if input(t_.CONTINUE_GAME).strip().upper() == t_.SHORT_YES: level_name, position = game.saved_game_data( settings.SAVE_FILE_NAME) Game.level = level_name Game.level.player_position = position else: os.unlink(settings.SAVE_FILE_NAME) if not Game.level: Game.notification(t_.CHOOSE_MAP) for i, _ in enumerate(Game.levels): Game.notification("[{}] {}".format(i + 1, _.name.replace('.txt', ''))) Game.level = input("> ") if __name__ == "__main__": t_ = languages.get_language(settings.LANGUAGE) with game.Game() as Game: if not len(Game.levels): raise Game.NoMapsFound main() Game.level.draw() while Game.execute_input(input(t_.GAME_INPUT_PROMPT)): Game.level.draw()
#print(target_f[0]) #print(" ") target_f[0][action] = target self.model.fit(state, target_f, epochs=1, verbose=0) if self.epsilon > self.epsilon_min: self.epsilon *= self.epsilon_decay def load(self, name): self.model.load_weights(name) def save(self, name): self.model.save_weights(name) if __name__ == "__main__": env = game.Game() state_size = env.observation_space action_size = env.action_space agent = DQNAgent(state_size, action_size) agent.load("./snake-cnn-weights.h5") done = False batch_size = 32 stepList = [] scoreList = [] for e in range(EPISODES): state = env.reset() # print(state) for step in range(500): env.render() action = agent.act(state) # print(state)
import sys import codejail def create_player(player_id, fname): return game.Player(player_id, open(fname).read()) if __name__ == '__main__': if len(sys.argv) < 3: print 'usage: python run.py <usercode1.py> <usercode2.py> [<map file>]' sys.exit() try: players = [create_player(i, x) for i, x in enumerate(sys.argv[1:3])] g = game.Game(*players) map_name = 'maps/default.py' if len(sys.argv) > 3 and sys.argv[3] != '--render': map_name = sys.argv[3] game.load_map(map_name) if '--render' in sys.argv: game.Render(g) else: for i in range(game.settings.max_turns): g.run_turn() print g.get_scores() except codejail.SecurityError as e:
parser = Parser(prog='lunch break rl') _, unknown_args = parser.parse_known_args() for i, arg in enumerate(unknown_args): # Only add arguments if arg.startswith(('-', '--')): next_is_value = False if i + 1 < len(unknown_args): next_is_value = not unknown_args[i + 1].startswith( ('-', '--')) # If argument is followed by a value, add it as a vanilla # argument. if next_is_value: parser.add_argument(arg) # Otherwise add it as a flag else: parser.add_argument(arg, action='store_true') self._args = parser.parse_args().__dict__ def __getattr__(self, item): return self._args.get(item) if __name__ == '__main__': arg = ArgHelper() g = game.Game(arg) g.run()
# Swervin' Mervin # (c) Andrew Buntine # https://github.com/buntine/SwervinMervin import pygame import game as g import settings as s pygame.init() pygame.display.set_caption("Swervin' Mervin") s.FULLSCREEN = False if s.FULLSCREEN: w_flag = pygame.FULLSCREEN pygame.mouse.set_visible(False) else: w_flag = 0 fps_clock = pygame.time.Clock() window = pygame.display.set_mode(s.DIMENSIONS, w_flag) game = g.Game(window, fps_clock) while True: if game.waiting: game.wait() else: game.play()
# in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in # all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL # THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR # OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING # FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS # IN THE SOFTWARE. import game import ui game = game.Game() ui = ui.Ui(game) ui.show() while game.hasMovesAvailable(): if not ui.getInput(): break ui.show() print "Game Over"
import pygame import pygame.mouse from pygame.locals import * import sys import directions import game pygame.mixer.pre_init(22050, -16, 2, 256) pygame.init() pygame.mixer.init() screen_size = (640, 480) screen = pygame.display.set_mode([screen_size[0] - 1, screen_size[1] - 1]) g = game.Game(screen_size, screen) while True: g.clock.tick(1000/30) btn_d = False btn_s = False btn_a = False for event in pygame.event.get(): # Pay attention if the user clicks the X to quit. if event.type == pygame.QUIT: sys.exit() # Watch for mouse movement. Tell the earth where the mouse is pointing. if event.type == pygame.MOUSEMOTION:
from browser import document, timer import browser import game print = browser.console.log thegame = game.Game(document) thegame.buildings.proffice.built += 1 timer.set_interval(thegame.tick, 100)
