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Python Score.update方法代码示例

本文整理汇总了Python中score.Score.update方法的典型用法代码示例。如果您正苦于以下问题:Python Score.update方法的具体用法?Python Score.update怎么用?Python Score.update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score.Score的用法示例。


在下文中一共展示了Score.update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: create_evaluation

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
    def create_evaluation(self, reading_system):
        "Create and return a new evaluation, along with an initialized set of result objects."
        from test import Test
        from score import Score
        from result import Result
        from category import Category
        from testsuite import TestSuite

        testsuite = TestSuite.objects.get_most_recent_testsuite()
        print "Creating evaluation for testsuite {0}".format(testsuite.version_date)
        tests = Test.objects.filter(testsuite = testsuite)

        evaluation = self.create(
            testsuite = testsuite,
            last_updated = generate_timestamp(),
            percent_complete = 0.00,
            reading_system = reading_system
        )
        evaluation.save()
        
        total_score = Score(category = None, evaluation = evaluation)
        total_score.save()

        # create results for this evaluation
        for t in tests:
            result = Result(test = t, evaluation = evaluation, result = RESULT_NOT_ANSWERED)
            result.save()

        # update the score once results have been created
        total_score.update(evaluation.get_all_results())

        # create category score entries for this evaluation
        categories = Category.objects.filter(testsuite = evaluation.testsuite)
        for cat in categories:
            score = Score(
                category = cat,
                evaluation = evaluation
            )
            score.update(evaluation.get_category_results(cat))
            score.save()

        return evaluation
开发者ID:j-a-vizcaino,项目名称:epubtestweb,代码行数:44,代码来源:evaluation.py

示例2: main

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
def main():

    open_canvas()

    global background, score, timer, burger, character_list
    global running
    global current_time, frame_time
    background = Background()
    score = Score()
    timer = Timer()
    character_list = [Character() for i in range(nCharacter)]
    burger.draw()

    running = True
    current_time = get_time()

    while running:
        frame_time = get_frame_time()
        handle_events()
        for character in character_list:
            character.update(frame_time)

        clear_canvas()
        background.draw()
        score.draw()
        score.update(value)
        timer.draw()
        timer.update(time_value)
        for character in character_list:
            character.draw()
            character.draw_bb()
        burger.draw()

        update_canvas()




    close_canvas()
开发者ID:yohan7979,项目名称:2DGP,代码行数:41,代码来源:main_state.py

示例3: main

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
    def main(self):
        self.music.play()

        # Screen base
        self.screen.fill((0,0,0))
        self.screen.blit(self.img_background,self.img_background_rect)

        highscores = Highscores()

        # Main instances
        pavement = Pavement(self.unit)
        snake = Snake(self.unit)
        foods = Foods(self.unit)
        walls = Walls(self.unit)
        score = Score(self.unit,self.surface_rect)

        nextgold = random.randint(*Constants.TIMERANGE_GOLD) * Constants.FPS # first gold between 30 & 60 seconds
        makegold = False
        nextwall = random.randint(*Constants.TIMERANGE_WALL) * Constants.FPS # first gold between 30 & 60 seconds
        makewall = False

        updatestats = True

        counter = 0

        flag_music = True
        flag_pause = False
        #MAIN LOOP
        while self.running:
            time = pygame.time.get_ticks()

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.running = False
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.running = False

                    elif event.key == pygame.K_m:
                        flag_music = not flag_music
                        if flag_music:
                            self.music.play()
                        else:
                            self.music.stop()

                    elif event.key == pygame.K_1:
                        pygame.image.save(self.screen, "screenshot.jpg")

                    elif event.key == pygame.K_SPACE or event.key == pygame.K_p:
                        flag_pause = True
                        self.print_text("PAUSE")
                        while flag_pause:
                            for event in pygame.event.get():
                                if event.type==pygame.KEYDOWN:
                                    if event.key==pygame.K_p or event.key == pygame.K_SPACE:
                                        flag_pause = False

                    else:
                        # Time to change direction
                        action = 0
                        if event.key == pygame.K_UP or event.key == pygame.K_w: action = 1
                        elif event.key == pygame.K_DOWN or event.key == pygame.K_s: action = 2
                        elif event.key == pygame.K_LEFT or event.key == pygame.K_a: action = 3
                        elif event.key == pygame.K_RIGHT or event.key == pygame.K_d: action = 4
                        if action:
                            self.sounds.play("move")
                            snake.action(action)

            # Snake movements and pavement reactions
            snake.move()
            pavement.passage(snake.head)
            pavement.make_regrow(snake.tail)

