_____________________________________________________________________________________
1.Start
2.Menu
3.Options
____________________________________________________________________________________
Dia de hoy
IMPORTANTE:
Hola Dante.
Tienes que:
RESIDENT EVIL 5 SPLIT SCREEN. INE (SR). LICENSIA DE CONDUCIR. USA. Limpiar. bolsas de basura. limpiar arriba. LIMPIAR COMPLETO. continuar. cafe. despertar. weed. Dinero. BUSQUEDA DE TRABAJO. Status. Busqueda de trabajo rapido. Tarea. Tareas importantes. Tarea de hoy. HUMANIDADES. MATEMATICAS. ESTRUCTURAS. en ese orden. TOMORROW. ZITLAIC CUMPLE. TIA MARTA HOY. FAMILIA HOY. ANUNCIOS DE FACEBOOK IVAN SANCHEZ. Escuela. Busqueda de trabajo en San Diego. A MOTO. Clean bathroom carpets. MOSTRAR RENTA. SENTRI GLOBAL ENTRI. VENDER COSAS EN FACEBOOK HOY YA. APLICAR A TODOS LOS TRABAJOS (SR). LINKEDIN BOT APPLY.
Brainstorm A-Z list:
A.- Aplicar a 30 trabajos hoy:
-allie universal LISTO
-trabajo de programador
using UnityEngine;
using System.Collections;
public class gamelogicmym : MonoBehaviour
{
// Public references for the player cube (Player "P")
public GameObject playerCube;
// Public references for each enemy and NPC for each level
public GameObject enemyCapsuleA;
public GameObject npcCylinderA;
public GameObject enemyCapsuleB;
public GameObject npcCylinderB;
public GameObject enemyCapsuleC;
public GameObject npcCylinderC;
public GameObject enemyCapsuleD;
public GameObject npcCylinderD;
public GameObject enemyCapsuleE;
public GameObject npcCylinderE;
// Current level and total levels
private int currentLevel = 1;
private const int totalLevels = 5;
// Distance threshold for brute-force collision detection
public float collisionDistanceThreshold = 1.5f;
// NPC dialogue-related variables
private bool isEnemyDestroyed = false;
private bool isDialogueShown = false;
private GameObject currentNpcLabel;
private TextMesh dialogueTextMesh;
// Reference to current enemy and NPC for the current level
private GameObject currentEnemy;
private GameObject currentNPC;
// This function will be called at the start of the game
void Start()
{
// Initialize the first level
StartLevel(1);
// Attach the player label "P"
AttachDebugLetter(playerCube, "P");
Debug.Log("Starting game logic with level progression.");
}
// Update is called once per frame
void Update()
{
if (currentEnemy != null && Vector3.Distance(playerCube.transform.position, currentEnemy.transform.position) < collisionDistanceThreshold && !isEnemyDestroyed)
{
// Destroy the current enemy and show NPC
Destroy(currentEnemy);
Debug.Log($"Enemy {GetLabelForCurrentLevel()} destroyed.");
// Set NPC visible now that the enemy is destroyed
currentNPC.SetActive(true);
AttachDebugLetter(currentNPC, GetLabelForCurrentLevel());
isEnemyDestroyed = true;
}
if (isEnemyDestroyed && !isDialogueShown && Vector3.Distance(playerCube.transform.position, currentNPC.transform.position) < collisionDistanceThreshold)
{
// Show NPC dialogue
ShowNPCDialogue(GetLabelForCurrentLevel());
isDialogueShown = true;
Debug.Log($"NPC {GetLabelForCurrentLevel()} dialogue displayed.");
// Start coroutine to transition to the next level
StartCoroutine(TransitionToNextLevel());
}
}
// Function to attach a letter above the assigned object for debugging
void AttachDebugLetter(GameObject targetObject, string label)
{
// Create a new TextMesh object for the label
GameObject labelObject = new GameObject("DebugLabel");
TextMesh textMesh = labelObject.AddComponent<TextMesh>();
// Set the text to the specified label and configure appearance
textMesh.text = label;
textMesh.fontSize = 32;
textMesh.color = Color.red;
// Position the label slightly above the targetObject
labelObject.transform.position = targetObject.transform.position + new Vector3(0, 2, 0); // Adjust height here
