def gameEngine(self): print("TEST TEST TEST") p1 = Player("p1") p2 = Player("p2") p3 = Player("p3") p4 = Player("p4") p5 = interactivePlayer("ip5") p6 = smarterPlayer("sp6") self.agent = p5 aTable = table() aTable.setMaxGames(1000) aTable.addPlayer(p1, 100) aTable.addPlayer(p2, 100) aTable.addPlayer(p3, 100) aTable.addPlayer(p4, 100) aTable.addPlayer(p5, 100) aTable.addPlayer(p6, 100) print("Table Setted up with Six dummy player") print("Number of Players " + str(aTable.getNPlayer())) print("Number of Active Players " + str(aTable.getNPlayer_active())) print("Number of inGame Players " + str(aTable.getNPlayer_inGame())) aTable.runGame()
def testEnemyDetection(self): """ tests to see if the function is_enemy correctly checks this """ guineaPig = Player() testCaseP = Player() guineaPig.team_number = 1 testCaseP.team_number = 2 assert(guineaPig.is_enemy(testCaseP) == True) guineaPig.team_number = 2 assert(guineaPig.is_enemy(testCaseP) != True)
def __init__(self): self.score = 0 self.scroll = 0 self.cam_speed = 700 self.clouds = [] self.projectiles = [] self.stage = stageGeneration.Stage(self.projectiles) cloud_amount = 3 for i in range(cloud_amount): min_x = i * (1920/cloud_amount) max_x = min_x+(1920/cloud_amount-500) x = random.randrange(min_x, max_x) y = random.randrange(-100, 100) background.Cloud((x, y), self.clouds) self.Mark = Player(position=(300, -200), speed=(self.cam_speed, 0), size=(83, 111), gun='shotgun', platforms=self.stage.platforms, spikes=self.stage.spikes, coins=self.stage.coins, projectiles=self.projectiles, enemies=self.stage.enemies)
def loadPlayer(self): # TODO: Add player creation menu here self.player = Player() self.player.race = Race(self.races["human"]) self.player.disp = self.disp self.player.weapon = Weapon(self.weapons["weapon_ironSword"]) self.player.armor = Armor(self.armor["armor_hideArmor"]) self.player.inv.append( generateWeapon(self.weapons["template_IronSword"])) self.player.gold = 100 self.loadStartingArea() self.player.hp = self.player.getMaxHP()
def main(): # These 4 lines just to prepare the window of the game, no need to change them root = tkinter.Tk() root.title("eetmeet") cv = ScrolledCanvas(root, 600, 600, 600, 600) cv.pack(side=tkinter.LEFT) #Here we prepre the new shapes of the game t = RawTurtle(cv) screen = t.getscreen() screen.setworldcoordinates(screenMinX, screenMinY, screenMaxX, screenMaxY) screen.register_shape("Character.gif") frame = tkinter.Frame(root) frame.pack(side=tkinter.RIGHT, fill=tkinter.BOTH) screen.tracer(10) sb = Spikes_bottom(cv) st = Spikes_top(cv) plr = Player(cv) t.goto(20, 40) t.circle(8) # this function when it is called the game will exit def quitHandler(): root.destroy() root.quit() #here we are creating the button that you will see it on the right side of the game called Quit # the part it says command=quitHandler is telling the button when we click it to run the function quitHandler that we defined above quitButton = tkinter.Button(frame, text="Quit", command=quitHandler) quitButton.pack() # GAME LOOP (BEGIN) def play(): # Tell all the elements of the game to move # Tell the ship to move plr.move() st.move(0.3) sb.move(0.7) if (intersect(plr, st) or intersect(plr, sb)): print(" ") print("boom") quitHandler() # Set the timer to go off again in 5 milliseconds screen.ontimer(play, 5) # GAME LOOP (ENDS) # Set the timer to go off the first time in 5 milliseconds screen.ontimer(play, 5) screen.onkeypress(plr.jump, "Up") screen.onkeypress(plr.duck, "Down") screen.listen() tkinter.mainloop()
def main(): """Run code to choose pokemon and begin battle in loop.""" # welcome_to_pokemon_screen() # initialize outer game loop still_playing = True # play background music on loop pygame.mixer.music.play(-1) user_name = welcome_to_pokemon_screen() while still_playing: print("Select user pokemon.") P1 = Player(choose_pokemon("player", user_name), gv.PLAYER_LOCATION, DISPLAYSURF) print("Select opponent pokemon.") P2 = Player(choose_pokemon("enemy", user_name), gv.ENEMY_LOCATION, DISPLAYSURF) battle_screen(P1, P2) pygame.mixer.music.stop()
