def saveTournament(self):#{{{ if (self.checkUID()): self.tournamentsDB = myZODB.MyZODB(self.dbpath) self.tournaments = self.tournamentsDB.dbroot self.tournaments[self.uid] = tournament.Tournament(self.name, self.uid) #### Stworzenie turnieju! musi byc przed odwolywaniem do zmiennych! #### transaction.commit() self.tournamentsDB.close() ### Sortowanie graczy ### self.playersdb = myZODB.MyZODB(self.tournaments[self.uid].playersDB) self.players = self.playersdb.dbroot if (self.random == False): self.tmp = {} for key in self.players.keys(): self.tmp[key] = self.players[key].rank self.tmp = sorted(self.tmp, key=self.tmp.get) else: self.tmp = copy.copy(self.players.keys()) random.shuffle(self.tmp) import math i=0 while math.ceil(math.log(len(self.tmp),2))!=math.log(len(self.tmp),2): self.tmp[i]=player(BYE,"",0,"",9999) i=i+1 self.playersdb.close() self.tournaments[self.uid].playerList = self.tmp self.tournaments[self.uid].courts = copy.copy(self.courts) self.tournaments[self.uid].createMatchList() #### Sprawdzajace zapis ### print "Name: %s, uid: %s " % (self.tournaments[self.uid].name, self.tournaments[self.uid].uid) print "Hasze posortowanych graczy: ", self.tournaments[self.uid].playerList print "Hasze kortow: ", self.tournaments[self.uid].courts self.deleteLater() ## ZAMKNIECIE OKNA#}}}
def createPlayer(self, position = vector): newPlayer = player(position, self.playerCount) self.activePlayers.append(newPlayer) self.playerCount += 1 if len(self.activePlayers) == 1: self.active = self.activePlayers[0] return newPlayer
def play(self,instance): if self.player == None: self.player = player() self.player.play(self.ndr2) elif self.player.name == "NDR2": self.player.play(self.jimi) ## elif self.player.name == "Jimi Hendrix": ## self.player.off() ## self.player.name = "" else: sys.exit(0)
def startGame(wj1,wj2,op1,op2,op3): paidui = PD() PAI = PAI_def(paidui) jineng = JINENG(PAI,paidui) P1 = player(wj1,paidui,jineng,PAI,op1,op3) P2 = player(wj2,paidui,jineng,PAI,op2,op3) P1.init_adv(P2) while 1: if P1.alive and P2.alive: P1.newround() else: break if P1.alive and P2.alive: P2.newround() else: break if P1.alive: winner = P1.name out=1 else: winner = P2.name out=0 X=[] Y=[] if op3: p1target = [out]*len(P1.tobewritten) p2target = [int(not out)]*len(P2.tobewritten) ## for i in P1.tobewritten: ## i.append(out) ## for i in P2.tobewritten: ## i.append(int(not out)) X = P1.tobewritten+P2.tobewritten Y = p1target+p2target #f1 = open("save.p",'w') #cPickle.dump(L, f1) #f1.close() print '游戏结束\n获胜的玩家是'+winner return out,X,Y
def new_game(self, players): shuffle(players) self.cards = self.generate_cards() self.players = [] for i, player in enumerate(players): player_cards = [] for j, hand in enumerate(self.cards): if i != j: player_cards.append([("x", card[1]) for card in self.cards[j]]) else: player_cards.append(list(self.cards[j])) self.players.append(player(i, player_cards))
def __init__(self, M, N): self.N = N self.M = M # Pygame settings pygame.init() (self.cw, self.ch) = (30, 30) self.space_h = 5 self.scr = pygame.display.set_mode((self.cw * (N), self.ch * (M + 1))) self.clock = pygame.time.Clock() self.P = player(self, (self.M - 1, 1), "P") self.set_game() self.status = "New Game. Press C to start" self.listen()
def ready(self): # 1. distribute players for i in range(self.players): self.player_group.append(player(i)) # api laissant pour le département commercial # free to play # self.player_group[0].de = de([1,2,3]) # user payé # self.player_group[0].de = de([1,2,3,4,5,6]) # user premium mensuel # self.player_group[0].de = de([6,6,6,6,6,6]) # user premium annuel # self.player_group[0].de = de([7,7,7,7,7,7]) # 2. lancer le jeu print("le jeu se commence ! il y a " + str(self.players) + " players") print("le joueur qui gagne " + str(self.score_plus_haut) + " gagne")
def main(): import os from time import sleep from random import randint plr=player() while True: fl=0 plr.checkdeath() plr.initpos() brd=board() don=donkey() b1=[ball(don)] brd.printboard(plr,don,b1) while True: plr.checkqueen() fl=plr.checkdonkey(don,fl) if fl==1: break fl=plr.checkball(b1,fl) if fl==1: break if randint(0,randint(3,6))==1: b1+=[ball(don)] plr=player.checkfall(plr,brd,don,b1) mv=getchar() if mv==' ': plr=plr.jump(brd,don,b1) else: plr=plr.getdir(mv) plr=plr.move(plr,brd,0,mv) for i in b1: i=i.move(brd) don=don.move(brd) brd.printboard(plr,don,b1) if fl==1: continue
def test_add_point(self): player0 = player(0) score_origin = player0.get_point() player0.add_point(10) score_now = player0.get_point() self.assertEqual(10, score_now - score_origin)
def game_loop(): global is_god, intro, selecting, GG, side_shooting, score, intro, ultima_cadeira, aluno, user,\ bullets, bulletSprites, obstacleGroup, cadeira, pause, shooting, obstacle_speed, time_change, pos_change,\ power_up_change, powers intro = False selecting = False colliding = False collide_change = False just_dead = False pos_change = 0 shooting = True shoot_time = 800 color_change = black obstacle_speed = 3 speed_change = 0.05 time_change = 0 score_string = "" name_string = "" shoot_sound.set_volume(0.4) if is_god: game_sound.stop() god_sound.play(soundtrack_2) aluno = pygame.sprite.GroupSingle(player()) user = (aluno.sprites())[0] bullets = [] bulletSprites =pygame.sprite.Group() obstacleGroup = pygame.sprite.Group() powers = pygame.sprite.Group() cadeira = [obstacle(random.choice(cadeiras_ref), obstacle_speed, user.slow_time())] obstacleGroup.add(cadeira) pygame.time.set_timer(USEREVENT + 1, random.randint(1000 - time_change, 1500 - time_change)) power_up_change = random.randint(5, 9) while True: pygame.display.update() if not pygame.mixer.get_busy(): if is_god: god_sound.play(soundtrack_2) else: game_sound.play(soundtrack) #obtem a posicao do aluno for i in aluno: aluno_pos = i.pos() #criacao de cronometros if user.score_change() != 1: pygame.time.set_timer(USEREVENT + 5, 7000) #EVENTOS for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() #eventos do cronometro if event.type == USEREVENT + 1: cadeira = [obstacle(random.choice(cadeiras_ref), obstacle_speed, user.slow_time())] obstacleGroup.add(cadeira) if not is_god: if power_up_change <= 0: power_up_change = random.randint(5, 9) power = [power_up(random.randint(1, 4), obstacle_speed)] powers.add(power) pygame.time.set_timer(USEREVENT + 1, random.randint(1000-time_change, 1500-time_change)) if event.type == USEREVENT + 2: pygame.time.set_timer(USEREVENT + 2, 0) shooting = True if event.type == USEREVENT + 3: pygame.time.set_timer(USEREVENT + 3, 0) color_change = black if is_god: god_sound.unpause() else: game_sound.unpause() if event.type == USEREVENT + 4: