connected to WiFi network check time
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Map API, need suggestions for how to execute ideas
@cvp sorry been busy so testing has been an issue. Finally got around to it. My iPad doesn’t have an automatic connection (needs WiFi) but it is still able to give locations on the map. I brought a WiFi hotspot with me and it didn’t seem to help. The locations are mostly accurate, but the updating is extremely inconsistent.
I had the update_interval set to values like 0.2, 0.5, 2, 5, and 10. None of them updated on their set intervals. Do you know if this is due to the lack of connection on my iPad or maybe something else is causing the error?
Thanks!
WiFi Name
And the best solution (if it works):
You could even define a shortcut with an automation "when my iDevice connects to any wifi network" with actions:
- get wifi name
- copy it into a file (in Shortcuts folder)
This shortcut will run in background.
Your script, when it needs this wifi name, should only read this file (in external Shortcuts folder ) and should get the current wifi name.
To be tested, obviously
Édit: automation works, at each network update, not tested with a file but with clipboard
WiFi Name
Hello Guys,
I have a Question, is it Possible That Pythonista can Return the current wifi Name ? Or ssid Nummer to Check wich wifi is connected ?
Thanks for reply ✌️
scenes updating each other’s variables
@JonB here’s the whole game I’m marking. I have basically most of the things working. The settings allows you to adjust the time and the main issue I have now is when the new game starts it updates the time to the initial time not the time that was chosen in the settings page.
from scene import *
import sound
import random
import math
# --- To Do ---
#animate time so that tim added floats away and dissappears
#add bomb emoji thatbsubtracts time.
# --- Game variations ---
#make 3 5 and 10 second versions of the game.
#Different colored circles pop up on the screen randomly and the play has to tap as many as they can within a minute
#As game proceeds more and more bubles ate added to the screen untill its full. when the screen is full game is over
A = Action
#slow flash screen
'''self.run_action(
A.repeat(
A.sequence(
A.call(self.move_bubble),
A.fade_to(0, 1.5), A.fade_to(1, 1)), 0))'''
class Intro(Scene):
def setup(self):
self.intro_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self)
'''self.intro_bubble = SpriteNode('emj:White_Circle', position=(self.size.w/2, self.size.h *0.25), parent=self)'''
self.tap = LabelNode('TappyTap', font=('MarkerFelt-Wide', 50), position=(self.size/2), parent=self)
'''self.intro_bubble.run_action(
A.repeat(
A.sequence(
A.fade_to(0, 2), A.fade_to(1, 2)), 0))'''
self.run_action(A.sequence(A.wait(10), A.call(self.dismiss_scene)))
def dismiss_scene(self):
self.dismiss_modal_scene()
class Rules(Scene):
def setup(self):
self.rules_message = 'Rules: \nTap the white bubble \nas many times as you can \nbefore time runs out. \nTry to avoid the bombs \nor you will run out of time \nfaster than you think!'
self.tip_message = 'Tip: \nLandscape will helps \ndivide the screen in half \nand you can use \nboth thumbs!'
