Example #1
0
    def test_move_creature(self):
        c = Creature(name='creature', player='red', position=Point(0, 0))
        self.world.insert_creature(c)

        self.assertTrue(self.world.move_creature(c, 1, 1))
        self.assertEqual(Point(1, 1), c.position)
        self.assertEqual(c, self.world.get_entity_at(1, 1))
Example #2
0
 def render(self, mouse):
     self.level.render()
     self.highlight.render(iso_to_screen(screen_to_iso(mouse.pos)))
     self.restart.render(Point((SCREEN.center * 2).x, 0))
     self.levels.render(Point(0, 0))
     if self.level.win():
         self.win.render(SCREEN.center)
Example #3
0
 def render(self):
     """Render the whole array of tiles and entities."""
     for i, row in enumerate(self._tiles):
         for j, tile in enumerate(row):
             tile.render(iso_to_screen(Point(i, j)))
             if self.knight.pos.round() == Point(i, j):
                 self.knight.render()
Example #4
0
    def test_move_creature_out_of_bounds(self):
        c = Creature(name='creature', player='red', position=Point(0, 0))
        self.world.insert_creature(c)

        self.assertFalse(self.world.move_creature(c, -1, 1))
        self.assertEqual(Point(0, 0), c.position)
        self.assertEqual(c, self.world.get_entity_at(0, 0))
Example #5
0
 def logic(self, mouse):
     SCREEN.camera = Point(0, 0)
     left = Point(189, 137)
     if mouse.clicked:
         normalized = mouse.pos - left
         if (0 < normalized.y < 66 * 5 and
             (0 < normalized.x < 56 or 136 < normalized.x < 136 + 56)):
             level = normalized.y // 66 + 1
             if normalized.x > 136:
                 level += 5
             self.next = Play('level{n}.lev'.format(n=level))
Example #6
0
class Play(GameState):
    """The GameState while actually playing a level."""
    highlight = Renderable("resources/images/highlight.png", TILE_CENTER)
    win = Renderable("resources/images/cleared_screen.png",
                     Point(605 / 2, 455 / 2),
                     ignore_cam=True)
    restart = Renderable("resources/images/restart_button.png",
                         Point(100, 0),
                         ignore_cam=True)
    levels = Renderable("resources/images/levels_button.png",
                        Point(0, 0),
                        ignore_cam=True)

    def __init__(self, filepath):
        super(Play, self).__init__()
        self.filepath = filepath
        tileset = Tileset('resources/tileset/default.tset')
        self.level = Level(tileset, filepath)

    def logic(self, mouse):
        if mouse.clicked:
            scr = SCREEN.center * 2
            # restart button
            if (scr.x - SCREEN.camera.x - mouse.pos.x <= 100
                    and SCREEN.camera.y + mouse.pos.y <= 65):
                self.next = Play(self.filepath)
            # levels button
            elif (SCREEN.camera.x + mouse.pos.x <= 100
                  and SCREEN.camera.y + mouse.pos.y <= 65):
                self.next = LevelPicker()
            else:
                # pass the win dialogs
                if self.level.win():
                    if (SCREEN.center - SCREEN.camera - mouse.pos).x > 0:
                        self.next = Title()
                    else:
                        self.next = LevelPicker()
                # pass the click to the level
                tile = screen_to_iso(mouse.pos)
                self.level.tile_clicked(tile)
        self.level.knight.logic()

    def render(self, mouse):
        self.level.render()
        self.highlight.render(iso_to_screen(screen_to_iso(mouse.pos)))
        self.restart.render(Point((SCREEN.center * 2).x, 0))
        self.levels.render(Point(0, 0))
        if self.level.win():
            self.win.render(SCREEN.center)
Example #7
0
class Mouse(object):
    """Basic Input/Gesture Recognition Abstraction Class"""
    pos = Point(0, 0)
    down = False
    clicked = False

    def update(self, screen):
        """This should be called every frame to recalculate input state."""

