Esempio n. 1
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 def test_correct_deleting(self):
     with patch('application.Application') as perm_mock:
         perm_mock.game_engine = None
     cells = Unity.identifier(self.labyrinth)[0]
     way = deque(cells)
     pos = way[3]
     pos2 = way[2]
     game_state = GameState(perm_mock)
     creep2 = Creep(pos2[0], pos2[1], way, 1)
     creep = Creep(pos[0], pos[1], way, 1)
     game_state.world.creeps.append(creep)
     game_state.world.creeps.append(creep2)
     i = 0
     while i < 4:
         creep.way.popleft()
         if i < 3:
             creep2.way.popleft()
         i += 1
     game_state.world.creeps[0].health = 0
     tower = Tower(0, 32, 'laser')
     tower.is_blast = True
     tower.level = 2
     tower.attacked_creep = game_state.world.creeps[0]
     game_state.world.towers.append(tower)
     game_state.check_creeps(game_state.world, game_state.gamer)
     self.assertEqual(len(game_state.world.creeps), 2)
 def test_tower_being_attacked_with_insufficient_troops(self):
     soldiers = SoldiersGroup("Blue", 50)
     opponents = SoldiersGroup("Red", 70)
     tower = Tower(opponents)
     tower.attack(soldiers)
     self.assertTrue(tower.warriors_group == 20
                     and tower.warriors_group.team == opponents)
Esempio n. 3
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    def test_remove_a_ring_from_the_pin_one_and_insert_into_pin_two(self):
        tower = Tower(3)

        tower.move_ring(1,2)
        pinTwo = tower.pins[1]
        number_of_rings = len(pinTwo.rings)

        self.assertEqual(number_of_rings, 1)
Esempio n. 4
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    def test_connect(self):
        tower = Tower(50, 57, 30, 1000)
        user = usr.User(1)
        tower.connect(user)

        self.assertEqual(tower.num_users(), 1)
        print(tower.users)
        self.assertTrue(tower.users[id])
Esempio n. 5
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 def __init__(self, canvas, numDiscs = 3):
     super(HanoiGame, self).__init__(canvas, numDiscs)
     discs = range(1, numDiscs + 1)
     self.left_tower = Tower('Torre Esquerda', TowerPosition.Left)
     self.central_tower = Tower('Torre Central', TowerPosition.Center, sorted(discs, reverse=True))
     self.right_tower = Tower('Torre Direita', TowerPosition.Right)
     self.disc_1_mutex = True
     self.moveCount = 0
Esempio n. 6
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 def test_upgrade(self):
     tower = Tower(10, 20, 'freeze')
     self.assertEqual(tower.level, 1)
     self.assertEqual(tower.radius.size, 48)
     self.assertEqual(tower.damage, 1)
     tower.upgrade()
     self.assertEqual(tower.level, 2)
     self.assertEqual(tower.radius.size, 80)
     self.assertEqual(tower.damage, 2)
    def place_randomly_in_range(self, board, x_min, x_max, y_min, y_max):
        tower = Tower(randrange(x_min, x_max), randrange(y_min, y_max))

        count = board._num_towers
        while not board.add_tower(tower):
            assert count == board._num_towers, "place along path False error"
            tower = Tower(randrange(0, board._width), randrange(0, board._height))
        assert count + 1 == board._num_towers, "place along path True error"
        return True
Esempio n. 8
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 def __init__(self, team, pos, layer, creatureLayer):
     """
     Creates a new ice tower instance (including libAVG nodes).
     team: the team, the tower belongs to.
     pos: the position of the tower.
     layer: the layer the tower should be placed on.
     """
     Tower.__init__(self, team, pos, layer, creatureLayer)
     
Esempio n. 9
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 def __init__(self, team, pos, layer, creatureLayer):
     """
     Creates a new ice tower instance (including libAVG nodes).
     team: the team, the tower belongs to.
     pos: the position of the tower.
     layer: the layer the tower should be placed on.
     """
     self.snowballAnimsList = []
     Tower.__init__(self, team, pos, layer,  creatureLayer)
     self.destroyCircleColor = "00BFFF"
Esempio n. 10
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 def test_intersects(self):
     with patch('application.Application') as perm_mock:
         perm_mock.game_engine = None
     game_state = GameState(perm_mock)
     creep = Creep(20, 50, game_state.world.ways[0], 2)
     tower = Tower(40, 50, 'laser')
     tower.level = 2
     self.assertEqual(game_state.intersects(tower, creep), True)
     tower = Tower(150, 300, 'freeze')
     self.assertEqual(game_state.intersects(tower, creep), False)
Esempio n. 11
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    def __init__(self, pos):
        Tower.__init__(self, pos)
        self.name = "Landmine"
        self.image.fill((50, 50, 50))
        self.fire_rate = 0.25
        self.damage = 75
        self.description = "A simple, single-use landmine."
        self.cost = 10

        self.frame = TowerFrame(self)
Esempio n. 12
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 def test_stop_blast(self):
     with patch('application.Application') as perm_mock:
         perm_mock.game_engine = None
     game_state = GameState(perm_mock)
     tower = Tower(50, 62, 'laser')
     creep = Creep(50, 62, game_state.world.ways[0], 1)
     tower.attacked_creep = creep
     game_state.world.towers.append(tower)
     game_state.stop_blast(game_state.world.towers, creep)
     self.assertEqual(game_state.world.towers[0].is_blast, False)
     self.assertEqual(game_state.world.towers[0].attacked_creep, None)
Esempio n. 13
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	def build_tower(self, pos, tower):
		tile_pos = self.tile_coord(pos)
		for tower in self.game_towers: # check if tower already exists 
			if tile_pos[0] == tower.tile_x and tile_pos[1] == tower.tile_y:
				return
		if self.money >= self.tower_type*300:
			new_tower = Tower(tile_x = tile_pos[0], tile_y = tile_pos[1], activate = True, angle = 0, t_type = self.tower_type)
			# Add the tower to the update group and set its display rect
			self.update_unit_rect(new_tower)
			new_tower._update_image()
			self.money = self.money - (500*self.tower_type)
			self.game_towers.append(new_tower) # add to list of towers
Esempio n. 14
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 def __init__(self, pos):
     Tower.__init__(self, pos)
     self.name = "Slow Tower"
     self.image.fill((255, 170, 0))
     self.fire_rate = 0
     self.damage = 0
     self.radius = 50
     self.speed_mod = 0.75
     self.description = "A tower which slows all enemies in its radius."
     self.cost = 75
     self.extra_attributes = {"Slow Amount: ": str((1-self.speed_mod) * 100) + "%"}
     self.frame = TowerFrame(self, self.extra_attributes)
Esempio n. 15
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    def __init__(self, pos):
        Tower.__init__(self, pos)
        self.name = "Rapid-fire Tower"
        self.image.fill((120, 0, 255))
        self.projectile = Surface((5, 5)).convert()
        self.projectile.fill((120, 0, 255))
        self.projectile_speed = 10
        self.fire_rate = 0.25
        self.damage = 7
        self.description = "A tower with moderate range and very quick attack speed."
        self.cost = 50

