コード例 #1
0
ファイル: main.py プロジェクト: lolwat97/kancolle-shootemup
def gameLoop():
    player = Player(50, 280, 100)
    autofireTimer = 14
    enemyFireTimer = 0

    enemies = Enemies()
    enemies.spawnWave()

    projectiles = Projectiles()
    enemies.enemies[0].fireProjectile(projectiles, player.posx, player.posy)

    moon = pygame.font.Font(pygame.font.match_font('moon'), 16)

    while 1:
        dtime = clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
        
        pressed = pygame.key.get_pressed()
        autofireTimer = processInput(pressed, player, projectiles, autofireTimer)
        
        if player.posx < 0:
            player.posx = 0
        elif player.posx > windowWidth - 80:
            player.posx = windowWidth - 80
        if player.posy > windowHeight - 70:
            player.posy = windowHeight - 70
        elif player.posy < 0:
            player.posy = 0
            
        player.checkCollisions(projectiles, enemies)
        projectiles.update()
        enemyFireTimer += 1
        enemies.update(projectiles) #checking for collisions happens here
        enemies.checkAndSpawn()
        enemies.checkAndFire(projectiles, player.posx, player.posy, enemyFireTimer)

        if player.lives <= 0:
            break

        with Profiler() as p:
            drawInterface(screen, player, enemies, moon)

        player.draw(screen)

        projectiles.draw(screen)

        enemies.draw(screen)

        pygame.display.flip()
        1000 // dtime
コード例 #2
0
ファイル: sgame.py プロジェクト: Qtyb/DontGetAngry
    def start_game(self):
        no_winner = True
        players = []
        for i in range(self.player_amount):
            player = Player("Player-{}".format(i), "Color-{}".format(i))
            self.game_board.register_player(player)
            players.append(player)

        # game loop
        logger.info("Starting new game")
        while no_winner:
            for player in players:
                # increment player turns
                player.turns += 1
                logger.info("Player {}, Turn {}:".format(
                    player.name, player.turns))
                logger.debug(
                    "Player data before turn: start figures: {},  finished figures: {}"
                    .format(reveal_name(player.start_figures),
                            reveal_name(player.finished_figures)))
                # grab players figures from cemetery
                player.grab_figures_from_cemetery(self.game_board)
                # check for player's figures on board
                if player.has_figures_on_board(self.game_board):
                    if self.roll() == 6 and len(player.start_figures) != 0:
                        player.place_figure(self.game_board)
                    player.move_figure(self.game_board, self.roll())
                # player has no figure on board
                else:
                    # three chances to roll a 6
                    for i in range(3):

                        if self.roll() == 6:
                            # place new figure
                            player.place_figure(self.game_board)
                            # move figure
                            player.move_figure(self.game_board, self.roll())
                            break
                # count finished figures to evaluate win condition
                finished_figures = [
                    figure for figure in player.finished_figures
                    if hasattr(figure, "name")
                ]
                if len(finished_figures) == 4:
                    no_winner = False
                    logger.info(
                        "Player {} won the game after {} turns!".format(
                            player.name, player.turns))
                    break

                logger.debug(
                    "Player data after turn: start figures: {}, finished figures: {}"
                    .format(reveal_name(player.start_figures),
                            reveal_name(player.finished_figures)))
                # debug output of board fields
                logger.debug("Board fields after turn: {}".format(
                    self.game_board.display_board()))
コード例 #3
0
    def add_player(self, name, gender):
        if(not gender in self.players()):
            self._players[gender] = [ ]

        # Append our Players to their specific gender category
        self._players[gender].append(Player.Player(name, gender, len(self.players()[gender])))
コード例 #4
0
def Game():
    pygame.init()

    display_width = 700
    display_height = 700

    gameDisplay = pygame.display.set_mode((display_width, display_height))
    pygame.display.set_caption('Pacman')
    clock = pygame.time.Clock()

    dead = False
    win = False

    #starting position of the player
    var = 0
    for i in range(len(level)):
        for j in range(len(level[i])):
            if level[i][j] == 2:
                var = 1
                break
        if var == 1:
            break

    x = j * 34 + 2
    y = i * 34 + 2
    x_change = 0
    y_change = 0

    #starting position of the enemy
    enemypos = []
    var = 0
    enemyarr = []
    dotcount = 0
    print(len(level), len((level[0])))
    for i in range(len(level)):
        for j in range(len(level[i])):
            if level[i][j] == 3:
                enemypos += [[i, j]]
                enemyarr += [[i, j]]
            if level[i][j] == 0:
                dotcount += 1
            if level[i][j] == 2:
                playerpos = [j, i]
                print(playerpos)

    print(playerpos)

    for i in range(len(enemypos)):
        enemypos[i][0], enemypos[i][
            1] = enemypos[i][1] * 34 + 2, enemypos[i][0] * 34 + 2

    pl = Player.Player()
    e = Enemy.Enemy()
    m = Map.Map(level)

    score = 0
    while not dead and not win:
        t = time.time()
        for event in pygame.event.get():
            dead, x_change, y_change = pl.movePlayer(x_change, y_change, event)

        gameDisplay.fill(white)

        graph = m.renderMap(display_width, display_height, gameDisplay, level)