self.rules_node = Node(parent=self)
self.rules_node.alpha=1
self.rules_box = ShapeNode(ui.Path.rounded_rect(0, 0, self.size.w * 0.8, self.size.h *0.30, 20))
self.rules_box.position=self.size.w/2, self.size.h * 0.70
self.rules_box.fill_color='black'
self.rules_box.line_width=4
self.rules_box.stroke_color='white'
self.add_child(self.rules_box)
self.small_box = ShapeNode(ui.Path.rounded_rect(0, 0, self.size.w * 0.8, self.size.h *0.30, 20))
self.small_box.position=(self.size.w/2, self.size.h * 0.55)
self.small_box.fill_color='black'
self.small_box.line_width=4
self.small_box.stroke_color='white'
self.small_box.anchor_point= 0.5, 1
self.add_child(self.small_box)
self.back = SpriteNode(
'iow:ios7_redo_outline_32', position=(self.size.w * 0.10, self.size.h * 0.95), parent=self)
self.rules_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self.rules_node)
self.rules_text = LabelNode(f'{self.rules_message}', font=('American Typewriter', 20), position=(self.size.w/2, self.size.h * 0.72),parent=self)
self.tip_text = LabelNode(f'{self.tip_message}', font=('American Typewriter', 20), position=(self.size.w/2, self.size.h * 0.45),parent=self)
self.moving_bubble = SpriteNode('emj:White_Circle')
self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0))
def move_bubble(self):
self.moving_bubble.alpha=1
self.new_pos = (
random.randrange(
30, self.size.w - 30),
random.randrange(
30, self.size.h - 30))
self.moving_bubble.position = self. new_pos
self.rules_node.add_child(
self.moving_bubble)
self.moving_bubble.run_action(
A.repeat(
A.sequence(
A.fade_to(0, 1.5), A.fade_to(1, 1)), 0))
def touch_began(self, touch):
if touch.location in self.back.frame:
self.dismiss_modal_scene()
class Settings(Scene):
def setup(self):
self.presses = 2
self.times_dict = {
1: 3, 2: 10, 3: 40}
self.level_choice = 'Normal'
self.time_choice = '10'
self.settings_node = Node(parent=self)
self.settings_bg = SpriteNode(position=self.size/2, color='black', size=self.size, alpha=1, parent=self.settings_node)
self.inc_time = SpriteNode(
'iow:arrow_up_b_256', position= (self.size.w/2, self.size.h *0.65), scale=0.50, parent=self.settings_node)
self.dec_time = SpriteNode(
'iow:arrow_down_b_256', position= (self.size.w/2, self.size.h *0.35), scale=0.50, parent=self.settings_node)
self.back_btn = SpriteNode('iow:ios7_redo_outline_32', position=(self.size.w * 0.10, self.size.h * 0.95), parent=self.settings_node)
self.settings_label = LabelNode('Settings', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * .92), parent=self.settings_node)
self.time_label = LabelNode('Time', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.55), parent=self.settings_node)
self.level_c_label = LabelNode('Level', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.20), parent=self.settings_node)
self.level_label = LabelNode(f'{self.level_choice}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.15), parent=self.settings_node)
#self.lvl_label = LabelNode(f'{}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h * 0.15), parent=self.settings_node)
self.time_choice_label = LabelNode(f'{self.time_choice}', ('Marker Felt', 30), position=(self.size.w/2, self.size.h/2), parent=self.settings_node)
self.moving_bubble = SpriteNode('emj:White_Circle')
self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0))
def move_bubble(self):
self.moving_bubble.alpha=1
self.new_pos = (
random.randrange(
30, self.size.w - 30),
random.randrange(
30, self.size.h - 30))
self.moving_bubble.position = self. new_pos
self.settings_node.add_child(
self.moving_bubble)
self.moving_bubble.run_action(
A.repeat(
A.sequence(
A.fade_to(0, 1.5), A.fade_to(1, 1)), 0))
def touch_began(self, touch):
if touch.location in self.inc_time.frame:
self.presses += 1
if self.presses == 4:
self.presses = 1
if self.presses == 1:
self.level_choice = 'Hard'
self.level_label.text = f'{self.level_choice}'
