コード例 #1
0
    def __init__(self, gridchoice="none", obs_type="image", mode="rgb_array"):
        super(TetrisSingleInterface, self).__init__(gridchoice, obs_type, mode)
        self.num_players = 1

        # The second player is dummy, it is used for
        # self.renderer.drawByName("transparent", *opponent["pos"]["transparent"]) at around line 339
        for i in range(self.num_players + 1):
            info_dict = {"id": i}

            # adding the action information
            for k, v in self._action_meaning.items():
                info_dict[v] = k

            self.tetris_list.append({
                'info_dict':
                info_dict,
                'tetris':
                Tetris(Player(info_dict), gridchoice),
                'com_event':
                ComEvent(),
                'pos':
                POS_LIST[i],
                'curr_repeat_time':
                0,
                'last_action':
                0
            })

        self.reset()
コード例 #2
0
    def __init__(self, gridchoice="none", obs_type="image", mode="rgb_array"):
        super(TetrisDoubleInterface, self).__init__(gridchoice, obs_type, mode)

        self.num_players = 2

        for i in range(self.num_players):
            info_dict = {"id": i}

            # adding the action information
            for k, v in self._action_meaning.items():
                info_dict[v] = k

            self.tetris_list.append({
                'info_dict':
                info_dict,
                'tetris':
                Tetris(Player(info_dict), gridchoice),
                'com_event':
                ComEvent(),
                'pos':
                POS_LIST[i]
            })
        self.reset()
コード例 #3
0
    def start(self):#parameters are FP/s rate and timer countdown
    ################################################################################

        gridchoice = "none" #calling the setmap function for a choice of grid
        self.timer2p.tick()
        #the code below is what happens when you set a map
        #different maps = differnet grids

        self.game_init()

        #SCREEN=pygame.display.set_mode((800,600))
        running = True #necessity
        # SCREEN.blit(IMAGES["gamescreen"], (0, 0))# blitting the main background
        self.renderer.drawByName("gamescreen", 0, 0)

        #these two used for countdown
        #of the timer
        time = MAX_TIME   # milisecond
        delaytime = time

        info_dict_list = [{
            "id": self.ai_id,
            "hold": 1,
            "drop": 2,
            "rotate_right": 3,
            "rotate_left": 4,
            "right": 5,
            "left": 6,
            "down": 7
            }
        ]

        tetris_list = []

        for i in range(self.num_players):
            tetris_list.append({
                'info_dict': info_dict_list[i],
                'tetris': Tetris(Player(info_dict_list[i]), gridchoice),
                'pos': POS_LIST[i]
            })
            
        self.ai.set_env(tetris_list[self.ai_id]["tetris"])

        winner = 0
        force_quit = 0

#         self.countdown()

        #main loop
        while running:
            self.sound_manager.bgm_loop(True)

            for tetris_dict in tetris_list:
                tetris_dict["tetris"].natural_down()

            for evt in pygame.event.get():
                if evt.type == pygame.QUIT:
                    running = False
                    force_quit = 1

                for tetris_dict in tetris_list:
                    tetris_dict["tetris"].trigger(evt)

            for tetris_dict in tetris_list:
                tetris_dict["tetris"].move()

            # simulate ai move
            ai_event = pygame.event.Event(pygame.KEYDOWN)
            ai_event.key = self.ai.predict(time)
            tetris_list[self.ai_id]["tetris"].trigger(ai_event)

            for i, tetris_dict in enumerate(tetris_list):
                opponent = tetris_list[self.num_players - 1 - i]
                tetris, pos = tetris_dict["tetris"], tetris_dict["pos"]

                if tetris.check_fallen():
                    # compute the scores and attack the opponent
                    scores = tetris.clear()

                    opponent["tetris"].add_attacked(scores)

                    self.renderer.drawCombo(tetris, *pos["combo"])

                    self.renderer.drawTetris(tetris, *pos["tetris"])
                    self.renderer.drawTspin(tetris, *pos["tspin"])
                    self.renderer.drawBack2Back(tetris, *pos["back2back"])

                    if tetris.check_KO():

