在交互模式下测试为;

# -*- coding: utf-8 -*-   
# 1 - Import library   
import pygame  
from pygame.locals import *  
import math  
import random  
# 2 - Initialize the game   
keys = [False, False, False, False]  
playerpos=[100,100]  
acc=[0,0]  
arrows=[]  
badtimer=100  
badtimer1=0  
badguys=[[640,100]]  
healthvalue=194  
pygame.init()  
width, height = 640, 480  
screen=pygame.display.set_mode((width, height))  

pygame.mixer.init()  

# 3 - Load images   
player = pygame.image.load("resources/images/dude.png")  
grass = pygame.image.load("resources/images/grass.png")  
castle = pygame.image.load("resources/images/castle.png")  
arrow = pygame.image.load("resources/images/bullet.png")  
badguyimg1 = pygame.image.load("resources/images/badguy.png")  
gameover = pygame.image.load("resources/images/gameover.png")  
youwin = pygame.image.load("resources/images/youwin.png")  
healthbar = pygame.image.load("resources/images/healthbar.png")  
health = pygame.image.load("resources/images/health.png")  
badguyimg=badguyimg1  
# 3.1 - Load audio   
hit = pygame.mixer.Sound("resources/audio/explode.wav")  
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")  
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")  
hit.set_volume(0.05)  
enemy.set_volume(0.05)  
shoot.set_volume(0.05)  
pygame.mixer.music.load('resources/audio/moonlight.wav')  
pygame.mixer.music.play(-1, 0.0)  
pygame.mixer.music.set_volume(0.25)  
# 4 - keep looping through   
running = 1  
exitcode = 0  
while running:  
    badtimer-=1  
    # 5 - clear the screen before drawing it again   
    screen.fill(0)  
    # 6 - draw the screen elements   

    for x in range(width/grass.get_width()+1):  
        for y in range(height/grass.get_height()+1):  
            screen.blit(grass,(x*100,y*100))  
    screen.blit(castle,(0,30))  
    screen.blit(castle,(0,135))  
    screen.blit(castle,(0,240))  
    screen.blit(castle,(0,345 ))  
    #screen.blit(player, (100,100))   
    #screen.blit(player, playerpos)   
    position = pygame.mouse.get_pos()  
    angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))  
    playerrot = pygame.transform.rotate(player, 360-angle*57.29)  
    playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)  
    screen.blit(playerrot, playerpos1)  
    # 6.2 - Draw arrows   
    for bullet in arrows:  
        index=0  
        velx=math.cos(bullet[0])*10  
        vely=math.sin(bullet[0])*10  
        bullet[1]+=velx  
        bullet[2]+=vely  
        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:  
            arrows.pop(index)  
        index+=1  
        for projectile in arrows:  
            arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)  
            screen.blit(arrow1, (projectile[1], projectile[2]))  
    # 6.3 - Draw badgers   
    if badtimer==0:  
        badguys.append([640, random.randint(50,430)])  
        badtimer=100-(badtimer1*2)  
        if badtimer1>=35:  
            badtimer1=35  
        else:  
            badtimer1+=5  
    index=0  
    for badguy in badguys:  
        # 6.3.1 - Attack castle   

        badrect=pygame.Rect(badguyimg.get_rect())  
        badrect.top=badguy[1]  
        badrect.left=badguy[0]  
        if badrect.left<64:  
            hit.play()  
            healthvalue -= random.randint(5,20)  
            badguys.pop(index)  
        #6.3.2 - Check for collisions   

        index1=0  
        for bullet in arrows:  
            bullrect=pygame.Rect(arrow.get_rect())  
            bullrect.left=bullet[1]  
            bullrect.top=bullet[2]  
            if badrect.colliderect(bullrect):  
                enemy.play()  
                acc[0]+=1  
                badguys.pop(index)  
                arrows.pop(index1)  
            index1+=1  
        # 6.3.3 - Next bad guy   
        if badguy[0]<-64:  
            badguys.pop(index)  
        badguy[0]-=7  
        index+=1  
    for badguy in badguys:  
        screen.blit(badguyimg, badguy)  
    # 6.4 - Draw clock   

    font = pygame.font.Font(None, 24)  
    survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))  
    textRect = survivedtext.get_rect()  
    textRect.topright=[635,5]  
    screen.blit(survivedtext, textRect)  

