def test_init(): p = Player(0) assert p.id == 0 assert not p.turn assert not p.is_my_turn() p.toggle_turn() assert p.turn assert p.symbol == '-'
def __init__(self, **kw): super(Engine, self).__init__(**kw) self.player = Player() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map = Map(player=self.player, monsters=self.monsters, _level=self._level, _Z=self._maze)
def main(): print_header() rolls = build_the_three_rolls() name = get_player_name() player1 = Player(name) player2 = Player("computer") game_loop(player1, player2, rolls)
def main(): print_header() rolls = read_rolls() name = get_players_name() player1 = Player(name) player2 = Player("computer") game_loop(player1, player2, rolls)
def game(): print_header() rolls = build_three_rolls() name = get_players_name() player1 = Player(name) player2 = Player('Laptop') game_loop(player1, player2, rolls)
def game_loop(): creatures = [ Creature('Toad', 1), Creature('Tiger', 12), Creature('Bat', 3), Creature('Dragon', 50), Creature('Evil Wizard', 1000), ] hero = Player('Gandolf', 75) while True: active_creature = choice(creatures) print(f'A {active_creature.name} of level {active_creature.level} has appeared from a dark and foggy forest...') print() cmd = input('Do you [a]ttack, [r]unaway, or [l]ook around? ') if cmd == 'a': print(f'The hero has {hero.hp} hit points') print(f'The {active_creature.name} has {active_creature.hp} hit points') while hero.is_alive() and active_creature.is_alive() and input('Continue? (y/n)').strip().lower() == 'y': hero.attack(active_creature) if not active_creature.is_alive(): print(f'The wizard has killed the {active_creature.name}') creatures.remove(active_creature) break active_creature.attack(hero) if not hero.is_alive(): print(f'The wizard was killed by the {active_creature.name}') hero.heal(hero.max_hp) break print(f'The hero has {hero.hp} hit points') print(f'The {active_creature.name} has {active_creature.hp} hit points') elif cmd == 'r': hero.heal(hero.max_hp) print(f'The wizard has healed') elif cmd == 'l': print(f'The wizard {hero.name} takes in the surroundings and sees:') for c in creatures: print(f' * A {c.name} of level {c.level}') else: print('Ok, exiting game... bye!') break if not creatures: print('You have defeated all the creates, well done!') break print()
def __init__(self): super(Dugeon, self).__init__() self.cells_count = 100 self.rooms_group = pg.sprite.LayeredDirty() self.doors_group = pg.sprite.LayeredDirty() self.backgound = pg.sprite.LayeredDirty() self.visible_sprites = pg.sprite.LayeredDirty() self.doors = [] self.cells = [] while (len(self.cells) < self.cells_count): c = Cell() self.cells.append(c) self.rooms = self.select_main_rooms(self.cells) area, min_x, min_y = self.separate_cells(self.rooms) print("Dugeon dimentions With: %s Heigth: %s" % area) w = area[0] + MAX_ROOM_W * TS2 + TS2 h = area[1] + MAX_ROOM_H * TS2 + TS2 self.image = pg.Surface((w, h)) self.image.fill((0, 0, 0)) self.bg_image = pg.Surface((SCREEN_RECT.w, SCREEN_RECT.h)) self.bg_image.fill((0, 0, 0)) self.rect = self.image.get_rect() self.clip_rooms(min_x, min_y) self.halls = self.connet_rooms(self.rooms) self.initial_room = random.choice(self.rooms) self.initial_room.spawed = True self.walls = [] self.make_walls() # self.remove_useless_doors() self.fix_walls() self.player = Player(self.initial_room.rect.center, ALL_SPRITES) self.viewport = Viewport() self.viewport.update(self.player, self.rect) # Custom Cursor pg.mouse.set_visible(False) self.cursor = Cursor((0, 0), ALL_SPRITES) self.cursor.update(self.viewport) ALL_SPRITES.change_layer(self.cursor, 9)
def test_player_get_damage_alive(self): player = Player('Robin Hood', ARCHER) player.health = 20 player.get_damage(15) self.assertTrue(player.is_alive())
