Beispiel #1
0
    def _reset(self):
        K.clear_session()
        self.AI = [AI(self.cv, self.cg), AI(self.cv, max(self.cg - 1, 0))]
        self._library = Library()
        self._board = Board()
        self._player1 = Player("A")
        self._player2 = Player("B")
        self._players = [self._player1, self._player2]
        self._scores = [Score(), Score()]

        self._turn_side = random.randint(0, 1)  # if 0, player 1 starts first
        if self._is_user:
            if self._turn_side == 0:
                print("Player First")
            else:
                print("Player Second")
        self._library.shuffle()
        for i in range(10):
            self._player1.draw(self._library.draw())
            self._player2.draw(self._library.draw())
        for i in range(8):
            self._board.put(self._library.draw())

        if self._is_user:
            print(self)
Beispiel #2
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def test_payAll_two():
    game = Game()
    game.setPlayers([Player(),Player(),Player()])
    game.payAll(0,50)
    assert game.getPlayer(0).getMoney() == -100
    assert game.getPlayer(1).getMoney() == 50
    assert game.getPlayer(2).getMoney() == 50
Beispiel #3
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def test_game_over_true():
    game = Game()
    game.setPlayers([Player(),Player()])
    a = game.getPlayers()
    a[1].setAlive(False)
    game.checkGameOver()
    assert game.getGameOver() == True
Beispiel #4
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    def __init__(self, screen, brain, extra_ast):
        game_folder = os.path.dirname(__file__)
        img_folder = os.path.join(game_folder, 'sprites')

        self.bg = pg.image.load(os.path.join(img_folder, 'Space_Stars4.png'))
        self.bullet_img = pg.image.load(os.path.join(img_folder, 'bullet.png'))
        self.ast_imgs = [pg.image.load(os.path.join(img_folder, 'ast1.png'))]
        self.player_img = pg.image.load(os.path.join(img_folder,
                                                     'tile010.png'))

        self.player = Player(300, 200, self.player_img, brain)
        self.screen = screen
        self.bullets = pg.sprite.Group()
        self.asteroids = pg.sprite.Group()
        self.player_group = pg.sprite.Group()
        self.player_group.add(self.player)
        self.cooldown = 0
        self.grid = Grid(RESOLUTION[0], RESOLUTION[1], 128)
        self.grid.insert(self.player, self.player.rect.center[0],
                         self.player.rect.center[1])
        self.displaying = False
        self.net_renderer = NetworkRenderer(self.screen)
        self.time = 0
        self.bounty_timer = 20
        self.extra_asteroids = extra_ast
Beispiel #5
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def test_collect_all():
    game = Game()
    game.setPlayers([Player(),Player(),Player()])
    game.collectAll(0,50)
    assert game.getPlayer(0).getMoney() == 100
    assert game.getPlayer(1).getMoney() == -50
    assert game.getPlayer(2).getMoney() == -50
Beispiel #6
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 def __init__(self, number_cards=10):  # creates a new deck
     game_deck = DeckOfCards()
     self.player_1 = Player("Dolev")
     self.player_2 = Player("Shay")
     self.game_deck = game_deck.lst_cards
     self.number_cards = number_cards
     self.new_game()
Beispiel #7
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 def __init__(self):
     # Enumerate all possible 3 in a row positions
     self.win_positions = [[0, 4, 8], [2, 4, 6], [0, 1, 2], [3, 4, 5],
                           [6, 7, 8], [0, 3, 6], [1, 4, 7], [2, 5, 8]]
     self.board = Board()
     self.human = Player()
     self.bot = Player(True)
     self.opening_move = True
Beispiel #8
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    def __init__(self, maze):
        """
		Constructor of the class Game with arguments:
	 		- the maze, by loading it from its filename
			- the palyer that starts at position 0,0
		"""
        self.maze = maze  # the maze
        x, y = self.maze.start_position  # the start position to set the player
        self.player = Player(x, y)  # the class of the player
Beispiel #9
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 def __init__(self):
     self.Players = [Player('Player1', 0), Player('Player2', 1)]
     self.Players[0].OpPlayer = self.Players[1]
     self.Players[1].OpPlayer = self.Players[0]
     self.Players[0].ThisGame = self.Players[1].ThisGame = self
     self.GlobalEffect = []
     self.PlayCardQueue = []
     self.DayOrNight = random.choice([True, False])
     self.NumberOfBoard = 0
Beispiel #10
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def create_teams():
    blue_players = []
    yellow_players = []
    for i in range(PLAYER_PER_TEAM):
        bPlayer = Player(i)
        yPlayer = Player(i)
        blue_players.append(bPlayer)
        yellow_players.append(yPlayer)
    blue_team = Team(blue_players, False)
    yellow_team = Team(yellow_players, True)
    return blue_team, yellow_team
Beispiel #11
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    def generateDefaultPlayers(self):
        defaultPlayers = []

