Beispiel #1
0
    def __init__(self):
        self._dice = Dice(5, 6)
        self._scorecard = Scorecard()
        self._cur_rolls = 0
        self._game_state = GS.NEED_ROLL

        self._state_action_map = {
            GS.NEED_ROLL: [GA.ROLL, GA.RESTART],
            GS.ROLLING: [GA.ROLL, GA.HOLD, GA.SCORE, GA.RESTART],
            GS.NO_MORE_ROLLS: [GA.SCORE, GA.HOLD, GA.RESTART],
            GS.GAME_OVER: [GA.RESTART]
        }
Beispiel #2
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    def __init__(self, ai_settings: Settings, stats: GameStats,
                 **kwargs: game_items_types):
        """Initialize with default items unless specified in kwargs."""

        # Default initializations for game items.
        # Initialize screen.
        flags = pygame.HWSURFACE | pygame.DOUBLEBUF  # | pygame.FULLSCREEN
        self.screen = pygame.display.set_mode(
            (ai_settings.screen_width, ai_settings.screen_height), flags)
        pygame.display.set_caption("Alien Invasion Game")

        # Initialize ship.
        self.ship = Ship(ai_settings, self.screen)

        # Initialize aliens group.
        self.aliens = Group()

        # Initialize bullets group.
        self.bullets = Group()

        # Initialize buttons.
        self.play_button = Button(self.screen, "Play!")

        # TODO implement Restart and Cancel buttons.
        # self.restart_button = Button(self.screen, "Restart")
        # self.cancel_button = Button(self.screen, "Cancel", (255, 0, 0, 80))
        # self.set_button_pos()

        # Initialize scorecard.
        self.sb = Scorecard(ai_settings, stats, self.screen)

        # Set the game items for those default values are given.
        for game_item in kwargs:
            if game_item in self.acceptable_game_items:
                self.__setattr__(game_item, kwargs[game_item])
Beispiel #3
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 def __init__(self, name):
     """Take the player's name and create their scorecard.
     
     Parameters:
         name (str) = the player's name
     """
     self._name = name
     self._scorecard = Scorecard()
Beispiel #4
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    def get_scorecard(self, request):
        """Returns the scorecard for a game."""
        game = get_by_urlsafe(request.urlsafe_game_key, Game)
        if not game:
            raise endpoints.NotFoundException('Game not found!')

        scorecard = Scorecard.query(Scorecard.game == game.key).get()
        if not scorecard:
          raise endpoints.NotFoundException('Scorecard not found!')

        return scorecard.to_form()
Beispiel #5
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    def __init__(self):
        self.scores = Scorecard()
        self.dice = Dice()
        self.is_done = False
        #there are 252 possible combinations of dice
        #there are three roll stats: one roll, two roll, and three roll
        #there are also a number 524,288 board states
        #there are 32 ways to roll dice including not rolling
        #there are 13 scoring actions
        #need to represent states by which scores are filled and what the total in the top section is

        #total states are
        #252*3*524,288 = 396,361,728

        #total actions are
        #32+13 = 45

        self.num_states = 396361728
        self.num_actions = 45

        #actions are broken down as follows
        #0-31 are rolling actions
        self.roll_actions = np.zeros((32, 5), dtype=int)
        dice_indices = [0, 1, 2, 3, 4]
        count = 0
        for i in range(6):
            for j in itertools.combinations(dice_indices, i):
                self.roll_actions[count, j] = 1
                count += 1

