Example #1
0
    def go_to(self, pos):
        player_pos = self.player.get_centre_pos()
        dist = general.distance(player_pos, pos)

        if dist < 10:
            ## We're there!
            self.player.vel = [0,0]
            self.player.acc = [0,0]
            self.gate_freq  = 0
            return True

        max_dist = math.sqrt(general.width**2 + general.height**2)
        gate_freq = (1.0*dist/max_dist) * 1 + 1
        
        sin_old = math.sin((self.time)/180.0 * general.PI)
        self.time = self.time + 100 * gate_freq
        sin_new = math.sin((self.time)/180.0 * general.PI)

        if sin_old * sin_new <= 0:
            diff_x = pos[0] - player_pos[0]
            diff_y = pos[1] - player_pos[1]
            #self.player.vel[0] = diff_x / 20.0
            #self.player.vel[1] = diff_y / 20.0
            #return

            new_acc = [0,0]
            fire_acc = self.player.fire_acc
        
            if diff_x < 0:
                new_acc[0] = - fire_acc
            elif diff_x > 0:
                new_acc[0] =   fire_acc

            if diff_y < 0:
                new_acc[1] = - fire_acc
            elif diff_y > 0:
                new_acc[1] =   fire_acc

            self.player.acc[0] = new_acc[0]
            self.player.acc[1] = new_acc[1]

        #if dist < 20:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 100.0
        #elif dist < 50:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 80.0
        #elif dist < 100:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 30.0
        #else:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT
        if self.player.relax > 0.5:
            if dist < 100:
                self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 25.0
        else:
            if dist < 100:
                self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 20.0
Example #2
0
    def go_to(self, pos):
        player_pos = self.player.get_centre_pos()
        dist = general.distance(player_pos, pos)

        if dist < 10:
            ## We're there!
            self.player.vel = [0, 0]
            self.player.acc = [0, 0]
            self.gate_freq = 0
            return True

        max_dist = math.sqrt(general.width**2 + general.height**2)
        gate_freq = (1.0 * dist / max_dist) * 1 + 1

        sin_old = math.sin((self.time) / 180.0 * general.PI)
        self.time = self.time + 100 * gate_freq
        sin_new = math.sin((self.time) / 180.0 * general.PI)

        if sin_old * sin_new <= 0:
            diff_x = pos[0] - player_pos[0]
            diff_y = pos[1] - player_pos[1]
            #self.player.vel[0] = diff_x / 20.0
            #self.player.vel[1] = diff_y / 20.0
            #return

            new_acc = [0, 0]
            fire_acc = self.player.fire_acc

            if diff_x < 0:
                new_acc[0] = -fire_acc
            elif diff_x > 0:
                new_acc[0] = fire_acc

            if diff_y < 0:
                new_acc[1] = -fire_acc
            elif diff_y > 0:
                new_acc[1] = fire_acc

            self.player.acc[0] = new_acc[0]
            self.player.acc[1] = new_acc[1]

        #if dist < 20:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 100.0
        #elif dist < 50:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 80.0
        #elif dist < 100:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 30.0
        #else:
        #    self.player.vel_threshold = general.PLAYER_VEL_LIMIT
        if self.player.relax > 0.5:
            if dist < 100:
                self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 25.0
        else:
            if dist < 100:
                self.player.vel_threshold = general.PLAYER_VEL_LIMIT * dist / 20.0
Example #3
0
	def execute(self, GI):
		namesize = 20 #height in pixels for the speaker's name
		namepadding = 3 #pixels away from the edge of the box for the name placement
		dialogwidthfraction = .90 #the fraction of the width of the box that the lines of dialog take
		linesPerBox = 3 #how many lines of text in the box

