def set_castles(my_side, screen): if my_side == 'left': my_castle = Castle(-150, 580, 'left', screen, 21) enemy_castle = Castle(1300, 50, 'right', screen, 24) else: my_castle = Castle(1300, 50, 'right', screen, 24) enemy_castle = Castle(-150, 580, 'left', screen, 21) return my_castle, enemy_castle
def main(): client_socket = sys.argv[0] music_battle() my_side = sys.argv[1] screen = build_screen(1440, 819) turn = 0 my_creachers = [] enemy_creachers = [] my_castle, enemy_castle = set_castles(my_side, screen) castle_for_good_graphics = Castle(1300, -1000000, 'right', screen, 24) characters_names = characters_names_list() character_to_append = '' mana = 3 run = True while run: turn += 1 ready = select.select([client_socket], [], [], 0.016) if ready[0]: data = client_socket.recv(1024) if data != 'finish': my_creachers, enemy_creachers = return_character_by_string( data, screen, my_side, my_creachers, enemy_creachers) else: run = False if run: mana = update_mana(mana, turn) build_areana(screen) show_mana(mana, screen) show_side(screen, my_side, turn) my_castle.show() enemy_castle.show() show_toolbar(characters_names, screen) show_creachers(my_creachers) show_creachers(enemy_creachers) pygame.display.flip() castle_for_good_graphics.show() my_creachers_new = run_creachers(my_creachers, enemy_creachers, enemy_castle) enemy_creachers_new = run_creachers(enemy_creachers, my_creachers, my_castle) my_creachers = my_creachers_new enemy_creachers = enemy_creachers_new mouse_x, mouse_y = mouse() character_to_append, mana = handel_charachter_to_append( mouse_x, mouse_y, characters_names, character_to_append, client_socket, mana, my_side) run = run and (not quit_pressed( )) and my_castle.health is not 0 and enemy_castle.health is not 0 sys.argv = [my_castle]
def mainPane(self): locations = ["Tavern", "Shop", "Forest", "Inn", "Castle"] character_approval = False while character_approval != True: hero = Hero(Weapon().generate_weapon()) print("Your character is " + hero.char.name + "\nEquipped with a " + hero.get_weapon().name + " that does " + str(hero.get_weapon().low_damage) + "-" + str(hero.get_weapon().high_damage) + " damage.") char_generation = input("Do you approve of this character: ") if "Y" in char_generation.upper(): character_approval = True while True: print("\nLocations: ") counter = 1 for i in locations: print(str(counter) + ". " + i) counter += 1 location_choice = input("Where would you like to go: ") if int(location_choice) is 1: Tavern(hero) if int(location_choice) is 2: Shop(hero) if int(location_choice) is 3: forest = Forest() forest.entry(hero) if int(location_choice) is 4: hotel = Inn(hero) if int(location_choice) is 5: Castle(hero) input()
def create_world(): global boy,castle,select,boy2,boy3,bom,can pX2=None pY2=None pX3=None pY3=None boy=[] boy2=[] boy3=[] castle=Castle() select=Select() bom=bomb() can=cannon()
def create_world(): global boy,castle,select,boy2,boy3,Ecastle global daepo global User global backimage boy=[] boy2=[] boy3=[] castle=Castle() Ecastle=ECastle() select=Select() daepo=cannon() User=user() backimage=background()
def nextState(self, action): response = self.scenario.nextState(action) if self.game_state == "Mountain": if "Forest" == response: self.game_state = "Forest" self.scenario = Forest() else: self.game_state = "Castle" self.scenario = Castle() elif self.game_state == "Forest": if "Town" == response: self.game_state = "Town" self.scenario = Town() elif self.game_state == "Castle": if "Town" == response: self.game_state = "Town" self.scenario = Town() else: #game_state is "town" pass
def add_castle(self, x, y, is_big): self.castle = Castle(x, y, is_big)
