示例#1
0
def start_pipeline():
    """
    Main function to start the pipeline.
    :return:
    """
    user_input = UserInput()
    poly_fit = 1  # default as 1

    while (True):
        if user_input.obs_mode == 1 and user_input.instrument == 1:
            spectrometer_task = SpectrometerDataProcessTask(
                obj_name=user_input.obj_name,
                freq=user_input.freq,
                bsl_flag=user_input.bsl_flag,
                smooth_box=user_input.smooth_box,
                polyfit_deg=poly_fit)

            spectrometer_task.level1_process()
            spectrometer_task.plot_result()

        if user_input.obs_mode == 1 and user_input.instrument == 2:
            crane_task = CraneDataProcessTask(obj_name=user_input.obj_name,
                                              bsl_flag=user_input.bsl_flag,
                                              smooth_box=user_input.smooth_box,
                                              polyfit_deg=poly_fit)

            crane_task.subtract_bandpass()
            crane_task.level1_process()
            crane_task.plot_result()

        poly_fit = user_input.prompt_poly_fit()
        if poly_fit == 0:  # means poly fit degree accepted
            break

    print('Pipeline finished successfully!')
示例#2
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def commit_viewer():
    # Get url, branch and number of commits from request
    r = flask.request.get_json()
    url = str(r['url'])
    branch = str(r['branch']) if 'branch' in r else 'master'
    num_commits = int(r['num_commits']) if 'num_commits' in r else 2

    # Validate url
    uinput = UserInput()
    if not uinput.validate_url(url):
        return flask.jsonify({'failure': 'Invalid url'})

    # Retrieve list of commits
    github_api = GithubApiCommitRetriever(url)
    if github_api.request_successful():
        commit_list = github_api.get_commits()
        error = ''
    else:
        logging.warning('Retrieve commit list using GitHub API failed')
        gitcli = GitCLICommitRetriever(url, branch)
        commit_list, error = gitcli.get_commits()

    # Return error message if retriever fails
    if error:
        return flask.jsonify({'failure': error})

    # Respond with restricted number of commits
    elif len(commit_list) > num_commits:
        commit_list_short = commit_list[:num_commits]
        return flask.jsonify({'commit_list': commit_list_short, 'total_num_commits': len(commit_list)})

    # Respond with unrestricted number of commits
    else:
        return flask.jsonify({'commit_list': commit_list})
示例#3
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    def promptAndGetContainer(self):
        while True:
            capacity = UserInput().getFloatInput(
                "Container's actual capacity (cuft): ", 0, sys.float_info.max)
            ratedPressure = UserInput().getFloatInput(
                "Container's rated pressure (psi): ", 0, sys.float_info.max)
            currentPressure = UserInput().getFloatInput(
                "Container's current pressure (psi): ", 0, sys.float_info.max)
            fo2 = UserInput().getFloatInput(
                "Percentage of oxygen in the container (21% = 0.21): ", 0, 1)
            print()

            # Convert capacity in cuft to cuin
            cubicFtToCubicInConversionRatio = 1728
            capacity = capacity * cubicFtToCubicInConversionRatio
            container = Container(capacity, ratedPressure, currentPressure,
                                  fo2)
            print(container)
            if input(
                    "Is the above information accurate and would you like to use this container? [y/N]: "
            ) == 'y':
                print("Gas will be used.\n")
                return container
            else:
                print("Gas will be used.\n")
示例#4
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 def __call__(self, string_input: str) -> None:
     """Called and handles the raw string input from command line."""
     try:
         user_input = UserInput(string_input)
         # We need to split the raw string up into elements. Group numbers >9 together and clean up white space.
         parsed_input = user_input.get_parsed_input()
         # Process the input now it is nicely split up.
         self._process_parsed_string(parsed_input)
     except SRPNException as e:  # Something unexpected has happened if the program reaches here.
         raise e
示例#5
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def gather_startup_data():
    global api, camera_esn, namespace

    print(banner)

    username, password = UserInput.get_login_data()

    print("Authenticating & Authorizing the User...")
    api = API(username, password)

    camera_esn, namespace = UserInput.get_camera_data()
示例#6
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 def __init__(self):
     """
     Creates application object.
     """
     self.is_running = True
     self.user_input = UserInput()
     self.view = View()
     self.csv_file_path = ""
示例#7
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 def classify(self, sentence):
     inp = UserInput(sentence, lexicon=self.intents.lexicon)
     predictions = self.model.model.predict(
         inp.bag.reshape(1, len(self.intents.lexicon)))[0]
     # filter out predictions below a threshold
     predictions = [[i, p] for i, p in enumerate(predictions)
                    if p > self.ERROR_THRESHOLD]
     prediction = max(predictions)
     # return tuple of prediction and probability
     return self.intents.classes[prediction[0]], prediction[1]
def main():
    """Entry point. Gets user input, runs GUI or task manager depending on the input"""
    user_input = UserInput()
    if user_input.gui_flag:
        g = Gui(user_input.get_file(), user_input.get_docid(),
                user_input.get_userid())
        g.run()
    else:
        manager = TaskManager(user_input.get_file(), user_input.get_docid(),
                              user_input.get_userid())
        task = user_input.task
        manager.run(task)
示例#9
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 def start(self):
     while True:
         try:
             line = raw_input("shop> ")
             line = line.strip()
             if line:
                 if line[0] == 'q': return
                 cmd = UserInput(line)
                 self.createHandler(cmd.command).run(cmd)
         except Exception as e:
             print "ERROR: " + str(e)
示例#10
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def read_data():
    list_file_path = values['_input_file_']
    output_file_path = values['_output_file_']
    directory = values['_folder_']
    distance_multiplier = values['_distance_']
    column = values['_column_']
    row_range = (values['_firstrow_'], values['_lastrow_'])