elif self.presses == 2:
self.level_choice = 'Normal'
self.level_label.text = f'{self.level_choice}'
else:
self.level_choice = 'Easy'
self.level_label.text = f'{self.level_choice}'
for key, value in self.times_dict.items():
if key <= self.presses:
self.time_choice = value
self.time_choice_label.text = f'{self.time_choice}'
if touch.location in self.back_btn.frame:
self.sp.timer_value = self.time_choice
self.dismiss_modal_scene()
class StartPage(Scene):
def setup(self):
self.start_page_music = sound.play_effect('TappyTapIntro.wav', volume= 0.10)
self.start_page_music.looping = True
self.timer_value = 0
self.start_page_node = Node(parent=self)
self.start_page_bg = ShapeNode(ui.Path.rect(0, 0, self.size.w, self.size.h))
self.start_page_bg.position=self.size/2
self.start_page_bg.color='black'
self.start_page_bg.alpha=1
self.start_page_node.add_child(
self.start_page_bg)
self.settings_btn = SpriteNode('iow:gear_a_24',
position=(self.size.w * 0.10, self.size.h * 0.95), parent=self.start_page_node)
self.rules_btn = SpriteNode('iow:help_circled_24', position=(self.size.w * 0.10, self.size.h * 0.9), parent=self.start_page_node)
self.play_btn = SpriteNode('iow:ios7_play_32', position=(self.size.w * 0.10, self.size.h * 0.85), parent=self.start_page_node)
self.tap = LabelNode('TappyTap', font=('MarkerFelt-Wide', 50), position=(self.size/2), alpha=2, parent=self.start_page_node)
self.moving_bubble = SpriteNode('emj:White_Circle')
self.run_action(A.repeat(A.sequence(A.call(self.move_bubble), A.wait(1)), 0))
self.present_modal_scene(Intro())
def move_bubble(self):
self.moving_bubble.alpha=1
self.new_pos = (
random.randrange(
30, self.size.w - 30),
random.randrange(
30, self.size.h - 30))
self.moving_bubble.position = self. new_pos
self.start_page_node.add_child(
self.moving_bubble)
self.moving_bubble.run_action(
A.repeat(
A.sequence(
A.fade_to(0, 1), A.fade_to(1, 1)), 0))
def touch_began(self, touch):
# --- Tap Me Btn ---
if touch.location in self.play_btn.frame:
sound.stop_all_effects()
bg_music = sound.play_effect('TappyBeat.wav', volume=0.12)
bg_music.looping = True
self.main.start_time = True
self.main.timer_value = self.timer_value
self.main.timer_amount_label.text = f'{self.main.timer_value}'
self.dismiss_modal_scene()
if touch.location in self.settings_btn.frame:
set.sp = self
self.present_modal_scene(set)
if touch.location in self.rules_btn.frame:
rl.sp = self
self.present_modal_scene(rl)
class MainScene (Scene):
def setup(self):
self.root_node = Node(parent=self)
self.root_node.alpha=1
self.game_over = False
self.start_time = False
self.timer_value = 15
self.tap_count = 0
self.frame_counter = 0
self.seconds_past = 0
self.points = 0
self.highscore = self.load_highscore()
self.color_list = ['#63ebff', '#71ff7e', '#ff44d6', 'orange', '#ffd174', 'yellow', '#ff40d5', '#00a200', '#3243ff', '#ba00ba', '#cbff55', '#5cbfff']
self.background_color = random.choice(self.color_list)
sp.main = self
self.present_modal_scene(sp)
# --- Sprites ---
self.bubble_radius = 30
self.bubble_diameter = self.bubble_radius * 2
self.bubble_pos = (random.randint(30, self.size.w - 30), random.randint(30, self.size.h - 30))
self.bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter),
z_position=1, parent=self.root_node)
self.vanish_bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter),
z_position=1, parent=self.root_node)
self.fader_bubble = SpriteNode('emj:White_Circle', position=self.bubble_pos, size=(self.bubble_diameter, self.bubble_diameter),
z_position=1, parent=self.root_node)
self.extra_time = SpriteNode('emj:Hourglass_1')
self.extra_time.position = random.randrange(30, self.size.w - 30), random.randrange(30, self.size.h - 30)
self.replay_btn = SpriteNode('iow:ios7_refresh_empty_256', position=(-15, self.size.h * 0.2), scale=0.25, alpha=0.8)
# --- Labels ---
self.label_color = 'white'
