def __init__(self, map_name): # Local copy of Player self._players = {} self._map = Map(map_name) self._player_height = 20 self._player_width = 10 self._player_color = 'red'
def _create_game(self, num_of_players, clients): start_positions = {2: [], 3: [], 4: []} for key, arr in start_positions.items(): arr.extend([int(i * (MAP_W / key)) for i in range(key)]) game_map = Map(MAP_W, MAP_H, True) game = { 'clients': [], 'positions': start_positions[num_of_players], 'positions_y': [], 'mutex': Lock(), 'num_of_players': num_of_players, 'collision_map': game_map.collision_noise, 'health': [100 for x in range(num_of_players)], 'last_explode_time': 0.0, 'map': game_map, 'clock': 0.0, 'finished': False, 'turn': 0 } for client in clients: game['clients'].append(client) join_game_req = { 'action': REQUEST.JOIN_GAME, 'map': zlib.compress(bson.dumps({'data': game['collision_map']}), 7), 'tank_id': clients.index(client), 'start_x': start_positions[num_of_players] } client.send(bson.dumps(join_game_req)) game['map'].create_map(game['collision_map']) client_invalid_request = False for client in clients: data = client.recv() if data['action'] != REQUEST.JOIN_GAME: client_invalid_request = True for pos_x in game['positions']: game['positions_y'].append(game['map'].get_height(pos_x)) if client_invalid_request: for client in clients: self.clients_lock.acquire() self.clients.remove(client) self.clients_lock.release() client.close() return self.games.append(game) for x in range(num_of_players): self.game_players[clients[x]] = self.games[len(self.games) - 1] self._send_change_turn_req(game)
def parse_map(json_object: dict) -> Map: res = Map() m = json_object["map"] MapLoader.parse_nodes(res, m["nodes"]) MapLoader.parse_paths(res, m["paths"]) return res
def __init__(self,interface, socket_to_server): self.isharvest = False self.isfighting = False self.spells = Spells(interface) self.map = Map(interface) self.interface = interface self.socket_to_server = socket_to_server self.deplacement = Deplacement(self.socket_to_server) self.entity = None
def main(): game_map = Map(15, 15) while True: game_map.draw() game_map.next_move() c = raw_input() if c == "x": break
def loadLevel(self, file): self.pressed = [] for key in pygame.key.get_pressed(): self.pressed.append( False ) if file in self.loaded_maps: self.current_map = self.loaded_maps[file] self.current_map.reset() else: self.current_map = Map(file, self.screen, self) self.loaded_maps[file] = self.current_map self.current_map.intialize()
def _load_map(self, screen): """ Load the map :param screen: pygame.Screen object """ # Wait for map to be loaded on blind and sent here while not self.server.map: self.server.listen() map_path = self.server.map # Load the map self.map = Map(self, screen, map_path, self.server.map_timer) self.map.draw_static_sprites() super(GameGuide, self)._load_map(screen)
def _load_map(self, screen): """ Search for the map in the ./map/map_order.xml file and load it in the game. Then we send the map to the guide :param screen: .Screen object """ if not self.map_path: map_name = self.search_map() self.map_path = "../map/%s" % map_name self.client.send_new_map(self.map_path, self.get_map_timer()) # Load the map self.map = Map(self, screen, self.map_path, self.get_map_timer(), blind=True) self.map.draw_static_sprites() super(GameBlind, self)._load_map(screen)
def __init__(self): SCREEN_WIDTH, SCREEN_HEIGHT = 96, 54 VIEW_WIDTH, VIEW_HEIGHT = 70, 36 self.gamestate = Gamestates.PLAYER_ROUND self.map = Map(96, 54) xo, yo = self.map.generate_map(6, 10, 30) # Systems self.input = InputHandler() self.camera = CameraSystem(xo, yo, VIEW_WIDTH, VIEW_HEIGHT, 2) self.window = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, VIEW_WIDTH, VIEW_HEIGHT) self.render = RenderSystem(self.window.map_con) self.ai = RandomAI() self.fov = FOVSystem() self.movement = BasicMovementSystem() self.cmd = CommandHandler(self) self.update_observers() self.current_control_index = 0
