Example #1
0
    def init_game(self):
        # Initialization
        scenario = Scenario()
        scenario.map_path = 'content/maps/new.map'
        tilemap = TileMap(scenario.map_path)
        ctrl = GameCtrl()

        # Game Setup
        euid = uuid4()
        scenario.entities = {
            euid: 'gorilla'
        }

        if self.parent.has_screen('game'):
            game = self.parent.get_screen('game')
        else:
            game = Game(name='game')
            self.parent.add_widget(game)
        player = game.controller
        player.entity = euid

        # Start
        ctrl.setup(
            scenario=scenario,
            tilemap=tilemap,
            players={
                player.uid: player,
            },
            assignments={
                player.uid: euid,
            }
        )
        ctrl.start()
        game._ctrl = ctrl
        self.parent.switch_to('game')
Example #2
0
def main():
    """This function is the main function of the game."""
    pygame.init()

    try:
        Game.run()
    except FileNotFoundError as err:
        print(err.args[0])

    pygame.quit()
    exit()
Example #3
0
def test_making_choices_removes_listener():
    game = Game()  # noqa: F841

    # scene_0 (Decision) -> combat scene

    options_0 = {
        's': DecisionOption('load next scene', combat_scene.CombatScene)
    }
    scene_0 = DecisionScene('first scene', options_0)

    event_utils.post_scene_change(scene_0)
    ctl = _get_active_controller()
    assert isinstance(ctl, DecisionSceneController)
    # we must remove references otherwise EventManager will keep this listener
    del ctl
    del scene_0
    event_utils.simulate_key_press('s')

    # The scene machine only changes scenes on a tick
    EventManager.post(BasicEvents.TICK)

    assert not any(
        isinstance(l, DecisionScene) for l in EventManager.listeners)
    assert not any(
        isinstance(l, DecisionSceneController) for l in EventManager.listeners)

    ctl = _get_active_controller()
    assert isinstance(ctl, CombatSceneController)
    assert any(
        isinstance(l, combat_scene.CombatScene)
        for l in EventManager.listeners)
Example #4
0
def test_combat_scene_to_decision_scene():
    game = Game()  # noqa: F841
    view_manager = ViewManager()  # noqa: F841

    # dummy decision scene to which will will transision
    def dummy_scene():
        return DecisionScene('dummy scene for testing purposes', {})

    # combat scene with two 1 health enemies
    enemies = [_one_health_enemy() for _ in range(2)]
    scene = combat_scene.CombatScene(
        enemies, win_resolution=BasicResolution(dummy_scene))
    event_utils.post_scene_change(scene)

    assert isinstance(_get_active_controller(), CombatSceneController)

    # Start with player holding nothing
    player = get_player()
    [player.chassis.remove_mod(mod) for mod in player.chassis.all_mods()]
    assert len(list(player.chassis.all_mods())) == 1  # Base mod only

    # give player ability to fire laser

    shoot_laser = direct_damage(1,
                                label='laser',
                                time_to_resolve=0,
                                cpu_slots=0)
    laser_mod = build_mod(subroutines_granted=shoot_laser,
                          valid_slots=tuple(s for s in SlotTypes
                                            if s != SlotTypes.STORAGE))
    assert player.chassis.can_store(laser_mod)
    player.chassis.attempt_store(laser_mod)
    assert laser_mod in player.chassis.all_active_mods()

    # Kill each enemy
    for enemy in enemies:
        # click enemy
        click_on_char(enemy, scene.layout)

        assert enemy is selected_char(scene.layout)

        # select the fire laser ability
        laser_ind = [
            ind for ind, move in enumerate(scene.available_moves())
            if move.subroutine is shoot_laser
        ][0]
        event_utils.simulate_key_press(str(laser_ind + 1))
        assert is_dead(enemy)

    # check that scene has ended
    assert scene.is_resolved()

    # update the scene by waiting a tick, confirm that we've switched to a
    # Decision scene
    EventManager.post(BasicEvents.TICK)
    assert isinstance(_get_active_controller(), DecisionSceneController)
Example #5
0
def test_press_debug_in_decision_scene_has_no_effect():
    game = Game()
    view_manager = ViewManager()

    event_utils.post_scene_change(
        DecisionScene('dummy scene for test purposes', {}))

    assert isinstance(game.scene_machine.controller, DecisionSceneController)
    assert view_manager.current_view is not None

