Esempio n. 1
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 def __init__(self, game: Game, process, owner):
     Gun.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.POWERGUN_BULLET_ANIMATION),
         createRectangleBodyTemplate(b2_dynamicBody, 30, 30,
                                     gravityScale=0),
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.POWERGUN_ANIMATION), {
                 "bulletSpeed":
                 80,
                 "bulletType":
                 "TwoDirectionExplode",
                 "bulletPower":
                 30,
                 "ExplodeTime":
                 0.4,
                 "ExplodeDamage":
                 2,
                 "ExplodeSize":
                 65,
                 "ExplodeAnimation":
                 game.getTextureManager().getAnimationPack(
                     AnimationPackInfo.POWER_EXPLODE_BULLET_ANIMATION)
             }, owner, "Player", POWER_AMMO)
     self.cooldown = 1
Esempio n. 2
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def threaded(conn, addr):
    try:
        with conn:
            num_wins = 0
            for i in range(NUM_GAMES):
                # TODO: Doc
                game = Game(SemiRandomAgent, HumanAgent)
                try:
                    try:
                        winner = Game.play_game(game, conn, addr)
                        if winner >= 0:
                            num_wins += 1
                        print('{}:{} : {}/{}'.format(addr[0], addr[1],
                                                     num_wins, NUM_GAMES))
                        conn.sendall(encoded('{}/{}'.format(num_wins, i + 1)))
                    except InvalidActionError:
                        print('{}:{} : Invalid action'.format(
                            addr[0], addr[1]))
                        conn.sendall(encoded('Invalid action !'))
                        break
                except ConnectionResetError:
                    print('{}:{} : Connection Reset'.format(addr[0], addr[1]))
                    break

            if num_wins > WIN_FLAG:
                conn.sendall(encoded(FLAG))
            else:
                conn.sendall(encoded('No flag for you !'))
    except socket.timeout:
        print('{}:{} : Socket timeout'.format(addr[0], addr[1]))
    except:
        e = sys.exc_info()[0]
        print(e, 'happened')
    exit()
def run_random_vs_random_max():
    winners = []
    board_length = 8
    action_space = (board_length, board_length, board_length, board_length)
    agent_one = RandomAgentWithMaxValue((board_length, board_length),
                                        action_space, "One", "up")
    agent_two = RandomAgent((board_length, board_length), action_space, "Two",
                            "down")
    iterations = 1000
    for i in range(iterations):
        board = Board(board_length=8)
        game = Game(agent_one=agent_one, agent_two=agent_two, board=board)
        game.play(verbose=False)
        winners += [game.winner]
        if (i % 5000 == 0 and i > 0) or iterations - 1 == i:
            victories_player_two = 0
            victories_player_one = 0
            for winner in winners:
                if winner == "One":
                    victories_player_one += 1
                if winner == "Two":
                    victories_player_two += 1

            logging.info("Player One: {}".format(str(victories_player_one)))
            logging.info("Player Two: {}".format(str(victories_player_two)))
            logging.info("Mean Rewards Agent One: {}".format(
                agent_one.moving_average_rewards[-1]))
            logging.info("Mean Rewards Agent Two: {}".format(
                agent_two.moving_average_rewards[-1]))  #
def run_sarsa_vs_qlearning():
    winners = []
    board_length = 8
    action_space = (board_length, board_length, board_length, board_length)

    agent_one = QLearningAgent((board_length, board_length), action_space,
                               "qlearning", "up", 0.0, 250000000, 10000000)
    agent_two = SARSAAgent((board_length, board_length), action_space, "sarsa",
                           "down", 0.0, 25000000, 10000000)
    iterations = 10000
    for i in range(iterations):
        board = Board(board_length=8)
        game = Game(agent_one=agent_one, agent_two=agent_two, board=board)
        game.play(verbose=False)
        winners += [game.winner]
        agent_one.epsilon *= 0.9999
        agent_two.epsilon *= 0.9999
        if (i % 5000 == 0 and i > 0) or iterations - 1 == i:
            victories_player_two = 0
            victories_player_one = 0
            for winner in winners:
                if winner == "qlearning":
                    victories_player_one += 1
                if winner == "sarsa":
                    victories_player_two += 1

