Exemple #1
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 def exitGame():
     """
     exitGame() -> The game is exited
     """
     AgentServer.get().stopAll()
     pygame.quit()
     exit(0)
Exemple #2
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 def buildLevelObject(self, levelRepresentation):
     level = levelRepresentation['level']
     class_map = levelRepresentation['class_map']
     values = levelRepresentation['values']
     levelRepresentation['config_ai'](values)  # this is a callable object
     #print(levelRepresentation['level'].zone_coordinates())
     levelRepresentation['built_objects'] = level.build_objects(class_map, values)
     AgentServer.get().configure(level.conn_map())
     return levelRepresentation
Exemple #3
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 def level2AI(self, values):
     """
     Adds AI cores in order to build level objects
     This also configures the AI core layout
     """
     AI_server = AgentServer.get()
     values['e']['agent'] = AI_server.newAgent(2)
     values['r']['agent'] = AI_server.newAgent(2)
     values['j']['agent'] = AI_server.newFakeAgent()
Exemple #4
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    def clearCurrentLevel(self):
        AI_server = AgentServer.get()
        AI_server.stopAll()
        AI_server.clear()
        # Include Tile class to the objects in the game so that it is clered
        # when new level is loaded
        tiles = {'tile': Tile}
        allLevelObjects = self.levels[self.currentLevel]['class_map']
        allObjects = {k: v for k, v in itertools.chain(allLevelObjects.items(), tiles.items())}

        for key, value in allObjects.items():
            value.clear()
Exemple #5
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    def start(self, screen2):
        """
        Method that initializes the game and the corresponding pieces
        of the game
        """
        # Whether to show the pause Menu
        menuShow = False
        # Whether to continue the level
        levelContinue = True
        # Whether the game continues
        gameNotEnd = True
        # Inialize the pause menu
        pauseMenu = Menu()

        clock = pygame.time.Clock()  # Initialize Game Clock
        total_frames = 0
        level = 1

        # Game Start
        while gameNotEnd:
            # Treasure taken
            taken = False
            if self.soundOptions['game_music'] and not taken:
                self.playMainThemeMusic()

            # premature tile creation to preserve tile invariant
            # invariant: relation between tile number and tile position
            for y in range(0, self.screen.get_height(), 16):
                for x in range(0, self.screen.get_width(), 16):
                    Tile(x, y, 'empty')
            # Loads the initial level representation
            currentLevelList = LevelList(self.width, self.height, self.screen)
            try:
                #if game state must jump
                if not self.loadgame:
                    currentLevel = currentLevelList.buildLevelObject(currentLevelList.levels[level])
                else:
                    currentLevel = GameOption.loadGame(currentLevelList)
                    level = currentLevel['levelIndex']
                    currentLevelList.currentLevel = level
                    self.initializeLoadedGame(currentLevel)
                winCoordinates = currentLevel['level'].coordinates(('-',))['-']
                # make unbuildable and unwalkable objects unwalkable (walls)
                for y in range(0, self.screen.get_height(), 16):
                    for x in range(0, self.screen.get_width(), 16):
                        if (x, y) in currentLevel['unwalkable']:
                            tile_number = ((x / 16) + Tile.HorizontalDifference) + (
                                (y / 16) * Tile.VerticalDifference)
                            tile = Tile.get_tile(tile_number)
                            tile.walkable = False
                            tile.type = 'solid'

                mainCharacter = currentLevel['built_objects']['j'][0]
                enemy = currentLevel['built_objects']['e'][0]
                if mainCharacter.treasureCaptured or enemy.treasureCaptured:
                    self.pauseMainThemeMusic()
                    self.playObjectTakenMusic()

                background = currentLevel['level'].build_static_background(currentLevel['tile_map'], default='.')
                interaction = Interaction(self.screen, self.FPS, currentLevel)
                # The server must be configured at this point
                AI_server = AgentServer.get()
                AI_server.startAll()
                levelContinue = False

                # Game Loop
                while not levelContinue:
                    if not menuShow:
                        # blit the background
                        self.screen.blit(background, (0, 0))

                        Message.text_to_screen(self.screen, 'Health: {0}'.format(mainCharacter.health),0, -1)
                        # show general game information
                        if interaction.isUserCallingHelpScreen():
                            Message.showGeneralGameInformation(self.screen, interaction.controlDefinition)
                        else:
                            Message.showGeneralGameInformation(self.screen, interaction.helpButton)

                        Laser.charactersShotDamageHandler(self.screen)
                        mainCharacter.movement(self.screen)
                        enemy.movement(self.screen)

                        interaction.interactionHandler()
                        menuShow = interaction.isUserCallingGameMenu()
                        if menuShow:
                            self.pauseMainThemeMusic()
                        # apply interaction of all AI cores
                        AI_server.next()

                        if mainCharacter.treasureCaptured or enemy.treasureCaptured:
                            if not taken:
                                taken = True
                                self.pauseMainThemeMusic()
                                self.playObjectTakenMusic()
                        else:
                            taken = False

                        if mainCharacter.satifiesWinConditions(winCoordinates):
                            currentLevelList.clearCurrentLevel()
                            levelContinue = True
                            level += 1
                            currentLevelList.currentLevel += 1
                            self.loadgame = False
                            if self.soundOptions['game_music']:
                                self.restartMainThemeMusic()

                        # Drawing of the Characters in the currentLevel

                        for gameObject in currentLevel['class_map'].values():
                            gameObject.draw(self.screen)

                    else:
                        selections = pauseMenu.show_menu(screen2, self.FPS, "pauseMenu")
                        if selections['exit_game'] is True:
                            GameOption.exitGame()
                        elif selections['resume_game'] is True:
                            menuShow = False
                            self.resumeMainThemeMusic()
                            interaction.showGameMenu = False
                        elif selections['save_game'] is True:
                            GameOption.saveGame(currentLevel)
                            print('Game Saved')

                    screen2.blit(pygame.transform.scale(
                        self.screen, screen2.get_rect().size), (0, 0))
                    pygame.display.flip()
                    clock.tick(self.FPS)
                    total_frames += 1
            except KeyError:  # Max Levels reached
                self.restartMainThemeMusic()
                self.playWinMusic()
                currentLevelList.clearCurrentLevel()
                gameNotEnd = False
                self.screen.blit(pygame.image.load("img/gamewon.png"), (0, 0))
                screen2.blit(pygame.transform.scale(
                    self.screen, screen2.get_rect().size), (0, 0))
                pygame.display.flip()
                pygame.time.delay(3500)
                clock.tick(self.FPS)
                total_frames += 1

        GameOption.exitGame()