pygame.time.set_timer(USEREVENT + 4, 0) user.end_slow() for obstaculo in obstacleGroup: obstaculo.speed_change(obstaculo.speed*2) if event.type == USEREVENT + 5: pygame.time.set_timer(USEREVENT + 5, 0) user.end_score() if event.type == USEREVENT + 6: pygame.time.set_timer(USEREVENT + 6, 0) event_6 = False side_shooting = False if event.type == pygame.KEYDOWN: #move o jogador if event.key == pygame.K_a: pos_change -= 1 if event.key == pygame.K_d: pos_change += 1 if event.key == pygame.K_p: pause = True paused() #move as balas if event.key == pygame.K_UP: if not is_god: if shooting: shoot_sound.play(shoot) pygame.time.set_timer(USEREVENT + 2, shoot_time) shooting = False bulletA = [bullet(aluno_pos[0], 2)] bullets+=bulletA bulletSprites.add(bulletA[0]) else: bulletA = [bullet(aluno_pos[0], 2)] bullets+=bulletA bulletSprites.add(bulletA[0]) if event.key == pygame.K_LEFT and side_shooting: if not is_god: if shooting: shoot_sound.play(shoot) pygame.time.set_timer(USEREVENT + 2, shoot_time) shooting = False bulletA = [bullet(aluno_pos[0], 1)] bullets+=bulletA bulletSprites.add(bulletA[0]) else: bulletA = [bullet(aluno_pos[0], 1)] bullets+=bulletA bulletSprites.add(bulletA[0]) if event.key == pygame.K_RIGHT and side_shooting: if not is_god: if shooting: shoot_sound.play(shoot) pygame.time.set_timer(USEREVENT + 2, shoot_time) shooting = False bulletA = [bullet(aluno_pos[0], 3)] bullets+=bulletA bulletSprites.add(bulletA[0]) else: bulletA = [bullet(aluno_pos[0], 3)] bullets+=bulletA bulletSprites.add(bulletA[0]) if event.type == pygame.KEYUP: if event.key == pygame.K_a: pos_change += 1 elif event.key == pygame.K_d: pos_change -= 1 gameDisplay.blit(game_background, (0, 0)) obstacleGroup.draw(gameDisplay) obstacleGroup.update() powers.draw(gameDisplay) powers.update() aluno.draw(gameDisplay) aluno.update(pos_change) if just_dead: just_dead = False #detecao de colisoes (obstaculo) for obstaculo in obstacleGroup: #colisao com o jogador if pygame.sprite.collide_rect(user, obstaculo): if obstaculo.dif() != 0: if user.shield() >= 1: score += 5 * user.score_change() obstacleGroup.remove(obstaculo) user.end_shield() else: colliding = True if is_god: score += 20 obstacleGroup.remove(obstaculo) else: if user.is_dead(): user.update_hp(3) ultima_cadeira = obstaculo.nome() if is_god: god_sound.pause() else: game_sound.pause() death_sound.play(death) GG = True break #colisao com as balas if pygame.sprite.spritecollideany(obstaculo, bulletSprites): if obstaculo.dif() == 0: if is_god: score += 40 else: score += 2 * user.score_change() pygame.sprite.groupcollide(obstacleGroup, bulletSprites, True, True) power_up_change -= 1 if obstacle_speed <= 4.5: obstacle_speed += speed_change time_change += 25 elif obstaculo.dif() == 1: if is_god: score += 80 else: score += 5 * user.score_change() pygame.sprite.groupcollide(obstacleGroup, bulletSprites, True, True) power_up_change -= 1 if obstacle_speed <= 4.5: obstacle_speed += speed_change time_change += 25 elif obstaculo.dif() == 2: if is_god: power_up_change -= 1 score += 150 pygame.sprite.groupcollide(obstacleGroup, bulletSprites, True, True) else: score += 10 * user.score_change() pygame.sprite.groupcollide(obstacleGroup, bulletSprites, False, True) if obstacle_speed <= 4.5: obstacle_speed += speed_change time_change += 25 #quando o jogador ultrapassa um obstaculo if obstaculo.pos()[1] > display_height + (obstaculo.height()): if obstacle_speed <= 4.5: obstacle_speed += speed_change power_up_change -= 1 if obstaculo.dif() == 0: if not is_god: score -= 2 elif obstaculo.dif() == 1: if not is_god: score -= 4 obstacleGroup.remove(obstaculo) #detecao de colisoes (power_up) for power in powers: if pygame.sprite.spritecollideany(power, bulletSprites): pygame.sprite.groupcollide(powers, bulletSprites, True, True) power_up_change = random.randint(5, 9) if power.pos()[1] > display_height + (power.height()): powers.remove(power) power_up_change = random.randint(5, 9) if pygame.sprite.collide_rect(user, power): user.apply(power.type()) power_up_change = random.randint(5, 9) if user.slow_time(): for obstaculo in obstacleGroup: obstaculo.speed_change(obstaculo.speed/2) pygame.time.set_timer(USEREVENT + 4, 5000) if power.type() == 4: side_shooting = True pygame.time.set_timer(USEREVENT + 6, 10000) powers.remove(power) #quando o jogador e atingido por um obstaculo if colliding and not collide_change: collide_change = True if not is_god: user.update_hp(-1) if user.hp() != 0: gasp_sound.play(gasp) color_change = bright_red pygame.time.set_timer(USEREVENT + 3, 500) #mecanismo de tranca elif not colliding and collide_change: collide_change = False colliding = False #se o jogador perde if GG: just_dead = True #verifica se bateu o highscore table = open('highscore.txt','r') s = table.readline() i = -1 while s[i].isdigit(): score_string = s[i] + score_string i-=1 i = 0 while s[i] != "-": name_string += s[i] i+=1 name_string = name_string[:-1] i = 0 table.close if score > eval(score_string): deathscreen(score, name_string, score_string) else: crash() score_string = "" name_string = "" else: screen_text_center("ECT'S: " + str(score) , 700, 20, 20, black) screen_text_center("Paciencia: " +str(user.hp()) , 99, 19, 20, white) screen_text_center("Paciencia: " +str(user.hp()) , 100, 20, 20, color_change) power_up_display() #update bulletSprites.update() bulletSprites.draw(gameDisplay) obstacleGroup.update() clock.tick(60)
from board import * from wall import * from bricks import * from player import * from bomb import * from enemy import * import sys, tty, termios, os os.system("clear") matrix = board() matrix = matrix.getBoard() matrix = wall(matrix) matrix = matrix.make_wall() matrix = bricks(matrix) matrix = matrix.make_bricks() player_obj = player() matrix = player_obj.display_pos(matrix) enemy_obj = enemy() move_obj = enemy_obj.make_enemy(matrix) bomb_obj = bomb() lives = 3 score = 0 for i in range(38): for j in range(76): print(move_obj[i][j], end='') print('') print("LIVES=" + str(lives)) print("SCORE=" + str(score)) bomb_plant = False bomb_x = 0 bomb_y = 0
from tkinter import * from player import * import random as r from tkinter import messagebox import numpy as np user_1 = player() user_2 = player() user_1.name = "Player 1 - O" user_2.name = "Player 2 - X" user_1.symbole ="X" user_2.symbole = "O" user_1.enteries =[[0, 0, 0],[0,0, 0],[0,0, 0]] user_2.enteries =[[0, 0, 0],[0,0, 0],[0,0, 0]] ######### user_1.turn = r.choice([True , False]) user_2.turn = not(user_1.turn) def turner(x,y): if user_1.turn: if not(user_1.enteries[x][y] or user_2.enteries[x][y]): user_1.enteries[x][y] = 1 user_1.turn = user_2.turn user_2.turn = not(user_2.turn) disp.set("The Turn For:\n " +str(user_2.name)) else: if not(user_1.enteries[x][y] or user_2.enteries[x][y]): user_2.enteries[x][y] = 1