        redPlayer = Player("red", "R", Status.LIVE, 0, 0, None, 0, 0)
        bluePlayer = Player("blue", "B", Status.LIVE, 0, 7, None, 0, 0)
        greenPlayer = Player("green", "G", Status.LIVE, 7, 7, None, 0, 0)
        yellowPlayer = Player("yellow", "Y", Status.LIVE, 7, 0, None, 0, 0)

        defaultPlayers.extend(
            [redPlayer, bluePlayer, greenPlayer, yellowPlayer])

        return defaultPlayers
Beispiel #12
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	def __init__(self, mode, playground):
		self.simulation = Simulation(self, mode, playground)
		self.camera = Camera(self, 70)
		self.mode = mode
		self.playground = playground
		# Players
		#----------------------------- 1st player -----------------------------
		self.players = []
		if mode == "NE" or mode == "vsNN":
			self.players.append(Player(self, NN_StrategyA.NN_StrategyA(), "left"))			
		else:
			self.players.append(Player(self, StrategyC.StrategyC(), "left"))
			# self.players.append(Player(self, MovementTest.MovementTest(), "left"))


		#----------------------------- 2nd player -----------------------------
		if not playground:
			if mode == "vsAI" or mode == "vsNN":
				self.players.append(Player(self, StrategyD.StrategyD(), "right"))
				# self.players.append(Player(self, MovementTest.MovementTest(), "right"))

			elif mode == "NE":
				self.players.append(Player(self, NN_StrategyA.NN_StrategyA(), "right"))
			else:
				self.players.append(Player(self, StrategyD.StrategyD(), "right"))

			self.players[0].opponent = self.players[1]
			self.players[1].opponent = self.players[0]
		
		# States
		self.gameDone = False
		self.gameTime = 0
		self.gameSpeed = 1
		self.scoreChangeAt = 0
		self.prevScore = [0, 0]		

		self.bestScorePlayer = -1
		self.winner = -1

		self.stepTime = MIN_STEP_TIME
		self.mousePosition = None
		self.leftMouseDown = False
		self.middleMouseDown = False
		self.rightMouseDown = False

