def __init__(self):
     pygame.init()
     self.surface = pygame.display.set_mode(
         (world.SCREENWIDTH, world.SCREENHEIGHT))
     pygame.display.set_caption(TITLE)
     self.surface.fill(world.UGLY_PINK)
     self.world_map = Map(MAPFILE, self)
Exemple #2
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def add_resources(the_map: world.Map, food_threshold=0.85, money_threshold=0.15):
    for x, y in itertools.product(range(the_map.width), range(the_map.height)):
        if the_map.get(x, y).is_wall:
            the_noise = mn.simplex_noise_2d(x, y)
            if the_noise > food_threshold:
                the_map.set(FoodTile(), x, y, 0)
            elif the_noise < money_threshold:
                the_map.set(MoneyTile(), x, y, 0)
    return the_map
Exemple #3
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def make_crevasse(the_map: world.Map):
    h = the_map.height
    w = the_map.width
    for y in range(h):
        the_noise = mn.simplex_noise_1d(y, the_map.seed) * (w / 2)  # Output from 0 to width/2
        border = (w - the_noise) / 2.0  # Space on either side of the crevice
        for x in range(w):
            if border < x < w - border:
                the_map.set(CrevasseTile(), x, y, 0)
    return the_map
Exemple #4
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def add_resources(the_map: world.Map,
                  food_threshold=0.85,
                  money_threshold=0.15):
    for x, y in itertools.product(range(the_map.width), range(the_map.height)):
        if the_map.get(x, y).is_wall:
            the_noise = mn.simplex_noise_2d(x, y)
            if the_noise > food_threshold:
                the_map.set(FoodTile(), x, y, 0)
            elif the_noise < money_threshold:
                the_map.set(MoneyTile(), x, y, 0)
    return the_map
Exemple #5
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    def __init__(self,
                 width=640,
                 height=480,
                 map_width=60,
                 map_height=60,
                 map_depth=60):
        # version hints: create GL window with >= OpenGL 3.3 and core profile
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.RESIZABLE, False)
        self.win = glfw.create_window(width, height, 'Viewer', None, None)
        # glfw.maximize_window(self.win)
        # self.add(self.terrain.create())
        # make win's OpenGL context current; no OpenGL calls can happen before
        glfw.make_context_current(self.win)

        # register event handlersVertexProf
        glfw.set_key_callback(self.win, self.on_key)

        # useful message to check OpenGL renderer characteristics
        print(
            'OpenGL',
            GL.glGetString(GL.GL_VERSION).decode() + ', GLSL',
            GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode() +
            ', Renderer',
            GL.glGetString(GL.GL_RENDERER).decode())

        # initialize GL by setting viewport and default render characteristics
        GL.glClearColor(0.1, 0.1, 0.1, 1)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_CULL_FACE)
        # compile and initialize shader programs once globally
        #self.color_shader = Shader(COLOR_VERT, COLOR_FRAG)

        # initially empty list of object to draw
        self.drawables = []
        self.trackball = GLFWTrackball(self.win)
        self.fill_modes = cycle([GL.GL_LINE, GL.GL_POINT, GL.GL_FILL])
        GL.glEnable(GL.GL_DEPTH_TEST)  #Maxime t

        super().__init__()
        #Init du node
        self.x = 0
        self.y = 0
        self.z = 10
        self.terrain = Map(map_width, map_height, map_depth)
        self.add(self.terrain.create())
Exemple #6
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    def __init__(self, save):
        #self.position = (0,0)
        feature_list = {}

        if save is None:
            self.map = Map()
            self.location = 0
Exemple #7
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    def test_get_cell(self):
        m = Map()
        m.add_cell(0, 1)
        m.add_cell(1, 1)

        self.assertIsNotNone(m.get_cell(0, 1))
        self.assertIsNone(m.get_cell(0, 0))