        dice_nums = [1, 2, 3, 4, 5, 6]
        dice_combs = itertools.combinations_with_replacement(dice_nums, 5)
        self.dice_state_lookup = {}
        count = 0
        for index, c in enumerate(dice_combs):
            key = ''.join([str(i) for i in c])
            self.dice_state_lookup[key] = count
            count += 1
Beispiel #6
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 def blob_task(self):
     obj = ChainMeasurements(
         self.symbol,
         input=self.input,
         interval=self.kwargs.get('interval'),
         dummy=self.kwargs.get('dummy')) if self.task == 'options' else (
             Historicals(self.symbol, **{
                 **self.kwargs,
                 **{
                     'input': self.input
                 }
             }) if self.task == 'historicals' else
             (TimeSeriesArchive(self.symbol, self.input)
              if self.task == 'archive_timeseries' else
              (Scorecard(self.input, self.kwargs.get('interval'), **self.
                         kwargs) if self.task == 'scorecard' else Artifacts(
                             self.symbol, self.task, input=self.input))))
     return obj.data
Beispiel #7
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 def __init__(self, course, players=[], *args, **kwargs):
     super(Round, self).__init__(*args, **kwargs)
     self._course = course
     self._players = players
     self._scorecard = Scorecard()
     self._current_hole = None
Beispiel #8
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 def reset(self):
     self.scores = Scorecard()
     self.dice.reset()
     self.is_done = False
RIGHT_LIMIT = 485

if __name__ == "__main__":
    screen = Screen()
    screen.title("PONG")
    screen.listen()
    game_on = True
    screen.setup(height=HEIGHT, width=WIDTH)
    screen.bgcolor("black")
    screen.tracer(0)
    left_paddle_obj = Paddle(LEFT_PADDLE_POS)
    right_paddle_obj = Paddle(RIGHT_PADDLE_POS)
    left_paddle = left_paddle_obj.paddle
    right_paddle = right_paddle_obj.paddle
    ball = Ball()
    score = Scorecard()

    screen.onkeypress(key="Up", fun=right_paddle_obj.move_up)
    screen.onkeypress(key="Down", fun=right_paddle_obj.move_down)
    screen.onkeypress(key="w", fun=left_paddle_obj.move_up)
    screen.onkeypress(key="s", fun=left_paddle_obj.move_down)
    screen.onkeypress(key="space", fun=screen.bye)
    while game_on:
        screen.update()
        time.sleep(0.005)
        ball.move_ball()

        if ball.pong_ball.ycor() >= UPPER_LIMIT or ball.pong_ball.ycor(
        ) <= BOTTOM_LIMIT:
            ball.change_direction_up_dn_collision()
Beispiel #10
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def game():

    scorecard = Scorecard()

    while "empty" in scorecard.values.values():

        turn = Turn()
        turn.take_turn()
        scorecard.show_scorecard()

        while True:
            choice = raw_input("What would you like to take?")

            if choice == "quit":
                return

            if choice == "1s" and scorecard.values["1's"] != 'empty':
                print "You have already taken 1's"
                continue

            if choice == "1s":
                scorecard.take_1s(turn.dice_values)
                break

            if choice == "2s" and scorecard.values["2's"] != 'empty':
                print "You have already taken 2's"
                continue

            elif choice == "2s":
                scorecard.take_2s(turn.dice_values)
                break

            if choice == "3s" and scorecard.values["3's"] != 'empty':
                print "You have already taken 3's"
                continue

            elif choice == "3s":
                scorecard.take_3s(turn.dice_values)
                break

            if choice == "4s" and scorecard.values["4's"] != 'empty':
                print "You have already taken 4's"
                continue

            elif choice == "4s":
                scorecard.take_4s(turn.dice_values)
                break

            if choice == "5s" and scorecard.values["5's"] != 'empty':
                print "You have already taken 5's"
                continue

            elif choice == "5s":
                scorecard.take_5s(turn.dice_values)
                break

            if choice == "6s" and scorecard.values["6's"] != 'empty':
                print "You have already taken 6's"
                continue

            elif choice == "6s":
                scorecard.take_6s(turn.dice_values)
                break

            if choice == "3 of a kind" and scorecard.values[
                    "3 of a kind"] != 'empty':
                print "You have already taken 3 of a kind"
                continue

            elif choice == "3 of a kind":
                number = raw_input("Which number?")
                number = int(number)

                if turn.dice_values.count(number) < 3:
                    print "You don't have 3 of that number"
                    decision = raw_input(
                        "Do you still want to take 3 of a kind, [y/n]?")
                    if decision == "n":
                        continue
                    else:
                        scorecard.no_three_of_a_kind()
                    break
                else:
                    scorecard.three_of_kind(turn.dice_values, number)
                    break

            if choice == "4 of a kind" and scorecard.values[
                    "4 of a kind"] != 'empty':
                print "You have already taken 4 of a kind"
                continue