        #check whether position to be moving in is valid
        score, dead, x_change, y_change = m.checkCollision(
            score, x_change, y_change, x, y, level)

        #move player
        x += x_change
        y += y_change
        # print(x, y)
        # print(playerpos)

        playerpos[0] += x_change // 34
        playerpos[1] += y_change // 34

        # print(enemyarr)
        # e.moveEnemy(enemyarr, graph, playerpos[1], playerpos[0])

        pl.renderPlayer(x, y, gameDisplay)
        e.renderEnemy(enemypos, gameDisplay)

        pygame.display.update()
        clock.tick(30)

        if score == dotcount:
            win = True

    pygame.quit()
    quit()
コード例 #5
0
# -*- coding: utf-8 -*-
"""
Created on Tue Dec 29 18:21:16 2020

@author: Samuel
"""
from classes import Card
from classes import Player
from classes import Deck

player1 = Player(input("Type your name, player1: "))
player2 = Player(input("Type your name, player2: "))

decker = Deck()
decker.shuffle()

for cd in range(26):
    player1.increase(decker.deal())
    player2.increase(decker.deal())

game_on = True
round = 0
while game_on:
    round += 1
    print("Round", round)

    if (len(player2.allcards) > len(player1.allcards)) and round >= 10000:
        print("Rounds up!", player1.name, "loses and", player2.name, "wins")
        game_on = False
        break
コード例 #6
0
from classes import Player, Enemy, Obstacle, Bullet, Trap, Fire, Tank, Ninja, Door
from rooms import Room

filepath = os.path.dirname(__file__)

pygame.init()

screen = pygame.display.set_mode((800, 600), flags=pygame.SCALED | pygame.RESIZABLE)


pygame.display.set_caption("Dungeon Crawler")

# Player
playerX = 400
playerY = 480
player = Player(playerX, playerY)
playerX_change = 0
playerY_change = 0

# crate
crateX = 400
crateY = 300
crates = []
crate1 = Obstacle(crateX, crateY)
spikes = Trap(80, 80, "spikes")
x = 300
y = 480

# Enemy
enemies = []
"""
コード例 #7
0
def start_game(player1, player2, player3, player4, player1color, player2color,
               player3color, player4color):
    screen = Screen(900, 900, 90)
    screen.start_board_display()

    player1 = Player(player1, player1color)
    player1.initialize_pieces(screen)
    player2 = Player(player2, player2color)
    player2.initialize_pieces(screen)
    player3 = Player(player3, player3color)
    player3.initialize_pieces(screen)
    player4 = Player(player4, player4color)
    player4.initialize_pieces(screen)

    board = Board(screen)
    # board.draw()
    running = True

    while running:
        board.draw()
        player1.L5.draw()
        screen.display_update(board.board_rectangle)
        pygame.display.update(board.board_rectangle)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                running = False
コード例 #8
0
from classes import Agent, Player, Monster
from tracker import Tracker
import os

def printAgents(agents):
    for agent in agents:
        print('{}'.format('-'*40))
        print("{} || HP: {}/{} | AC: {} | Init: {} | Alive: {} | Concious: {} | FDS: {}\n".format(agent.name, agent.current_hp, agent.total_hp, agent.armor_class, agent.init, agent.alive, agent.concious, agent.failed_death_saves))
        print("Active Status Effects: {}".format(agent.status_effects))
        print('{}'.format('-'*40))

p1 = Player('Joshua Weber','Rogue','Dwarf',20,12,3)
p2 = Player('Julie Weber','Paladin','Halfling',30,17,1)
m1 = Monster('Werewolf','Humanoid','x',30,12,2)
players = [p1,p2]
monsters = [m1]
game = Tracker(players,monsters)
printAgents(players)
p1.current_hp -= 8
printAgents(players)
p1.takeDeathSave()
printAgents(players)

print(isinstance(p1, Player))

x = {'a':1, 'b':10, 'c':3}

x.pop('a')

print('{}'.format('-_-'*20))
コード例 #9
0
ファイル: agora_vai.py プロジェクト: williamars/SPEEDRETRO
def principal(nomecolocado):

    game_roda = True
    while game_roda:

        # Sorteia uma música para o jogo
        a = random.randint(0, 10)
        if a % 2 == 0:
            pygame.mixer.music.load(path.join(snd_dir, 'top_gear.wav'))
            pygame.mixer.music.set_volume(1)
        else:
            pygame.mixer.music.load(path.join(snd_dir, 'top_gear0.wav'))
            pygame.mixer.music.set_volume(1)

