Example #1
0
    def print_board(self, k):
        '''print board function'''
        if self.player.level == 1:
            print_background(self)
            print_player(self)
            draw_brick(self, self.bricks)
            print_enemy(self)
            print_bullet(self, self.bullets)
            print_bullet(self, self.ebul)

            if self.alivev == 1:
                print_villain(self, self.vil.posx, self.vil.posy)

            if self.alivev == 0:
                win(self)
                # time.sleep(3)

            temp = ""

            string = '\033[93m' + "Life=" + str(
                self.player.life) + " Score=" + str(
                    self.player.score) + " Coins=" + str(
                        self.player.coins) + "\n" + '\033[0m'
            if k >= 550 and self.alivev == 1:
                string += '\033[93m' + "Boss Life=" + \
                    str(self.vil.life) + "\n" + '\033[0m'

            temp += string

            for i in range(40):

                for j in range(k, k + 150, 1):
                    temp += self.level1[i][j]

            print(temp)
        else:
            print_background(self)
            print_player(self)
            draw_brick(self, self.bricks2)
            draw_coin(self, self.coins)

            if time.time() - self.time >= 0.3:
                write(self)
                self.time = time.time()

            temp = ""

            string = '\033[93m' + "Life=" + str(
                self.player.life) + " Score=" + str(
                    self.player.score) + " Coins=" + str(
                        self.player.coins) + "\n" + '\033[0m'

            temp += string

            for i in range(40):

                for j in range(k, k + 150, 1):
                    temp += self.level1[i][j]

            print(temp)
Example #2
0
def play():
    while not variables.finish:
        if variables.curPlayer == 1:
            variables.curChess = "*"
            print("\033[1;37;40m * - Enter the coords of the chess (e.g. A0): \033[0m")
        else:
            variables.curChess = "o"
            print("\033[1;30;42m o - Enter the coords of the chess (e.g. A0): \033[0m")
        user_input = input()
        ch = user_input[0]
        x = ord(ch.upper()) - 65
        y = int(user_input[1])
        if exist(x, y) and len(user_input) == 2:
            flag = update_board(x, y)
            if flag == 0:
                print("\033[31m****** The place has been taken! Please try again! \033[0m")
                continue
            f = check_win(x, y)
            if f == 1:
                win()
                break
            swap_player()
            show_board()
        else:
            print("\033[31m*** Invalid coords! Please try again! ***\033[0m")
Example #3
0
def press(action):
    #check si l'action est bien zqsd
    if action == "z" or action == "q" or action == "s" or action == "d":
        # check si le moove est possible
        if moove.checkMoove(action, variables.positionY, variables.positionX,
                            variables.checkLab):

            #appel de la fonction pour chager la position de l'avatar et l'avatar lui même
            mouvement = moove.moove(action, variables.positionY,
                                    variables.positionX, variables.avatar)
            #recuperer les tuples
            variables.positionY = mouvement[0]
            variables.positionX = mouvement[1]
            variables.avatar = mouvement[2]
            #comme dans le main
            clear()
            pMap.printTitre()
            pMap.printLab(variables.positionY, variables.positionX,
                          variables.lab, variables.avatar)
            #check si win
            if variables.positionY == 0 or variables.positionX == 0 or variables.positionY == (
                    len(variables.lab) -
                    1) or variables.positionX == (len(variables.lab[0]) - 1):
                win.win()
        else:
            print("Vous ne pouvez pas traverser les murs")
    else:
        print("ZQSD uniquement merci")
Example #4
0
    def play_(self):
        running = True
        self.screen.blit(self.bg, (0, 0))
        self.player1_char_set()
        self.player2_char_set()
        flag = 0
        msg = False
        while running:
            self.player1_play()
            # self.player2(2)
            for event in pygame.event.get():
                if event.type == QUIT:
                    pygame.quit()
                    sys.exit()
                temp = 0
                mouse_pos = pygame.mouse.get_pos()
                for i, rect in enumerate(self.button):
                    if rect.collidepoint(mouse_pos):
                        if event.type == MOUSEBUTTONDOWN:
                            flag = 1
                            self.attack = self.data[int(
                                self.player1_id)]['attacks'][self.button.index(
                                    rect)]['attack_name']
                            self.attack_damage = self.data[int(
                                self.player1_id)]['attacks'][self.button.index(
                                    rect)]['attack_damage']
                            self.attack_desc = self.data[int(
                                self.player1_id)]['attacks'][self.button.index(
                                    rect)]['attack_desc']
                            self.attack_message = self.data[int(
                                self.player1_id)]['attacks'][self.button.index(
                                    rect)]['attack_message']