            elif choice == "4 of a kind":
                number = raw_input("Which number?")
                number = int(number)

                if turn.dice_values.count(number) < 4:
                    print "You don't have 4 of that number"
                    decision = raw_input(
                        "Do you still want to take 4 of a kind, [y/n]?")
                    if decision == "n":
                        continue
                    else:
                        scorecard.no_four_of_a_kind()
                        break

                else:
                    scorecard.four_of_kind(turn.dice_values, number)
                    break

            if choice == "low run" and scorecard.values["low run"] != 'empty':
                print "You have already taken low run"
                continue

            elif choice == "low run":
                scorecard.low_run(turn.dice_values)
                break

            if choice == "low run" and collections.Counter(
                    turn.dice_values) == collections.Counter([1, 2, 4, 5, 3]):
                scorecard.low_run(turn.dice_values)
                break

            elif choice == "low run" and collections.Counter(
                    turn.dice_values) != collections.Counter([2, 3, 4, 5, 1]):
                scorecard.no_low_run(turn.dice_values)
                break

            if choice == "high run" and scorecard.values["high run"] != 'empty':
                print "You have already taken high run"
                continue

            if choice == "high run" and collections.Counter(
                    turn.dice_values) == collections.Counter([2, 3, 4, 5, 6]):
                scorecard.high_run(turn.dice_values)
                break

            elif choice == "high run" and collections.Counter(
                    turn.dice_values) != collections.Counter([2, 3, 4, 5, 6]):
                scorecard.no_high_run(turn.dice_values)
                break

            if choice == "full house" and scorecard.values[
                    "full house"] != 'empty':
                print "You have already taken full house"
                continue

            if choice == "full house":
                countvalues = collections.Counter(turn.dice_values)
                if countvalues.values() == [2, 3] or countvalues.values() == [
                        3, 2
                ] or countvalues.values() == [5]:
                    scorecard.full_house(turn.dice_values)
                    break
                else:
                    scorecard.no_full_house()
                break

            if choice == "sum" and scorecard.values["sum"] != 'empty':
                print "You have already taken sum"
                continue

            elif choice == "sum":
                scorecard.sum_of(turn.dice_values)
                break

            if choice == "yahtzee" and scorecard.values["yahtzee"] != 'empty':
                print "You have already taken yahtzee"
                continue

            elif choice == "yahtzee" and collections.Counter(
                    turn.dice_values) == collections.Counter([6, 6, 6, 6, 6]):
                scorecard.yahtzee(turn.dice_values)
                break

            elif choice == "yahtzee" and collections.Counter(
                    turn.dice_values) != collections.Counter([6, 6, 6, 6, 6]):
                scorecard.noyahtzee(turn.dice_values)
                break

        scorecard.show_scorecard()

    print "End of Game. Your final score is %s" % scorecard.total_score()
Beispiel #11
0
from turtle import Screen
import time
from snake import Snake
from food import Food
from scorecard import Scorecard

screen = Screen()
screen.bgcolor("Black")
screen.title("Snake Game")
screen.setup(width=600, height=600)
screen.tracer(False, 1000)
is_game_on = True
food = Food()
scorecard = Scorecard()
snake = Snake()
screen.listen()
screen.onkey(snake.up, "Up")
screen.onkey(snake.down, "Down")
screen.onkey(snake.right, "Right")
screen.onkey(snake.left, "Left")

while is_game_on:
    screen.update()
    time.sleep(0.1)
    snake.move()
    if food.distance(snake.head) < 15:
        food.generate_food()
        snake.add_segment()
        scorecard.value += 1
        scorecard.update()
    if snake.head.xcor() < -290 or snake.head.xcor() > 290 or snake.head.ycor() < -290 or snake.head.ycor() > 290:
Beispiel #12
0
    def score_turn(self, request):
        """
        Calculates the score for the Turn.
        Required Params: url safe key for the Turn and the
        scoring category.
        """

        # Get the turn
        turn = get_by_urlsafe(request.urlsafe_turn_key, Turn)
        if not turn:
            raise endpoints.NotFoundException('Turn not found!')

