本文整理汇总了Python中engine.Engine.run方法的典型用法代码示例。如果您正苦于以下问题:Python Engine.run方法的具体用法?Python Engine.run怎么用?Python Engine.run使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类engine.Engine
的用法示例。
在下文中一共展示了Engine.run方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: start_engine
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def start_engine(args):
if not (args.name and args.engine_cfg):
LOG.error('Need name and engine cfg')
return
utils.create_files([engine_cfg])
if args.purge:
utils.purge_disabled(engine_cfg)
if utils.check_exists_and_enabled(args.name, engine_cfg):
LOG.error("An engine of the same name %s is already "
"registered and running", args.name)
return
if utils.check_exists_and_disabled(args.name, engine_cfg):
LOG.error("And engine of the same name %s is already "
"registered, but disabled. Run with purge?", args.name)
return
try:
cfg_data = dict(utils.load_yaml(args.engine_cfg))[args.name]
cfg = {
args.name: {
'cfg': os.path.join(os.getcwd(), args.engine_cfg),
'pid': os.getpid(),
'backend': cfg_data['backend'],
'enabled': True
}
}
utils.write_yaml(cfg, engine_cfg)
LOG.info('Added %s to engine cfg', args.name)
entropy_engine = Engine(args.name, **cfg_data)
entropy_engine.run()
except Exception:
LOG.exception("Could not start engine %s", args.name)
return
示例2: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()
game_data = {
TITLE: "Crazy Ant",
SIZE: (640, 480),
FONT: Font(None, 32),
LEVELS: [
"level1",
"level2",
"level3",
],
LEVEL_DATA: {
"level1": {
FILE: "level1.lvl",
},
"level2": {
FILE: "level2.lvl",
},
"level3": {
FILE: "level3.lvl",
},
},
CONTROLS: {
LEFT: K_a,
RIGHT: K_d,
JUMP: K_s
},
}
engine = Engine(game_data)
engine.run()
示例3: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
parser = ArgumentParser()
parser.add_argument('name', help='name of language configuration')
parser.add_argument(
'-v', '--verbose', action='store_true',
help='show intermediate sound changes'
)
parser.add_argument(
'-r', '--repeat', type=int, default=1,
help='generate multiple words'
)
parser.add_argument(
'-p', '--phonetic', action='store_true',
help='show phonetic transcriptions'
)
parser.add_argument(
'-R', '--raw', action='store_true',
help='show raw state machine output'
)
parser.add_argument(
'-w', '--words', nargs='+',
help='use given words instead of state machine output'
)
engine = Engine(parser)
engine.run()
示例4: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
fn = sys.argv[1]
# TODO : use getopt?
db_print ('user folder is :',fn)
if os.path.exists(fn):
db_print (os.path.basename(fn),'exists') # file exists
parse_folder(fn)
e = Engine(actors=Actor.registry)
e.run()
示例5: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
pygame.init()
game_data = {
SIZE: (640, 480),
FONT: Font(None, 32)
}
engine = Engine(game_data)
engine.run()
示例6: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
options={ 'DEBUG' : 1,
'END_TIME' : 3, # EXPORT MODE : duration (seconds) of the anim
'PREVIEW_SIZE' : (800,600),
'BGCOLOR' : (0.95, 0.95, 0.95, 0),# background
'FPS' : 60, # display max framerate
'PicPS' : 25, # EXPORT MODE FRAMERATE : images per second for movie export
'MODE' : 'PREVIEW', # options are : 'FULL'; 'PREVIEW'; 'EXPORT'
'OBJ' : obj
}
engine=Engine(**options)
engine.run()
示例7: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
options={ 'DEBUG' : 1,
'PREVIEW_SIZE' : (800,600),
'BGCOLOR' : (0.95, 0.95, 0.95, 0),# background
'FPS' : 60, # display max framerate
'PicPS' : 25, # EXPORT MODE FRAMERATE : images per second for movie export
'MODE' : 'PREVIEW', # options are : 'FULL'; 'PREVIEW'; 'EXPORT'
}
engine=Engine(**options)
scene1=Scene(folder='scene1', duration=3)
scene1.configure()
engine.run(scene1)
示例8: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
opts = None # 命令行参数
conf = None # 全局的配置
eng = None # 主线程核心引擎对象
# 加载命令行参数
try:
opts = parse_opts()
except OptParseError:
return
# 加载系统运行配置
try:
conf = parse_conf(opts)
except Exception:
print '>> yaml syntax error'
traceback.print_exc()
return
# 加载日志配置
parse_logger(conf)
# 开始日志记录
log = logging.getLogger('robber')
log.debug('logging modules init ok.')