        self.assertIsNotNone(m.get_cell(1, 1))
        self.assertIsNone(m.get_cell(1, 0))
class Game():
    def __init__(self):
        pygame.init()
        self.surface = pygame.display.set_mode(
            (world.SCREENWIDTH, world.SCREENHEIGHT))
        pygame.display.set_caption(TITLE)
        self.surface.fill(world.UGLY_PINK)
        self.world_map = Map(MAPFILE, self)

    def _get_decision(self):
        d = ['above', 'below', 'right', 'left']
        ran = randint(0, 3)
        return d[ran]

    def next_turn(self):
        # --------- Read patterns -------------
        # read tiles from left to right, top to bottom.
        self.world_map.examine_world()
        # -------- decision -----------------
        self.world_map.decide()

    def draw(self):
        self.world_map.draw()

    def game_loop(self):
        print("===== BEGIN WHILE LOOP ========")
        while True:
            # print("begin while loop")
            for event in pygame.event.get():
                # print("inside pygame.event.get()")
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == pygame.KEYDOWN:
                    print("inside pygame.KEYDOWN")
                    if event.key == pygame.K_ESCAPE:
                        pygame.quit()
                        sys.exit()
                    if event.key == pygame.K_t:
                        print("before next turn")
                        mygame.next_turn()
                        print("after next turn")
            mygame.next_turn()
            mygame.draw()
            pygame.display.update()
            time.sleep(1)
        print("===== END WHILE LOOP ========")
Exemple #9
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def add_forts(the_map: world.Map, food_range=4, money_range=4, fort_range=6):
    max_range = max(food_range, money_range, fort_range)
    for x, y in itertools.product(range(the_map.width), range(the_map.height)):
        if not the_map.get(x, y).is_wall:
            food = 0
            money = 0
            fort = 0
            for ox, oy in itertools.product(get_safe_range(x, the_map.width, max_range),
                                            get_safe_range(y, the_map.height, max_range)):
                if max(abs(ox - x), abs(oy - y)) <= food_range and \
                        isinstance(the_map.get(ox, oy), resource.FoodTile().__class__):
                    food += 1
                if max(abs(ox - x), abs(oy - y)) <= money_range and \
                        isinstance(the_map.get(ox, oy), resource.MoneyTile().__class__):
                    money += 1
                if max(abs(ox - x), abs(oy - y)) <= fort_range and \
                        isinstance(the_map.get(ox, oy), FortTile().__class__):
                    fort += 1
            if not fort and money > 2 and food > 2 and food + money > 5:
                the_map.set(FortTile(), x, y, 0)

    return the_map
Exemple #10
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def add_forts(the_map: world.Map, food_range=4, money_range=4, fort_range=6):
    max_range = max(food_range, money_range, fort_range)
    for x, y in itertools.product(range(the_map.width), range(the_map.height)):
        if not the_map.get(x, y).is_wall:
            food = 0
            money = 0
            fort = 0
            for ox, oy in itertools.product(
                    get_safe_range(x, the_map.width, max_range),
                    get_safe_range(y, the_map.height, max_range)):
                if max(abs(ox - x), abs(oy - y)) <= food_range and \
                        isinstance(the_map.get(ox, oy), resource.FoodTile().__class__):
                    food += 1
                if max(abs(ox - x), abs(oy - y)) <= money_range and \
                        isinstance(the_map.get(ox, oy), resource.MoneyTile().__class__):
                    money += 1
                if max(abs(ox - x), abs(oy - y)) <= fort_range and \
                        isinstance(the_map.get(ox, oy), FortTile().__class__):
                    fort += 1
            if not fort and money > 2 and food > 2 and food + money > 5:
                the_map.set(FortTile(), x, y, 0)

    return the_map
Exemple #11
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class Viewer(Node):
    """ GLFW viewer window, with classic initialization & graphics loop """
    def __init__(self,
                 width=640,
                 height=480,
                 map_width=60,
                 map_height=60,
                 map_depth=60):
        # version hints: create GL window with >= OpenGL 3.3 and core profile
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.RESIZABLE, False)
        self.win = glfw.create_window(width, height, 'Viewer', None, None)
        # glfw.maximize_window(self.win)
        # self.add(self.terrain.create())
        # make win's OpenGL context current; no OpenGL calls can happen before
        glfw.make_context_current(self.win)