		# if player is on the top half of the screen or exactly in the middle, make a text box on the bottom
		# otherwise, if player's on the bottom half, make it on the top.
		# and wait for an enter key press to go to the next line

		box = pg.Surface((int(GI.display.getWH()[0]*.80), int(GI.display.getWH()[1]*.25)))
		box.fill((96,123,139))
		box.set_alpha(180)
		alph = (99,100,101)
		box.set_colorkey(alph)
		n3 = namepadding*3
		x1 = 0
		y1 = n3
		x2 = namepadding
		y2 = namepadding
		x3 = n3
		y3 = 0
		y = .5*((x1**2+y1**2)*(x3-x2) + (x2**2+y2**2)*(x1-x3) + (x3**2+y3**2)*(x2-x1)) / (y1*(x3-x2)+y2*(x1-x3)+y3*(x2-x1))
		radius = g.distance((y,y), (namepadding, namepadding))

		for i in range(n3):
			for j in range(n3):
				if g.distance((i,j),(y,y)) > radius:
					box.set_at((i,j), alph)
					box.set_at((box.get_rect().width - i, j), alph)
					box.set_at((i, box.get_rect().height - j), alph)
					box.set_at((box.get_rect().width - i, box.get_rect().height - j), alph)


		enter = GI.font.text("PRESS ENTER", namesize)
		enter.place(box, (box.get_rect().width-namepadding-enter.getLength(), namepadding), center=False)

		# dialogLinesPerBox = (box.get_rect().height - namesize - namepadding*2) / dialogsize
		dialogsize = (box.get_rect().height - namesize - namepadding*3) / linesPerBox
		linesPx = [(int(box.get_rect().width*((1-dialogwidthfraction)/2)), int(namesize + namepadding*2))]
		for i in range(linesPerBox-1):
			linesPx.append((linesPx[i][0], int(linesPx[i][1]+dialogsize)))

		dialogWidth = int(box.get_rect().width*dialogwidthfraction)

		# make a space and ellipses
		space = GI.font.text(" ",   dialogsize)
		ooo   = GI.font.text("...", dialogsize)

		dialogLines = self.extra[1:]

		q = 0
		while q < (len(dialogLines)):
			boxc = box.copy()
			boxc = pg.Surface(box.get_size())
			boxc.set_colorkey(alph)
			boxc.fill(alph)

			speaker, words = dialogLines[q].split(":] ")

			if speaker == "%PLAYER":
				speaker = GI.player.getName()
			speaker = GI.font.text(speaker+":", namesize)
			speaker.place(boxc, (namepadding,namepadding), center=False)

			words = words.split(' ')
			for i in range(len(words)):
				words[i] = GI.font.text(words[i], dialogsize)

			line = 0
			lines = []
			
			word = 1
			lines.append(words[0])
			while word < len(words):
				# if (line != 0) and ((line-1)%linesPerBox == 0):
				# 	print line, linesPerBox, linesPerBox%line
				# 	this = lines[line].getLength() + space.getLength() + words[word].getLength() + ooo.getLength()
				# else:
				# 	this = lines[line].getLength() + space.getLength() + words[word].getLength()
				# if this <= dialogWidth:
				# 	if (line != 0) and ((line-1)%linesPerBox == 0):
				# 		lines[line] = lines[line].concatenate([space, words[word], ooo])
				# 	else:
				# 		lines[line] = lines[line].concatenate([space, words[word]])
				# else:
				# 	line+=1
				# 	lines.append(words[word])
				# word +=1
				this = lines[line].getLength() + space.getLength() + words[word].getLength()
				if this <= dialogWidth:
					lines[line] = lines[line].concatenate([space, words[word]])
				else:
					line+=1
					lines.append(words[word])
				word +=1
			
			passback = speaker.getStr()+"] "
			for i in range(len(lines)):
				if i < linesPerBox:
					lines[i].place(boxc, linesPx[i], center=False)
				else:
					passback += lines[i].getStr()
					if i != len(lines)-1:
						passback+=" "
			if i >= linesPerBox:
				dialogLines.insert(q+1, passback)
			
			w = GI.display.getWH()[0]
			h = GI.display.getWH()[1] - GI.player.getBelt().getImg().get_height()

			if GI.playerOnTopHalf():
				pos = ((w - boxc.get_rect().width) /2.,
						h - boxc.get_rect().height-g.TILE_RES[1]*1.5)
			else:
				pos = ((w - boxc.get_rect().width) /2.,
						g.TILE_RES[1]*1.5)
			GI.window.blit(box, pos)
			GI.window.blit(boxc, pos)