# 暂时不支持多个任务 只有默认配置中的root任务
assert(conf['root'])
root_conf = conf['root']
try:
eng = Engine(root_conf)
log.debug('Engine modules init ok.')
except Exception:
traceback.print_exc()
log.critical('Engine modules init fatal.')
return
try:
eng.run()
log.info('all job done exit.')
sys.exit(0)
except KeyboardInterrupt:
log.warning('rev KeyboardInterrupt exit.')
print '<< KeyboardInterrupt'
os._exit(-1) # 警告: 危险的快速退出
except Exception:
log.critical('engine object run fatal.')
traceback.print_exc()
示例9: EnigmaX
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
class EnigmaX():
def __init__(self):
self.builder = Gtk.Builder()
self.builder.add_from_file(gtk_builder_file)
self.engine = Engine()
self.window = self.builder.get_object('windowMain')
self.textBox = self.builder.get_object('entry')
self.label = self.builder.get_object('label')
self.label2 = self.builder.get_object('enigma')
self.engineToString()
self.textBox.connect('activate', self.signal_text_activate)
self.textBox.connect('changed', self.signal_text_changed)
self.window.connect('destroy', self.signal_window_destroy)
self.ciphertext = ''
self.window.show_all()
def signal_window_destroy(self, _):
self.window.destroy()
Gtk.main_quit()
def signal_text_activate(self, *args):
self.label.set_text(self.engine.run(self.textBox.get_text()))
self.engineToString()
def signal_text_changed(self, *args):
newChar = self.textBox.get_text()[-1] if len(self.textBox.get_text()) else ''
self.ciphertext += self.engine.translate(newChar.upper())
self.label.set_text(self.ciphertext)
self.engineToString()
def engineToString(self):
self.label2.set_text(self.engine.toString())
示例10: Engine
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
#!/usr/bin/python
# create, initialize, and run the 381 engine
from engine import Engine
try:
engine = Engine()
engine.init()
engine.run()
except Exception, e:
# prevent system from losing buffered keys on program crash
try:
if engine.inputMgr is not None:
engine.inputMgr.stop()
except:
pass
raise e
示例11: Game
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
class Game(object):
def __init__(self):
self.engine = None
self.main_room = None
self.maze_room = None
self.fib_room = None
def start(self):
self.engine = Engine(1200, 700)
self.engine.game = self
screen = pygame.display.set_mode((1200, 700), pygame.HWSURFACE, 32)
title_screen = pygame.image.load("assets/images/gui/title_screen.png").convert()
x = 1200/2 - title_screen.get_width()/2
y = 700/2 - title_screen.get_height()/2
# show title screen
exit_title_screen = False
while not exit_title_screen:
for event in pygame.event.get():
if event.type == QUIT:
Engine.clean_up()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
exit_title_screen = True
screen.fill((0, 0, 0))
screen.blit(title_screen, (x, y))
pygame.display.update()
self.main_room = PlatformWorld()
self.maze_room = Maze()
self.fib_room = FibWorld()
self.engine.worlds.append(self.main_room)
self.engine.worlds.append(self.maze_room)
self.engine.worlds.append(self.fib_room)
self.engine.set_world(self.main_room)
self.engine.run()
def go_to_maze(self):
self.engine.set_world(self.maze_room)
def go_to_fib(self):
self.engine.set_world(self.fib_room)
def go_to_main(self):
self.engine.set_world(self.main_room)
def go_to_end(self):
screen = pygame.display.set_mode((1200, 700), pygame.HWSURFACE, 32)
title_screen = pygame.image.load("assets/images/gui/end_screen.png").convert()
x = 1200/2 - title_screen.get_width()/2
y = 700/2 - title_screen.get_height()/2
# show title screen
exit_title_screen = False
while not exit_title_screen:
for event in pygame.event.get():
if event.type == QUIT:
Engine.clean_up()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
exit_title_screen = True
screen.fill((0, 0, 0))
screen.blit(title_screen, (x, y))
pygame.display.update()
self.start()
示例12: Engine
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
from engine import Engine
if __name__ == '__main__':
e = Engine()
e.run()
示例13: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
engine = Engine()
engine.run()
示例14: main
# 需要导入模块: from engine import Engine [as 别名]
# 或者: from engine.Engine import run [as 别名]
def main():
app = Engine(SplashState(), fullscreen=True)
app.run()