labelObject.transform.SetParent(targetObject.transform); // Ensure the label follows the object
// Save the label for the NPC so we can add dialogue later
if (targetObject == currentNPC)
{
currentNpcLabel = labelObject;
}
}
// Function to show NPC dialogue when player collides with NPC
void ShowNPCDialogue(string label)
{
// Create a new TextMesh object for the dialogue text
GameObject dialogueObject = new GameObject("NPCDialogue");
dialogueTextMesh = dialogueObject.AddComponent<TextMesh>();
// Set the dialogue text and configure appearance
if (label == "E")
{
dialogueTextMesh.text = "Thank you for destroying the enemy";
}
else
{
dialogueTextMesh.text = $"Thank you for destroying the enemy {label}";
}
dialogueTextMesh.fontSize = 24;
dialogueTextMesh.color = Color.white;
// Position the dialogue next to the label above the NPC
dialogueObject.transform.position = currentNpcLabel.transform.position + new Vector3(1.5f, 0, 0); // Adjust position here
dialogueObject.transform.SetParent(currentNPC.transform); // Ensure the dialogue follows the NPC
}
// Coroutine to handle transition to the next level
IEnumerator TransitionToNextLevel()
{
// Wait for 10 seconds after showing dialogue
yield return new WaitForSeconds(10);
// Clear the current dialogue
if (dialogueTextMesh != null)
{
Destroy(dialogueTextMesh.gameObject);
}
// Increment to the next level, or finish the game if the final level is completed
if (currentLevel < totalLevels)
{
currentLevel++;
StartLevel(currentLevel);
isEnemyDestroyed = false;
isDialogueShown = false;
}
else
{
Debug.Log("All levels complete. Game finished.");
}
}
// Function to start a specific level
void StartLevel(int level)
{
Debug.Log($"Starting Level {level}");
// Activate the appropriate enemy and NPC for the given level
switch (level)
{
case 1:
currentEnemy = enemyCapsuleA;
currentNPC = npcCylinderA;
break;
case 2:
currentEnemy = enemyCapsuleB;
currentNPC = npcCylinderB;
break;
case 3:
currentEnemy = enemyCapsuleC;
currentNPC = npcCylinderC;
break;
case 4:
currentEnemy = enemyCapsuleD;
currentNPC = npcCylinderD;
break;
case 5:
currentEnemy = enemyCapsuleE;
currentNPC = npcCylinderE;
break;
}
// Make sure to deactivate NPC at the start of each level
currentNPC.SetActive(false);
// Activate the current enemy for the level
currentEnemy.SetActive(true);
AttachDebugLetter(currentEnemy, GetLabelForCurrentLevel());
}
// Function to get the label for the current level (A, B, C, D, or E)
string GetLabelForCurrentLevel()
{
switch (currentLevel)
{
case 1: return "A";
case 2: return "B";
case 3: return "C";
case 4: return "D";
case 5: return "E";
default: return "";
}
}
}
____________________________________
lets evolve this script. to add more game play.
lets add health and damage components,
To both the player and the enemies.
Pseudo Code Example:
Player 200 health
All Enemy 100 health
Player damage to Enemy of -1
Enemy recevies damage by player -1
Player recevies damage by enemy -1
Player P, Enemies ABCDE
Enemy will get destroyed if reaches 0 from 100. (on -1 player collision) -1/100.
If player collides with enemy player also recives -1 of damage
Player Health 200. player reaches 0. Player health will restart to 200 jsut for debug.
If enemy reaches 0 will dissapear.
Use the bruite force collision for this. and use the red annotation to show the enemy damage.
Player makes damage to the enemy (-1) every collisison and a "1" number appears as a floating annotation similar to the ones that alredy exist. P ABCDE and 1 every collision.
FINAL NOTE GAMELOGIC
THE GAME / NEW PLANET / TIJUANA
START GAME /
game logic script.
Game connection to pause & start menu.
5 levels. A, B, C, D, E
Pause Menu.
