本文整理汇总了Python中score.Score.get_score方法的典型用法代码示例。如果您正苦于以下问题:Python Score.get_score方法的具体用法?Python Score.get_score怎么用?Python Score.get_score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score.Score
的用法示例。
在下文中一共展示了Score.get_score方法的7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: score_me
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
def score_me(self, iowait_threshold=20):
old_score = Score.get_score()
iowait_pct = self.iowait/(self.uptime+0.0) * 100
idle_pct = self.idle/(self.uptime+0.0) * 100
busy_pct = (self.user+self.nice+self.system)/(self.uptime+0.0) * 100
if iowait_pct >= busy_pct:
Score.update_score(20)
elif busy_pct >= idle_pct:
Score.update_score(10)
if iowait_pct >= (iowait_threshold/100.0) * self.uptime:
Score.update_score(10)
self.score_deducted = old_score - Score.get_score()
示例2: score_me
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
def score_me(self, mem_threshold=70.0, swap_threshold=20.0):
old_score = Score.get_score()
mem_pct = self.MemUsed/(self.MemTotal+0.0) * 100
if 90 > mem_pct >= mem_threshold:
Score.update_score(10)
elif mem_pct >= 90:
Score.update_score(15)
else:
Score.update_score(5)
swap_pct = self.SwapUsed/(self.SwapTotal+0.0) * 100
if 50 > swap_pct >= swap_threshold:
Score.update_score(10)
elif swap_pct >= 50:
Score.update_score(15)
elif 0 < swap_pct <= 10:
Score.update_score(5)
self.score_deducted = old_score - Score.get_score()
示例3: __repr__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
def __repr__(self):
return "User: %d\nNice: %d\nSystem: %d\nIdle: %d\nIowait: %d\nUptime %f\nSystemScore: %d\nDeducted: %d\n" % (self.user, self.nice, self.system, self.idle, self.iowait, self.uptime, Score.get_score(), self.score_deducted)
示例4: __init__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
#.........这里部分代码省略.........
point = (x, self.water.get_water_level(x))
self.particles.add_water_particle(point)
for powerup in self.powerups:
powerup.update()
if powerup.picked:
self.powerups.remove(powerup)
self.powerup_sprites.remove(powerup)
if not self.gameover:
self.check_collisions()
if self.health.hearts_left == 0 and not self.player.dying:
self.player.die()
if self.player.dying and not self.player.dead:
if Variables.particles:
self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))
if self.player.dead:
#self.done = True
self.set_gameover()
if self.damage_count > 0:
self.damage_count -= 1
self.lastshot += 1
self.t += 1
self.draw()
self.handle_events()
return self.score.get_score()
def damage_player(self):
self.health.damage()
for i in xrange(10):
particle_point = self.player.get_point((rr() * 26.0, rr() * 10.0))
particle_point[0] += self.player.rect.centerx
particle_point[1] += self.player.rect.centery
self.particles.add_debris_particle(particle_point)
self.player.blinks+=12
def set_gameover(self, message = "Game Over"):
self.gameover = True
images = []
height = 0
width = 0
for text in message.split("\n"):
images.append(util.bigfont.render(text, Variables.alpha, (0,0,0)))
height += images[-1].get_height()
if images[-1].get_width() > width:
width = images[-1].get_width()
self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
self.gameover_image.fill((0,0,0,0))
for i in xrange(len(images)):
rect = images[i].get_rect()
rect.top = i * images[i].get_height()
rect.centerx = width / 2
self.gameover_image.blit(images[i], rect)
self.gameover_rect = self.gameover_image.get_rect()
self.gameover_rect.center = self.screen.get_rect().center
示例5: __init__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
#.........这里部分代码省略.........
for powerup in self.powerups:
powerup.update()
if powerup.picked:
self.powerups.remove(powerup)
self.powerup_sprites.remove(powerup)
if not self.gameover:
self.check_collisions()
if self.health.hearts_left == 0 and not self.player.dying:
self.player.die()
if self.player.dying and not self.player.dead:
if not self.noparticles:
for i in range(BLOOD_3):
self.particles.add_explosion_particle((self.player.rect.centerx, self.player.rect.centery))
self.particles.add_debris_particle((self.player.rect.centerx, self.player.rect.centery))
if self.player.dead:
#self.done = True
self.set_gameover()
if self.damage_count > 0:
self.damage_count -= 1
self.lastshot += 1
self.t += 1
self.draw()
self.handle_events()
return self.score.get_score()
def set_gameover(self, message = "Game Over"):
self.gameover = True
images = []
font = util.load_font("Cosmetica", 40) #pygame.font.Font(pygame.font.get_default_font(), 36)
height = 0
width = 0
for text in message.split("\n"):
images.append(font.render(text, True, (0,0,0)))
height += images[-1].get_height()
if images[-1].get_width() > width:
width = images[-1].get_width()
self.gameover_image = pygame.Surface((width, height), SRCALPHA, 32)
self.gameover_image.fill((0,0,0,0))
for i in range(len(images)):
rect = images[i].get_rect()
rect.top = i * images[i].get_height()
rect.centerx = width / 2
self.gameover_image.blit(images[i], rect)
self.gameover_rect = self.gameover_image.get_rect()
self.gameover_rect.center = self.screen.get_rect().center
def translate_mouse_event(self, event):
if event.type in (MOUSEBUTTONDOWN, ):
if event.pos[0] > SCREEN_WIDTH - 32 and event.pos[1] < 32:
key = K_p
else:
rx = event.pos[0] / float(SCREEN_WIDTH)
ry = event.pos[1] / float(SCREEN_HEIGHT)
if rx < 0.0:
key = K_LEFT
示例6: __repr__
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
def __repr__(self):
return "MemTotal: %d\nMemUsed: %d\nBufferCached: %d\nSwapTotal: %d\nSwapUsed: %d\nSystemScore: %d\nDeducted: %d" % (self.MemTotal, self.MemUsed, self.BufferCached, self.SwapTotal, self.SwapUsed, Score.get_score(), self.score_deducted)
示例7: nice_printing_pair
# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import get_score [as 别名]
for m in message_list:
fp.write(np_msg(sc, m))
def nice_printing_pair(sc, samples, pairs, fn_out):
with open(fn_out, 'w') as fp:
for (i,j) in pairs:
fp.write(">>>>>>\n")
fp.write(np_msg(sc, samples[i]))
fp.write("======\n")
fp.write(np_msg(sc, samples[j]))
fp.write("<<<<<<\n")
if __name__ == '__main__':
from score import Score
sc = Score()
data = load_pickle('testing_samples.pickle')
samples = data['samples']
order = data['order']
ranked = sorted(samples.values(), key = lambda m: sc.get_score(m), reverse = True)
#ranked = sorted(samples.values(), key = lambda m: random.random(), reverse = True)
#ranked = sorted(samples.values(), key = lambda m: m.parsed.time, reverse = True)
ranking = [m.msg_id for m in ranked]
ret = evaluate_kendall(ranking, order)
print ret
nice_printing(sc, ranked, 'np-msg-all')
# Printing out all disc pairs is too slow.
# Deprecated.
# Or, one can sample them before printing.
#nice_printing_pair(sc, samples, get_disc_pair(ranking, order), 'np-msg-disc')