def run(sample_number, resolution): global engine, screen print("hi") screen = pygame.display.set_mode(resolution if resolution else (600, 600)) engine = Engine(screen) globals()[f"sample_{sample_number}"]() engine.start()
def __init__(self, datafile, db, log): with open(datafile, 'rb') as src: self.data = Data(src) self.engine = Engine(self.data, log=log) self.db = db self.log = log
def test_should_set_home_when_engine_init(self): home_position = (1, 1) self.cleaner.position = MagicMock(return_value=home_position) environment = Mock() Engine( self.cleaner, environment, self.touch_sensor, self.photo_sensor, self.infrared_sensor, ) environment.set_home.assert_called_once_with(home_position)
def __init__(self,max_moves,ai_config,opponent_config,param_ranges,n_iter,n_games,init_params,n_batches = 1): self.ai_config = ai_config self.opponent_config = opponent_config self.param_ranges = param_ranges self.n_iter = n_iter self.n_games = n_games self.max_moves = max_moves self.engine = Engine(self.max_moves,self.ai_config, self.opponent_config) self.params = init_params self.n_batches = n_batches self.score_history = [] self.the_good_ones = []
def lint_and_run_game(pylint_args, fullscreen, resolution): """Run pylint, get the output, parse it, initialize the game and run it.""" animal_groups = create_animals(parse(lint(pylint_args))) flags = pygame.FULLSCREEN if fullscreen else 0 if not resolution and not fullscreen: resolution = (600, 600) screen = pygame.display.set_mode((0, 0) if fullscreen else resolution, flags) organize_groups(screen, animal_groups) engine = Engine(screen) for animal_group in animal_groups: engine.add_animals(*animal_group) engine.start()
def setUp(self): self.cleaner = Mock() self.cleaner.position = MagicMock(return_value=(1, 1)) self.environment = Mock() self.touch_sensor = Mock() self.photo_sensor = Mock() self.infrared_sensor = Mock() self.engine = Engine( self.cleaner, self.environment, self.touch_sensor, self.photo_sensor, self.infrared_sensor, )
def main(datafile): ''' Text Adventure CLI DATAFILE - Path to ScottFree data file ''' data = Data(datafile) state = StateFromGameData(data) engine = Engine(data) state = engine.start_game(state) click.echo(state.last_message) repl = REPL(engine, state) repl.cmdloop()
def test_game(): animal1 = Animal(shape="Y", max_health=2, size=40) animal2 = Animal(shape="X", max_health=2, size=40) animal1.also_likes_to_eat(animal2) animal2.also_likes_to_eat(animal1) screen = pygame.display.set_mode((600, 600)) animal1.put_relative(30, 30, screen) animal2.put_relative(60, 60, screen) engine = Engine(screen) engine.add_animals(animal1, animal2) engine.start()
def __init__(self, start=None, n_games=10, start_temp=1024, factor=2): self.start = start if start == None: self.start = get_random_start() self.delta = 0.00001 self.n_games = n_games #make both of them random, but the simpel start state self.player_config = { Settings.AI.value: True, #should this be Ai or person Settings.START_TYPE.value: StartType.SIMPLE.value, #what kind of start state Settings.START_PARAMS.value: [], #any parameters for the stater Settings.SEARCH_TYPE.value: SearchType.RANDOM.value, #what kind of search is happening Settings.SEARCH_PARAMS.value: [], #any parameters for the search Settings.AI_TYPE.value: AIType.NONE.value, # what is the AI Settings.AI_PARAMS.value: [] #any params for the ai } self.opponent_config = { Settings.AI.value: True, #should this be Ai or person Settings.START_TYPE.value: StartType.CHAMPION.value, #what kind of start state Settings.START_PARAMS.value: [], #any parameters for the stater Settings.SEARCH_TYPE.value: SearchType.RANDOM.value, #what kind of search is happening Settings.SEARCH_PARAMS.value: [], #any parameters for the search Settings.AI_TYPE.value: AIType.NONE.value, # what is the AI Settings.AI_PARAMS.value: [] #any params for the ai } self.engine = Engine(1000) self.best, stats = self.simulated_annealing(start_temp, factor) print(self.best) f = open("train/simulated_annealing_results.txt", "a") t = open("train/simulated_annealing_factors.txt", "a") s = open("train/simuated_annealing_start_state.txt", "a") g = open("train/simulated_annealing_stats.txt", "a") f.write("{}\n".format(self.best)) t.write("{}\n".format([start_temp, factor])) s.write("{}\n".format(self.start)) g.write("{}\n".format(stats)) g.close() s.close() t.close() f.close()