CHECK POINT. (master)
Save Menu. Load check point.
On game. on menu.on start menu.
Player Stats. Player Health 100.
LEVEL A1
Respective enmies: 7 enemies
Respective NPC: Player kills all 7enemies.
NPC appears ( after Player kills all enemies )
Player colission & Damage / kill progress.
Enemies health 100.
Player damage to enemies -1 (on collision regular)
Player gets damae from enemies -1 (on collision regular)
Cinematic black screen debug 10 secs. Start mp4.
LEVEL B2
Respective enmies: 10 enemies
Respective NPC: Player kills all 10 enemies. Boss B2. Player kills the boss
NPC appears ( after Player kills all enemies & Bosss )
Player colission & Damage / kill progress.
Enemies health 100.
Player damage to enemies -1 (on collision regular)
Player gets damae from enemies -1 (on collision regular)
Cinematic black screen debug 10 secs. Start mp4.
LEVEL C3
Respective enmies: 20 enemies (beta 2 rounds 10. -> 10.)
Respective NPC: Player kills all 20 enemies. Boss C3. Player kills the boss
NPC appears ( after Player kills all enemies & Bosss )
Player colission & Damage / kill progress.
Enemies health 100.
Player damage to enemies -1 (on collision regular)
Player gets damae from enemies -1 (on collision regular)
Cinematic black screen debug 10 secs.
LEVEL D4
Respective enmies: 20 enemies (beta 2 rounds 10. -> 10.)
Respective NPC: Player kills all 20 enemies. Boss D4. Player kills the boss
NPC appears ( after Player kills all enemies & Bosss )
Player colission & Damage / kill progress.
Enemies health 100.
Player damage to enemies -1 (on collision regular)
Player gets damae from enemies -1 (on collision regular)
Cinematic black screen debug 10 secs.
LEVEL E5
Respective enmies: 20 enemies (beta 2 rounds 10. -> 10.)
Respective NPC: Player kills all 20 enemies. Boss E5. Player kills the boss
NPC appears ( after Player kills all enemies & Bosss )
Player colission & Damage / kill progress.
Enemies health 100.
Player damage to enemies -1 (on collision regular)
Player gets damae from enemies -1 (on collision regular)
Cinematic black screen debug 10 secs.
----------------------หนีออกจากคุก----------------------
V1
BACK FIRE (START)
3DAYS IN A ISOLATED HOTEL (H)
PROTOCOLO DRUG FREE. (SR FINAL 1/10)
DANTE SANCHEZ
POR QUE?
- RUSSIAN FOREST BEACH (the only dream)
notas1:
Clinica de San Diego. Cambiar la Clinica de San Diego por una clinica mas al Norte.
notas2:
Calendario:
INTOXICATED to DETOXICATED
date start and end.
notas3:
Handle withdrawal
-Hobbie free
-Studio free
-Economics free
-College free
Dante is beginning a detox process at a clinic. He needs to complete a psychological questionnaire, undergo certification, and use his social security. He will attend talks to help manage his marijuana addiction but also has to make a personal commitment to quit. The process involves following the guidance of his psychiatrist, doctor, and psychologist, while meeting all detoxification requirements.
The hardest part of quitting is overcoming the addiction. True freedom comes from being free of external substances. Dante has tried other methods without success and now needs to follow the clinical protocol, attending rehabilitation talks and undergoing medical assessments. He acknowledges the mental control and addiction that have kept him from quitting despite wanting to do so every day.
This journey is about escaping addiction and embracing sobriety. The medical procedure is essential to address the problem and reclaim productive time. Sobriety will help Dante understand how to live a functional, addiction-free life.