		# Statistic data
		self.onSide = 0
		self.maxShotSpeed = [0, 0]
		self.puckControl = [0, 0]
		self.shotOnGoals = [0, 0]
		self.lostPucks = [0, 0]
Beispiel #13
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 def new_game(self):
     shuffle(self.game_deck)
     player_1 = Player('player1')
     player_2 = Player('player2')
     player_1.set_hand()
     player_2.set_hand()
     return f"{player_1.set_hand()}"
Beispiel #14
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 def ename(self):
     name = self.playersname.get()
     mail = self.emailp.get()
     self.er.config(text="")
     self.mer.config(text="")
     if (name == ""):  #מוודא שהשם לא ריק
         self.er.config(text='Type a Password!', fg="red")
     if not self.testmail(mail):  #מוודא שהמייל תקין
         self.mer.config(text='Invalid mail!', fg="red")
     else:  #אם כל הפרטים תקינים-מכניס לרשימה ומוחק את הפרטים מהEntry
         self.playersname.delete(0, 'end')
         self.emailp.delete(0, 'end')
         player = Player(name, self.money, mail)
         self.players.append(player)
         self.countp += 1
         self.playersname.delete(0, 'end')
     if (self.countp == 5):  #אם הוכנסו כבר ארבעה שחקנים-מוחק את החלון
         self.playersbuttun.destroy()
         self.playersname.destroy()
         self.emailp.destroy()
         self.labeln.destroy()
         self.labelm.destroy()
         self.er.destroy()
         self.mer.destroy()
         self.welcome.destroy()
         begin = game.Label(text="Now Let's start the game.")
         begin.grid(row=2, column=1)
         self.window.after(10, lambda: self.window.destroy())
Beispiel #15
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 def init_players(self):
     """
     Create player objects for each player name
     """
     for name in self.player_names:
         new_player = Player(name)
         self.players.append(new_player)
Beispiel #16
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 def testinit2(self):
     try:
         player = Player("Bar", 8000, -1)
     except:
         pass
     else:
         self.fail()
Beispiel #17
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 def testinit1(self):
     try:
         player = Player("Yossi", 500)
     except:
         pass
     else:
         self.fail()
Beispiel #18
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def test_player_alive_money():
    game = Game()
    game.setPlayers([Player()])
    player = game.getPlayers()[0]
    player.setMoney(0)
    game.checkMoneyRule(player)
    assert player.getAlive() == False
Beispiel #19
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 def __init__(self, evening) -> None:
     super().__init__()
     self.active_player = None
     self._evening = evening
     self.players = [
         Player(member.id, member.name)
         for member in self._evening.members.values()
     ]
Beispiel #20
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 def addPlayer(self):
     char = self.characters.getRandom_character()
     self.players.append(
         Player(self.name_entry.get(), self.game_money, char))
     # self.players[len(self.players)-1].loadCharacter_picture() - For future updates
     self.name_entry.delete(0, 'end')
     if self.players_quantity == len(self.players):
         self.destroyWindow(self.start_screen)
def test_collectPool():
    game = Game(players=[Player()])
    sq = FreeParking()
    game.setPool(100)
    assert game.getPool() == 100
    sq.run(0,game)
    assert game.getPool() == 0
    assert game.getPlayer(0).getMoney() == 100
Beispiel #22
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    def __init__(self):
        self.Players = [Player('Player1', 0),
                        Player('Player2', 1)]  # [Player,Player] 玩家们
        self.Players[0].OpPlayer = self.Players[1]
        self.Players[1].OpPlayer = self.Players[0]
        self.Players[0].ThisGame = self.Players[1].ThisGame = self
        self.GlobalEffect = []  # [Card...] 全局效果
        self.PlayCardQueue = []  # [Card...] 出牌队列
        self.DayOrNight = random.choice([True, False])  # 白天?晚上?
        self.NumberOfBoard = 0  # 场次

        # server
        self.Host = 0  # str server host
        self.Port = 0  # [int,int] server port
        self.comServer = 0  # socket 指令服务端
        self.scrServer = 0  # socket 屏显服务端
        self.PComClient = []  # socket_conn 指令客户端
        self.PScrClient = []  # socket_conn 屏显客户端
Beispiel #23
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def run_game():

    ''' Game window initialization'''
    pygame.init()
    ai_settings = Settings()
    pygame.mixer.init()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Arkanoid v1.0")

    '''create'''
    player = Player(ai_settings, screen)


    while True:

        gf.check_events(ai_settings, screen, player)
        player.update()

        gf.update_screen(ai_settings, screen, player)
Beispiel #24
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def test_rollJail_three():
    game = Game(players=[Player()])
    game.setBoard([null.Null(), jail.Jail()])
    rule = Rules(game, jail=3)
    rule.roll(0, 6, 6)
    rule.roll(0, 6, 6)
    rule.roll(0, 6, 6)
    assert game.getPlayer(0).getDouble() == 3
    assert game.getPlayer(0).getJail() == True
    assert game.getPlayer(0).getPos() == 1
Beispiel #25
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 def __init__(self, level_options):
     self.level_options = level_options
     self.view_x = (ARENA_WIDTH - SCREEN_WIDTH) / 2
     self.view_y = (ARENA_HEIGHT - SCREEN_HEIGHT) / 2
     self.player = Player(self.view_x + SCREEN_WIDTH / 2, self.view_y + SCREEN_HEIGHT / 2, textureHolder, Texture.PLAYER)
     self.monsters = []
     self.projectiles = []
     self.moonwalk = False
     self.shoot = False
     self.air = []
     print(self.level_options.person_name)
     self.generate_level()
Beispiel #26
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class CardGame:
    def __init__(self, number_cards=10):  # creates a new deck
        game_deck = DeckOfCards()
        self.player_1 = Player("Dolev")
        self.player_2 = Player("Shay")
        self.game_deck = game_deck.lst_cards
        self.number_cards = number_cards
        self.new_game()