    # 6.5 - Draw health bar   
    screen.blit(healthbar, (5,5))  
    for health1 in range(healthvalue):  
        screen.blit(health, (health1+8,8))  
    # 7 - update the screen   
    pygame.display.flip()  
    # 8 - loop through the events   
    for event in pygame.event.get():  
        # check if the event is the X button    
        if event.type==pygame.QUIT:  
            # if it is quit the game   
            pygame.quit()   
            exit(0)  
        if event.type == pygame.KEYDOWN:  
            if event.key==K_w:  
                keys[0]=True  
            elif event.key==K_a:  
                keys[1]=True  
            elif event.key==K_s:  
                keys[2]=True  
            elif event.key==K_d:  
                keys[3]=True  
        if event.type == pygame.KEYUP:  
            if event.key==pygame.K_w:  
                keys[0]=False  
            elif event.key==pygame.K_a:  
                keys[1]=False  
            elif event.key==pygame.K_s:  
                keys[2]=False  
            elif event.key==pygame.K_d:  
                keys[3]=False  
        if event.type==pygame.MOUSEBUTTONDOWN:  
            shoot.play()  
            position=pygame.mouse.get_pos()  
            acc[1]+=1  
            arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])  
    # 9 - Move player   
    if keys[0]:  
        playerpos[1]-=5  
    elif keys[2]:  
        playerpos[1]+=5  
    if keys[1]:  
        playerpos[0]-=5  
    elif keys[3]:  
        playerpos[0]+=5  
    #10 - Win/Lose check   
    if pygame.time.get_ticks()>=90000:  
        running=0  
        exitcode=1  
    if healthvalue<=0:  
        running=0  
        exitcode=0  
    if acc[1]!=0:  
        accuracy=acc[0]*1.0/acc[1]*100  
    else:  
        accuracy=0  
# 11 - Win/lose display           
if exitcode==0:  
    pygame.font.init()  
    font = pygame.font.Font(None, 24)  
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))  
    textRect = text.get_rect()  
    textRect.centerx = screen.get_rect().centerx  
    textRect.centery = screen.get_rect().centery+24  
    screen.blit(gameover, (0,0))  
    screen.blit(text, textRect)  
else:  
    pygame.font.init()  
    font = pygame.font.Font(None, 24)  
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0))  
    textRect = text.get_rect()  
    textRect.centerx = screen.get_rect().centerx  
    textRect.centery = screen.get_rect().centery+24  
    screen.blit(youwin, (0,0))  
    screen.blit(text, textRect)  
while 1:  
    for event in pygame.event.get():  
        if event.type == pygame.QUIT:  
            pygame.quit()  
            exit(0)  
    pygame.display.flip()  

# -*- coding: utf-8 -*-
# 1 - Import library
import pygame
from pygame.locals import *
import math
import random
# 2 - Initialize the game
keys = [False, False, False, False]
playerpos=[100,100]
acc=[0,0]
arrows=[]
badtimer=100
badtimer1=0
badguys=[[640,100]]
healthvalue=194
pygame.init()
width, height = 640, 480
screen=pygame.display.set_mode((width, height))

pygame.mixer.init()

# 3 - Load images
player = pygame.image.load("resources/images/dude.png")
grass = pygame.image.load("resources/images/grass.png")
castle = pygame.image.load("resources/images/castle.png")
arrow = pygame.image.load("resources/images/bullet.png")
badguyimg1 = pygame.image.load("resources/images/badguy.png")
gameover = pygame.image.load("resources/images/gameover.png")
youwin = pygame.image.load("resources/images/youwin.png")
healthbar = pygame.image.load("resources/images/healthbar.png")
health = pygame.image.load("resources/images/health.png")
badguyimg=badguyimg1
# 3.1 - Load audio
hit = pygame.mixer.Sound("resources/audio/explode.wav")
enemy = pygame.mixer.Sound("resources/audio/enemy.wav")
shoot = pygame.mixer.Sound("resources/audio/shoot.wav")
hit.set_volume(0.05)
enemy.set_volume(0.05)
shoot.set_volume(0.05)
pygame.mixer.music.load('resources/audio/moonlight.wav')
pygame.mixer.music.play(-1, 0.0)
pygame.mixer.music.set_volume(0.25)
# 4 - keep looping through
running = 1
exitcode = 0
while running:
    badtimer-=1
    # 5 - clear the screen before drawing it again
    screen.fill(0)
    # 6 - draw the screen elements