The first step is getting his marijuana addiction documented and starting the detox process.n dans le cas ou un certain ecart serait atteint avant l'epoque
Cuales son las cosas que mas te ayudan a mantenerte sobrio:
Here is the refined list, removing activities that could be harmful or counterproductive:
Safe Distractions:
- Dibujo
- Programación
- Arquitectura
- Surf
- Natación
- Diseño
- Carpintería
- Boxeo
- Leer libros
- Comer bien
- Ser vegetariano
- Meditación
- Machine learning
Removed (Potentially Harmful or Counterproductive):
- Mujeres (if it involves unhealthy or obsessive behavior)
- Plantar marihuana (!VENGANZA)
- Dinero (if it becomes an obsession or leads to unhealthy stress)
- Japón, China (if these are escapist fantasies rather than productive interests)
- NOT THE USA, NOT MEXICO, NO RICHY, NO 2024 XSW (these seem to be negative or limiting beliefs)
- Breatharian (dangerous practice)
- Millonario (if it fuels unhealthy obsession with wealth)
- Hijos, Esposa (could be distractions if pursued for the wrong reasons)
- Barco (similar to escapism)
- Social media attacks, Robot attacks, Robot venganza (negative or destructive behavior)
This streamlined list focuses on positive and productive activities that can support your goal of quitting and staying focused.
__________________________________________________
you are sober now manage the backfire.
----------------------หนีออกจากคุก----------------------
MYM-A BLANCO
COPIAR. pinescript Trading View.
DELETE DADO 3
USAR "MODO CEREZA" COMO REFERENCIA
Simple.
mym-a
LSTM.
MT5 LST TRAINING HISTORY
NON MT5 PLOT.
PLOT. chart in candlesticks. black and white. simple visual in 900 by 900.
chart: from june 1 to july 1. in candlesticks.
Target in Chart: multiple entries and exists with profit of 0.1 / sell or buy depending on LSTM
LSTM modelo file. -----> LSTM -REAL TIME ------->ANOTHER
FILE DECISION : EXECUTION
FLD-> delay and execution
CHART BACKTEST = VISUAL EXECUTION SIMULATION PLOT
______________________________
BACK TEST MODEL
________________________________________________________________________________
import MetaTrader5 as mt5
import pandas as pd
import numpy as np
import matplotlib.pyplot as plt
from sklearn.preprocessing import MinMaxScaler
from tensorflow.keras.models import Sequential
from tensorflow.keras.layers import LSTM, Dense
import tkinter as tk
from datetime import timedelta
def main():
# Initialize and connect to MT5 to fetch historical data
if not mt5.initialize():
raise Exception("MetaTrader5 initialization failed")
login = 312128713
password = "Sexo247420@"
server = "XMGlobal-MT5 7"
if mt5.login(login=login, password=password, server=server):
print("Connected to MetaTrader 5 for data retrieval")
perform_backtest()
else:
raise Exception("Failed to connect to MetaTrader 5")
def perform_backtest():
# Fetch data, train the model, and run backtest
symbol = "BTCUSD"
timeframe = mt5.TIMEFRAME_H4 # 4-hour time frame for the simulation
days = 600
data = fetch_historical_data(symbol, timeframe, days)
scaled_data, scaler = preprocess_data(data)
model = train_lstm_model(scaled_data)
future_hours = 24 * 30 / 4 # Simulating a month with 4-hour intervals
predicted_prices = predict_future(model, scaled_data, int(future_hours))
predicted_prices = scaler.inverse_transform(np.array(predicted_prices).reshape(-1, 1))
# Backtest with simulated trades and plot the results
backtest_and_plot(data, predicted_prices)
def fetch_historical_data(symbol, timeframe, days):
rates = mt5.copy_rates_from_pos(symbol, timeframe, 0, days)
if rates is None or len(rates) == 0:
raise Exception("Failed to retrieve rates")
df = pd.DataFrame(rates)
df['time'] = pd.to_datetime(df['time'], unit='s')
return df[['time', 'close', 'open', 'high', 'low']]
def preprocess_data(data):
scaler = MinMaxScaler(feature_range=(0, 1))
scaled_data = scaler.fit_transform(data['close'].values.reshape(-1, 1))