    user_input = UserInput(list_file_path, output_file_path, directory,
                           distance_multiplier, column, row_range)

    return user_input
示例#11
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def main():
    """Main method for airplane"""

    country_c, currency_c, airport_c, aircraft_c = DataCleanse.initialize()

    DataCleanse.start_clean()

    #print(airport_c.airport_cc_df.head(n=3))

    # Initialize the Airport class:

    print()

    airports_dict = AirportAtlas.load_data(airport_c.airport_file_merged)
    KJFK = airports_dict['JFK']

    print('Number of airports initialized:', len(airports_dict))
    # KJFK.tostring()

    aircraft_dict = LoadAircraft.load_data(aircraft_c.aircraft_file_clean)
    print()
    print('Number of aircraft initialized:', len(aircraft_dict))
    # aircraft_dict['BAE146'].tostring

    print()
    print()

    new_input = UserInput(airports_dict)

    new_input.desc_program()
    new_input.itinerary_size()
    new_input.itinerary_input()

    unordered_itinerary = new_input.itinerary_dict

    # Call function to add coordinates to the unordered_itinerary dictionary
    unordered_itinerary = obtain_coordinates(unordered_itinerary,
                                             airports_dict)

    # Create an instance of the PathCalculation class
    path_calc = PathCalculation(unordered_itinerary)

    shortest_path, price = path_calc.create_permutations()

    print("Shortest path (cheapest flight):", shortest_path, "EUR", price)
示例#12
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class BmiEngine:
    def __init__(self):
        pass

    input = UserInput()
    category = BmiCategroy()


    def start_bmi(self):

        gender = self.getGender()

    

        height, height_unit = self.getHeight()

        weight = self.getWeight()

        bmi_ = self.bmi.calculate_bmi(height, height_unit, weight)
        print("Your BMI: %s" % bmi_)


        bfp_category = self.bmi.body_fat_category(_bfp=bfp, _gender=gender)
        print("Boby Fat Percentage Category: %s" % bfp_category)
示例#13
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class TestUserInput(unittest.TestCase):
    def setUp(self):
        self.user_input = UserInput()
        self.user_input.errors = []

    def test___init__(self):
        parameters = (root + st.gui_default_input_path,
                      root + st.gui_default_output_path,
                      root + st.gui_default_audio_folder, 3.0, "c", ('2', '8'))
        self.user_input = UserInput(*parameters)
        self.assertFalse(self.user_input.errors)

    def test_validate_list_file_not_a_file(self):

        result = self.user_input.validate_list_file("Test_string")
        self.assertEqual(result, ("Test_string", None))
        self.assertIn("Input file not found.", self.user_input.errors)

    def test_validate_list_file_good_file(self):

        test_file = root + st.gui_default_input_path
        fpath, ftype = self.user_input.validate_list_file(test_file)
        print(fpath, ftype)
        self.assertEqual(fpath, test_file)
        self.assertEqual(ftype, 'spreadsheet')
        self.assertFalse(self.user_input.errors)

    def test_get_list_file_type_wrong_type(self):

        self.user_input.get_list_file_type("ciapki.csv")
        self.assertEqual("Unknown input file type.",
                         self.user_input.errors[-1])

    def test_get_list_file_type_excel(self):

        test_file = root + st.gui_default_input_path
        result = self.user_input.get_list_file_type(test_file)
        self.assertEqual(result, "spreadsheet")

    def test_get_list_file_type_txt(self):

        test_file = root + "test/resources/input_files/file_list.txt"
        result = self.user_input.get_list_file_type(test_file)
        self.assertEqual(result, "text")

    def test_validate_output_file_not_a_path(self):
        self.user_input = UserInput()
        self.user_input.validate_output_file("None")
        self.assertEqual("Wrong output file path.", self.user_input.errors[-1])

    def test_validate_output_file_type(self):
        result = self.user_input.validate_output_file_type("test.rpp")
        self.assertFalse(self.user_input.errors)
        self.assertEqual(result, "Reaper")

    def test_validate_directory_wrong_directory(self):
        result = self.user_input.validate_directory("Test directory")
        self.assertIn("Invalid audio directory path.", self.user_input.errors)
        self.assertEqual(result, None)

