Esempio n. 1
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 def __init__(self, grid_size, max_generation):
     self.grid_size = grid_size
     self.grid_size_x, self.grid_size_y = grid_size
     self.generation = 0
     self.max_generation = max_generation
     self.active_cells = 0
     self.game_board = Grid(grid_size, Cell)
     window_size = tuple([x * 5 for x in grid_size])
     self.view = GameView(window_size)
     self.empty_grid = Grid(self.grid_size, Cell)
    def start_loading(self, level: int):
        game_view = GameView()
        for message in game_view.setup(level):
            if self.progress < GAME_LOAD_COUNT:
                self.progress_message = message
                self.progress += 1
                time.sleep(1)  # to get loading effect in case of fast load
            else:
                self.progress_message = "Finishing.."

        self.window.show_view(game_view)
Esempio n. 3
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 def __init__(self):
     super(GameController, self).__init__()
     self.view = GameView()
     self.model = GameModel()
     self.hud   = None
     self.board = None
     self.players = []
     self.currentPlayer = 0 # Who do we see in the views?
     self.playersTurn = 0   # Who's turn is it?
Esempio n. 4
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class GameController (Controller):

    def __init__(self):
        super(GameController, self).__init__()
        self.view = GameView()
        self.model = GameModel()
        self.hud   = None
        self.board = None
        self.players = []
        self.currentPlayer = 0 # Who do we see in the views?
        self.playersTurn = 0   # Who's turn is it?
        
    #def win(player?):
    #    pass


    def notify(self, event):

        if isinstance(event, events.MouseReleased):
            grabbedCard = None
            for card in self.players[self.currentPlayer].hand.cards:
                if card.view.grabbed:
                    grabbedCard = card
                    break

            if grabbedCard:
                for laneIdx, lane in enumerate(self.board.lanes, 0):
                    if lane.view.inBounds(event.mousePos):

                        if not self.players[self.playersTurn].hasEnoughMana(grabbedCard.model.manaCost):
                            grabbedCard.release()
                            break
                        self.players[self.playersTurn].expendMana(grabbedCard.model.manaCost)

                        if self.playersTurn == 0:
                            lane.placeCard(grabbedCard, 0)
                        else:
                            lane.placeCard(grabbedCard, lane.laneLength()-1)
                        self.players[self.currentPlayer].hand.removeCard(grabbedCard)
                        break
                else:
                    card.release()

        if isinstance(event, events.StartTurn):
            print "Starting Player %s Turn" %self.playersTurn
            for lane in self.board.lanes:
                lane.startTurn(self.playersTurn)

            # Now the player who's turn it is draws a card
            self.players[self.playersTurn].drawCard()
            self.players[self.playersTurn].gainMana()

            #AI Takes Over
            if self.playersTurn == 0:
                playLane = self.getSuggestedPlay()
                randomCard = self.players[self.playersTurn].hand.cards[0]
                if (self.players[self.currentPlayer].hasEnoughMana(randomCard.model.manaCost)):
                    self.players[self.currentPlayer].expendMana(randomCard.model.manaCost)   
                    self.board.lanes[playLane].placeCard(randomCard, 0)
                    self.players[self.currentPlayer].hand.removeCard(randomCard)
                
                g.event_manager.post(events.ButtonEndTurn(1))

        if isinstance(event, events.MouseDown):
            print "mousedown"
            if event.mouseButton == 2:
                print "right click"
                g.event_manager.post(events.StartTurn())

        # End turn is called
        if isinstance(event, events.ButtonEndTurn):
            print "Ending turn! YAAAY"
            self.playersTurn += 1
            self.playersTurn %= len(self.players)

            # Since we're not networked. derp
            self.currentPlayer = self.playersTurn

            self.updateCardVisibilities()

            self.view.updateAll()
            self.update()
            g.event_manager.post(events.StartTurn())

        if isinstance(event, events.ShipDamage):
            section = self.board.lanes.index(event.lane)
            if event.card.model.ownerId == 1:
                damagedPlayer = 0
            if event.card.model.ownerId == 0:
                damagedPlayer = 1
            self.players[damagedPlayer].takeDamage(section, event.card.model.power + event.card.model.attackBonus)

        if isinstance(event, events.GameOver):
            self.results.display(not self.players.index(event.player))

    def getSuggestedPlay(self):
        if self.playersTurn == 0:
            enemyPlayer = 1
        else:
            enemyPlayer = 0
        return self.board.getBestLane(enemyPlayer)