def reset(): global game_objects, player1 game_objects = [] player1 = player() game_objects.append(player1)
print("") print( "*************************************************************************************" ) print( "* Player 1 choisie un combatant *" ) print( "* 1. Mage 2. Vieille 3. Étudiant *" ) print( "*************************************************************************************" ) Player1 = player( 1, int(input("Entrer le numero correspondant au combatant choisi."))) print("") print("Vous avez choisi:", Player1.name) print("") print("") print("") print( "*************************************************************************************" ) print( "* Player 2 choisie un combatant *" ) print( "* 1. Mage 2. Vieille 3. Étudiant *"
'enemy_ct_boss': 25, 'enemy_dmg': 8, 'enemy_life_time': 6000, 'enemy_spawn_time': 800, 'player_health': 100, 'death_penalty': 5, 'num_injects': 2, 'heal_amount': 35, 'shield_amount': 2, 'powerup_respawn': True, 'boss_spawn': (5600, 2000), 'player_spawn': (300, 8700) } #world and entities initialization player_char = player((0, 0), player_images, sounds, difficulty) level1 = Level(player_char, background, render_size, image_dict, difficulty) player_HUD = HUD(screen, player_char, "Assets/health_bar1.png", powerup_img) #win screen fade timer fade_timer = 100 fade_ct = 40 win_screen_timer = 5000 no_win = True #music for game world_music = "Assets/Sounds/lightout.ogg" boss_music = "Assets/Sounds/music(do not use).ogg" boss_music_playing = False #start music
#THis python 2 program is meant to play a game of euchre, for reasons I can't understand import random from collections import Counter from itertools import cycle from round import * from player import * from misc import * ################################################################################ player1 = player('Liz') player2 = player('Bingham') player3 = player('Darcy') player4 = player('Jane') player1.toLeftOf = player4 player2.toLeftOf = player1 player3.toLeftOf = player2 player4.toLeftOf = player3 players = [player1, player2, player3, player4] kitten = kitty() player1.lead = True player4.dealer = True Team1Score = 0 Team2Score = 0 round1 = Round(players, kitten) for i in range(10): round1.deal()
pygame.display.update() flag = 0 while True: for event in pygame.event.get(): if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: flag = 1 break if flag: break pygame.display.update() mapobj = maze_map(surface) mapobj.show() player_1 = player([13, 29], surface) ghost1 = ghost([11, 13], surface, 0, color="red") ghost2 = ghost([15, 13], surface, 1, color="blue") ghost3 = ghost([14, 13], surface, 2, color="yellow") draw((ghost1.coord), ghost1.ghost_colour) draw((ghost2.coord), ghost2.ghost_colour) draw((ghost3.coord), ghost3.ghost_colour) pygame.display.flip() clock = pygame.time.Clock() GAME_FONT = pygame.font.SysFont('Comic Sans MS', 24) with multiprocessing.Manager() as manager:
def czolgi(self):#właściwa gra if self.start: self.map.reload() self.nab=[] self.gracze=[] for x in range(0,len(self.map.gracze)): pl=player(self.map.gracze[x][0], self.map.gracze[x][1], 20, 20, self.ini.read("gracz"+str(x+1),"up"), self.ini.read("gracz"+str(x+1),"down"), self.ini.read("gracz"+str(x+1),"left"), self.ini.read("gracz"+str(x+1),"right"), self.ini.read("gracz"+str(x+1),"speed"), self.ini.read("gracz"+str(x+1),"shoot"), self.ini.read("gracz"+str(x+1),"color"), self.ini.read("gracz"+str(x+1),"ppx"), self.ini.read("gracz"+str(x+1),"ppy"), x+1) self.gracze.append(pl) self.anim=self.lec=self.jezd=pygame.time.get_ticks() self.start=0 self.map.rysuj() self.bufor.blit(self.map.bm,(0,0)) pygame.draw.rect(self.bufor, (200,200,200),(self.e_w,0,self.a_w,self.a_h)) atim=pygame.time.get_ticks() while self.lec<atim or self.jezd<atim or self.anim<atim:#pętla timerów if self.lec<atim:#timer do kul t=0 tlen=len(self.nab) while t<tlen: if self.nab[t].jezdz(self): self.nab.pop(t) t-=1 tlen-=1 t+=1 self.lec+=4 if self.jezd<atim:#timer do jazdy t=0 tlen=len(self.gracze) while t<tlen: self.gracze[t].jezdz(self) t+=1 self.jezd+=7 if self.anim<atim:#timer do objektów mapy self.map.jezdz(self) self.anim+=10 atim=pygame.time.get_ticks() t=0 tlen=len(self.gracze) while t<tlen: self.gracze[t].rysuj(self) t+=1 t=0 tlen=len(self.nab) while t<tlen: self.nab[t].rysuj(self) t+=1 if len(self.gracze)<=1: self.start=1 self._wait(2, "Wygral gracz "+str(self.gracze[0].name))
def ringAlarm(self): if self.player == None: self.player = player() self.player.play(self.ndr2)
import re from deck import * from player import * from computerplayer import * from pokerdecisions import * plName = raw_input("Please enter your name:") numAI = input("Please enter the number of computer players:") while True: #Creating each round because this is proof of concept #would do something else for final project. gamepl = player(plName) aiPlayers = [] for i in range(int(numAI)): aiPlayers.append(computerPlayer()) ourDeck = deck() ourDeck.shuffle() for i in range(5): gamepl.addCard(ourDeck.deal()) for i in aiPlayers: i.addCard(ourDeck.deal()) gamepl.sortHand() for i in aiPlayers: i.sortHand() check = True
self.light_walls = light_walls self.radius = radius self.fovmap = libtcod.map_new(width, height) def setRadius(self,r): self.radius = radius ''' Declaration of base variables ''' curTurn = 0 # the current turn minTurn = 0 # minimum number of turns to next iteration of game loop player = player() # the player character orc = creatures.Orc(10,10) bat = creatures.Bat(15,15) bat2 = creatures.Bat(8,8) actors = [player,orc,bat,bat2] # player is not in the list of actors, but is always a relevant actor lights = [] testlight = entities.Light(37,7,50,10) lights.append(testlight) testlight2 = entities.Light(9,10,1,10) lights.append(testlight2) gamemap = Map.Map() myfov = fov(gamemap.width,gamemap.height)
def setup_players(self): you = player() other = comp() self.players = [you, other]
#create a temporary variable to hold and compare highscore temp = highscore #open file to write highscore fileO = open("highscore.txt","w") #create highscore label in bottom left highLabel = label(pos=(-350,-350,0), text='Highscore: %d' % temp, box = False) #create ball b1=bird() #create pipe obstacles obs1=obstacle(sceneRange) obs2=obstacle(sceneRange*2) #obs2=cylinder(pos=(150,-150,0),axis=(0,150,0),radius=75/2,color=color.green) #create obstacle velocity constants dt=.01 Vx=25 #create player and draw score p1=player() #draw the start game prompt label startLabel = label(pos=(0,0,0),text='Press Enter to start!')
