Exemple #1
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def create_mob(world: World, mob_id: str, x: int, y: int, *args):
    """Create a new mob instance and add it to the world based on the mob_id.

    Parameters:
        world (World): The world where the mob should be added to.
        mob_id (str): The mob identifier of the mob to create.
        x (int): The x coordinate of the mob.
        y (int): The y coordinate of the mob.
    """
    mob_id = MOBS[mob_id]
    if mob_id == "cloud":
        mob = CloudMob()
    elif mob_id == "fireball":
        mob = Fireball()
    elif mob_id == "mushroom":
        mob = Mushroom()
    elif mob_id == 'gang':
        mob = Gang()
    elif mob_id == 'bullet_l':
        mob = BulletLeft()
    elif mob_id == 'bullet_r':
        mob = BulletRight()
    else:
        mob = Mob(mob_id, size=(1, 1))

    world.add_mob(mob, x * BLOCK_SIZE, y * BLOCK_SIZE)
Exemple #2
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def create_block(world: World, block_id: str, x: int, y: int, *args):
    """Create a new block instance and add it to the world based on the block_id.

    Parameters:
        world (World): The world where the block should be added to.
        block_id (str): The block identifier of the block to create.
        x (int): The x coordinate of the block.
        y (int): The y coordinate of the block.
    """

    block_id = BLOCKS[block_id]
    if block_id == "mystery_empty":
        block = MysteryBlock()
    elif block_id == "mystery_coin":
        block = MysteryBlock(drop="coin", drop_range=(3, 6))

    elif block_id == "bounce_block":  # Adding bounce, tunnel and flag to the game world
        block = BounceBlock()
    elif block_id == "flag":
        block = FlagpoleBlock()
    elif block_id == "tunnel":
        block = TunnelBlock()
    elif block_id == "switch" :
        block = switch()

    else:
        block = Block(block_id)

    world.add_block(block, x * BLOCK_SIZE, y * BLOCK_SIZE)
Exemple #3
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 def getWorldByName(self, worldName):
   """
   Gets a L{World} domain object by its name
   """
   w = World()
   w.name = worldName
   self.worldRepository.getWorld(w)
   return w
Exemple #4
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 def getWorldByName(self, worldName):
     """
 Gets a L{World} domain object by its name
 """
     w = World()
     w.name = worldName
     self.worldRepository.getWorld(w)
     return w
Exemple #5
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 def blocks_recover(self, brick_list, world: World):
     """Recover the hidden bricks
     Parameters:
         brick_list (list): store the bricks to be recovered and their coordinate
          looks like this : [(brick_object, x, y),]
     """
     for n in brick_list:
         brick, x, y = n
         world.add_block(brick, x, y)
    def handle(self, context, packet):
        gameWorld = World()

        channel = context.channel
        session = channel.context.session
        session.gameSession.world = gameWorld
        aid = session.account.id

        gameWorld.wctx.channels[aid] = channel
        gameWorld.addSystem(LockLoadSystem(1))
        gameWorld.eventCenter.fire(LoadInfoEvent(packet.characterId, channel))
Exemple #7
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def create_item(world: World, item_id: str, x: int, y: int, *args):
    """Create a new item instance and add it to the world based on the item_id.

    Parameters:
        world (World): The world where the item should be added to.
        item_id (str): The item identifier of the item to create.
        x (int): The x coordinate of the item.
        y (int): The y coordinate of the item.
    """
    item_id = ITEMS[item_id]
    if item_id == "coin":
        item = Coin()
    else:
        item = DroppedItem(item_id)

    world.add_item(item, x * BLOCK_SIZE, y * BLOCK_SIZE)
Exemple #8
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    def __init__(self, world_size, resource_mgr):
        # Inputs
        self.world_size = world_size
        self.resource_mgr = resource_mgr

        self.world = World(resource_mgr, world_size)
        self.debugging = False
Exemple #9
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    def build(self) -> World:
        """Construct a new world containing all the added entities.

        The size of the world is determined by the maximum entity space occupied.

        Each entity builder is called during this construction.

