本文整理汇总了Python中timer.Timer.elapsed方法的典型用法代码示例。如果您正苦于以下问题:Python Timer.elapsed方法的具体用法?Python Timer.elapsed怎么用?Python Timer.elapsed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timer.Timer
的用法示例。
在下文中一共展示了Timer.elapsed方法的8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: on_vehicle_enter
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
def on_vehicle_enter(self, e):
if e.vehicle.group == AIR:
enter_time = e.tick - self.spawn_times[e.player]
air_timer = Timer()
air_timer.elapsed = enter_time
if e.player in self.results:
self.results[e.player] = min(air_timer, self.results[e.player])
else:
self.results[e.player] = air_timer
示例2: Bullet
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
class Bullet(TextEntity):
def __init__(self, owner, layer, vel_x, vel_y):
TextEntity.__init__(self, owner, layer, char = '+')
self.setPos(owner.pos_x, owner.pos_y)
self.setOldPos(owner.pos_x, owner.pos_y)
self.resistance_x = 0
self.resistance_y = 0
self.vel_x = vel_x
self.vel_y = vel_y
self.visible = True
self.liveTimer = Timer()
self.liveTimer.start()
self.name = 'Bullet'
def death(self, attacker=None, deathtype=None):
self.health = -1
def collideHandler(self):
for partner in self.touching:
if partner[0]:
if partner[0] == self.owner:
pass # we don't hurt ourselves :D
else:
#print "Bullet collided with", partner[0]
#self.pos_x = partner[1][0]
#self.pos_y = partner[1][1]
self.pos_x = self.oldpos_x
self.pos_y = self.oldpos_y
self.vel_x = 0
self.vel_y = 0
self.health = 0
else:
# hit the map
#print "hit a wall"
self.pos_x = self.oldpos_x
self.pos_y = self.oldpos_y
self.vel_x = 0
self.vel_y = 0
self.health = 0
self.touching = []
def think(self, frameDT):
if len(self.touching): self.collideHandler()
if self.liveTimer.elapsed() > 1000:
#print "timed out!"
self.health = 0
if not self.health:
#print "died!"
self.death()
示例3: do_GET
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
def do_GET(self):
fps = Fps()
init_time = Timer()
init_time.start()
cap = cv2.VideoCapture(0)
try:
init_time.end()
print "initialization time : " + str(init_time.elapsed()) + " elapsed"
self.send_response(httplib.OK)
self.send_header("Content-type", "multipart/x-mixed-replace;boundary=boundarytag")
self.end_headers()
fps.start()
while True:
t = Timer()
retval, frame = cap.read()
img = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB)
jpg = Image.fromarray(img)
tmp = StringIO.StringIO()
t.start()
jpg.save(tmp, 'JPEG')
t.end()
print "frame encoding time : " + str(t.elapsed()) + " elapsed"
self.wfile.write("--boundarytag")
self.send_header("Content-type", "image/jpeg")
self.send_header("Content-Length", len(tmp.getvalue()))
self.end_headers()
self.wfile.write(tmp.getvalue())
fps.increase()
except KeyboardInterrupt:
print "keboard interrupt"
finally:
fps.end()
cap.release()
print fps.fps()
示例4: gameLoop
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
def gameLoop():
global frameDT
frameTime = Timer()
frameDT = 0.0
while 1:
frameTime.start()
# INPUT
keys_down, keys_up, other = keyInput.retrieve()
# UPDATE
result = game.update(keys_down, keys_up, other)
# LOGIC
result = game.run(frameDT)
# RENDER
game.camera.snap(frameDT)
# WAIT
endFrameTime = frameTime.elapsed()
if endFrameTime < MaxFPSWait: time.sleep((MaxFPSWait - endFrameTime) / 1000)
frameDT = frameTime.elapsed()
示例5: Player
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
class Player(TextEntity):