    def new_game(self):  # shuffels the deck and deals each player the number of decided cards
        shuffle(self.game_deck)
        self.player_1.set_hand()
        self.player_2.set_hand()

    def get_winner(self):  # prints the player with the least card. if equal,gives None
        if len(self.player_1.hand) > len(self.player_2.hand):
            return f"{self.player_2.name} won!"
        if len(self.player_2.hand) > len(self.player_1.hand):
            return f'{self.player_1.name} won!'
        else:
            return None
Beispiel #27
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def test_just_visiting():
    """"
    Handles test case of landing on the jail/just visting
    """

    sq = Jail()
    p = Player()
    game = Game(players=[p])
    old = game.getPlayers()
    sq.run(0, game)
    ran = game.getPlayers()
    #current player and all players
    assert old == ran
Beispiel #28
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    def __init__(self, player_names, n_decks):
        """
        Initialize a blackjack player
        Args:
        :List player_names: Names of participants in the blackjack game.
        :Int n_decks: Number of decks cards are drawn from (Standard 
            games include 1-8 decks).
        """
        self.player_names = player_names

        # People playing the game
        self.players = []
        self.init_players()

        # Dealer hand
        self.dealer = Player("Dealer")

        # Initialize a deck containing n_decks standard 52 card decks.
        self.deck = BlackjackDeck(n_decks)

        # Start the blackjack game
        self.run_game()
Beispiel #29
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 def join_game(self, message):
     response = {'type': 'set_username'}
     if len(self.players) == 4:  # Prevent user from connecting
         response['freeSeats'] = False
         self.writer.sendMessage(response)
         self.writer.closeConnection()
     else:
         self.players.append(Player(message['user']))
         response['user'] = message['user']
         response['message'] = "Connected"
         response['time'] = datetime.datetime.now().strftime('[%H:%M:%S]')
         response['freeSeats'] = True
         self.writer.emitMessage(response)
         if len(self.players) == 4:
             self.start_game()
Beispiel #30
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    def __ExecuteBattle(self):

        # Get the century
        period = self._gameSettings.Get_I(category='Period')

        # Define the player data
        data = PlayerDataFromXML(self._gameSettings)

        # Define the game controller
        game = Player(data)
        game.SetTimePeriod(period)

        # Some internal default values (dont worry know about them, there are just for historical reasons)
        game.SetLoopsForEachTest(2)
        game.SetMaxCastleEvolutions(5)
        game.SetVerboseLevel(VERBOSE_RESULT)

        # Start the simulation
        game.Play(speed=SETTINGS.Get_I(category='Game', tag='speed'))
Beispiel #31
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class Game:
    def __init__(self, level_options):
        self.level_options = level_options
        self.view_x = (ARENA_WIDTH - SCREEN_WIDTH) / 2
        self.view_y = (ARENA_HEIGHT - SCREEN_HEIGHT) / 2
        self.player = Player(self.view_x + SCREEN_WIDTH / 2, self.view_y + SCREEN_HEIGHT / 2, textureHolder, Texture.PLAYER)
        self.monsters = []
        self.projectiles = []
        self.moonwalk = False
        self.shoot = False
        self.air = []
        print(self.level_options.person_name)
        self.generate_level()
    
    def run(self):
        pygame.init()
        pygame.key.set_repeat(25, 25)
        screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE,)
        arena = pygame.Surface((ARENA_WIDTH, ARENA_HEIGHT), pygame.DOUBLEBUF | pygame.HWSURFACE)
        clock = pygame.time.Clock()
        
        pygame.mixer.music.load(MUSIC)
        pygame.mixer.music.play()

        seconds = (700 + 100 * (self.level_options.enemiesCount - 1)) / (self.player.damage * 4) * 1000
        print(seconds)
        scoreIncrementTimer = 0
        lastFrameTicks = pygame.time.get_ticks()
        
        while True:
            # Limit frame speed to 50 FPS
            time_passed = clock.tick(50)
        
            thisFrameTicks = pygame.time.get_ticks()
            ticksSinceLastFrame = thisFrameTicks - lastFrameTicks
            lastFrameTicks = thisFrameTicks

            scoreIncrementTimer = scoreIncrementTimer + ticksSinceLastFrame
            if scoreIncrementTimer > seconds:
                self.gen_monsters()
                scoreIncrementTimer = 0

