def __init__(self,nb_joueur=5): self.pile=pile.Pile() self.nb_joueur=nb_joueur self.joueurs=[] self.paquet=paquet.Paquet() self.classement=[] if self.nb_joueur==2: self.status=['Grand duc','Trou de chouette'] elif self.nb_joueur==3: self.status=['Grand duc','Mi chouette','Trou de chouette'] elif self.nb_joueur==4: self.status=['Grand duc','Duc','Chouette moisie','Trou de chouette'] elif self.nb_joueur==5: self.status=['Grand duc','Duc','Mi chouette','Chouette moisie','Trou de chouette'] elif self.nb_joueur==6: self.status=['Grand duc','Duc','Mi chouette','Mi chouette','Chouette moisie','Trou de chouette'] i=0 #Création des joueurs while i < nb_joueur: self.joueurs.append(joueur.Joueur(i,default_settings['Noms'][i])) i+=1 #Melange et distribution en nb_joueurs tas self.paquet.melanger() mains = self.paquet.distribuer(nb_joueur) #Attribution des mains i=0 for m in mains: self.joueurs[i].attributer_main(m) i+=1
def get_pile(self): if self._pile is None: #fns = io.save( io.load(pjoin(self.tempdir, 'mini.seed')), pjoin(self.tempdir, # 'raw-%(network)s-%(station)s-%(location)s-%(channel)s.mseed')) fns = util.select_files([self.tempdir], regex=r'\.SAC$') self._pile = pile.Pile() self._pile.load_files(fns, fileformat='sac') return self._pile
def __init__(self, basepile=None, tinc=360., tpad=0., storepath=None): pile.Pile.__init__(self) self._tinc = tinc self._tpad = tpad self._storepath = storepath self._blocks = {} if basepile is None: basepile = pile.Pile() self.set_basepile(basepile)
# (at your option) any later version. # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # You should have received a copy of the GNU General Public License # along with this program. If not, see <http://www.gnu.org/licenses/>. # symbols import struct import pile symbol_table = pile.Pile() versionkey = 1 # class numbering as used in ORB.Mod Head = 0 Const = 1 Var = 2 Par = 3 Fld = 4 Typ = 5 SProc = 6 SFunc = 7 Mod = 8
def __init__(self): self.pile_gauche = pile.Pile() self.pile_droite = pile.Pile()
def __init__(self, deck): super().__init__() self.piles.append(pile.Pile(location=(100, 50))) while not deck.is_empty: self.piles[0].add(deck.deal()) self.piles.append(pile.Pile(location=(250, 50)))
def play_level(screen, player): background = pygame.Surface((c.SCREEN_WIDTH, c.SCREEN_HEIGHT)) clock = pygame.time.Clock() # Make washers and dryers washer_group, dryer_group = level_utils.make_washers_and_dryers((0, 0), 2, 2) # Images and sprites for player and laundry piles pile_images = image_utils.load_laundry_images('images/laundry/in_pile') pile_in = pile.Pile(15, 7, pile_images, c.LaundryState.UNWASHED) pile_out = pile.Pile(c.SCREEN_WIDTH - 105, 7, pile_images, c.LaundryState.DRIED) # Labels for laundry piles # TODO: make more dynamic/adjustable labels based on position of piles pile_in_label, pile_in_rect = level_utils.make_label(WHITE, 'inbox') pile_in_rect.bottomleft = (10, c.SCREEN_HEIGHT) pile_out_label, pile_out_rect = level_utils.make_label(WHITE, 'outbox') pile_out_rect.bottomright = (c.SCREEN_WIDTH - PADDING, c.SCREEN_HEIGHT) daily_clock = level_utils.DailyClock() # Generating orders orders = level_utils.generate_orders(order_num_min=8, order_num_max=8, load_num_min=1, load_num_max=1) customers = level_utils.generate_customers(orders) inactive_customers = pygame.sprite.Group( customers) # all customers start off inactive # Storing all sprites to master group all_sprites = pygame.sprite.Group(washer_group, dryer_group, pile_in, pile_out, player) logic = game_logic.GameLogic(orders, pile_in, pile_out, player) running = True while running: id = 0 time_delta = clock.tick(FPS) / 1000.0 mouse_up = False for event in pygame.event.get(): if event.type == pygame.QUIT: running = False return c.GameState.QUIT if event.type == pygame.MOUSEBUTTONUP and event.button == 1: print("click!!!") print("the current time is: " + str(pygame.time.get_ticks())) mouse_up = True if event.type > pygame.USEREVENT: id = event.type - pygame.USEREVENT print(id) if event.type == c.FAIL_STATE: return c.GameState.GAME_OVER if event.type == c.GAME_LOGIC_EVENT: logic.handle_event(event.type) if event.type == c.NOON_EVENT: for customer in inactive_customers: all_sprites.add(customer) inactive_customers.remove(customer) if not customers: print("final score: " + str(logic.score)) return c.GameState.GAME_OVER # TODO: update/change # Updating objects all_sprites.update(time_delta, pygame.mouse.get_pos(), mouse_up, logic, id) pile_in.update_y_pos() pile_out.update_y_pos() clock_text = daily_clock.get_updated_text(time_delta) clock_label, clock_rect = level_utils.make_label(WHITE, clock_text) clock_rect.topright = (c.SCREEN_WIDTH - PADDING, PADDING) # Drawing background, sprites, and labels screen.blit(background, (0, 0)) screen.blit(pile_in_label, pile_in_rect) screen.blit(pile_out_label, pile_out_rect) screen.blit(clock_label, clock_rect) all_sprites.draw(screen) # Updating display with the latest pygame.display.update()