def main(): print('======== RPG ===========') player_name = input('Elige el nombre de tu personaje: ') player_class = input('Elige entre Arquero(1) y Guerrero(2): ') player = Player(player_name, player_class) room_count = 1 enemy_count = 0 while True: player.has_fled = False navigation_action = choose_action() encounter = decide_encounter(navigation_action) if has_enemy_in_encounter(encounter): enemy = create_enemy(encounter) print('Un {} salvaje aparecio'.format(enemy)) while is_battle_active(player, enemy): print("\nTURNO DE", player_name) action = input('Elige accion: (1) Atacar, (2) Huir: ') print('Procesando acción...') time.sleep(1) player.attack(action, enemy) enemy.attack(player) enemy_count += 1 print('derrotaste a {} enemigos'.format(enemy_count)) room_count += 1 print('Has pasado por la habitación nº', room_count) if not player.is_alive(): print('Tu puntuación es de {} salas'.format(room_count)) print('GAME OVERRRRRRR!!') break
def test_player_get_damage_dead(self): player = Player('Robin Hood', ARCHER) player.health = 14 player.get_damage(15) self.assertFalse(player.is_alive())
import pygame from time import sleep from random import randint from board import Square, Grid, Column from actors import Player, Game pygame.init() WIDTH, HEIGHT = 640, 640 SIZE = 3 DISPLAY_SURF = pygame.display.set_mode((WIDTH, HEIGHT)) FONTOBJ = pygame.font.Font('lato.ttf', 48) #players = Player(0, 'X'), Player(1, 'O'), Player(2, 'W'), Player(3, 'H') players = Player(0, 'X'), Player(1, 'O') white = 204, 204, 204 black = 54, 54, 54 tblack = 54, 54, 54, 128 def random_color(): return randint(1, 192), randint(1, 192), randint(1, 192) class Tile(Square): def __init__(self, display, *args, **kwargs): b_size = WIDTH / SIZE Square.__init__(self, *args, **kwargs) self.rect = pygame.Rect(self.x * b_size, self.y * b_size, b_size,
class Engine(EventDispatcher): """This needs a docstring""" _level = NumericProperty(1) _map = ObjectProperty(None) monsters = ListProperty([]) player = ObjectProperty(None, allownone=True) debug = BooleanProperty(False) outputfunc = ObjectProperty(None) _maze = ObjectProperty(None, force_dispatch=True) def __init__(self, **kw): super(Engine, self).__init__(**kw) self.player = Player() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map = Map(player=self.player, monsters=self.monsters, _level=self._level, _Z=self._maze) def __setstate__(self, state): self._map.__setstate__(state["map"]) self.player.__setstate__(state["player"]) self._level = state["level"] for monster, mstate in zip(self.monsters, state["monsters"]): monster.__setstate__(mstate) def __getstate__(self): return { "map": self._map.__getstate__(), "player": self.player.__getstate__(), "monsters": [m.__getstate__() for m in self.monsters], "level": self._level } def parse(self, text): if text in "adsw": self.move("adsw".index(text)) if text in "f": for x, y in self.player.loe: if self._map[x, y]: break for m in self.monsters: if m.coords == [x, y]: self.attack(self.player, m) break def nxtlevel(self): self._level += 1 self.reset(False) self.player.xp += 10 self.player.torches += 2 def cleanup(self): """""" for monster in self.monsters: if monster.hp <= 0: self.player.xp += (monster.level * 5) * self.player.exp self.player.gold += (monster.level * 10) * self.player.goldplus if dLife.roll() == 1: life = 20 maxhp = getattr(self.player, "maxhp") while True: if self.player.hp + life > maxhp: life -= 1 else: break if life > 0: pass self.outputfunc("+{} hp".format(life)) self.player.hp += life self.monsters = filter(lambda m: m.hp > 0, self.monsters) self._map.monsters = self.monsters if self.player.coords == self._map.exit: self.nxtlevel() return if self.player.hp <= 0: self.player._alive = False #player dead #replay = raw_input("Retry? y/n: ") #if replay == "y": # self.reset(True) # self._map.reset(1) #else: # sys.exit() else: self.player.lvlup() def reset(self, player): if player: self.player.reset() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map.monsters = self.monsters self._map.reset(self._level) def attack(self, atk, defend): """""" if ranf() <= atk.accuracy: hit = atk.attack - defend.defense if type(atk) == Player and self.player.equipped["Weapon"].stat.get( "backstab", 0) == 1: hit = atk.attack * 3 if ranf < 0.05: hit = hit * 2 if hit < 0: hit = 0 defend.hp -= hit self.outputfunc(" A Hit! {} has {} hp remaining".format( defend.name, defend.hp)) else: self.outputfunc("{} missed!".format(atk.name)) def move(self, direction): dx, dy = facing(self.player, direction) if not self._map.passable(self.player.mapx + dx, self.player.mapy + dy): return if (self.player.mapx + dx, self.player.mapy + dy) == self._map.entrance: self.outputfunc("You bang on the door") return if (self.player.mapx + dx, self.player.mapy + dy) == self._map.exit and direction != 3: return self.player.move(dx, dy) def monaction(self): for monster in self.monsters: monster.ai(self._map, self)