                if (flag == 1):
                    self.update_player1()
                    flag = 2
                    pygame.display.update()
                    pygame.time.wait(2000)

                if (flag == 2):
                    self.attack = self.data[int(
                        self.player2_id)]['attacks'][0]['attack_name']
                    self.attack_damage = self.data[int(
                        self.player2_id)]['attacks'][0]['attack_damage']
                    self.attack_desc = self.data[int(
                        self.player2_id)]['attacks'][0]['attack_desc']
                    self.attack_message = self.data[int(
                        self.player2_id)]['attacks'][0]['attack_message']
                    self.update_player2()
                    flag = 0

                if (self.win):
                    running = False
                    win(self.win)
                    print(self.won, 'is the winner')
                    break

            pygame.display.update()
            self.mainClock.tick(10)
Example #5
0
def play():
    print("Going to the Game...\n\n")
    game.start()
    file = open("gnav.txt")
    nav = file.read()
    file.close()
    if nav == "1":
        os.system('cls')
        win.win()
        score()
    elif nav == "2":
        os.system('cls')
        lose.lose()
        main()
    else:
        os.system('cls')
        main()
Example #6
0
def play():
    print("Going to the Game...\n\n")
    game.start()
    file=open("gnav.txt")
    nav=file.read()
    file.close()
    if nav=="1":
        os.system('cls')
        win.win()
        score()
    elif nav=="2":
        os.system('cls')
        lose.lose()
        main()
    else:
        os.system('cls')
        main()
Example #7
0
def battleloop():
    if player.hp > 0 and enemy.hp > 0:
        if player.agi > enemy.agi:
            pfirst()
        elif player.agi < enemy.agi:
            efirst()
        elif player.agi == enemy.agi:
            randord = r.randint(1, 2)
            if randord == 1:
                pfirst()
            elif randord == 2:
                efirst()
        else:
            battleloop()
    elif player.hp <= 0:
        d.death()
    elif enemy.hp <= 0:
        w.win()
    battleloop()
Example #8
0
 def fastwatch(self):
     ret = self.checktoken() 
     if ret is None :
         return self.jsonify(code=1, msg='No permission')
     if self._curpic:
         picwin = win()
         picwin.wildfind(viewer_title)
         if picwin.valid():
             return self.jsonify(code=0, data=self._curpic)
     if self.ppt and self.ppt.opened():
         return self.jsonify(code=0, data=str(self.ppt.curslide())+'.png')   
     return self.jsonify(code=0, data='')
Example #9
0
 def _whattoshow(self):
     if self._curpic:
         picwin = win()
         picwin.wildfind(viewer_title)
         #picwin.wildfind('Notepad')
         if picwin.valid():
             print('I think we can find the window')
             return self._curpic
     if self._curppt:
         if self.ppt and self.ppt.opened():
             return str(self.ppt.curslide()) + '.png'
     return ''
Example #10
0
 def _openppt(self, filename=None):
     self._closeall()
     if filename :
         self._curppt = filename
     if self._curppt is None: return
     path = os.path.join(os.path.abspath(os.path.join(os.path.dirname(__file__))),'files')
     self.ppt.open(path + os.sep + self._curppt)
     # slide's name is 1.png,2.png,....
     self.ppt.makepics( path ) 
     # manipulate ppt window
     pptwin = win()
     pptwin.wildfind(self._curppt)
     n = 3
     while not pptwin.valid() and n:
         time.sleep(0.3)
         pptwin.wildfind(self._curppt)
         n = n - 1
     if pptwin.valid():
         pptwin.foreground()
         pptwin.activate()
     self._broadcast()
Example #11
0
        sac = subprocess.Popen('./a.out',
                               shell=True,
                               stdin=subprocess.PIPE,
                               stdout=None,
                               stderr=subprocess.PIPE)

        output[0] = int(output[0]) - 1
        output[1] = int(output[1]) - 1
        output[2] = int(output[2]) - 1
        output[3] = int(output[3]) - 1
        output = str(output[0]) + ' ' + str(output[1]) + ' ' + str(
            output[2]) + ' ' + str(output[3]) + ' ' + 'k'
        sac.communicate(output)
        print output

    if (win.win(1) == 'w'):
        flagwin = 1
        vic = 1

    #BOT 2 KA CODE
    else:
        no = 2
        proc2 = subprocess.Popen('python runner2.py',
                                 shell=True,
                                 stdin=subprocess.PIPE,
                                 stdout=subprocess.PIPE,
                                 stderr=subprocess.PIPE)
        [a, b] = proc2.communicate()
        verd = int(a[12])
        print verd
        if (verd == 5 or verd == 2):
Example #12
0
    def update(self, event):

        self.getbinpos(self.Player)
        worldob = self.get_binobjs(self.Player)