player_data_for_turn[i] = data playerConnections[i].sendall( json.dumps(player_data_for_turn[i], ensure_ascii=True) + "\n") except IOError: pass #log what infomation is sent to the clients self.logger.print_stuff(json.dumps(player_data_for_turn)) #clear turn objects validTurns = 0 for i in range(0, self.maxPlayers): turnObjects[i] = None for i in range(0, self.maxPlayers): recval[i] = "" errors = [[] for i in turnObjects] #reset endtime currTime = time.time() endTime = time.time() + self.timeLimit else: currTime = time.time() #Close connections for conn in playerConnections: conn.close() serversocket.close() if __name__ == "__main__": serv = MMServer(constants["players"], game.Game(constants["map"])) serv.run(constants["port"])
import sqlite3 from bimbotconfig import * import game import betyourbimbo as bimbo description = '''Welcome to the Bimbonator 3001x! \nYou may use the following commands:''' TEST = True CMD_PREFIX = '!' bot = commands.Bot(command_prefix=CMD_PREFIX, description=description) bimbo = bimbo.BetYourBimbo(bot) game = game.Game(bot) idleSince = int(time.time()) def removeUserFormatting(userid): if userid[0:2] == "<@": userid = userid[2:] if userid[-1] == ">": userid = userid[:-1] return userid def playerStatus(player): return "<@{}> is up...\nYour hand is {} for {}".format(player.name, player.getHand(), player.getBJCount())
def start_game(self): # print(Guess.__doc__) print( 'Just a word about rules:\n if you missed a guessed letter 2 points will be deducted\n ' 'if you missed a guessed word 10% will be deducted \n ' 'and if you quit or gave up you will loose all the points of the uncovered letters \n' ) print('Lets start playing the guessing game! Are you ready?'.center( 80, '#')) print('\nCurrent Guess: ----\n \nPlease enter a choice to begin') # choice = input('g = guess, t = tell me, l for a letter, and q to quit\n') current_guess = '----' game_obj = game.Game() string_obj = stringDatabase.StringDatabase() database = [] new_word = string_obj.get_random_word() new_score = game_obj.get_first_score(new_word) current_game_statistics = { 'game': 1, 'word': new_word, 'status': '', 'bad_guess': 0, 'missed_letters': 0, 'score': new_score } while True: choice = input( 'g = guess, t = tell me, l for a letter, and q to quit\n') print(new_word) if choice == 'l' or choice == 'L': result_l, hit, update_score = game_obj.current_game_choice_l( new_word) current_game_statistics[ 'score'] = current_game_statistics['score'] - update_score string = '' if hit: counter = 0 for i in range(len(result_l)): if result_l[i] == '-': string = string + current_guess[i] elif current_guess[i] == '-': counter += 1 string = string + result_l[i] # current_game_statistics['score'] = current_game_statistics['score'] - update_score else: string = string + current_guess[i] current_guess = string current_game_statistics['status'] = 'playing' print("You have got {:d} hit(s)!\n".format(counter)) print("Current Guess: " + current_guess + "\n \nPlease enter a choice") if current_guess == new_word: print("Letter by Letter!! You have guessed it right!". center(80, '#') + '\n') current_game_statistics['status'] = 'Success' current_game_statistics[ 'score'] = current_game_statistics['score'] + 5 current_guess = '----' database.append(current_game_statistics) game_no = current_game_statistics['game'] new_word = string_obj.get_random_word() new_score = game_obj.get_first_score(new_word) current_game_statistics = { 'game': game_no + 1, 'word': new_word, 'status': 'Started', 'bad_guess': 0, 'missed_letters': 0, 'score': new_score } print(' New Game '.center(80, '#') + "\n") print( 'New Guess: ----\n \nPlease enter a choice to begin the new game' ) else: print("Hard Luck! no match found!") current_game_statistics['status'] = 'playing' current_game_statistics[ 'missed_letters'] = current_game_statistics[ 'missed_letters'] + 1 # current_game_statistics['score'] = current_game_statistics['score'] - update_score elif choice == 'g' or choice == 'G': result_g = game_obj.current_game_choice_g(new_word) if result_g == 'success': print("Yes!!! You have guessed it right!".center(80, '#') + '\n') current_game_statistics['status'] = 'Success' current_guess = '----' database.append(current_game_statistics) game_no = current_game_statistics['game'] new_word = string_obj.get_random_word() new_score = game_obj.get_first_score(new_word) current_game_statistics = { 'game': game_no + 1, 'word': new_word, 'status': 'Started', 'bad_guess': 0, 'missed_letters': 0, 'score': new_score } print(' New Game '.center(80, '#') + "\n") print( 'New Guess: ----\n \nPlease enter a choice to begin the new game' ) else: print("Sorry, Wrong guess!!! Pls. Try again".center( 80, '#') + "\n") current_game_statistics['status'] = 'playing' current_game_statistics[ 'bad_guess'] = current_game_statistics['bad_guess'] + 1 new_score = current_game_statistics['score'] new_score = 0.1 * new_score current_game_statistics[ 'score'] = current_game_statistics['score'] - new_score elif choice == 't' or choice == 'T': print('The word was : ' + new_word + '\n') update_score = game_obj.get_updated_score( new_word, current_guess) current_game_statistics[ 'score'] = current_game_statistics['score'] - update_score current_game_statistics['status'] = 'Gave up' current_guess = '----' database.append(current_game_statistics) game_no = current_game_statistics['game'] new_word = string_obj.get_random_word() new_score = game_obj.get_first_score(new_word) current_game_statistics = { 'game': game_no + 1, 'word': new_word, 'status': 'Started', 'bad_guess': 0, 'missed_letters': 0, 'score': new_score } print(' New Game '.center(80, '#') + "\n") print( 'New Guess: ----\n \nPlease enter a choice to begin the new game' ) elif choice == 'q' or choice == 'Q': if current_game_statistics['status'] == 'playing': print('The word was : ' + new_word + '\n') update_score = game_obj.get_updated_score( new_word, current_guess) current_game_statistics['score'] = current_game_statistics[ 'score'] - update_score current_game_statistics['status'] = 'Quit' database.append(current_game_statistics) print(' Game Overview '.center(80, '#') + '\n') print( "{: >10} {: >10} {: >10} {: >10} {: >15} {: >15}".format(*[ 'Game', 'Word', 'Status', 'Bad Guess', 'Missed Letter', 'Score' ])) print("{: >10} {: >10} {: >10} {: >10} {: >15} {: >15}".format( *['-----', '-----', '-----', '-----', '-----', '-----'])) for data in database: print("{: >10} {: >10} {: >10} {: >10} {: >15} {: >15f}". format(*data.values())) final_score = 0 for data in database: final_score = final_score + data['score'] print('\nFinal Score : {: f}'.format(final_score)) break else: print("\nCurrent Guess: " + current_guess + "\n \nSorry,s Please enter a correct choice")
# Generate screen of game pygame.display.set_caption(constant.game_name) screen = pygame.display.set_mode((screen_width, screen_height)) banner_rect.x = math.ceil(screen.get_width() / 4) banner_rect.y = math.ceil(screen.get_height() / 4 - 100) # Generate button play_button = pygame.image.load('assets/button.png') play_button = pygame.transform.scale(play_button, (400, 150)) play_button_rect = play_button.get_rect() play_button_rect.x = math.ceil(screen.get_width() / 3.33) play_button_rect.y = math.ceil(screen.get_height() / 1.6) game_var = game.Game() while running: # Apply background to game screen.blit(background, (0, -200)) # Start game if is_playing is true if game_var.is_playing: game_var.update(screen) else: screen.blit(play_button, play_button_rect) screen.blit(banner, banner_rect) # Update screen of game pygame.display.flip()
def __init__(self, id): self.id = id self.game_instance = game.Game() self.chatbot = Chatbot() self.chess_instance = chessbot.Game(id) self.last_conversation_lines = list()
#! /bin/env python2 import os, sys sys.path.append(os.path.join(os.path.dirname(__file__),'src')) import game import mode g = game.Game((1280, 720), os.path.join(sys.path[0], 'res')) g.run(mode.AttractMode())
def test_buy_obvious_resources(self): # create some powerplants g = game.Game([self.player, player.Player('asdf')]) self.player.power_plants = g.power_plant_market.visible[:4] self.player.buy_obvious_resources()