    def test_validate_directory_good_directory(self):
        result = self.user_input.validate_directory("/usr/bin")
        self.assertEqual("/usr/bin", result)
        self.assertFalse(self.user_input.errors)

    def test_validate_distance_multiplier(self):
        pass

    def test_validate_excel_range(self):
        pass
 def test_get_coffee_type_3(self):
     userInput = UserInput()
     with patch("builtins.input", return_value=3):
         assert userInput.get_coffee_type() == "latte macchiato"
示例#15
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 def test___init__(self):
     parameters = (root + st.gui_default_input_path,
                   root + st.gui_default_output_path,
                   root + st.gui_default_audio_folder, 3.0, "c", ('2', '8'))
     self.user_input = UserInput(*parameters)
     self.assertFalse(self.user_input.errors)
示例#16
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 def test_validate_output_file_not_a_path(self):
     self.user_input = UserInput()
     self.user_input.validate_output_file("None")
     self.assertEqual("Wrong output file path.", self.user_input.errors[-1])
 def test_get_coffe_type_1(self):
     userInput = UserInput()
     with patch("builtins.input", return_value=1):
         assert userInput.get_coffee_type() == "espresso"
示例#18
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 def setUp(self):
     self.user_input = UserInput()
     self.user_input.errors = []
示例#19
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# -*- coding: utf-8 -*-

# solve path problem
import sys
import os
# get source file directory so that the program can be executable from anywhere
dir_root = os.path.abspath(os.path.join(os.path.dirname(__file__), '.'))
sys.path.append(dir_root)
# Begin importing packages
from user_input import UserInput
from get_ab import GetAB
from dialog import Dialog
from plot import PlotFig

# aliases
inp = UserInput()
init = GetAB()
dia = Dialog()
pf = PlotFig()

# constants
R = 8.314

# get input value for T_c and p_c
T_c, p_c = inp.init_input_tp()
# calculate a and b
a, b, V_M = init.get_ab_from_tp(T_c, p_c, R)
print('a =', a, 'b =', b, 'V_M =', V_M, '\n')

dia.cont_or_not()
示例#20
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import logging
from user_input import UserInput
from retriever import CommitRetriever

if __name__ == '__main__':
    logging.info('Start Commit Viewer')

    # Request and validate user input
    logging.info('Start User Input Request')
    uinput = UserInput()
    url, branch = uinput.get()

    # Retrieve list of commits
    logging.info('Start Commit Retriever')
    retriever = CommitRetriever(url, branch)
    print(retriever.get_commits())
示例#21
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#!/usr/bin/env python
import sys
from user_input import UserInput
from aws_actions import AwsActions 

if __name__ == '__main__':
    # parse the args
    ui = UserInput(sys.argv[1:])

    # collect the parsed args into a dict
    data = ui.get_args_as_dict()

    # throw that dict at the ElbTool to do stuff with the AWS api
    action = AwsActions(**data)
    action.run()
示例#22
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class Game:
    def __init__(self):
        # initialize the pygame module
        pygame.init()

        logo_name = os.path.join('assets', "logo.png")
        logo = pygame.image.load(logo_name)
        pygame.display.set_icon(logo)

        pygame.display.set_caption("Escape")
        self.screen = pygame.display.set_mode(SCREEN_SIZE)
        self.black_surface = self.screen.copy()
        self.black_surface.fill(pygame.Color("black"))

        # default font used for the timer
        self.font = pygame.font.Font(None, 100)
        self.subtext_font = pygame.font.Font(None, 25)
        self.notification_font = pygame.font.Font(None, 25)

        # specifies the middle of the screen
        self.character = Character("avatar/MC-front.png", 0, 0)
        self.camera = Coords(CHARACTER_START[X], CHARACTER_START[Y])

        # saves the camera for when enering the building
        self.camera_save = None
        self.user_input = UserInput()

        # sound
        self.ambient = pygame.mixer.Sound("assets/ambient.wav")
        self.ambient_channel = pygame.mixer.Channel(1)
        self.wind = pygame.mixer.Sound("assets/wind.wav")
        self.wind.play(-1)

        # a shit ton of time related stuff
        self.clock = pygame.time.Clock()
        self.countdown = Countdown()
        self.ticker = Ticker()
        self.fade_in_timer = Timer()
        self.display_timer = Timer()
        self.notification_timer = Timer()
        self.fade_out_timer = Timer()

        # variables for when you're in some building
        self.current_building = None
        self.buildings = create_buildings()
        self.well_area = ScaledRect(208, 354, 60, 51)

        # define a variable to control the main loop
        # where it is really only set to false if the player exits or the X button is pressed
        self.running = True
        self.state = None
        self.fade_into_main_menu()

        self.wins = create_wins()
        self.subtext_value = ""
        self.notification_value = ""