    def updateCardVisibilities(self):
        for idx, player in enumerate(self.players):

            if idx == self.currentPlayer:
                player.setVisibility(True)
            else:
                player.setVisibility(False)
Esempio n. 5
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    #     current_screen.show()
    #
    # current_screen = GameView(screen, location['num'], location['coords'], account)

    data = {
        'view': 'main',
        'position': {
            'location': 0,
            'coords': (0, 0)
        },
        'account': ''
    }

    while True:
        if data['view'] == 'game':
            current_screen = GameView(screen, data)
        if data['view'] == 'map':
            current_screen = MapView(screen, data)
        elif data['view'] == 'esc':
            current_screen = PauseView(screen, data)
        elif data['view'] == 'main':
            current_screen = MainView(screen, data)
        elif data['view'] == 'intro':
            current_screen = StoryView(screen, data)

        data = current_screen.show()

else:
    current_screen = ErrorWindow(screen, 'Connection failed')
    current_screen.show()
Esempio n. 6
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class Game():
    def __init__(self, grid_size, max_generation):
        self.grid_size = grid_size
        self.grid_size_x, self.grid_size_y = grid_size
        self.generation = 0
        self.max_generation = max_generation
        self.active_cells = 0
        self.game_board = Grid(grid_size, Cell)
        window_size = tuple([x * 5 for x in grid_size])
        self.view = GameView(window_size)
        self.empty_grid = Grid(self.grid_size, Cell)

    def run_game(self, frames_per_second=100, display_after_end_of_game=True):
        """
        Begins running the game at an optional delay and persists the window unless display_after_end_of_game is False
        """
        keep_displaying_window = True
        while (self.generation <
               self.max_generation) and keep_displaying_window:
            self.update_generation()
            keep_displaying_window = self.view.update_screen(self.generation)
            time.sleep(1 / frames_per_second)

        while (keep_displaying_window and display_after_end_of_game):
            keep_displaying_window = self.view.update_screen(self.generation)

        sys.exit()

    def update_generation(self):
        """Checks each cell to see if it survives to the next generation"""
        next_generation = copy.deepcopy(
            self.empty_grid
        )  # create new "dead" grid using deepcopy to avoid added iteration in the grid.__init__()

        self.view.redraw_screen()  # reset screen

        row_number = 0
        for row in self.game_board:
            cell_number = 0
            for cell in row:
                number_neighbors = self.check_neighboring_living_cells(
                    (row_number, cell_number))
                if cell.is_living():
                    if number_neighbors == 2 or number_neighbors == 3:
                        next_generation.getGridItem(
                            row_number, cell_number).toggle_living(
                            )  # carry over living cell to next generation
                        self.view.draw_cell(
                            (row_number, cell_number))  # draw cell
                else:
                    if number_neighbors == 3:
                        next_generation.getGridItem(
                            row_number, cell_number
                        ).toggle_living(
                        )  # non-living cell becomes living in the next generation
                        self.view.draw_cell(
                            (row_number, cell_number))  # draw cell
                cell_number += 1
            row_number += 1

        self.game_board = next_generation  #This generation has ended, copy next generation's grid into current grid
        self.generation += 1

    def check_neighboring_living_cells(self, coordinates):
        """Check neighboring cells to see if they are living and return the number of living cells"""
        x, y = coordinates
        num_neighbors = 0
        for neighbor_coordinates in NEIGHBORING_CELLS:
            neighbor_x, neighbor_y = neighbor_coordinates
            neighbor_x = (neighbor_x + x) % self.grid_size_x
            neighbor_y = (neighbor_y + y) % self.grid_size_y
            if self.game_board.getGridItem(neighbor_x, neighbor_y).is_living():
                num_neighbors += 1

        return num_neighbors

    def load_coordinates_into_grid(self, coordinate_list):
        """Takes a list of coordinates, a tuple(int x, int y), and sets the corresponding cell to living
           Raises an IndexError if the coordinates are not
        """
        for coordinate in coordinate_list:
            x, y = coordinate
            if (x < self.grid_size_x and x >= 0 and y < self.grid_size_y
                    and y >= 0):
                self.game_board.getGridItem(x, y).toggle_living()
            else:
                raise (IndexError)

    def get_game_board(self):
        """Returns the current generation's game board"""
        return self.game_board