def test_is_attack_avoided(self): player = Player('Robin Hood', ARCHER) player.health = 13 player.get_damage(15) player.is_attack_avoided = 100
def main_loop(): loop_counter = 0 loop_counter += 1 if loop_counter == 1: atr = wiz_atr() name = atr[0] char = atr[1] level = atr[2] shield = atr[3] hero = Player(name, level, shield, char) # if you want new enemei just add it belov # name, atc, def, win text, lose text, atk_descr special_moves_list = ["stomp", "gromp", "bomb", "swomp", "chew"] special_move = random.choice(special_moves_list) enemies = [ Humans('funny face', 2, 1, "whos laughin now, you stinky bastard?", "wizard cant beat face? at least you can" " beat his meat", "laughing at wizard very hardr"), Humans('happy lovers', 4, 2, "why they should be happy?", "they was so happy and cute so wizard kill himself" " to death", "kissing each other"), Humans('math teacher', 6, 1, "this is sweat revenge", "math teacher just beat wizrad till ded", "teach you about algoritms"), Monsters('fat mom', 5, 9, "she was so fat so she nearly kill you, when falling dead", "fat mom lay at wizard when he was casting majik spells", "trying talk shit about wizzards"), Monsters('satan, the third', 7, 7, "at least it wasn't his brother", "wizrds soul forever will be in hell and die", "casting big fireball"), Monsters('giant spider bus', 8, 6, "no one seen such a glorious death", "wizord've been drove to death", "riding in the storm"), Robots('two big shrobots with shoots', 6, 9, "GET OUT OF HERE TIN CAN", "wizard was shooted with shoots", "peu-peu big shoots-whoots"), Robots('robo dragon', 8, 10, "its time to get over with that japanies bullshit", "robo dragon was too cute so weezart melted because fire", "eating wizrados brain"), Robots( 'robo slime of exquisite depravity', 12, 8, "yeah! get your stubid metal slime things off", "robo slime take out wizard to a date, he was cute and then die and you die too because cry and sad", "trying to gift metal roses to you"), Boss( 'your social anxiety', 15, 15, "you win the battle, but not the war", f"Brave {hero.name} can resist fire and ice, but never can go out home and play with bois", "happens", special_move), Boss('wizard laziness', 16, 16, 'wizard cant resist and lay down for relax', 'meh, too lazy to write', 'wizzrd just lay down and sleep', 'just relax bro') ] encouters = [ 'appears from the sky', 'materialise right in front of you', 'got out from earth', 'commin from local subway', 'croos the road' ] atack_starter = [ "its your chance for atac", "do smthng you dumbo", "FIGHT", "STRIFE!" ] # print(enemies) while True: active_creature = random.choice(enemies) current_encounter = random.choice(encouters) atack_start = random.choice(atack_starter) print(f"Beware! {hero.char} {hero.name} countinue his wey\r\n") while True: cmd1 = ( input("[G]O FIND SMTHN, [I]NVENTORY AND STATS\r\n")).lower() if cmd1.find('g') != -1 or cmd1.find('go') != -1: print( f"You moving forwrd and {active_creature.name} {current_encounter}. " f"It has lvl {active_creature.level}") print(f"{atack_start}") break elif cmd1.find('i') != -1 or cmd1.find('inventory') != -1: hero.show_inventory() cmd2 = (input("[A]TACC, [C]RY, [R]UN, [Q]EXIT\r\n")).lower() if cmd2.find('a') != -1 or cmd2.find('atacc') != -1: while True: if hero.attack(active_creature): enemies.remove(active_creature) print("encrease your lvl and protection\r\n") hero.level += 1 hero.shield += 1 break else: a = hero.protecc(active_creature) if a == False: break elif cmd2.find('s') != -1 or cmd2.find('cry') != -1: hero.cry(active_creature) enemies.remove(active_creature) elif cmd2.find('r') != -1 or cmd2.find('run') != -1: hero.run(active_creature) enemies.remove(active_creature) elif cmd2.find('q') != -1 or cmd2.find('quit') != -1: quit() else: print('WHAT') if not enemies: print( f"You defleat all enemies. Congrats {hero.name} {hero.char}, you complete teh gaem " f"your end gaaem majik lvl is {hero.level} with protection {hero.shield}\r\n" ) input("SORRY NOTHING") quit()