        # self.ended = False
        # self.show_ending = False

        self.end_image = None
        self.begin_image = load_image("beginlol.png",
                                      use_scale=False,
                                      return_rect=False)
        self.begin_image = pygame.transform.scale(self.begin_image,
                                                  SCREEN_SIZE)

        self.default_background = load_image('background.png',
                                             return_rect=False)
        self.building_wall_mask = load_image('background_outline.png',
                                             convert_alpha=True,
                                             return_rect=False)

        # background can change to default background or house background
        self.background = self.default_background

        # creates the start menus
        self.pause_menu = PauseMenu(self.screen)
        self.main_menu = MainMenu(self.screen)

        self.temp = []

    @property
    def in_building(self):
        return self.current_building is not None

    def play(self):
        while self.running:
            if DEBUG:
                print(STATE_DICT[self.state])
            self.handle_event()
            self.update()
            self.draw()

            self.clock.tick(60)

        if DEBUG:
            print("debug: temp =", self.temp)
            print("collected {}".format(self.character.items))

    def handle_event(self):
        self.user_input.update()
        self.ticker.update()

        # can only pause when you're in the f*****g game matey lmao
        if self.state == GAME_PLAY and self.user_input.clicked_pause(
                self.ticker.tick):
            self.pause()
        elif self.state == GAME_PAUSE:
            if self.user_input.clicked_mouse():
                pos = pygame.mouse.get_pos()
                if self.pause_menu.resume_button.border.collidepoint(pos):
                    self.unpause()
                if self.pause_menu.exit_button.border.collidepoint(pos):
                    self.running = False
            if self.user_input.clicked_pause(self.ticker.tick):
                self.unpause()

        # checks for main menu clicks
        if self.state == MAIN_MENU:
            if self.user_input.clicked_mouse():
                pos = pygame.mouse.get_pos()
                if self.main_menu.play_button.border.collidepoint(pos):
                    self.fade_outof_main_menu()
                if self.main_menu.exit_button.border.collidepoint(pos):
                    self.running = False
                    return
            if self.user_input.clicked_interact(self.ticker.tick):
                self.fade_outof_main_menu()

        # only do something if the event is of type QUIT
        if self.user_input.clicked_quit():
            # change the value to False, to exit the main loop
            self.running = False
            return

        # if the player presses interact and it's during one of the display screens
        if self.user_input.clicked_interact(self.ticker.tick):
            if BEGIN_FADE_IN <= self.state <= BEGIN_FADE_OUT:
                self.start_game_fade_in()

            if END_FADE_IN <= self.state <= END_FADE_OUT:
                self.fade_into_main_menu()

        if self.state in STATES_DISPLAY:
            if self.display_timer.ended:
                if self.state == BEGIN_DISPLAY:
                    # begin display -> fade out begin display
                    self.state = BEGIN_FADE_OUT
                    self.fade_out_timer.start(BEGIN_FADE_OUT_TIME)

                elif self.state == END_DISPLAY:
                    # end display -> fade out end display
                    self.state = END_FADE_OUT
                    self.fade_out_timer.start(END_FADE_OUT_TIME)

        if self.state in STATES_FADE_IN:
            if self.fade_in_timer.ended:
                if self.state == MAIN_MENU_FADE_IN:
                    # menu fade in to main menu
                    self.to_main_menu()

                elif self.state == BEGIN_FADE_IN:
                    # end instruction fade in
                    self.state = BEGIN_DISPLAY
                    self.display_timer.start(BEGIN_DISPLAY_TIME)

                elif self.state == GAME_FADE_IN:
                    # starts the game here (end fade in)
                    self.countdown.start()
                    self.ambient_channel.play(self.ambient)
                    self.state = GAME_PLAY

                elif self.state == END_FADE_IN:
                    # end the ending fade in
                    self.state = END_DISPLAY
                    self.display_timer.start(END_DISPLAY_TIME)

        if self.state in STATES_FADE_OUT:
            if self.fade_out_timer.ended:
                if self.state == MAIN_MENU_FADE_OUT:
                    # menu fade out -> begin fade in
                    self.state = BEGIN_FADE_IN
                    self.fade_in_timer.start(BEGIN_FADE_IN_TIME)

                elif self.state == BEGIN_FADE_OUT:
                    # begin fade out -> game fade in
                    self.start_game_fade_in()

                elif self.state == GAME_FADE_OUT:
                    # already ended the game, shows display
                    self.state = END_FADE_IN
                    self.fade_in_timer.start(END_FADE_IN_TIME)

                elif self.state == END_FADE_OUT:
                    self.fade_into_main_menu()