        self.frame = TowerFrame(self)
Esempio n. 16
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 def __init__(self, pos):
     Tower.__init__(self, pos)
     self.name = "Multi Shot Tower"
     self.image.fill((150, 0, 150))
     self.fire_rate = 1.5
     self.damage = 20
     self.radius = 150
     self.max_targets = 3
     self.description = "A tower which hits multiple enemy units."
     self.cost = 125
     self.target = []
     self.extra_attributes = {"Max Targets": str(self.max_targets)}
     self.frame = TowerFrame(self, self.extra_attributes)
 def __init__(self, pos):
     Tower.__init__(self, pos)
     self.name = "Multi Shot Tower"
     self.image.fill((150, 0, 150))
     self.fire_rate = 1.5
     self.damage = 20
     self.radius = 150
     self.max_targets = 3
     self.description = "A tower which hits multiple enemy units."
     self.cost = 125
     self.target = []
     self.extra_attributes = {"Max Targets": str(self.max_targets)}
     self.frame = TowerFrame(self, self.extra_attributes)
def main():
    tower = Tower()
    initial_rod = "one"
    final_rod = "two"
    tower.initialise_tower(initial_rod)
    tower.print_tower()
    tower.solve(initial_rod, final_rod)
Esempio n. 19
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 def __init__(self, pos):
     Tower.__init__(self, pos)
     self.name = "Amp Field"
     self.image.fill((255, 255, 0))
     self.fire_rate = 0
     self.damage = 0
     self.radius = 20
     self.damage_mod = 1.5
     self.description = "A block which increases the damage taken by all enemies on it."
     self.cost = 25
     self.extra_attributes = {
         "Damage Amp: ": str((self.damage_mod - 1) * 100) + "%"
     }
     self.frame = TowerFrame(self, self.extra_attributes)
Esempio n. 20
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def mainThread():
    
    table = Table()
    table.addpiece(1, 0, Pawn(1, 0, pawn_color, table.table_map))
    table.addpiece(1, 1, Pawn(1, 1, pawn_color, table.table_map))
    table.addpiece(1, 2, Pawn(1, 2, pawn_color, table.table_map))
    table.addpiece(1, 3, Pawn(1, 3, pawn_color, table.table_map))
    table.addpiece(1, 4, Pawn(1, 4, pawn_color, table.table_map))
    table.addpiece(1, 5, Pawn(1, 5, pawn_color, table.table_map))
    table.addpiece(1, 6, Pawn(1, 6, pawn_color, table.table_map))
    table.addpiece(1, 7, Pawn(1, 7, pawn_color, table.table_map))
    
    table.addpiece(0, 0, Tower(0, 0, tower_color, table.table_map))
    table.addpiece(0, 1, Horse(0, 1, horse_color, table.table_map))
    table.addpiece(0, 2, Bishop(0, 2, bishop_color, table.table_map))
    table.addpiece(0, 3, King(0, 3, king_color, table.table_map))
    table.addpiece(0, 4, Queen(0, 4, quin_color, table.table_map))
    table.addpiece(0, 5, Bishop(0, 5, bishop_color, table.table_map))
    table.addpiece(0, 6, Horse(0, 6, horse_color, table.table_map))
    table.addpiece(0, 7, Tower(0, 7, tower_color, table.table_map))
    
    
    table.addpiece(6, 0, Pawn(6, 0, pawn_color, table.table_map, True))
    table.addpiece(6, 1, Pawn(6, 1, pawn_color, table.table_map, True))
    table.addpiece(6, 2, Pawn(6, 2, pawn_color, table.table_map, True))
    table.addpiece(6, 3, Pawn(6, 3, pawn_color, table.table_map, True))
    table.addpiece(6, 4, Pawn(6, 4, pawn_color, table.table_map, True))
    table.addpiece(6, 5, Pawn(6, 5, pawn_color, table.table_map, True))
    table.addpiece(6, 6, Pawn(6, 6, pawn_color, table.table_map, True))
    table.addpiece(6, 7, Pawn(6, 7, pawn_color, table.table_map, True))
    
    table.addpiece(7, 0, Tower(7, 0, tower_color, table.table_map))
    table.addpiece(7, 1, Horse(7, 1, horse_color, table.table_map))
    table.addpiece(7, 2, Bishop(7, 2, bishop_color, table.table_map))
    table.addpiece(7, 3, King(7, 3, king_color, table.table_map))
    table.addpiece(7, 4, Queen(7, 4, quin_color, table.table_map))
    table.addpiece(7, 5, Bishop(7, 5, bishop_color, table.table_map))
    table.addpiece(7, 6, Horse(7, 6, horse_color, table.table_map))
    table.addpiece(7, 7, Tower(7, 7, tower_color, table.table_map))
    
    while True: 
        for evento in py.event.get():
            if evento.type == py.QUIT:
                py.quit()
                