        # Carrega a fonte para desenhar o score.
        score_font = assets["score_font"]

        # Cria um carrinho. O construtor será chamado automaticamente. O for é para a animação da roda
        carro = []
        for i in range(4):
            carrinho = 'finally{}.png'.format(i)
            player_img = pygame.image.load(path.join(img_dir,
                                                     carrinho)).convert()
            player_img = pygame.transform.scale(player_img, (58, 75))
            player_img.set_colorkey(WHITE)
            carro.append(player_img)
        player = Player(carro)

        # Cria todos os sprites e adiciona o player em tal
        all_sprites = pygame.sprite.Group()
        all_sprites.add(player)

        # Cria um grupo só dos carrinhos inimigos. O for é para a animação das rodas
        mobs = pygame.sprite.Group()
        inimigo = []
        for i in range(4):
            filename = 'inimigo{}.png'.format(i)
            inimigo_img = pygame.image.load(path.join(img_dir,
                                                      filename)).convert()
            inimigo_img = pygame.transform.scale(inimigo_img, (58, 75))
            inimigo_img.set_colorkey(WHITE)
            inimigo.append(inimigo_img)

        # Cria grupo para as moedas
        coin = pygame.sprite.Group()

        # Cria um grupo para as caixas
        box = pygame.sprite.Group()

        #Cria grupo para os flocos
        flocos = pygame.sprite.Group()

        #Cria um grupo para o laser
        laser = pygame.sprite.Group()

        # Cria carrinhos e adiciona no grupo mobs
        for i in range(4):
            m = Mob(inimigo)
            all_sprites.add(m)
            mobs.add(m)

        #Cria as moedas
        imagem_coin = []
        for i in range(9):
            filename = 'Gold_0{}.png'.format(i)
            Coin_img = pygame.image.load(path.join(img_dir,
                                                   filename)).convert()
            Coin_img = pygame.transform.scale(Coin_img, (35, 35))
            Coin_img.set_colorkey(WHITE)
            imagem_coin.append(Coin_img)

        # Adiciona as moedas nos
        c = Coin(imagem_coin)
        all_sprites.add(c)
        coin.add(c)

        # Função para criar o floco de neve (FUNÇÃO POIS SÓ QUER UM POR VEZ)
        def chama_floco():
            f = Floco(assets["flocos_img"])
            all_sprites.add(f)
            flocos.add(f)

        # Chama a função que é usada posteriormente também
        chama_floco()

        estanevando = False
        estanevando_tempo = 0
        speedx = 0
        timee = 0
        clock.tick(FPS)
        pygame.mixer.music.play(loops=-1)
        velocidade = 0
        aceleracao = 0.75
        background_y_cima = -HEIGHT
        background_y = 0

        # Define quantos tiros a pessoa começa e quantos pontos
        contagemdetiros = 3
        score = 0

        # Um if para caso a pessoa aperte RESTART não precise colocar o nome novamente
        if nomecolocado == "":
            # Pegar o nome colocado pela pessoa chamando a função da tela inicial
            nomecolocado = tela_inicial(screen)

        # Loop principal
        running = True
        while running:

            # Ajusta a velocidade do jogo
            clock.tick(FPS)

            # Para o x parar de acelerar (derrapagem) quando se pega a neve em algum momento
            estanevando_tempo -= 1
            if estanevando_tempo == 1:
                estanevando_tempo = 0
                speedx = 0
                estanevando = False

            # Probabilidade de sortear caixinha
            if random.randrange(1, 700) == 1:
                b = Box(assets["box_img"])
                all_sprites.add(b)
                box.add(b)

            # Probabilidade de sortear moeda
            if random.randrange(1, 500) == 1:
                c = Coin(imagem_coin)
                all_sprites.add(c)
                coin.add(c)

            # Processa os eventos (mouse, teclado, botão, etc).
            for event in pygame.event.get():

                # Verifica se foi fechado.
                if event.type == pygame.QUIT:
                    running = False

                # Verifica se apertou alguma tecla.
                if event.type == pygame.KEYDOWN:
                    # Dependendo da tecla, altera a velocidade.
                    fator = 0
                    if estanevando or estanevando_tempo > 0:
                        fator = 2
                    if event.key == pygame.K_LEFT:
                        speedx = -5 + fator
                    if event.key == pygame.K_RIGHT:
                        speedx = 5 + fator

                    # Se for um espaço, atira! (caso tenha tiro)
                    if contagemdetiros > 0:
                        if event.key == pygame.K_SPACE:
                            laserr = Laser(assets['laser_img'],
                                           player.rect.centerx,
                                           player.rect.top)
                            all_sprites.add(laserr)
                            laser.add(laserr)
                            pew_sound.play()
                            contagemdetiros -= 1