        # countdown ends: game ends
        if self.state == GAME_PLAY and self.countdown.ended:
            self.end()

    def update(self):
        if self.state == GAME_PLAY:
            self.countdown.update()

            velocity = self.user_input.get_velocity()
            self.camera.store_previous()
            self.camera += velocity
            if DEBUG:
                coords = self.character.get_pixel_at_feet(self.camera)
                print(coords)
                if self.user_input.clicked_debug(self.ticker.tick):
                    self.temp.append(coords)
            self.character.update(velocity, self.ticker.tick)

            if not self.in_building:
                # detects collision with walls and buildings
                pixel = (self.building_wall_mask.get_at(
                    tuple(self.character.get_pixel_at_feet(self.camera))))
                if pixel[3] > ALPHA_THRESHOLD:
                    # TODO make less sticky if possible
                    if COLLIDES:
                        # checks for each x and y if they can work
                        current_x = self.camera.x
                        current_y = self.camera.y

                        self.camera.x = self.camera.previous_x
                        self.camera.y = self.camera.previous_y

                        coords = Coords(current_x, current_y)
                        coords.x = self.camera.previous_x  # gets the new y coordinate and keeps x constant
                        pixel = (self.building_wall_mask.get_at(
                            tuple(self.character.get_pixel_at_feet(coords))))
                        if not (pixel[3] > ALPHA_THRESHOLD
                                ):  # if the new y coordinate is free
                            self.camera.y = coords.y

                        coords = Coords(current_x, current_y)
                        coords.y = self.camera.previous_y
                        pixel = (self.building_wall_mask.get_at(
                            tuple(self.character.get_pixel_at_feet(coords))))
                        if not pixel[3] > ALPHA_THRESHOLD:
                            self.camera.x = coords.x

                # checks for collecting water at the well
                if (self.well_area.collide(self.camera,
                                           self.character.proper_size)
                        and self.character.items["water_skin"] >= 1):
                    self.subtext_value = "Press {} to fill your water skin".format(
                        INTERACT_KEY)
                    if self.user_input.clicked_interact(self.ticker.tick):
                        self.character.items["water_skin"] -= 1
                        self.character.items["filled_water_skin"] += 1
                        self.notification_value = "Filled your water skin"
                        self.notification_timer.start(NOTIFICATION_TIME)

                # checks for the building shit
                for building in self.buildings:
                    if building.enters(self.character, self.camera):
                        self.subtext_value = "Press {} to enter ".format(
                            INTERACT_KEY) + building.name

                        if self.user_input.clicked_interact(self.ticker.tick):
                            self.notification_value = "Entered " + building.name
                            self.notification_timer.start(NOTIFICATION_TIME)

                            self.current_building = building
                            self.background = building.background
                            self.camera_save = self.camera.copy()

                            # resets the camera
                            building_exit_coords = building.camera_exit_coords
                            building_exit_coords.y -= self.character.rect.height // 2
                            self.camera = building_exit_coords

                # collides with any win
                for win in self.wins:
                    if win.collide(self.camera,
                                   self.character.get_rect_at_feet()):
                        # set player to escaped
                        self.character.escaped = True
                        # ambient fades out only here
                        self.ambient_channel.fadeout(AMBIENT_FADE_OUT)
                        self.end()

            else:
                # detects collision with the building walls by checking
                # if the player leaves the given rect
                coords = tuple(self.character.get_pixel_at_feet(self.camera))
                if not self.current_building.walls.rect.collidepoint(coords):
                    # TODO make less sticky if possible

                    if COLLIDES:
                        # checks for each x and y if they can work
                        current_x = self.camera.x
                        current_y = self.camera.y

                        self.camera.x = self.camera.previous_x
                        self.camera.y = self.camera.previous_y

                        coords2 = Coords(current_x, current_y)
                        coords2.x = self.camera.previous_x  # gets the new y coordinate and keeps x constant
                        if self.current_building.walls.rect.collidepoint(
                                tuple(self.character.get_pixel_at_feet(
                                    coords2))):
                            self.camera.y = coords2.y

                        coords2 = Coords(current_x, current_y)
                        coords2.y = self.camera.previous_y
                        if self.current_building.walls.rect.collidepoint(
                                tuple(self.character.get_pixel_at_feet(
                                    coords2))):
                            self.camera.x = coords2.x

                # detects collision for furniture
                for furniture in self.current_building.furniture.values():
                    if furniture.rect.collidepoint(coords):
                        # TODO make less sticky if possible
                        if COLLIDES:
                            # checks for each x and y if they can work
                            current_x = self.camera.x
                            current_y = self.camera.y

                            self.camera.x = self.camera.previous_x
                            self.camera.y = self.camera.previous_y

                            coords2 = Coords(current_x, current_y)
                            coords2.x = self.camera.previous_x  # gets the new y coordinate and keeps x constant
                            if not furniture.rect.collidepoint(
                                    tuple(
                                        self.character.get_pixel_at_feet(
                                            coords2))):
                                self.camera.y = coords2.y

                            coords2 = Coords(current_x, current_y)
                            coords2.y = self.camera.previous_y
                            if not furniture.rect.collidepoint(
                                    tuple(
                                        self.character.get_pixel_at_feet(
                                            coords2))):
                                self.camera.x = coords2.x

                # checks for collectibles
                for collectible in self.current_building.collectibles:
                    if collectible.collides(self.character, self.camera):
                        self.subtext_value = "Collect " + collectible.display_name