        if turn.is_complete:
            message = ('Turn {} is already scored!').format(
                request.urlsafe_turn_key)
            raise endpoints.ConflictException(message)

        # Get the game
        game = turn.game.get()

        # Get the score card for this game.
        scorecard = Scorecard.query(Scorecard.game == game.key).get()

        # Check that the category_type is one of the expected types.
        category_type = request.category_type
        print 'category_type:', category_type
        print scorecard.category_scores.keys()
        if str(category_type) not in scorecard.category_scores.keys():
            message = ('Category {} not found!').format(category_type)
            raise endpoints.ConflictException(message)


        # Check if there is already a score entered for the selected category.
        current_score = scorecard.category_scores[str(category_type)]

        """The YAHTZEE category is the only category which can be scored more than once.
           So check the category type and whether or not the category had already been scored.
        """
        if category_type is not 'YAHZTEE' and current_score > -1:
            message = ('{} category already contains a score.  Please select a different score category.').format(
                str(category_type))
            raise endpoints.ConflictException(message)

        # Calculate the score for this turn based on the category selected.
        score = scorecard.calculate_score_for_category(
            turn.dice, category_type)

        # Update the game history.
        entry = (str(category_type), score)
        # Add the entry to the game history.
        game.history[turn.number].append(entry)

        # Update the scorecard with the calculated score.
        scorecard.category_scores[str(category_type)] = score

        # Turn is now complete
        game.has_incomplete_turn = False
        turn.is_complete = True
        turn.put()

        # Save the updated scorecard values.
        scorecard.put()

        # Check to see if the game is over.
        game_over = scorecard.check_full()
        print 'game_over = ', game_over

        # If the game is now over, calculate the final score.
        if game_over:

            final_score = scorecard.calculate_final_score()
            print 'final score:', final_score

            # End the game
            game.game_over(final_score)

        # Save the changes made to game
        game.put()


        return scorecard.to_form()
Beispiel #13
0
class Yahtzee(object):
    def __init__(self):
        self._dice = Dice(5, 6)
        self._scorecard = Scorecard()
        self._cur_rolls = 0
        self._game_state = GS.NEED_ROLL

        self._state_action_map = {
            GS.NEED_ROLL: [GA.ROLL, GA.RESTART],
            GS.ROLLING: [GA.ROLL, GA.HOLD, GA.SCORE, GA.RESTART],
            GS.NO_MORE_ROLLS: [GA.SCORE, GA.HOLD, GA.RESTART],
            GS.GAME_OVER: [GA.RESTART]
        }

    ## Properties
    @property
    def dice(self):
        return self._dice

    @property
    def score(self):
        return self._scorecard.score

    @property
    def scorecard(self):
        return self._scorecard

    @property
    def cur_rolls(self):
        return self._cur_rolls

    @property
    def open_categories(self):
        return self._scorecard.get_open_categories()

    @property
    def available_actions(self):
        return self._state_action_map[self._game_state]

    ## Game actions
    @StateBoundAction(GA.RESTART)
    def restart(self):
        self._scorecard.reset()
        self._dice.release_all()
        self._cur_rolls = 0
        self._game_state = GS.NEED_ROLL

    @StateBoundAction(GA.ROLL)
    def roll(self):
        self._dice.roll()
        self._cur_rolls += 1
        if self._cur_rolls >= 3:
            self._game_state = GS.NO_MORE_ROLLS
        else:
            self._game_state = GS.ROLLING
        return self._dice

    @StateBoundAction(GA.HOLD)
    def toggle_hold(self, *idxs):
        for idx in idxs:
            self._dice.toggle_hold(idx)

    @StateBoundAction(GA.HOLD)
    def hold(self, *idxs):
        for idx in idxs:
            self._dice.hold(idx)

    @StateBoundAction(GA.HOLD)
    def release(self, *idxs):
        for idx in idxs:
            self._dice.release(idx)