        display.fill((255,255,255))
        table.render(display, py, font)
        py.display.flip()
        time.tick(64)
Esempio n. 21
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def enter():
    global soldier, space_world, soldier_bullet_team, tower, ship_bullet_team, alien_team

    space_world = Space_World()
    soldier = Soldier()
    tower = Tower()
    soldier_bullet_team = [Soldier_Bullet() for i in range(10)]
    ship_bullet_team = [Ship_Bullet() for i in range(30)]
    alien_team = [Alien() for i in range(30)]

    soldier.get_space(space_world)
    tower.get_space(space_world)

    for alien in alien_team:
        alien.get_tower(tower)
Esempio n. 22
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    def test_initialize_tower_with_three_rings(self):
        tower = Tower(3)

        pinOne = tower.pins[0]
        number_of_rings = len(pinOne.rings)

        self.assertEqual(number_of_rings, 3)
 def test_tower_creation(self):
     new_tower = Tower(SoldiersGroup(Player('Blue')))
     print("done")
     self.assertTrue(
         new_tower.waiting_for_update is False
         and new_tower.update_time == 0 and new_tower.level == 1
         and new_tower.warriors_group == SoldiersGroup(Player('Blue')))
Esempio n. 24
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 def handle_mouse_events(self, mouse):
     for tower in self.world.towers:
         if tower.pressed(mouse) and self.world.current_tower_type == tower.type and not self.world.put_mine:
             if self.is_enough_money(self.world.upgrade_cost, self.gamer) and tower.can_be_upgraded():
                 self.gamer.money -= self.world.upgrade_cost
                 tower.upgrade()
             else:
                 pass
                 #printCostMessage()
     for cell in self.world.tower_places:
         if cell.pressed(mouse) and not self.world.put_mine:
             if self.is_enough_money(self.world.buy_cost, self.gamer):
                 self.gamer.money -= self.world.buy_cost
                 self.world.tower_places.remove(cell)
                 self.world.towers.append(Tower(cell.x, cell.y, self.world.current_tower_type))
             else:
                 pass
                 #printCostMessage()
     if self.world.put_mine:
         inter = False
         mine = Mine((mouse[0] // 32) * 32, (mouse[1] // 32) * 32)
         for tower in self.world.towers:
             if mine.intersects(tower):
                 inter = True
         for creep in self.world.creeps:
             if mine.intersects(creep):
                 inter = True
         for tow_pl in self.world.tower_places:
             if mine.intersects(tow_pl):
                 inter = True
         if not inter:
             if self.is_enough_money(20, self.gamer):
                 self.world.mines.append(mine)
                 self.gamer.money -= 20
             self.world.put_mine = False
Esempio n. 25
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def run_game():
    pygame.init()
    pygame.mixer.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height))
    pygame.mixer.music.load('sounds/bg_music2.mp3')
    pygame.mixer.music.play()
    pygame.mixer.music.set_volume(0.5)
    pygame.display.set_caption("Perestroika")

    bracing = Bracing(screen)
    GlobalState()
    blocks = Group()
    tower = Tower()
    trucks = Group()
    record = None
    for r in Record.filter(user="******"):
        record = r
    if record is None:
        record = Record(user="******", score=0)
        record.save()
    GlobalState().record = record
    builder = Builder(screen)
    block = Block(bracing)
    block.make_static()
    button = Button(screen)
    while True:
        gf.check_events(bracing, blocks, tower, builder, block, trucks, button)
        builder.update()
        bracing.update()
        blocks.update(bracing)
        block.update(bracing)
        trucks.update()
        gf.update_screen(screen, bracing, blocks, builder, block, trucks, button)
        GlobalState().ticks += 1
Esempio n. 26
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class Hanoi(object):
    def __init__(self, n):

        # stack starts on tower A
        self.towerA = Tower(n, "A")
        self.towerB = Tower(0, "B")
        self.towerC = Tower(0, "C")

    def _move(self, ndiscs, towerFrom, towerAux, towerTo):

        if ndiscs == 0:
            return

        else:
            # move n-1 discs to the auxiliary tower
            self._move(ndiscs - 1, towerFrom, towerTo, towerAux)

            # move nth disc from the source tower to the destination tower
            val = towerFrom.pop()
            towerTo.add(val)

            # move n-1 discs from the auxiliary tower to the destination tower
            self._move(ndiscs - 1, towerAux, towerFrom, towerTo)

    def run(self):
        self._move(self.towerA.size(), self.towerA, self.towerB, self.towerC)
Esempio n. 27
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    def __init__(self, pos):
        Tower.__init__(self, pos)
        self.name = "Mortar Tower"
        self.image = Surface((40, 40)).convert()
        self.image.fill((0, 0, 255))
        self.projectile = Surface((15, 15)).convert()
        self.projectile.fill((255, 150, 0))
        self.projectile_speed = 3

        self.radius = 300
        self.fire_rate = 3
        self.damage = 15
        self.description = "A long-range tower that fires mortars which " \
                           "explode on impact, dealing damage to all nearby enemies."
        self.cost = 75

        self.frame = TowerFrame(self)
Esempio n. 28
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    def read_input(self, input_file):
        inputs = open(input_file)
        self.points = int(inputs.readline())
        position = 0
        for line in inputs.readlines():
            informations = line.split(' ')
            tower = Tower()
            tower.name = informations.pop(0)
            tower.cost = float(informations.pop(0))
            tower.points = sorted([int(point) for point in informations if point.isdigit()])
            tower.position = position
            position += 1