                        if self.user_input.clicked_interact(self.ticker.tick):
                            collectible.pick_up()
                            self.notification_value = "Collected " + collectible.display_name
                            self.notification_timer.start(NOTIFICATION_TIME)
                            self.character.items[collectible.type] += 1
                            #self.character.points += collectible.points
                            #self.character.weight += collectible.weight

                # checks whether they have left the building
                if self.current_building.exit_area.collide(
                        self.camera, self.character.get_rect_at_feet()):
                    self.subtext_value = "Press {} to leave ".format(
                        INTERACT_KEY) + self.current_building.name

                    if self.user_input.clicked_interact(self.ticker.tick):
                        self.notification_value = "Left " + self.current_building.name
                        self.notification_timer.start(NOTIFICATION_TIME)
                        self.camera = self.camera_save
                        self.current_building = None
                        self.background = self.default_background

    def draw(self):
        self.screen.fill((0, 0, 0))
        # draws the background relative to the character and countdown
        if GAME_FADE_IN <= self.state <= GAME_FADE_OUT:
            self.screen.blit(self.background,
                             (SCREEN_SIZE[X] // 2 - self.camera.x,
                              SCREEN_SIZE[Y] // 2 - self.camera.y))

            self.countdown.draw(self.screen, self.font)

            if not self.in_building:
                if DEBUG:
                    for building in self.buildings:
                        building.debug_draw_position(self.screen, self.camera)
                    for win in self.wins:
                        win.debug_draw(self.camera, self.screen)
                    self.well_area.debug_draw(self.camera, self.screen, "pink")

            else:
                # in building
                if DEBUG:
                    self.current_building.debug_draw_inner(
                        self.screen, self.camera)

                # draws all collectibles within a building
                self.current_building.collectibles.draw(
                    self.screen, self.camera)

            # draws character at the last lmao
            self.character.draw(self.screen)
            if DEBUG:
                self.character.draw_pixel(self.screen, self.camera)

            if self.state == GAME_PAUSE:
                self.pause_menu.draw(self.screen)

            # renders the display name on the bottom right of the screen
            if self.subtext_value:
                text_render = self.subtext_font.render(self.subtext_value,
                                                       True,
                                                       pygame.Color("orange"))
                # text_render = pygame.transform.scale(text_render, (text_render.get_width()*3, text_render.get_height()*3))
                text_pos = text_render.get_rect()
                text_pos.bottomleft = self.screen.get_rect().bottomleft
                self.screen.blit(text_render, text_pos)
                self.subtext_value = ""

            if self.notification_value:
                if self.notification_timer.ended:
                    self.notification_value = ""
                else:
                    text_render = self.notification_font.render(
                        self.notification_value, True, pygame.Color("orange"))
                    # text_render = pygame.transform.scale(text_render, (text_render.get_width()*3, text_render.get_height()*3))
                    text_pos = text_render.get_rect()
                    text_pos.bottomleft = self.screen.get_rect().bottomleft
                    text_pos.y -= 25
                    self.screen.blit(text_render, text_pos)

        # displays the beginning image
        if BEGIN_FADE_IN <= self.state <= BEGIN_FADE_OUT:
            self.screen.blit(self.begin_image, (0, 0))

        # displays the ending image
        if END_FADE_IN <= self.state <= END_FADE_OUT:
            self.screen.blit(self.end_image, (0, 0))

        # displays the main menu
        if self.state in (MAIN_MENU_FADE_IN, MAIN_MENU, MAIN_MENU_FADE_OUT):
            self.main_menu.draw(self.screen)

        if self.state in STATES_FADE_IN or self.state in STATES_FADE_OUT:
            if self.state in STATES_FADE_IN:
                # goes from black to normal
                alpha_value = int(255 * (self.fade_in_timer.get()))
            else:
                # goes from normal to black
                alpha_value = int(255 - 255 * (self.fade_out_timer.get()))

            self.black_surface.set_alpha(alpha_value)
            self.screen.blit(self.black_surface, (0, 0))

        pygame.display.flip()

    def start_game_fade_in(self):
        self.state = GAME_FADE_IN
        self.fade_in_timer.start(GAME_FADE_IN_TIME)

    def pause(self):
        #pygame.mixer.pause()
        self.ambient_channel.pause()
        self.countdown.pause()
        self.state = GAME_PAUSE

    def unpause(self):
        #pygame.mixer.unpause()
        self.ambient_channel.unpause()
        self.countdown.unpause()
        self.state = GAME_PLAY

    def fade_into_main_menu(self):
        # does the majority of resetting here if necessary
        # fades out if there's still sound for some reason
        self.countdown.start()
        self.countdown.pause()
        self.ambient_channel.fadeout(2)
        self.character.reset()
        for building in self.buildings:
            for collectible in building.collectibles:
                collectible.reset()
        self.camera = Coords(CHARACTER_START[X], CHARACTER_START[Y])

        self.fade_in_timer.start(MAIN_MENU_FADE_IN_TIME)
        self.state = MAIN_MENU_FADE_IN

    def to_main_menu(self):
        self.state = MAIN_MENU

    def fade_outof_main_menu(self):
        self.state = MAIN_MENU_FADE_OUT
        self.fade_out_timer.start(MAIN_MENU_FADE_OUT_TIME)

    def end(self):
        if not self.countdown.ended:
            self.countdown.pause()
        self.state = GAME_FADE_OUT
        self.fade_out_timer.start(GAME_FADE_OUT_TIME)

