def __init__(self, fps: int, game_over_score: int, record_progress): """ Constructor @param fps The fps of the game @param game_over_score The game will stop when either side reaches this score @param record_progress Whether to record the game process or not """ self._ml_1P = "ml_1P" self._ml_2P = "ml_2P" self._ml_execute_time = 1.0 / fps self._frame_delayed = [0, 0] # 1P, 2P self._score = [0, 0] # 1P, 2P self._game_over_score = game_over_score self._cmd_receiver = CommandReceiver( \ GameCommand, { "command": PlatformAction }, GameCommand(-1, PlatformAction.NONE)) self._record_handler = get_record_handler( record_progress, {"status": (GameStatus.GAME_1P_WIN, GameStatus.GAME_2P_WIN)}, get_log_dir()) self._init_display() self._scene = Scene()
def __init__(self, fps: int, level: int, record_progress, one_shot_mode): self._init_pygame() self._fps = fps self._scene = Scene(level) self._keyboard = KeyCommandMap({ pygame.K_LEFT: PlatformAction.MOVE_LEFT, pygame.K_RIGHT: PlatformAction.MOVE_RIGHT, }, PlatformAction.NONE) self._record_handler = get_record_handler(record_progress, { "status": (GameStatus.GAME_OVER, GameStatus.GAME_PASS) }, get_log_dir()) self._one_shot_mode = one_shot_mode
def __init__(self, fps: int, level: int, \ record_progress: bool, one_shot_mode: bool): self._ml_name = "ml" self._ml_execute_time = 1.0 / fps self._frame_delayed = 0 self._instruct_receiver = CommandReceiver( \ GameInstruction, { "command": \ [PlatformAction.MOVE_LEFT, PlatformAction.MOVE_RIGHT, PlatformAction.NONE], \ }, GameInstruction(-1, PlatformAction.NONE)) self._record_handler = get_record_handler(record_progress, { \ "status": (GameStatus.GAME_OVER, GameStatus.GAME_PASS) \ }, get_log_dir()) self._one_shot_mode = one_shot_mode self._init_display() self._scene = gamecore.Scene(level, True)
def __init__(self, fps: int, level: int, \ record_progress: bool, one_shot_mode: bool): self._ml_name = "ml" self._ml_execute_time = 1.0 / fps self._frame_delayed = 0 self._cmd_receiver = CommandReceiver( \ GameCommand, { "command": PlatformAction }, GameCommand(-1, PlatformAction.NONE)) self._record_handler = get_record_handler(record_progress, { \ "status": (GameStatus.GAME_OVER, GameStatus.GAME_PASS) \ }, get_log_dir()) self._one_shot_mode = one_shot_mode self._init_display() self._scene = Scene(level)
def __init__(self, fps, one_shot_mode, record_progress): self._init_pygame() self._scene = Scene() self._ml_name = "ml" self._ml_execution_time = 1 / fps self._frame_delayed = 0 self._cmd_receiver = CommandReceiver( \ GameCommand, { "command": SnakeAction, }, GameCommand(-1, SnakeAction.NONE)) self._one_shot_mode = one_shot_mode self._record_handler = get_record_handler( record_progress, {"status": (GameStatus.GAME_OVER, )}, get_log_dir())
def __init__(self, fps, one_shot_mode, record_progress): self._init_pygame() self._scene = Scene() self._fps = fps self._keyboard_action = KeyCommandMap( { pygame.K_UP: SnakeAction.UP, pygame.K_DOWN: SnakeAction.DOWN, pygame.K_LEFT: SnakeAction.LEFT, pygame.K_RIGHT: SnakeAction.RIGHT, }, SnakeAction.NONE) self._one_shot_mode = one_shot_mode self._record_handler = get_record_handler( record_progress, {"status": (GameStatus.GAME_OVER, )}, get_log_dir())
def __init__(self, fps: int, game_over_score: int, record_progress: bool): self._init_pygame() self._fps = fps self._score = [0, 0] # 1P, 2P self._game_over_score = game_over_score self._scene = gamecore.Scene(True) self._keyboard_action_1P = KeyCommandMap( { pygame.K_LEFT: PlatformAction.MOVE_LEFT, pygame.K_RIGHT: PlatformAction.MOVE_RIGHT, }, PlatformAction.NONE) self._keyboard_action_2P = KeyCommandMap( { pygame.K_a: PlatformAction.MOVE_LEFT, pygame.K_d: PlatformAction.MOVE_RIGHT, }, PlatformAction.NONE) self._record_handler = get_record_handler( record_progress, {"status": (GameStatus.GAME_1P_WIN, GameStatus.GAME_2P_WIN)}, get_log_dir())