player1, ent_manager, screen) # Start the main loop for the game. while True: """main game-loop""" # Watch for keyboard and mouse events. event_handler.check_events() # Redraw background screen.fill(settings.bg_color) ent_manager.update_entities() ent_manager.draw_entities() # Make the most recently drawn screen visible. pygame.display.flip()
def __init__(self, path, box): self.path = path self.box = box self.observer = Observer() self.observer.schedule(EventHandler(self.box), path=self.path, recursive=True) self.observer.start() print('>>> Watcher :: Watching', self.path) try: while True: time.sleep(1) except KeyboardInterrupt: self.observer.stop() self.observer.join()
def __init__(self, address=None, bus=1, interval=0.5, loop_flag=1): assert address is not None, 'Please select address.' self.event_handler = EventHandler() if isinstance(interval, int): self.loop_interval = interval elif isinstance(interval, float): self.loop_interval = interval else: print(interval, 'is not suppoerted. Please give an integer or float interval value.') if loop_flag == True or loop_flag == False: self.loop_flag = loop_flag else: print(loop_flag, 'is not suppoerted. Please give a False(0) or True(1).') super().__init__(self, address, bus)
def event_controller(event): try: handler = EventHandler(event) handler.apply() return None except ItemRanShort as e: """ AWS Stepfunctionsの場合、CustomErrorをraiseする raise e または AWS AppSyncなどでErrorをpublish()するなど """ publish(event) return None except Exception as e: logger.exception('Event Save Exception: {}'.format(e)) raise e
def getEventsByFilter(query_parameters): """ Retrieves all the events matching the specified filters for the 'date', 'eventType' and 'eventTitle' parameters. Args: query_parameters (dict): Dictionary containing the filter specifications. Only the keys 'date', 'eventType' and 'eventTitle' will be processed. Returns: list: List of containing the events stored in the table. Each event is a dictionary """ eHandler = EventHandler() events = eHandler.getEventByFilter(query_parameters) return events
def run(self): """ Begin the simulation of a MMCC system. Process the information until termination criteria is meet. """ # Initialise the beginning parameters of the simulation servers = Servers(self.total_servers) # Set up server handler self.event_handler = EventHandler() # Set up the event handler start_event = Event("arrival", 0) # Construct the first event object start_event.departure_time -= start_event.arrival_time # Reset times start_event.arrival_time = 0 # Reset times self.event_handler.add(start_event) # Create the first event # Begin iteration of events, record arrivals for checking self.count_arrival = 0 while self.count_arrival < self.total_arrival: # Collect next event from the event handler current_event = self.event_handler.next() # Update simulation time self.sim_time = current_event.time() if current_event.type == "arrival": # Create new arrival event self.event_handler.add(Event('arrival', current_event.time())) # Record number of arrivals self.count_arrival += 1 # Check if any server is available if not servers.is_free(): self.event_handler.block(current_event) continue # Begin serving the client. current_event.served_by(servers.allocate()) # All event handler to manage departure self.event_handler.add(current_event) else: # Departure event received servers.deallocate(current_event.served_by()) self.event_handler.depart(current_event)
def run_game(): """main game function""" # Initialize game and create a screen object. pygame.init() screen = pygame.display.set_mode((1200, 800)) pygame.display.set_caption("Sidescroller") screen_rect = screen.get_rect() #Initialize settings settings = Settings() # Screen handles H = screen_rect.height W = screen_rect.width HH = H / 2 HW = W / 2 # Initialize entity manager ent_manager = EntityManager(screen) # Initialize event handler event_handler = EventHandler(ent_manager, screen) # create raindrops and add them to entity manager to be drawn drops = grid_of_drops(screen, 2) for drop in drops: ent_manager.add_entity(drop) # Start the main loop for the game. while True: """main game-loop""" # Watch for keyboard and mouse events. event_handler.check_events() # Redraw background screen.fill(settings.bg_color) ent_manager.update_entities() ent_manager.draw_entities() # Make the most recently drawn screen visible. pygame.display.flip()
