Beispiel #1
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 def __init__(self):
     self.isRunning = True
     self.difficulty = 0
     self.FPS = 60
     self.GameOver = False
     # Initialize all Objects
     self.player = Player(black, player_width, player_height, 0, 0)
     self.cactus = Obstacle('cactus', 'normal', black, 0, 0, 11, 27, 800)
     self.cactus_flipped = Obstacle('cactus', 'flipped', black, 0, 0, 11,
                                    27, 1200)
     self.bird_low = Bird('bird',
                          'normal',
                          black,
                          0,
                          0,
                          20,
                          14,
                          1000,
                          y_val=(game_height / 1.70))
     self.bird_high = Bird('bird',
                           'normal',
                           black,
                           0,
                           0,
                           20,
                           14,
                           1400,
                           y_val=(game_height / 1.69))
    def __init__(self, name="Wizard"):
        stats = [name, 4, 8, 18, 1, 3, 6]
        Player.__init__(self, stats)
        self.player_class = "Wizard"

        # Class Specific Stat
        # The wizard uses MANA as a resource.
        self.class_stat_name = "Mana"
    def __init__(self, name="Ranger"):
        stats = [name, 6, 15, 9, 2, 5, 3]
        Player.__init__(self, stats)
        self.player_class = "Ranger"

        # Class Specific Stat
        # The ranger uses ARROWS as a resource.
        self.class_stat_name = "Arrows"
    def __init__(self, name="Barbarian"):
        stats = [name, 15, 10, 5, 6, 3, 1]
        Player.__init__(self, stats)
        self.player_class = "Barbarian"
        self.skills = [("Rage", self.skill_rage),
                       ("Brutal Critical", self.skill_brutal_critical),
                       ("Primal Champion", self.skill_primal_champion)]

        # Class Specific Stat
        # Rage Builds up when the player takes damage, or after a turn.
        # Rage is the resource cost for the Barbarian's abilities.
        self.class_stat_name = "Rage"
        self.mp = 0  # Start at 0 rage.
Beispiel #5
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 def map_row(self, row, metadata=None):
     player = Player(key=row[0],
                     name=row[1],
                     team=row[2],
                     fTeam=row[3],
                     positions=row[4])
     return player
Beispiel #6
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    def __init__(self):

        self.board = []
        self.currentPlayer = Player('O')

        for x in range(3):
            self.board.append([])
            for y in range(3):
                self.board[x].append("-")
        """
Beispiel #7
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def add_new_player():
    with open('Players.txt', 'a+') as player_file:
        new_player = Player((input("username:\n")), "")
        while True:
            new_player.password = input("Password:\n")
            if len(new_player.password) not in range(6, 12):
                    print("Make sure your password is at least 6 and less than 12 letters")
            elif re.search('[0-9]', new_player.password) is None:
                    print("Make sure your password has a number in it")
            elif re.search('[A-Z]', new_player.password) is None:
                    print("Make sure your password has a capital letter in it")
            else:
                break
        if (new_player.name + " " + new_player.password) in open('Players.txt').read():
                print("sorry that username has been taken")
                sys.exit()
        player_file.write(new_player.name)
        player_file.write(" ")
        player_file.write(new_player.password)
        player_file.write("\n")
        main_menu()
 def LoadPlayers(self):
     Players = []
     counter = 0
     file = open('PlayersDatabase.dat', 'r')
     cont = file.readlines()
     try:
         while 1:
             cont1 = cont[counter].split()
             Players.append(Player(cont1))
             counter += 1
     except:
         Pool = PoolPlayers(Players)
         return Pool
Beispiel #9
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    def post(self):
        npc_org = NPCOrganizations()
        player = Player(
            "Vincent", "Merle",
            SharedData().organizations[next(
                (org for org in SharedData().organizations
                 if SharedData().organizations[org].name == "X-COM"))],
            random.randint(1000000, 10000000),
            SharedData().get_default_sector())
        SharedData().add_online_player(self.session_id, player)
        AWaiters().deliver(AWaiters.WAIT_FOR_CHAT_PLAYERS, player)

        player.CurrentSector.add_object(player.MapObject)

        self.redirect("/")
        pass
Beispiel #10
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def generateplayingfield(info, tournament):
    """
    Generates the playing field given the raw data.
    Gets passed the file name and the tournament.
    """