    @StateBoundAction(GA.SCORE)
    def score_dice_as(self, category):
        if self._scorecard.is_category_open(category):
            score = self._scorecard.score_as(self._dice, category)
            o = self._scorecard.get_num_open_categories()
            if o == 0:
                self._game_state = GS.GAME_OVER
            else:
                self._cur_rolls = 0
                self._dice.release_all()
                self._game_state = GS.NEED_ROLL
            return score
        else:
            raise IllegalAction('The "%s" category is already filled' %
                                category)

    def get_potential_score_for(self, category):
        return self._scorecard.score_as(self._dice, category, False)

    ## public
    def is_game_over(self):
        return self._game_state == GS.GAME_OVER
Beispiel #14
0
def main():
    golfers = create_golfers()
    course = generate_course()
    scorecard = Scorecard()
    scorecard = play_round(golfers, scorecard, course)
    tally_score(scorecard)
Beispiel #15
0
class Yahtzee_Game:
    def __init__(self):
        self.scores = Scorecard()
        self.dice = Dice()
        self.is_done = False
        #there are 252 possible combinations of dice
        #there are three roll stats: one roll, two roll, and three roll
        #there are also a number 524,288 board states
        #there are 32 ways to roll dice including not rolling
        #there are 13 scoring actions
        #need to represent states by which scores are filled and what the total in the top section is

        #total states are
        #252*3*524,288 = 396,361,728

        #total actions are
        #32+13 = 45

        self.num_states = 396361728
        self.num_actions = 45

        #actions are broken down as follows
        #0-31 are rolling actions
        self.roll_actions = np.zeros((32, 5), dtype=int)
        dice_indices = [0, 1, 2, 3, 4]
        count = 0
        for i in range(6):
            for j in itertools.combinations(dice_indices, i):
                self.roll_actions[count, j] = 1
                count += 1

        dice_nums = [1, 2, 3, 4, 5, 6]
        dice_combs = itertools.combinations_with_replacement(dice_nums, 5)
        self.dice_state_lookup = {}
        count = 0
        for index, c in enumerate(dice_combs):
            key = ''.join([str(i) for i in c])
            self.dice_state_lookup[key] = count
            count += 1

        #32-44 are scoring actions (starting with ones and going down to chance)

    def create_state_map(self):
        "this won't work because there are too many values to keep in memory"
        state_dict = {}
        roll_nums = [1, 2, 3]
        ones = [-1, 0]
        twos = [-1, 0]
        threes = [-1, 0]
        fours = [-1, 0]
        fives = [-1, 0]
        sixs = [-1] + [i for i in range(1, 64)]

        three_kind = [-1, 0]
        four_kind = [-1, 0]
        sm_straight = [-1, 0]
        lg_straight = [-1, 0]
        yahtzee = [-1, 0]
        chance = [-1, 0]

        dice_nums = [1, 2, 3, 4, 5, 6]
        count = 0
        # make a big loop and set appropriate values in class to calculate state number
        # TODO find a better way to iterate over lists of varying lengths
        for roll_num in roll_nums:
            for one_val in ones:
                for two_val in twos:
                    for three_val in threes:
                        for four_val in fours:
                            for five_val in fives:
                                for six_val in sixs:
                                    for three_kind_val in three_kind:
                                        for four_kind_val in four_kind:
                                            for sm_straight_val in sm_straight:
                                                for lg_straight_val in lg_straight:
                                                    for yahtzee_val in yahtzee:
                                                        for chance_val in chance:
                                                            for dice_comb in itertools.combinations_with_replacement(
                                                                    dice_nums,
                                                                    5):
                                                                key = (
                                                                    roll_num,
                                                                    one_val,
                                                                    two_val,
                                                                    three_val,
                                                                    four_val,
                                                                    five_val,
                                                                    six_val,
                                                                    three_kind_val,
                                                                    four_kind_val,
                                                                    sm_straight_val,
                                                                    lg_straight_val,
                                                                    yahtzee_val,
                                                                    chance_val,
                                                                    dice_comb)