            logging.info("Player One: {}".format(str(victories_player_one)))
            logging.info("Player Two: {}".format(str(victories_player_two)))
            logging.info("Mean Rewards Agent One: {}".format(
                agent_one.moving_average_rewards[-1]))
            logging.info("Mean Rewards Agent Two: {}".format(
                agent_two.moving_average_rewards[-1]))
def run_a2c_vs_random():
    winners = []
    board_length = 8
    action_space = (board_length, board_length, board_length, board_length)

    agent_one = A2C((board_length, board_length), action_space, "a3c", "up",
                    1.0, 2000, 100000)
    agent_two = RandomAgent((board_length, board_length),
                            (board_length, board_length), "Two", "down")
    iterations = 200000
    for i in range(iterations):
        board = Board(board_length=8)
        game = Game(agent_one=agent_one, agent_two=agent_two, board=board)
        game.play(verbose=False)
        winners += [game.winner]
        agent_one.epsilon *= 0.99999
        if (i % 5000 == 0 and i > 0) or (iterations - 1 == i):
            victories_player_two = 0
            victories_player_one = 0
            for winner in winners:
                if winner == "a3c":
                    victories_player_one += 1
                if winner == "Two":
                    victories_player_two += 1
            logging.info("Current epsilon: {}".format(agent_one.epsilon))
            logging.info("Player One: {}".format(str(victories_player_one)))
            logging.info("Player Two: {}".format(str(victories_player_two)))
            logging.info("Mean Rewards Agent One: {}".format(
                agent_one.moving_average_rewards[-1]))
            logging.info("Mean Rewards Agent Two: {}".format(
                agent_two.moving_average_rewards[-1]))
Esempio n. 6
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def start_game_auto(colors: int, layers: int, solver, rnd_init=None):
    game = Game(colors, layers, rnd_init)
    turn = 1
    print(f"Solver '{solver.to_string()}' will try to solve the puzzle now!")
    while True:
        print(f"Turn {turn}")
        show_current_state(game.containers)
        while True:
            try:
                check_input_for_exit(
                    "Press ENTER to continue or type 'exit' to exit")
                (source, dest) = solver.next_move(game.containers)
                print(f"Where to take from?\t{source}")
                print(f"Where to put to?\t{dest}")
            except ForceQuit:
                result = Status.exit
                break
            except SolverStuck:
                print("Solver can't find moves that would lead to a new state")
                result = Status.exit
                break
            result = game.next_turn(source, dest)
            if result != Status.impossible:
                break
            print("Impossible move")
        if result != Status.next:
            break
        turn = turn + 1
        print("")
    show_current_state(game.containers)
    end_game(result, turn)
Esempio n. 7
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 def __init__(self, game: Game, process, owner):
     Gun.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.POISONGUN_BULLET_ANIMATION),
         createRectangleBodyTemplate(b2_dynamicBody, 10, 10),
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.POISONGUN_ANIMATION), {
                 "bulletSpeed":
                 40,
                 "bulletType":
                 "BallisticExplode",
                 "bulletPower":
                 20,
                 "ExplodeTime":
                 5.0,
                 "ExplodeDamage":
                 0.2,
                 "ExplodeSize":
                 110,
                 "ExplodeAnimation":
                 game.getTextureManager().getAnimationPack(
                     AnimationPackInfo.POISONEXPLODE_ANIMATION)
             }, owner, "Player", POISON_AMMO)
     self.cooldown = 0.7
Esempio n. 8
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    def __init__(self, game: Game, process, x, y, player: Player):
        self.__animation = game.getTextureManager().getAnimation(AnimationInfo.BASE_ANIMATION)
        self.__animation.scale2x()
        self.__animation.play()
        self.__light = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.LIGHT_BASE))
        self.__badBase = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.BAD_BASE))
        self.__turnedOn = False
        self.__player = player
        self.__rect = rectFromSize(x, y, *self.__light.get_size())

        self.__path = []
        self.__originalPath = []
        self.__movingTo = b2Vec2(0, 0)
        self.__pos = b2Vec2(x, y)
        self.__speed = BASE_SPEED