            # Snake has eaten?
            if foods.check(snake.head):
                updatestats = True
                snake.grow(Constants.GROW)
                score.add_score(foods.score)
                self.sounds.play("eat")

            # Snake
            if walls.check(snake.head):
                snake.alive = False

            # Snake is dead?
            if not snake.alive:
                #blood splash (bin on head, little on body)
                pavement.bloodsplat(snake.head)
                [pavement.bloodsplat(x,1) for x in snake.body if random.randint(0,2)==0]
                #redraw all the snake
                snake.set_dirty(1)
                self.sounds.play("splat")
                self.running = False

            # Gold generator (After pseudo-random time a golden apple will appear)
            nextgold-=1
            if nextgold<0:
                makegold = True
                nextgold = random.randint(*Constants.TIMERANGE_GOLD)*Constants.FPS

#.........这里部分代码省略.........
开发者ID:juanjoXD,项目名称:seminario_snake,代码行数:103,代码来源:game.py

示例4: Game

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]

#.........这里部分代码省略.........
                    size=(self.tile_size, self.tile_size),
                    pos=self.index_to_pos(x, y),
                    letter=str(value))
            self.remove_widget(self.grid[x][y])
            self.grid[x][y] = letter
            self.add_widget(letter)

    def on_touch_down(self, touch):
        """Catches the touch event on the grid.
        """
        relative_coordinates = self.to_widget(touch.pos[0], touch.pos[1], True)
        x, y = self.pos_to_index(relative_coordinates)
        if x is not None and y is not None:
            self.toggle(x, y)

        super(Game, self).on_touch_down(touch)
        return True

    def toggle(self, x, y):
        game_screen = self.parent.parent.parent
        decrement = Clock.create_trigger(game_screen.ids.timer.decrement)
        letter = self.letter_grid[x][y]
        if letter is not None:
            if letter.is_selected():
                self.letter_grid.chain.remove(letter)
            else:
                self.letter_grid.chain.add(letter)
                if not self.letter_grid.chain.is_valid():
                    decrement()
                    self.letter_grid.chain.clear()

            if self.letter_grid.is_complete_chain():
                game_screen.ids.timer.reset()
            self.update_grid()

    def update_grid(self):
        for x, y, letter in self.letter_grid.iterate():
            if letter.is_selected():
                self.grid[x][y].select()
            else:
                self.grid[x][y].unselect()

    def end(self):
        """Shows a Game over screen inspired from 2048
        """
        game_screen = self.parent.parent.parent
        game_screen.end = True
        self.save_highscore()
        end = self.ids.end.__self__
        self.remove_widget(end)
        self.add_widget(end)
        text = 'Game\nover!'
        self.ids.end_label.text = text
        Animation(opacity=1., d=.5).start(end)

    def restart(self):
        """Restarts the game. Puts three random letters on the board.
        """
        self.score.reset()
        self.level.reset()
        for ix, iy, child in self.iterate():
            self.remove_widget(child)
        self.grid = [[None for i in range(GRID_SIZE)] for j in range(GRID_SIZE)]
        self.reposition()
        self.letter_grid = LetterGrid(GRID_SIZE)
        self.letter_grid.setup(3)
开发者ID:enchanter,项目名称:meow_letters,代码行数:70,代码来源:main.py

示例5: __init__

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
class Game:
    sky = None
    
    
    
        

    def __init__(self, screen, endless = False):
        self.screen = screen

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        if not Game.sky:
            Game.sky = util.load_image("taivas")
            Game.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles()
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)

        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        self.pause_image = util.bigfont.render("Pause", Variables.alpha, (0,0,0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

        self.spacepressed = None

    def run(self):
        while not self.done:
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    if not cb.underwater:
                        #~ particle_point=cb.rect.left, cb.rect.top
                        particle_point = cb.tail_point()
                        self.particles.add_trace_particle(particle_point)
                        particle_point = [particle_point[i] + cb.vect[i]/2 for i in (0,1)]
                        self.particles.add_trace_particle(particle_point)
                    if cb.special and (not cb.underwater or rr()>0.6) :
                        particle_point = cb.tail_point()
                        self.particles.add_explosion_particle(particle_point)
                    und_old=cb.underwater
                    cb.update()
                    if cb.underwater and not und_old:
                        for i in xrange(5):
#.........这里部分代码省略.........
开发者ID:italomaia,项目名称:turtle-linux,代码行数:103,代码来源:game.py

