CrossHair | analysis tool for Python that blurs the line | Code Analyzer library
kandi X-RAY | CrossHair Summary
kandi X-RAY | CrossHair Summary
An analysis tool for Python that blurs the line between testing and type systems. THE LATEST NEWS: Check out the new crosshair cover command which finds inputs to get you code coverage.
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Top functions reviewed by kandi - BETA
- Makes all registered types
- Register a creator
- Return the origin of the given type
- Register a patch
- Return conditions for a given function
- Parse sphinx raises
- Return the source code for the given thing
- Replaces the first argument of a signature
- Returns the condition of a callable
- Make an interceptor for a function
- Returns the condition conditions for cls
- Make all registered plugins
- Return the condition of a function
- Uninstall plugins
- Process rst file
- Return the first occurrence of substring
- Trace a function call
- Return conditions for a function
- Return the index of substring
- Generate a DateTime instance from an ISO8601 calendar date
- Convert a sequence of bytes into an integer
- Finds all matches in string
- Return an |Isoendar| object
- Partition a string by sep
- Search string
- Trace an op
CrossHair Key Features
CrossHair Examples and Code Snippets
Community Discussions
Trending Discussions on CrossHair
QUESTION
I've just gotten into coding, and I'm trying to make a simple duck shooter game in Godot 3.0. I have a crosshair(Kinematicbody2D) and ducks flying across the screen(also KinematicBody2D). Is there a way that I can detect if the duck and crosshair are overlapping? Like an if statement?
In case anyone's curious, this is the code I've got so far (This is the duck script and the comments are what I need to add in on that line).
ANSWER
Answered 2022-Mar-26 at 00:48I don't think it makes sense to make the crosshair into a physics body. Does it collide/push/bounce off obstacles? Much less a KinematicBody2D
. Do you need move_and_slide
or can you get away with writing the position
? So here are some alternatives to go about it, before I answer the question as posted.
Input Pickable
If you want to find out if the pointer interacts with a physics body, you can enable input_pickable
, and you will get an "input_event"
signal whenever it happens.
Mimic input Pickable
Otherwise you can get the position of the pointing device in an _input
event and query what physics objects are there. Something like this:
QUESTION
[enter image description here][1]> I am using Laravel Vue JS. I am able to get the data and assign it in my chartOptions.series. the main problem is that the chart won't redraw. I declared my highcharts globally and this is a child component that will be imported in my dashboard. Below is my code.
...ANSWER
Answered 2022-Mar-24 at 05:46Did you tried the high chart redraw API
QUESTION
I am trying to plot stock price data for a ticker using lightweight-charts
.I can use it in expected way to draw chart for intervals like 1w, 1 month or 3 month etc. But Chart is not drawn as expected for one-day data.
Here are my part of code :
...ANSWER
Answered 2022-Mar-24 at 14:21QUESTION
I'm trying to create a dashboard where a state can be selected and the graph is updated by that selection, but I get this error:
...'Warning: Error in : 'df', 'hcaes(x = date, y = injured)' arguments are not named in hc_add_series [No stack trace available]'
ANSWER
Answered 2022-Mar-11 at 20:49The call of df
after reactive function should be df()
:
QUESTION
My sample code looks like the following :
...ANSWER
Answered 2022-Mar-09 at 20:23QUESTION
I have the following sample app :
...ANSWER
Answered 2022-Mar-08 at 20:24Given a ChartPanel
, seen here, the following method finds the index
item in the priceSeries
and converts its time to Java2D coordinates relative to the chart.
QUESTION
from numpy import place
import pygame, sys ,random as ran
start = True
ref_x = ran.randint(18,387)
ref_y = ran.randint(18,387)
class Player(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.attack_animation = False
self.sprites_1 = []
self.sprites_1.append(pygame.image.load('.\crossHair.png'))
self.sprites_1.append(pygame.image.load('.\crossHair_2.png'))
self.sprites_1.append(pygame.image.load('.\crossHair_3.png'))
self.sprites_1.append(pygame.image.load('.\crossHair_4.png'))
self.sprites_1.append(pygame.image.load('.\crossHair_5.png'))
self.sprites_1.append(pygame.image.load('.\FIRE.png'))
self.current_sprite = 0
self.image = self.sprites_1[self.current_sprite]
self.image.set_colorkey('white')
for items in self.sprites_1:
items.set_colorkey('white')
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
def attack(self):
self.attack_animation = True
self.image.set_colorkey('white')
if mouse[0]+24 >= ref_x and ref_x+4 >= mouse[0] and mouse[1]+24 >= ref_y and ref_y+13 >= mouse[1]:
get_shot()
else :
print(ref_x,'here')
def update(self,speed):
self.image.set_colorkey('white')
mouse = pygame.mouse.get_pos()
if self.attack_animation == True:
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites_1):
self.current_sprite = 0
self.attack_animation = False
print(mouse)
print('shot')
self.image = self.sprites_1[int(self.current_sprite)]
# self.image = self.sprites_1[int(self.current_sprite)]
self.rect = mouse
class enemy(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.image = pygame.image.load('sp_1.png')
self.rect = self.image.get_rect()
self.rect.center = [pos_x, pos_y]
self.image.set_colorkey((255,255,255))
# General setup
pygame.init()
pygame.mouse.set_visible(0)
clock = pygame.time.Clock()
# Game Screen
screen_width = 400
screen_height = 400
mouse = pygame.mouse.get_pos()
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Sprite Animation")
# Creating the sprites and groups
moving_sprites = pygame.sprite.Group()
crosshair = Player(mouse[0],mouse[1])
enemy_x = ref_x
enemy_y = ref_y
print(enemy_x,enemy_y)
enemy_ = enemy(enemy_x,enemy_y)
moving_sprites.add(enemy_,crosshair)
def get_shot():
moving_sprites.remove(enemy_)
moving_sprites.add(enemy_)
moving_sprites.remove(crosshair)
moving_sprites.add(crosshair)
pygame.display.flip()
while True:
# Player.set_pos(*pygame.mouse.get_pos())
globals()['mouse'] = pygame.mouse.get_pos()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if pygame.mouse.get_pressed()[0]:
crosshair.attack()
# enemy.checkCollision(enemy,crosshair,enemy_)
# enemy.attack()
# pygame.sprite.spritecollide(Player,enemy,True)
screen.fill((120,220,150))
#this is causing the problem
# get_hit = pygame.sprite.spritecollide(Player,enemy,True)
# Drawing
screen.set_colorkey('white')
moving_sprites.draw(screen)
moving_sprites.update(0.06)
pygame.display.flip()
clock.tick(120)
...ANSWER
Answered 2022-Mar-04 at 17:08kill
the enemy and spawn a new enemy in a new random position:
QUESTION
I am plotting data in highcharts, but I want to take sum of grouping data and than plot that sum in highchart, currently able to plot inly single digit but i want to take sum of grouping data than plot it accordingly based on categories.