        Raises:
            KeyError: If there is no associated builder for an entity id and no
                      fallback builder has been set.
        """
        world = World((self._width, self._height), self._block_size, gravity=self._gravity)

        for entity in self._entities:
            entity_id, x, y, *args = entity

            if entity_id not in self._builders:
                if self._fallback is None:
                    raise KeyError(f"Unable to build world,"
                                   f"no matching processor for entity id of {entity_id}")
                self._fallback(world, *entity)
                continue

            processor = self._builders[entity_id]
            processor(world, *entity)

        return world
Exemple #10
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class WorldPreparedTest(TestCase):
    def setUp(self):
        super(WorldPreparedTest, self).setUp()
        srcCharacter = Character.character(skill=ISkill.skill())
        srcMockedContext = MockedChannelContext()
        self.srcMc = MoveController(srcCharacter)
        self.srcCc = CharacterController(srcMockedContext.session.account,
                                         srcCharacter)
        self.srcLc = LifeController(srcCharacter.maxLife)
        self.srcCardController = CardController(srcCharacter)
        self.srcECC = EffectChainController()
        self.srcEntity = Entity(0,
                                components=[
                                    self.srcMc, self.srcCc, self.srcLc,
                                    self.srcCardController, self.srcECC
                                ])
        desCharacter = Character.character(skill=ISkill.skill())
        desMockedContext = MockedChannelContext()
        self.desMc = MoveController(desCharacter)
        self.desCc = CharacterController(desMockedContext.session.account,
                                         desCharacter)
        self.desLc = LifeController(srcCharacter.maxLife)
        self.desCardController = CardController(desCharacter)
        self.desECC = EffectChainController()
        self.desEntity = Entity(1,
                                components=[
                                    self.desMc, self.desCc, self.desLc,
                                    self.desCardController, self.desECC
                                ])

        self.turnSystem = TurnSystem()
        self.world = World()
        self.world.gameMap = GameMapPrefab().getMap()
        self.world.addSystem(self.turnSystem)

        coord = AxisCoord(row=0, col=0)
        self.srcLattice = self.world.gameMap.getLattice(coord)
        self.srcEntity.coord = coord
        coord = AxisCoord(row=0, col=-1)
        self.desLattice = self.world.gameMap.getLattice(coord)
        self.desEntity.coord = coord

        self.world.addEntity(self.srcEntity)
        self.world.addEntity(self.desEntity)
Exemple #11
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    def get_world(self):
        for world_name in self._worlds:
            w = self._worlds[world_name]
            if w.can_accept:
                return world_name

        new_name = u'world#'.encode('utf-8') + str(self._next_world)
        self._next_world += 1
        new_world = World(new_name, 64, 64, 2000, 10)
        self._worlds.setdefault(new_name, new_world)
        return new_name
Exemple #12
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def tmpDebugWorldRemoveMe():
    # THIS IS FOR DEBUG ONLY!!
    w = World(platformClock=reactor)
    w.time = 13500.0
    w.name = "Debug"
    w.width = 800
    w.height = 600
    w.spawn = (100, 199)
    w.isDay = True
    w.worldSurface = 200
    w.rockLayer = 400
    topLeftTs = TileSection()
    for y in range(4):
        w.tileSections.append([])
        for x in range(6):
            ts = TileSection()
            ts.x = x
            ts.y = y
            for ty in range(50, SECTION_HEIGHT):
                for tx in range(SECTION_WIDTH):
                    ts.setTile(tx, ty, ironTile)
            w.tileSections[y].append(ts)
    return w
    def __init__(self, **kwargs):
        super(PlayWidget, self).__init__(**kwargs)

        # 330, 220
        playRect = Rectangle(pos=(50, 40), size=(610, 400))

        self.enemyGroup = InstructionGroup()

        self.world = World()

        # Create Players
        self.player1 = Player('p1')

        self.player2 = Player('p2')

        # Create Beam
        self.beam = Beam(self.player1, self.player2)

        # Create Score Label
        self.scoreLabel = Label(text='', pos=(295, 400))
        self.timerLabel = Label(text='', pos=(560, 350),
                                font_size=100, halign='right')
        self.updateScoreDisplay()
        self.updateTimerDisplay()

        # Background
        self.canvas.add(Color(0.2, 0.2, 0.2))
        #self.canvas.add(playRect)
        self.canvas.add(self.enemyGroup)
        self.canvas.add(self.beam.canvas)
        self.canvas.add(self.player1.canvas)
        self.canvas.add(self.player2.canvas)
        self.canvas.add(self.scoreLabel.canvas)
        self.canvas.add(self.timerLabel.canvas)

        self.timeOfLastSpawn = 0
        self.nextSpawnIn = 0
        self.shouldClose = False
Exemple #14
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class GameScene(object):
    def __init__(self, world_size, resource_mgr):
        # Inputs
        self.world_size = world_size
        self.resource_mgr = resource_mgr

        self.world = World(resource_mgr, world_size)
        self.debugging = False

    def generate_world(self):
        self.world.supply = 20

        # Spawn a few graveyards
        for _ in range(0, 5):
            graveyard = Graveyard(self.world, self.resource_mgr)
            graveyard.location = Vector2(randint(0, self.world_size[0]), randint(0, self.world_size[1]))
            graveyard.brain.set_state("spawning")
            self.world.add_entity(graveyard)

    def tick(self, time_passed):
        self.world.tick(time_passed)