                # Verifica se soltou alguma tecla.
                if event.type == pygame.KEYUP:
                    fator = 0
                    if estanevando or estanevando_tempo > 0:
                        fator = 2
                    # Dependendo da nevasca, altera a velocidade.
                    if event.key == pygame.K_LEFT:
                        speedx = fator
                    if event.key == pygame.K_RIGHT:
                        speedx = fator

            # Aponta a velocidade em x do player (carro)
            player.speedx = speedx

            # Verifica se jogador encostou a parede. Se encostar, morre.
            if player.rect.right > 519:
                boom_sound.play()
                running = False
            if player.rect.left < 89:
                boom_sound.play()
                running = False

            # Atualiza a acao de cada sprite.
            all_sprites.update()

            # Verifica se houve colisão entre Laser e carrinhos
            hits = pygame.sprite.groupcollide(mobs, laser, True, True)
            for hit in hits:
                # O carrinho é destruido e precisa ser recriado
                destroy_sound.play()
                m = Mob(inimigo)
                all_sprites.add(m)
                mobs.add(m)
                score += 5

            # Verifica se houve colisão entre os carrinhos
            hits = pygame.sprite.spritecollide(player, mobs, False,
                                               pygame.sprite.collide_circle)
            if hits:
                boom_sound.play()
                # Precisa esperar senão fecha duma vez
                time.sleep(0.5)
                running = False

            # Verifica se houve colisão com a moeda. Se houve, soma pontos
            hits = pygame.sprite.spritecollide(player, coin, True, False)
            if hits:
                moeda.play()
                score += 10

            # Verifica se houve colisão com o misterybox. Se houve, soma pontos e ativa laser (ou soma)
            hits = pygame.sprite.spritecollide(player, box, True, False)
            for hit in hits:
                Ta_Da.play()
                score += 5
                contagemdetiros += 3

            # Verifica se houve colisão entre player e floco de neve
            hits = pygame.sprite.spritecollide(player, flocos, True, False)
            if hits:
                # Ativa o modo nevasca
                estanevando = True
                estanevando_tempo = 120
                speedx = 1
                for i in range(30):
                    n = Nevasca(assets["flocos2_img"])
                    all_sprites.add(n)
                chama_floco()

            # Velocidade do player. Vai aumentando e estabiliza em 18
            if velocidade < 18:
                velocidade += aceleracao

            # A cada loop, redesenha o fundo e os sprites
            background_y_cima += velocidade
            background_y += velocidade

            if background_y >= HEIGHT:
                background_y = 0
                background_y_cima = -HEIGHT

            background_rect_cima.y = background_y_cima
            background_rect.y = background_y

            screen.blit(background, background_rect_cima)
            screen.blit(background, background_rect)
            all_sprites.draw(screen)

            # Desenha o score, por tempo
            timee += 1
            pont = (timee // FPS) + score
            text_surface = score_font.render("{:01d}".format(pont), True,
                                             BLACK)
            text_rect = text_surface.get_rect()
            text_rect.midtop = (WIDTH - 300, 10)
            screen.blit(text_surface, text_rect)

            if contagemdetiros > 0:
                text_surface = score_font.render(
                    "SPACE:{:01d} ESPECIAIS".format(contagemdetiros), True,
                    BLACK)
                text_rect = text_surface.get_rect()
                text_rect.midtop = (WIDTH / 2, HEIGHT - 130)
                screen.blit(text_surface, text_rect)

            # Depois de desenhar tudo, inverte o display.
            pygame.display.flip()

            # Chamando a função para ver se a pessoa fez a maior pontuação
            maior_pontuacao(pont, nomecolocado)

        # Chamando para aparecer na tela se for o maior pontuador
        maior_pontuacao(pont, nomecolocado)

        # Chama a tela final para mostrar a pontuação da pessoa
        tela_mostra_pontuacao(screen, nomecolocado, pont)

        # Matando os mobs e o player para fazê-lo novamente quando voltar o loop
        for mobs in all_sprites:
            mobs.kill()
            player.kill()
コード例 #10
0
ファイル: __main__.py プロジェクト: jsfpdn/muni-projects
Známé nedostatky: Na žádné jsem nenarazil, ale v takhle obsáhlém kódu se jich
určitě dost najde.