def run_sim(time=300): global total_dmg, sim_list total_dmg = 0 clock = 0 clock_tick = 0.1 gcd1a = gcd1 gcd2a = gcd2 gcd3a = gcd3 char = Player(att_pwr=1171, ele=1.4464, c_rate=0.5523, c_dmg=2.5, skill_list=[ rosethorn, sunflower, super_sunflower, thorn_strike, petal_storm, burr_toss, grasping_roots, flying_nettles ]) cosmic = soul() soul_buff = Buff(ap=cosmic.ap, c_rate=cosmic.crit_buff, c_dmg=cosmic.crit_dmg_buff, duration=5, name="soul") while clock < time: apl = [] apl.append(apl_item(skill=flying_nettles, conditions=[clock < 5])) apl.append( apl_item(skill=grasping_roots, conditions=[ all([ True if not poison.name == db.name else False for db in target.debuffs ]) ])) apl.append(apl_item(skill=thorn_strike)) apl.append( apl_item(skill=flying_nettles, conditions=[ any([ True if magnum_final.name == buff.name else False for buff in char.buffs ]) ])) apl.append( apl_item( skill=burr_toss, conditions=[ any([ True if burr_available.name == buff.name else False for buff in char.buffs ]) ])) apl.append( apl_item(skill=petal_storm, conditions=[ all([ True if not buff.name == bracelet.name else False for buff in char.buffs ]) ])) apl.append(apl_item(skill=super_sunflower)) apl.append(apl_item(skill=sunflower)) apl.append(apl_item(skill=rosethorn)) #this is where the APL comes in if cosmic.remaining_cooldown <= 0: soul_buff.duration = cosmic.duration char.buffs.append(soul_buff) cosmic.remaining_cooldown = cosmic.cooldown cosmic.remaining_duration = cosmic.duration # print(clock, "add soul buff") for i, item in enumerate(apl): if item.can_use(item.skill.can_use(char, target)): print(round(clock, 2), i, item.skill.name, char.current_focus, sep=' | ') total_dmg += item.skill.cast(char, target) print([(buff.name, buff.stacks) for buff in char.buffs]) print([(db.name, round(db.remaining, 2)) for db in target.debuffs]) print([(sk.name, round(sk.remaining_cd, 2)) for sk in char.skills]) print("---------------") break clock += clock_tick for ability in char.skills: ability.remaining_cd -= clock_tick cosmic.remaining_cooldown -= clock_tick cosmic.remaining_duration -= clock_tick for buf in char.buffs: buf.duration -= clock_tick if buf.duration <= 0 or buf.stacks <= 0: char.buffs.remove(buf) # print(clock, "remove buff: ", buf.name) for debuff in target.debuffs: debuff.remaining -= clock_tick if debuff.remaining % debuff.tick_interval == 0: total_dmg += char.attack_power * char.elemental * debuff.damage if debuff.remaining <= 0: target.debuffs.remove(debuff) gcd1a.wait_time -= clock_tick gcd2a.wait_time -= clock_tick gcd3a.wait_time -= clock_tick # sim_list.append(total_dmg/clock) sim_list.append(SimResult(damage=total_dmg, time=clock, skills=char.skills))
def player1(): return Player('Player 1')
class Dugeon(object): """docstring for Dugeon""" def __init__(self): super(Dugeon, self).__init__() self.cells_count = 100 self.rooms_group = pg.sprite.LayeredDirty() self.doors_group = pg.sprite.LayeredDirty() self.backgound = pg.sprite.LayeredDirty() self.visible_sprites = pg.sprite.LayeredDirty() self.doors = [] self.cells = [] while (len(self.cells) < self.cells_count): c = Cell() self.cells.append(c) self.rooms = self.select_main_rooms(self.cells) area, min_x, min_y = self.separate_cells(self.rooms) print("Dugeon dimentions With: %s Heigth: %s" % area) w = area[0] + MAX_ROOM_W * TS2 + TS2 h = area[1] + MAX_ROOM_H * TS2 + TS2 self.image = pg.Surface((w, h)) self.image.fill((0, 0, 0)) self.bg_image = pg.Surface((SCREEN_RECT.w, SCREEN_RECT.h)) self.bg_image.fill((0, 0, 0)) self.rect = self.image.get_rect() self.clip_rooms(min_x, min_y) self.halls = self.connet_rooms(self.rooms) self.initial_room = random.choice(self.rooms) self.initial_room.spawed = True self.walls = [] self.make_walls() # self.remove_useless_doors() self.fix_walls() self.player = Player(self.initial_room.rect.center, ALL_SPRITES) self.viewport = Viewport() self.viewport.update(self.player, self.rect) # Custom Cursor pg.mouse.set_visible(False) self.cursor = Cursor((0, 0), ALL_SPRITES) self.cursor.update(self.viewport) ALL_SPRITES.change_layer(self.cursor, 9) def separate_cells(self, cells): """based on http://fisherevans.com/blog/post/dungeon-generation """ touching = True interation = 0 min_x = 0 max_x = 0 min_y = 0 max_y = 0 while touching: touching = False for i in range(len(cells)): a = cells[i] for j in range(i + 1, len(cells)): b = cells[j] if a.rect.colliderect(b.rect.inflate(TS4, TS4)): touching = True dx = min(a.rect.right - b.rect.left + TS4, a.rect.left - b.rect.right - TS4) dy = min(a.rect.bottom - b.rect.top + TS4, a.rect.top - b.rect.bottom - TS4) if (abs(dx) < abs(dy)): dy = 0 else: dx = 0 dxa = -dx / 2 dxb = dx + dxa dya = -dy / 2 dyb = dy + dya dxa = math.floor(((dxa + TS4 - 1) / TS4)) * TS4 dxb = math.floor(((dxb + TS4 - 1) / TS4)) * TS4 dya = math.floor(((dya + TS4 - 1) / TS4)) * TS4 dyb = math.floor(((dyb + TS4 - 1) / TS4)) * TS4 a.pos[0] += dxa a.pos[1] += dya b.pos[0] += dxb b.pos[1] += dyb min_x = min(min_x, a.pos[0], b.pos[0]) min_y = min(min_y, a.pos[1], b.pos[1]) max_x = max(max_x, a.pos[0], b.pos[0]) max_y = max(max_y, a.pos[1], b.pos[1]) a.rect.topleft = a.pos b.rect.topleft = b.pos area = ((max_x - min_x), (max_y - min_y)) return area, min_x, min_y def select_main_rooms(self, cells): seleted = [] for room in cells: if (room.rect.w > MIN_ROOM_W * TS2 and room.rect.h > MIN_ROOM_H * TS2): room.seleted = True room.generate_image() seleted.append(room) room.add(ALL_SPRITES, self.rooms_group, self.backgound) print("Rooms selected as main rooms %s" % len(seleted)) return seleted def connet_rooms(self, rooms): paths = [] for i in range(len(rooms)): a = rooms[i] for j in range(i + 1, len(rooms)): skip = False b = rooms[j] ab_dist = math.pow(a.rect.centerx-b.rect.centerx, 2) + \ math.pow(a.rect.centery-b.rect.centery, 2) for k in range(len(rooms)): if (k == i or k == j): continue c = rooms[k] ac_dist = math.pow(a.rect.centerx-c.rect.centerx, 2) + \ math.pow(a.rect.centery-c.rect.centery, 2) bc_dist = math.pow(b.rect.centerx-c.rect.centerx, 2) + \ math.pow(b.rect.centery-c.rect.centery, 2) if (ac_dist < ab_dist and bc_dist < ab_dist): skip = True if not skip: ps = self.create_path(a.rect.center, b.rect.center) paths += ps return paths def create_path(self, p1, p2): # A always left o B if (p1[0] < p2[0]): a = p1 b = p2 else: a = p2 b = p1 a = list(a) b = list(b) w = h = TS2 # magic o make the perfect centered hallways a[0] -= TILE_SIZE a[1] -= TILE_SIZE b[0] -= TILE_SIZE b[1] -= TILE_SIZE a[0] = math.floor(((a[0] + TS2 - 1) / TS2)) * TS2 a[1] = math.floor(((a[1] + TS2 - 1) / TS2)) * TS2 b[0] = math.floor(((b[0] + TS2 - 1) / TS2)) * TS2 b[1] = math.floor(((b[1] + TS2 - 1) / TS2)) * TS2 clockwise = random.randint(0, 1) == 1 dx = b[0] - a[0] # A avobe B if (a[1] < b[1]): dy = b[1] - a[1] if clockwise: r1 = pg.Rect(a[0], a[1], dx + w, h) r2 = pg.Rect(b[0], a[1], w, dy) else: r1 = pg.Rect(a[0], a[1], w, dy + h) r2 = pg.Rect(a[0], b[1], dx + w, h) else: dy = a[1] - b[1] if clockwise: r1 = pg.Rect(b[0], b[1], w, dy + h) r2 = pg.Rect(a[0], a[1], dx + w, h) else: r1 = pg.Rect(a[0], b[1], dx + w, h) r2 = pg.Rect(a[0], b[1], w, dy + h) h1 = Hallway(r1, ALL_SPRITES, self.backgound) h2 = Hallway(r2, ALL_SPRITES, self.backgound) return [h1, h2] def clip_rooms(self, min_x, min_y): for r in self.rooms: r.pos[0] += abs(min_x) + TS2 r.pos[1] += abs(min_y) + TS2 r.rect.topleft = r.pos def make_walls(self): for room in self.rooms: x, y = room.rect.topleft w = int(room.rect.w / TS2) h = int(room.rect.h / TS2) old_hall = None for i in range(w): for j in range(h): if (j > 0 and j < h - 1) and (i > 0 and i < w - 1): y += TS2 continue wall = Wall((x, y), i, j, w, h) hit_walls = pg.sprite.spritecollideany(wall, self.walls) hit_rooms = pg.sprite.spritecollideany( wall, self.rooms_group) if not hit_walls or not hit_rooms: hall = pg.sprite.spritecollideany(wall, self.halls) if hall: if old_hall != hall: door = Door((x, y), i, j, w, h) door.add(self.doors_group, ALL_SPRITES) ALL_SPRITES.change_layer(door, 6) self.doors.append(door) door.room = room room.doors.append(door) old_hall = hall else: self.walls.append(wall) ALL_SPRITES.add(wall) y += TS2 x += TS2 y = room.rect.top for hall in self.halls: x, y = hall.rect.topleft x -= TS2 y -= TS2 w = int(hall.rect.w / TS2) + 2 h = int(hall.rect.h / TS2) + 2 for i in range(w): for j in range(h): if (j > 0 and j < h - 1) and (i > 0 and i < w - 1): y += TS2 continue wall = Wall((x, y), i, j, w, h) if not pg.sprite.spritecollideany(wall, ALL_SPRITES): self.walls.append(wall) ALL_SPRITES.add(wall) ALL_SPRITES.change_layer(wall, 3) else: old_wall = pg.sprite.spritecollideany(wall, self.walls) if old_wall: old_wall.need_fix = True y += TS2 x += TS2 y = hall.rect.top - TS2 def remove_useless_doors(self): for i in range(len(self.doors)): a = self.doors[i] a.rect.inflate_ip(TS2, 0) walls_around = pg.sprite.spritecollide(a, self.walls, False) a.rect.inflate_ip(-TS2, TS2) if len(walls_around) < 2: walls_around = pg.sprite.spritecollide(a, self.walls, False) if len(walls_around) < 2: a.kill() continue a.rect.inflate_ip(TS2, 0) for j in range(i + 1, len(self.doors)): b = self.doors[j] if pg.sprite.collide_rect(a, b) and not b.locked: b.kill() a.rect.inflate_ip(-TS2, -TS2) def fix_walls(self): pass # a = self.walls[0] # a.rect.inflate_ip(TS2, TS2) # walls_around = pg.sprite.spritecollide(a, self.walls, False) # for w in walls_around: # a.rect.inflate_ip(-TS2, -TS2) def handle_input(self, event): self.player.handle_input(event) # if event.type == pg.MOUSEMOTION: # print(x1+x2, y1+y2) def update(self, dt): visible_walls = pg.sprite.spritecollide(self.viewport, self.walls, False) self.player.update(dt, self.walls, self.doors_group, self.cursor) self.viewport.update(self.player, self.rect) self.cursor.update(self.viewport) # BULLETS_GROUP.update(dt) ENEMIES_GROUP.update(dt, self.player) self.rooms_group.update() visible_sprites = pg.sprite.spritecollide(self.viewport, ALL_SPRITES, False) self.visible_sprites.add(visible_sprites) for sprite in self.visible_sprites.sprites(): if not sprite in self.backgound: self.visible_sprites.change_layer(sprite, sprite.rect.centery) else: self.visible_sprites.change_layer(sprite, sprite.layer) self.visible_sprites.change_layer(self.cursor, 9999) if sprite not in visible_sprites: self.visible_sprites.remove(sprite) def render(self, surface): # ALL_SPRITES.repaint_rect(self.viewport) self.image.blit(self.bg_image, (self.viewport.rect)) self.visible_sprites.draw(self.image) BULLETS_GROUP.draw(self.image) ENEMIES_GROUP.draw(self.image) DECORATOR_GROUP.draw(self.image) surface.blit(self.image, (0, 0), self.viewport) self.viewport.render(surface)
def get_players_name(): name = input('What is your name? ') p1 = Player(name) print('Welcome {}!'.format(p1.name)) p2 = Player('Computer') return (p1, p2)
def player2(): return Player('Player 2')
print('Please choose a valid option') if not self.player.is_alive(): print('Oh no! You lose!') break self.print_linebreak() self.player.stats() for e in self.enemies: e.stats() self.print_linebreak() if not self.enemies: print('You have won! Congratulations!') break if __name__ == '__main__': enemies = [ Ogre('Bob', 1, 3), Imp('Alice', 1) ] player = Player('Hercules', 1) Game(player, enemies).main() #