    # ############## DRAWING ############## #

    def draw(self, surface):
        self.world.draw(surface)
        self._draw_ui(surface)

    def _draw_ui(self, surface):
        w_bound, h_bound = self.world.bounds

        zombies = "Zombies: " + str(self.world.get_entity_count("zombie"))
        surface.blit(self.resource_mgr.font.render(zombies, True, (0, 0, 0)), Vector2(5, h_bound - 20))

        survivors = "Survivors: " + str(self.world.get_entity_count("survivor"))
        surface.blit(self.resource_mgr.font.render(survivors, True, (0, 0, 0)), Vector2(120, h_bound - 20))

        res_str = "Supply Remaining: " + str(int(self.world.supply))
        surface.blit(self.resource_mgr.font.render(res_str, True, (0, 0, 0)), Vector2(w_bound - 330, h_bound - 20))

        if self.debugging:
            debug_text = 'Debugging'
            surface.blit(self.resource_mgr.font.render(debug_text, True, (0, 0, 0)), (0, 0))

    # ############ MOUSE INPUT MGMT ############### #

    def handle_mouse_left_down(self, mouse_pos):
        self.world.spawn_entity(Survivor, mouse_pos[0], mouse_pos[1])

    def handle_mouse_right_down(self, mouse_pos):
        self.world.spawn_entity(Supplies, mouse_pos[0], mouse_pos[1])

    # ############ KEYBOARD INPUT MGMT ############### #

    def handle_tilde_key_down(self):
        """ Tilde key indicates a toggling of the debug mode. """
        self.debugging = not self.debugging
        self.world.set_debug_mode(self.debugging)
class PlayWidget(Widget):
    frameNum = 0
    score = 0
    enemies = []
    player1 = None
    player2 = None
    world = None

    roundFrames = FRAMERATE * 30

    def __init__(self, **kwargs):
        super(PlayWidget, self).__init__(**kwargs)

        # 330, 220
        playRect = Rectangle(pos=(50, 40), size=(610, 400))

        self.enemyGroup = InstructionGroup()

        self.world = World()

        # Create Players
        self.player1 = Player('p1')

        self.player2 = Player('p2')

        # Create Beam
        self.beam = Beam(self.player1, self.player2)

        # Create Score Label
        self.scoreLabel = Label(text='', pos=(295, 400))
        self.timerLabel = Label(text='', pos=(560, 350),
                                font_size=100, halign='right')
        self.updateScoreDisplay()
        self.updateTimerDisplay()

        # Background
        self.canvas.add(Color(0.2, 0.2, 0.2))
        #self.canvas.add(playRect)
        self.canvas.add(self.enemyGroup)
        self.canvas.add(self.beam.canvas)
        self.canvas.add(self.player1.canvas)
        self.canvas.add(self.player2.canvas)
        self.canvas.add(self.scoreLabel.canvas)
        self.canvas.add(self.timerLabel.canvas)

        self.timeOfLastSpawn = 0
        self.nextSpawnIn = 0
        self.shouldClose = False

    def setKeyReport(self, keyReport):
        self.keyReport = keyReport
        self.beam.setKeyReport(keyReport)

    def reset(self):
        self.shouldClose = False
        self.frameNum = 0
        self.world.reset()
        self.player1.reset()
        self.player2.reset()
        self.beam.reset()
        self.player1.setCenterPos((200, 220))
        self.player2.setCenterPos((460, 220))
        self.score = 0
        self.timeOfLastSpawn = 0
        self.nextSpawnIn = 0

    def cleanup(self):
        self.enemyGroup.clear()
        self.enemies = []

    def spawnEnemy(self, enemyType):
        enemy = Enemy(enemyType)
        enemy.reset(False)
        enemy.setWorld(self.world)
        self.enemyGroup.add(enemy.canvas)

        centerPos = self.world.nextEnemyPos(enemy.offsetTheta)
        enemy.setCenterPos(centerPos)
        self.enemies.append(enemy)

    def update(self, dt):
        self.frameNum += 1

        if self.frameNum > self.roundFrames:
            self.shouldClose = True
            return

        if self.frameNum % FRAMERATE == 0:
            self.updateTimerDisplay()

        self.world.update(dt)

        # Update Players
        self.player1.update(dt)
        self.player2.update(dt)

        self.spawnNewEnemies()