        dt = float(time.time() - self.timer)
        if dt >= 1:
            pass
        if dt >=  3:
            self.intro_text.set_alpha(self.intro_text.get_alpha() - (self.fade_rate + 2))
        if self.intro_text.get_alpha() <= 0:
            pass
        if self.fade.get_alpha() - self.fade_rate <= 0:
             self.fade.set_alpha(0)
        else:
            curr_a = self.fade.get_alpha()
            curr_a -= self.fade_rate
            self.fade.set_alpha(curr_a)
            x = self.fade.get_alpha()
        self.check_esc()
        self.DRAW_DISP.fill(GAME_GLOBALS.BLACK)
        self.check_active_dialog()
        self.update_score(time.time() - self.time_flag)

        if self.currlevel == 2:
            self.leveltimer -= 2
        if self.leveltimer == 0:
            GAME_GLOBALS.GAME_STATE = cutscene.Cutscene('../images/darkmaze.jpg','../resource/EVEmaze', self.nextl)

        for f in self.finish:
            if self.currlevel == 4:
                self.final = True
                self.music.stop()
            if self.Player.rect.collidepoint(f):
                if self.final:
                    GAME_GLOBALS.GAME_STATE = win.win()
                elif self.currlevel == 0:
                    GAME_GLOBALS.GAME_STATE = cutscene.Cutscene('../images/Eve awake.png','../resource/EVEawkeningcinematic', self.nextl)
                elif self.currlevel == 1:
                    GAME_GLOBALS.GAME_STATE = cutscene.Cutscene('../images/darkalley.jpg','../resource/EVEknows', self.nextl)
                elif self.currlevel == 3:
                    GAME_GLOBALS.GAME_STATE = cutscene.Cutscene('../images/flare.png','../resource/EVEplots', self.nextl)

        for e in self.Enemygroup:
            self.getbinpos(e)
            proj = e.update(self.Player.rect, self.get_binobjs(e))
            if proj != None:
                self.Projectiles.add(proj)
        for p in self.Projectiles:
            test = p.update(self.Wallgroup, self.Player.rect, self.Player)
            if test == True and p.hitplayer == True:
                bloodsplatter = pygame.sprite.Group()
                self.splatter = True
                for j in range(20):
                    bloodsplatter.add(Ball.Ball((0,0,0),100,self.Player.rect.center))
                self.currentsplatter = bloodsplatter
                self.Projectiles.remove(p)
                p = None
            elif test == True:
                self.Projectiles.remove(p)

        flags = self.Player.update(event, worldob, self.Enemygroup, self.current_score, self.Projectiles)
        if flags == 'died':
            GAME_GLOBALS.GAME_STATE = deathscreen.Deathscreen(self.current_score, self.levelname)
        if 'player_dmg' in flags:
            bloodsplatter = pygame.sprite.Group()
            self.splatter = True
            for j in range(20):
                bloodsplatter.add(Ball.Ball((0,1,0),100,self.Player.rect.center))
            self.currentsplatter = bloodsplatter

        for d in self.Doorgroup:
            dpos = d.teleport_hax(self.Player.rect)
            self.Player.rect.centerx += dpos[0]

        self.camera.update(self.Player.rect.center)
        for i in self.Enemygroup:
            if i.health <= 0:

                bloodsplatter = pygame.sprite.Group()
                self.splatter = True
                for j in range(20):
                    bloodsplatter.add(Ball.Ball((0,0,0),100,i.rect.center))
                self.currentsplatter = bloodsplatter
                self.current_score += 500
                scoretext = pygame.Surface((100,100))
                scoretext.fill(GAME_GLOBALS.BLACK)
                scoretext.set_colorkey(GAME_GLOBALS.BLACK)
                scoretext.blit(self.font_obj.render("+500", 1,
                                             (random.randint(1,255),
                                              random.randint(1,255),
                                              random.randint(1,255))), (0,0))
                scoretext.set_alpha(255)
                newball = Ball.Ball((0, 0, 0), 2, i.rect.topleft, im=scoretext)

                self.extras.append(newball)

                self.points.play()
                self.Enemygroup.remove(i)