def __init__(self):
TextEntity.__init__(self, self, 0)
self.rateOfFire = 250
self.shooting = False
self.shootingTime = Timer().start()
self.fire_x = 0
self.fire_y = 0
self.fire_vel = 50
self.name = 'Player'
self.moveRate = 50
self.moving = False
self.moveTime = Timer().start()
self.move_vel = 7
self.vel_y_max = 10
self.vel_x_max = 10
self.resistance_x = 35.0
self.resistance_y = 35.0
self.levelMax = 20
self.levelCur = 0
self.levelFuzzieEx = 5 #Chance of a fuzzie spawning during the time (20% chance)
#self.constaccel_y = 20.0
#self.vel_x_max = 100.0
#self.vel_y_max = 100.0
# self.accel_y = 0.0
#self.resistance_x = 1.0
def left(self, key, state):
if state == True:
self.moving |= MOVE_LEFT
else:
self.moving &= ~MOVE_LEFT
def right(self, key, state):
if state == True:
self.moving |= MOVE_RIGHT
else:
self.moving &= ~MOVE_RIGHT
def up(self, key, state):
if state == True:
self.moving |= MOVE_UP
else:
self.moving &= ~MOVE_UP
def down(self, key, state):
# POWER SLIDE!!!
#if state == True:
# self.resistance_x -= 600
#else: self.resistance_x += 600
if state == True:
self.moving |= MOVE_DOWN
else:
self.moving &= ~MOVE_DOWN
def _move(self):
if self.moveTime.elapsed() < self.moveRate:
return
x = y = 0
if self.moving & MOVE_LEFT: x -= self.move_vel
if self.moving & MOVE_RIGHT: x += self.move_vel
if self.moving & MOVE_UP: y -= self.move_vel
if self.moving & MOVE_DOWN: y += self.move_vel
self.impulse(x, y)
self.moveTime.restart()
def _fire(self, x, y):
if self.shootingTime.elapsed() < self.rateOfFire:
return
if not x and not y: return
getScene().add(Bullet(self, 3, x, y), 3)
self.shootingTime.restart()
def fireUp(self, key, state):
if self.shooting and not state:
self.shooting -= 1
self.fire_y += self.fire_vel
elif state == True:
self.shooting += 1
self.fire_y += -self.fire_vel
def fireDown(self, key, state):
if self.shooting and not state:
self.shooting -= 1
self.fire_y -= self.fire_vel
elif state == True:
self.shooting += 1
self.fire_y += self.fire_vel
def fireLeft(self, key, state):
if self.shooting and not state:
self.shooting -= 1
self.fire_x += self.fire_vel
elif state == True:
self.shooting += 1
self.fire_x += -self.fire_vel
def fireRight(self, key, state):
if self.shooting and not state:
self.shooting -= 1
#.........这里部分代码省略.........
示例6: Fortress
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
class Fortress(Token):
"""represents the fortress object that typically appears in the center of the worldsurf"""
def __init__(self, app):
super(Fortress, self).__init__()
self.app = app
self.position.x = self.app.world.centerx
self.position.y = self.app.world.centery
self.color = (255, 255, 0)
self.collision_radius = self.app.config['Fortress']['fortress_radius'] * self.app.aspect_ratio
self.last_orientation = self.orientation
self.timer = Timer(self.app.gametimer.elapsed)
self.sector_size = self.app.config['Fortress']['fortress_sector_size']
self.lock_time = self.app.config['Fortress']['fortress_lock_time']
self.reset_timer = Timer(self.app.gametimer.elapsed)
self.alive = True
if self.app.config['Graphics']['fancy']:
self.fortress = pygl2d.image.Image(pkg_resources.resource_stream("resources", 'gfx/psf5.png'))
self.fortress_rect = self.fortress.get_rect()
self.fortress.scale((72 * self.app.aspect_ratio) / 128)
def compute(self):
"""determines orientation of fortress"""
if self.app.ship.alive:
self.orientation = self.to_target_orientation(self.app.ship) // self.sector_size * self.sector_size #integer division truncates
if self.orientation != self.last_orientation:
self.last_orientation = self.orientation
self.timer.reset()
if self.timer.elapsed() >= self.lock_time and self.app.ship.alive and self.app.fortress.alive:
self.app.gameevents.add("fire", "fortress", "ship")
self.fire()
self.timer.reset()
if not self.alive and self.reset_timer.elapsed() > 1000:
self.alive = True
def fire(self):
self.app.snd_shell_fired.play()
self.app.shell_list.append(shell.Shell(self.app, self.to_target_orientation(self.app.ship)))
def draw(self):
"""draws fortress to worldsurf"""
if self.app.config['Graphics']['fancy']:
self.fortress.rotate(self.orientation - 90)
self.fortress_rect.center = (self.position.x, self.position.y)
self.fortress.draw(self.fortress_rect.topleft)
else:
#pygame.draw.circle(worldsurf, (0, 0, 0), (self.position.x, self.position.y), int(30 * self.app.aspect_ratio))
sinphi = math.sin(math.radians((self.orientation) % 360))
cosphi = math.cos(math.radians((self.orientation) % 360))
x1 = 18 * cosphi * self.app.aspect_ratio + self.position.x
y1 = -(18 * sinphi) * self.app.aspect_ratio + self.position.y
x2 = 36 * cosphi * self.app.aspect_ratio + self.position.x
y2 = -(36 * sinphi) * self.app.aspect_ratio + self.position.y
x3 = (18 * cosphi - -18 * sinphi) * self.app.aspect_ratio + self.position.x
y3 = (-(-18 * cosphi + 18 * sinphi)) * self.app.aspect_ratio + self.position.y
x4 = -(-18 * sinphi) * self.app.aspect_ratio + self.position.x
y4 = -(-18 * cosphi) * self.app.aspect_ratio + self.position.y
x5 = (18 * cosphi - 18 * sinphi) * self.app.aspect_ratio + self.position.x
y5 = (-(18 * cosphi + 18 * sinphi)) * self.app.aspect_ratio + self.position.y
x6 = -(18 * sinphi) * self.app.aspect_ratio + self.position.x
y6 = -(18 * cosphi) * self.app.aspect_ratio + self.position.y
pygl2d.draw.line((x1, y1), (x2, y2), self.color, self.app.linewidth)
pygl2d.draw.line((x3, y3), (x5, y5), self.color, self.app.linewidth)
pygl2d.draw.line((x3, y3), (x4, y4), self.color, self.app.linewidth)
pygl2d.draw.line((x5, y5), (x6, y6), self.color, self.app.linewidth)
示例7: Timer
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
'''
this application is video capture example
'''
import numpy as np
import cv2
from timer import Timer
timer = Timer()
timer.start()
cap = cv2.VideoCapture(0)
timer.end()
print "initialization elapsed : " + str(timer.elapsed())
while(True):
# Capture frame-by-frame
ret, frame = cap.read()
# Our operations on the frame come here
gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
# Display the resulting frame
cv2.imshow('frame',gray)
if cv2.waitKey(1) & 0xFF == ord('q'):
break
# When everything done, release the capture
cap.release()
cv2.destroyAllWindows()
示例8: Bonus
# 需要导入模块: from timer import Timer [as 别名]
# 或者: from timer.Timer import elapsed [as 别名]
class Bonus(Token):
"""bonus symbol"""
def __init__(self, app):
super(Bonus, self).__init__()
self.position.x = 0
self.position.y = 0
self.app = app
self.symbols = self.app.config['Bonus']['non_bonus_symbols']
self.set_bonus_location()
self.visible = False
self.font = self.app.f28
self.bonus_symbol = self.app.config['Bonus']['bonus_symbol']
self.current_symbol = None
self.prior_symbol = None
if self.app.config['General']['bonus_system'] == "AX-CPT":
self.bonus_count = 1
else:
self.bonus_count = 0
self.flag = False