        self.__healCooldown = HEAL_COOLDOWN
        self.__sinceLastHeal = self.__healCooldown
        self.__ammoCooldown = AMMO_COOLDOWN
        self.__sinceLastAmmo = self.__ammoCooldown

        self.__sinceLastDisappear = 0
        self.__disappearMoment = BASE_DISAPPEAR_TIME
        self.__appearMoment = self.__disappearMoment + BASE_APPEAR_TIME

        self.__lowerPlatform = BasePlatform(game, process, x, y)
        self.__upperPlatform = BasePlatform(game, process, x,
                                            y + self.__light.get_size()[1] - self.__lowerPlatform.getAABB().h)
Esempio n. 9
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 def _fire(self):
     self.setPos()
     mousePos = pygame.mouse.get_pos()
     bullet = self.bullet
     bullet.move(mousePos, self.speed)
     Game.addSprite("bullets", bullet)
     
Esempio n. 10
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    def run(self):
        # Main game loop
        while not self.done:

            if not self.menu.game_started:
                # Process events (keystrokes, mouse clicks, etc)
                self.done = self.menu.process_events()

                # Draw the current frame
                self.menu.display_frame(self.screen)
            else:
                if self.game == None:
                    self.game = Game(self.menu.player_attributes)

                # Process events (keystrokes, mouse clicks, etc)
                self.done = self.game.process_events()

                # If game is over and players select to go to menu
                if self.game.menu_selected:
                    self.game = None
                    self.menu.return_to_player_selection()
                    continue

                # # Update object positions, check for collisions
                self.game.run_logic()

                # Draw the current frame
                self.game.display_frame(self.screen)

            # Pause for the next frame
            self.clock.tick(FPS)

        # Close window and exit
        pygame.quit()
Esempio n. 11
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def fix_broken_times(err_file):

    with open(err_file, 'r') as f:
        for line in f:
            matches = re.findall('\([\d]+\)', line)
            if matches and matches != []:
                ids = map(lambda x: int(x.replace('(', '').replace(')', '')),
                          matches)
                player_id, game_id = ids[0], ids[1]
                player = Player(player_id)
                game = Game(game_id)
                print(
                    'Calculating time on court for {} ({}) in {} ({})'.format(
                        player, player.id, game, game.id))
                time_on_court = player.time_on_court(game, recompute=True)
                computed_minutes = compute_ts_length(time_on_court,
                                                     unit='minutes')
                boxscore_minutes = game.player_boxscore(
                    player)['totalSecondsPlayed'] / 60.0
                if not abs(computed_minutes - boxscore_minutes) <= 1.0:
                    print('In computing playing time for {} ({}) in {} ({}):'.
                          format(player, player.id, game, game.id),
                          file=sys.stderr)
                    print(
                        'Discrepancy between computed time: {0:2.2f}, and boxscore time: {1:2.2f}'
                        .format(computed_minutes, boxscore_minutes),
                        file=sys.stderr)
                else:
                    print('{} played {} minutes in {}'.format(
                        player, round(computed_minutes, 3), game))
Esempio n. 12
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def fix_broken_times_json(err_file):

    data = json.load(open(err_file, 'r'))

    fixes = data['fixes']

    for fix in fixes:
        game_id = fix['game_id']
        game = Game(game_id)
        player_id = fix['player_id']
        player = Player(player_id)
        time_data = [(dt.timedelta(seconds=t['start']),
                      dt.timedelta(seconds=t['end'])) for t in fix['times']]
        print('Updating playing time for {} ({}) in {} ({})'.format(
            player, player.id, game, game.id))
        player.save_timestream(game, time_data)
        #print(compute_ts_length(time_data, unit='minutes'))
        boxscore_minutes = game.player_boxscore(
            player)['total_seconds_played'] / 60.0
        computed_minutes = compute_ts_length(player.time_on_court(
            game, recompute=False),
                                             unit='minutes')

        if not abs(computed_minutes - boxscore_minutes) <= 0.5:
            err = colored(
                'Discrepancy between computed time: {0: 2.2f} and boxscore time: {1:2.2f}'
                .format(computed_minutes, boxscore_minutes), 'red')
            print(err)
        else:
            print('{} played {} minutes in {}'.format(
                player, round(computed_minutes, 3), game))
Esempio n. 13
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    def run(self):
        run = True
        while run:
            for event in pygame.event.get():
                # Izhod iz programa, če pritisnemo križec
                if event.type == pygame.QUIT:
                    run = False

