Example #1
0
 def set_players(self):
     self.player1 = Players.Player(self.left + 2,
                                   (self.max_height - 1) * self.cell_size +
                                   self.top + 2, 1, self.players_sprites)
     self.player2 = Players.Player(
         (self.max_width - 1) * self.cell_size + self.left + 2,
         self.top + 2, 2, self.players_sprites)
Example #2
0
 def __init__(self, pm=PlayerManager([Players.Player("White", []), Players.Player("Black", [])])):
     # Declarations
     self.board = []
     self.moves_made = []
     self.PM = pm # Player Manager
     self.PLAYERS = pm.get_players()
     self.PIECE_DIRECTIONS = {f"{self.PLAYERS[0].get_color()}": 1, f"{self.PLAYERS[1].get_color()}": -1}
     # Downwards is 1 and Upwards is -1
     self.current_player = self.PLAYERS[0]
     # Main
     self.move_able = {}
     self.new_board()
     self.set_start_pieces()
     self.selected_piece = None
Example #3
0
def main():

    #initializing game objects
    sprite_obj = Sprites.Sprites()
    player_obj = Players.Player()
    asteroids_obj = Players.Asteroids()

    event_handler_obj = AsteroidsGame.Event_Handler(player_obj)
    draw_handler_obj = AsteroidsGame.Draw_Handler(sprite_obj, player_obj,
                                                  asteroids_obj)

    state = 'blank screen'

    while event_handler_obj['running']:

        for event in pygame.event.get():
            '''
            instead of having a huge number of if-branches to assess the events, maybe
            we can pass the event to an event handler which returns a dictionary/hash table
            that describes the state of the game/player (i.e. {game_state: True, player_health: 100, etc...})
            '''
            event_handler_obj.action(event, draw_handler_obj)

        draw_handler_obj['']

        pygame.display.flip()

    pygame.quit()
Example #4
0
    def __init__(self):
        self._board = Board.Board()
        self._red_player = Players.Player('red')
        self._blue_player = Players.Player('blue')
        self._game_over = False
        self._player_in_check = None
        self._turn = 'blue'
        self._captured_pieces = []
        self._move_log = []

        for i, piece in enumerate(self._red_player.get_player_pieces()):
            self._board.set_board(self._red_player.get_initial_placements()[i],
                                  piece)
            piece.set_location(self._red_player.get_initial_placements()[i])
        for i, piece in enumerate(self._blue_player.get_player_pieces()):
            self._board.set_board(
                self._blue_player.get_initial_placements()[i], piece)
            piece.set_location(self._blue_player.get_initial_placements()[i])
Example #5
0
 def InitializePlayers(self, stacks, counts):
     if not stacks:
         stacks = [1000] * self.Nplayers
     if not counts:
         counts = [0] * self.Nplayers
     players = []
     for i, (stack, count) in enumerate(zip(stacks, counts)):
         players.append(Players.Player(f'Player{i}', stack, count=count))
     return players
Example #6
0
    def __init__(self, parent=None):
        super(MainWindow, self).__init__(parent)
        self.setWindowTitle("Main Window")

        self.player = Players.Player()
        explorer = FileSystemMediaExplorer("d:\\", self.rootContext,
                                           self.player)

        self.rootContext().setContextProperty('player', self.player)
        self.rootContext().setContextProperty('mediaListModel',
                                              explorer.MediaList)
        self.rootContext().setContextProperty('mediaExplorer', explorer)

        # Renders 'view.qml'
        self.setSource(QUrl.fromLocalFile('QML/main.qml'))
        # QML resizes to main window
        self.setResizeMode(QDeclarativeView.SizeRootObjectToView)
def Game(decks, players):

    # Shuffle the given cards and give them all values
    card_translate = {
        "2": 2,
        "3": 3,
        "4": 4,
        "5": 5,
        "6": 6,
        "7": 7,
        "8": 8,
        "9": 9,
        "10": 10,
        "J": 10,
        "Q": 10,
        "K": 10,
        "A": 11
    }
    cards = Functions.Shuffle(decks)

    while len(cards) > (players + 1) * 6:

        # Players play their turns
        gcards = [cards[0], cards[1]]
        del cards[0]
        del cards[0]
        player_1 = Players.Player(card_translate, 1, cards, gcards)

        # Deler's turn
        gcards = [cards[0], cards[1]]
        del cards[0]
        del cards[0]
        deler = Players.Deler(card_translate, cards, gcards)

        # For testing, write who won and lost
        if deler > player_1:
            print("Player 1 Lost")
        elif deler < player_1:
            print("Player 1 Won")
        else:
            print("Player 1 tied with the deiler")
        print(
            "----------------------------------------------------------------------------"
        )
Example #8
0
def set_players(num_of_players: int):
    for num in range(num_of_players):
        players.append(pl.Player(input(f'Player{num+1} Name: ')))
Example #9
0
from adventurelib import start, when, set_context
import adventurelib
import dice, cfg
from colorama import init, Fore, Back, Style
import descriptions
import Players, spells_logic
Enemy = None
print("Who are you?")
hero_name = input("")
player = Players.Player(hero_name, ["rock throw", "firebolt"], [])
init(convert=True)
print(descriptions.intro)