			GI.renderView()
			GI.clearWindow()
			
			gotEnter = False
			while not gotEnter:
				#wait only gets the first event that happens, so it's not a list
				evt = pg.event.wait()
				evt, trash0 = GI.dispatch([evt])
				if len(evt) > 0:
					evt = evt[0]
					if evt.type == pg.KEYDOWN:
						if evt.dict['key'] == pg.K_RETURN:
							gotEnter = True
							break
			q+=1

		GI.renderView()
Example #4
0
 def distance(self, creature1, creature2):
     return general.distance(creature1.get_centre_pos(),
                             creature2.get_centre_pos())
Example #5
0
 def distance(self, creature1, creature2):
     return general.distance(creature1.get_centre_pos(), creature2.get_centre_pos())
Example #6
0
	def move(self, mv, dt, forceTurn = False):
		self.previousRect = self.getRect().copy()

		xmove, ymove = 0, 0
		
		step = (self.pixStep*dt)

		direction = mv

		if "U" in direction:
			if ("L" in direction) or ("R" in direction):
				ymove -= step**.5
			else:
				ymove -= step
		if "D" in direction:
			if ("L" in direction) or ("R" in direction):
				ymove += step**.5
			else:
				ymove += step
		if "L" in direction:
			if ("U" in direction) or ("D" in direction):
				xmove -= step**.5
			else:
				xmove -= step
		if "R" in direction:
			if ("U" in direction) or ("D" in direction):
				xmove += step**.5
			else:
				xmove += step

		self.pos = (self.pos[0]+xmove, self.pos[1]+ymove)

		self.previousPixStepped = self.pixStepped+0
		self.pixStepped += g.distance(self.pos, self.rect.topleft)

		self.rect =  pg.Rect(self.pos, self.size)


		if forceTurn:
			x, y = self.getRect().center
			x = x - forceTurn[0]
			y = y - forceTurn[1]
			if abs(x)>abs(y):
				if x>0:
					trn = "L"
				else:
					trn = "R"
			else:
				if y>0:
					trn = "U"
				else:
					trn = "D"
		else:
			trn = self.overallDirection()
		
		#in cases of diagonal, choose U or D
		for d in trn:
			self.art = (self.udlrFacing[d][self.currentImg], self.udlrFacing_outline[d][self.currentImg])
			self.facing = d
			if (d == "U") or (d == "D"):
				break

		while self.pixStepped >= self.pixStepSize:
			self.pixStepped -= self.pixStepSize
			self.currentImg = 0 if (self.currentImg == 3) else self.currentImg+1
			self.previousArt = (self.art[0], self.art[1])
			self.art = (self.udlrFacing[self.facing][self.currentImg], self.udlrFacing_outline[self.facing][self.currentImg])
Example #7
0
	def dispatch(self, events, dt=0):
		froze = False

		#some things are handled the same way in all states:
		for event in events:
			if event.type == pg.QUIT:
				self.pathFinder.terminate()
				sys.exit()

			# elif event.type == pg.KEYDOWN:
			# 	key = event.dict['key']

			# elif event.type == pg.KEYUP:
			# 	key = event.dict['key']

			# 	if key == pg.K_TAB:
			# 		self.tabPressed = False



		if self.state == "main-menu":
			pass

		elif self.state == "play":
			
			enterPressed = False
			
			for event in events:
				if event.type == pg.KEYDOWN:
					key = event.dict['key']

					casted = False

					if key == pg.K_RETURN:
						enterPressed = True

					elif key == pg.K_TAB:
						if self.lockedOntoEnemy == None:
							if len(self.curEnemies) > 0:
								lock = 0
								dist = g.distance(self.player.getRect().center, self.curEnemies[0].getRect().center)
								for i in range(len(self.curEnemies))[1:]:
									d = g.distance(self.player.getRect().center, self.curEnemies[i].getRect().center)
									if d<dist:
										lock = i+0
										dist = d+0
								self.lockedOntoEnemy = self.curEnemies[lock]
						else:
							self.lockedOntoEnemy = None
					
					elif key == pg.K_ESCAPE:
						self.state = "pause"
						#release player from any movements
						self.player.forgetMovement()
						#launches the menu into its last opened state (or player state if this is the first time opening it)
						# self.pmenu.changeState(self.pmenu.getState())
						return 0, True
					