self.probability = self.app.config['Bonus']['bonus_probability']
self.timer = Timer(self.app.gametimer.elapsed)
#new attributes for AX-CPT
self.cue_time = self.app.config['AX-CPT']['cue_visibility']
self.target_time = self.app.config['AX-CPT']['target_visibility']
self.isi_time = self.app.config['AX-CPT']['isi_time']
self.iti_time = self.app.config['AX-CPT']['iti_time']
self.state = self.app.config['AX-CPT']['state']
self.ax_prob = self.app.config['AX-CPT']['ax_prob']
self.ay_prob = self.app.config['AX-CPT']['ay_prob']
self.bx_prob = self.app.config['AX-CPT']['bx_prob']
self.by_prob = self.app.config['AX-CPT']['by_prob']
self.a_symbols = self.app.config['AX-CPT']['a_symbols']
self.b_symbols = self.app.config['AX-CPT']['b_symbols']
self.x_symbols = self.app.config['AX-CPT']['x_symbols']
self.y_symbols = self.app.config['AX-CPT']['y_symbols']
self.current_pair = "nothing" #either "ax", "ay", "bx", or "by"
self.current_symbols = self.pick_next_pair()
self.axcpt_flag = False #bonus is capturable
def generate_new_position(self):
self.position.x = random.randint(self.app.world.left + 30, self.app.world.right - 30)
self.position.y = random.randint(self.app.world.top + 30, self.app.world.bottom - 30)
def set_bonus_location(self):
if self.app.config['General']['bonus_location'] == 'Random':
self.generate_new_position()
while self.get_distance_to_object(self.app.fortress) < self.app.config['Hexagon']['small_hex'] * self.app.aspect_ratio * 1.25:
self.generate_new_position()
elif self.app.config['General']['bonus_location'] == 'Probabilistic':
w = self.app.world.width / 5
h = self.app.world.height / 5
probs = map(float, self.app.config['Bonus']['quadrant_probs'].split(','))
r
if r <= probs[0]:
self.position.x = self.app.world.left + w
self.position.y = self.app.world.top + h
elif r <= probs[1]:
self.position.x = self.app.world.left + w * 4
self.position.y = self.app.world.top + h
elif r <= probs[2]:
self.position.x = self.app.world.left + w
self.position.y = self.app.world.top + h * 4
else:
self.position.x = self.app.world.left + w * 4
self.position.y = self.app.world.top + h * 4
else:
self.position.x = self.app.config['Bonus']['bonus_pos_x'] * self.app.aspect_ratio
self.position.y = self.app.config['Bonus']['bonus_pos_y'] * self.app.aspect_ratio
def draw(self):
"""draws bonus symbol to screen"""
bonus = pygl2d.font.RenderText("%s" % self.current_symbol, (255, 200, 0), self.font)
bonus_rect = bonus.get_rect()
bonus_rect.center = (self.position.x, self.position.y)
bonus.draw(bonus_rect.topleft)
def get_new_symbol(self):
"""assigns new bonus symbol"""
self.prior_symbol = self.current_symbol
if random.random() < self.probability:
self.current_symbol = self.bonus_symbol
else:
self.current_symbol = random.sample(self.symbols, 1)[0]
self.flag = True
self.set_bonus_location()
self.bonus_count += 1
def pick_next_pair(self):
"""picks next cue and target for ax-cpt task"""
chance = random.random()
if chance < self.ax_prob:
self.current_pair = "ax"
return([random.choice(self.a_symbols), random.choice(self.x_symbols)])
elif chance < (self.ax_prob + self.ay_prob):
self.current_pair = "ay"
return([random.choice(self.a_symbols), random.choice(self.y_symbols)])
elif chance < (self.ax_prob + self.ay_prob + self.bx_prob):
self.current_pair = "bx"
return([random.choice(self.b_symbols), random.choice(self.x_symbols)])
else:
#.........这里部分代码省略.........