                if event.type == pygame.MOUSEBUTTONUP:
                    # check if hit start btn
                    x, y = pygame.mouse.get_pos()

                    if self.btn[0] <= x <= self.btn[0] + self.btn[2]:
                        if self.btn[1] <= y <= self.btn[1] + self.btn[3]:
                            igralec = Login(self.win).run()
                            game = Game(self.win, 0, self.music, self.sound,
                                        igralec)
                            game.run()
                            if self.music:
                                self.play()
                    if x > 50 and x < 200 and y > 50 and y < 200:
                        if self.music:
                            pygame.mixer.music.pause()
                        else:
                            pygame.mixer.music.unpause()
                            if not pygame.mixer.get_busy():
                                self.play()
                        self.music = not self.music
                    if x > 250 and x < 400 and y > 50 and y < 200:
                        self.sound = not self.sound
                if event.type == pygame.MOUSEBUTTONDOWN:
                    x, y = pygame.mouse.get_pos()
                    if x > 1200 and x < 1350 and y > 50 and y < 200:
                        LeaderBoard(self.win).run()
            self.draw()
Esempio n. 14
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 def __init__(self, game: Game, process, owner):
     Gun.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.GRAVITYGUN_BULLET_ANIMATION),
         createRectangleBodyTemplate(b2_dynamicBody, 1, 1, gravityScale=0),
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.GRAVITYGUN_ANIMATION), {
                 "bulletSpeed":
                 80,
                 "bulletType":
                 "Gravity",
                 "bulletPower":
                 0,
                 "ExplodeTime":
                 0.2,
                 "ExplodeDamage":
                 0,
                 "ExplodeSize":
                 150,
                 "ExplodeAnimation":
                 game.getTextureManager().getAnimationPack(
                     AnimationPackInfo.GRAVITY_EXPLODE_BULLET_ANIMATION)
             }, owner, "Player", GRAVI_AMMO)
     self.cooldown = 0.5
Esempio n. 15
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 def __init__(self):
     super().__init__(width=Gui.WINDOW_WIDTH, height=Gui.WINDOW_HEIGHT)
     self.__game = Game(Gui.BOARD_SIZE, Gui.BOARD_SIZE)
     self.__gui = DrawChess(self.__game.board_size(), self.WHITE_PIECE_COLOR, self.BLACK_PIECE_COLOR,
                            self.WHITE_TILE_COLOR, self.BLACK_TILE_COLOR, self.CAPTURE_COLOR, self.TILE_SIZE,
                            self.PIECE_SIZE, self.CAPTURE_PIECE, self.CAPTURE_SIZE,
                            self.width, self.height)
     self.__current_pos = None
Esempio n. 16
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 def predict(self, game: Game, player: Player):
     actions = []
     e_x, e_y = game.get_closest_enemy_location(player.location[0], player.location[1], player.team_id)
     actions.append((ATTACK_CLOSEST_TARGET, self.distance((e_x, e_y), player.location)))
     r_x, r_y = game.get_nearest_resource_index(player.location[0], player.location[1])
     actions.append((HARVEST_CLOSEST_RESOURCE, self.distance((r_x, r_y), player.location)))
     b_x, b_y = game.get_enemy_base(player.team_id)
     actions.append((ATTACK_BASE, self.distance((b_x, b_y), player.location)))
     return min(actions, key=lambda x: x[1])[0]
Esempio n. 17
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 def test_game_update(self):
     game = Game()
     
     game.world.update = MagicMock()
     game.player.update = MagicMock()
     
     game.update(dt=1)
     
     game.world.update.assert_called_once_with(dt=1)
     game.player.update.assert_called_once_with(dt=1)
Esempio n. 18
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 def __init__(self, game: Game, process, owner):
     Gun.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.BALLISTICGUN_BULLET_ANIMATION),
         createRectangleBodyTemplate(b2_dynamicBody, 10, 10),
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.BALLISTICGUN_ANIMATION), {
                 "bulletSpeed": 40,
                 "bulletType": "Ballistic",
                 "bulletPower": 20
             }, owner, "Enemy", 1000_000)
     self.cooldown = 0.7
Esempio n. 19
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class LightBike(object):
    def __init__(self):
        pygame.init()

        size = [SCREEN_WIDTH, SCREEN_HEIGHT]
        self.screen = pygame.display.set_mode(size)

        pygame.display.set_caption("Light Bike")
        pygame.mouse.set_visible(True)