					#movement control
					elif key == pg.K_UP: 	self.player.movingDirection("U")
					elif key == pg.K_DOWN: 	self.player.movingDirection("D")
					elif key == pg.K_LEFT: 	self.player.movingDirection("L")
					elif key == pg.K_RIGHT: self.player.movingDirection("R")
					
					#casting of belt items
					elif key == pg.K_q:		casted = self.player.cast(0)
					elif key == pg.K_w: 	casted = self.player.cast(1)
					elif key == pg.K_e: 	casted = self.player.cast(2)
					elif key == pg.K_r: 	casted = self.player.cast(3)
					elif key == pg.K_a: 	casted = self.player.cast(4)
					elif key == pg.K_s: 	casted = self.player.cast(5)
					elif key == pg.K_d: 	casted = self.player.cast(6)
					elif key == pg.K_f: 	casted = self.player.cast(7)
					if casted: #will be false if nothing is casted or an empty belt slot is used
						self.curAttacks.append(casted)
				
				elif event.type == pg.KEYUP:
					key = event.dict['key']

					if key == pg.K_UP: self.player.stoppingDirection("U")
					elif key == pg.K_DOWN: self.player.stoppingDirection("D")
					elif key == pg.K_LEFT: self.player.stoppingDirection("L")
					elif key == pg.K_RIGHT: self.player.stoppingDirection("R")
			
			mv = self.player.overallDirection()

			def doEvent(evt, outline=False):
				self.state = "WE"
				evt.execute(self)
				
				if evt.getOneTime():
					#remove the event and return to the "play" state
					self.eventForeground.remove(evt)
					if outline:
						#remove the red outline
						self.outlinedEvents.remove(evt)
						self.flipOutlines(self.outlinedEvents)
				self.state = "play"
				#release player from any movements
				self.player.forgetMovement()

				self.checkForImmediateEvents = True

				return True #froze = True

			############################################
			# Deal with immediate events ###############
			############################################

			if self.checkForImmediateEvents:
				im = self.eventForeground.immediates()
				if len(im)>0:
					for e in im:
						froze = doEvent(e)
				else:
					self.checkForImmediateEvents = False

			############################################
			############################################
			############################################


			############################################
			# Deal with "enter" ########################
			############################################

			#enter overrides movements and triggers events
			if len(self.outlinedEvents)>0 and enterPressed:
				evt = self.outlinedEvents[0]
				froze = doEvent(evt, outline=True)

			############################################
			############################################
			############################################


			############################################
			# Move player ##############################
			############################################
				
			def mvPlayer(mv,dt):
				if self.lockedOntoEnemy is not None:
					self.player.move(mv, dt, forceTurn = self.lockedOntoEnemy.getRect().center)
				else:
					self.player.move(mv, dt)

				# Check if the movement is valid by making a smaller rectangle and seeing
				smallerRect=pg.Rect((0,0),(self.player.getRect().width*.87, self.player.getRect().height*.87))
				smallerRect.center = self.player.getRect().center
				# corners = (	g.pix2tile(smallerRect.topleft), \
				# 			g.pix2tile(smallerRect.topright), \
				# 			g.pix2tile(smallerRect.bottomleft), \
				# 			g.pix2tile(smallerRect.bottomright) )
				corners = (	smallerRect.topleft, \
							smallerRect.topright, \
							smallerRect.bottomleft, \
							smallerRect.bottomright )
				validZs = self.player.getZ()
				validZs = [validZs+1, validZs, validZs-1]