def main(): config = Config() parser = argparse.ArgumentParser() parser.add_argument('-td', '--test-dataset', help='Walk through dataset \ and test while preprocessing', action='store_true') parser.add_argument('-e', '--execute', help='Execute', action='store_true') parser.add_argument('-t', '--train', help='Train Model', action='store_true') parser.add_argument('-wp', '--word-parser', help='Listen to microphone parse the word', action='store_true') parser.add_argument('-p', '--predict', help='Predict Audiofile', nargs='+') args = parser.parse_args() if args.test_dataset: datahandler = DataHandler() print("Test Passed") return if args.execute: from event_handler import EventHandler eh = EventHandler() word_parser(eh) if args.train: model = Model() model.train() if args.predict: model = Model() datahandler = DataHandler(noActualLoad=True) result_prob = model.predict(args.predict, datahandler.getClasses()) for fname, rp in zip(args.predict, result_prob): print("%s\t%s\twith Probabity %f" % (fname, rp[0], rp[1])) if args.word_parser: word_parser()
def main(): initialize() eventHandler = EventHandler() frameRateHandler = FrameRateHandler(60) meshDict = loadMeshes() backColor = Color(0, 0, 0) mainSurface = pygame.display.set_mode((1280, 720)) objectHandler = ObjectHandler(eventHandler, frameRateHandler, mainSurface, meshDict) interfaceHandler = InterfaceHandler(objectHandler) tankMesh = RawMesh([ ("body", [(8, 0), (40, 0), (48, 8), (48, 40), (40, 48), (8, 48), (0, 40), (0, 8)]), ("gun", [(0, 0), (45, 0), (45, 10), (0, 10)], (5, 5)) ]) playerMesh = Mesh(tankMesh, (0, 0)) while True: frameRateHandler.updateStart() eventHandler.update() if eventHandler.quit or eventHandler.keys.release[K_ESCAPE]: break objectHandler.update() mainSurface.fill(backColor) objectHandler.draw() interfaceHandler.draw() pygame.display.flip() frameRateHandler.updateEnd()
def run_game(): # Initialize pygame, settings, and screen object. pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.mixer.init() pygame.init() clock = pygame.time.Clock() clock.tick(60) ai_settings = Settings() screen = pygame.display.set_mode( (ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("Alien Invader") # Import sprite sheet sprite_sheet = SpriteSheet(file_name='images/spritesheet.png') # Make the Play and Scores button. play_button = Button(screen=screen, msg="Play", order=0) score_button = Button(screen=screen, msg="High Scores", order=1) # Open high score file try: high_score_file = open("high_score_file.txt", "r+") except FileNotFoundError: high_score_file = open("high_score_file.txt", "w+") # Make sound manager sounds = Sounds() # Create an instance to store game statistics and create a scoreboard. stats = GameStats(ai_settings=ai_settings) sb = Scoreboard(ai_settings=ai_settings, screen=screen, stats=stats, sprite_sheet=sprite_sheet, high_score_file=high_score_file) # Make the game objects. ship = Ship(ai_settings=ai_settings, screen=screen, sprite_sheet=sprite_sheet, stats=stats, sb=sb, sounds=sounds) explosions = Group() barriers = [] fleet = Fleet(ai_settings=ai_settings, screen=screen, sprite_sheet=sprite_sheet, sounds=sounds) bullets = Bullets(ai_settings=ai_settings, screen=screen, sprite_sheet=sprite_sheet, stats=stats, sb=sb, ship=ship, fleet=fleet, barriers=barriers, explosions=explosions, sounds=sounds) # Make the event handler event_handler = EventHandler(ai_settings=ai_settings, play_button=play_button, score_button=score_button, stats=stats, sb=sb, ship=ship, bullets=bullets, fleet=fleet, sounds=sounds) # Make the display manager display = Display(ai_settings=ai_settings, screen=screen, sprite_sheet=sprite_sheet, play_button=play_button, score_button=score_button, stats=stats, sb=sb, ship=ship, bullets=bullets, fleet=fleet, barriers=barriers, explosions=explosions, event_handler=event_handler) # Start the main loop for the game. while True: event_handler.check_events(display=display) if stats.game_active: ship.update() bullets.update_bullets(display=display) fleet.update_aliens(ship=ship, display=display, bullets=bullets) fleet.update_ufos() display.update_screen()