    for x in range(width/grass.get_width()+1):
        for y in range(height/grass.get_height()+1):
            screen.blit(grass,(x*100,y*100))
    screen.blit(castle,(0,30))
    screen.blit(castle,(0,135))
    screen.blit(castle,(0,240))
    screen.blit(castle,(0,345 ))
    #screen.blit(player, (100,100))
    #screen.blit(player, playerpos)
    position = pygame.mouse.get_pos()
    angle = math.atan2(position[1]-(playerpos[1]+32),position[0]-(playerpos[0]+26))
    playerrot = pygame.transform.rotate(player, 360-angle*57.29)
    playerpos1 = (playerpos[0]-playerrot.get_rect().width/2, playerpos[1]-playerrot.get_rect().height/2)
    screen.blit(playerrot, playerpos1)
    # 6.2 - Draw arrows
    for bullet in arrows:
        index=0
        velx=math.cos(bullet[0])*10
        vely=math.sin(bullet[0])*10
        bullet[1]+=velx
        bullet[2]+=vely
        if bullet[1]<-64 or bullet[1]>640 or bullet[2]<-64 or bullet[2]>480:
            arrows.pop(index)
        index+=1
        for projectile in arrows:
            arrow1 = pygame.transform.rotate(arrow, 360-projectile[0]*57.29)
            screen.blit(arrow1, (projectile[1], projectile[2]))
    # 6.3 - Draw badgers
    if badtimer==0:
        badguys.append([640, random.randint(50,430)])
        badtimer=100-(badtimer1*2)
        if badtimer1>=35:
            badtimer1=35
        else:
            badtimer1+=5
    index=0
    for badguy in badguys:
        # 6.3.1 - Attack castle

        badrect=pygame.Rect(badguyimg.get_rect())
        badrect.top=badguy[1]
        badrect.left=badguy[0]
        if badrect.left<64:
            hit.play()
            healthvalue -= random.randint(5,20)
            badguys.pop(index)
        #6.3.2 - Check for collisions

        index1=0
        for bullet in arrows:
            bullrect=pygame.Rect(arrow.get_rect())
            bullrect.left=bullet[1]
            bullrect.top=bullet[2]
            if badrect.colliderect(bullrect):
                enemy.play()
                acc[0]+=1
                badguys.pop(index)
                arrows.pop(index1)
            index1+=1
        # 6.3.3 - Next bad guy
        if badguy[0]<-64:
            badguys.pop(index)
        badguy[0]-=7
        index+=1
    for badguy in badguys:
        screen.blit(badguyimg, badguy)
    # 6.4 - Draw clock

    font = pygame.font.Font(None, 24)
    survivedtext = font.render(str((90000-pygame.time.get_ticks())/60000)+":"+str((90000-pygame.time.get_ticks())/1000%60).zfill(2), True, (0,0,0))
    textRect = survivedtext.get_rect()
    textRect.topright=[635,5]
    screen.blit(survivedtext, textRect)

    # 6.5 - Draw health bar
    screen.blit(healthbar, (5,5))
    for health1 in range(healthvalue):
        screen.blit(health, (health1+8,8))
    # 7 - update the screen
    pygame.display.flip()
    # 8 - loop through the events
    for event in pygame.event.get():
        # check if the event is the X button 
        if event.type==pygame.QUIT:
            # if it is quit the game
            pygame.quit() 
            exit(0)
        if event.type == pygame.KEYDOWN:
            if event.key==K_w:
                keys[0]=True
            elif event.key==K_a:
                keys[1]=True
            elif event.key==K_s:
                keys[2]=True
            elif event.key==K_d:
                keys[3]=True
        if event.type == pygame.KEYUP:
            if event.key==pygame.K_w:
                keys[0]=False
            elif event.key==pygame.K_a:
                keys[1]=False
            elif event.key==pygame.K_s:
                keys[2]=False
            elif event.key==pygame.K_d:
                keys[3]=False
        if event.type==pygame.MOUSEBUTTONDOWN:
            shoot.play()
            position=pygame.mouse.get_pos()
            acc[1]+=1
            arrows.append([math.atan2(position[1]-(playerpos1[1]+32),position[0]-(playerpos1[0]+26)),playerpos1[0]+32,playerpos1[1]+32])
    # 9 - Move player
    if keys[0]:
        playerpos[1]-=5
    elif keys[2]:
        playerpos[1]+=5
    if keys[1]:
        playerpos[0]-=5
    elif keys[3]:
        playerpos[0]+=5
    #10 - Win/Lose check
    if pygame.time.get_ticks()>=90000:
        running=0
        exitcode=1
    if healthvalue<=0:
        running=0
        exitcode=0
    if acc[1]!=0:
        accuracy=acc[0]*1.0/acc[1]*100
    else:
        accuracy=0
# 11 - Win/lose display        
if exitcode==0:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (255,0,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(gameover, (0,0))
    screen.blit(text, textRect)
else:
    pygame.font.init()
    font = pygame.font.Font(None, 24)
    text = font.render("Accuracy: "+str(accuracy)+"%", True, (0,255,0))
    textRect = text.get_rect()
    textRect.centerx = screen.get_rect().centerx
    textRect.centery = screen.get_rect().centery+24
    screen.blit(youwin, (0,0))
    screen.blit(text, textRect)
while 1:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            exit(0)
    pygame.display.flip()