return scaled_data, scaler
def train_lstm_model(scaled_data):
time_step = 60
X_train, y_train = create_train_data(scaled_data, time_step)
model = Sequential()
model.add(LSTM(100, return_sequences=True, input_shape=(X_train.shape[1], 1)))
model.add(LSTM(100, return_sequences=False))
model.add(Dense(50))
model.add(Dense(1))
model.compile(optimizer='adam', loss='mean_squared_error')
model.fit(X_train, y_train, batch_size=32, epochs=50)
return model
def create_train_data(scaled_data, time_step):
X_train, y_train = [], []
for i in range(time_step, len(scaled_data)):
X_train.append(scaled_data[i-time_step:i, 0])
y_train.append(scaled_data[i, 0])
X_train, y_train = np.array(X_train), np.array(y_train)
X_train = np.reshape(X_train, (X_train.shape[0], X_train.shape[1], 1))
return X_train, y_train
def predict_future(model, data, future_hours):
predictions = []
time_step = 60
input_seq = data[-time_step:]
for _ in range(future_hours):
input_seq = input_seq.reshape((1, input_seq.shape[0], 1))
predicted_price = model.predict(input_seq)[0]
predictions.append(predicted_price)
input_seq = np.append(input_seq[:, 1:], predicted_price)
return predictions
def backtest_and_plot(data, predicted_prices):
initial_balance = 10000
balance = initial_balance
lot_size = 0.1
trade_log = []
# Filter the data for the period of June 1, 2024, to July 1, 2024
data_subset = data[(data['time'] >= '2024-06-01') & (data['time'] <= '2024-07-01')].copy()
open_trade = None # To keep track of the currently open trade
for i in range(1, len(data_subset) - 1):
if i >= len(predicted_prices):
break # Exit if we run out of predictions
if open_trade is None:
if predicted_prices[i] > predicted_prices[i-1]:
# Open a buy trade
entry_price = data_subset['close'].iloc[i]
open_trade = {'time': data_subset['time'].iloc[i], 'type': 'Buy', 'entry_price': entry_price}
elif predicted_prices[i] < predicted_prices[i-1]:
# Open a sell trade
entry_price = data_subset['close'].iloc[i]
open_trade = {'time': data_subset['time'].iloc[i], 'type': 'Sell', 'entry_price': entry_price}
if open_trade is not None:
if open_trade['type'] == 'Buy':
# Check if we can close the buy trade profitably
current_price = data_subset['close'].iloc[i+1]
if current_price > open_trade['entry_price'] + 0.1 / lot_size:
trade_log.append({**open_trade, 'exit_price': current_price, 'exit_time': data_subset['time'].iloc[i+1]})
balance += lot_size * (current_price - open_trade['entry_price']) * 100000
open_trade = None
elif open_trade['type'] == 'Sell':
# Check if we can close the sell trade profitably
current_price = data_subset['close'].iloc[i+1]
if current_price < open_trade['entry_price'] - 0.1 / lot_size:
trade_log.append({**open_trade, 'exit_price': current_price, 'exit_time': data_subset['time'].iloc[i+1]})
balance += lot_size * (open_trade['entry_price'] - current_price) * 100000
open_trade = None
# Plotting the results
plt.figure(figsize=(9, 9))
plt.plot(data_subset['time'], data_subset['close'], color='black', label='Close Price')
# Plot trades on the chart
for trade in trade_log:
entry_color = 'green' if trade['type'] == 'Buy' else 'red'
exit_color = 'blue'
plt.scatter(trade['time'], trade['entry_price'], color=entry_color, label=f"{trade['type']} Entry")
plt.scatter(trade['exit_time'], trade['exit_price'], color=exit_color, label=f"{trade['type']} Exit 0.1")
plt.annotate(f"exit 0.1", (trade['exit_time'], trade['exit_price']), textcoords="offset points", xytext=(0,10), ha='center')
plt.legend()
plt.xlabel('Date')
plt.ylabel('Price')
plt.title(f'BTCUSD Price Prediction with LSTM (Balance: {balance:.2f})')
plt.show()
def show_ui():
root = tk.Tk()
root.title("LSTM Backtesting Visualization")
root.geometry("300x200")
start_button = tk.Button(root, text="Start Backtest", command=main, font=("Helvetica", 14))
start_button.pack(pady=50)
root.mainloop()
if __name__ == "__main__":
show_ui()
https://youtu.be/jZ38C-M3tyk?si=ERjuJ8hqsQwV2vAp