#Define Global Variables index = [0.8, 0.5, 0.3] # usage of attribute levelup = False from player import * # def update(self): # Load all game graphics # menu = pg.image.load('menu.png') # menu_rect = menu.get_rect() races = random.choice(["orc", 'human', 'elf']) all_sprites = pg.sprite.Group() player = player(race="orc") all_sprites.add(player) monsters = pygame.sprite.Group() for i in range(0, 8, 1): monster1 = monster() monsters.add(monster1) print(monster1.x, monster1.y) # Game Loop running = True startmenu.main() while running: #keep loop running at the same speed clock.tick(FPS) # Process input (events) if player.x == monster1.x and player.y == monster1.y:
def setUp (self) : """ setup for the tests to run""" self.player = player("Bob", "X")
def createPlayer(self): self.bots[2].append(player(randint(100, 900), randint(100, 700), self))
import pygame from settings import * from player import * from board import * from ghost import * import random pygame.init() pygame.display.update() clock = pygame.time.Clock() pacman = player() brd = board() ghosts = [] ghosts.append(reda()) ghosts.append(yellowa()) ghosts.append(bluea()) ghosts.append(pinka()) total = len(brd.rect) score = 0 start_time = pygame.time.get_ticks() while True: x_change = 0 y_change = 0 screen.fill(black)
# name placeholder (if someone accesses /game directly) name = "Tiger Woods" winner = "" # possible actions for player as dict actions = { "card": False, "hold": False, "double": False, } # list of chips to be displayed chips_display = [] user = player() dealer = dealer() deck = carddeck() @app.route("/", methods=["GET", "POST"]) # starting application / opening page def index(): # start game and get name & chips amount if request.method == "POST": # modifiy global variables and redirect to the game global name, chips name = request.form.get("name") chips = float(request.form.get("chips")) return redirect("/game") else:
def game(): #Functions def add(obj): allSpritesGroup.add(obj) allSpritesList.append(obj) def screenAssign(): for i in range(0,len(allSpritesList)): if allSpritesList[i].onScreenCheck() and onScreenGroup.has(allSpritesList[i]) == False: onScreenGroup.add(allSpritesList[i]) offScreenGroup.remove(allSpritesList[i]) elif allSpritesList[i].onScreenCheck() == False and offScreenGroup.has(allSpritesList[i]) == False: offScreenGroup.add(allSpritesList[i]) onScreenGroup.remove(allSpritesList[i]) def loadLevel(x): f = open("Levels\level_"+ str(x) + ".txt","r") loadType = "" platformCoordinates = [] wallCoordinates = [] enemyCoordinates = [] platformList = [] wallList = [] enemyList = [] for inp in f: if inp == "Platforms\n": loadType = "platform" elif inp == "Walls\n": loadType = "wall" elif inp == "Enemies\n": loadType = "enemy" elif inp != "\n": #coordinate parsing spaceInd = inp.find(" ") newLineInd = inp.find("\n") xlen = spaceInd xCoordinate = 0 yCoordinate = 0 for i in range(0, xlen): if i != 0: xCoordinate = xCoordinate*10 xCoordinate += int(inp[i]) for i in range(spaceInd+1, newLineInd): if i != 0: yCoordinate = yCoordinate*10 yCoordinate += int(inp[i]) if loadType == "platform": platformCoordinates.append((xCoordinate,yCoordinate)) elif loadType == "wall": wallCoordinates.append((xCoordinate,yCoordinate)) elif loadType == "enemy": enemyCoordinates.append((xCoordinate,yCoordinate)) for i in range(0, len(platformCoordinates)): platformList.append(gamePlatform(platformCoordinates[i][0],platformCoordinates[i][1],platform4Image)) add(platformList[i]) for i in range(0, len(wallCoordinates)): wallList.append(wall(wallCoordinates[i][0],wallCoordinates[i][1],wallImage)) add(wallList[i]) for i in range(0, len(enemyCoordinates)): enemyList.append(enemy(enemyCoordinates[i][0],enemyCoordinates[i][1],enemyImage)) add(enemyList[i]) #Sprite Group Declarations allSpritesGroup = pygame.sprite.Group() onScreenGroup = pygame.sprite.RenderUpdates() offScreenGroup = pygame.sprite.Group() #Sprite list allSpritesList = [] bulletList = [] ##FPS management fps = 60 loop_delta = 1./fps current_time = target_time = time.clock() #Player declaration playerSpeed = 3 bulletImage = pygame.image.load("Bullet & Sparks\Bullet.png") bulletImage = pygame.transform.scale(bulletImage,(10,8)) playerImage = pygame.image.load("Characters\Guy with Gun.png") player1 = player(0,0,playerImage,bulletImage,(3,8)) player1.resize(gameGlobals.playerWidth,gameGlobals.playerHeight) player1.gravity(True) onGround = False add(player1) #how far a bullet travels offscreen bulletBuffer = 1000 #mouse cursor cursorImage = pygame.image.load("Bullet & Sparks\crosshair.png") cursor = mouseCursor(0,0,cursorImage) cursor.resize(50,50) pygame.mouse.set_visible(False) allSpritesGroup.add(cursor) onScreenGroup.add(cursor) #z #Moving player to centre #xOrig and yOrig in globals player1.move(gameGlobals.xOrig, gameGlobals.yOrig) #Images platform4Image = pygame.image.load("Platforms & Walls\platform4.png") enemyImage = pygame.image.load("Characters\Guy with Gun3.jpg") wallImage = pygame.image.load("Platforms & Walls\Wall3.jpg") wallImage = pygame.transform.scale(wallImage, (100,100)) backgroundImage = pygame.image.load("Backgrounds\City.png") backgroundImage = pygame.transform.scale(backgroundImage, (gameGlobals.screenWidth, gameGlobals.screenHeight)) screen.blit(backgroundImage,(0,0)) screenAssign() pygame.display.update() #============================================================================= #============================================================================= loadLevel(1) #============================================================================= #============================================================================= while True: #Set current and previous time for FPS #All code should be between #the two fps management snippets previous_time, current_time = current_time, time.clock() #Pygame event management for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.display.quit() pygame.quit() sys.exit() #Player Input mousePos = mouseX, mouseY = pygame.mouse.get_pos() if (player1.direction == "left" and mouseX > player1.rect.x + player1.width) or (player1.direction == "right" and mouseX < player1.rect.x): player1.flip() if pygame.mouse.get_pressed()[0]: bulletList.append(player1.shoot()) add(bulletList[len(bulletList)-1]) keys = pygame.key.get_pressed() if keys[pygame.K_d]: player1.move(playerSpeed,0) if keys[pygame.K_a]: player1.move(-playerSpeed,0) if keys[pygame.K_SPACE] and onGround == True: player1.fallSpeed = -8 #Draw section screen.blit(backgroundImage,(0,0)) allSpritesGroup.update() deleteList = [] onGround = False for i in range(0,len(allSpritesList)): if onScreenGroup.has(allSpritesList[i]): #Put Collision stuff here check = checkClass(allSpritesList[i]) if check == "gamePlatform": if pygame.sprite.collide_rect(player1, allSpritesList[i])and player1.y + player1.height - player1.fallSpeed - 5 <= allSpritesList[i].y and keys[pygame.K_s] != True : player1.fallSpeed = 1 player1.y = allSpritesList[i].y - player1.height onGround = True if check == "wall": if pygame.sprite.collide_rect(player1, allSpritesList[i]): if player1.fallSpeed < 0 and player1.y - player1.fallSpeed + 10 > allSpritesList[i].y + allSpritesList[i].height: player1.y = allSpritesList[i].y + allSpritesList[i].height player1.fallSpeed = 1 elif player1.fallSpeed > 0 and player1.y + player1.height - player1.fallSpeed - 10 < allSpritesList[i].y: player1.y = allSpritesList[i].y - player1.height player1.fallSpeed = 1 onGround = True elif keys[pygame.K_d] and player1.x + player1.width - playerSpeed - 10 < allSpritesList[i].x: player1.x = allSpritesList[i].x - player1.width elif keys[pygame.K_a] and player1.x + playerSpeed + 10 > allSpritesList[i].x + allSpritesList[i].width: player1.x = allSpritesList[i].x + allSpritesList[i].width if check == "bullet": if allSpritesList[i].shooter != "player": print("kill player") #Code to destroy collided bullet, enemies, etc. for i in range (0,len(deleteList)): del bullets[deleteList[i]-i] updateArea = onScreenGroup.draw(screen) screenAssign() pygame.display.update(updateArea) #FPS management target_time += loop_delta sleep_time = target_time - time.clock() if sleep_time < 0: sleep_time = 0 time.sleep(sleep_time)