                                                                state_dict[
                                                                    key] = count
                                                                count += 1
                                                                if count % 1000000 == 0:
                                                                    print(
                                                                        count)

        output = open('states.pkl', 'wb')
        pickle.dump(state_dict, output)
        output.close()

    def compute_state_number(self):
        roll_number = self.dice.roll_num
        dice_state = sorted(self.dice.dice_state)
        state_num = 0
        division_level = self.num_states
        state_num += division_level / 3 * (roll_number - 1)
        division_level /= 3
        top_state = 0
        for entry in self.scores.scores.loc[0, 'ones':'sixs']:
            if entry > 0:
                top_state += entry
        if top_state > 63:
            top_state = 63
        state_num += division_level / 64 * top_state
        division_level /= 64

        ones = 0 if self.scores.scores.loc[0, 'ones'] == -1 else 1
        state_num += division_level / 2 * ones
        division_level /= 2

        twos = 0 if self.scores.scores.loc[0, 'twos'] == -1 else 1
        state_num += division_level / 2 * twos
        division_level /= 2

        threes = 0 if self.scores.scores.loc[0, 'threes'] == -1 else 1
        state_num += division_level / 2 * threes
        division_level /= 2

        fours = 0 if self.scores.scores.loc[0, 'fours'] == -1 else 1
        state_num += division_level / 2 * fours
        division_level /= 2

        fives = 0 if self.scores.scores.loc[0, 'fives'] == -1 else 1
        state_num += division_level / 2 * fives
        division_level /= 2

        sixs = 0 if self.scores.scores.loc[0, 'sixs'] == -1 else 1
        state_num += division_level / 2 * sixs
        division_level /= 2

        three_kind_state = 0 if self.scores.scores.loc[
            0, 'three_of_kind'] == -1 else 1
        state_num += division_level / 2 * three_kind_state
        division_level /= 2

        four_kind_state = 0 if self.scores.scores.loc[
            0, 'four_of_kind'] == -1 else 1
        state_num += division_level / 2 * four_kind_state
        division_level /= 2

        sm_straight = 0 if self.scores.scores.loc[
            0, 'small_straight'] == -1 else 1
        state_num += division_level / 2 * sm_straight
        division_level /= 2

        lg_straight = 0 if self.scores.scores.loc[
            0, 'large_straight'] == -1 else 1
        state_num += division_level / 2 * lg_straight
        division_level /= 2

        full_house = 0 if self.scores.scores.loc[0, 'full_house'] == -1 else 1
        state_num += division_level / 2 * full_house
        division_level /= 2

        yahtzee = 0 if self.scores.scores.loc[0, 'yahtzee'] == -1 else 1
        state_num += division_level / 2 * yahtzee
        division_level /= 2

        chance_state = 0 if self.scores.scores.loc[0, 'chance'] == -1 else 1
        state_num += division_level / 2 * chance_state
        division_level /= 2

        #handled all score states and roll number states
        #now need to handle dice states
        state_num += self.dice_state_lookup[''.join(
            [str(i) for i in dice_state])]

        return int(state_num)

    def roll(self, dice_to_roll):
        self.dice.roll(dice_to_roll)
        return self.dice.dice_state

    def get_possible_actions(self):
        #need to return valid action numbers as a list
        valid_actions = []

        if self.dice.roll_num < 3:
            valid_actions += [i for i in range(32)]

        #now need to check which columns have been filled
        open_spots = self.scores.get_open_categories() + 32
        valid_actions += list(open_spots)

        return valid_actions

    def get_valid_score(self, entry_num):
        #TODO figure out how to directly call appropriate logic without 12 if statements (list of funtions or something)
        counts = Counter(self.dice.dice_state)
        entry_num -= 32
        assert (self.scores.scores_new[entry_num] == -1)

        if entry_num == 0:
            #ones category
            return counts[1]

        elif entry_num == 1:
            #twos category
            return counts[2] * 2

        elif entry_num == 2:
            #threes category
            return counts[3] * 3

        elif entry_num == 3:
            #fours category
            return counts[4] * 4

        elif entry_num == 4:
            #fives category
            return counts[5] * 5

        elif entry_num == 5:
            #sixs category
            return counts[6] * 6

        elif entry_num == 6:
            #three of a kind
            if max(counts.values()) >= 3:
                return sum(self.dice.dice_state)
            else:
                return 0

        elif entry_num == 7:
            #four of a kind
            if max(counts.values()) >= 4:
                return sum(self.dice.dice_state)
            else:
                return 0