        # check events
        for e in pygame.event.get():
            if e.type == pygame.QUIT or (e.type == pygame.KEYDOWN
                                         and e.key == pygame.K_ESCAPE):
                sys.exit()

        # update position
        m = Point(pygame.mouse.get_pos())
        self.pos = m - screen.camera

        # reset click state
        self.clicked = False
        # update down and click state
        was_down = self.down
        self.down = pygame.mouse.get_pressed()[0]  # MB1
        if not self.down and was_down:
            self.clicked = True
Example #8
0
    def get_state(self, game):
        head = game.snake[0]
        last_actions = self.get_previous_actions(self.agent_cfg.state.lookback)
        point_l = Point(head.x - game.block_size, head.y)
        point_r = Point(head.x + game.block_size, head.y)
        point_u = Point(head.x, head.y - game.block_size)
        point_d = Point(head.x, head.y + game.block_size)

        dir_l = game.direction == Direction.LEFT
        dir_r = game.direction == Direction.RIGHT
        dir_u = game.direction == Direction.UP
        dir_d = game.direction == Direction.DOWN

        state = [
            # Danger straight
            (dir_r and game.is_collision(point_r))
            or (dir_l and game.is_collision(point_l))
            or (dir_u and game.is_collision(point_u))
            or (dir_d and game.is_collision(point_d)),
            # Danger right
            (dir_u and game.is_collision(point_r))
            or (dir_d and game.is_collision(point_l))
            or (dir_l and game.is_collision(point_u))
            or (dir_r and game.is_collision(point_d)),
            # Danger left
            (dir_d and game.is_collision(point_r))
            or (dir_u and game.is_collision(point_l))
            or (dir_r and game.is_collision(point_u))
            or (dir_l and game.is_collision(point_d)),
            # Move direction
            dir_l,
            dir_r,
            dir_u,
            dir_d,
            # Food location
            game.food.x < game.head.x,  # food left
            game.food.x > game.head.x,  # food right
            game.food.y < game.head.y,  # food up
            game.food.y > game.head.y,  # food down,
            # distance from food
            (game.food.x - game.head.x) / game.w,
            (game.food.y - game.head.y) / game.h
        ]
        state += [direction for action in last_actions for direction in action]
        assert len(state) == self.model.input_size
        return np.array(state, dtype=int)
Example #9
0
    def test_insert_creature(self):
        c = Creature(name='creature', player='red', position=Point(0, 0))
        count = len(self.world.creatures)

        self.world.insert_creature(c)

        self.assertGreater(len(self.world.creatures), count)
        self.assertEqual(c, self.world.get_entity_at(c.position.x,
                                                     c.position.y))
        self.assertEqual(c, self.world.creatures[c.id])
Example #10
0
class Instructions(GameState):
    """The GameState that displays the help instructions."""
    instructions = Renderable("resources/images/instructions.png",
                              Point(605 / 2, 455 / 2),
                              ignore_cam=True)

    def logic(self, mouse):
        if mouse.clicked:
            self.next = Title()

    def render(self, mouse):
        self.instructions.render(SCREEN.center)
Example #11
0
class Screen(object):
    """The global screen object."""
    pygame.init()
    _screen = pygame.display.set_mode((800, 600))
    _camera = Point(0, 0)
    center = Point(800 / 2, 600 / 2)

    def clear(self):
        """Fills the screen with black"""
        self._screen.fill(COLOR_BLACK)

    def blit(self, renderable, point):
        """Draws the renderable on the screen"""
        self._screen.blit(renderable, point)

    @property
    def camera(self):
        return self._camera

    @camera.setter
    def camera(self, point):
        self._camera.x, self._camera.y = point.x, point.y
Example #12
0
class Knight:
    """Contains the Knight entity that moves around to complete the puzzle.
    """
    _ne = Renderable("resources/images/knight_ne.png", Point(64, 110), frames=8)
    _se = Renderable("resources/images/knight_se.png", Point(64, 110), frames=8)
    _nw = Renderable("resources/images/knight_nw.png", Point(64, 110), frames=8)
    _sw = Renderable("resources/images/knight_sw.png", Point(64, 110), frames=8)
    _renderable = _ne
    prev = Point(0, 0)
    target = Point(0, 0)
    move_counter = 0

    def __init__(self, level, start_point):
        self.level = weakref.ref(level)
        self.pos = start_point
        self.target = start_point
        level._tiles[self.target.x][self.target.y].on_enter(self)