            self.append_tower(tower)
        self.__towers = sorted(self.__towers, key=lambda tower: tower.cost)
        self.__generate_distances()
        self.__generate_pheromones()
Esempio n. 29
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 def test_wave_is_over(self):
     with patch('application.Application') as perm_mock:
         perm_mock.game_engine = None
     game_state = GameState(perm_mock)
     game_state.world.creeps[0].rect = (20, 20, 50, 100)
     game_state.world.finish = [20, 20]
     game_state.check_creeps(game_state.world, game_state.gamer)
     self.assertEqual(game_state.wave_is_over(game_state.world), True)
     creep = Creep(20, 50, game_state.world.ways[0], 2)
     tower = Tower(30, 50, 'laser')
     tower.level = 2
     creep.health = 0
     game_state.world.creeps.append(creep)
     game_state.world.towers.append(tower)
     game_state.blast_and_kill(game_state.world.creeps[0], game_state.world,
                               game_state.gamer)
     self.assertEqual(game_state.wave_is_over(game_state.world), True)
Esempio n. 30
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 def test_blast(self):
     with patch('application.Application') as perm_mock:
         perm_mock.game_engine = None
     game_state = GameState(perm_mock)
     creep = Creep(50, 62, game_state.world.ways[0], 1)
     tower = Tower(50, 62, 'laser')
     game_state.blast(tower, creep)
     self.assertEqual(creep.health, 99)
    def __init__(self, pos):
        Tower.__init__(self, pos)
        self.name = "Mortar Tower"
        self.image = Surface((40, 40)).convert()
        self.image.fill((0, 0, 255))
        self.projectile = Surface((15, 15)).convert()
        self.projectile.fill((255, 150, 0))
        self.projectile_speed = 3

        self.radius = 300
        self.fire_rate = 3
        self.damage = 15
        self.description = "A long-range tower that fires mortars which " \
                           "explode on impact, dealing damage to all nearby enemies."
        self.cost = 75

        self.frame = TowerFrame(self)
Esempio n. 32
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 def addTower(self,x,y,ttype):
     gold = [50,100,500]
     if x < len(self.map.map) and y < len(self.map.map[0]) and self.map.map[y][x].isWall and self.isFree(x,y):
         g = gold[ttype-1]
         if self.player.gold >= g:
             self.player.getGold(-g)
             if ttype == 1:
                 # Arrow tower
                 #Tower(self,x,y,damage,trange,firerate,projSpeed,ttype):
                 newtower = Tower(x*self.squareSize,y*self.squareSize,10,200,10,20,1)
                 self.buttons[0].activated = False
             elif ttype == 2:
                 newtower = Tower(x*self.squareSize,y*self.squareSize,10,150,15,20,2)  
                 self.buttons[1].activated = False
             elif ttype == 3:
                 newtower = LaserTower(x*self.squareSize,y*self.squareSize,4,100,3)
                 self.buttons[2].activated = False
             self.towers.append(newtower)
Esempio n. 33
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 def add_tower(self):
     """ add a tower to the game """
     (ex, ey) = self.__MAP.get_entrance_coords(
     )  #STUB: add tower on entrance by default
     cell = self.__MAP.get_cell_from_grid((ex, ey))
     tower = Tower(self, (ex * self.__MAP.get_cell_width(),
                          ey * self.__MAP.get_cell_height()), cell)
     cell.add_tower(tower)
     self.__tower_list.append(tower)
     return
Esempio n. 34
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 def reset(self, money=200, wave=1):
     """ ([int], [int]) -> None
     Reset money, wave number, and other similar game world properties. """
     self.money = money
     self.wave = wave
     self.turrets = []
     self.intersections = []
     self.enemies = []
     self.tower = Tower(IMG_PATH_TOWER, self.screenW / 2, self.screenH / 2)
     self.mode = self.modes[0]
Esempio n. 35
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def map_sprites():

    global decorations
    decorations = pygame.sprite.Group()
    decorations.add(Pond(400, 325))
    decorations.add(Road_2(150, 0))
    decorations.add(Road_2(350, 0))
    decorations.add(Road_2(550, 0))
    decorations.add(Road_2(750, 0))
    decorations.add(Road(0, 75))
    decorations.add(Road(0, 375))
    decorations.add(Road(0, 675))
    decorations.add(Box(5, 5))
    decorations.add(Box(495, 20))
    decorations.add(Box(295, 320))
    decorations.add(Box(95, 130))
    decorations.add(Box(605, 320))
    decorations.add(Box(205, 620))
    decorations.add(Box(695, 430))
    decorations.add(Box(945, 620))
    decorations.add(Box(405, 730))
    decorations.add(Box(805, 745))
    decorations.add(Tower(0, 275))
    decorations.add(Tower(200, 125))
    decorations.add(Tower(950, 275))
    decorations.add(Tower(300, 575))
    decorations.add(Fan(700, 125))
    decorations.add(Fan(950, 125))
    decorations.add(Fan(0, 625))
    decorations.add(Fan(600, 625))
    decorations.add(Fan(300, 0))
    decorations.add(Fan(200, 750))
    decorations.add(Tree(400, 125))
    decorations.add(Tree(500, 625))
    decorations.add(Flower(405, 325))
    decorations.add(Flower(530, 325))
    decorations.add(Flower(465, 300))
    decorations.add(Flower(405, 460))
    decorations.add(Flower(530, 460))
    decorations.add(Flower(465, 480))
    decorations.add(Arrow(875, 25))
Esempio n. 36
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 def test_stop_blast(self):
     tower = Tower(10, 20, 'laser')
     tower.attacked_creep = Creep(10, 20, [0, 0], 1)
     tower.is_blast = True
     tower.stop_blast()
     self.assertEqual(tower.is_blast, False)
     self.assertEqual(tower.attacked_creep, None)
Esempio n. 37
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def main():
    tower = Tower(join(dirname(__file__), 'tower.txt'))
    tower_example = Tower(join(dirname(__file__), 'example.txt'))

    print('Part 1')
    print('Bottom program: {}'.format(tower_example.get_bottom()))
    print('Solution to part 1: {}'.format(tower.get_bottom()))

    print()

    print('Part 2')
    solution = tower_example.weight_to_balance()
    print('Correct weight: {}'.format(solution))
    solution2 = tower.weight_to_balance()
    print('Solution to part 2: {}'.format(solution2))
    def create_tower(self, x1, x2, y1, y2):
        """Create a tower instance for the solver

		Args:
		    x1 (int): x1 coordinate
		    x2 (int): x2 coordinate
		    y1 (int): y1 coordinate
		    y2 (int): y2 coordinate