				# If the movement is valid, move the player there
				highestZC = validZs[2]
				for c in corners:

					thisCBlocked = True
					for z in validZs:
						# if not self.collisionWithBlockedTile(c, z, player=False):
						if not self.collision_point(c, z, player=False):
							thisCBlocked = False
							if z > highestZC: highestZC = z
							break

					if thisCBlocked:
						self.player.undoMove()
						if len(mv)>1:
							for m in mv:
								# if mvPlayer(m, dt):
									# self.player.setZ(highestZC)
									# return True
								mvPlayer(m,dt)
						return False
				
				self.player.setZ(highestZC)
				return True
					# if not self.collisionWithBlockedRect(smallerRect, z, player = False):
						# couldntMove = False


						#try to to get a tile from the highest z the player is on
						#if nothing work your way down to lower zs the player's on
						# for z in playerZs:
				# 		atile = self.map.getTile(self.player.getRect().center, z)
				# 		if atile:
				# 			self.player.setZ(atile.getZ())
				# 			return True
				
				# # else:
				# self.player.undoMove()
				# if len(mv)>1:
				# 	for m in mv:
				# 		if mvPlayer(m, dt):
				# 			return True

				# if couldntMove:
				# 	pass #implement sliding
				# 	#######################
				# 	#######################
				# 	#get rid of smallerRect
			############################################
			############################################
			############################################
			



			############################################
			############################################
			############################################
			def checkForEvents():
				playerZs = self.player.getZ()
				playerZs = [playerZs+1, playerZs, playerZs-1]

				#tile the player's center pix is on
				for z in playerZs:
					tilePlayerOn = self.map.getTile(self.player.getRect().center, z)
					if tilePlayerOn:
						break
				#the events on that tile
				mustActivate = self.eventForeground.unlockedNotEnterableEventsOn([tilePlayerOn], playerZs)
				activateIfEnterOnTopOf = self.eventForeground.unlockedEnterableEventsOn([tilePlayerOn], playerZs)

				#the tile in front of the player (based on the way he faces)
				for z in playerZs:
					# will return false if there's no tile at those coords and z
					tileInFrontOfPlayer = self.map.getTile(self.player.getTilePixInFrontOf(), z)
					if tileInFrontOfPlayer:
						break
				#the events on that tile
				if tileInFrontOfPlayer:
					activateIfEnterInFrontOf = self.eventForeground.unlockedEnterableBlockedEventsOn([tileInFrontOfPlayer], playerZs)
				else:
					activateIfEnterInFrontOf = []
				

				# turns on outlines for events
				self.flipOutlines(activateIfEnterOnTopOf+activateIfEnterInFrontOf)
				# activates an event with enter outside of this function

				return mustActivate
			############################################
			############################################
			############################################



			############################################
			############################################
			############################################
			# def triggerStandOns(dt, mustActivate):
			# 	#this loop triggers a chain of events that are stood on
			# 	self.state = "WE"
			# 	#release player from any movements
			# 	self.player.forgetMovement()

			# 	mustActivate[0].execute(self)
			# 	if mustActivate[0].getOneTime():
			# 		self.eventForeground.remove(mustActivate[0])
			# 	self.state = "play"

			# 	doit("UD", dt)
			
			# 	return dt
			############################################
			############################################
			############################################
			def doit(mv, dt):
				if (len(mv)>0):
					mvPlayer(mv, dt)
				if (len(mv)>0):
					mustActivate = checkForEvents()
				if (len(mv)>0) and (len(mustActivate)>0):
					for e in mustActivate:
						froze = doEvent(e, outline=False)
					return froze
					# triggerStandOns(dt, mustActivate)
					# froze = True
			froze = froze or doit(mv, dt)



			############################################
			############################################
			############################################
			#handle enemies
			rectInFrontOfPlayer = self.player.getRect().copy()
			if self.player.facing == "U": rectInFrontOfPlayer.top -= g.TILE_RES[1]
			elif self.player.facing == "D": rectInFrontOfPlayer.top += g.TILE_RES[1]
			elif self.player.facing == "L": rectInFrontOfPlayer.left -= g.TILE_RES[0]
			else: rectInFrontOfPlayer.left += g.TILE_RES[0]

			for e in self.curEnemies:
				atk = e.tick(dt)
				if atk:
					self.curAttacks.append(atk)