        # register event handlersVertexProf
        glfw.set_key_callback(self.win, self.on_key)

        # useful message to check OpenGL renderer characteristics
        print(
            'OpenGL',
            GL.glGetString(GL.GL_VERSION).decode() + ', GLSL',
            GL.glGetString(GL.GL_SHADING_LANGUAGE_VERSION).decode() +
            ', Renderer',
            GL.glGetString(GL.GL_RENDERER).decode())

        # initialize GL by setting viewport and default render characteristics
        GL.glClearColor(0.1, 0.1, 0.1, 1)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glEnable(GL.GL_CULL_FACE)
        # compile and initialize shader programs once globally
        #self.color_shader = Shader(COLOR_VERT, COLOR_FRAG)

        # initially empty list of object to draw
        self.drawables = []
        self.trackball = GLFWTrackball(self.win)
        self.fill_modes = cycle([GL.GL_LINE, GL.GL_POINT, GL.GL_FILL])
        GL.glEnable(GL.GL_DEPTH_TEST)  #Maxime t

        super().__init__()
        #Init du node
        self.x = 0
        self.y = 0
        self.z = 10
        self.terrain = Map(map_width, map_height, map_depth)
        self.add(self.terrain.create())

    def run(self):
        """ Main render loop for this OpenGL window """
        while not glfw.window_should_close(self.win):
            # clear draw buffer
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
            # draw our scene objects
            projection = self.trackball.projection_matrix(
                glfw.get_window_size(self.win))
            view = self.trackball.view_matrix()
            model = identity()
            # NodeStorage.get("cube1")
            super().draw(projection, view, model, win=self.win)

            # flush render commands, and swap draw buffers
            glfw.swap_buffers(self.win)

            # Poll for and process events
            glfw.poll_events()

    def on_key(self, _win, key, _scancode, action, _mods):
        """ 'Q' or 'Escape' quits """
        if action == glfw.PRESS or action == glfw.REPEAT:
            if key == glfw.KEY_ESCAPE:
                glfw.set_window_should_close(self.win, True)
            if key == glfw.KEY_Z:  #W
                GL.glPolygonMode(GL.GL_FRONT_AND_BACK, next(self.fill_modes))
            if key == glfw.KEY_O:
                NodeStorage.get("player").reset_time()
            if key == glfw.KEY_W:
                self.trackball.translate_easy(0, 0, 1)
            if key == glfw.KEY_S:
                self.trackball.translate_easy(0, 0, -1)
            if key == glfw.KEY_DOWN:
                self.trackball.translate_easy(0, 1, 0)
            if key == glfw.KEY_UP:
                self.trackball.translate_easy(0, -1, 0)
            if key == glfw.KEY_A:
                self.trackball.rotate_easy((0, 1, 0), -2)
            if key == glfw.KEY_D:
                self.trackball.rotate_easy((0, 1, 0), 2)
            if key == glfw.KEY_LEFT:
                self.trackball.rotate_easy((1, 0, 0), -2)
            if key == glfw.KEY_RIGHT:
                self.trackball.rotate_easy((1, 0, 0), 2)
            if key == glfw.KEY_N:
                self.trackball.reset_rotation()
            if key == glfw.KEY_M:
                self.trackball.reset_hard()
            if key == glfw.KEY_Y:
                NodeStorage.get("player_node").translate(0, 0, -1)
                self.terrain.elevate(NodeStorage.get("player_node"))
                NodeStorage.get("player").reset_time()
            if key == glfw.KEY_G:
                NodeStorage.get("player_node").translate(-1, 0, 0)
                self.terrain.elevate(NodeStorage.get("player_node"))
                NodeStorage.get("player").reset_time()
            if key == glfw.KEY_H:
                NodeStorage.get("player_node").translate(0, 0, 1)
                self.terrain.elevate(NodeStorage.get("player_node"))
                NodeStorage.get("player").reset_time()
            if key == glfw.KEY_J:
                NodeStorage.get("player_node").translate(1, 0, 0)
                self.terrain.elevate(NodeStorage.get("player_node"))
                NodeStorage.get("player").reset_time()