		Returns:
		    Tower: A Tower instance
		"""
        # Argument checks are done by Tower.__init__
        return Tower(self, x1, x2, y1, y2)
Esempio n. 39
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class HanoiGame(HanoiGameGui):

    def __init__(self, canvas, numDiscs = 3):
        super(HanoiGame, self).__init__(canvas, numDiscs)
        discs = range(1, numDiscs + 1)
        self.left_tower = Tower('Torre Esquerda', TowerPosition.Left)
        self.central_tower = Tower('Torre Central', TowerPosition.Center, sorted(discs, reverse=True))
        self.right_tower = Tower('Torre Direita', TowerPosition.Right)
        self.disc_1_mutex = True
        self.moveCount = 0

    def move(self):
        if self.disc_1_mutex:
            self.forward_move(1)
            self.disc_1_mutex = False
        else:
            disc_on_left = self.left_tower.top()
            disc_on_center = self.central_tower.top()
            disc_on_right = self.right_tower.top()
            values = [v for v in [disc_on_left, disc_on_center, disc_on_right] if v != 1 and v > 0]
            minValue = min(values)
            self.forward_move(minValue)
            self.disc_1_mutex = True

        self.moveCount += 1

    def able_tower(self, d, tower):
        if len(tower) == 0:
            return True
        value = tower[len(tower) - 1]
        if d > value:
            return False
        return True

    def forward_move(self, d):
        if d in self.right_tower:
            self.next_move(d, self.left_tower, self.central_tower)
        elif d in self.central_tower:
            self.next_move(d, self.right_tower, self.left_tower)
        elif d in self.left_tower:
            self.next_move(d, self.right_tower, self.central_tower)

    def next_move(self, d, tower_a, tower_b):
        #first movement
        if len(tower_a) == 0 and len(tower_b) == 0:
            self.move_disc(d, tower_b)
            return

        #if any tower is unable to receive the disk, it goes the other way
        if not self.able_tower(d, tower_a):
             self.move_disc(d, tower_b)
             return
        if not self.able_tower(d, tower_b):
             self.move_disc(d, tower_a)
             return

        disc_on_a = tower_a.top()
        disc_on_b = tower_b.top()

        if (disc_on_a - 1) == d:
            self.move_disc(d, tower_a)
        elif (disc_on_b - 1) == d:
            self.move_disc(d, tower_b)
        elif d == 1:
            tower = self.disc1_new_tower(tower_a, tower_b)
            print('disc1 new tower', tower)
            self.move_disc(d, tower)

    def disc1_new_tower(self, tower_a, tower_b):

        current_tree = []
        disc1_current_tower = self.get_tower(1)

        i = len(disc1_current_tower) - 1
        current_tree.append(disc1_current_tower[i])

        while disc1_current_tower[i - 1] - disc1_current_tower[i] == 1:
            i-=1
            current_tree.append(disc1_current_tower[i])

        max_current_tree = max(current_tree)
        len_current_tree = len(current_tree)
        len_is_odd = len_current_tree % 2 != 0
        building_tower = self.get_tower(max_current_tree + 1)
        if len_is_odd:
            if building_tower == tower_a:
                return tower_a
            return tower_b
        else:
            if building_tower == tower_a:
                return tower_b
            return tower_a

    def get_tower(self, d):
        if d in self.right_tower:
            return self.right_tower
        elif d in self.central_tower:
            return self.central_tower
        elif d in self.left_tower:
            return self.left_tower

    def move_disc(self, d, tower):
        if d in self.left_tower:
            self.left_tower.pop()
        if d in self.central_tower:
            self.central_tower.pop()
        if d in self.right_tower:
            self.right_tower.pop()

        #self.write_movement(d, tower)
        super(HanoiGame, self).moveDiscToTower(d, tower)
        tower.append(d)

    def write_movement(self, d, tower):
        print(d, '=>', tower)
Esempio n. 40
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class Game(object):

    modes = ['Waiting', 'In Play']

    def __init__(self, fps=60, fullscreen=False):
        """ (int, int, int, bool) -> Game
        Instantiate Game object with expected properties of a tower defense game. """
        pygame.init()
        
        # Parameter-based properties
        self.fps = fps
        self.fullscreen = fullscreen

        # Determine width and height
        self.screenW = pygame.display.list_modes()[0][0]
        self.screenH = pygame.display.list_modes()[0][1]
        if not self.fullscreen:
            self.screenW = floor(0.8 * self.screenW)
            self.screenH = floor(0.8 * self.screenH)

        # Display and framerate properties
        self.caption = GAME_NAME + ' - Left Mouse Button to select/place turret, drag by moving the mouse'
        self.displaySurf = None
        if self.fullscreen:
            self.flags = FULLSCREEN | DOUBLEBUF | HWACCEL
        else:
            self.flags = DOUBLEBUF | HWACCEL
        self.fpsClock = pygame.time.Clock()
        self.initializeDisplay()

        # Define and reset gameplay properties and objects
        self.money, self.wave, self.turrets, self.enemies, self.intersections, \
                    self.measuredFPS, self.tower, self.mode = [None] * 8
        self.reset()

        # HUD object 
        hudSize = 300
        hudRect = pygame.Rect(self.screenW - hudSize, 0, hudSize, self.screenH)
        hudColour = GREY
        self.hud = HUD(hudRect, hudColour, Turret(), FourShotTurret(), GlueTurret(),
                       FireTurret(), LongRange(), EightShotTurret())

        # Collision-related properties
        self.pathRects = []

        # Level appearance and elements
        self.intersectionSurface = pygame.Surface(self.displaySurf.get_size(), SRCALPHA | RLEACCEL, 32).convert_alpha()
        self.pathColour = ORANGE
        self.grassColour = LGREEN
        self.pathWidth = 50

        # Mouse and events
        self.mouseX, self.mouseY = 0, 0
        self.clicking = False
        self.dragging = False
        self.events = []