def setup_players(self): you=player() other=comp() self.players=[you,other]
def addPlayer(self, name, dealer="NULL", userRight=False): playerObj = player(name, dealer, userRight) self.playerDict[playerObj.name] = playerObj self.totalPlayers.append(playerObj) print ("Player '%s' is added to the game." % playerObj.name)
def distance(x1, y1, x2, y2): return math.sqrt((x2 - x1)**2 + (y2 - y1)**2) def offscreen(o): if o.__class__.__name__ == 'player': return False return o.x > window.width or o.x < 0 or o.y > window.height or o.y < 0 keys = {'up': False, 'down': False, 'right': False, 'left': False} game_objects = [] player1 = player() font.add_file('TulpenOne-Regular.ttf') title = text.Label("Taking Sides", font_name="Tulpen One", x=100, y=globals.window_height / 2, font_size=85) subtitle = text.Label("Press 'P' to play...", font_name="Tulpen One", x=106, y=globals.window_height / 2 - 100, font_size=38) menuPolygon = polygon(5, None)
def main(scr): status = curses.newwin(1, curses.COLS, 0, 0) status.bkgd('0') status.refresh() curses.start_color() debug = curses.init_pair(1, curses.COLOR_WHITE, curses.COLOR_RED) green = curses.init_pair(2, curses.COLOR_GREEN, curses.COLOR_GREEN) black = curses.init_pair(3, curses.COLOR_BLACK, curses.COLOR_BLACK) blue = curses.init_pair(4, curses.COLOR_BLUE, curses.COLOR_BLUE) debug = curses.color_pair(1) green = curses.color_pair(2) black = curses.color_pair(3) blue = curses.color_pair(4) controlMapOne = { curses.KEY_UP:DIRECTION_UP, curses.KEY_DOWN:DIRECTION_DOWN, curses.KEY_LEFT:DIRECTION_LEFT, curses.KEY_RIGHT:DIRECTION_RIGHT } controlMapTwo = { ord('w'):DIRECTION_UP, ord('s'):DIRECTION_DOWN, ord('a'):DIRECTION_LEFT, ord('d'):DIRECTION_RIGHT } curses.curs_set(False) scr.nodelay(True) tickDuration = 0.15 playerOneCoord = player(29, 2, DIRECTION_UP) playerTwoCoord = player(29, 30, DIRECTION_UP) keypress = None currentDirectionOne = DIRECTION_UP currentDirectionTwo = DIRECTION_UP nextDirectionOne = DIRECTION_UP nextDirectionTwo = DIRECTION_UP draw(scr) drawPixel(scr, playerOneCoord[0], green) drawPixel(scr, playerTwoCoord[0], blue) previousTime = time.time() while True: if getDeltaTime(previousTime) >= tickDuration: playerOneCoord.append(movePlayer(scr, playerOneCoord[len(playerOneCoord)-1], green, nextDirectionOne, controlMapOne)) playerTwoCoord.append(movePlayer(scr, playerTwoCoord[len(playerTwoCoord)-1], blue, nextDirectionTwo, controlMapTwo)) if len(playerOneCoord) > 5: erasePixel(scr, playerOneCoord.popleft(), black) erasePixel(scr, playerTwoCoord.popleft(), black) previousTime = time.time() currentDirectionOne = nextDirectionOne currentDirectionTwo = nextDirectionTwo keypress = scr.getch() if keypress in (curses.KEY_UP, curses.KEY_DOWN, curses.KEY_LEFT, curses.KEY_RIGHT): nextDirectionOne = getDirection(currentDirectionOne, keypress, controlMapOne) elif keypress in (ord('w'), ord('a'), ord('s'), ord('d')): nextDirectionTwo = getDirection(currentDirectionTwo, keypress, controlMapTwo) elif keypress == ord('p'): curses.delay_output(5000) elif keypress == ord('q'): break elif keypress == ord('r'): scr.clear() draw(scr)
def InitPlayer(self): self.Player = player()
game_board = board() matrix = game_board.returnboard() w = wall(matrix) matrix = w.form_wall() b = bricks(matrix) matrix = b.modify_wall() x = 0 y = 0 p = player(x, y, matrix) enemy_numbers = 0 total = 3 enemy1 = [] for i in range(enemy_numbers): q = enemy(matrix) q.initial() enemy1.append(q) def print_board(matrix): for i in range(38): for j in range(76): if matrix[i][j] == 'B':
def add_player(self, pid, login, gid, kills = 0, deaths = 0): game = self.games[gid] pl = player(pid, login, game, self, kills, deaths) game.join(pl) self.players[pid] = pl
movementSpeed = 0.05 #Exits pygame def close(): pygame.display.quit() pygame.quit() quit() pygame.mouse.set_visible(False) pygame.event.set_grab(True) clock = pygame.time.Clock() player = player(10.0, 5.0, -0.7, 0, 0, 0.7) #Start game loop while player.alive: #Draws background. Black and Grey screen.fill((25, 25, 25)) pygame.draw.rect(screen, (50, 50, 50), (0, HEIGHT / 2, WIDTH, HEIGHT / 2)) #Draws grey rectang sle in bottom half #Sets whether keys are held or not for event in pygame.event.get(): if event.type == KEYDOWN: keys[event.key] = True elif event.type == KEYUP: keys[event.key] = False
difficulty = { 'enemy_ct': 15, 'enemy_ct_boss': 25, 'enemy_dmg': 8, 'enemy_life_time': 6000, 'enemy_spawn_time': 800, 'player_health': 100, 'death_penalty': 5, 'num_injects': 2, 'heal_amount': 35, 'shield_amount': 2, 'powerup_respawn': True, 'boss_spawn': (5600, 2000), 'player_spawn': (300, 8700) } #world and entities initialization player_char = player((0, 0), player_images, sounds, difficulty) level1=Level(player_char, background, render_size, image_dict, difficulty) player_HUD = HUD(screen, player_char, "Assets/health_bar1.png", powerup_img) #win screen fade timer fade_timer = 100 fade_ct = 40 win_screen_timer = 5000 no_win = True #music for game world_music = "Assets/Sounds/lightout.ogg" boss_music = "Assets/Sounds/lightin.ogg" boss_music_playing = False #start music
def createPlayer(self): self.bots[2].append(player(randint(100,900), randint(100,700), self))
def mainFunc(): #--- --- --- --- --- --- Instantiating Player --- --- --- --- --- --- prot = player(requestString("Please enter your character name.")) #--- --- --- --- --- --- Instantiating Items --- --- --- --- --- --- itemKnife = item(1,"Knife", "A long jagged knife stained with blood from previous uses!") itemKey = item(2,"Key","A key which glows bright red.\nIt might fit that lock in the main room!") #--- --- --- --- --- --- Instantiating Rooms --- --- --- --- --- --- # Entrance roomEntrance = room("Empty Room","To the north you spot a decrepit door sitting in the pale light of a dying torch. " + \ "As you approach, the smell of decay intensifies and you can't help but fear what may be waiting " + \ "for you on the other side. With no other exits in sight, do you choose to move forward?") # Inner Chamber roomChamber = room("Inner Chamber", "Upon entering the room the smell of decaying flesh burns through your nose and fills your " + \ "lungs like a fire consuming a house. In the center of the room stands a single lamp, giving off an eerie " + \ "red glow. The lamp appears to cast living shadows upon the walls. As you cautiously approach the light you " + \ "can't help but notice a faint thump getting louder as the lamp gets closer. Upon reaching the lamp you realize " + \ "the cause of the thumping sound is liquid dripping on to the lamp. You reach and touch the lamp only to " + \ "increased your own dread; the lamp is soaked in blood. With your heart pounding you take swift look around and " + \ "notice