def testWalk(self): """ tests to see if walking is correctly updated """ walker = Player() walker.state = 4 # walking upwards assert(walker.is_walking() == True) walker.state = 5 # walking right assert(walker.is_walking() == True) walker.state = 6 # walking downwards assert(walker.is_walking() == True) walker.state = 7 # walking left assert(walker.is_walking() == True) # what if we are idle walker.state = 2 # idle down state assert(walker.is_walking() == False)
def join(self, ctx): """:If you are new, use this to start playing.""" user = Player() user.name = str(ctx.message.author) author = str(ctx.message.author) if not path.isfile(str(ctx.message.author) + "player11" + ".txt"): userlist.append(user) usernamelist.append(user.name) userlist[findPlayer(author)].update() userlist[findPlayer(author)].update() userlist[findPlayer(author)].move(level.root.index) userlist[findPlayer(author)].update() yield from self.bot.send_message(ctx.message.author, "Welcome" + str(ctx.message.author) + ' ' + level.find(user.location).desc) else: yield from self.bot.send_message(ctx.message.author, "You are already a registered user.") del user
class RandomPlayer(Player): """ a data type (subclass of Player class) for a Random Computer playing Connect Four""" def next_move(self, b): """ This method function takes the player "X" or "O" and the given board, and makes a random selection of where to place its next checker based on the validity of the move. input: b, a string of the board """ if b.is_full() == True: return -1 else: choice = random.choice(range(b.width)) if b.can_add_to(choice) == True: return choice else: while b.can_add_to(choice) == False: choice = random.choice(range(b.width)) return choice connect_four(Player("X"), AIPlayer("O", "LEFT", 2))
def initializeLevel(self, level): self.enemies = [] self.platforms = [] self.projectiles = [] self.enemy_clock = 0 self.powerups = [] self.enemies_killed = 0 self.enemy_projectiles = [] self.boss = False self.boss_dead = False self.boss_dead_counter = 0 self.level_finished = False self.game_over = False self.new_high_score_index = None self.new_high_score_name = [] self.end_music_started = False if level == 1: self.surfaceLevel = 470 x1 = random.randrange(self.screenWidth - 150) x2 = random.randrange(self.screenWidth - 150) self.enemies.append( Goblin(x1, 55, 5, 8, 1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.enemies.append( Zombie(x2, 55, 6, 8, -1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.platforms.append(Platform(150, 300, 50, 50, self.curr_level)) self.platforms.append(Platform(570, 300, 50, 50, self.curr_level)) self.view.playMusic('level1') self.boss_music = 'bossmusic1' self.boss_type = ZombieBoss x_start_position = 300 y_start_position = 400 self.player = Player(x_start_position, y_start_position, self.lifes, self.screenHeight, self.screenWidth, self.resourceHandler, surfaceLevel=self.surfaceLevel, showHitboxes=self.hitboxes) elif level == 2: self.surfaceLevel = 460 self.platforms.append(Platform(150, 300, 50, 50, self.curr_level)) self.platforms.append(Platform(255, 240, 50, 50, self.curr_level)) self.platforms.append(Platform(570, 300, 50, 50, self.curr_level)) self.platforms.append(Platform(465, 240, 50, 50, self.curr_level)) x1 = random.randrange(self.screenWidth - 150) x2 = random.randrange(self.screenWidth - 150) self.enemies.append( Mushroom(x1, 55, 3, 10, 1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.enemies.append( FlyingEye(x2, 55, 5, 2, -1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.view.playMusic('level2') self.boss_music = 'bossmusic2' self.boss_type = FlyingEyeBoss x_start_position = 300 y_start_position = 400 self.player = Player(x_start_position, y_start_position, self.lifes, self.screenHeight, self.screenWidth, self.resourceHandler, surfaceLevel=self.surfaceLevel, showHitboxes=self.hitboxes) elif