        # gets the end image
        if not self.character.escaped:
            self.end_image = load_image("endings/stay_death.png",
                                        return_rect=False)
        elif sum(self.character.items.values()) <= 2:
            self.end_image = load_image("endings/missing_lots_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("filled_water_skin"):
            self.end_image = load_image("endings/thirst_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("ugly_green_scarf"):
            self.end_image = load_image("endings/cold_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("bread", "cheese", "jerky"):
            self.end_image = load_image("endings/starvation_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("bandages", "bow_arrow", "cheese"):
            self.end_image = load_image("endings/bandits_death.png",
                                        return_rect=False)
        elif self.character.has_no_items("pileogold"):
            self.end_image = load_image("endings/no_money_death.png",
                                        return_rect=False)
        else:
            self.end_image = load_image("endings/win_happy.png",
                                        return_rect=False)

        self.end_image = pygame.transform.scale(self.end_image, SCREEN_SIZE)

        if DEBUG:
            print("ended!")
 def test_get_coffee_strength_4(self):
     userInput = UserInput()
     with patch("builtins.input", return_value="foo"):
         self.assertRaises(ValueError, userInput.get_coffee_strength())
示例#24
0
    def __init__(self):
        # initialize the pygame module
        pygame.init()

        logo_name = os.path.join('assets', "logo.png")
        logo = pygame.image.load(logo_name)
        pygame.display.set_icon(logo)

        pygame.display.set_caption("Escape")
        self.screen = pygame.display.set_mode(SCREEN_SIZE)
        self.black_surface = self.screen.copy()
        self.black_surface.fill(pygame.Color("black"))

        # default font used for the timer
        self.font = pygame.font.Font(None, 100)
        self.subtext_font = pygame.font.Font(None, 25)
        self.notification_font = pygame.font.Font(None, 25)

        # specifies the middle of the screen
        self.character = Character("avatar/MC-front.png", 0, 0)
        self.camera = Coords(CHARACTER_START[X], CHARACTER_START[Y])

        # saves the camera for when enering the building
        self.camera_save = None
        self.user_input = UserInput()

        # sound
        self.ambient = pygame.mixer.Sound("assets/ambient.wav")
        self.ambient_channel = pygame.mixer.Channel(1)
        self.wind = pygame.mixer.Sound("assets/wind.wav")
        self.wind.play(-1)

        # a shit ton of time related stuff
        self.clock = pygame.time.Clock()
        self.countdown = Countdown()
        self.ticker = Ticker()
        self.fade_in_timer = Timer()
        self.display_timer = Timer()
        self.notification_timer = Timer()
        self.fade_out_timer = Timer()

        # variables for when you're in some building
        self.current_building = None
        self.buildings = create_buildings()
        self.well_area = ScaledRect(208, 354, 60, 51)

        # define a variable to control the main loop
        # where it is really only set to false if the player exits or the X button is pressed
        self.running = True
        self.state = None
        self.fade_into_main_menu()

        self.wins = create_wins()
        self.subtext_value = ""
        self.notification_value = ""

        # self.ended = False
        # self.show_ending = False

        self.end_image = None
        self.begin_image = load_image("beginlol.png",
                                      use_scale=False,
                                      return_rect=False)
        self.begin_image = pygame.transform.scale(self.begin_image,
                                                  SCREEN_SIZE)

        self.default_background = load_image('background.png',
                                             return_rect=False)
        self.building_wall_mask = load_image('background_outline.png',
                                             convert_alpha=True,
                                             return_rect=False)

        # background can change to default background or house background
        self.background = self.default_background

        # creates the start menus
        self.pause_menu = PauseMenu(self.screen)
        self.main_menu = MainMenu(self.screen)

        self.temp = []
示例#25
0
from game import Game
from user_input import UserInput

player_name = UserInput.get_player_warrior_name()
enemy_name = UserInput.get_enemy_warrior_name()
max_health = UserInput.get_warriors_max_health()

if __name__ == "__main__":
    game = Game(player_name, enemy_name, max_health)
    game.start()
示例#26
0
from prettytable import PrettyTable
import constants as CONST
from user_input import UserInput
from gas import Gas

extended_mode = False
if input("Enter extended gas info mode [y/N]? ") == 'y':
    exec(open("gas_info_extended.py").read())
    extended_mode = True

while not extended_mode:
    print("")