        # Create our objects and set the data
        self.done = False
        self.clock = pygame.time.Clock()

        self.game = None
        self.menu = Menu()

    def run(self):
        # Main game loop
        while not self.done:

            if not self.menu.game_started:
                # Process events (keystrokes, mouse clicks, etc)
                self.done = self.menu.process_events()

                # Draw the current frame
                self.menu.display_frame(self.screen)
            else:
                if self.game == None:
                    self.game = Game(self.menu.player_attributes)

                # Process events (keystrokes, mouse clicks, etc)
                self.done = self.game.process_events()

                # If game is over and players select to go to menu
                if self.game.menu_selected:
                    self.game = None
                    self.menu.return_to_player_selection()
                    continue

                # # Update object positions, check for collisions
                self.game.run_logic()

                # Draw the current frame
                self.game.display_frame(self.screen)

            # Pause for the next frame
            self.clock.tick(FPS)

        # Close window and exit
        pygame.quit()
Esempio n. 20
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 def __init__(self, game: Game, process, owner):
     Gun.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.BIG_ENEMY_BULLET_ANIMATION),
         createRectangleBodyTemplate(b2_dynamicBody, 40, 40,
                                     gravityScale=0),
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.BIG_ENEMY_GUN_ANIMATION), {
                 "bulletSpeed": 80,
                 "bulletType": "AllDirection",
                 "bulletPower": 5
             }, owner, "BigEnemy", 1000_000)
     self.cooldown = 0
Esempio n. 21
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 def __init__(self, game: Game, process, x: float, y: float, width: float,
              height: float):
     # process: GameProcess
     Platform.__init__(
         self, game, process,
         game.getTextureManager().getAnimationPack(
             AnimationPackInfo.PLATFORM_ANIMATION), x, y, width, height)
Esempio n. 22
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    def __init__(self, game: Game):
        self.__world = b2World((0, -100))
        self.__contactListener = ContactListener()
        self.__world.contactListener = self.__contactListener
        self.__factory = BodyFactory(self.__world)
        self.__background = pg.transform.scale(
            game.getTextureManager().getTexture(TextureInfo.BACKGROUND),
            WINDOW_RESOLUTION)

        self.__game = game
        self.__events = []
        self.__justCreatedObjects = set()
        self.__removedObjects = set()
        self.__objects = set()
        self.__cameraRect = rectFromSize(0, -WINDOW_RESOLUTION[1],
                                         *WINDOW_RESOLUTION)

        self.__player = Player(game, self, GunsList(game, (20, 20)))
        self.addObject(self.__player)
        self.__base = Base(game, self, *BASE_START_POS, self.__player)

        self.__builder = Builder(game)
        self.__builder.build(self, self.__player, self.__base, "L1")

        pg.mixer.music.load(_createPath('music', 'fight.mp3'))
        pg.mixer.music.play()
Esempio n. 23
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    def __init__(self, game: Game, pos: tuple):
        self.__background = pg.transform.scale2x(game.getTextureManager().getTexture(TextureInfo.GUNS_BACKGROUND))
        self.__pos = pos
        self.__guns = [game.getTextureManager().getTexture(info)
                       for info in (TextureInfo.GUN1,
                                    TextureInfo.GUN2,
                                    TextureInfo.GUN3)]
        self.__detGuns = [game.getTextureManager().getTexture(info)
                          for info in (TextureInfo.DETALIZED_GUN1,
                                       TextureInfo.DETALIZED_GUN2,
                                       TextureInfo.DETALIZED_GUN3)]
        self.__numbers = list(map(pg.transform.scale2x, game.getTextureManager().getNumbers()))
        self.__i = 0

