Introducing pong and snake
This commit is contained in:
parent
640dbd9e8a
commit
149819fdd4
8 changed files with 334 additions and 17 deletions
3
.gitignore
vendored
3
.gitignore
vendored
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@ -4,4 +4,5 @@ PlayerBase_func.pybak
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__pycache__
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maze/__pycache__
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maze/modules/__pycache__
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saves
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saves
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tetris
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Binary file not shown.
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@ -26,7 +26,7 @@ with open("credentials.pickle", "rb") as f:
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if d["credtype"] == "mysql":
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MYSQL_USERNAME = d["user"]
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MYSQL_PASSWORD = d["pass"]
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except EOFError:
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except:
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pass
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@ -5,3 +5,6 @@ from maze.modules.maze import main
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def bruh():
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curses.wrapper(main)
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curses.nocbreak()
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curses.echo()
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curses.endwin()
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@ -141,7 +141,7 @@ class Maze:
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return finalstr
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def path(maze, start, finish): # Not used
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def path(maze, start, finish):
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heuristic = lambda node: abs(node[0] - finish[0]) + abs(node[1] - finish[1])
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nodes_to_explore = [start]
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explored_nodes = set()
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@ -174,7 +174,9 @@ def path(maze, start, finish): # Not used
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nodes_to_explore.append(neighbour)
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def draw_path(path, screen, delay=0, head=None, trail=None, skip_first=True, calledby=None):
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def draw_path(
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path, screen, delay=0, head=None, trail=None, skip_first=True, calledby=None
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):
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if not head:
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head = ("█", curses.color_pair(2))
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if not trail:
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@ -221,11 +223,14 @@ def construction_demo(maze, screen):
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screen.nodelay(False)
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def pathfinding_demo(maze, screen, start_ts, won_coords, loadedcoords=None, loadedtime=0):
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def pathfinding_demo(
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maze, screen, start_ts, won_coords, loadedcoords=None, loadedtime=0
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):
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start = []
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finish = []
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solution = None
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old_solution = None
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def reset(start_or_finish, cell, colour):
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nonlocal solution, old_solution
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if start_or_finish:
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@ -237,16 +242,17 @@ def pathfinding_demo(maze, screen, start_ts, won_coords, loadedcoords=None, load
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start_or_finish.append(cell)
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if start and finish:
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solution, old_solution = tee(path(maze, start[0], finish[0]))
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draw_path(solution, screen, calledby="reset")
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draw_path(solution, screen, calledby="reset")
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maxy, maxx = screen.getmaxyx()
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if loadedcoords:
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current_coords = list(loadedcoords)
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cell = (int(current_coords[0] / 2), int(current_coords[1] / 2))
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reset(finish, cell, curses.color_pair(2))
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reset(start, (0,0), curses.color_pair(2))
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reset(start, (0, 0), curses.color_pair(2))
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else:
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#current_coords = [maxy - 5, maxx - 27]
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# current_coords = [maxy - 5, maxx - 27]
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current_coords = [1, 1]
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screen.addstr(current_coords[0], current_coords[1], "█", curses.color_pair(2))
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WALL = ["═", "║", "╗", "╚", "╝", "╔", "╠", "╣", "╦", "╩", "╬", "═", "═", "║", "║"]
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@ -266,7 +272,9 @@ def pathfinding_demo(maze, screen, start_ts, won_coords, loadedcoords=None, load
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PAUSED = False
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break
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pause_elapsed += int(end_paused_ts - start_paused_ts)
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actual_elapsed = str(int(time.time() - start_ts - -1*loadedtime) - pause_elapsed)
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actual_elapsed = str(
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int(time.time() - start_ts - -1 * loadedtime) - pause_elapsed
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)
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screen.addstr(5, maxx - 17, actual_elapsed + " sec")
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screen.refresh()
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key = screen.getch()
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@ -531,9 +539,9 @@ def play(screen, loadedmaze=None, loadedcoords=None, loadedtime=0):
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def main(screen):
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screen.nodelay(True)
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curses.curs_set(False)
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curses.mousemask(curses.ALL_MOUSE_EVENTS)
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screen.nodelay(True)
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curses.init_pair(1, curses.COLOR_BLUE, curses.COLOR_BLACK)
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curses.init_pair(2, curses.COLOR_GREEN, curses.COLOR_BLACK)
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curses.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
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193
pong.py
Normal file
193
pong.py
Normal file