				#deal with players sword attack
				if rectInFrontOfPlayer.colliderect(e.getRect()):
					casted = self.player.cast(8)
					if casted:
						self.curAttacks.append(casted)
			############################################
			############################################
			############################################



			############################################
			############################################
			############################################
			#handle player animations (to come) and spell cool downs
			self.player.tick(dt)
			############################################
			############################################
			############################################



			############################################
			############################################
			############################################
			#handle attacks
			for a in self.curAttacks:
				keepA = a.tick(dt)
				if not keepA:
					self.curAttacks.remove(a)

				#cause damage to player
				# if a.getAlignment() != self.player.getAlignment() and a.getRect().colliderect(self.player.getRect()):
				if a.getRect().colliderect(self.player.getRect()) and (a.getZ() == self.player.getZ()):
					a.hit(self.player)
					if self.player.getCurStat('hp') <= 0:
						print "dead!!!!"
						self.dispatch([pg.event.Event(QUIT, {})])

				#cause damage to enemies
				for e in self.curEnemies:
					# if a.getAlignment() != e.getAlignment() and a.getRect().colliderect(e.getRect()):
					if a.getRect().colliderect(e.getRect()) and (a.getZ() == e.getZ()):
						a.hit(e)
						if e.getCurrentHP() <= 0:
							self.curEnemies.remove(e)
							if self.lockedOntoEnemy == e:
								self.lockedOntoEnemy = None
			############################################
			############################################
			############################################

				

		elif self.state == "pause":
			if not self.cursr.visible:
				self.cursr.flipVisible()


			for event in events:
				if event.type == pg.KEYDOWN:
					key = event.dict['key']
					if key == pg.K_ESCAPE:
						self.state = "play"
						# self.pmenu.clearall()

						if self.cursr.visible:
							self.cursr.flipVisible()

						return 0, True
			
			self.pmenu.dispatch(events)
				
				# elif event.type == pg.KEYUP:
			
		
		elif self.state == "WE":
			pass
		
		#it returns all events that are not executed in the general state
		return events, froze
Example #8
0
def creaturesTest(rootNode1_acc,
                  rootNode2_acc,
                  showing=False,
                  time_length=None,
                  playing=False,
                  online=False):
    """ Run the simulation (e.g., game) with all the creatures (e.g., players and balls). """
    number_of_balls = 1
    number_of_players = 10
    number_of_skulls = 0

    balls = list()
    players = list()
    skulls = list()

    if online: socket, isClient = tcp_connect(ip_address)

    if not playing:
        rootNode1_accx = rootNode1_acc[0]
        rootNode1_accy = rootNode1_acc[1]
        rootNode2_accx = rootNode2_acc[0]
        rootNode2_accy = rootNode2_acc[1]

    if showing: pygame.init()
    if showing: os.environ['SDL_VIDEO_CENTERED'] = '1'
    # if showing: pygame.mouse.set_visible(False)

    if showing:
        vis = general.getVisibleSize()
        window = pygame.display.set_mode(
            (int(vis[0]), int(vis[1])),
            pygame.DOUBLEBUF)  # , pygame.FULLSCREEN)
    else:
        window = pygame.display.set_mode((100, 100))

    fitness1 = 0
    fitness2 = 0

    if showing:
        pygame.display.set_caption('Genetic Soccer')
        general.surface = pygame.display.get_surface()
        field = Field()
        goal1 = field.getGoal1()
        goal2 = field.getGoal2()

    for i in xrange(0, number_of_balls):
        balls.append(Ball(surface=general.surface, radius=6, showing=showing))

    for player_team in xrange(0, 2):
        for player_role in xrange(0, number_of_players / 2):

            player_pos = [0, 0]

            if player_role == 0:
                player_pos = [
                    width / 4.0,
                    height / 6.0 * (1.0 if player_team == 0 else 5)
                ]
            elif player_role == 1:
                player_pos = [
                    width / 2.0,
                    height / 6.0 * (1.0 if player_team == 0 else 5)
                ]
            elif player_role == 2:
                player_pos = [
                    width / 2.0,
                    height / 3.0 * (1.0 if player_team == 0 else 2)
                ]
            elif player_role == 3:
                player_pos = [(width * 3.0) / 4.0,
                              height / 6.0 * (1.0 if player_team == 0 else 5)]
            elif player_role == 4:
                player_pos = [
                    width / 2.0, height / 7 * (1.0 if player_team == 0 else 6)
                ]