            # Redraw the background
            arena.fill(BG_COLOR)
            textureHolder.load(self.level_options.enumTexture, self.level_options.enumTexture.value)
            bg = textureHolder.get(self.level_options.enumTexture)

            self.background_render(bg, arena)

            if self.handle_user_input():
                return

            # Update and redraw all creeps
            self.player.update()
            self.player.render(arena)

            if len(self.monsters) > 0:
                self.handle_monsters(arena)
            else: #TODO: win after killing all 3 waves of zombies
                self.game_over(screen, "You Win")
                return

            if self.player.health < 0:
                self.game_over(screen, "Game Over")
                return

            for bullet in self.projectiles:
                self.handle_bullet(bullet, arena)
                #print(len(self.projectiles))

            self.update_view_coordinates()

            for cloud in self.air:
                cloud.update()
                cloud.render(arena)

            #Draw the view on the screen
            screen.blit(arena, (0, 0), pygame.Rect(self.view_x, self.view_y, SCREEN_WIDTH, SCREEN_HEIGHT))
            pygame.display.flip()

    def random_coords(self):
        uy = randint(0, int(self.view_y))
        dy = randint(int(self.view_y) + SCREEN_HEIGHT, ARENA_HEIGHT)
        lx = randint(0, int(self.view_x))
        rx = randint(int(self.view_x) + SCREEN_WIDTH, ARENA_WIDTH)
        spawn_x = choice([lx, rx])
        spawn_y = choice([uy, dy])
        
        return  spawn_x, spawn_y
   
    def gen_monsters(self):
        for i in range(self.level_options.enemiesCount - 1):
            spawn_x, spawn_y = self.random_coords()
            monster = Enemy(spawn_x, spawn_y, textureHolder, Texture.ZOMBIE)
            monster.set_speed(self.level_options.enemySpeed)
            monster.letter = self.level_options.person_name[i]
            self.monsters.append(monster)

    def generate_level(self):

        self.gen_monsters()

        spawn_x, spawn_y = self.random_coords()

        monster = Enemy(spawn_x, spawn_y, textureHolder, Texture.ZOMBIE)
        monster.set_speed(self.level_options.enemySpeed - 0.5)
        #monster.set_damage(monster.damage + 50)
        monster.letter = self.level_options.person_name.split(" ")[0]
        monster.set_health(700)
        self.monsters.append(monster)
        
        #add trees
        for i in range(10):
            self.air.append(Entity((randint(0, SCREEN_WIDTH), randint(0, SCREEN_HEIGHT)), textureHolder, Texture.TREE2))

        self.player.set_speed(self.level_options.playerSpeed)
        self.player.set_damage(self.level_options.damage)

    def exit(self):
        pygame.quit()

    def background_render(self, bg, screen):
        x = 0
        while x < ARENA_WIDTH:
            y = 0
            while y < ARENA_HEIGHT:
                screen.blit(bg, (x, y))
                y += bg.get_height()
            x += bg.get_width()

    def collision_detection(self, surface_1, surface_2):
        if len(surface_2.walk) > 0 and len(surface_1.walk) > 0:
            rect1 = pygame.Rect(surface_1.pos.x, surface_1.pos.y, surface_1.walk[0].get_width(), surface_1.walk[0].get_height())
            #TODO: check this walks arrays
            rect2 = pygame.Rect(surface_2.pos.x, surface_2.pos.y, surface_2.texture.get_width(), surface_2.walk[0].get_width())
            if rect1.colliderect(rect2):
                return True
        else: return False

    def game_over(self, screen, text):
        font1 = pygame.font.Font(None, 140)
        text = font1.render(text, True, (0, 0, 0))
        text_rect = text.get_rect()
        text_x = screen.get_width() / 2 - text_rect.width / 2
        text_y = screen.get_height() / 2 - text_rect.height / 2

        scale = 1.0/float(4)
        surf_size = screen.get_size()
        scale_size = (int(surf_size[0]*scale), int(surf_size[1]*scale))
        surf = pygame.transform.smoothscale(screen, scale_size)
        surf = pygame.transform.smoothscale(surf, surf_size)

        while True:
            screen.blit(surf, (0,0))
            screen.blit(text, [text_x, text_y])