level == 3: self.surfaceLevel = None self.platforms.append(Platform(60, 360, 50, 50, self.curr_level)) self.platforms.append(Platform(100, 200, 50, 50, self.curr_level)) self.platforms.append(Platform(40, 50, 50, 50, self.curr_level)) self.platforms.append(Platform(155, 420, 50, 50, self.curr_level)) self.platforms.append(Platform(165, 300, 50, 50, self.curr_level)) self.platforms.append(Platform(245, 370, 50, 50, self.curr_level)) self.platforms.append(Platform(270, 240, 50, 50, self.curr_level)) self.platforms.append(Platform(375, 180, 50, 50, self.curr_level)) self.platforms.append(Platform(480, 240, 50, 50, self.curr_level)) self.platforms.append(Platform(585, 300, 50, 50, self.curr_level)) self.platforms.append(Platform(690, 360, 50, 50, self.curr_level)) self.platforms.append(Platform(650, 200, 50, 50, self.curr_level)) self.platforms.append(Platform(600, 50, 50, 50, self.curr_level)) self.platforms.append(Platform(480, 50, 50, 50, self.curr_level)) self.platforms.append(Platform(500, 370, 50, 50, self.curr_level)) x1 = random.randrange(self.screenWidth - 150) x2 = random.randrange(self.screenWidth - 150) self.enemies.append( FlyingEye(x1, 55, 4, 3, 1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.enemies.append( FlyingEye(x2, 55, 4, 3, -1, self.screenWidth, self.surfaceLevel, self.resourceHandler, self.hitboxes)) self.view.playMusic('level3') self.boss_music = 'bossmusic2' self.boss_type = FlyingEyeBoss x_start_position = 60 y_start_position = 230 self.player = Player(x_start_position, y_start_position, self.lifes, self.screenHeight, self.screenWidth, self.resourceHandler, surfaceLevel=self.surfaceLevel, showHitboxes=self.hitboxes) self.in_level = True
def testDeath(self): """ tests to see if death is properly reported by is_dead """ redshirt = Player() redshirt.state = 10 # the state for the player being assert(redshirt.is_dead() == True)
def testWinCount(self): """ tests to see if set_wins and get_wins is correctly updated """ winTestP = Player() winTestP.set_wins(7) assert(winTestP.get_wins() == 7), "Player wins not successfully updated"
import traceback traceback.print_exception(exc_type, exc_value, tb) input("Press key to exit.") sys.exit(-1) import sys sys.excepthook = show_exception_and_exit from playerClass import Player from playerClass import Alien import random name = input("Type in your player name: ") player = {'a': Player(name)} badguy = { 'a': Alien("Sectoid"), 'b': Alien("Sectopod"), 'c': Alien("Mechtoid"), 'd': Alien("Thin Man"), 'e': Alien("Chosen"), 'f': Alien("Muton"), 'g': Alien("Chryssalid") } score = 0 print() print('*' * 30) print("You are %s" % name) print(player['a'])
targetLabelI = Label(window, text="I") targetLabelJ = Label(window, text="J") targetLabel1 = Label(window, text="1") targetLabel2 = Label(window, text="2") targetLabel3 = Label(window, text="3") targetLabel4 = Label(window, text="4") targetLabel5 = Label(window, text="5") targetLabel6 = Label(window, text="6") targetLabel7 = Label(window, text="7") targetLabel8 = Label(window, text="8") targetLabel9 = Label(window, text="9") targetLabel10 = Label(window, text="10") # Se crean objetos de tipo Player para los jugadores de la partida player = Player(generateGrid(), generateGrid(), generateButtonGrid(), generateButtonGrid(), "Jugador", False) machine = Player(generateGrid(), generateGrid(), generateButtonGrid(), generateButtonGrid(), "Maquina", True) # Boton para cambiar la direccion en la que se ponen los barcos changeDirButton = Button(window, text="Direccion: Horizontal", command=changeDir) # Label que se usara para mostrar la informacion sobre los disparos shotsLabel = Label(window, text="") # Label para el titulo del juego en el menu inicial titleLabel = Label(window, text="BATALLA NAVAL", font=("Comic Sans MS", 20)) # Componentes para el campo donde el jugador digitara su nombre