Styl: Nelíbí se mi printování všude možně. Ideální by byla třída řešící GUI,
kde by byla možnost printovat do terminálu a výstup přepisovat místo
vypisování pod sebe.
Některé třídy mají podle linteru příliš mnoho atributů a parametrů
v konstruktorech.
Názvy proměnných jsou někdy krátké (xp, hp, ep).
"""

if __name__ == '__main__':
    PROMPT1 = "What theme do you wish to play? Fantasy (f) or School (s) themed?: "
    PROMPT2 = "Choose easy (e), medium (m) or hard (h) difficulty: "
    REGEX1 = "^[fs]$"
    REGEX2 = "^[emh]$"
    PLAYER_NAME = Middleware.string("Choose your name: ")
    THEME = Middleware.string(PROMPT1, REGEX1)
    DIFFICULTY = Middleware.string(PROMPT2, REGEX2)
    GAMEPLAN = Gameplan(THEME, DIFFICULTY)
    GAMEPLAN.set_up_rooms()
    PLAYER = Player(PLAYER_NAME, GAMEPLAN.get_skills(amount=2),
                    GAMEPLAN.get_weapon(rarity="Uncommon"))
    # redisribute the first 4 atribute points
    print("Where do you wish to redistribute your first 5 atribute points? ")
    print(PLAYER.get_stats(True))
    for _ in range(5):
        PLAYER.increase_stat()
    print(PLAYER.get_stats(True))
    GAMEPLAN.play(PLAYER)
コード例 #11
0
ファイル: server.py プロジェクト: fokamdk99/Oligopoly2
    "grochowska", "dworzec gdanski", "obozowa", "kasa spoleczna", "gorczewska",
    "wolska", "bezplatny parking", "mickiewicza", "szansa", "slowackiego",
    "plac wilsona", "dworzec wschodni", "swietokrzyska",
    "krakowskie przedmiescie", "wodociagi", "nowy swiat", "idz do wiezienia",
    "plac trzech krzyzy", "marszalkowska", "kasa spoleczna",
    "aleje jerozolimskie", "dworzec centralny", "szansa", "belwederska",
    "domiar podatkowy", "aleje ujazdowskie"
]

szanse = 12
kasy_spoleczne = 12
print("przed dev_game")
dev_game = Game(5, "dev_game", 123, 1, szanse,
                kasy_spoleczne)  #probna gra dla jednego uzytkownika
print("pod dev_game")
gracz1 = Player(1, "Stas", (255, 0, 0), "gierka")
print("po graczu")
dev_game.players.append(gracz1)
print("gracze z dev_game to: ", dev_game.players)
nieruchomosci = {}
for i in range(40):
    nieruchomosci[str(i)] = [
        None, 0
    ]  #pierwszy argument to nazwa gracza, drugi to ilosc domkow

zielony = (0, 199, 20)
czerwony = (255, 0, 0)
niebieski = (36, 178, 255)
pomaranczowy = (231, 68, 0)
zolty = (252, 242, 0)
fioletowy = (120, 0, 94)
コード例 #12
0
from classes import Box, Objective, Player

import sys, pygame
from pygame.locals import *
from classes import Box, Objective, Player, whiteBox
import random


score = 0
score2 = 0

pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1024, 720))
player = Player()
player2 = Player()
player.box.rect.center = (996, 690)
whiteBox1 = whiteBox()
whiteBox2 = whiteBox()
whiteBox1.box.rect.center = (260, 80)
whiteBox2.box.rect.center = (660, 80)

objectives = []
objectives.append(Objective())
objectives.append(Objective())
objectives.append(Objective())
objectives.append(Objective())
objectives.append(Objective())
objectives.append(Objective())
objectives.append(Objective())
コード例 #13
0
ファイル: test.py プロジェクト: jgvargas/DoggieDoodies
def game_loop():
    room = pygame.image.load("Living RoomWithStuff.png")  # Living Room.jpg")
    menu = pygame.image.load("BoxWithElements.png").convert_alpha()
    # Menu is 1025 x 196

    ###########################

    start_time = pygame.time.get_ticks(
    )  # Time from the beginning of execution
    cycle_time = pygame.time.get_ticks(
    )  # Time of each cycle or loop iteration
    time_counter = 0

    # Player Sprite declaration ##############
    player_position = vector2(352, 114)
    player_sprite = Player("WalkingSheet.png", player_position)

    #   Object declaration
    spray = Objects("Object_Spray.png", vector2(200, 430))
    tape = Objects("Object_Tape.png", vector2(300, 330))
    dog_toy = Objects("Object_DogToy.png", vector2(400, 530))

    # Stores all objects into object_list
    object_list = [spray, tape, dog_toy]

    # Path declaration, 6 points for dog to travel too
    path_list = [
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(110, 370), vector2(40, 40)),
        Path(vector2(304, 420), vector2(40, 40)),
        Path(vector2(750, 300), vector2(40, 40)),
        Path(vector2(620, 100), vector2(40, 40)),
        Path(vector2(250, 250), vector2(40, 40))
    ]