def __init__(self, menu, players): super().__init__() self.menu = menu self.setWindowTitle('Code with Fire') self.setGeometry(200, 50, 800, 650) self.player_names = players self.alive_players = len(players) self.game_engine = Engine() self.game_screen = Screen(self.game_engine) self.score_manager = ScoreManager(self.game_screen) self.setCentralWidget(self.game_screen) self.create_menu_bar() self.start_game(players)
def __init__(self, config, max_moves): self.ai_configs = [] for filename in config[AI_FIELD][AIType.REACHABLE.value]: self.ai_configs += read_file_into_configs(filename, reachable_config) for filename in config[AI_FIELD][AIType.MODIFIED_REACHABLE.value]: self.ai_configs += read_file_into_configs(filename, mod_reachable_config) for filename in config[AI_FIELD][AIType.PIECE_BASED_ADD.value]: self.ai_configs += read_file_into_configs(filename, piecebased_config_add) for filename in config[AI_FIELD][AIType.PIECE_BASED_MUL.value]: self.ai_configs += read_file_into_configs(filename, piecebased_config_mul) self.start_configs = [] for filename in config[START_FIELD]: self.start_configs += read_file_into_configs( filename, flexible_start_config) self.engine = Engine(max_moves, None, None) self.max_moves = max_moves
import game.chapter_one.main import game.chapter_two.main from game.engine import Engine, SceneMap print("Starting the engine...") a_map = SceneMap() a_game = Engine(a_map) a_game.play()
def test_is_human(): engine = Engine() player = Player(True, engine) assert player.is_human()
def test_contructor(): #simple test to make sure that the constructor runs engine = Engine() player = Player(True, engine)
def test_constructor(): #simple test to make sure that the constructor runs my_engine = Engine()
def main(self): Engine(no_player=self.params.no_player).play()
""" // Filename : Instances // Created by: @ngeorgj This file holds the base instances for the game, don't change anything! """ from game.engine import Engine from game.cgame import Game game_engine = Engine() rpg = Game() rpg.engine = game_engine
# Run game options elif action in ['run', 'r']: # Additional args quiet = False if par_args.debug is not None: if par_args.debug >= 0: game.config.Debug.level = par_args.debug else: print('Valid debug input not found, using default value') if par_args.q_bool: quiet = True engine = Engine(quiet) engine.loop() # Boot up the scrimmage server client elif action in ['scrimmage', 's']: cl = Client() elif action in ['visualizer', 'v']: # Check operating system and run corresponding visualizer if plat == "win32": print("You're running Windows") subprocess.call(["./visualizer.exe"]) elif plat == "linux": print("You're a linux man I see.") subprocess.call(["./visualizer.x86_64"]) elif plat == "darwin":
def test_get_start_state_doesnt_fail(): #simple test to make sure that the get_start_state runs engine = Engine() player = Player(True, engine) player.get_starting_state()
#!/usr/bin/env python2 # from network import Channel # import socket # import time # from ctypes import cdll import platform # import sys # import os # sys.path.append(os.path.abspath()) from game.engine import Engine engine = Engine() engine.start() def init_steam(): # arch, _ = platform.architecture() # if arch == '64bit': # i9c = cdll.LoadLibrary('./i9c_64.so') # else: # i9c = cdll.LoadLibrary('./i9c_32.so') # # i9c.api_init() # i9c.api_request_ticket() # #time.sleep(3) # #i9c.api_get_ticket() libsteam_api = cdll.LoadLibrary('old/libsteam_api.so') libsteam_api.SteamAPI_Init()