    # load workbook data
    print "Loading workbook data."
    players = []
    wb = load_workbook(info, read_only=True, data_only=True)
    ws = wb.active

    # construct players from each row value
    for row in ws:
        if str(row[0].value).lower() in ['none']:
            continue
        name = str(row[0].value) + " " + str(row[1].value)
        division = str(row[2].value)
        hometown = str(row[3].value)
        school = str(row[4].value)
        anniversary = str(row[5].value).lower() in ['yes']
        sande = str(row[6].value).lower() in ['yes']
        citizen = str(row[7].value).lower() in ['yes']
        military = str(row[8].value).lower() in ['military']
        geography = str(row[9].value).lower() in ['geography']
        fqn = str(row[10].value).lower in ['yes']
        bowl = str(row[11].value).lower() in ['yes']
        bee = str(row[12].value).lower() in ['yes']
        seed = str(row[13].value).lower()
        newplayer = Player(name, division, hometown, school, bee, bowl,
                           anniversary, sande, citizen, military, geography,
                           fqn, seed, tournament)
        players.append(newplayer)

    # remove header
    players.pop(0)

    # close workbook and return players
    wb.close()

    return players
Beispiel #11
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class RexRun:
    def __init__(self):
        self.isRunning = True
        self.difficulty = 0
        self.FPS = 60
        self.GameOver = False
        # Initialize all Objects
        self.player = Player(black, player_width, player_height, 0, 0)
        self.cactus = Obstacle('cactus', 'normal', black, 0, 0, 11, 27, 800)
        self.cactus_flipped = Obstacle('cactus', 'flipped', black, 0, 0, 11,
                                       27, 1200)
        self.bird_low = Bird('bird',
                             'normal',
                             black,
                             0,
                             0,
                             20,
                             14,
                             1000,
                             y_val=(game_height / 1.70))
        self.bird_high = Bird('bird',
                              'normal',
                              black,
                              0,
                              0,
                              20,
                              14,
                              1400,
                              y_val=(game_height / 1.69))

    def upDifficulty(self):
        self.cactus.speed += self.difficulty
        self.cactus_flipped.speed += self.difficulty
        self.bird_low.speed += self.difficulty
        self.bird_high.speed += self.difficulty

    def gameOver(self):
        screen.fill(white)
        text = font.render('Game Over', True, black)
        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
        screen.blit(text, [text_x, text_y])

        text = font.render('Press Up or Down Key to Play Again', True, black)
        text_rect = text.get_rect()
        text_x = screen.get_width() / 2 - text_rect.width / 2
        text_y = screen.get_height() / 1.5 - text_rect.height / 1.5
        screen.blit(text, [text_x, text_y])
        pygame.display.update()
        waiting = True
        while waiting:
            clock.tick(self.FPS)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print("QUIT")
                    pygame.quit()
                    self.isRunning = False
                    quit()

                if event.type == pygame.KEYUP:
                    waiting = False
                    self.__init__()

    def draw(self):
        screen.fill(white)
        pygame.draw.line(screen, black, (0, (game_height / 2 + player_height)),
                         (game_width, (game_height / 2 + player_height)))

        # Update Score
        score = font.render(f'Score {self.player.score}', 1, black)
        screen.blit(score, (5, 10))
        self.player.score += (1 / 2)

        # Update Objects
        self.player.update()
        if self.cactus.update(self.player):
            self.GameOver = True

        if self.cactus_flipped.update(self.player):
            self.GameOver = True

        if self.bird_low.update(self.player):
            self.GameOver = True

        if self.bird_high.update(self.player):
            self.GameOver = True

        if self.player.score % 500 == 0:
            print(self.player.score)
            self.upDifficulty()
            self.difficulty += 1
        # Update Display
        pygame.display.update()
        clock.tick(self.FPS)

    def main(self):
        while self.isRunning:
            if self.GameOver:
                self.gameOver()
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    print("QUIT")
                    pygame.quit()
                    self.isRunning = False
                    quit()