def main(): """ Sets up all the relevent object needed to run the game. This includes the game engine, player, and all enemies in the game. The player and enemies load thier sprites from a list of paths in a json file that is loaded and referenced in a dict at the start. Once initalization finishes the game loop is run until the user exits. """ engine = neon_engine.NeonEngine('Neon Souls') engine.init_pygame() with open('player_sprites.json', 'r') as p_file: player_sprites = json.load(p_file) with open('sentinal_sprites.json') as file: sentinal_sprites = json.load(file) player_static = player_sprites['static_sprites'] player_walking = player_sprites['walking_sprites'] player_running = player_sprites['running_sprites'] sentinal_sprites = sentinal_sprites['sprite_list'] player = Player(player_static, player_walking, player_running, (128, 128), 'default', 2, 300, 400) engine.player_instance = player sentinal1 = SentinalEnemy(sentinal_sprites, (100, 100), [(400, 500), (600, 500)], engine.kill_enemy, 2, 300, 475) sentinal2 = SentinalEnemy(sentinal_sprites, (100, 100), [(1100, 0), (1300, 0)], engine.kill_enemy, 2, 1200, 400) sentinal3 = SentinalEnemy(sentinal_sprites, (100, 100), [(1500, 0), (1700, 0)], engine.kill_enemy, 2, 1600, 450) engine.enemy_list.append(sentinal1) engine.enemy_list.append(sentinal2) engine.enemy_list.append(sentinal3) gravity_manager = GravityManager() gravity_manager.add_gravity('default', (0, 15)) gravity_manager.add_object(player) # create background and level init_map(engine, player, gravity_manager) overlay = Overlay(player) engine.objects.append(overlay) engine.drawables.add(overlay) pygame.time.set_timer(pygame.USEREVENT + 1, 1000 // league.Settings.gameTimeFactor) engine.movement_function = player.move_player engine.action_function = fire engine.physics_functions.append(player.process_gravity) engine.events[pygame.QUIT] = engine.stop engine.run()
def __init__(self, height, width, robot_info, drone_info, num_obstacles, drone_latency): super(PMGridEnv, self).__init__() # Define action and observation space self.action_space = spaces.Discrete(N_DISCRETE_ACTIONS) # using image as input (can be channel-first or channel-last): self.observation_space = spaces.Box(low=0, high=255, shape=(height, width, 3), dtype=np.uint8) # To convert integer actions into string self.action_list = ['up', 'down', 'left', 'right'] ## Canvas is the grid we are going to use self.canvas = Canvas(height, width) self.latency_factor = drone_latency ## Create the robots self.playerList = [] for i in range(len(robot_info) // 3): x_loc, y_loc, size = robot_info[3 * i:3 * (i + 1)] self.playerList.append( Player(pos=[x_loc, y_loc], color='g', size=size)) ### Add drone to the environememnt self.droneList = [] for i in range(len(drone_info) // 3): x_loc, y_loc, size = drone_info[3 * i:3 * (i + 1)] self.droneList.append( Drone(pos=[x_loc, y_loc], color='b', size=size)) ## Create the obstacle at random locations self.n_obj = num_obstacles # number of objects self.obstacleList = [] r_coords = np.random.randint(0, self.canvas.height, (self.n_obj)) # random rows c_coords = np.random.randint(0, self.canvas.width, (self.n_obj)) # random columns # Width and height would be chosen from 10,15,20,25,30 randomly for i in range(len(r_coords)): self.obstacleList.append( Obstacle(pos=[r_coords[i], c_coords[i]], size=[ np.random.choice([10, 15, 20, 25, 30]), np.random.choice([10, 15, 20, 25, 30]) ])) ### Environement image as a numpy array self.env_img = np.zeros(self.canvas.grid.shape + (3, ), dtype=np.uint8) ### Coverage information self.coverage = np.zeros(self.canvas.grid.shape, dtype=np.uint8) ### Obstacle map information self.obstacle_map = np.zeros(self.canvas.grid.shape, dtype=np.uint8) #### Drone Map self.drone_map = np.zeros(self.canvas.grid.shape + (3, ), dtype=np.uint8) #### Saving initial state for resets self.inital_state = [ self.playerList.copy(), self.droneList.copy(), self.obstacleList.copy() ] #### Initializing locaal info for each robot for player in self.playerList: player.info = self.env_img.copy() ### Update entites in screen self.update_all() self.process_screen()
def player(): return Player('John')
class GameState(): stage = GameStage.start bullets = [] asteroids = [] initials = '' level = 1 score = 0 lives = 3 player = None leader_board = {} game = GameState() game.player = Player(pos=(WIDTH / 2, HEIGHT / 2)) stars = create_star_scape(WIDTH, HEIGHT) max_distance = min(WIDTH, HEIGHT) * .95 life_pos = 10 life_icons = [] for _ in range(3): icon = Actor('player', topleft=(life_pos, 10)) life_pos += 32 life_icons.append(icon) def create_asteroids(): game.asteroids = [] for i in range(2 + game.level): game.asteroids.append(Asteroid((WIDTH, HEIGHT)))