# get_image_data()) #game_window.set_icon(icon) class Score: def __init__(self): self.meters = 0 self.top = 0 def __iadd__(self, value): self.meters += value if self.meters > self.top: self.top = self.meters return self score = Score() title = Title(assets, score) engine = Engine(assets, score) director = Director(constants.VWIDTH * 2, constants.VHEIGHT * 2, caption="Fuel4TheLight", vwidth=constants.VWIDTH, vheight=constants.VHEIGHT) director.set_background_color(0., 0., 0.) Director.add_scene("title", title) Director.add_scene("engine", engine) Director.set_scene("title") pyglet.app.run()
def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.engine = Engine(consumer=self)
def main(self): Engine(filename=self.params.file).play()
def __init__(self, master): self.tiles = [] self.textids = [] self.master = master self.frame = Frame(master) self.canvas = Canvas(self.frame, width=510, height=510) Grid.rowconfigure(master, 0, weight=1) Grid.columnconfigure(master, 0, weight=1) self.frame.grid(row=0, column=0) # self.player1_config = { # Settings.AI.value : True, #should this be Ai or person # Settings.START_TYPE.value : StartType.RANDOM.value, #what kind of start state # Settings.START_PARAMS.value : [], #any parameters for the stater # Settings.SEARCH_TYPE.value : SearchType.RANDOM.value, #what kind of search is happening # Settings.SEARCH_PARAMS.value : [], #any parameters for the search # Settings.AI_TYPE.value : AIType.NONE.value, # what is the AI # Settings.AI_PARAMS.value : [] #any params for the ai # } self.player1_config = { 'ai parameters': [ -1, 1, 0, 0, 0, 0, -1, 1, -1, 0, 1, -1, -1, 1, 0, -1, 0, 0, 1, 1, 0 ], 'eval_type': 'modified_reachable', 'search_parmeters': [], 'FILENAME': 'train/good_modified_reachable.txt', 'params_for_start_state': [], 'type_of_start_state': 'champion', 'is an ai': True, 'type_of_search': 'no searcher' } self.player2_config = { Settings.AI.value: True, #should this be Ai or person Settings.START_TYPE.value: StartType.RANDOM.value, #what kind of start state Settings.START_PARAMS.value: [], #any parameters for the stater Settings.SEARCH_TYPE.value: SearchType.RANDOM.value, #what kind of search is happening Settings.SEARCH_PARAMS.value: [], #any parameters for the search Settings.AI_TYPE.value: AIType.NONE.value, # what is the AI Settings.AI_PARAMS.value: [] #any params for the ai } self.tile_colors = [[ "#DBE0FF", "#C7CCF7", "#B3B9EF", "#9FA6E8", "#8C92E0", "#787FD9", "#646CD1", "#5059CA", "#3D45C2", "#2932BB", "#151FB3", "#020CAC" ], [ "#FFDBE0", "#F7C7CD", "#EFB3BB", "#E89FA8", "#E08C96", "#D97884", "#D16471", "#CA505F", "#C23D4D", "#BB293A", "#B31528", "#AC0216" ]] self.hidden_color = ["#787FD9", "#D97884"] self.e = Engine(1000, self.player1_config, self.player2_config, False) self.e.setup_board() if not self.player1_config[Settings.AI.value]: board = self.e.get_board(1, True) else: board = self.e.get_board(None, True) self.win = False #winner trigger self.player1_turn = True #player 1 turn trigger self.winning_player = 0 self.button_counter = 0 self.clicked_buttons = [] # board setup #print(board) for i in range(10): for j in range(10): tag = i * 10 + j if board[i][j] == 111: text_item = "" tile_color = "white" tile_outline = "white" elif board[i][j] == 0: text_item = "" tile_outline = "black" tile_color = "grey" elif board[i][j] % 1000 == piece_diplay_map[ pieces.HIDDEN.value]: text_item = "" tile_outline = "black" tile_color = self.hidden_color[board[i][j] / 1000 - 2] else: text_item = str(board[i][j] % 100) tile_outline = "black" #print(board[i][j]) #print(board[i][j]/100 - 2) #print(board[i][j]%100 - 1) tile_color = self.tile_colors[board[i][j] / 100 - 2][board[i][j] % 100 - 1] tile = self.canvas.create_rectangle(j * 50 + 10, i * 50 + 10, j * 50 + 50, i * 50 + 50, outline=tile_outline, fill=tile_color, activefill="cyan", tags=tag) textid = self.canvas.create_text(j * 50 + 30, i * 50 + 30, text=text_item, tags=str(tag) + "text") rect_handler = self.ind_map_click(9 - i, j) self.tiles.append(tile) self.textids.append(textid) self.canvas.tag_bind(tile, "<Button-1>", rect_handler) self.canvas.grid(row=0, column=0)