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.exit()
                    return
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.exit()
                        return

            pygame.display.update()

    def get_min(self, collisions):
        d = collisions[0]
        min_d = collisions[0].pos.distance_to(self.player.pos)
        for i, c in enumerate(collisions):
            if c.pos.distance_to(self.player.pos) <= min_d:
                min_d = c.pos.distance_to(self.player.pos)
                d = collisions[i]
        return d

    def handle_bullet(self, bullet, screen):
        bullet.update()

        if bullet.pos.x < 0 or bullet.pos.x > ARENA_WIDTH or bullet.pos.y < 0 or bullet.pos.y > ARENA_HEIGHT:
            self.projectiles.remove(bullet)
            return

        collisions = []

        for monster in self.monsters:
            if self.collision_detection(monster, bullet):
                collisions.append(monster)
            if len(collisions) > 0:
                m = self.get_min(collisions)
                m.reduce_health(self.player.damage)
                    #monster.reduce_health(self.player.damage)
                if bullet in self.projectiles:
                    self.projectiles.remove(bullet)
                break
                #print(monster.health)
        bullet.render( screen )

    def handle_monsters(self, screen):
        for monster in self.monsters:
            monster.set_target(self.player)
            monster.update()
            monster.render(screen)
            if monster.health <= 0:
                if monster in self.monsters:
                    self.monsters.remove(monster)

    def handle_user_input(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.exit()
                return True
            elif event.type == pygame.KEYDOWN:
                #event.key in (pygame.K_UP, pygame.K_w)
                if event.key == pygame.K_w:
                    self.player.speed = self.player.default_speed
                if event.key == pygame.K_a:
                    self.player.set_direction(self.player.get_orientation().rotate(-15))
                if event.key == pygame.K_d:
                    self.player.set_direction(self.player.get_orientation().rotate(15))
                if event.key == pygame.K_s:
                    if not self.moonwalk:
                        self.player.speed = -self.player.default_speed
                        self.player.set_direction(-self.player.direction)
                        self.moonwalk = True
                if event.key == pygame.K_SPACE:
                    if not self.shoot:
                        self.projectiles.append(self.player.shoot())
                        self.shoot = True
                if event.key == pygame.K_ESCAPE:
                    self.exit()
                    return True

            elif event.type == pygame.KEYUP:
                if event.key in (pygame.K_w, pygame.K_s):
                    self.player.speed = 0
                    self.moonwalk = False
                if event.key == pygame.K_SPACE:
                    self.shoot = False
        return False

    def update_view_coordinates(self):
        if self.player.pos.x > 3/4 * SCREEN_WIDTH + self.view_x:
            self.view_x = self.player.pos.x - 3/4 * SCREEN_WIDTH
        if self.view_x > ARENA_WIDTH - SCREEN_WIDTH:
            self.view_x = ARENA_WIDTH - SCREEN_WIDTH
        if self.player.pos.x < 1/4 * SCREEN_WIDTH + self.view_x:
            self.view_x = self.player.pos.x - 1/4 * SCREEN_WIDTH
        if self.view_x < 0:
            self.view_x = 0
        if self.player.pos.y > 3/4 * SCREEN_HEIGHT + self.view_y:
            self.view_y = self.player.pos.y - 3/4 * SCREEN_HEIGHT
        if self.view_y > ARENA_HEIGHT - SCREEN_HEIGHT:
            self.view_y = ARENA_HEIGHT - SCREEN_HEIGHT
        if self.player.pos.y < 1/4 * SCREEN_HEIGHT + self.view_y:
            self.view_y = self.player.pos.y - 1/4 * SCREEN_HEIGHT
        if self.view_y < 0:
            self.view_y = 0
Beispiel #32
0
class Sandbox:
    def __init__(self, screen, brain, extra_ast):
        game_folder = os.path.dirname(__file__)
        img_folder = os.path.join(game_folder, 'sprites')

        self.bg = pg.image.load(os.path.join(img_folder, 'Space_Stars4.png'))
        self.bullet_img = pg.image.load(os.path.join(img_folder, 'bullet.png'))
        self.ast_imgs = [pg.image.load(os.path.join(img_folder, 'ast1.png'))]
        self.player_img = pg.image.load(os.path.join(img_folder,
                                                     'tile010.png'))