        elif entry_num == 8:
            #full house
            if max(counts.values()) == 3 and min(counts.values()) == 2:
                #default value for full house (25)
                return 25
            else:
                return 0

        elif entry_num == 9 or entry_num == 10:
            #small/large straight
            self.dice.dice_state.sort()
            lis_max = 0
            cur_lis = 1
            for index in range(1, 5):
                if self.dice.dice_state[index] == self.dice.dice_state[index -
                                                                       1] + 1:
                    cur_lis += 1
                    if cur_lis > lis_max:
                        lis_max = cur_lis
                elif self.dice.dice_state[index] == self.dice.dice_state[index
                                                                         - 1]:
                    continue
                else:
                    cur_lis = 1

            if entry_num == 9 and lis_max >= 4:
                return 30
            else:
                return 0

            if entry_num == 10 and lis_max >= 5:
                return 40
            else:
                return 0

        elif entry_num == 11:
            #yahtzee
            if max(counts.values()
                   ) == 5 and self.dice.dice_state != [0, 0, 0, 0, 0]:
                return 50
            else:
                return 0

        elif entry_num == 12:
            return sum(self.dice.dice_state)

    def score(self, action):
        score = self.get_valid_score(action)
        self.scores.update_scorecard(action - 32, score)

    def take_action(self, action_number):
        if action_number < 32:
            self.dice.roll(self.roll_actions[action_number])

    def step(self, action):
        # the action is either to enter a score in a column or roll a subset of dice
        # the actions is specified as an integer from 0-45 with 0-31 being rolling actions and
        # 32 - 45 being scoring actions
        #need to return new state and the reward achieved as well as allowed next actions
        #state is defined by the dice state and the roll number
        if action >= 32:
            #scoring action
            self.score(action)
            self.dice.reset()

        else:
            self.dice.roll(self.roll_actions[action])

        #check if all scores are filled to see if the game is done
        if self.scores.is_full():
            reward = self.scores.calculate_score()
            self.is_done = True
        else:
            reward = 0

        new_state = self.compute_state_number()

        return new_state, reward

    def reset(self):
        self.scores = Scorecard()
        self.dice.reset()
        self.is_done = False
Beispiel #16
0
border.hideturtle()
border.color("White")
border.penup()
border.goto(0, 300)
border.setheading(270)
screen.tracer(False)
while border.ycor() != -300:
    border.pendown()
    border.fd(10)
    border.penup()
    border.fd(10)

rpaddle = Paddle((475, 0))
lpaddle = Paddle((-480, 0))
ball = Ball()
rscore = Scorecard((20, 330))
lscore = Scorecard((-20, 330))

screen.listen()
screen.onkey(rpaddle.userup, "Up")
screen.onkey(rpaddle.userdown, "Down")
screen.onkey(lpaddle.userup, "w")
screen.onkey(lpaddle.userdown, "s")
game_on = True
while game_on:
    screen.update()
    time.sleep(0.1)
    ball.hideturtle()
    if ball.ycor() > 340 or ball.ycor() < -340:
        ball.setheading(-ball.heading())
Beispiel #17
0
SCREEN_WIDTH = 600.0
SLEEP_TIME = 0.1
GAME_OVER_BOUNDARY_LIMIT = 285

if __name__ == "__main__":
    # Creating Screen Object and setting its properties
    screen = Screen()
    screen.listen()
    screen.bgcolor("black")
    screen.title("SNAKE GAME")
    screen.setup(height=SCREEN_HEIGHT, width=SCREEN_WIDTH)
    screen.tracer(0)
    # Creating objects of the involved classes
    snake_game = Snake()
    food = Food()
    scorecard = Scorecard()
    # Listening for direction changes
    screen.onkeypress(snake_game.up, key='Up')
    screen.onkeypress(snake_game.right, key='Right')
    screen.onkeypress(snake_game.down, key='Down')
    screen.onkeypress(snake_game.left, key='Left')
    # Game logic
    game_on = True
    while game_on:
        screen.update()
        time.sleep(SLEEP_TIME)
        snake_game.move()

        if snake_game.head.distance(food) < 15:
            food.position_food()
            scorecard.update_score()