        # Health increment
        self.healthIncrement = 1

        # Menu object
        self.menu = Menu()

        # Background
        self.background = pygame.image.load(getDataFilepath(IMG_PATH_GRASS)).convert()
        self.pathImage = pygame.image.load(getDataFilepath(IMG_PATH_DIRT)).convert()

        # Sounds
        self.backgroundMusic = Sound(getDataFilepath('retro.wav'), True)
        self.hitSound = Sound(SOUND_PATH_SHOT, False)

        self.inPlay = True

    def reset(self, money=200, wave=1):
        """ ([int], [int]) -> None
        Reset money, wave number, and other similar game world properties. """
        self.money = money
        self.wave = wave
        self.turrets = []
        self.intersections = []
        self.enemies = []
        self.tower = Tower(IMG_PATH_TOWER, self.screenW / 2, self.screenH / 2)
        self.mode = self.modes[0]

    def incrementEnemyHealth(self, increment):
        for enemy in self.enemies:
            enemy.health *= increment

    def generateEnemies(self, x=1, separation=70):
        """ ([int], [int]) -> None
        Generate "x" number of enemies with the given separation for the tower defense game. """

        # Return immediately if there are no intersections loaded.
        if not self.intersections:
            print('WARNING: Enemies not loaded! Intersections must be loaded first.')
            return

        # Clear the list of enemies to start with.
        self.enemies = []

        # Gather information and create temporary variables.
        firstTurnX = self.intersections[0][0]
        firstTurnY = self.intersections[0][1]
        secondTurnX = self.intersections[1][0]
        secondTurnY = self.intersections[1][1]
        gap = x * separation
        xlist = []
        ylist = []
        direction = NODIR

        # Determine the starting direction and co-ordinate lists for the enemies.
        if firstTurnX == secondTurnX and firstTurnY > secondTurnY:
            xlist = [firstTurnX]
            ylist = xrange(firstTurnY, firstTurnY + gap, separation)
            direction = UP
        elif firstTurnX == secondTurnX:
            xlist = [firstTurnX]
            ylist = xrange(firstTurnY - gap, firstTurnY, separation)
            direction = DOWN
        elif firstTurnY == secondTurnY and firstTurnX > secondTurnX:
            xlist = xrange(firstTurnX, firstTurnX + gap, separation)
            ylist = [firstTurnY]
            direction = LEFT
        elif firstTurnY == secondTurnY:
            xlist = xrange(firstTurnX - gap, firstTurnX, separation)
            ylist = [firstTurnY]
            direction = RIGHT

        # Create enemies with the information determined above.
        w = Enemy(IMG_PATH_ENEMY1, 0, 0).w
        h = Enemy(IMG_PATH_ENEMY1, 0, 0).h
        assigned = False
        for x in xlist:
            for y in ylist:
                enemyType = random.randint(1, 5)
                if enemyType == 2 and not assigned:
                    self.enemies.append(Enemy(IMG_PATH_ENEMY2, x - w // 2, y - h // 2, direction, 3, 200))
                    assigned = True
                elif enemyType == 3 and not assigned and self.wave >= 2:
                    self.enemies.append(Enemy(IMG_PATH_ENEMY3, x - w // 2, y - h // 2, direction, 2, 300))
                    assigned = True
                elif enemyType == 4 and not assigned and self.wave >= 2:
                    self.enemies.append(Plane(IMG_PATH_ENEMY4, x - w // 2, y - h // 2, direction, 6, 100))
                    assigned = True
                elif enemyType == 5 and not assigned and self.wave >= 10:
                    self.enemies.append(HugeTank(IMG_PATH_ENEMY5, x - w // 2, y - h // 2, direction, 2, 500))
                    assigned = True
                else:
                    self.enemies.append(Enemy(IMG_PATH_ENEMY1, x - w // 2, y - h // 2, direction, health=100))
                    assigned = True
                self.enemies[-1].setNextIntersection(self.intersections[0])
                self.enemies[-1].initialDistanceFromWorld = distance((self.enemies[-1].x, self.enemies[-1].y),
                                                                     (firstTurnX, firstTurnY))
                assigned = False

        if self.wave % 5 == 0:
            self.healthIncrement += 1
        self.incrementEnemyHealth(self.healthIncrement)
        # Sort the list of enemies in terms of ascending distance away from the initial intersection.
        self.enemies.sort(key=lambda x: x.initialDistanceFromWorld)

    def makeStrSubstitutions(self, string):
        """ (str) -> str
        Return the input string but with human-readable keywords
        exchanged for co-ordinates and directions. """
        substitutions = {'RIGHT': RIGHT, 'LEFT': LEFT, 'UP': UP, 'DOWN': DOWN, 'WIDTH': self.hud.left,
                         'HEIGHT': self.screenH}
        result = string[:]
        for word in string.split():
            if word in substitutions:
                result = result.replace(word, str(substitutions[word]))
        return result

    def stretchIntersections(self):
        """ (None) -> None
        Stretch or compress intersection co-ordinates as necessary to fit them to screen. """
        # Return immediately if there are no intersections
        if not self.intersections:
            return
        # Gather info about the needed scaling for horizontal and vertical co-ordinates of each intersection
        temp = self.intersections[:]
        temp.sort(key=lambda x: x[0])
        horizontalStretch = (self.screenW - self.hud.width) / float(temp[-1][0] + self.pathWidth // 2)
        temp = self.intersections[:]
        temp.sort(key=lambda x: x[1])
        verticalStretch = self.screenH / float(temp[-1][1] + self.pathWidth)
        # Make it happen and leave the intersection direction intact
        for i in xrange(len(self.intersections)):
            self.intersections[i] = ceil(self.intersections[i][0] * horizontalStretch), \
                                    ceil(self.intersections[i][1] * verticalStretch), self.intersections[i][2]
        self.tower.x *= horizontalStretch
        self.tower.y *= verticalStretch