        # Update Enemies
        for enemy in self.enemies:
            enemy.update(dt)

        if self.beam.beamState == 0:
            self.beam.setIsColliding(False)
        else:
            collisions = self.getCollisions()
            if len(collisions) > 0:
                self.beam.setIsColliding(True)
                self.consumeEnemies(collisions, self.beam.beamState)
            else:
                self.beam.setIsColliding(False)

        self.clearDeadEnemies()

        # Update Beam
        self.beam.update(dt)

    def consumeEnemies(self, collisions, beamState):
        totalDelta = 0
        for enemy in collisions:
            delta = enemy.decrement(beamState)
            totalDelta += delta

        if not totalDelta == 0:
            self.score += totalDelta
            self.updateScoreDisplay()

    def updateScoreDisplay(self):
        self.scoreLabel.text = 'Score: ' + str(self.score)

    def updateTimerDisplay(self):
        seconds = int(math.ceil((self.roundFrames - self.frameNum) / FRAMERATE))
        if seconds > 5:
            self.timerLabel.color[3] = 0.3
        else:
            self.timerLabel.color[3] = 1
        if seconds > 3:
            self.timerLabel.color[0] = 1
            self.timerLabel.color[1] = 1
            self.timerLabel.color[2] = 1
        else:
            self.timerLabel.color[0] = 0.6
            self.timerLabel.color[1] = 0
            self.timerLabel.color[2] = 0

        self.timerLabel.text = str(seconds)

    def spawnNewEnemies(self):
        if self.timeOfLastSpawn + self.nextSpawnIn > self.frameNum:
            return

        enemyType = 'normal'
        if random.random() < 0.3:
            enemyType = 'other'
        self.spawnEnemy(enemyType)
        self.timeOfLastSpawn = self.frameNum

        if self.frameNum < 200:
            self.nextSpawnIn = 10


    def clearDeadEnemies(self):
        deadEnemies = []

        for enemy in self.enemies:
            if enemy.shouldRemove:
                deadEnemies.append(enemy)

        if len(deadEnemies) == 0:
            return

        aliveEnemies = []
        for enemy in self.enemies:
            if not enemy.shouldRemove:
                aliveEnemies.append(enemy)

        # rebuild
        self.enemyGroup.clear()
        for enemy in aliveEnemies:
            self.enemyGroup.add(enemy.canvas)

        self.enemies = aliveEnemies


    def getCollisions(self):
        beamLineCoords = (self.player2.pos[0], self.player2.pos[1], self.player1.pos[0], self.player1.pos[1])
        collisions = []

        for enemy in self.enemies:
            if enemy.sprite.collidesWithLine(beamLineCoords):
                collisions.append(enemy)

        return collisions
        raise NeverCallMeError, "Received excess data"
    
    def connectionLost(self):
        assert self.state == 'never', "Premature closure"
        print "Successful transaction with the game world!"
        reactor.stop( )

class TestClientFactory(ClientFactory):
    def __init__(self, world):
        self.world = world

    def startedConnecting(self, connector):
        print "Connecting"

    def buildProtocol(self, addr):
        return StatefulTestRig(self.world)
    
    def clientConnectionLost(self, connector, reason):
        print "Connection lost:", reason

    def clientConnectionFailed(self, connector, reason):
        raise ConnectionError, "Could not connect: "+reason

if __name__ == '__main__':
    world = World(None)
    clientFactory = TestClientFactory(world)
    
    reactor.listenTCP(8001, world.getFactory( ))
    reactor.connectTCP('localhost', 8001, clientFactory)
    reactor.run( )
Exemple #17
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from game import plants
from game.animals import Animal
from brains.rand import RandomBrain

import cProfile

PLANTS = 50
ANIMALS = 40
PRECALC = 0
AUTO = True	
PROFILE = False

def clear():
	os.system( [ 'clear', 'cls' ][ os.name == 'nt' ] )

world = World();

plants.generate_at_random(world, PLANTS)

if PRECALC > 0:
	print "Precalculating %i moves..." % PRECALC
	for x in range(PRECALC):
		world.iterate()

world.turn = 0

for x in range(ANIMALS):
	world.spawn(Animal, randrange(world.WIDTH), randrange(world.HEIGHT), RandomBrain())

x = ''
while True:
Exemple #18
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#!/usr/bin/env python2
# Distributed under the terms of the GNU GPLv3
# Copyright 2010 Berin Smaldon
from game.world import World
from twisted.internet import reactor
import sys