            players.append(
                Player(general.surface, (20, 20), player_pos, player_team + 1,
                       showing))

    for i in xrange(0, number_of_skulls):
        skulls.append(CreatureBodyComputer(surface=general.surface))

    ais = []
    for idx in xrange(len(players) - 1):
        i = idx + 1
        _ai = None
        if i == 4 or i == 9:
            _ai = ai.GoalkeeperAi(players[i], goal1, goal2)
        else:
            _ai = ai.Ai(players[i], goal1, goal2)
        ais.append(_ai)

    if showing: clock = pygame.time.Clock()

    counter = 0

    while counter < time_length or time_length is None:
        """ Main loop of the simulation (e.g., game). """
        moveCamera(balls[0])
        stoppingx_event = False
        stoppingy_event = False
        new_key = False
        mouse_pos = pygame.mouse.get_pos()
        goal_size = goal1.image.get_size()

        if online:
            ball = balls[0]
            player1 = players[0]
            player2 = players[1]
            terminals0 = Terminals(counter, ball.pos, ball.vel, player1.pos,
                                   player1.vel, 1, [0, 0], [0, 0], 1)
            terminals1 = Terminals(
                counter, ball.pos, ball.vel,
                [width - player2.pos[0], height - player2.pos[1]],
                [-player2.vel[0], -player2.vel[1]], 1, [0, 0], [0, 0], 1
            )  # width-players[1].pos[0],height-players[1].pos[1],    players[1].vel[0], players[1].vel[1],  1)

        if not playing:
            players[0].acc[0] = running_tree(terminals0).run_tree(
                rootNode1_accx)
            players[0].acc[1] = running_tree(terminals0).run_tree(
                rootNode1_accy)

            players[1].acc[0] = running_tree(terminals1).run_tree(
                rootNode2_accx)
            players[1].acc[1] = -running_tree(terminals1).run_tree(
                rootNode2_accy)

        if showing: clock.tick(120)

        counter += 1

        if showing:
            """ Background """
            if showing: field.blitBackground(general.surface)
            """ Keyboard events """
            input = pygame.event.get()
            for event in input:
                whatkey = Keyboard(event)
                if whatkey.isKEYDOWN():
                    if whatkey.isEscape():
                        sys.exit(0)
                    elif whatkey.isEquals():
                        general.global_zoom *= 1.1
                    elif whatkey.isMinus():
                        general.global_zoom /= 1.1
                    elif whatkey.isLeft():
                        players[0].fireLeft()
                    elif whatkey.isRight():
                        players[0].fireRight()
                    elif whatkey.isUp():
                        players[0].fireUp()
                    elif whatkey.isDown():
                        players[0].fireDown()
                    elif whatkey.isPeriod():
                        balls[0].getShooted(players[0])
                    elif whatkey.isSlash():
                        balls[0].getShooted(players[0], 0.46)
                    elif whatkey.isA():
                        players[1].fireLeft()
                    elif whatkey.isD():
                        players[1].fireRight()
                    elif whatkey.isW():
                        players[1].fireUp()
                    elif whatkey.isS():
                        players[1].fireDown()
                    elif whatkey.isBackquote():
                        balls[0].getShooted(players[1])
                    elif whatkey.isOne():
                        balls[0].getShooted(players[1], 0.46)
                elif whatkey.isKEYUP():
                    if whatkey.isLeft() or whatkey.isRight():
                        players[0].stopLeftAndRight()
                    elif whatkey.isUp() or whatkey.isDown():
                        players[0].stopUpAndDown()
                    elif whatkey.isA() or whatkey.isD():
                        players[1].stopLeftAndRight()
                    elif whatkey.isW() or whatkey.isS():
                        players[1].stopUpAndDown()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    left, top = (x - 50 for x in event.pos)

                if whatkey.isKEYUP() or whatkey.isKEYDOWN():
                    new_key = True
            if online: net.updatePlayers(new_key, isClient, socket, players)