    def loadIntersections(self, filename):
        """ (None) -> tuple
        Load the saved intersections from file based on the current wave.
        Return the loaded intersection 3-tuples. """
        self.intersections = []
        data = open(getDataFilepath(filename), 'r')
        for line in data:
            intersection = self.makeStrSubstitutions(line).split()
            intersection = int(intersection[0]), int(intersection[1]), int(intersection[2])
            self.intersections.append(intersection)
        self.stretchIntersections()
        return self.intersections

    def loadTowerLoc(self, filename):
        """ (None) -> None
        Load the co-ordinates of the tower to defend. """
        data = open(getDataFilepath(filename), 'r').read().split()
        x = int(self.makeStrSubstitutions(data[-3]))
        y = int(self.makeStrSubstitutions(data[-2]))
        self.tower.x, self.tower.y = x - self.tower.w // 2, y - self.tower.h // 2
        newRect = self.tower.getRect().clamp(pygame.Rect(0, 0, self.screenW - self.hud.width, self.screenH))
        self.tower.x = newRect.x
        self.tower.y = newRect.y

    def incrementWave(self):
        """ (None) -> None
        Set up the level for the next wave. """
        self.wave += 1
        self.generateEnemies(4 * self.wave)
        for turret in self.turrets:
            turret.bullets = []
            turret.angle = 0

    def drawText(self, text, x=0, y=0):
        """ (str, [int], [int]) -> None
        Draw the given string such that the text matches up with the given top-left co-ordinates.
        Acts as a wrapper for the HUD drawText(). """
        self.hud.drawText(self.displaySurf, text=text, left=x, top=y)

    def handleAI(self):
        """ (None) -> None
        Force the enemies to turn at each intersection. """
        if not self.enemies or not self.intersections:
            return
        for enemy in self.enemies:
            nextTurn = enemy.getNextIntersection()            
            if not enemy.getReducedRect().collidepoint(nextTurn[0:2]):
                continue
            if nextTurn[-1] == LEFT: enemy.startMovingLeft()   
            elif nextTurn[-1] == RIGHT: enemy.startMovingRight()
            elif nextTurn[-1] == UP: enemy.startMovingUp()
            elif nextTurn[-1] == DOWN: enemy.startMovingDown()
            else: enemy.stop()
            intersectionIndex = self.intersections.index(nextTurn)  
            if intersectionIndex + 1 < len(self.intersections):  
                enemy.setNextIntersection(self.intersections[intersectionIndex + 1])
                
    def drawIntersections(self, surface):
        """ (Surface) -> None
        Draw a sequence of paths joining all of the intersections onto the given surface.
        Update the list of path Rect objects for collision detection. """
        if not self.intersections:
            return
        points, intersectionRects, joinRects, result = [], [], [], []
        half = floor(self.pathWidth / 2.0)
        for intersection in self.intersections:
            points.append((intersection[0], intersection[1]))
        for point in points:
            intersectionRects.append(pygame.Rect(point[0] - half, point[1] - half, 2 * half, 2 * half))
        for i in xrange(len(points) - 1):
            result.append(intersectionRects[i].union(intersectionRects[i + 1]))
            surface.blit(self.pathImage, (result[-1].x, result[-1].y), result[-1])
        self.pathRects = result

    def onPath(self, other):
        """ (int, int) -> bool
        Return True if the x and y co-ordinates represent a spot on the paths, False otherwise. """
        result = False
        if not self.pathRects:
            return result
        for rect in self.pathRects:
            if (isinstance(other, tuple) and rect.collidepoint(other)) or rect.colliderect(other):
                result = True
        return result

    def onGrass(self, other):
        """ (int, int) -> bool
        Return True if the x and y co-ordinates represent a spot on the grass, False otherwise. """
        return not self.onPath(other)

    def hoveringSidebar(self):
        """ (None) -> bool
        Return True if the mouse is hovering over the HUD sidebar, False otherwise. """
        return self.mouseX >= self.hud.left
        
    def initializeDisplay(self):
        """ (None) -> Surface
        Initialize the display Surface and update the caption and display settings. Only call once in __init__. """
        self.displaySurf = pygame.display.set_mode((self.screenW, self.screenH), self.flags)
        pygame.display.set_caption(self.caption)
        return self.displaySurf

    def redrawAndProceedTick(self):
        """ (None) -> None
        Redraw the screen, and delay to enforce the FPS. Call on every update. """
        pygame.display.flip()
        self.fpsClock.tick_busy_loop(self.fps)
        self.measuredFPS = self.fpsClock.get_fps()

    def terminate(self):
        """ (None) -> None
        Set the game to exit as soon as possible. """
        print('Game closing...')
        self.inPlay = False

    def handleQuitEvents(self, events):
        """ (list-of-Events) -> None
        Exit the game if Escape is pressed or if the close button is used. """
        for event in events:
            if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
                self.terminate()

    def updateState(self):
        """ (None) -> None
        Update the state of the game based on the user selection on the sidebar. """
        if self.hud.shouldPause():
            self.backgroundMusic.pause()
            if self.menu.drawPauseMenu(self.displaySurf):
                self.__init__(self.fps, self.fullscreen)
                self.execute()
            self.menu.drawPauseMenu(self.displaySurf)
            self.backgroundMusic.play(-1)
        if self.hud.shouldStart():
            self.mode = self.modes[1]
        self.canRun()

    def updateEnemies(self):
        """ (None) -> None
        Update and draw all enemies and the central tower. """
        levelComplete = True
        for enemy in self.enemies:
            if self.mode == self.modes[0]:
                enemy.pause()
            elif self.mode == self.modes[1]:
                enemy.unpause()
            if enemy.alive():
                levelComplete = False
            enemy.update()

            self.tower.update(self.displaySurf, enemy)
            enemy.draw(self.displaySurf, enemy.x, enemy.y)
        if levelComplete and self.mode == self.modes[1]:
            self.mode = self.modes[0]
            self.incrementWave()

    def enemyIndex(self, enemy):
        try:
            return self.enemies.index(enemy)
        except IndexError:
            print('WARNING: Tried to access nonexistent enemy.')
            return 0