    # Sets object status as active for first puppy path
    change_point(path_list)

    #   Puppy declaration and setup
    puppy_position = path_list[0].pos
    puppy_speed = vector2(0, 0)
    puppy_sprite = Puppy("DogSpriteSpreadfinal.png", puppy_position,
                         puppy_speed)

    # Game loop setup
    frame_clock = pygame.time.Clock()
    FPS = 60
    game_running = True

    while game_running:
        frame_clock.tick(FPS)
        # get user events
        pygame.event.pump()
        for evt in pygame.event.get():
            # print(evt) #   Prints all key and mouse events
            if evt.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif evt.type == pygame.KEYDOWN and evt.key == pygame.K_ESCAPE:
                pygame.quit
                sys.exit()

            sprinting = False
            player_sprite.moving = False
            # Not sure if this is correct   ########
            if evt.type == pygame.KEYDOWN:
                if evt.key == pygame.K_w:  # Up
                    player_sprite.moving = True
                elif evt.key == pygame.K_s:
                    player_sprite.moving = True
                elif evt.key == pygame.K_a:
                    player_sprite.moving = True
                elif evt.key == pygame.K_d:
                    player_sprite.moving = True
                elif evt.key == pygame.K_SPACE:
                    sprinting = True

        # Pressed keys are assigned an action
        keys_pressed = pygame.key.get_pressed()
        #   Movement speed increase with 'sprint'

        if keys_pressed[pygame.K_w]:
            player_sprite.timer = 0
            player_sprite.side = 3
            player_sprite.move(0, -4, sprinting)
        if keys_pressed[pygame.K_s]:
            player_sprite.timer = 0
            player_sprite.side = 0
            player_sprite.move(0, 4, sprinting)
        if keys_pressed[pygame.K_a]:
            player_sprite.timer = 0
            player_sprite.side = 2
            player_sprite.move(-4, 0, sprinting)
        if keys_pressed[pygame.K_d]:
            player_sprite.timer = 0
            player_sprite.side = 1
            player_sprite.move(4, 0, sprinting)

# SIMULATION  ---------------------------
# UPDATE simulation
        end = pygame.time.get_ticks()
        delta_time = end - cycle_time
        cycle_time = end

        # Checks if player is touching any objects
        for obj in object_list:
            player_sprite.update(obj, delta_time)

        # Finds active spot for puppy to travel too
        for path in path_list:
            if path.status == 'active':
                puppy_sprite.target = path.pos
                path.status = 'idle'
                path.color = object_color_idle
                break

        # Moves towards active target
        if puppy_sprite.move(delta_time):
            # Set new active area when destination reached
            print("Reached point")
            change_point(path_list)

        # Game Timer functions
        counting_time = pygame.time.get_ticks() - start_time
        counting_seconds = int(counting_time % 60000 / 1000)
        # print(counting_seconds)

        # Using get_ticks, counting seconds currently times game
        if counting_seconds != time_counter:
            time_counter += 1
            # If the timer has exceeded 59 seconds, game over screen
            if counting_seconds == 59:
                game_running = False
                game_over(path_list)

# DRAW SECTION (from back to front)##################
        screen.blit(room, (0, 0))

        # Draws each object to room
        for path in path_list:
            path.draw(screen)

        for obj in object_list:
            obj.draw(screen)

        # Puppy sprite is not allowing the room to be redrawn
        puppy_sprite.draw(screen)
        player_sprite.draw(screen)
        screen.blit(menu, (0, 572))
        pygame.display.flip()
コード例 #14
0
def blackJackConsole():
    playing = True
    while playing:
        dealer = Dealer()
        player = Player()

        player.selectStartingAmount()

        lap = True

        while player.money > 0 and lap == True:
            player.lost_round = False

            round = Round()

            dealer.resetCards()
            player.resetCards()

            player.makeABet()

            newLine()

            player.takeCards(round, num=2)
            dealer.takeCards(round)

            dealer.showCardsAndPoints()
            player.showCardsAndPoints()

            player.askForAnotherCard()

            while player.another_card:
                player.takeCards(round)

                dealer.showCardsAndPoints()
                player.showCardsAndPoints()

                player.another_card = False
                if player.points[0] > 21:
                    player.lostBecauseToManyPoints()
                else:
                    player.askForAnotherCard()
                    newLine()
            if not player.lost_round:
                dealer.takeEndCards(round)

                dealer.showCardsAndPoints()
                player.showCardsAndPoints()

                if player.points[0] > dealer.points or dealer.points > 21:
                    player.wins()
                elif player.points[0] < dealer.points:
                    player.loses()
                elif player.points[0] == dealer.points:
                    itsATie(player)
            if player.money > 0:
                lap = askForNewRound()
        if not lap:
            player.showEndResult()
            playing = False
        else:
            playing = lostRoundAskForNew()
    if player.starting_money != 0:
        print('\nThank you for playing. See you next time!')