def runGUI(layout): """ Runs the GUI. :param layout: """ # Create the Window window = sg.Window(APP_NAME, layout) game = None graph = None # Event Loop to process 'events' and get the 'values' of the inputs while True: event, values = window.read() # If user closes window, close the program if event == sg.WIN_CLOSED: break # If player selects file, update GUI to show file name if event == 'file_path': print('File selected:', values['file_path']) # Show file in GUI window['text_puzzle_name'](os.path.basename(values['file_path'])) # Create game object xml_dict = ag.get_xml_from_path(values['file_path']) game = gm.Game(xml_dict) # Create board in GUI window['graph_board'].erase() graph = BoardGraph(window['graph_board'], game) # Start run the game with given parameters if event == 'button_run': start = time() print('button_run') if values['file_path'] != '': # Disable buttons on GUI while running the search toggle_gui(window, False) # Set game to run game.set_boards_generator(values['combo_search'], values['combo_variable'], values['combo_heuristic']) # Select search, we scarified here generality for performance, since this is the core to the search # and we wanted to avoid unnecessary 'if' statements each iteration if values['checkbox_show_animation']: if values['combo_search'] == 'CSP': run_paths_based_search_with_animation(window, graph, game) else: run_board_based_search_with_animation(window, graph, game) else: if values['combo_search'] == 'CSP': run_paths_based_search_without_animation(window, graph, game) else: run_board_based_search_without_animation(window, graph, game) end = time() print("Running Time ", end - start) window.finalize() window['button_reset'].update(disabled=False) else: print(FILE_NOT_SELECTED_MESSAGE) if event == 'button_reset': game.reset_game() graph.clear_board() window.finalize() toggle_gui(window, True) window['button_reset'].update(disabled=True) if event == 'graph_board': x, y = values["graph_board"] print(f'Clicked on x: {x}\t y: {y}') print(f'Figures in location {window["graph_board"].get_figures_at_location((x, y))}') window.close()
import pygame from pygame import surface from pygame.locals import * screen = pygame.display.set_mode((960, 720), HWSURFACE | DOUBLEBUF) import game disp = surface.Surface((960, 720)) GAME = game.Game(disp, screen) GAME.clock = pygame.time.Clock() GAME.go = True def main(): while GAME.go: GAME.update(dt=float(GAME.clock.tick(30) * 1e-3)) if __name__ == "__main__": main()
def gen_random_game(): return game.Game( [[gen_random_board(), gen_random_board(), gen_random_board()] for _ in range(3)])
def test_init(): game.Game()
import game game.Game.show_help() game.Game.show_top_score() xiaoming = game.Game("xiaoming")
BOX_WIDTH = 70 FPS = 40 font = pygame.font.SysFont(None, 90) screen_width = BOX_WIDTH * 8 screen_icon = pygame.image.load('pieces/images/W_KING.png') display_surface = pygame.display.set_mode((screen_width, screen_width)) pygame.display.set_caption('Chess') pygame.display.set_icon(screen_icon) clock = pygame.time.Clock() player1 = User(PieceColor.WHITE) player2 = SmartBot(PieceColor.BLACK) game = game.Game([player1, player2], BOX_WIDTH) while True: click = None for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: row = math.floor(event.pos[1] / BOX_WIDTH) column = math.floor(event.pos[0] / BOX_WIDTH) click = board.get_box(row, column) text_click = text_select.get_text_select() if text_click: click = text_click
async def handle_request(self, reader, writer): try: addr = writer.get_extra_info('peername') data = await reader.read(4096) message = json.loads(data.decode('utf8')) except EOFError: # Ignore - probably a disconnect print('EOFError') return except ConnectionResetError: print('Connection Reset Error') return except OSError: print('OS Error') return except json.decoder.JSONDecodeError: # Probably empty message return # print('Received Message:', message) reply = self.prepare_message('null') try: id = message['connection_id'] screen_name = message['screen_name'] message_type = message['type'] requested_status = message['requested_status'] client_id = message['client_id'] # print(id, screen_name, message_type) if message['type'] == 'request connection': if id in self.web_players: new = self.web_players[id] print('web player reconnected') else: new = WebPlayer(addr, screen_name, client_id) self.web_players[new.id] = new print('new web player created') reply = self.prepare_message('connected', connection_id=new.id) elif id not in self.web_players: # Recently deleted pass elif message['type'] == 'update player data': if id != 'False': self.web_players[id].screen_name = screen_name self.web_players[id].decklist = message['decklist'] if self.web_players[id].actual_status != 'in_game': self.web_players[id].actual_status = requested_status actual_status = self.web_players[id].actual_status # Purge Duplicate Connections duplicate_connections = [] current_player = self.web_players[id] for