    EventManager.post(BasicEvents.DEBUG)
    EventManager.post(BasicEvents.TICK)
Example #6
0

def initialize_logging() -> None:
    log_file = LOGGING_FILE
    clear_log(log_file)

    fmt = '%(asctime)s {} [%(levelname)s]  %(message)s'.format(VERSION)
    formatter = logging.Formatter(fmt)
    logger = logging.getLogger()
    logger.setLevel(LOG_LEVEL)

    file_logger = logging.FileHandler(log_file)
    file_logger.setFormatter(formatter)
    logger.addHandler(file_logger)

    console_logger = logging.StreamHandler()
    console_logger.setFormatter(formatter)
    logger.addHandler(console_logger)


if __name__ == '__main__':
    initialize_logging()
    logging.info('Start Application')

    initialize_pygame()
    view_manager = ViewManager()  # This instantiates the singleton class
    g = Game()

    g.run()
    sys.exit()
Example #7
0
def test_initializing_game_adds_listeners():
    EventManager.listeners.clear()  # Other test modules may populate
    assert len(EventManager.listeners) == 0
    game = Game()  # noqa: F841
    assert len(EventManager.listeners) > 0
Example #8
0
 def start_state_game_on(self):
     print("start state 'game on`")
     self.cancel_prev_state()
     self.curr_state = Game(self._loop, self._audio_service, self._boxes,
                            self.players_service, self._stage,
                            self.start_state_play_song)
Example #9
0
def test_inventory_scene_control_flow():
    game = Game()  # noqa: F841
    view_manager = ViewManager()  # noqa: F841

    # Start with player holding nothing
    chassis = get_player().chassis

    [chassis.remove_mod(mod) for mod in chassis.all_mods()]
    assert len(list(chassis.all_mods())) == 1  # Base mod only

    # Setup start scene that loads the loot scene
    mod_locs = [
        SlotTypes.HEAD, SlotTypes.HEAD, SlotTypes.CHEST, SlotTypes.LEGS
    ]
    ground_mods = _typical_mods(mod_locs)

    def start_scene() -> DecisionScene:
        loot_scene = partial(InventoryScene, start_scene, lambda: ground_mods)
        return DecisionScene('dummy scene for testing purposes',
                             {'1': DecisionOption('Loot', loot_scene)})

    # Load loot scene
    event_utils.post_scene_change(start_scene())
    event_utils.simulate_key_press('1')
    # The scene machine only changes scenes during a game tick
    EventManager.post(BasicEvents.TICK)

    assert isinstance(_get_active_controller(), InventoryController)
    inv_scene = _get_current_scene()
    assert isinstance(inv_scene, InventoryScene)

    # Player selectes head 1 and moves it to head slot
    head_mod_1 = ground_mods[0]
    event_utils.simulate_mouse_click(
        *_mod_slot_position(head_mod_1, inv_scene))

    assert head_mod_1 is inv_scene.selected_mod

    head_slot_position = _slot_header_position(SlotTypes.HEAD, inv_scene)
    event_utils.simulate_mouse_click(*(head_slot_position))

    assert inv_scene.selected_mod is None
    assert head_mod_1 in chassis.all_mods()

    # Player selects head_mod_2 and tries to move it to head slot, but it is
    # full so it remains on the ground.
    assert chassis.slot_capacities[SlotTypes.HEAD] == 1
    head_mod_2 = ground_mods[1]

    head_2_slot_pos = _mod_slot_position(head_mod_2, inv_scene)
    event_utils.simulate_mouse_click(*head_2_slot_pos)

    assert head_mod_2 is inv_scene.selected_mod

    head_slot_position = _slot_header_position(SlotTypes.HEAD, inv_scene)
    event_utils.simulate_mouse_click(*(head_slot_position))

    assert inv_scene.selected_mod is None
    assert head_mod_2 not in chassis.all_mods()
    assert head_2_slot_pos == _mod_slot_position(head_mod_2, inv_scene)

    # Player moves leg mod to storage
    leg_mod = ground_mods[3]
    assert leg_mod not in chassis.all_mods()

    event_utils.simulate_mouse_click(*_mod_slot_position(leg_mod, inv_scene))
    assert leg_mod is inv_scene.selected_mod

    storage_slot_pos = _slot_header_position(SlotTypes.STORAGE, inv_scene)
    event_utils.simulate_mouse_click(*storage_slot_pos)

    assert inv_scene.selected_mod is None
    assert leg_mod in chassis.all_mods()
    assert leg_mod in chassis.mods_in_slot(SlotTypes.STORAGE)

    # Player tries to move chest mod to arms slot, so nothing happens
    chest_mod = ground_mods[2]
    assert SlotTypes.CHEST in chest_mod.valid_slots()
    assert chest_mod not in chassis.all_mods()

    event_utils.simulate_mouse_click(*_mod_slot_position(chest_mod, inv_scene))

    assert inv_scene.selected_mod is chest_mod

    arms_slot_pos = _slot_header_position(SlotTypes.ARMS, inv_scene)
    event_utils.simulate_mouse_click(*arms_slot_pos)

    assert inv_scene.selected_mod is None
    assert chest_mod not in chassis.all_mods()
Example #10
0

from uuid import uuid4

from main import BomberApe
from screens.game import Game
from controllers.player import Player
from controllers.game import Game as Server

ba = BomberApe()
game = Game(name='game')
ba.view.add_widget(game)
# Example game setup
server = Server()
server.load_map('content/maps/new.map')
player = Player(uuid4(), server)
server.players = {
    player.uid: player,
}
euid = uuid4()
server.spawn_entity('gorilla', euid, player.uid)
game.start(player)
###
ba.run()