    print('\nIcon made by "Flat Icon" from www.flaticon.com')
    input("Press Enter to exit..")
コード例 #15
0
ファイル: gamevariables.py プロジェクト: John-L-Jones-IV/mc21
#!/usr/bin/env python3
from __future__ import annotations
import random

from classes import Card, Player, Dealer, GameState, Deck

NUM_DECKS_IN_GAME = 6
STARTING_CASH = 200
MIN_BET = 5
MAX_SPLITS = 4

deck = Deck(NUM_DECKS_IN_GAME)
discard_pile = Deck(0)
player1 = Player(STARTING_CASH)
dealer = Dealer()
state = GameState.DEAL_CARDS
players = [player1]
コード例 #16
0
# DB
from sqllite.sqlCommands import *
from sqllite.sqllite import *

import collections
from pathlib import Path

from wikipedia import wikisearch
import asyncio

# Jinja templates
file_loader = FileSystemLoader('web/templates')
env = Environment(loader=file_loader)

# Player
player = Player()

# Wiki 'popups' list
wiki_list = wikisearch.wiki_page_search()
count = 0


# Loads from local db
def load():
    tracks, artists, albums = db_load_all_songs()
    nowPlaying = player.get_last_session()
    player.update(nowPlaying)
    player.display()
    return [nowPlaying, tracks, albums, artists]

コード例 #17
0
Writes the games into a MongoDB collection named "blackjack.games"
for later analysis
"""

from datetime import datetime
from classes import DAO, Player, Deck

MONGO_URI = "mongodb://localhost"  # MongoDB connection string
SAMPLES = 1000  # number of games to play
THRESHOLD = 15  # score under which Player will draw 1 card
NB_DECKS = 4  # number of decks to use. Decks are reshuffled when half the cards have been drawn
START_TIME = datetime.now()

mongo = DAO(MONGO_URI)
p_human = Player()
p_casino = Player()
c_deck = Deck(NB_DECKS)

for i in range(SAMPLES):
    p_human.draw_card(c_deck)
    p_casino.draw_card(c_deck)
    p_human.draw_card(c_deck)
    p_casino.draw_card(c_deck)

    if p_human.blackjack:
        if p_casino.blackjack:
            p_human.gain = 0  # Casino and Player both have a blackjack, it's a deuce
        else:
            p_human.gain = 2  # Player alone has a Blackjack, double win
    else:
コード例 #18
0
from classes import Player, Dealer

match_won = False

t1 = input('Team 1 name: ')
t2 = input('Team 2 name: ')

t1_pnames = input(f'"{t1}" players: ')
t2_pnames = input(f'"{t2}" players: ')

p1 = Player(t1_pnames.split(', ')[0], t1)
p2 = Player(t2_pnames.split(', ')[0], t2)
p3 = Player(t1_pnames.split(', ')[1], t1)
p4 = Player(t2_pnames.split(', ')[1], t2)

players = [p1, p2, p3, p4]

d = Dealer(players)

while not match_won:
    order = d.order()
    d.dealing(order)
    d.declare_round_trump()
    d.resolve_announcement_conflicts(order)
    d.score_round()
    d.check_for_won_games()
    match_won = d.check_for_match_win()
    # TODO: If 2 wins match_won = TRUE
コード例 #19
0
ファイル: main.py プロジェクト: ProtKsen/pgame
def main():
    print_in_frame = printing(print)
    clear()
    # parameters affecting the difficulty
    start_money = 7
    number_of_islands = 10

    # initialization of a player and team
    player = Player(money=start_money)
    team = Team()
    game = Game(player, team)

    game.greet_player()
    transition()
    game.ask_name()
    clear()
    game.choose_difficulty_level()
    clear()
    game.print_introduction()
    transition()

    win, lose, ext = False, False, False
    n_current_island = 1
    while not (win or lose or ext):
        game.initialize_islands()

        print_in_frame(player.inform,
                       'На очереди остров ' + str(n_current_island) + '.',
                       sep='\n')
        transition()
        # oracle
        go_oracle = game.ask_about_oracle()
        clear()
        if go_oracle == '1':
            game.talk_with_oracle()
            if player.money < 1:
                lose = True
                break
        transition()

        # tavern
        game.action_in_tavern()
        transition()

        # strike
        print_in_frame(team.inform, 'Вперед, на остров!', sep='\n')
        transition()
        game.try_get_chest()

        # check if the game should be continued
        print_in_frame(EXIT_QUESTION)
        ext_ans = get_correct_answer('1', '2')
        clear()
        if ext_ans == '2':
            ext = True

        # check win or lose
        team.reset_command()
        if player.money < 1:
            lose = True
        elif game.n_current_island == number_of_islands + 1:
            win = True