id2, p in self.web_players.items(): if p != current_player and p.client_id == current_player.client_id: duplicate_connections.append(id2) for i in duplicate_connections: del self.web_players[i] print('duplicate connection removed') # Check for Opponents if actual_status == 'searching': for id2, p in self.web_players.items(): if id2 != id and p.actual_status == 'searching': print('opponent found') players = [p, current_player] for p in players: p.actual_status = 'in_game' if players[0].game_id == False and players[ 1].game_id == False: game = gm.Game() player_ids = [p.id for p in players] game.setup_game(player_ids) print('game created') for i, p in enumerate(players): p.game_id = game.id game.web_players.append(p) self.games[game.id] = game p.opponent = players[i - 1] game.players[ i].web_player_id = p.id game.players[ i].screen_name = p.screen_name decks = [p.decklist for p in players] # print(decks) game.deal_cards(decks) # Players will be notified of this when they request room info break snapshots = [] if current_player.actual_status == 'in_game': if current_player.game_id: current_game = self.games[current_player.game_id] if 'data' in message: player_actions = message['data'] # if player_actions: # print('server received player actions', player_actions) current_game.single_loop(player_actions) game_player = current_game.players_by_id[ current_player.id] snapshots = [s for s in game_player.snapshots] game_player.snapshots = [] reply = self.prepare_message( 'game_status', actual_status=current_player.actual_status, game_id=current_player.game_id, data=snapshots) elif message['type'] == 'update card data': data = import_card_library( ) # No need for global - reloaded when game starts reply = self.prepare_message('card_data', data=data) elif message['type'] == 'leave room': print('deactivating player') self.web_players[id].connected = False reply = self.prepare_message('leaving successful') print('Player Deactivated') else: print(message) except KeyError: reply = self.prepare_message('bad player id') raise finally: # print('Returning Reply:', reply) writer.write(json.dumps(reply).encode('utf8')) await writer.drain() writer.close()
def startGame(self): g = game.Game(self.c.START)
import game import board import adafruit_trellism4 import adafruit_adxl34x import busio from color_names import * trellis = adafruit_trellism4.TrellisM4Express() trellis.pixels.auto_write = False i2c = busio.I2C(board.ACCELEROMETER_SCL, board.ACCELEROMETER_SDA) accelerometer = adafruit_adxl34x.ADXL345(i2c) the_game = game.Game(trellis, accelerometer) for x in range(8): for y in range(4): if x > 3: trellis.pixels[x, y] = BLUE else: trellis.pixels[x, y] = YELLOW trellis.pixels.show() keys = [] while not keys: keys = trellis.pressed_keys while True: the_game.play(keys[0][0] < 4) # False = key, True = accel
import game if __name__ == "__main__": core_size = 200 window_width_and_height = 700 game = game.Game(core_size, window_width_and_height)
def setUp(self): self.game = game.Game() self.game.player = self.game._create_player(name="TestPlayer") self.game.enemies = characters.Enemies.generate(number_of_enemies=5)
import colorama as cm import player import game import addons if __name__ == "__main__": #init colorama print("\033[2J") cm.init() plyr = player.Player() enemy = addons.Bossenemy() gameBoard = game.Game(plyr,enemy) gameplay=1 while(plyr.getlives() > 0 and gameplay): gameplay = gameBoard.render(plyr,enemy) plyr.move(gameBoard) gameBoard.gameover(plyr)
pygame.init() pygame.mixer.music.load("zombiedashtrack.mp3") pygame.mixer.music.play(-1) gameDisplay = pygame.display.set_mode((800, 600)) pygame.display.set_caption('Zombie Dash') clock = pygame.time.Clock() currentView = "main menu" player1 = login.menu(gameDisplay) multiplayerMenu = game.Game(player1) currentView = main_menu.mainMenu(gameDisplay, player1) while currentView != "quit": if currentView == "main menu": currentView = main_menu.mainMenu(gameDisplay, player1) if currentView == "play": #currentView = main_menu.mainMenu(gameDisplay, player1) selection = map_selection.mapSelect(gameDisplay, player1) if selection != 'main menu': #Play map music
import game g = game.Game() g.start() while (g.loop()): 0
def main(): mem = memory.Memory() img_processor = processor.Processor() env = game.Game() model = dqn.DQN(env) env.play_game(mem, model, img_processor, training_mode=True)