def load_in_to_class(self): ''' DataFrame: ''' self.dataSource = {} connection = dataSource.Database().get_connection() cursor = connection.cursor(dictionary=True) try: cursor.execute('SELECT * FROM maps;') data = cursor.fetchall() for result in data: try: mapData = Map( result['id'], result['date'], result['width'], result['heigth'], result['key'], result['places'], result['mapData'], result['cells'], result['monsters'], result['mappos'], result['numgroup'], result['fixSize'], result['minSize'], result['maxSize'], result['cases'], result['forbidden'], ) self.dataSource[result['id']] = mapData except Exception as Error: self.log.warning( 'maps_data.py - maps:{} can\'t be loaded'.format( str(result['id']))) self.log.warning(Error) except Exception as Error: self.log.warning('map_data.py - Can\'t load table accounts') self.log.warning(str(Error)) finally: cursor.close() connection.close()
def connect(self): # Try until the connection is up connected = False while not connected: try: requests.get(self._url) connected = True except: pass print(f'Connected to {self._url}') # Kick all other players #self.post('kick_all') response_json = self.post('add_player') # return {'rez': 'success', 'map_name': self._map.map_name, 'new_name': player_name} self._name = response_json['new_name'] self._map = Map(response_json['map_name']) print(f'Name is {self._name}') print(f'Playing on map {self._map.map_name}')
def handle(self, max_lat, max_lng, seed, points, hill_noise, heights_map_width, *args, **options): if seed is None: seed = int(random.random() * 10000) print('seed = %s' % seed) map_obj = Map(seed, [ generators.points.RelaxedPoints(points_number=points).generate, generators.graph.VoronoiGraph().generate, generators.graph.VoronoiGraph().imporove_corners, generators.land.SimplexIsland().generate, generators.elevation.FromCoast().generate, generators.rivers.RandomRiver().generate, generators.biomes.Moisture().generate, generators.regions.HexGrid().generate, exports.ModelExporter( Biome, River, Region, City, max_lat=max_lat, max_lng=max_lng).export, exports.GeoTiffExporter(max_lat, max_lng, heights_map_width, hill_noise).export, # renderers.RegionRenderer().render, ]) map_obj.generate()
def __init__(self): self.runDisplay = Display("mapaReducido.tmx") self.win = self.runDisplay.displayWindow self.map = Map(self.runDisplay.map.gameMap.tilewidth, self.runDisplay.map.gameMap.tileheight, self.runDisplay.map.walkableTiles, self.runDisplay.map.zones) self.peoples = [ Worker(5, 2, self.map), Worker(10, 4, self.map), Worker(6, 4, self.map), Worker(1, 4, self.map), Customer(36, 2, self.map), Customer(37, 2, self.map), Customer(36, 3, self.map) ] #self.peoples = [Worker(5,2,self.map)] self.tasks = deque([]) self.objects = deque([]) self.tasks_doing = deque([])
def __init__(self): super(MapLoaderHandler, self).__init__() self.map = Map()
def get_map_test_1(): locations = generate_random_sample(CIDADES_ALAGOAS, **COORDINATES_MAP_TEST_1) return Map(locations, **COORDINATES_MAP_TEST_1)
#! -*- coding: utf-8 -*- ''' Created on Jan 25, 2018 @author: Jesús Molina ''' from tittleScreen.tittleScreen import TittleScreen from map.map import Map if __name__ == '__main__': tittle = TittleScreen() tittle.startScreen() myMap = Map() myMap.generateMap()
from terrain.terrain_type import * from characters.soldier import Soldier from characters.jedi import Jedi from characters.clan import Clan from army.army import Army from map.map import Map from map.field import * from characters.character_type import CharacterType from army.army_deploy import ArmyDeploy m = Map(400, 400) m.assign_type(TerrainType.FOREST) # print(m) deploy = ArmyDeploy.DOWN_DIAGONAL rsize = 5000 bsize = 1000 a = Army(Clan.BLUE) a.army_type = CharacterType.T_REX # a.deploy = ArmyDeploy.HORIZONTAL a.deploy = deploy a.createArmy(bsize) b = Army(Clan.RED) b.army_type = CharacterType.JEDI_KNIGHT b.deploy = deploy b.createArmy(rsize) launch(m, a, b)
def load_map(self, map_file): self.game.map = game_map = Map(map_settings=map_file) self.game.pathfinder = Pathfinder(game_map)
from terrain.terrain_type import * from characters.soldier import Soldier from characters.jedi import Jedi from characters.clan import Clan from army.army import Army from map.map import Map from map.field import * from characters.character_type import CharacterType from army.army_deploy import ArmyDeploy m = Map(500, 500) m.assign_type(TerrainType.FOREST) # print(m) deploy = ArmyDeploy.SQUARE sizeBlue = 1000 sizeRed = 1000 a = Army(Clan.BLUE) a.army_type = CharacterType.SOLDIER # a.deploy = ArmyDeploy.HORIZONTAL a.deploy = deploy a.createArmy(sizeBlue) b = Army(Clan.RED) b.army_type = CharacterType.JEDI_KNIGHT b.deploy = deploy b.createArmy(sizeRed) launch(m, a, b)