示例6: __init__

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
class Game:
    def __init__(self, screen, usealpha = True, noparticles = False, endless = False):
        self.screen = screen
        self.usealpha = usealpha
        self.noparticles = noparticles

        self.sharks = []
        self.shark_sprites = pygame.sprite.Group()

        self.player = Steamboat()
        self.player_sprite = pygame.sprite.Group()
        self.player_sprite.add(self.player)

        self.health = Health()
        self.health_sprite = pygame.sprite.Group()
        self.health_sprite.add(self.health)

        self.damage_count = 0

        self.t = 0

        self.water = Water.global_water #Water(self.usealpha)
        #Water.global_water = self.water
        self.water_sprite = pygame.sprite.Group()
        self.water_sprite.add(self.water)

        self.sky = util.load_image("taivas")
        self.sky = pygame.transform.scale(self.sky, (SCREEN_WIDTH, SCREEN_HEIGHT))

        self.pause_icon = util.load_image("pause")
        
        self.cannonballs = []
        self.cannonball_sprites = pygame.sprite.Group()

        self.pirates = []
        self.pirate_sprites = pygame.sprite.Group()

        self.titanic = None
        self.titanic_sprite = pygame.sprite.Group()

        self.seagulls = []
        self.seagull_sprites = pygame.sprite.Group()

        self.particles = Particles(self.usealpha)
        self.particle_sprite = pygame.sprite.Group()
        self.particle_sprite.add(self.particles)

        self.mines = []
        self.mine_sprites = pygame.sprite.Group()

        self.score = Score()
        self.score_sprite = pygame.sprite.Group()
        self.score_sprite.add(self.score)

        self.powerups = []
        self.powerup_sprites = pygame.sprite.Group()

        self.level = Level(endless)
        self.cheat_current = 0
        
        self.lastshot = MIN_FIRE_DELAY + 1

        self.gameover = False
        self.gameover_image = None
        self.gameover_rect = None
        self.done = False

        self.pause = False
        font = util.load_font("Cosmetica", 40) #pygame.font.Font(pygame.font.get_default_font(), 36)
        self.pause_image = font.render("Pause", True, (0,0,0))
        self.pause_rect = self.pause_image.get_rect()
        self.pause_rect.center = self.screen.get_rect().center

    def run(self):
        while not self.done:
            util.android_check_pause()
            if not self.pause:
                if not self.gameover:
                    self.spawn_enemies()

                self.update_enemies()
                self.player.update()
                self.health.update()
                cloud.update()
                for cb in self.cannonballs:
                    cb.update()
                    if (cb.rect.right < 0 and cb.vect[0] < 0) or (cb.rect.left > SCREEN_WIDTH and cb.vect[0] > 0):
                        self.cannonballs.remove(cb)
                        self.cannonball_sprites.remove(cb)
                self.score.update()

                # Add steam particles
                if not self.noparticles:
                    for i in range(STEAM_3):
                        particle_point = self.player.get_point((5.0 + random.random() * 9.0, 0))
                        particle_point[0] += self.player.rect.centerx
                        particle_point[1] += self.player.rect.centery
                        self.particles.add_steam_particle(particle_point)

                    for i in range(STEAM_3):
#.........这里部分代码省略.........
开发者ID:zielmicha,项目名称:funnyboat-android,代码行数:103,代码来源:game.py

示例7: str

# 需要导入模块: from score import Score [as 别名]
# 或者: from score.Score import update [as 别名]
			if event.key == K_w:
				paddle1.change_y += 6
			elif event.key == K_s:
				paddle1.change_y -= 6
			elif event.key == K_UP:
				paddle2.change_y += 6
			elif event.key == K_DOWN:
				paddle2.change_y -= 6

	# Updates the game objects
	for paddle in paddle_list:
		paddle.update()
	ball.update()
	if ball.rect.right >= constants.screen_width or ball.rect.x <= 0:
		if ball.change_x >= 0:
			paddle1.score += 1
		else:
			paddle2.score += 1
		ball.change_x = 6
		ball.change_y = 6
		ball.rect.topleft = (random.randint(0, 800), random.randint(0, 600))
		if paddle1.score >= 10 or paddle2.score >= 10:
			scoreBoard.update(str(paddle1.score) + " | " + str(paddle2.score))
			text_functions.showText("Game Over", (constants.screen_width/2, constants.screen_height/2), screen)
			pygame.time.wait(500)
			pygame.display.update()
			terminate()
	scoreBoard.update(str(paddle1.score) + " | " + str(paddle2.score))
	pygame.display.update()
	clock.tick(constants.fps)
开发者ID:xianc78,项目名称:Pong,代码行数:32,代码来源:main.py


注:本文中的score.Score.update方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。