    def set_terrain(self, terrain):
        """
            Set the terrain
            Warning : do immediately after the initialization.
            Not before because to create the map we need first to create
            the viewer
        """
        self.terrain = terrain
Exemple #12
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def drawscreen():
    screen.fill((173, 173, 173))
    for tile in level:
        tile.draw_tile(screen)
    player.playerdraw(screen)
    for i in slimelist:
        i.draw(screen)
    pygame.display.flip()


#Screen 1
overworld1_spritesheet = Spritesheet('src/assets/temp/texturepack.png')
sheet_items = [('grass0000.png', 1), ('sand0000.png', 0)]

level = Map("src/assets/temp/level1.csv")
level = level.create_map()
level = make_tile_map(level, 32, overworld1_spritesheet, sheet_items)

player = character.Player(224, 0)
slimelist = [enemies.BlueSlime(540, 540), enemies.BlueSlime(400, 780)]

#sound.beta_soundtrack()

while True:
    clock.tick(30)
    pygame.display.set_caption(
        f"{player.rect.x}, {player.rect.y} - {player.health}")
    player.update(level)
    player.check_collision_enemy(slimelist)
    for action in pygame.event.get():
        while True:
            self.step_count += 1
            if self.advance_by(
                self.speed, noisy=False,
                checker=lambda r, dx, dy:
                not maze.segment_is_intersecting_walls(
                    r.x, r.y, r.x+dx, r.y+dy)):
                break
            # Bumped into something or too long in same direction,
            # chose random new direction
            # print('self.chose_random_direction()')
            self.chose_random_direction()

# ------------------------------------------------------------------------

world = Map('dfki-2nd-floor.json')
world.draw()

db = Database()

all_loc_docs = db.view_result("all_location_documents_from_reckonme/")
all_loc_docs = all_loc_docs[['2014-02-26']:]

reckonme_location_data = {}

for row in all_loc_docs:
    data = {k: v for k, v in db[row.id].iteritems()}
    if row.key[1] not in reckonme_location_data:
        reckonme_location_data[row.key[1]] = [data]
    else:
        reckonme_location_data[row.key[1]].append(data)
Exemple #14
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 def test_add_cell(self):
     m = Map()
     m.add_cell(0, 0)
     self.assertIsNotNone(m.cells[0])
     pass
    text2 = font.render("GAME ROUND:%d, STEP:%d"%(GAME_ROUND, STEP), 1, (255,255,0))

    screen.blit(text1, (250,5))
    screen.blit(text2, (250,25))
    if flip:
        pygame.display.flip()
    #print airship_rot.

def draw_strategy(themap):
    # draws arrow showing wind direciton
    windarrow = themap.get_windsurface(scale=SCALE2)
    screen.blit(windarrow, (25, 500))
    pygame.display.flip()


world_map = Map("dublin.jpg", "windarrow.png", (1,1), windspeed=0.1, wind_direction=2*math.pi*random())
airship1 = Airship('airship.png', position=world_map.position)
airship2 = Airship('Flecheairship.png', position=world_map.position+Vector(0,100))
airship3 = Airship('Vleermuisairship.png', position=world_map.position-Vector(0,100))
vessels = [airship1, airship2, airship3]

font = pygame.font.Font(None, 36)
blips = []
mapcenter = MAP_CENTER
#delta_pos = Vector(0,0)
GAME_ROUND = 0
STEP = 0
draw_action(screen, vessels)


# GUI stuff