if __name__ == '__main__':
    if len(sys.argv) > 1:
        bq = World(sys.argv[1])
    else:
        bq = World('data/bq.meta')

    s = reactor.listenTCP(bq.getPort( ), bq.getFactory( ))
    bq.animate(reactor, s)

    reactor.run( )
Exemple #19
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 def setUp(self):
     assertRaises(IOError, World, "doesnotexist.meta")
     self.world = World("wtester.meta")
Exemple #20
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def create_unknown(world: World, entity_id: str, x: int, y: int, *args):
    """Create an unknown entity."""
    world.add_thing(Entity(), x * BLOCK_SIZE, y * BLOCK_SIZE,
                    size=(BLOCK_SIZE, BLOCK_SIZE))
Exemple #21
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 def readWorld(self):
   w = World()
   self.fileHandle = open(self.worldFilePath, 'rb')
   w.version = self.readInt32()
   worldNameLen = self.readUChar()
   w.name = self.fileHandle.read(worldNameLen)
   w.worldId = self.readInt32()
   w.leftWorld = self.readInt32()
   w.rightWorld = self.readInt32()
   w.topWorld = self.readInt32()
   w.bottomWorld = self.readInt32()
   w.height = self.readInt32()
   w.width = self.readInt32()
   spawnX = self.readInt32()
   spawnY = self.readInt32()
   w.spawn = (spawnX, spawnY)
   w.worldSurface = self.readDouble()
   w.rockLayer = self.readDouble()
   w.time = self.readDouble()
   w.isDay = self.readBoolean()
   w.moonPhase = self.readInt32()
   w.isBloodMoon = self.readBoolean()
   w.dungeonX = self.readInt32()
   w.dungeonY = self.readInt32()
   w.bossOneDowned = self.readBoolean()
   w.bossTwoDowned = self.readBoolean()
   w.bossThreeDowned = self.readBoolean()
   w.shadowOrbSmashed = self.readBoolean()
   w.spawnMeteor = self.readBoolean()
   w.shadowOrbCount = self.readUChar()
   w.invasionDelay = self.readInt32()
   w.invasionSize = self.readInt32()
   w.invasionType = self.readInt32()
   w.invasionX = self.readDouble()
   self.fileHandle.close()
   return w
Exemple #22
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controllerManager = GameControllerManager()
controllerManager.load_joysticks_database('resources/gamecontrollerdb.txt')
# debug: add keyboard
num_joysticks = max(controllerManager.num_joysticks, 1)
controllers = [
    controllerManager.grab_controller() for n in range(num_joysticks)
]

screen = Screen(args.width, args.height, 'Space Madness')
if args.fullscreen:
    screen.full_screen = True
screen.print_info()

world = World(bounds=screen.viewport,
              controllers=controllers,
              stage=StageSky(screen.width, screen.height))

font = Font()
font.load_bmfont_file('resources/fonts/prosto_one_16.txt')


def draw_frame(screen):
    world.draw(screen)
    font.draw_string(screen, 16, f'fps:{app.fps}', 2, 2)


def update_frame(delta_ms):
    world.bullet_mgr.recycle_all()

    world.physicsWorld.ClearForces()
Exemple #23
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class WorldTester(unittest.TestCase):
    def setUp(self):
        assertRaises(IOError, World, "doesnotexist.meta")
        self.world = World("wtester.meta")

    def test_basicInit(self):
        o = self.world.getByID(self, 1)
        unittest.assertNotEqual(o, None)

        o = self.world.getByID(self, 14890141)
        unittest.assertEqual(o, None)

    def test_store(self):
        r = self.world.getByID(1)
        o = BerinObject(self.world, r, oshort="umquloaxatl")  # no confusion
        i = o.getID()

        o.setAttribute("id", 51421)
        self.world.store(o)

        unittest.assertEquals(r.getItem("umquloaxatl"), None)

        o = self.world.retrieve(i)
        unittest.assertEquals(o.getID(), i)

        o.pushItem(o)

        self.world.store(o)
        o = self.world.retrieve(i)
        unittest.assertEquals(o, o.getItem("umquloaxatl"))

        self.o = o

    def test_destroy(self):
        r = self.world.getByID(1)
        b = BerinObject(self.world, r, oshort="doomed object")
        b.moveTo(self.o)
        world.destroy(self.o)

        unittest.assertEquals(r.getItem(self.o.getAttribute("oshort")), None)

        unittest.assertEquals(self.world.getByID(self.o.getID()), None)
        unittest.assertEquals(self.world.getByID(b.getID()), None)

        unittest.assertFalse(b in self.o.contents)
        unittest.assertFalse(o in self.o.contents)