        self.__guns = list(map(pg.transform.scale2x, self.__guns))
        self.__detGuns = list(map(pg.transform.scale2x, self.__detGuns))
Esempio n. 24
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 def moveSneak(self):
     dimensions = Game.getDimensions()
     if self.move_x < 0 and self.pos[0] > 0:
         self.pos[0] -= self.sneak_speed
     elif self.move_x > 0 and self.pos[0] < (dimensions[0] -
                                             self.src_width):
         self.pos[0] += self.sneak_speed
Esempio n. 25
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def update_game_times():

    games = pbp.find({})
    for game in games:
        game_obj = Game(game['id'])
        game['game_date'] = game_obj.date
        # print('updating game {} on {}'.format(game_obj.id, game_obj.date))
        pbp.update({'id': game_obj.id}, game)
Esempio n. 26
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class GameTest(TestCase):
    def setUp(self):
        self.game = Game(1349077)

    def test_get_team_stats_by_time(self):

        team = Team(12)

        players = [Player(399725), Player(3085)]
        timestream = self.game.multiple_player_overlap(players)[0]
        stats = self.game.team_stats_by_time(team, timestream)

        pprint(stats.__dict__)

        self.assertEqual(stats.assists, 13)
        self.assertEqual(stats.field_goals_attempted, 40)
        self.assertEqual(stats.field_goals_made, 18)
Esempio n. 27
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def run_worker():
    while True:
        # get the next game
        (botSpecs, gameType, matchId) = pollUntilGameReady()

        bots = []

        # create a bot object for each bot that's in this match
        for b in botSpecs:
            bots.append(
                DockerBot(b['id'], b['index'], b['url'], b.get('params', {})))

        game = Game(bots)

        try:
            # we'll need more than just a log at some point
            # should probably return a tuple of log and results, which would contain
            # flags/info on game termination (timeout, completion, bot error, etc.)
            game.start()

            print("Got results.")

            # send the results back to the server
            post_match_results(matchId, game.get_log())

        except Exception as err:
            print("GAME ERR")
            print(err)
            for p in game.players:
                if not p.bot.is_running():
                    p.crashed = True

            game.rank_players()
            game.log_winner()
            post_match_results(matchId, game.get_log())

            # TODO handle if no bot crashed, meaning the error was ours

        try:
            for b in bots:
                b.cleanup()
        except Exception as err:
            print("Issue cleaning up.")
            print(err)

        print("Done cleaning up.")
Esempio n. 28
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 def moveX(self):
     dimensions = Game.getDimensions()
     if self.pos[0] >= 0 and self.move_x < 0:
         if self.location.againstTerrainRight(self) == False:
             self.pos[0] += self.move_x
     elif self.pos[0] <= (dimensions[0] - self.src_width) and self.move_x > 0:
         if self.location.againstTerrainLeft(self) == False:
             self.pos[0] += self.move_x
Esempio n. 29
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 def buildLevel(self):
     dimensions = Game.getDefaultDimensions()
     platform1_pos = (50, dimensions[1] - 100)
     platform1 = Platform(self, platform1_pos, self.random_colour, 400, 50)
     room = Room(self, (self.dimensions[0] / 4, self.dimensions[1] / 3 + 100), (400,200), (10,10,30,10), True, False)
     room.buildFloor((255,255,255))
     room.buildWalls((255,0,0), (0,255,0))
     room.buildCeiling((0,0,255))
Esempio n. 30
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 def __init__(self, location, pos, src, width, height):
     '''first parameter can be colour or image'''
     super(Terrain, self).__init__()
     self.pos = pos
     self.width = width
     self.height = height
     self.src = src
     
     self.image = pygame.Surface([self.width, self.height])
     
     if not isinstance(src, basestring):
         self.image.fill(src)
     
     self.rect = self.image.get_rect()
     
     Game.addSprite('terrain', self)
     location.terrain.append(self)
Esempio n. 31
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def game():
    # show layout
    ConsoleView.render_board()

    # run game logic
    game_logic = Game()

    while True:

        # toggle side
        game_logic.toggle_side()

        # display who's turn is
        side = game_logic.get_current_side()
        ConsoleView.display_game_side(side)

        # ask for input
        field = ConsoleView.get_field()

        # main game loop
        while True:
            # check if value is proper & field is not occupied
            move_allowed, error = game_logic.is_move_allowed(field)
            if move_allowed:
                break
            else:
                ConsoleView.display_error_msg(error)