        self.player = Player(300, 200, self.player_img, brain)
        self.screen = screen
        self.bullets = pg.sprite.Group()
        self.asteroids = pg.sprite.Group()
        self.player_group = pg.sprite.Group()
        self.player_group.add(self.player)
        self.cooldown = 0
        self.grid = Grid(RESOLUTION[0], RESOLUTION[1], 128)
        self.grid.insert(self.player, self.player.rect.center[0],
                         self.player.rect.center[1])
        self.displaying = False
        self.net_renderer = NetworkRenderer(self.screen)
        self.time = 0
        self.bounty_timer = 20
        self.extra_asteroids = extra_ast

    def display(self):
        self.setup_background()
        if self.player.target == self.player.closest_asteroid:
            pg.draw.line(self.screen,
                         color=(255, 255, 255),
                         start_pos=self.player.rect.center,
                         end_pos=self.player.closest_asteroid.rect.center,
                         width=2)
        else:
            pg.draw.line(self.screen,
                         color=(255, 255, 255),
                         start_pos=self.player.rect.center,
                         end_pos=self.player.closest_asteroid.rect.center)
        pg.draw.line(self.screen,
                     color=(255, 0, 0),
                     start_pos=self.player.rect.center,
                     end_pos=self.player.target.rect.center)

        self.bullets.draw(self.screen)
        self.asteroids.draw(self.screen)
        self.player_group.draw(self.screen)

        ft_font = pygame.freetype.SysFont('Sans', 20)
        text_str = 'Score: {}'.format(self.player.score)
        text_rect = ft_font.get_rect(text_str)
        text_rect.center = self.screen.get_rect().topleft
        ft_font.render_to(self.screen, (text_rect[0] + 50, text_rect[1] + 20),
                          text_str, (255, 255, 255))

        if gints is None:
            return

        text_str = 'Inputs: {}'.format(list(np.around(gints, 2)))
        text_rect = ft_font.get_rect(text_str)
        text_rect.center = self.screen.get_rect().topright
        ft_font.render_to(self.screen, (text_rect[0] - 110, text_rect[1] + 20),
                          text_str, (255, 255, 255))

        text_str = 'Outputs: {}'.format(list(np.around(gouts, 2)))
        text_rect = ft_font.get_rect(text_str)
        text_rect.center = self.screen.get_rect().topright
        ft_font.render_to(self.screen, (text_rect[0] - 100, text_rect[1] + 50),
                          text_str, (255, 255, 255))

        text_str = 'Time: {}'.format(self.bounty_timer)
        text_rect = ft_font.get_rect(text_str)
        text_rect.center = self.screen.get_rect().midtop
        ft_font.render_to(self.screen, (text_rect[0] - 40, text_rect[1] + 20),
                          text_str, (255, 255, 255))

        self.net_renderer.render(self.player.brain)

    def tick(self):
        self.player.wrap_around_screen()

        self.remove_out_of_screen(self.bullets)
        self.remove_out_of_screen(self.asteroids)
        self.replenish_asteroids()

        for i in self.bullets:
            self.update_element_and_grid(i)

        for i in self.asteroids:
            self.update_element_and_grid(i)

        self.update_element_and_grid(self.player)

        self.check_collisions()
        self.propagate_player()
        self.cooldown -= 1
        self.cooldown = max(0, self.cooldown)
        self.time += 1

        if self.time % 60 == 0:
            self.bounty_timer -= 1
            if self.bounty_timer <= 0:
                self.player.die()

    def update_element_and_grid(self, elem):
        old_x = elem.rect.center[0]
        old_y = elem.rect.center[1]
        old_key = self.grid.get_key(old_x, old_y)
        elem.update()
        new_key = self.grid.get_key(elem.rect.center[0], elem.rect.center[1])

        if old_key != new_key:
            self.grid.delete(elem, old_x, old_y)
            self.grid.insert(elem, elem.rect.center[0], elem.rect.center[1])

    def propagate_player(self):
        ast = random.choice(list(self.asteroids))
        closest = self.distance(ast.rect.center, self.player.rect.center)
        for a in self.asteroids:
            dist = self.distance(self.player.rect.center, a.rect.center)
            if dist < closest:
                closest = dist
                ast = a

        closest = self.norm_distance(self.player, ast)
        self.player.closest_asteroid = ast
        degs = self.norm_angle(ast)

        if self.player.target is None:
            self.player.target = random.choice(list(self.asteroids))

        target_dist = self.norm_distance(self.player.target, self.player)
        target_angle = self.norm_angle(self.player.target)

        inputs = [degs, closest, target_angle, target_dist]
        outputs = self.player.propagate(inputs)

        if self.displaying:
            global gints
            gints = inputs
            global gouts
            gouts = outputs