def __init__(self, **kw): super(Engine,self).__init__(**kw) self.player = Player() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map = Map(player = self.player,monsters = self.monsters, _level = self._level,_Z = self._maze)
class Engine(EventDispatcher): """This needs a docstring""" _level = NumericProperty(1) _map = ObjectProperty(None) monsters = ListProperty([]) player = ObjectProperty(None,allownone = True) debug = BooleanProperty(False) outputfunc = ObjectProperty(None) _maze = ObjectProperty(None,force_dispatch = True) def __init__(self, **kw): super(Engine,self).__init__(**kw) self.player = Player() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map = Map(player = self.player,monsters = self.monsters, _level = self._level,_Z = self._maze) def __setstate__(self,state): self._map.__setstate__(state["map"]) self.player.__setstate__(state["player"]) self._level = state["level"] for monster,mstate in zip(self.monsters,state["monsters"]): monster.__setstate__(mstate) def __getstate__(self): return {"map":self._map.__getstate__(),"player":self.player.__getstate__(), "monsters":[m.__getstate__() for m in self.monsters],"level":self._level} def parse(self,text): if text in "adsw": self.move("adsw".index(text)) if text in "f": for x,y in self.player.loe: if self._map[x,y]: break for m in self.monsters: if m.coords == [x,y]: self.attack(self.player,m) break def nxtlevel(self): self._level += 1 self.reset(False) self.player.xp += 10 self.player.torches += 2 def cleanup(self): """""" for monster in self.monsters: if monster.hp <= 0: self.player.xp += (monster.level * 5) * self.player.exp self.player.gold += (monster.level * 10) * self.player.goldplus if dLife.roll() == 1: life = 20 maxhp = getattr(self.player,"maxhp") while True: if self.player.hp + life > maxhp: life -= 1 else: break if life > 0: pass self.outputfunc("+{} hp".format(life)) self.player.hp += life self.monsters = filter(lambda m: m.hp > 0,self.monsters) self._map.monsters = self.monsters if self.player.coords == self._map.exit: self.nxtlevel() return if self.player.hp <= 0: self.player._alive = False #player dead #replay = raw_input("Retry? y/n: ") #if replay == "y": # self.reset(True) # self._map.reset(1) #else: # sys.exit() else: self.player.lvlup() def reset(self,player): if player: self.player.reset() self.monsters = [genmonster(self._level) for i in range(self._level)] self._map.monsters = self.monsters self._map.reset(self._level) def attack(self,atk,defend): """""" if ranf() <= atk.accuracy: hit = atk.attack - defend.defense if type(atk) == Player and self.player.equipped["Weapon"].stat.get("backstab",0) == 1: hit = atk.attack*3 if ranf < 0.05: hit = hit*2 if hit < 0: hit = 0 defend.hp -= hit self.outputfunc(" A Hit! {} has {} hp remaining".format(defend.name,defend.hp)) else: self.outputfunc("{} missed!".format(atk.name)) def move(self, direction): dx,dy = facing(self.player,direction) if not self._map.passable(self.player.mapx + dx,self.player.mapy + dy): return if (self.player.mapx + dx,self.player.mapy + dy) == self._map.entrance: self.outputfunc("You bang on the door") return if (self.player.mapx + dx,self.player.mapy + dy) == self._map.exit and direction != 3: return self.player.move(dx, dy) def monaction(self): for monster in self.monsters: monster.ai(self._map,self)
WIDTH = 600 HEIGHT = 480 FPS = 60 # Screen screen = pygame.display.set_mode((WIDTH, HEIGHT)) clock = pygame.time.Clock() # Title and icon of the windows pygame.display.set_caption("Space Invaders") # Instantiate sprites player = Player(path='media/link', tiles_per_move=8, frames=5, speed=5, inf_scroll=False, surface=screen, pos=(100, 100)) enemy = Enemy(screen, inf_scroll=True) enemies = pygame.sprite.Group(enemy) all_sprites = pygame.sprite.Group(player, enemies) # Game loop running = True iddle_move = 'IDDLE_DOWN' while running: # Set the FPS clock.tick(FPS)