self.label_alpha = 0.8
self.title_label = LabelNode('Tappy Tap', font=('MarkerFelt-Wide', 28), position=(self.size.w/2, self.size.h * .94), color=self.label_color, alpha=self.label_alpha, parent=self)
self.timer_label = LabelNode('Timer', font=('MarkerFelt-Wide', 28), position=(self.size.w/2, self.size.h *0.07), color=self.label_color, alpha=self.label_alpha, parent=self.root_node)
self.timer_amount_label = LabelNode(f'{self.timer_value}', font=('MarkerFelt-Wide', 20), position=(self.size.w/2, self.size.h *0.04), color=self.label_color, alpha=self.label_alpha, parent=self.root_node)
self.tap_amount_label = LabelNode(f'{self.tap_count}', font=('MarkerFelt-Wide', 150), position=(self.size/2), color=self.label_color, alpha=self.label_alpha, parent=self.root_node)
self.vanish_score = LabelNode('+5', font=('MarkerFelt-Wide', 40), position=(self.size/2), color=self.label_color, alpha=self.label_alpha,
z_position=1)
self.points_label = LabelNode(f'{self.points}', ('MarkerFelt-Wide', 45), position=(self.size.w/2, self.size.h * .65), parent=self.root_node)
self.high_score_label = LabelNode('High Scores', font=('MarkerFelt-Wide', 23), position=(self.size.w/2, 0), color=self.label_color, alpha=self.label_alpha)
self.show_highscore = LabelNode(str(self.highscore), font=('MarkerFelt-Wide', 23), position=(self.size.w/2, 0), color=self.label_color, alpha=self.label_alpha)
def new_game(self):
self.remove_all_actions()
self.setup()
self.start_time = True
self.dismiss_modal_scene()
def spawn_time(self):
self.root_node.add_child(self.extra_time)
def remove_time(self):
self.extra_time.remove_from_parent()
def white_bg(self):
self.background_color = 'white'
def red_bg(self):
self.background_color = 'red'
def load_highscore(self):
try:
with open('.TappyTapHighscore', 'r') as f:
return int(f.read())
except:
return 0
def save_highscore(self):
if self.tap_count > self.highscore:
with open('.TappyTapHighscore', 'w') as f:
f.write(str(self.tap_count))
self.highscore = self.tap_count
def did_change_size(self):
pass
def update(self):
self.frame_counter += 1
if self.frame_counter >= 60 and self.start_time == True:
self.seconds_past += 1
if self.timer_value <= 0:
self.timer_value = 0
else:
self.timer_value -= 1
self.timer_amount_label.text = f'{self.timer_value}'
self.frame_counter = 0
if self.timer_value == 0:
self.game_over = True
self.bubble.remove_from_parent()
self.root_node.add_child(
self.high_score_label)
self.save_highscore()
self.load_highscore()
self.show_highscore.text=str(
self.highscore)
self.root_node.add_child(
self.show_highscore)
self.high_score_label.run_action(
A.move_to(self.size.w/2, self.size.h * 0.90, 3, TIMING_ELASTIC_OUT))
self.show_highscore.run_action(
A.sequence(
A.wait(0.5),
A.move_to(self.size.w/2, self.size.h * 0.85, 3, TIMING_ELASTIC_OUT)))
self.root_node.add_child(
self.replay_btn)
self.replay_btn.run_action(
A.move_to(self.size.w/2, self.size.h * 0.2, .5, TIMING_EASE_OUT))
if self.seconds_past % 4 == 0 and self.game_over == True:
self.run_action(
A.repeat(
A.sequence(
A.call(self.red_bg), A.wait(4), A.call(self.white_bg), A.wait(4)), 0))
def touch_began(self, touch):
# --- Touch Bubble ---
if abs(self.bubble.position - touch.location) <= self.bubble_radius and self.game_over == False:
self.points += 5
self.tap_count += 1
self.background_color = random.choice(self.color_list)
self.new_x = random.randrange(30, self.size.w - 30)
self.new_y = random.randrange(30, self.size.h - 30)
self.tap_amount_label.font = ('MarkerFelt-Wide', 200)
self.tap_amount_label.alpha = 1
self.tap_amount_label.text = f'{self.tap_count}'
self.points_label.text=f'{self.points}'
self.vanish_score.alpha=1
self.vanish_score.scale=1
self.vanish_bubble.alpha=1
self.fader_bubble.alpha=1
self.fader_bubble.scale=1
self.bubble.position = (self.new_x, self.new_y)
self.vanish_bubble.position = touch.location