there are three doors, all leading in opposite directions. Which door do you choose to open first: " + \ "north, east, or west?") # Secret Room roomSecret = room("The Pit", "You have found some sort of a hidden room behind the painting; hope begins to build that this could " + \ "lead to a way out of this nightmare. After completely entering the room you realize there is no " + \ "source of light other than what is bleeding in from the fire behind you. You step to the side to allow more light in " + \ "to penetrate the darkness and lose your footing. As you had hoped this room was the end to the nightmare... Just not the " + \ "end you were praying for. You have fallen to your death.") # Knife Room roomKnifeBaseDescription = "You immediately notice the warmth of a fire upon your skin as you walk through the door's threshold. " + \ "You begin to feel yourself naturally relax as a result of the fire. This quickly dissipates as you take a look around " + \ "to see the room is decorated with devices that could serve no other purpose than torture. Directly across from you to " + \ "the west, next to the fire, is a single table lined with assorted tools. Looking to the north you notice yet another " + \ "door, meaning a continuation to the nightmare." roomKnife = room("Torture Chamber", roomKnifeBaseDescription + " To the south nothing immediately catches your eye; however, after a " + \ "second look you can't help but notice an elaborate painting of a lovely woman dancing under a pale moon's light.") # Developer Credits Room roomCredits = room("Developer's Shrine", "In the back wall of the room to the North, you see some sort of strange writing. As you approach, " + \ "your heart begins to drop and you feel sick to your stomach as you find that your earlier assumption was correct; you are " + \ "part of a sinister game. All is not lost... if this is a game then there must be a way to win!") # Bear Room roomBearBaseDescription = "Natural light seems for fill this room and you hope this is your exit. You follow the light to find the source is " + \ "an opening high in the ceiling, but you see no way to climb up to it." roomBear = room("Guardian's Quarters",roomBearBaseDescription + " Directly across from you to the east, you see a door which " + \ "appears to be blocked by a monstrous bear. To your relief the animal is asleep, but you will need some sort of weapon to get " + \ "past. To the north you spot a small opening which may contain an answer.") # Riddle Room roomRiddle = room("Prisoner's Cell", "You enter what appears to be a forgotten room. Old spider webs fill the dark crevices and thick carpet of dust " + \ "has collected on the stone floor. On the far wall you see an odd plaque with something written on it but you cannot make out " + \ "what written from this distance. Perhaps you should take a closer look.") # Password Room roomPassword = room("Chamber of Whispers", "You finally reach an opening after what seemed to be an eternity traveling through a lightless tunnel. " + \ "A soft glow radiates from the center of the room with no obvious cause as to where the source of the light is. You slowly " + \ "and very cautiously approach. Once at the soft glow you are able to look at the rest of the room more clearly. " + \ "All around the room you see the remains of what appears to be those that have come before for you. Nothing else stands out, " + \ "so perhaps you should inspect the light further.") # Victory Room roomVictoryBaseDescription = "After placing the key in the lock, the door seems to have taken a hold of it on its own. It's as if it has been " + \ "waiting for this moment for an eternity, like a hungry animal that has been given a scrap of food." roomVictory = room("Exit", roomVictoryBaseDescription + " Speaking of hungry animals, it seems the bear in the next room has awoken. You are not " + \ "able to get the door open before the ravenous bear is upon you.") #--- --- --- --- --- --- Add Inspectable Items --- --- --- --- --- --- --- # Bear in Guardian's Quarters; inspecting will kill the bear if the player has a knife, creating an East door; also updates victory text def bearDoor(): if prot.searchInventory(1) == true : roomBear.setExit("EAST", roomRiddle) roomBear.setDescription(roomBearBaseDescription + " To the east, there is the carcass of a bear near a door. " + \ "To the north you spot a small opening.") roomVictory.setDescription(roomVictoryBaseDescription + " You hear several clicks and slowly the door creeps open. A light so bright " + \ "you have to shield your eyes consumes to blood red glow of the room. Within a couple of seconds you can see " + \ "clearly and walk up long stair case where an open field greets you at the top. You feel the warmth of the " + \ "afternoon sun on your face and realize you have made it out alive.") roomBear.setInspect("BEAR","The bear is quite dead.") roomBear.setInspect("BEAR","The bear sleeps in front of a door and you cannot go through without disturbing it. You need something to kill it.", bearDoor) # Knife on table in Torture Room; inspecting gives the player a knife and changes the bear interaction def tableKnife(): if not prot.searchInventory(itemKnife.getId()): prot.addToInventory(itemKnife) roomKnife.removeInspect("TABLE") roomBear.setInspect("BEAR","You remember the knife in your pocket and quickly use it to kill the sleeping bear. The way east is now clear.",bearDoor) roomKnife.setInspect("TABLE","At the end of the table you spot a long jagged dagger which could be useful in a dangerous situation. You take it.",tableKnife) # Painting on wall of Torture Chamber; inspecting creates a South door def paintingDoor(): roomKnife.setExit("SOUTH", roomSecret) roomKnife.setDescription(roomKnifeBaseDescription + " To the south, behind an elaborate painting of a lovely woman dancing under a pale moon's light, " + \ "there is another door.") roomKnife.setInspect("PAINTING","Upon closer examination you see that the painting is wavering ever so slightly. You step a bit closer " + \ " and feel a cool breeze and the smell of fresh air. You've found a door hidden behind the painting.",paintingDoor) # Inscription on wall in Developer's Shrine roomCredits.setInspect("WALL","The wall reads:\nMatthew Mason - Spinner of Yarns and explorer of Russia\n" + \ "Heather McCabe - Heroine of the Storm and leader of our company\n" + \ "Jason Lloyd - Slayer of Pythons and master of all things logistical\n" + \ "Brett Hansen - He's pretty cool too I guess") # Plaque in Prisoner's Cell; inspecting prompts the player to solve a riddle def riddle(): printNow("The plaque reads: 'It has a white light at the end of it and can be over in the blink of an eye. If you have seen " + \ "our secret, you know its value. What do I speak of?") riddleGuess = requestString("Speak the answer to the riddle: ") if riddleGuess == None: # Cancel printNow(">> Unsure, you step away from the plaque.") return elif riddleGuess.upper() == "LIFE": # Correct answer printNow(">> You speak confidently: 'LIFE'") printNow("You are suddenly certain that the phrase 'password1234' is important.") else: # Incorrect answer printNow(">> You speak confidently: '" + riddleGuess.upper() + "'") printNow ("Nothing happens. Your answer must have been incorrect.") roomRiddle.setInspect("PLAQUE", "", riddle) # Light in Chamber of Whispers; inspecting prompts the player to provide the password which will give player a key def