Esempio n. 1
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    def Setup(self):

        self.gameOver = False
        self.gOScreen = pygame.image.load("data/GameOver.png")

        self.gameWon = False
        self.gWScreen = pygame.image.load("data/YouWon.png")

        self.gameStart = True
        self.SplashScreen = pygame.image.load("data/SplashScreen.png")

        self.gui = []

        #On crée un joueur
        joueur = Player.Player("Player", self.engine)

        graine = Graine.Graine("Graine", self.engine)

        file = "data/TestLevel.json"
        self.walls, self.wells = GenLevel(file, self.engine)

        self.gui.append(SeveBar.Seve("Seve", self.engine))

        self.plante = []

        self.mask = pygame.Surface((self.engine.rendu.get_size()))
        pygame.draw.circle(
            self.mask, (255, 255, 255),
            (self.engine.Rlongueur // 2, self.engine.Rlargeur - 24 - 30), 12)
Esempio n. 2
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 def create_player(self, id, ai=True):
     self.create_city()
     self.players.append(Player(id, self.city[-1], ai))
     self.city[-1].player = self.players[-1]
     self.city[-1].check_outputs()
Esempio n. 3
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async def _handle_add_player(ws, **player):
    data.players.append(Player(player))
    await send_all(data)
Esempio n. 4
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def get_or_create_player(session, ctx):
    player = session.query(Player).filter(Player.user_id == ctx.message.author.id, Player.guild_id == ctx.message.server.id).one_or_none()
    if not player:
        player = Player(user_id=ctx.message.author.id, guild_id=ctx.message.server.id, name=ctx.message.author.name)
        session.add(player)
    return player
Esempio n. 5
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    p.deck += ["land"] * 3
    
    # Copy deck into drawpile
    p.drawpile = p.deck.copy()

    # shuffle draw pile
    random.shuffle(p.drawpile)

    # Draw 5 cards
    p.draw_cards(5, main_screen, verbose=False)


### Start of game

# Create player
mainguy = Player()

# Create screen
main_screen = Screen()
main_screen.init_screen()
main_screen.calibration_routine()
main_screen.display_main()

# Start the game as this new dude
start_new_game(mainguy, main_screen)

turns.start_turn(mainguy, main_screen)

main_screen.update_turn_overview(
    mainguy.get_hand_value(), mainguy.actions_left, mainguy.purchases_left, mainguy.bonus_coins,
    mainguy.current_hand_balance + mainguy.bonus_coins - mainguy.amount_spent