def no_move_auto_damage(self, grid, tanksHP, controllers): Logger.log('in no move auto damage') for i in range(controllers.__len__()): action = controllers[i].get_action() if tanksHP[i] > 0 and action == None: self.damage(self.find_tank(i, grid), tanksHP, grid) self.grid_history.append( self.make_grid_moment(self.round, self.counter, grid, tanksHP)) render.render([grid])
def texturize(txt): analyzeDictionary = analyze(txt) output = render(txt ,contacts = analyzeDictionary["contacts"] ,vlpfs = analyzeDictionary["vlpfs"] ,headerSpan = analyzeDictionary["headers"] #,highVlpfs = analyzeDictionary["highVlpfs"] #,leadTile = ... ,newlines = analyzeDictionary["newlines"] ,tiles = analyzeDictionary["segments"] ) return output
def texturize(txt): analyzeDictionary = analyze(txt) output = render( txt, contacts=analyzeDictionary["contacts"], vlpfs=analyzeDictionary["vlpfs"], headerSpan=analyzeDictionary["headers"] #,highVlpfs = analyzeDictionary["highVlpfs"] #,leadTile = ... , newlines=analyzeDictionary["newlines"], tiles=analyzeDictionary["segments"]) return output
def test_can_render_a_state_of_the_board(): """ def render(board) """ actual = render([[ 0, 0, 0, ], [ 0, 0, 0, ], [ 0, 0, 0, ]]) expected = """ A B C 1 ⬡ ⬡ ⬡ 2 ⬡ ⬡ ⬡ 3 ⬡ ⬡ ⬡ """ print(actual) assert expected == actual
def move_projectiles(self, grid, tanksHP): #two projectiles will destroy each other just if they are on the same y and had different directions #in any other case: obstacle / consecutive projectiles -> the possition will not be incresed for i in range(self.projectile_active.__len__()): act = self.projectile_active[i] if act == None: continue something_changed = False if act['act_coord'] != act['dest_coord']: x = act['act_coord']['x'] y = act['act_coord']['y'] mx = act['act_coord']['x'] + act['dx'] my = act['act_coord']['y'] if self.free_cell(grid, mx, my): #the projectile is going to a free cell something_changed = True grid[mx][my] = Projectile(grid[mx][my].type, act['dx'], act['dest_coord']) if self.projectile_cell(grid, x, y): grid[x][y] = self.new_water_ground_cell( grid[x][y].block_type) self.projectile_active[i]['act_coord'][ 'x'] = self.projectile_active[i]['act_coord'][ 'x'] + act['dx'] elif self.tank_cell(grid, mx, my): #the projectile is going to hit a tank something_changed = True self.damage({'x': mx, 'y': my}, tanksHP, grid) if self.projectile_cell(grid, x, y): grid[x][y] = self.new_water_ground_cell( grid[x][y].block_type) self.delete_projectile(i) elif self.projectile_cell(grid, mx, my): #the projectile is going to another projectile direction_m = grid[mx][my].direction direction_a = act['dx'] if (direction_a * direction_m < 0): m_projectile = self.find_index_in_projectiles({ 'x': mx, 'y': my }) something_changed = True grid[mx][my] = self.new_water_ground_cell( grid[mx][my].block_type) if self.projectile_cell(grid, x, y): grid[x][y] = self.new_water_ground_cell( grid[x][y].block_type) self.delete_projectile(i) self.delete_projectile(m_projectile) else: if self.tank_cell(grid, x, y): something_changed = True self.damage({ 'x': x, 'y': y }, tanksHP, grid) self.delete_projectile(i) else: #the projectile could not be move forward if self.tank_cell(grid, x, y): something_changed = True self.damage({ 'x': x, 'y': y }, tanksHP, grid) self.delete_projectile(i) # print(something_changed) if something_changed == True: self.grid_history.append( self.make_grid_moment(self.round, self.counter, grid, tanksHP)) render.render([grid])
Y = 1080 # create the display surface object # of specific dimension..e(X, Y). clock = pygame.time.Clock() # set the pygame window name pygame.display.set_caption('Random Weapon') while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.mouse.set_cursor(*pygame.cursors.arrow) # create a font object. # 1st parameter is the font file # which is present in pygame. # 2nd parameter is size of the font font = pygame.font.Font('freesansbold.ttf', 32) # create weapon object main_hand = weapon.weapon() # create render_text object textrender = render(main_hand.text, main_hand.weapon_image, (X, Y)) clock.tick(2)
import sys from render.render import render from board.generator import generate from game.game import clear from render.coord import get_coord from board.board import put_stone path = sys.argv[2] # Game initialization board = generate(9) output = render(board) still_in_game = True print(render(board)) while still_in_game: position = input("Stone on : ") clear() print("You put a stone on " + position) coords = get_coord(position) try: board = put_stone(coords, board) except ValueError as err: print(format(err)) print(render(board))