def __init__(self, canvas, starting_level): self.canvas = canvas self.clock = pygame.time.Clock() self.images = self.load_images() self.help_image = pygame.image.load(os.path.join('images', 'help.png')) self.event_handler = EventHandler(self) self.boids_need_food = False self.state = enums.GameState.READ_INTRO self.font = pygame.font.Font(os.path.join('fonts', 'Acme-Regular.ttf'), Settings.font_size) lines = """Your butterfly will be affected by the others around it and vice versa But you do have some control over it. And, as the leader, you have the most influence Left and right arrow keys to steer your butterfly Up and down arrows keys to go faster and slower Space bar to reset speed to normal You can move to the next level once you have fullfilled your mission You, and only you, can also go back to the previous level Don't worry if you fly off the screen - wait and you'll get back """ self.help_lines = [line.strip() for line in lines.split('\n')] self.time_keeper = None self.recent_buttons = {} self.food_sources = [] self.active_forces = { 'Separation', 'Alignment', 'Cohesion', 'Boundaries', 'Attractor', } self.levels = [ levels.Level01(self), levels.Level02(self), levels.Level03(self), levels.Level04(self), levels.Level05(self), ] # Start at level starting_level - 1 # Zero index the level first starting_level -= 1 self.level = self.levels[starting_level] if starting_level > 0: # Move the flock to the starting level for boid in self.levels[0].flock.boids: self.level.flock.boids.append(boid) boid.flock = self.level.flock self.levels[0].flock.boids = [] leader = self.levels[0].flock.leader self.levels[0].flock.leader = None self.level.flock.leader = leader for level in self.levels[:starting_level + 1]: level.leader_enters() self.buttons = { 'ok': Button(self, 'ok', pygame.Vector2(1723, 915)), 'help': Button(self, 'help', pygame.Vector2(1723, 915)), 'pause': Button(self, 'pause', pygame.Vector2(1655, 915)), 'play': Button(self, 'play', pygame.Vector2(1655, 915)), } for name in 'help', 'pause', 'play': self.buttons[name].visible = False
# In[20]: print(root_directory) paths = { 'user_id': user_id, 'workspace_directory': root_directory + '/workspaces', 'resource_directory': root_directory + '/resources', 'log_directory': 'D:/github' + '/log', 'test_data_directory': 'D:/github' + '/test_data', 'cache_directory': 'D:/github/w_vattenstatus/cache' } # In[21]: t0 = time.time() ekos = EventHandler(**paths) print('-' * 50) print('Time for request: {}'.format(time.time() - t0)) # ### Load existing workspace # In[22]: workspace_alias = 'kustzon_SE1' ekos.print_workspaces() # In[23]: workspace_uuid = ekos.get_unique_id_for_alias(workspace_alias=workspace_alias) print(workspace_uuid)
import asyncio import json import _thread # from pprint import pprint import configparser from mattermostdriver import Driver from event_handler import EventHandler from question_handler import QuestionHandler from queryDB import queryDB from init import get_driver config = configparser.ConfigParser() config.read('config.ini') event_handler = EventHandler() question_handler = QuestionHandler() class Listener: def __init__(self, bot_name): self.bot_name = bot_name self.DIRECT_CHANNEL = "D" self.EVENT_POSTED = "posted" self.QUESTIONS_CHANNEL = "questions" @asyncio.coroutine def my_event_handler(self, message): message = json.loads(message) # pprint(message) if 'event' in message.keys() and message['event'] == self.EVENT_POSTED: # print(message)
def __init__(self, channel, pin_mode='BCM'): super().__init__(channel, pin_mode) self.event_handler = EventHandler()
# -*- coding: utf-8 -*- from event_handler import EventHandler def test1(earg=None): print('test1') def test2(earg=None): print('test2') evt = EventHandler() evt.add_event_handler('str', test1)