            # ask for input
            field = ConsoleView.get_field()

        # add move
        game_logic.add_move(field)

        # check if game finished
        game_finished, result = game_logic.is_game_finished()

        # display game board
        move_dict = game_logic.get_moves_dict()
        ConsoleView.update_layout(move_dict)

        if game_finished:
            ConsoleView.display_result(result)
            break

    print("ENDGAME")
Esempio n. 32
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def run():
    # Initialize the game
    game = Game()
    # Build model
    model = build_model(game)
    # Train model
    qtrain(model, game, epochs=15000, max_memory=8*game.size, data_size=64,
            weights_file='')
Esempio n. 33
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    def __init__(self, location, pos, src, width, height):
        '''first parameter can be colour or image'''
        super(Terrain, self).__init__()
        self.pos = pos
        self.width = width
        self.height = height
        self.src = src

        self.image = pygame.Surface([self.width, self.height])

        if not isinstance(src, basestring):
            self.image.fill(src)

        self.rect = self.image.get_rect()

        Game.addSprite('terrain', self)
        location.terrain.append(self)
Esempio n. 34
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def compare_to_odds(predictions, odds):

    wins = 0
    losses = 0
    ties = 0

    index = predictions.game_id.values
    results = pd.Series(index=index)
    cover = pd.Series(index=index)

    for game_id in predictions.game_id:

        odds_pred = odds[odds.game_id == game_id]
        my_pred = predictions[predictions.game_id == game_id]

        #print my_pred
        #print odds_pred.empty

        if not odds_pred.empty:
            line = odds_pred.spread.values[0]
            pred_margin = my_pred.prediction.values[0]
            margin = my_pred.actual_margin.values[0]

            game = Game(game_id)

            #print game_id, pred_margin, line

            if pred_margin - line >= 0:
                # I have picked home
                cover[game_id] = 'H'
                if game.home_points > game.away_points + line:
                    status = 'W'
                    wins += 1
                elif game.home_points == game.away_points + line:
                    status = 'T'
                    ties += 1
                elif game.home_points < game.away_points + line:
                    status = 'L'
                    losses += 1
            elif pred_margin - line < 0:
                # I have picked away
                cover[game_id] = 'A'
                if game.home_points < game.away_points + line:
                    status = 'W'
                    wins += 1
                elif game.home_points == game.away_points + line:
                    status = 'T'
                    ties += 1
                elif game.home_points > game.away_points + line:
                    status = 'L'
                    losses += 1
            #elif pred_margin - line == 0:

            results[game_id] = status

            #print game, game_id
            #print 'line: {: 2.1f}'.format(line), 'predicted: {: 2.1f}'.format(pred_margin), 'actual: {: 2.1f}'.format(margin), status
    return (wins, ties, losses, cover, results)
Esempio n. 35
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def run():
    sdl2.ext.init()
    window = sdl2.ext.Window("Snake", size=(configuration.window_width, configuration.window_height))
    world = sdl2.ext.World()
    window.show()
    curr = Game(window, world)
    running = True
    while running:
        events = sdl2.ext.get_events()
        for event in events:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
            curr.handle_event(event)
        world.process()
        if curr.game_state.game_over is True:
            curr.clean_up()
            curr = Game(window, world)
    return 0
Esempio n. 36
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 def fire(self):
     self.setPos()
     mousePos = pygame.mouse.get_pos()
     bullet = BaseBullet(self.pos)
     bullet.move(mousePos, self.speed)
     Game.addSprite("bullets", bullet)
Esempio n. 37
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music.append( pygame.mixer.Sound( "sounds/music-3.wav" ) )

music_track = 0
music[music_track].play( )

music_length = music[music_track].get_length( )
music_length_played = 0.0
music_start_time = 0