                        self.renderer.drawBoard(tetris, *pos["board"])

                        opponent["tetris"].update_ko()

                        tetris.clear_garbage()

                        self.renderer.drawByName("ko", *pos["ko"])
                        self.renderer.drawByName("transparent", *pos["transparent"])

                        # screen.blit(kos[tetris_2.get_KO() - 1], (426, 235))
                        pygame.display.flip()
                        freeze(0.5)
                        # scores -= 1

                        # end = 1

                    tetris.new_block()

                self.renderer.drawGameScreen(tetris)

                tetris.increment_timer()

                if tetris.attacked == 0:
                    pygame.draw.rect(self.screen, (30, 30, 30), pos["attack_clean"])

                if tetris.attacked != 0:

                    for j in range(tetris.attacked):
                        pos_attack_alarm = list(pos["attack_alarm"])
                        # modified the y axis of the rectangle, according to the strength of attack
                        pos_attack_alarm[1] = pos_attack_alarm[1] - 18 * j
                        pygame.draw.rect(self.screen, (255, 0, 0), pos_attack_alarm)

                if tetris.KO > 0:
                    self.renderer.drawKO(tetris.KO, *pos["big_ko"])

                self.renderer.drawScreen(tetris, *pos["drawscreen"])

                if Judge.check_ko_win(tetris, max_ko=3):
                    running = False
                    winner = tetris.get_id()

                if Judge.check_ko_win(opponent["tetris"], max_ko=3):
                    running = False
                    winner = opponent["tetris"].get_id()

                time, running = self.update_time(time, running)

                if not running:
                    winner = Judge.who_win(tetris, opponent["tetris"])

            self.renderer.drawTime2p(time)

            self.myClock.tick(FPS)
            pygame.display.flip()

        if force_quit:
            self.sound_manager.bgm_loop(False)
            return "menu"


        for i, tetris_dict in enumerate(tetris_list):
            opponent = tetris_list[self.num_players - 1 - i]
            tetris, pos = tetris_dict["tetris"], tetris_dict["pos"]
            self.renderer.drawByName("transparent", *pos["transparent"])
            if i == winner: # is winner
                self.renderer.drawByName("you_win", *pos["you_win"])
            else:
                self.renderer.drawByName("you_lose", *pos["you_lose"])

        pygame.display.flip()

        freeze(2.0)

        self.sound_manager.bgm_loop(False)

        return "menu"
コード例 #4
0
    def start(self):#parameters are FP/s rate and timer countdown
    ################################################################################

        gridchoice = self.setmap()#calling the setmap function for a choice of grid

        self.timer2p.tick()
        #the code below is what happens when you set a map
        #different maps = differnet grids

        pygame.init() #for music

        battlemusic = pygame.mixer.Sound(MUSIC_PATH)#importing sound file
        #SCREEN=pygame.display.set_mode((800,600))
        running = True #necessity
        self.renderer.drawByName("gamescreen", 0, 0)
        # a = SCREEN.copy()#used for image coverage

        #these two used for countdown
        #of the timer
        time = MAX_TIME  # milisecond
        delaytime = time

        info_dict = {
        "id": 0,
        "hold": pygame.K_c,
        "drop": pygame.K_SPACE,
        "rotate_right": pygame.K_UP,
        "rotate_left": pygame.K_z,
        "right": pygame.K_RIGHT,
        "left": pygame.K_LEFT,
        "down": pygame.K_DOWN
        }

        tetris = Tetris(Player(info_dict), gridchoice)

        pos = POS_LIST[info_dict["id"]]

        opponent_pos = POS_LIST[-1]
        # print("213")