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@ -0,0 +1,193 @@
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import curses
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import random
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import threading
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import time
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from math import fabs
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quit = threading.Event()
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class Scores:
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def __init__(self):
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self.score = 0
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self.collision_count = 0
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self.speed_multiplier = 0.20
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self.speed_calc = lambda speed: speed - 0.02 if self.score % 30 == 0 else speed
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def scoreupdate(self):
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self.score += 10
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self.collision_count += 1
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self.speed_multiplier = self.speed_calc(self.speed_multiplier)
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return self.speed_multiplier
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class Ball:
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def __init__(self, y, x, screen):
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self.ball_dx = 1
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self.ball_dy = 1
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self.speed_multipliery = random.choice([1, 2])
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self.speed_multiplierx = random.choice([1, 2])
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self.ball_dy *= self.speed_multipliery
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self.ball_dx *= self.speed_multiplierx
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self.ball_coords = [y // 2, x // 2]
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self.y = y
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self.x = x
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self.y_border = [0, y]
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self.x_border = [0, x]
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self.screen = screen
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def move(self):
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raw_calc_to_movey = lambda y: y + self.ball_dy
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raw_calc_to_movex = lambda x: x + self.ball_dx
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raw_movey = raw_calc_to_movey(
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self.ball_coords[0]
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) # Gives raw about to move coords without speed alter
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raw_movex = raw_calc_to_movex(self.ball_coords[1])
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speed_altery = lambda y: int(y / fabs(y)) # Gives unit speed in the current dir
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speed_alterx = lambda x: int(x / fabs(x))
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calc_to_movey = (
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lambda y: y + speed_altery(self.ball_dy)
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if checky(raw_movey)
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else y + self.ball_dy
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) # assign same dir movement coords
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calc_to_movex = (
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lambda x: x + speed_alterx(self.ball_dx)
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if checkx(raw_movex)
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else x + self.ball_dx
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)
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checky = (
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lambda y: True
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if (y in self.y_border)
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or (y >= self.y_border[1])
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or (y <= self.y_border[0] + 1)
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else False
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) # Gives True if out of bound coords
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checkx = (
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lambda x: True
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if (x in self.x_border)
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or (x >= self.x_border[1] - 1)
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or (x <= self.x_border[0] + 1)
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else False
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)
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actual_game_checky = (
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lambda y: True if (y <= self.y_border[0]) else False
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) # Gives true if ball at top
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to_movey = calc_to_movey(self.ball_coords[0]) # Moving here after speed alter
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to_movex = calc_to_movex(self.ball_coords[1])
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old_ball = self.ball_coords.copy()
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collision = False
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pos = self.screen.instr(to_movey, to_movex, 1).decode("utf-8")
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if pos == "=" or pos == "[" or pos == "]":
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collision = True
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if (
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actual_game_checky(to_movey) or collision
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): # Deflect ball if top border/collision
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self.ball_dy *= -1
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elif to_movey >= self.y_border[1] and not collision:
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return [None, None], [None, None], "OVER"
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if checkx(to_movex):
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self.ball_dx *= -1
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self.ball_coords[0] += self.ball_dy
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self.ball_coords[1] += self.ball_dx
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if collision:
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return self.ball_coords, old_ball, "collision"
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return self.ball_coords, old_ball, "nocollision"
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class Player:
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def __init__(self, y, x):
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self.y = y
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self.x = x
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self.paddle = "[=======]"
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self.paddle_posx = x // 2
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self.paddle_posy = y - 1 # Top of paddle
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def player_move(self, dir):
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if dir == "LEFT" and self.paddle_posx > 1:
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self.paddle_posx -= 1
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if dir == "RIGHT" and self.paddle_posx + 10 < self.x:
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self.paddle_posx += 1
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return self.paddle_posy, self.paddle_posx
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def player_movement(screen, player):
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global quit
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screen.keypad(True)
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while 1:
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# f.write("player running\n")
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if quit.is_set():
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break
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old_player_coordsy = player_coordsy = player.paddle_posy
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old_player_coordsx = player_coordsx = player.paddle_posx
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key = screen.getch()
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if key == 27:
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quit.set()
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elif key == curses.KEY_LEFT:
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player_coordsy, player_coordsx = player.player_move("LEFT")
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elif key == curses.KEY_RIGHT:
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player_coordsy, player_coordsx = player.player_move("RIGHT")
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screen.addstr(old_player_coordsy, old_player_coordsx, " ")
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screen.addstr(player_coordsy, player_coordsx, player.paddle)
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def ball_movement(screen, ball, score):
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y, x = screen.getmaxyx()
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while 1:
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# f.write("ball running\n")
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if quit.is_set():
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break
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speed_multi = score.speed_multiplier
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time.sleep(speed_multi)
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ball_coords = ball.move()
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old_ball_posy, old_ball_posx = ball_coords[1]
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ball_posy, ball_posx = ball_coords[0]
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collision = ball_coords[2]
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if collision == "OVER":
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finalscore = score.score
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screen.addstr(y // 2 - 1, x // 2 - 4, "GAME OVER!")
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screen.addstr(y // 2, x // 2 - 5, "The Score is: " + str(finalscore))
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time.sleep(5)
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quit.set()
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break
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elif collision == "collision":
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score.scoreupdate()
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screen.addch(old_ball_posy, old_ball_posx, " ")
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screen.addch(ball_posy, ball_posx, "*")
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screen.refresh()
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def main(screen):
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screen.clear()
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screen.refresh()
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screen.nodelay(True)
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curses.curs_set(False)
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screen.keypad(True)
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y, x = screen.getmaxyx()
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ball = Ball(y, x, screen)
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score = Scores()
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player = Player(y, x)
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ball_thread = threading.Thread(
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target=ball_movement,
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args=(
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screen,
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ball,
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score,
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),
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)
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player_thread = threading.Thread(
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target=player_movement,
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args=(
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screen,
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player,
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),
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)
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ball_thread.start()
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player_thread.run()
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# player_movement(screen, player)
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if __name__ == "__main__":
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curses.wrapper(main)
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112
snake.py
Normal file
112
snake.py
Normal file
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@ -0,0 +1,112 @@
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import curses
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import random
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import time
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from curses import textpad
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OPPOSITE_DIRECTION_DICT = {
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curses.KEY_UP: curses.KEY_DOWN,
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curses.KEY_DOWN: curses.KEY_UP,
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curses.KEY_RIGHT: curses.KEY_LEFT,
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curses.KEY_LEFT: curses.KEY_RIGHT,
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}
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DIRECTIONS_LIST = [curses.KEY_RIGHT, curses.KEY_LEFT, curses.KEY_DOWN, curses.KEY_UP]
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def create_food(snake, box):
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"""Simple function to find coordinates of food which is inside box and not on snake body"""
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food = None
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while food is None:
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food = [
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random.randint(box[0][0] + 1, box[1][0] - 1),
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random.randint(box[0][1] + 1, box[1][1] - 1),
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]
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if food in snake:
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food = None
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return food
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def main(stdscr):
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# initial settings
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curses.curs_set(0)
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stdscr.nodelay(1)
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stdscr.timeout(100)
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# create a game box