password(): printNow("Suddenly, hundreds of voices begin to talk all at the same time. Through the commotion you cannot make out what they are saying. " + \ "Just before it goes silent you hear a whisper: 'Give us the password to receive our treasure...'") passwordGuess = requestString("State the password:"******">> Unsure, you back away slowly.") elif passwordGuess == "password1234": # Correct answer prot.addToInventory(itemKey) printNow(">> You speak confidently: '" + passwordGuess + "'") printNow( "A key suddenly appears in your pocket.") else: # Incorrect answer printNow(">> You speak confidently: '" + passwordGuess + "'") printNow ("The voices shriek: 'Leave us and return when you know the password!'") roomPassword.setInspect("LIGHT", "", password) #--- --- --- --- --- --- Add Initial Exits --- --- --- --- --- --- # Empty Room roomEntrance.setExit("NORTH", roomChamber) # Inner Chamber roomChamber.setExit("EAST", roomBear) roomChamber.setExit("SOUTH", roomEntrance) roomChamber.setExit("WEST", roomKnife) roomChamber.setExit("NORTH", roomVictory) # Torture Chamber roomKnife.setExit("NORTH", roomCredits) roomKnife.setExit("EAST", roomChamber) # Developer's Shrine roomCredits.setExit("SOUTH", roomKnife) # Guardian's Quarters roomBear.setExit("WEST", roomChamber) roomBear.setExit("NORTH", roomPassword) # Chamber of Whispers roomPassword.setExit("SOUTH",roomBear) # Prisoner's Cell roomRiddle.setExit("WEST", roomBear) #--- --- --- --- --- --- Add Map Print Function --- --- --- --- --- # Get list of room names roomList = [roomEntrance.getName(), roomKnife.getName(),roomChamber.getName(),roomBear.getName(), roomRiddle.getName(), roomCredits.getName(), roomVictory.getName(),roomPassword.getName()] #set flags for rooms visited roomFlags = [false, false, false, false, false, false, false, false] # Print map of dungeon; [_] indicates visited room, [X] indicates current location def printMap(): # Map lines with northern-most point at level three levelOne = "" levelTwo = "" levelThree = "" # Loop through flags list, setting lines to print for all levels for key in range(0, len(roomFlags)): # Level one is southern-most point and single room set (special case) if key in range(0,1): if currRoom.getName() == roomList[key]: levelOne = " [X]" elif roomFlags[key] == true: levelOne = " [_]" # Level two is comprised of middle rooms elif key in range(1, 5): if currRoom.getName() == roomList[key]: levelTwo += "[X]" elif roomFlags[key] == true: levelTwo += "[_]" else: levelTwo += " " # Level three is comprised of northern-most rooms elif key in range(5,len(roomFlags)): if currRoom.getName() == roomList[key]: levelThree += "[X]" elif roomFlags[key] == true: levelThree += "[_]" else: levelThree += " " # Print map by line with northern-most point at level three printNow("----- MAP -----\n" + levelThree+"\n"+levelTwo+"\n"+levelOne) #--- --- --- --- --- --- Add Directions Function --- --- --- --- --- def getDirections(): directionString = "You may move in these directions: " if (currRoom.getExit("NORTH")!= false): directionString = directionString + "[NORTH] " if (currRoom.getExit("EAST")!= false): directionString = directionString + "[EAST] " if (currRoom.getExit("SOUTH")!= false): directionString = directionString + "[SOUTH] " if (currRoom.getExit("WEST")!= false): directionString = directionString + "[WEST] " return directionString #--- --- --- --- --- --- Main Code Segment --- --- --- --- --- --- # Global variable initialization victoryFlag = false # This flag will be flipped when player reaches victory room currRoom = roomEntrance # currRoom contains current location of player character # Print starting Description lineSeparator = "===============================================\n" printNow("You awaken from a dream you cannot remember in an unfamiliar setting. As you wait for your eyes to " + \ "adjust you can't help but notice the pungent sent of decay lingering in the air. You immediately begin " + \ "to feel a chill running down your spine as the realization hits that you may be part of some sinister game.") printNow("(type HELP if you have any questions)\n") printNow(lineSeparator) printNow("Current Location: " + roomEntrance.getName()) printMap() printNow(roomEntrance.getDescription()) # Main game loop; will loop until the player dies, exits, or reaches victory room while(victoryFlag == false): # Set victory flag and break if the player is in the victory room if (currRoom.getName() == roomVictory.getName() and prot.searchInventory(2) == True): # Only win if the bear isn't alive still if roomBear.getExit("EAST") != False: victoryFlag = True break # Break if the player is in the secret room elif (currRoom.getName() == roomSecret.getName()): break # Get player command input (cmd, args) = getUserInput() # Handle MOVE command if (cmd == "MOVE"): nextRoom = currRoom.getExit(args) # Invalid direction/no room in that direction if (nextRoom == false): printNow("That's not a valid direction. " + getDirections()) continue # Victory room is locked elif (nextRoom.getName() == roomVictory.getName() and prot.searchInventory(2) == false): printNow("You don't have the key for that door.") continue # Change room, update map and print new description else: # Set flag for room visited for i in range(0,len(roomList)): if currRoom.getName() == roomList[i]: roomFlags[i] = true # Print description and map printNow(">> You boldly move " + args.lower() + " into the next room.") printNow(lineSeparator) currRoom = nextRoom printNow("Current Location: " + currRoom.getName()) printMap() printNow(currRoom.getDescription()) continue # Handle LOOK command (currently disabled) #elif (cmd == "LOOK"): #printNow(">> You look to the " + args.lower() + ".") #printNow(currRoom.getLook(args)) #continue # Handle INSPECT command elif (cmd == "INSPECT"): printNow(">> You inspect the " + args.lower() + ".") inspectDescription = currRoom.getInspect(args) if inspectDescription != "": printNow(inspectDescription) continue # Handle TAKE command elif (cmd == "TAKE"): canTakeItem = currRoom.takeItem(args) if canTakeItem: prot.addToInventory(item) printNow(">> You take the " + args.lower() + ".") else: printNow("You can't take that.") continue # Handle DIRECTIONS command elif (cmd == "DIRECTIONS"): printNow(getDirections()) # Handle EXIT and HELP requests elif (cmd == "MENU"): if (args == "EXIT"): printNow("\nA grue sneaks up from behind and eats you.") break elif (args == "HELP"): printNow("\n# Commands:") printNow("# MOVE: Lets you move in the cardinal directions. Must be followed by north, south, east or west. Usage: 'move <direction>'") printNow("# INSPECT: Take a closer look at an item. Usage: 'inspect <item>'") printNow("# DIRECTIONS: Get a list of room exits. Usage: 'directions'") #printNow("# LOOK: Take a closer look in a direction. Usage: 'look <direction>'") #printNow("# TAKE: Take an item into your inventory. Usage: 'take <item>'") #printNow("# USE: Use an item in your inventory. Usage: 'use <item>'") printNow("# EXIT: Give up and end your adventure prematurely. Usage: 'exit'") #printNow("# HELP: Bring up this lovely menu. Usage: You really should know this one by now!") printNow("\n") # Handle anything else else: printNow("That's not a valid command.") continue # Declare victory or loss upon exit from the game loop. if (victoryFlag == true): #win showInformation("Way to go, %s!" %prot.getName()) else: #loss showInformation("%s, you are a disgrace to adventurers everywhere!\nThis dungeon is saddened by your patheticness!" %prot.getName())