        #main loop
        force_quit = 0
        kk = 0
        while running:
            # battlemusic.play()#plays music

            tetris.natural_down()

            for evt in pygame.event.get():
                if evt.type == pygame.QUIT:
                    running = False
                    force_quit = 1
                tetris.trigger(evt)

            tetris.move()

            if tetris.check_fallen():
                # compute the scores and attack the opponent
                scores = tetris.clear()

                self.renderer.drawCombo(tetris, *pos["combo"])

                self.renderer.drawTetris(tetris, *pos["tetris"])
                self.renderer.drawTspin(tetris, *pos["tspin"])
                self.renderer.drawBack2Back(tetris, *pos["back2back"])

                if tetris.check_KO():

                    self.renderer.drawBoard(tetris, *pos["board"])

                    tetris.clear_garbage()

                    pygame.display.flip()
                    running = False

                tetris.new_block()

            infos = {'is_fallen': tetris.is_fallen}

            if tetris.is_fallen:
                height_sum, diff_sum, max_height, holes = get_infos(tetris.get_board())

                # store the different of each information due to the move
                infos['height_sum'] = height_sum - self.last_infos['height_sum']
                infos['diff_sum'] =  diff_sum - self.last_infos['diff_sum']
                infos['max_height'] =  max_height - self.last_infos['max_height']
                infos['holes'] =  holes - self.last_infos['holes']
                infos['n_used_block'] =  tetris.n_used_block - self.last_infos['n_used_block']
                infos['is_fallen'] =  tetris.is_fallen
                infos['scores'] =  scores
                infos['cleared'] =  tetris.cleared

                self.last_infos = {'height_sum': height_sum,
                                'diff_sum': diff_sum,
                                'max_height': max_height,
                                'holes': holes,
                                'n_used_block': tetris.n_used_block}

                print(infos)

            self.renderer.drawGameScreen(tetris)

            self.renderer.drawScreen(tetris, *pos["drawscreen"])

            self.renderer.drawByName("transparent", *opponent_pos["transparent"])

            tetris.increment_timer()

            # pygame.display.update(r)

            time, running = self.update_time(time, running)

            self.renderer.drawTime2p(time)

            # time goes until it hits zero
            # when it hits zero return endgame SCREEN
            self.myClock.tick(FPS)
            pygame.display.flip()

        if force_quit:
            return "menu"
        # self.renderer.drawByObj(a, 0, 0)
        self.renderer.drawByName("transparent", *pos["transparent"])

        pygame.display.flip()
        freeze(2.0)
        # pygame.quit()
        return "menu"
コード例 #5
0
    def start(self):  #parameters are FP/s rate and timer countdown
        ################################################################################

        gridchoice = self.setmap(
        )  #calling the setmap function for a choice of grid
        self.timer2p.tick()
        #the code below is what happens when you set a map
        #different maps = differnet grids

        pygame.init()  #for music
        battlemusic = pygame.mixer.Sound(MUSIC_PATH)  #importing sound file

        #SCREEN=pygame.display.set_mode((800,600))
        running = True  #necessity
        # SCREEN.blit(IMAGES["gamescreen"], (0, 0))# blitting the main background
        self.renderer.drawByName("gamescreen", 0, 0)

        #these two used for countdown
        #of the timer
        time = MAX_TIME  # milisecond
        delaytime = time

        info_dict_list = [{
            "id": 0,
            "hold": pygame.K_c,
            "drop": pygame.K_SPACE,
            "rotate_right": pygame.K_UP,
            "rotate_left": pygame.K_z,
            "right": pygame.K_RIGHT,
            "left": pygame.K_LEFT,
            "down": pygame.K_DOWN
        }, {
            "id": 1,
            "hold": pygame.K_e,
            "drop": pygame.K_w,
            "rotate_right": pygame.K_u,
            "rotate_left": pygame.K_q,
            "right": pygame.K_k,
            "left": pygame.K_h,
            "down": pygame.K_j
        }]

        tetris_list = []

        for i in range(self.num_players):
            tetris_list.append({
                'info_dict':
                info_dict_list[i],
                'tetris':
                Tetris(Player(info_dict_list[i]), gridchoice),
                'pos':
                POS_LIST[i]
            })