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_UP:
                        if self.player.Ypos == self.player.player_starty:
                            self.player.isJumping = True
                    elif event.key == pygame.K_DOWN:
                        if not self.player.isDucking:
                            # self.player.isJumping = True
                            pass

            self.draw()
Beispiel #12
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#arrange button groups depending on level
level1_buttons = [button_HELLO, button_SETTINGS, button_QUIT]
level2_buttons = [
    button_Previous2,
    button_Sound,
]
level3_buttons = [button_ON, button_OFF, button_Previous2]
level4_buttons = [button_Previous3, button_CONTINUE]
level5_buttons = [button_Previous3]

#create groups for sprites
all_sprites_list = pygame.sprite.Group()
all_enemies_list = pygame.sprite.Group()

#create player
playerMain = Player(80, 80, 20)
playerMain.rect.x = SCREENWIDTH / 2
playerMain.rect.y = SCREENHEIGHT - 100

all_sprites_list.add(playerMain)

#create zombies
for i in range(5):  # make 5 zombies for now
    zombie = Enemy(80, 80, 2)  #make enemies the same size as the player
    zombie.rect.x = random.randint(0, SCREENWIDTH - 80)
    zombie.rect.y = random.randint(-400, -200)
    all_sprites_list.add(zombie)
    all_enemies_list.add(zombie)

#---------Main Program Loop----------
screen.blit(background, (0, 0))
 def super_player(self):
     Player.__init__(self, self.key, self.first_name, self.last_name)
Beispiel #14
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from PlayerClass import Player

Player1 = Player(name='Debi',
                 attack=2,
                 defense=2,
                 agility=2,
                 brutality=2,
                 extraLife=2)
Player1.RegisterPlayer()

Player2 = Player(name='Loyd',
                 attack=2,
                 defense=2,
                 agility=2,
                 brutality=2,
                 extraLife=2)
Player2.RegisterPlayer()

Player1.Turn(Player2)
Beispiel #15
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from CardClass import Card
from PlayerClass import Player
from BlackjackHandClass import BlackjackHand
c1 = Card(1, 1)  #Ace
c2 = Card(13, 1)  #King

p1 = Player("test")
h1 = BlackjackHand()
p1.addHand(h1)
h1.addCard(c1)
h1.addCard(c2)

print("Hand 1: ")
print(h1.cards)
print("Hard: " + str(h1.getHardScore()))  #11
print("Soft: " + str(h1.getSoftScore()))  #Blackjack!

h2 = BlackjackHand()
c1 = Card(1, 1)  #Ace
c2 = Card(4, 1)  #4
c3 = Card(6, 3)  #6
h2.addCard(c1)
h2.addCard(c2)
h2.addCard(c3)
p1.addHand(h2)
print("Hand 2")
print(h2.cards)
print("Hard: " + str(h2.getHardScore()))  #11
print("Soft: " + str(h2.getSoftScore()))  #21

c4 = Card(5, 4)  #6
Beispiel #16
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 def getPlayerByName(self, name):
     for idx, item in enumerate(self.playerList):
         if (name == str(item)):
             return self.playerList[idx]
     return Player()
Beispiel #17
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from PlayerClass import Player
from BlackjackHandClass import BlackjackHand
from HelperFunctions import *
'''
[

]
'''
'''
Player Objects. This table can hold a max of 5 players.
'''
player1 = Player("p1", 10000000)
player2 = Player("p2")
player3 = Player("p3")
player4 = Player("p4")
player5 = Player("p5")
dealer = Player("dealer")

#Global objects
'''
table list and players list are sort of duplicates because it makes looping a
bit easier, but I should consider consolidating...

Generating tableScores list based on the number of players
'''
tableMinBet = 10
tableMaxBet = 1000
players = [player1]
table = [player1, dealer]
cardShoe = []
isShuffleTime = False