    f_o2 = UserInput().getFloatInput("Fraction of oxygen (decimal) [0.21]: ",
                                     0.01,
                                     1,
                                     default_value=0.21)
    f_he = UserInput().getFloatInput("Fraction of helium (decimal) [0]: ",
                                     0, (1 - f_o2),
                                     default_value=0)
    surf_pressure = UserInput().getFloatInput(
        "Surface pressure (decimal, bar) [1]: ", 0, 1.1, default_value=1)
    f_n = 1 - f_o2 - f_he

    gas = Gas(f_o2, f_n, f_he)

    fresh_min_od = gas.get_mod(CONST.MIN_PPO2,
                               CONST.DENSITY_FRESHWATER,
                               surf_pressure=surf_pressure)
    fresh_mod = gas.get_mod(CONST.MAX_PPO2,
                            CONST.DENSITY_FRESHWATER,
 def test_get_coffe_type_5(self):
     userInput = UserInput()
     with patch("builtins.input", return_value="foo"):
         assert not userInput.get_coffee_type()
import sys
from user_input import UserInput
from nitrox_calculations import NitroxCalculations

while True:
    print("")
    start_mix = UserInput().getFloatInput("Enter the starting mix (decimal): ", 0, 1)
    start_pressure = UserInput().getFloatInput("Enter the starting pressure (psi): ", 0, sys.float_info.max)
    desired_mix = UserInput().getFloatInput("Enter the desired mix in (decimal): ", 0, 1)
    desired_pressure = UserInput().getFloatInput("Enter the desired pressure (psi): ", 0, sys.float_info.max)
    fill_mix = UserInput().getFloatInput("Enter the fill mix (decimal): ", 0, 1)
    
    top_off_mix = .21
    
    print("")
    print("Starting with " + str(start_pressure) + " psi of " + str(start_mix*100) + "% nitrox.")
    print("Trying to make " + str(desired_pressure) + " psi of " + str(desired_mix*100) + "% nitrox.")
    print("With a fill mix of " + str(fill_mix*100) + "% nitrox")
    print("With a top-off mix of " + str(top_off_mix*100) + "% nitrox")
    print("")
    
    try:
        fill_instructions = NitroxCalculations().getFillInstructions(start_pressure, start_mix, desired_pressure, desired_mix, fill_mix, top_off_mix)
        pressure_in_tank = start_pressure
        while len(fill_instructions) > 0:
            fill_instruction = fill_instructions.pop(0)

            pressure_in_tank = pressure_in_tank + fill_instruction[0]

            if fill_instruction[0] > 0:
                print("Fill to " + str(round(pressure_in_tank)) + " psi with " + str(round(fill_instruction[1] * 100, 2)) + "% nitrox. (Δ+" + str(round(fill_instruction[0])) + " psi)")
 def test_get_coffee_strength_3(self):
     userInput = UserInput()
     with patch("builtins.input", return_value=3):
         assert userInput.get_coffee_strength() == 7
    logging.info(" ======= Containers state ======= ")
    containers = {
        coffee_container: coffee_container.how_many_ingredient_in_container(),
        water_container: water_container.how_many_ingredient_in_container(),
        milk_container: milk_container.how_many_ingredient_in_container(),
        grounds_container:
        grounds_container.how_many_ingredient_in_container()
    }

    for container in containers:
        container.print_container_state_progres_bar(
            ingredient_available=containers[container])
        print("")
        time.sleep(1)

    user_input = UserInput()
    drink_type = user_input.get_coffee_type()
    coffee_strength = user_input.get_coffee_strength()

    pb1 = ProgressBar(total=100,
                      prefix="Containers preparing",
                      suffix="Complete",
                      decimals=0,
                      length=50,
                      zfill='-')
    sleep_time = 0.7

    coffee_container.take_needed_ingredient_amount(needed_ingredient_amount=3)
    pb1.print_progress_bar(20)
    time.sleep(sleep_time)
示例#31
0
import sys
import constants as CONST
from user_input import UserInput
from gas import Gas
from pressure_calcs import PressureCalcs

while True:
    print("")
    f_o2 = UserInput().getFloatInput("Fraction of oxygen (decimal) [0.21]: ",
                                     0.01,
                                     1,
                                     default_value=0.21)
    f_he = UserInput().getFloatInput("Fraction of helium (decimal) [0]: ",
                                     0, (1 - f_o2),
                                     default_value=0)
    surf_pressure = UserInput().getFloatInput(
        "Surface pressure (decimal, bar) [1]: ", 0, 100, default_value=1)
    density = UserInput().getFloatInput(
        "Density of the fluid diving in (decimal, kg/m^3) [1000]: ",
        0,
        15000,
        default_value=1000)
    gravity = UserInput().getFloatInput(
        "Gravitational acceleration (decimal, m/s^2) [9.81]: ",
        0,
        25,
        default_value=9.81)
    ppo2 = UserInput().getFloatInput("Max PPO2 (decimal, bar) [1.4]: ",
                                     0,
                                     100,
                                     default_value=1.4)