while projectile.pos[1] >= castle.pos[1]: physics.timestep(projectile) rel_pos.append(physics.distance(projectile, castle)) scores = (2 - np.array(rel_pos)) / 2 return max(scores) if len(rel_pos) > 0 else 0.0 ball = Projectile(2.0) impulse = np.array([0.08, 0.05]) castle = Castle() physics = Physics(0.001) cannons = generateInitialPopulation(100) for i in range(100): scores = [] for cannon in cannons: scores.append(score(cannon)) if i % 10 == 0: a = Visualiser(np.random.choice(cannons), ball.copy(), castle, physics) a.run()
def city(size=0, layout="castle", farms=False, buildings=False, streets=True, castle=True): # Testing location numbers mid_point = V3(30, 0, 120) if size > 0: mid1 = V3(mid_point.x - size, mid_point.y, mid_point.z - size) mid2 = V3(mid_point.x + size, mid_point.y, mid_point.z + size) else: mid1, mid2 = V3(0, 0, 60), V3(50, 0, 110) size = 25 helpers.prep(size+20) print("Building zone and street-map using layout:", layout) if layout == "castle": all_zones = build_castle_streetmap(mid1, mid2, Map(min_x=20, min_z=20)) else: all_zones = vg.partition(mid1, mid2, Map(minx=20, minz=20)) print("-", len(all_zones), "zones identified") farm_zones = [] building_zones = [] castle_zone = False # Sort zones for zone in all_zones: if zone.width < 8 or zone.depth < 8: farm_zones.append(zone) else: building_zones.append(zone) print("-", len(farm_zones), " farm zones identified") # Make the largest zone a castle if not castle_zone: largest = 0 largest_index = -1 for i, zone in enumerate(building_zones): size = (zone.width * zone.depth) + min(zone.width, zone.depth) ** 2 if size > largest: largest = size largest_index = i castle_zone = zone building_zones.pop(largest_index) print("-", len(building_zones), " building zones identified") print("- Castle size", castle_zone.width, "width by", castle_zone.depth, "depth by", castle_zone.height, "height") # Turn zones into creations s = Streets(all_zones, Map(style="blacktop")) f = Farmzones(farm_zones) n = Neighborhoods(building_zones) c = Castle(options=castle_zone) z = [all_zones, farm_zones, building_zones, castle_zone] # Build the creations if streets: s.build() if farms: f.build() if buildings: n.build() if castle: c.build() class Temp: def __init__(self, s, f, n, c, z): self.s = s self.f = f self.n = n self.c = c self.zones = z def clear(self): self.s.clear() self.f.clear() self.n.clear() self.c.clear() return Temp(s=s, f=f, n=n, c=c, z=z)
def test_c(size=0): # c = Castle(False, Map(p1=V3(0-size, -1, 90-size), p2=V3(60+size, -1, 150+size))) c = Castle(False, Map(p1=V3(0-size, -1, 90-size), p2=V3(60+size, -1, 150+size), window_style="open_slit_and_above")) print("Building Castle") c.build() return c
def __init__(self, c, px, py): self.color = c self.posX = px self.posY = py self.first_move = True self.bishop = Bishop(self.color, px, py) self.castle = Castle(self.color, px, py) self.table = None self.material = 800 if self.color == "W": self.string_rep = "QW" else: self.string_rep = "QB" self.available_moves = None self.attacking = None self.refresh_on_change_squares = None self.table = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ]
class Queen(Piece.Piece): def __init__(self, c, px, py): self.color = c self.posX = px self.posY = py self.first_move = True self.bishop = Bishop(self.color, px, py) self.castle = Castle(self.color, px, py) self.table = None self.material = 800 if self.color == "W": self.string_rep = "QW" else: self.string_rep = "QB" self.available_moves = None self.attacking = None self.refresh_on_change_squares = None self.table = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ] def refresh_state(self, board): self.bishop.posX = self.posX self.castle.posX = self.posX self.bishop.posY = self.posY self.castle.posY = self.posY self.bishop.refresh_state(board) self.castle.refresh_state(board) self.available_moves = self.bishop.available_moves + self.castle.available_moves self.attacking = self.bishop.attacking + self.castle.attacking self.refresh_on_change_squares = self.bishop.refresh_on_change_squares + self.castle.refresh_on_change_squares