def addplayer(self): self.players.append(player(len(self.players) + 1, self))
for j in xrange(0, SCREEN_HEIGHT+2): posJ = j * SQM_SIZE y= (SCREEN_HEIGHT/2+1)-j+player.posy for i in range(0, SCREEN_WIDTH+2): posI = i * SQM_SIZE x = i - (SCREEN_WIDTH / 2+1) + player.posx ventana.blit(screen.pos[x, y].background, (posI - SQM_SIZE + screen.displacementX, posJ - SQM_SIZE + screen.displacementY)) ventana.blit(player.ImagePlayer, (posX, posY)) mutex.release() pygame.display.update() pygame.init() ventana = pygame.display.set_mode((WIDTH, HEIGHT)) player = player() screen = screen(player.posx,player.posy) pygame.display.set_caption("ZombieLand") ruta = [] # miFuente = pygame.font.Font("mifuente.otf") # miTexto = miFuente.render("prueba fuente",0,(200,60,80)) # ventana.blit(miFuente, (posX,posY)) posY, posX = (HEIGHT / 2) - (SQM_SIZE/2), (WIDTH / 2) - (SQM_SIZE/2) #Banderas para indicar que una tacla esta presionada: flagLeft = False flagRight = False flagUp = False flagDown = False draw= threading.Thread(target=dibujar, args=(ventana, player, screen, mutex,)).start() #falta pasar los parametros por referencia
parser.add_option("-p", "--port", dest="port", help="Write a port") parser.add_option("-h", "--host", dest="host", help="Write an host") parser.add_option("-H", "--help", action="store_true", help="show this help message") (options, args) = parser.parse_args() if options.help or options.teamName == None or options.port == None or options.host == None: parser.print_help() sys.exit() teamName = options.teamName port = options.port host = options.host connexion.connect((host, int(port))) myPlayer = player(connexion, teamName, port, host) inputs = [connexion] outputs = [] timeout = 0.1 myPlayer.connect() while 42: inputready, outputready, exceptready = select.select(inputs, outputs, [], timeout) if not (inputready or outputready or exceptready): myPlayer.findGoodMove() else: for s in exceptready: sys.exit() for s in inputready: if s == connexion:
def iround(n): y = round(n) - 0.5 return int(y) + (y > 0) def distance(x1, y1, x2, y2): return math.sqrt((x2 - x1)**2 + (y2 - y1)**2) def offscreen(o): if o.__class__.__name__ == 'player': return False return o.x > window.width or o.x < 0 or o.y > window.height or o.y < 0 keys = {'up': False, 'down': False, 'right': False, 'left': False} game_objects = [] player1 = player() font.add_file('TulpenOne-Regular.ttf') title = text.Label("Taking Sides", font_name="Tulpen One", x=100, y=globals.window_height/2, font_size=85) subtitle = text.Label("Press 'P' to play...", font_name="Tulpen One", x=106, y = globals.window_height/2 - 100, font_size = 38) menuPolygon = polygon(5,None) menuPolygon.x = 600 menuPolygon.y = 2 * globals.window_height / 3 menuPolygon.radius = -(globals.window_width / 10) menuPolygon.velY = random.randint(-4,4) menuPolygon.velX = random.randint(-4,4) menuPolygon.setVertices() game_objects.append(player1)
print("That is not a confirmational answer. Please try again") #print("Please insert the horizontal territory of I Don't Know") #a = input() #print("Please insert the vertical territory of I Don't Know") #b = input() #a = int(a) #b = int(b) a = 50 b = 50 print("What is your name?") name = input() p1 = player(name, a, b) print("Nice to meet you, " + name + "!") p1.status() print("Are you ready?") response = input() print("Good luck") e1 = enemy("e1", a, b) print("There is an enemy at " + str(e1.x) + "," + str(e1.y)) #e1.move_towards_p(p1) #print(str(e1.x) + "," + str(e1.y)) #print(e1.close(p1))
def __init__(self, *args, **kwargs): self.WorldName = "" super(Window, self).__init__(*args, **kwargs) self.state = "" # Whether or not the window exclusively captures the mouse. self.exclusive = False # When flying gravity has no effect and speed is increased. self.flying = False # Strafing is moving lateral to the direction you are facing, # e.g. moving to the left or right while continuing to face forward. # # First element is -1 when moving forward, 1 when moving back, and 0 # otherwise. The second element is -1 when moving left, 1 when moving # right, and 0 otherwise. self.strafe = [0, 0] # Current (x, y, z) position in the world, specified with floats. Note # that, perhaps unlike in math class, the y-axis is the vertical axis. self.position = self.startpos = (0, 0, 0) # First element is rotation of the player in the x-z plane (ground # plane) measured from the z-axis down. The second is the rotation # angle from the ground plane up. Rotation is in degrees. # # The vertical plane rotation ranges from -90 (looking straight down) to # 90 (looking straight up). The horizontal rotation range is unbounded. self.rotation = (0, 0) # Which sector the player is currently in. self.sector = None # Velocity in the y (upward) direction. self.dy = 0 # A list of blocks the player can place. Hit num keys to cycle. # self.inventory = [Blocks.Grass, Blocks.Sand, Blocks.Brick, Blocks.Stone, Blocks.Dirt, Blocks.CobbelStone] self.hotbarelement = 0 # The current block the user can place. Hit num keys to cycle. # self.block = self.inventory[0] # Convenience list of num keys. self.num_keys = config.CONFIGS["init"]["KEYBINDS"][ "inventoryslots:keys"] self.num_keys = config.CONFIGS["init"]["KEYBINDS"][ "inventoryslots:keys"] # Instance of the model that handles the world. self.model = Model(self) self.chatlabel = pyglet.text.Label( "", font_name="Arial", font_size=18, x=30, y=50, anchor_x="left", anchor_y="top", color=(0, 0, 0, 255), ) self.player = player(self) player.playerinst = self.player self.world = None # time to manage destroy-system self.mouseclicktime = 0 self.isclicked = False self.clickingblock = None self.clickstarttime = 0 # mousepos for playerinventory self.mousepos = (0, 0) # helper vars for braking system self.braking_start = None self.turning_strafe = [0, 0] # This call schedules the `update()` method to be called # TICKS_PER_SEC. This is the main game event loop. pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) pyglet.clock.schedule_interval(tickhandler._run, 0.5) pyglet.clock.schedule_interval(EventHandler.eventhandler.update, 1.0 / TICKS_PER_SEC) self.keyEvent = None self.last_generate = 1000 self.menü = None self.menünames = config.CONFIGS["init"]["GAME_STATES"] self.menüeventbinds = [] self.camerastate = 0 # 0: normal, 1: viewing player from out if config.CONFIGS["init"]["GAMETYPE"] != "FULL": eventhandler.on_event("on_draw_2D", self.on_draw_2d_demo_label) print("demo mode") self.worldname = None self.seed = 0 self.gametime = 0 # a value between 0 and 2000 (0=2000) self.lastsize = (800, 600) self.demostarttime = time.time()
ypos = [0, 50, 100, 150, 200, 250, 300, 350, 400, 450] win = pygame.display.set_mode((600, 700)) def make_box(): count = 7 shift = 0 for i in range(55, 166 + 55, 55): for j in range(0, count): boxes.append(brick(shift * 85 + j * 85, i)) count -= 2 shift += 1 run = True paddle = player() speed = 4 ball = balls(paddle, speed) clock = pygame.time.Clock() key = pygame.image.load('Resources/ball_t (2).png') saddle = pygame.image.load("Resources/paddle.png") background_image = pygame.image.load("Resources/space.jpg") pygame.mixer.init() pygame.mixer.music.load('Resources/music.mp3') pygame.mixer.music.play(-1) while run: win.blit(background_image, [0, 0]) if lives == 0: run = False else: strp = 0
def __playerLoader(self): """Loads the player""" self._Player = player(self._level) self._playerList.add(self._Player)