I am using below code, but able to print only single data point, but I want sum of digits :
...ANSWER
Answered 2022-Mar-02 at 16:08You can use reduce
to create data structuree required by Highcharts. Example:
QUESTION
import pygame, sys
start = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.attack_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('crossHair.png'))
self.sprites.append(pygame.image.load('crossHair_2.png'))
self.sprites.append(pygame.image.load('crossHair_3.png'))
self.sprites.append(pygame.image.load('crossHair_4.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.image.set_colorkey('white')
for items in self.sprites:
items.set_colorkey('white')
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
def attack(self):
self.attack_animation = True
self.image.set_colorkey('white')
def update(self,speed):
self.image.set_colorkey('white')
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.attack_animation = False
self.current_sprite = 0
self.image = self.sprites[int(self.current_sprite)]
# General setup
pygame.init()
clock = pygame.time.Clock()
# Game Screen
screen_width = 400
screen_height = 400
mouse = pygame.mouse.get_pos()
screen = pygame.display.set_mode((screen_width,screen_height))
pygame.display.set_caption("Sprite Animation")
# Creating the sprites and groups
moving_sprites = pygame.sprite.Group()
while True:
globals()['mouse'] = pygame.mo[![now this is the problem][1]][1]use.get_pos()
player = Player(mouse[0],mouse[1])
moving_sprites.add(player)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
player.attack()
# Drawing
screen.fill((0,0,0))
screen.set_colorkey('white')
moving_sprites.draw(screen)
moving_sprites.update(0.04)
pygame.display.flip()
clock.tick(120)
...ANSWER
Answered 2022-Feb-28 at 17:08This is not the way to animate sprites. Creating a new sprite every frame is bad practice and a waste of performance since all objects have to be recreated. Even more you load the images in the constructor of the Player
class. If you do this every frame, then every frame the images have to be loaded from the volume and decoded.
Create the sprite once before the application loop and change the attributes of the sprite object in the loop. This will give you the best performance:
QUESTION
from numpy import size
import pygame
import sys
# --- constants --- # PEP8: `UPPER_CASE_NAMES` for constants
WHITE = (255, 255, 255) # PE8: space after `,`
SIZE = (700, 500)
FPS = 120 # there is no need to use `500` because Python can't run so fast,
# and monitors runs with 60Hz (eventually 120Hz) which can display 60 FPS (120 FPS)
# --- classes --- # PEP8: `CamelCaseNames` for classes
class MySprite(pygame.sprite.Sprite):
def __init__(self, x, y, picture, colorkey):
super().__init__()
# you need one of them
# load image
self.image = pygame.image.load(picture)
# OR
# create surface
# self.image = pygame.Surface((10, 10))
# self.image.fill((255, 0, 0))
# ----
self.rect = self.image.get_rect()
self.rect.center = (x, y)
self.image.set_colorkey(colorkey)
def update(self):
if event.type == pygame.MOUSEBUTTONDOWN:
mouse = pygame.mouse.get_pos()
print(mouse[:])
# --- main ---
pygame.init()
window_game = pygame.display.set_mode(SIZE)
backGround = pygame.image.load('bg.jpg').convert_alpha(window_game)
backGround = pygame.transform.smoothscale(backGround,SIZE)
backGround.set_colorkey(WHITE)
#placeSP_group = pygame.sprite.Group()
placeSP_group = pygame.sprite.OrderedUpdates() # Group which keep order
sprite1 = [MySprite(0, 0, 'crossHair.png', WHITE),MySprite(0, 0, 'crossHair_2.png', WHITE)]
placeSP_group.add([sprite1[0],sprite1[1]])
pygame.mouse.set_visible(False)
clock = pygame.time.Clock() # PEP8: `lower_case_names` for variables
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
#running = False
pygame.quit()
exit()
# create new Sprite
global x,y
x, y = pygame.mouse.get_pos()
new_sprite = sprite1[:]
# add new Sprite at the end of OrderedUpdates()
placeSP_group.add([new_sprite])
# remove Sprite at the beginning of OrderedUpdates()
placeSP_group.sprites()[0].kill()
placeSP_group.update()
# ---
pygame.display.flip()
window_game.fill('white')
window_game.blit(backGround,(0,0)).size
placeSP_group.draw(window_game)
clock.tick(FPS)
...ANSWER
Answered 2022-Feb-26 at 08:05Create a sprite class with a list of images. Add an attribute that counts the frames. Get image from image list in the update
method based on number of frames:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install CrossHair
You can use CrossHair like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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