        nearest_player = players[0]
        nearest_distance = general.distance(nearest_player.get_centre_pos(),
                                            balls[0].get_centre_pos())

        for player in players[1:]:
            _distance = general.distance(player.get_centre_pos(),
                                         balls[0].get_centre_pos())
            if _distance < nearest_distance:
                nearest_player = player
                nearest_distance = _distance

        for _ai in ais:
            ai_state = ai.State(nearest_player, _ai.player, balls[0])
            ai_state.update()
            _ai.do(ai_state)

        for player in players:
            player.collidingGoal(goal1)
            player.collidingGoal(goal2)
            player.move(general.surface,
                        field,
                        counter,
                        cameraPos=cameraPos,
                        goal_size=goal_size)

        for ball in balls:
            """ All balls """
            ball_centre = ball.getCentre()

            # fitness1 += 1000/distance(ball_centre, players[0].get_pos())
            # fitness2 += 1000/distance(ball_centre, players[1].get_pos())

            ball.is_under_player = False
            # players colliding with the ball
            for player in players:
                ball.getKicked(player)
            # computer player colliding with the ball and the goal
            for cc in skulls:
                cc.collidingGoal(goal1)
                cc.collidingGoal(goal2)
                ball.getKicked(cc)
                if debug:
                    print(mouse_pos)
                cc.acc = [(random.random() - 0.5) / 5.0,
                          (random.random() - 0.5) / 5.0]
                cc.move(general.surface,
                        field,
                        counter,
                        cameraPos=cameraPos,
                        goal_size=goal_size)

            # to the pipe (tirake darvaze):
            is_colliding_goal_pipe_top_right = (
                ball.vel[1] < 0
                and (diff(ball_centre[1], goal_size[1]) < ball.radius)
                and (diff(ball_centre[0], (width / 2 + goal_size[0] / 2)) < 3))
            is_colliding_goal_pipe_top_left = (
                ball.vel[1] < 0
                and (diff(ball_centre[1], goal_size[1]) < ball.radius)
                and (diff(ball_centre[0], (width / 2 - goal_size[0] / 2)) < 3))
            is_colliding_goal_pipe_bottom_right = (
                ball.vel[1] > 0
                and (diff(ball_centre[1],
                          (height - goal_size[1])) < ball.radius)
                and (diff(ball_centre[0], (width / 2 + goal_size[0] / 2)) < 3))
            is_colliding_goal_pipe_bottom_left = (
                ball.vel[1] > 0
                and (diff(ball_centre[1],
                          (height - goal_size[1])) < ball.radius)
                and (diff(ball_centre[0], (width / 2 - goal_size[0] / 2)) < 3))

            if is_colliding_goal_pipe_top_right or is_colliding_goal_pipe_top_left or is_colliding_goal_pipe_bottom_right or is_colliding_goal_pipe_bottom_left:
                ball.vel[1] = -ball.vel[1]
            else:
                ball.collidingGoal(goal1)
                ball.collidingGoal(goal2)

            if goal1.rect.contains(ball.rect):
                fitness2 += 100
                field.score2 += 1
                ball.reset()
                players[0].reset()
                players[1].reset()
                players[0].fire_acc += 0.01
                players[1].fire_acc += 0.01
                if showing: field.setMessage2()
            elif goal2.rect.contains(ball.rect):
                fitness1 += 100
                field.score1 += 1
                ball.reset()
                players[0].reset()
                players[1].reset()
                players[0].fire_acc += 0.01
                players[1].fire_acc += 0.01
                if showing: field.setMessage1()

            ball.move(counter, cameraPos=cameraPos)
            if showing:
                field.blitField(width=width,
                                height=height,
                                surface=general.surface,
                                cameraPos=cameraPos)

        vis = general.getVisibleSize()
        if debug:
            pygame.draw.rect(general.surface, pygame.Color(0, 0, 0),
                             (0, 0, vis[0], vis[1]), 1)
        if showing: pygame.display.flip()
    return (1.0 * fitness1 / counter, 1.0 * fitness2 / counter)