        winner = 0
        force_quit = 0
        #main loop
        while running:
            # battlemusic.play()#plays music

            for tetris_dict in tetris_list:
                tetris_dict["tetris"].natural_down()

            for evt in pygame.event.get():
                if evt.type == pygame.QUIT:
                    running = False
                    force_quit = 1

                for tetris_dict in tetris_list:
                    tetris_dict["tetris"].trigger(evt)

            for tetris_dict in tetris_list:
                tetris_dict["tetris"].move()

            for i, tetris_dict in enumerate(tetris_list):
                opponent = tetris_list[self.num_players - 1 - i]
                tetris, pos = tetris_dict["tetris"], tetris_dict["pos"]

                if tetris.check_fallen():
                    # compute the scores and attack the opponent
                    scores = tetris.clear()

                    opponent["tetris"].add_attacked(scores)

                    self.renderer.drawCombo(tetris, *pos["combo"])

                    self.renderer.drawTetris(tetris, *pos["tetris"])
                    self.renderer.drawTspin(tetris, *pos["tspin"])
                    self.renderer.drawBack2Back(tetris, *pos["back2back"])

                    if tetris.check_KO():

                        self.renderer.drawBoard(tetris, *pos["board"])

                        opponent["tetris"].update_ko()

                        tetris.clear_garbage()

                        self.renderer.drawByName("ko", *pos["ko"])
                        self.renderer.drawByName("transparent",
                                                 *pos["transparent"])

                        # screen.blit(kos[tetris_2.get_KO() - 1], (426, 235))
                        pygame.display.flip()
                        freeze(0.5)
                        # scores -= 1

                        # end = 1

                    tetris.new_block()

                self.renderer.drawGameScreen(tetris)

                tetris.increment_timer()

                if tetris.attacked == 0:
                    pygame.draw.rect(self.screen, (30, 30, 30),
                                     pos["attack_clean"])

                if tetris.attacked != 0:

                    for j in range(tetris.attacked):
                        pos_attack_alarm = list(pos["attack_alarm"])
                        # modified the y axis of the rectangle, according to the strength of attack
                        pos_attack_alarm[1] = pos_attack_alarm[1] - 18 * j
                        pygame.draw.rect(self.screen, (255, 0, 0),
                                         pos_attack_alarm)

                if tetris.KO > 0:
                    self.renderer.drawKO(tetris.KO, *pos["big_ko"])

                self.renderer.drawScreen(tetris, *pos["drawscreen"])

                if Judge.check_ko_win(tetris, max_ko=3):
                    running = False
                    winner = tetris.get_id()

                if Judge.check_ko_win(opponent["tetris"], max_ko=3):
                    running = False
                    winner = opponent["tetris"].get_id()

                time, running = self.update_time(time, running)

                if not running:
                    winner = Judge.who_win(tetris, opponent["tetris"])

            self.renderer.drawTime2p(time)

            self.myClock.tick(FPS)
            pygame.display.flip()

        if force_quit:
            return "menu"

        for i, tetris_dict in enumerate(tetris_list):
            opponent = tetris_list[self.num_players - 1 - i]
            tetris, pos = tetris_dict["tetris"], tetris_dict["pos"]
            self.renderer.drawByName("transparent", *pos["transparent"])
            if i == winner:  # is winner
                self.renderer.drawByName("you_win", *pos["you_win"])
            else:
                self.renderer.drawByName("you_lose", *pos["you_lose"])
        # # end game
        # # self.renderer.drawByObj(a, 0, 0)
        # self.renderer.drawByName("transparent", 110, 135)
        # self.renderer.drawByName("transparent", 494, 135)

        # if winner == 0:
        #     self.renderer.drawByName("you_win", 120, 230)
        #     self.renderer.drawByName("you_lose", 515, 230)
        # else:
        #     self.renderer.drawByName("you_win", 520, 230)
        #     self.renderer.drawByName("you_lose", 115, 230)

        pygame.display.flip()

        freeze(2.0)

        return "menu"