self.fader_bubble.position = touch.location
self.vanish_score.position = touch.location
self.root_node.add_child(self.vanish_score)
sound.play_effect('digital:Tone1', pitch=2, volume=0.6)
self.vanish_bubble.run_action(
A.sequence(
A.fade_to(0, 0.3)))
self.fader_bubble.run_action(
A.sequence(
A.group(
A.scale_to(0.0, 1), A.move_by(random.randrange(-20, 20), 200, 1, TIMING_EASE_OUT), A.fade_to(0, 1))))
self.vanish_score.run_action(
A.sequence(
A.group(
A.scale_to(2, 1), A.move_by(random.randrange(-20, 20), 200, 1, TIMING_EASE_OUT), A.fade_to(0, 2))))
if self.tap_count % 20 == 0 and self.tap_count != 0:
if self.tap_count > 50:
self.timer_value += 7
else:
self.timer_value += 10
sound.play_effect(
'arcade:Powerup_2', volume=0.2)
if self.tap_count % 50 == 0:
self.run_action(
A.sequence(
A.wait(random.randint(0, 4)), A.call(self.spawn_time), A.wait(1), A.call(self.remove_time)))
# --- Extra Time Btn
if touch.location in self.extra_time.frame:
self.extra_time.remove_from_parent()
self.timer_value += 5
# --- Replay Btn ---
if touch.location in self.replay_btn.frame:
self.root_node.remove_from_parent()
self.new_game()
def touch_moved(self, touch):
pass
def touch_ended(self, touch):
self.tap_amount_label.font = ('MarkerFelt-Wide', 150)
self.tap_amount_label.alpha = 0.8
def pause(self):
sound.stop_all_effects()
def resume(self):
if self.presented_scene == sp:
sound.play_effect('TappyTapIntro.wav', 0.10)
else:
sound.play_effect('TappyBeat.wav', volume=0.10)
sound.looping = True
def stop(self):
sound.stop_all_effects()
tro = Intro()
rl = Rules()
set = Settings()
sp = StartPage()
main = MainScene()
if __name__ == '__main__':
run(main, PORTRAIT, show_fps=False)
Latitude and Longitude when using a Hotspot for WiFi in a remote location
I'm having an issue retrieving Latitude and Longitude when using a Hotspot for WiFi in a remote location. This works without a hitch when the iPad is connected to my home WiFi (or within an urban area when using the Hotspot.)
When at a remote location, I am able to access the internet connection through the Hotspot and pull down weather data within the program, but when executing the following piece of code, it cycles through the loop ten times and "here" is still equal to "None". What do I need to do to make this work in a remote location?
print("Getting Location...")
location.start_updates();
time.sleep(2);
here = location.get_location();
x = 1
while here is None and x < 10:
time.sleep(5);
here = location.get_location();
x += 1
print(x, " ", here)
if here is None :
print("no data")
location.stop_updates();
if here is None :
#DSS
lat = 38.220;
long = -94.560;
#Bonanza
lat = 39.625;
long = -93.958;
else :
lat = here.get("latitude");
long = here.get("longitude");
Playing sound
@cvp ive got it working with a stock sound but not my wav file. It must be something with my wav
Can Pythonista set wifi off?
I'm using Siri shortcut to set wifi off.But Siri shortcut have some problems. So I want to use Pythonista to implement.
Location Module 'speed'
Thanks @mikael, I figured out the problem. I was debugging on an iPad without GPS, so while it returns lat/lon based on wifi, it doesn't return speed. When I tried the same code on an iPhone with GPS it also returns speed. I guess it wouldn't make much sense to derive speed from the wifi based location.
Reconnecting to WiFi
You can use objc_util to check your connection type.
from objc_util import *
NWPathEvaluator = ObjCClass('NWPathEvaluator')
connection = NWPathEvaluator.sharedDefaultEvaluator()
def isOnWifi():
info=connection.path()
if info.isExpensive():
#on cellular data
return False #Not on wifi
elif info.status() == 2:
#no connection
return False #Not on wifi
elif info.status() == 1:
#on wifi
return True #Wifi!
else:
return None #Unknown or Error
Will continue to see if there’s a way to retry a connection....