    def move(self, point):
        point = point.round()
        # perform the move
        level = self.level()
        if not self.move_counter and level.is_legal(point):
            self.prev = self.pos.round()
            level._tiles[self.prev.x][self.prev.y].on_leave()
            self.target = point.round()
            self.move_counter = TILE_STEPS
            # reset animation direction
            vector = self.target - self.prev
            if vector.x == 1:
                self._renderable = self._sw
            elif vector.x == -1:
                self._renderable = self._ne
            elif vector.y == 1:
                self._renderable = self._se
            elif vector.y == -1:
                self._renderable = self._nw

    def slide(self):
        self.move(self.pos + (self.pos - self.prev))

    def teleport(self, target):
        # TODO: Animate
        self.pos = target
        self.target = target

    def logic(self):
        if self.move_counter:
            self.move_counter -= 1
            self.pos += ((self.target - self.prev) * (1.0 / TILE_STEPS))
            if not self.move_counter:
                self.level()._tiles[self.target.x][self.target.y].on_enter(self)
        pos = iso_to_screen(self.pos)
        SCREEN.camera = SCREEN.center - pos

    def render(self):
        """Renders the knight to the screen at his current location."""
        self._renderable.render(iso_to_screen(self.pos))
Example #13
0
 def __init__(self, tileset, filename):
     # tileset
     self.tileset = tileset
     # layer data
     with open('resources/levels/' + filename) as f:
         lines = f.readlines()
     self._tiles = [[copy(self.tileset[int(tile)])
                     for tile in row.strip(' \r\n,').split(',')]
                    for row in lines]
     # find start point
     for i, row in enumerate(lines):
         for j, tile in enumerate(row.strip(' \r\n,').split(',')):
             if tile == '0':
                 start_point = Point(i, j)
     # player
     self.knight = Knight(self, start_point)
     SCREEN.camera = SCREEN.center - iso_to_screen(start_point)
Example #14
0
class Title(GameState):
    """The GameState while viewing the main Title image."""
    start = Renderable("resources/images/start.png",
                       Point(605 / 2, 455 / 2),
                       ignore_cam=True)

    def __init__(self):
        super(Title, self).__init__()
        SCREEN.camera = Point(0, 0)

    def logic(self, mouse):
        if mouse.clicked:
            if mouse.pos.y < SCREEN.center.y:
                self.next = LevelPicker()
            else:
                self.next = Instructions()

    def render(self, mouse):
        self.start.render(SCREEN.center)
Example #15
0
class LevelPicker(GameState):
    """Lets you choose which level you want to play."""
    levels = Renderable("resources/images/levels_screen.png",
                        Point(605 // 2, 455 // 2),
                        ignore_cam=True)

    def __init__(self):
        super(LevelPicker, self).__init__()
        SCREEN.camera = Point(0, 0)

    def logic(self, mouse):
        SCREEN.camera = Point(0, 0)
        left = Point(189, 137)
        if mouse.clicked:
            normalized = mouse.pos - left
            if (0 < normalized.y < 66 * 5 and
                (0 < normalized.x < 56 or 136 < normalized.x < 136 + 56)):
                level = normalized.y // 66 + 1
                if normalized.x > 136:
                    level += 5
                self.next = Play('level{n}.lev'.format(n=level))

    def render(self, mouse):
        self.levels.render(SCREEN.center)
Example #16
0
 def test_init(self):
     p1 = Point(5)
     p2 = Point(3, 5)
     p2.x = 5
     self.assertEqual(p1, p2)
Example #17
0
 def setUp(self):
     self.attacker = Creature(name="attacker", player="player_1", level=1, position=Point(0, 0))
     self.defender = Creature(name="defender", player="player_2", level=1, position=Point(1, 0))
Example #18
0
 def __init__(self):
     super(Title, self).__init__()
     SCREEN.camera = Point(0, 0)
Example #19
0
 def setUp(self):
     self.creature = Creature(name="creature_1", player="player_1", level=1, position=Point(0, 0))
     self.resource = Resource(name="resource_1", gold_amount=100, gold_flux=10)
Example #20
0
 def __init__(self):
     super(LevelPicker, self).__init__()
     SCREEN.camera = Point(0, 0)