#Global commands
@when("help")
def h():
    adventurelib.help()


@when("show SOMETHING")
def show(something):
    x = something
    if x == "spells":
        print("")
        print(
            "Concentration (chance to cast spell) is 1d20 + {} (MIND)".format(
                player.MIND))
        for spell in player.spells:
            spells_logic.spells[spell].describe()
        return
Example #10
0
chanceFile.close()

# Make list of Community Chest cards
communityChest = []
ccTop = 0
communityChestFile = open("communityChest.txt", 'r')
for line in communityChestFile:
    communityChest.append(line.strip())
communityChestFile.close()

# Function to shuffle a deck when empty
random.shuffle(communityChest)
ccTop = 0

# players
p1 = Players.Player()
p2 = Players.Player()
p3 = Players.Player()
p4 = Players.Player()


players = [p1, p2,p3]


def rollDice():
    global die1, die2
    die1 = random.randint(1, 6)
    die2 = random.randint(1, 6)


def drawCommuityChest(player):
Example #11
0
import Players

# intiates o Pygame
pg.init()

# window dimensions
WINDOW_WIDTH = 700
WINDOW_HEIGHT = 700
win = pg.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pg.display.set_caption("Space Asteroid thing")

# game clock
clock = pg.time.Clock()

# player object
player = Players.Player((WINDOW_WIDTH // 2, WINDOW_HEIGHT // 2), win)

# creating player sprite group and adding the player
player_group = pg.sprite.Group()
player_group.add(player)

# creating a player bullets sprite group
player_bullets = pg.sprite.Group()

# Asteroids group
asteroids_group = pg.sprite.Group()
# font for fpsd
font = pg.font.Font(None, 30)


# main game loop
Example #12
0
	def getPlayer(self):
		if getConst("MODE") != "VS":
			return Players.Player(1, self.controls, self.getAbilities())
		return Players.Player(self.controls, self.controls, self.getAbilities(), pos = [getConst("SCREENSIZE")[0] / 2, getConst("SCREENSIZE")[1] * (self.controls % 2)])
Example #13
0
    def __init__(self):
        self.itemID = 0
        self.switchState = True
        self.iAktion = "E"
        self.altIPos = [0, 0]
        self.switchCam = False
        self.kampf = Battle.Kampf()
        self.itemDa = False
        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "cam-left": 0,
            "cam-right": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        self.environ = loader.loadModel("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.spieler = Players.Player(Actor("models/box.x"))
        self.spieler.actor.reparentTo(render)
        spielerStartPos = (-107.575, 26.6066, -0.490075)
        self.spieler.actor.setPos(spielerStartPos)
        self.textObjectSpieler = OnscreenText(
            text=self.spieler.name + ":  " + str(self.spieler.energie) + "/" +
            str(self.spieler.maxenergie) + " HP",
            pos=(-0.90, -0.98),
            scale=0.07,
            fg=(1, 0, 0, 1))

        # Erstellt Gegner

        self.gegnerStartPos = ([
            (-39.1143569946, 25.1781406403, -0.136657714844),
            (-102.375793457, -30.6321983337, 0.0),
            (-56.927986145, -34.6329650879, -0.16748046875),
            (-79.6673126221, 30.8231620789, 2.89721679688),
            (-4.37648868561, 30.5158863068, 2.18450927734),
            (22.6527004242, 4.99837779999, 3.11364746094),
            (-23.8257598877, -7.87773084641, 1.36920166016),
            (-80.6140823364, 19.5769443512, 4.70764160156),
            (-75.0773696899, -15.2991075516, 6.24676513672)
        ])

        gegnerPos = random.choice(self.gegnerStartPos)
        self.gegnerErstellen(gegnerPos)
        self.textObjectGegner = OnscreenText(
            text=str(self.gegner.name) + ": " + str(self.gegner.energie) +
            "/" + str(self.gegner.maxenergie) + " HP",
            pos=(0.90, -0.98),
            scale=0.07,
            fg=(1, 0, 0, 1))

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        self.item = None

        # Handling der Usereingaben für Bewegung

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("i", self.setKey, ["inventar", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])

        self.accept("e", self.iAktionsHandler, ["e"])
        self.accept("v", self.iAktionsHandler, ["v"])
        self.accept("w", self.iAktionsHandler, ["w"])

        taskMgr.add(self.move, "moveTask")
        taskMgr.add(self.erkenneKampf, "Kampferkennung")
        taskMgr.add(self.screentexts, "Screentexte")

        # Menü erstellen

        self.createMenu()

        # Kameraeinstellungen

        base.disableMouse()
        base.camera.setPos(self.spieler.actor.getX(),
                           self.spieler.actor.getY() + 10, 2)

        self.collisionInit()

        self.setAI()

        # Licht
        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor(Vec4(.3, .3, .3, 1))
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setDirection(Vec3(-5, -5, -5))
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
        render.setLight(render.attachNewNode(ambientLight))
        render.setLight(render.attachNewNode(directionalLight))

        # Hintergrund (Himmel)

        self.setupSkySphere()