def testKillCount(self): """ tests to see if set_kills and get_kills is correctly updated """ killTestP = Player() killTestP.set_kills(3) assert(killTestP.get_kills() == 3), "player kills not successfully updated"
@author: terry """ import os import sys sys.path.append("..") from deckClass import Deck from playerClass import Player from smarterPlayer import smarterPlayer from interactivePlayer import interactivePlayer from PokerTableClass import table if __name__ == "__main__": print("TEST TEST TEST") p1 = Player("p1") p2 = Player("p2") p3 = Player("p3") p4 = Player("p4") p5 = Player("ip5") p6 = smarterPlayer("sp6") aTable = table() aTable.setMaxGames(1000) aTable.addPlayer(p1, 100) aTable.addPlayer(p2, 100) aTable.addPlayer(p3, 100) aTable.addPlayer(p4, 100) aTable.addPlayer(p5, 100) aTable.addPlayer(p6, 100)
layout = loadtxt('a.txt', dtype=str) rows, cols = layout.shape for col in range(cols): for row in range(rows): value = layout[row][col] lead_x = col * width lead_y = row * height if value == '0': pos = (col * width, row * height) wall = Wall(blue, lead_x, lead_y) all_sprites.add(wall) walls.add(wall) ghost = Ghost(12, white) ghosts.add(ghost) player = Player(size, ghosts) all_sprites.add(player) all_sprites.add(ghost) ################################################### timer = 0 while not gameOver: timer = timer + 1 for event in pygame.event.get(): if event.type == pygame.QUIT: gameOver = True elif event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: player.direction = 1 elif event.key == pygame.K_DOWN: player.direction = 2
def __init__(self, parent, controller, vs, gameLength): tk.Frame.__init__(self, parent) self.controller = controller self.vs = vs self.gameLength = gameLength compName = tk.StringVar() compRound1 = tk.StringVar() compRound2 = tk.StringVar() compRound3 = tk.StringVar() compRound4 = tk.StringVar() compRound5 = tk.StringVar() playerName = tk.StringVar() playerRound1 = tk.StringVar() playerRound2 = tk.StringVar() playerRound3 = tk.StringVar() playerRound4 = tk.StringVar() playerRound5 = tk.StringVar() game1Title = tk.StringVar() game2Title = tk.StringVar() game3Title = tk.StringVar() game4Title = tk.StringVar() game5Title = tk.StringVar() compName.set("Computer") compRound1.set("0") compRound2.set("0") compRound3.set("0") compRound4.set("0") compRound5.set("0") playerName.set("Player 1") playerRound1.set("0") playerRound2.set("0") playerRound3.set("0") playerRound4.set("0") playerRound5.set("0") game1Title.set("Game 1") game2Title.set("Game 2") game3Title.set("Game 3") game4Title.set("Game 4") game5Title.set("Game 5") comp = Player("Computer", [compName, compRound1, compRound2, compRound3, compRound4, compRound5]) player = Player("Player 1", [playerName, playerRound1, playerRound2, playerRound3, playerRound4, playerRound5]) title = tk.Label(self, text = "ROCK Paper Scissors", fg= "#800D02") title.config(font=("Arial Black", 44)) title.pack() curScores = tk.Label(self, text="Scores:") curScores.pack() scoreCardFrame = tk.Frame(self, height = 100, width = 700) playerLabel = tk.Label(scoreCardFrame, text="Player 1") computerLabel = tk.Label(scoreCardFrame, text="Computer") numGames = 3 if gameLength == "Best 3 of 5": numGames = 5 titles = Player("titles", ["", game1Title, game2Title, game3Title, game4Title, game5Title]) for r in range(3): for c in range(numGames+1): rowInfo = Player("", []) if r == 0: rowInfo = titles if r == 1: rowInfo = comp if r == 2: rowInfo = player Label = tk.Label(scoreCardFrame, textvariable=rowInfo.scores[c]) Label.grid(row=r, column=c) scoreCardFrame.pack() image = Image.open('ball.png') image = image.resize((600, 600)) image = ImageTk.PhotoImage(image) self.imageView = tk.Label(self, height = 350, width = 250, bg ="#9CAAFF", image = image) self.imageView.pack(side="left", padx=10, pady=10) emojes = tk.Label(self, text = "") emojes.config(font=("Arial Black", 70)) emojes.pack() goButton = tk.Button(self, text = 'Start Round', fg='green', bg='red', width=30, height=6) goButton.pack() button = tk.Button(self, text="Go to the start page", command=lambda: controller.show_frame("StartPage")) tempButton = tk.Button(self, text="add point for computer") def incrementComputer(event): #compRound2.set("1") comp.scores[2].set("1") tempButton.bind("<Button-1>", incrementComputer) tempButton.pack() button.pack() self.thread = threading.Thread(target=self.getVideo, args=()) self.thread.start() def didTapStartButton(event): beginRound() goButton.bind("<Button-1>", didTapStartButton) def beginRound(): if self.curRoundNumber > 3: endGame() else: showRock() self.after(1000, showPaper) self.after(2000, showScissors) self.after(3000, showGo) self.after(3100, detectHand) def endGame(): print("Game over!") def showRock(): emojes["text"] = "✊" def showPaper(): emojes["text"] = "✋" def showScissors(): emojes["text"] = "✌️" def showGo(): emojes["text"] = "Go!" print("SHOWING GOOOOOO!") def detectHand(): #global curRoundNumber roundNumber = self.curRoundNumber print("Running detect hand!!!!!!!") counter = 0 usersAnswers = [] while counter < 500: frame = self.vs.read() tempUserAnswer = getFingerCount(frame, False) print(tempUserAnswer) usersAnswers.append(tempUserAnswer) counter += 1 #sort list by most common result = [item for items, c in Counter(usersAnswers).most_common() for item in [items] * c] usersAnswer = result[0] computerAnser = pickRandom() print("User says " + str(usersAnswer)) print("Computer says " + str(computerAnser)) if usersAnswer != computerAnser: findWinner(computerAnser, usersAnswer, roundNumber) roundNumber += 1 else: print("Tie...try again!") self.curRoundNumber = roundNumber # time.sleep(3) # if roundNumber == 4: # endGame() # else: # beginRound() def pickRandom(): compAnswer = random.randint(1,3) if compAnswer == 1: showRock() return(1) elif compAnswer == 2: showPaper() return(2) else: showScissors() return(3) def findWinner(compAnswer, userAnswer, roundNum): print("Updating section " + str(roundNum)) if compAnswer == 1: if userAnswer == 2: print("Player wins!") player.scores[roundNum].set("1") else: print("Computer wins!") comp.scores[roundNum].set("1") if compAnswer == 2: if userAnswer == 3: print("Player wins!") player.scores[roundNum].set("1") else: print("Computer wins!") comp.scores[roundNum].set("1") if compAnswer == 3: if userAnswer == 1: print("Player wins!") player.scores[roundNum].set("1") else: print("Computer wins!") comp.scores[roundNum].set("1")
def setUp(self): testPlayer = Player()
print("level read in") return readlevel level = Floor() level.floorgen() #level = readfloor("currentfloor.txt") level.updateFloor() level.printFloor() for file in listdir('./'): print("in file loop") if file.find("player11") != -1: user = Player() user.name = file.strip("player11.txt") user.readplayer() userlist.append(user) usernamelist.append(user.name) class commands(): "game commands" def __init__(self, bot): self.bot = bot @commands.command(pass_context=True, no_pm=False) @asyncio.coroutine
def testNumber(self): """ tests to see if a player's number is correctly updated """ numTestP = Player() numTestP.number = 0 assert(numTestP.number == 0), "player number was not correctly set!"
# set width/height size = width, height = 800, 600 # create the screen screen = pygame.display.set_mode(size) # create screen rectangle for setting borders around screen screenRect = screen.get_rect() # set window title pygame.display.set_caption(title) # create clock object clock = pygame.time.Clock() # create a Player object player = Player("player_soldier.png", width * 0.45, height * 0.5) # create a Base object base = Base("base3.png", 0, height * 0.4) # list that will hold 4 different possible start spots for the zombies zombieStartSpot = [(500,10), (775,100), (775, 500), (500,550)] # this will be used to keep track of ticks tickCount = 0 # container for the zombies zombieGroup = pygame.sprite.Group() # container for the bullets bulletGroup = pygame.sprite.Group()