# Start game
Game.screen_width = screen_width
Game.screen_height = screen_height

Game.screen_move_x = Game.screen_width / 2.2

Game.addSpriteGroup( "background" )
Game.addSpriteGroup( "world" )
Game.addSpriteGroup( "tiny-worlds" )
Game.addSpriteGroup( "enemies" )
Game.addSpriteGroup( "player" )
Game.addSpriteGroup( "player-weapon" )
Game.addSpriteGroup( "player-paint" )

game_start_text1 = BitmapText( font_2, [(Game.screen_width / 2)-300, 50] )
game_start_text1.setSurface( screen )
game_start_text2 = BitmapText( font_1, [(Game.screen_width / 2)-300, 100] )
game_start_text2.setSurface( screen )
game_start_text3 = BitmapText( font_1, [(Game.screen_width / 2)-300, 260] )
game_start_text3.setSurface( screen )

score_text = BitmapText( font_1, [20, 20] )
Esempio n. 38
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 def __init__(self):
     dimensions = Game.getDefaultDimensions()
     pos = (dimensions[0] / 2, dimensions[1] / 2)
     super(Background, self).__init__("world/background.png", pos)
     Game.addSprite("world", self)
Esempio n. 39
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# Check if Windows and import pygame._view if so
from sys import platform as _platform
#if _platform == "win32" or _platform == "cygwin":
#    import pygame._view

# Initialise pygame library
pygame.init()

# Import game files
from game.Game import Game
from game.character.Player import Player
from game.mechanics.Crosshair import Crosshair
from game.world.Background import Background

# Setup screen
size = Game.getDefaultDimensions()
screen = pygame.display.set_mode(size)
pygame.display.set_caption(project_title)

screen.convert()

# Run game
Game.addSpriteGroup("world")
Game.addSpriteGroup("player")
Game.addSpriteGroup("bullets")
Game.addSpriteGroup("enemies")
Game.addSpriteGroup("terrain")

background = Background()
player = Player()
crosshair = Crosshair()
Esempio n. 40
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 def __init__(self):
     super(Player, self).__init__("player.png", [300, 200])
     self.weapon = Pistol(self)
     dimensions = Game.getDefaultDimensions()
     self.ground_level = dimensions[1] - 100
     Game.addSprite("player", self)
Esempio n. 41
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 def __init__(self, maxScore = 25):
     Game.__init__(self)
     self.scores = [0, 0]
     self.maxScore = 25
Esempio n. 42
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    parser.add_argument('--plot-results', default=False, action='store_true',
        help='Plot the results with numpy')
    parser.add_argument('--no-multi-process', default=False, action='store_true',
        help='Disable multiprocessing on all cores')

    parser.add_argument('--version', action='version', version='%%(prog)s v%s' % VERSION)

    args = parser.parse_args()

    dist = __import__("distributors.%s" % args.distributor, fromlist=[args.distributor])
    dist = getattr(dist, args.distributor)

    strategy = __import__("strategies.%s" % args.strategy, fromlist=[args.strategy])
    strategy = getattr(strategy, args.strategy)

    g = Game(dist, strategy, args.width, args.height, args.ships)

    if args.print_game:
        g.prepare()
        g.play()
        print g
    elif args.animate_game:
        g.prepare()
        try:
            g.play(True, args.steps)
        except KeyboardInterrupt:
            pass
    else:
        s = Statistics(g)

        t = time()
Esempio n. 43
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"""
A main script

@version: 0.1
@author: quenti77
"""
import pygame

from game.Game import Game

if __name__ == "__main__":
    game = Game()
    game.play()
Esempio n. 44
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 def dimensions(self):
     return Game.getDimensions()
Esempio n. 45
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 def __init__(self):
     super(Player, self).__init__("player.png", [300, 200])
     self.weapon = Pistol(self)
     self.location = BaseLocation(self)
     dimensions = Game.getDefaultDimensions()
     Game.addSprite("player", self)
Esempio n. 46
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 def moveSneak(self):
     dimensions = Game.getDimensions()
     if self.move_x < 0 and self.pos[0] > 0:
         self.pos[0] -= self.sneak_speed
     elif self.move_x > 0 and self.pos[0] < (dimensions[0] - self.src_width):
         self.pos[0] += self.sneak_speed
Esempio n. 47
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 def __init__(self):
     super(Player, self).__init__("sprites/test.png", [300, 200])
     Game.addSprite("player", self)