    @staticmethod
    def inRange(enemy, turret):
        """ (Enemy, Turret) -> None
        Return True if the enemy is in range of the given turret, False
        otherwise. """
        return distance(enemy.getRect().center, turret.getRect().center) < turret.range and enemy.active

    def setTarget(self, enemy, turret):
        """ (Enemy, Turret) -> None
        Lock onto a new enemy with the given turret. """
        if not isinstance(turret, FourShotTurret) and turret.canShoot:
            turret.angle = getAngle(deltaX(enemy.x, turret.x), deltaY(enemy.y, turret.y))
        turret.lockOn = True

    def provideReward(self, turret):
        """ (None, Turret) -> None
        Provide the player with a reward for each kill. """
        self.money += turret.reward

    def updateTurrets(self):
        """ (None) -> None
        Update and draw all turrets and bullets. """
        for turret in self.turrets:
            # Check if the turret is highlighted
            turret.highlighted = False
            if turret.getRect().collidepoint(self.mouseX, self.mouseY):
                turret.highlighted = True
                
            # Check for lock-on with enemies
            foundTarget = False
            for enemy in self.enemies:
                if self.inRange(enemy, turret):
                    self.setTarget(enemy, turret)
                    foundTarget = True
                    break
            if not foundTarget:
                turret.lockOn = False
                turret.bullets = []
                
            # Update and draw the turret
            turret.update(self.displaySurf)
            
            # Check for bullet collision with enemies
            for bullet in turret.bullets:
                for enemy in self.enemies:
                    bulletEnemyCollision = bullet.getRect().colliderect(enemy.getRect())
                    if bulletEnemyCollision and not isinstance(turret, FourShotTurret):
                        self.hitSound.play()
                        bullet.dispose()
                        turret.test = True
                        if not isinstance(turret, GlueTurret) or \
                                (isinstance(enemy, Plane) and not isinstance(turret, FireTurret)):
                            enemy.health -= bullet.damagePotential
                        else:
                            enemy.topSpeed *= bullet.slowFactor
                        enemy.dispose()
                        if enemy.health <= 0:
                            self.provideReward(turret)             
                    elif bulletEnemyCollision:
                        self.hitSound.play()
                        enemy.health -= bullet.damagePotential
                        enemy.dispose()
                        bullet.dispose()
                        if enemy.health <= 0:
                            self.provideReward(turret)

    def updateHud(self):
        """ (None) -> None
        Update and draw the HUD sidebar. """
        self.hud.update(self.tower.health, self.money, self.wave)
        self.hud.draw(self.displaySurf)

    def updateInputs(self):
        """ (None) -> None
        Get keyboard and mouse status and check for quit events. """
        self.mouseX, self.mouseY = pygame.mouse.get_pos()
        self.clicking = pygame.mouse.get_pressed()[0]
        self.events = pygame.event.get()
        self.handleQuitEvents(self.events)

    def addTurret(self, index):
        """ (int) -> None
        Add a turret with the given index to the list of turrets. """
        newTurret = copy.copy(self.hud.turrets[index])
        newTurret.x = DEFAULT_VALUE
        newTurret.y = DEFAULT_VALUE
        self.turrets.append(newTurret)

    def handleDragging(self):
        """ (None) -> None
        Facilitate dragging of turrets from the HUD sidebar to the game field. """
        overlapping = False
        index = self.hud.highlighted()
        clicked = False
        rects = [turret.getRect() for turret in self.turrets[0:-1]]
        if len(self.turrets) > 1:
            for rect in rects:
                if self.turrets[-1].getRect().colliderect(rect):
                    overlapping = True
        for event in self.events:
            if event.type == MOUSEBUTTONDOWN:
                clicked = True
        if self.dragging and clicked and self.onGrass(self.turrets[-1].getRect()) and not overlapping:
            self.dragging = False
            self.turrets[-1].canShoot = True
            self.money -= self.turrets[-1].price
        if index >= 0 and clicked and not self.dragging and self.money >= self.hud.turrets[index].price:
            self.dragging = True
            self.addTurret(index)
        if self.dragging and not clicked:
            self.turrets[-1].x = self.mouseX - self.turrets[-1].width // 2
            self.turrets[-1].y = self.mouseY - self.turrets[-1].height // 2
            self.turrets[-1].canShoot = False

    def update(self):
        """ (None) -> None
        Update the entire game state and draws all objects on the screen. """
        self.displaySurf.blit(self.background, ORIGIN)
        self.updateInputs()
        self.handleAI()
        self.updateEnemies()
        self.updateTurrets()
        self.updateHud()
        self.handleDragging()
        self.redrawAndProceedTick()
        self.updateState()

    def execute(self):
        """ (None) -> None
        Execute the Tower Defense game. """

        # Play background music and enter the title screen
        self.backgroundMusic.play(-1)
        self.menu.drawTitleMenu(self.displaySurf)
        filename = self.menu.drawSelectLevelScreen(self.displaySurf)

        # Load the first level properties
        self.loadTowerLoc(filename)
        self.loadIntersections(filename)
        self.generateEnemies(5)

        # Blit the tower and paths onto the background Surface
        self.drawIntersections(self.intersectionSurface)
        self.background.blit(self.intersectionSurface, ORIGIN)
        self.tower.draw(self.background)

        # Play!
        while self.inPlay:
            self.update()
        self.menu.drawLosePanel (self.displaySurf)
        self.menu.drawCredits(self.displaySurf)
        pygame.quit()

    def getRect(self):
        """ (None) -> Rect
        Return a pygame Rect object defining the display surface boundaries. """
        return self.displaySurf.get_rect()

    def canRun (self):
        if self.tower.health <= 0:
            self.terminate ()
Esempio n. 41
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	def sell_tower(self, pos, tower):
		tile_pos = self.tile_coord(pos)
		for tower in self.game_towers:
			if tile_pos[0] == tower.tile_x and tile_pos[1] == tower.tile_y and Tower.get_status(tower):
				tower.deactivate() # deactivate tower
				self.money += tower.price # refund money