        # Move
        if outputs[0] >= 0.8:
            self.player.accelerate()

        # Steer
        if outputs[1] >= 0.9:
            if outputs[0] >= 0.9 or outputs[0] <= 0.1:
                self.player.steer(1)
            else:
                self.player.steer(5)
        elif outputs[1] <= 0.1:
            if outputs[0] >= 0.9 or outputs[0] <= 0.1:
                self.player.steer(-1)
            else:
                self.player.steer(-5)

        # Shoot
        if outputs[2] >= 0.8:
            if self.cooldown == 0:  # Don't allow player to make bullet laser beams
                bullet = Bullet(self.player, self.bullet_img)
                self.bullets.add(bullet)
                self.grid.insert(bullet, bullet.rect.center[0],
                                 bullet.rect.center[1])
                self.player.shots_fired += 1
                self.cooldown = 50

    def norm_angle(self, a):
        dx = a.rect.center[0] - self.player.rect.center[0]
        dy = a.rect.center[1] - self.player.rect.center[1]
        rads = atan2(-dy, dx)
        rads %= 2 * pi
        degs = degrees(rads)

        degs = abs(360 - self.player.angle - abs(degs))
        if degs > 180:
            degs -= 360
            degs = abs(degs)

        return degs / 180

    def norm_distance(self, a, b):
        target_dist = self.distance(a.rect.center, b.rect.center)
        target_dist /= (self.distance((0, 0), (RESOLUTION[0], 0)) / 2)
        target_dist = max(1 - target_dist, 0.00)
        return target_dist

    def setup_background(self):
        brick_width, brick_height = self.bg.get_width(), self.bg.get_height()
        for x, y in itertools.product(range(0, RESOLUTION[0], brick_width),
                                      range(0, RESOLUTION[1], brick_height)):
            self.screen.blit(self.bg, (x, y))

    def remove_out_of_screen(self, sprites):
        count = 0

        for s in sprites:
            if s.position.x > RESOLUTION[0] + 30 or s.position.x < -50 or s.position.y <= -50 or s.position.y > \
                    RESOLUTION[1] + 50:
                sprites.remove(s)
                self.grid.delete(s, s.rect.center[0], s.rect.center[1])
                count += 1
                if s == self.player.target:
                    self.player.target = None

        return count

    def replenish_asteroids(self):
        while len(self.asteroids) < ASTEROID_COUNT + self.extra_asteroids:
            asteroid = Asteroid(random.choice(self.ast_imgs))
            self.asteroids.add(asteroid)
            self.grid.insert(asteroid, asteroid.rect.center[0],
                             asteroid.rect.center[1])

    def check_collisions(self):
        player_zone = self.grid.get_zone(self.player.rect.center[0],
                                         self.player.rect.center[1])

        for i in player_zone:
            if i == self.player:
                continue

            if i not in self.bullets and pg.sprite.collide_circle(
                    self.player, i):
                self.player.die()
                self.player.killed = True

        for b in self.bullets:
            b_zone = self.grid.get_zone(b.rect.center[0], b.rect.center[1])
            asteroids = [x for x in b_zone if type(x) is Asteroid]
            for i in asteroids:
                if pg.sprite.collide_circle(i, b):
                    if self.player.closest_asteroid == i:
                        self.player.score += 1
                        self.player.shots_hit += 1

                    if self.player.target == i:
                        self.player.score += round((self.norm_distance(
                            self.player, self.player.target)) * 5)
                        self.player.shots_hit += 1
                        self.bounty_timer = 20
                        self.player.target = None

                    if self.player.target != i and self.player.closest_asteroid != i:
                        self.player.score -= 1
                        self.player.score = max(self.player.score, 0)

                    self.asteroids.remove(i)
                    self.bullets.remove(b)
                    self.grid.delete(i, i.rect.center[0], i.rect.center[1])
                    self.grid.delete(b, b.rect.center[0], b.rect.center[1])

    def distance(self, p1, p2):
        if len(p1) != len(p2):
            print("Parameter length mismatch")
            return None

        result = 0.0

        for i in range(len(p1)):
            result += math.pow(p1[i] - p2[i], 2)
        return math.sqrt(result)