        self.DRAW_DISP.blit(self.camera.current_frame, (0, 0))
        for e in self.Enemygroup:
            p = (e.rect.left - self.camera.r.left, e.rect.top - self.camera.r.top)
            self.DRAW_DISP.blit(e.image, p)
        for p in self.Projectiles:
            f = (p.rect.left - self.camera.r.left, p.rect.top - self.camera.r.top)
            self.DRAW_DISP.blit(p.image, f)
        if self.splatter:
            if len(self.currentsplatter) != 0:
                for b in self.currentsplatter:
                    if b.update() == 1:
                        self.currentsplatter.remove(b)
                    else:
                        c = (b.rect.left - self.camera.r.left, b.rect.top - self.camera.r.top)
                        self.DRAW_DISP.blit(b.image,c)
            else:
                self.splatter = False
        self.HUD.update((self.Player.current_health, self.Player.max_health), self.current_score, self.Player.invuln, self.col, self.row, self.newmap, self.currlevel)
        if self.Player.state == gameobj.ATTACKING:
            if self.Player.angle in [0, -45, -90]:
                self.DRAW_DISP.blit(self.Player.image, (462, 434 - self.Player.image.get_size()[1]))
            elif self.Player.angle in [180, -135]:
                self.DRAW_DISP.blit(self.Player.image, (462, 334))
            elif self.Player.angle == 45:
                self.DRAW_DISP.blit(self.Player.image, (562- self.Player.image.get_size()[0], 434- self.Player.image.get_size()[1]))
            else:
                self.DRAW_DISP.blit(self.Player.image, (562 - self.Player.image.get_size()[0], 334))
        else:
            self.DRAW_DISP.blit(self.Player.image, (462, 334))

        if self.currlevel == 2 or self.currlevel == 4:
            if self.shaketimer == 500:
                self.shakecooldown = 0
            if self.shaketimer != 500 and self.shakecooldown == 1000:
                x = self.shake()
                temp = pygame.Surface(GAME_GLOBALS.WINDOW_SIZE)
                temp.blit(self.DRAW_DISP, (0,0))
                self.DRAW_DISP.blit(temp, x)
                self.shaketimer += 2
            else:
                self.shakecooldown += 5
                self.shaketimer = 0

        for e in self.extras:

            if e.update() == 1:
                self.extras.remove(e)
            else:
                c = (e.rect.left - self.camera.r.left, e.rect.top - self.camera.r.top)
                self.DRAW_DISP.blit(e.image, c)



        self.DRAW_DISP.blit(self.fade, (0, 0))
        self.DRAW_DISP.blit(self.intro_text, (GAME_GLOBALS.WINDOW_WIDTH/2 - self.intro_text.get_size()[0]/2,
                                              GAME_GLOBALS.WINDOW_HEIGHT/3))

        if GAME_GLOBALS.BALANCE >= 0:
            GAME_GLOBALS.LOFFSET.set_alpha(abs(GAME_GLOBALS.BALANCE) * 20)
            self.DRAW_DISP.blit(GAME_GLOBALS.LOFFSET, (0,0), None, 0)
        else:
            GAME_GLOBALS.DOFFSET.set_alpha(abs(GAME_GLOBALS.BALANCE) * 20)
            self.DRAW_DISP.blit(GAME_GLOBALS.DOFFSET, (0,0), None, 0)

        if self.levelname == '../images/ASCIILEVEL3.txt':
            self.DRAW_DISP.blit(self.shade, (0, 0), special_flags=pygame.BLEND_MULT)
            self.HUD.update((self.Player.current_health, self.Player.max_health), self.current_score, self.Player.invuln, self.col, self.row, self.newmap, self.currlevel)

        if self.ds != None:
            self.ds.update()
            self.DRAW_DISP.blit(self.ds.backsurf, (GAME_GLOBALS.WINDOW_WIDTH/2 - self.ds.backsurf.get_size()[0]/2, GAME_GLOBALS.WINDOW_HEIGHT/2 - self.ds.backsurf.get_size()[1]/2))
        self.check_esc()
Example #13
0
		output=str(output[0])+' '+str(output[1])+' '+str(output[2])+' '+str(output[3])+' '+'m'
		print output
		sac.communicate(output)
	elif(result=='k'):
		sac=subprocess.Popen('./a.out',shell=True,stdin=subprocess.PIPE,stdout=None,stderr=subprocess.PIPE)

		output[0]=int(output[0])-1
		output[1]=int(output[1])-1
		output[2]=int(output[2])-1
		output[3]=int(output[3])-1
		output=str(output[0])+' '+str(output[1])+' '+str(output[2])+' '+str(output[3])+' '+'k'
		sac.communicate(output)
		print output
	

	if(win.win(1)=='w'):
		flagwin=1
		vic=1

	#BOT 2 KA CODE
	else:
		no=2
		proc2=subprocess.Popen('python runner2.py',shell=True,stdin=subprocess.PIPE,stdout=subprocess.PIPE,stderr=subprocess.PIPE)
		[a,b]=proc2.communicate()	
		verd=int(a[12])
		print verd
		if (verd==5 or verd==2):
			if verd==5:
				#print "time limit exceeded,exiting"
				#exit()			
				error=1