在批量部署大量服务器,比如几款刀片服务器的时候,处理网卡绑定的过程是比较繁琐的,而且一不小心就会操作失误,为此将操作过程组成shell,方便、高效、不出错。

 

-*- coding: utf-8 -*- # 1 – Import library
import pygame from pygame.locals import * import math import random #
2 – Initialize the game keys = [False, False, False, False]
playe…

#!/bin/bash  
#-------------------------------------------------------------------------------  
# Name:      netbond  
# Filename : netbond.sh  
# Local:       

# What:      用于双网卡绑定  
# HowTo :    sh ./netbond.sh ethN ethN bondN ipaddr netmask gateway  

# Version   : v1.0 2013.9.3  
# Release   : 2013-9-3  
# Author    : Gtlions  
# Copyright : Copyright (c) Gtlions 2013 <[email protected]>     
# Licence   : <Gtlions's licence>  
#-------------------------------------------------------------------------------  


if [ x$5 = x ]; then  
    echo "Input Error!"  
    echo "Usage: sh ./netbond.sh ethN ethN bondN ipaddr netmask gateway"  
    exit 1  
fi  
SCRIPTFILE=$0  
ETHN1=$1  
ETHN2=$2  
BONDN=$3  
IPADDR=$4  
NETMASK=$5  
GATEWAY=$6  
ETHN1FILE=/etc/sysconfig/network-scripts/ifcfg-$ETHN1  
ETHN2FILE=/etc/sysconfig/network-scripts/ifcfg-$ETHN2  
BONDFILE=/etc/sysconfig/network-scripts/ifcfg-$BONDN  
ETHN1BAK=ifcfg-$ETHN1.bak  
ETHN2BAK=ifcfg-$ETHN2.bak  

if [ ! -f $ETHN1FILE ]; then  
    echo "Error!Not exist $ETHN1FILE"  
    exit 1  
fi  
if [ ! -f $ETHN2FILE ]; then  
    echo "Error!Not exist $ETHN2FILE"  
    exit 1  
fi  
if [ -f $BONDFILE ]; then  
    echo "Error!Exist $BONDFILE"  
    exit 1  
fi  

echo "Set Info: $ETHN1 AND $ETHN2 will bond to $BONDN : $IPADDR,$NETMASK,$GATEWAY"  
echo "Go On?[Y/N]"  
read GOON  
GOON1=`echo $GOON |tr 'a-z' 'A-Z'|cut -c1`  
if [ $GOON1 = "Y" ]; then  

    cp $ETHN1FILE ETHN1BAK  
    cp $ETHN2FILE ETHN2BAK  
    if [ -f ETHN1BAK ] && [ -f ETHN2BAK ] ; then  
        echo -e "DEVICE=$BONDN\nONBOOT=yes\nTYPE=Ethernet\nUSERCTL=yes\nBOOTPROTO=static\nIPADDR=$IPADDR\nNETMASK=$NETMASK\nGATEWAY=$GATEWAY">$BONDFILE  
        chmod 644 $BONDFILE  
        echo -e "DEVICE=$ETHN1\nONBOOT=yes\nBOOTPROTO=none\nTYPE=Ethernet\nUSERCTL=yes\nMASTER=$BONDN\nSLAVE=yes">$ETHN1FILE  
        echo -e "DEVICE=$ETHN2\nONBOOT=yes\nBOOTPROTO=none\nTYPE=Ethernet\nUSERCTL=yes\nMASTER=$BONDN\nSLAVE=yes">$ETHN2FILE  

        cat /etc/modprobe.conf |grep "$BONDN">null  
        RESULT=$?  

        if [ $RESULT -eq 1 ] ; then  
            echo -e "alias $BONDN bonding\noption $BONDN miimon=100 mode=1">>/etc/modprobe.conf  
        fi  

        cat /etc/rc.d/rc.local|grep "$BONDN">null  
        RESULT=$?  

        if [ $RESULT -eq 1 ] ; then  
            echo -e "ifenslave $BONDN $ETHN1 $ETHN2">>/etc/rc.d/rc.local  
        fi  

        echo "Done!Pls reboot system!"  
    fi  
else  
    echo "Cancel!"  
fi  

如:

 

def foo(*args, **kwargs):  
    print "Positional arguments are:"  
    print args  
    print "Keyword arguments are:"  
    print kwargs  

 

 

Python的函数中有几种参数,一个是基于位置的参数,一个是基于变量名赋值的参数

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