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sh, sw = stdscr.getmaxyx()
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box = [[3, 3], [sh - 3, sw - 3]] # [[ul_y, ul_x], [dr_y, dr_x]]
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textpad.rectangle(stdscr, box[0][0], box[0][1], box[1][0], box[1][1])
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# create snake and set initial direction
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snake = [[sh // 2, sw // 2 + 1], [sh // 2, sw // 2], [sh // 2, sw // 2 - 1]]
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direction = curses.KEY_RIGHT
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# draw snake
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for y, x in snake:
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stdscr.addstr(y, x, "#")
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# create food
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food = create_food(snake, box)
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stdscr.addstr(food[0], food[1], "*")
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# print score
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score = 0
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score_text = "Score: {}".format(score)
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stdscr.addstr(1, sw // 2 - len(score_text) // 2, score_text)
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while 1:
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# non-blocking input
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key = stdscr.getch()
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# set direction if user pressed any arrow key and that key is not opposite of current direction
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if key in DIRECTIONS_LIST and key != OPPOSITE_DIRECTION_DICT[direction]:
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direction = key
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# find next position of snake head
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head = snake[0]
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if direction == curses.KEY_RIGHT:
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new_head = [head[0], head[1] + 1]
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elif direction == curses.KEY_LEFT:
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new_head = [head[0], head[1] - 1]
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elif direction == curses.KEY_DOWN:
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new_head = [head[0] + 1, head[1]]
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elif direction == curses.KEY_UP:
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new_head = [head[0] - 1, head[1]]
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# insert and print new head
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stdscr.addstr(new_head[0], new_head[1], "#")
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snake.insert(0, new_head)
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# if sanke head is on food
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if snake[0] == food:
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# update score
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score += 1
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score_text = "Score: {}".format(score)
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stdscr.addstr(1, sw // 2 - len(score_text) // 2, score_text)
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# create new food
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food = create_food(snake, box)
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stdscr.addstr(food[0], food[1], "*")
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# increase speed of game
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stdscr.timeout(100 - (len(snake) // 3) % 90)
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else:
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# shift snake's tail
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stdscr.addstr(snake[-1][0], snake[-1][1], " ")
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snake.pop()
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# conditions for game over
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if (
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snake[0][0] in [box[0][0], box[1][0]]
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or snake[0][1] in [box[0][1], box[1][1]]
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or snake[0] in snake[1:]
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):
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msg = "Game Over!"
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stdscr.addstr(sh // 2, sw // 2 - len(msg) // 2, msg)
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stdscr.nodelay(0)
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stdscr.getch()
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time.sleep(5)
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break
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curses.wrapper(main)
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12
starter.py
12
starter.py
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@ -16,7 +16,7 @@ with open("credentials.pickle", "rb") as f:
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user = d["user"]
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password = d["pass"]
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break
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except EOFError:
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except:
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user = password = None
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@ -38,7 +38,7 @@ Run 'python starter.py initsql' to initialise credentials of your choice. """
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d["pass"] = ""
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f.seek(pos)
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pickle.dump(d, f)
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except EOFError:
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except:
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pass
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return None, None
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@ -53,9 +53,9 @@ else:
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databaseinit()
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subprocess.call(
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f"mysql -u {user} --password={password} -D labyrinth < {os.path.abspath('dbdump.sql')}",
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shell=True#,
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#stdout=subprocess.DEVNULL,
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#stderr=subprocess.DEVNULL,
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shell=True # ,
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# stdout=subprocess.DEVNULL,
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# stderr=subprocess.DEVNULL,
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)
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print("Successfully dumped sample data")
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elif sys.argv[1] == "initsql":
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@ -71,6 +71,6 @@ else:
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d["pass"] = password
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f.seek(pos)
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pickle.dump(d, f)
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except EOFError:
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except:
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pass
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print("Successfully set.")
|
||||
|
|
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Reference in a new issue