    # game over
    with open('records.txt', 'a') as f_out:
        today = datetime.datetime.today()
        f_out.write(
            today.strftime("%d-%m-%Y %H:%M") + ' | ' + 'Player: ' +
            game.player_name + ', ' + 'coins: ' + str(player.money) +
            ', islands passed: ' + str(n_current_island - 1) + '\n')
    print(player.inform)

    if win:
        print_in_frame(WINNING)
    elif lose:
        print_in_frame(LOSING)
    else:
        print('Конец игры.')
コード例 #20
0
money_show = [0]

tree1 = pygame.image.load('tree1.xcf')
tree1 = pygame.transform.scale(tree1,
                               (int(screen_width / 8), int(screen_height / 8)))
bg = pygame.image.load('grass.png')
bg = pygame.transform.scale(bg, (screen_width, screen_height))
gold_pic = pygame.image.load('gold.png')
gold_pic = pygame.transform.scale(gold_pic, (gold_w, gold_h))
max_hp = 100 + (hp_lvl - 1) * 50
min_speed = 100 * int(screen_height / 100) * delay_time / 1000
player_speed = min_speed + (speed_lvl - 1) * min_speed / 8
player_pos = [int(screen_width / 2), screen_height - 200]
player_size = [int(screen_height / 20), int(2 * screen_height / 25)]

player = Player(player_size, player_speed, max_hp, max_hp, None)

soldier_pic = [
    pygame.image.load('zinvor1.png'),
    pygame.image.load('zinvor2.png'),
    pygame.image.load('zinvor3.png'),
    pygame.image.load('zinvor2.png')
]

pics = []
for i in range(4):
    pics.append(
        pygame.transform.scale(soldier_pic[i],
                               (player_size[0], player_size[1])))

player.pic = pics
コード例 #21
0
    def add_player(self, name, gender):
        if (not gender in self.players()):
            self._players[gender] = []

        self._players[gender].append(
            Player.Player(name, gender, len(self.players()[gender])))
コード例 #22
0
ファイル: api.py プロジェクト: jackhorse1000/Git_Python_Doom
def player_GET(url=keywords.url):
    r = requests.get(url + "/api/player")
    result = json.loads(r.text)
    return Player(result)
コード例 #23
0
from classes import Player, Bullet
import levels

# Colours
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
BLUE = (0, 0, 255)
YELLOW = (255, 255, 0)

pygame.init()

# Adding sprites to groups
all_sprites_list = pygame.sprite.Group()
player = Player(WHITE)
all_sprites_list.add(player)
all_sprites_list

bullet_group = pygame.sprite.Group()

clock = pygame.time.Clock()
stamina = 150

# Screen Settings
size = (1500, 750)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Test1")

# Loop until the user clicks the close button.
done = False
コード例 #24
0
ファイル: q3.py プロジェクト: azureguard/phasedOutAgent
def phasedout_is_valid_play(play, player_id, table, turn_history, phase_status,
                            hand, discard):
    """phasedout_is_valid_play returns validity of "play" given game status."""
    curr_player = Player(player_id, phase_status[player_id], hand)
    stats = Table(table, turn_history, phase_status, discard)
    return stats.check_play(play, curr_player)
コード例 #25
0
ファイル: Party.py プロジェクト: miscdats/SnakeParty-RPG
 def __init__(self):
     self.player = Player()
     self.party_list = BSTree()
     self.mates += 1
     self.party_list.insert(self.player)
コード例 #26
0
from classes import Player
from classes import PackOfCards
from classes import BlackJackGame

my_player = Player("John")
my_pack = PackOfCards(number=3)

my_game = BlackJackGame(my_player, my_pack)

try:
    my_game.play_a_game()
except:
    print("Try again, something went wrong!")
コード例 #27
0
from classes import Player

usr_name = input("What's your name? ")
usr_lastName = input("What's your last name? ")
usr_age = int(input("How old are you? "))
usr_position = input("What's your position? ")
usr_team = input("What's your team? ")

object1 = Player(usr_name, usr_lastName, usr_age, usr_position, usr_team)
object1.printStats()

object2 = Player(object1.name, object1.lastName, object1.age, object1.position, object1.team)
object2.printStats()

object3 = object1
object3.age = 18
object3.team = "Real Madrid"
object3.printStats()
コード例 #28
0
 def test_initialization(self):
     dealer = Dealer([Player("Niki", "Mecheta"), Player(
         "Vanko", "Mecheta"), Player("Koko", "Pandi"), Player("Kiro", "Pandi")])
     self.assertEqual(dealer.result_dict, {'game 1': {'round 1': {}}})
コード例 #29
0
            if event.key == pygame.K_SPACE:
                Player.speed = -10

        if event.type == pygame.KEYUP:
            if event.key == pygame.K_SPACE:
                Player.speed = 5

    screen.fill()

    # Logica do background
    screen.backgroung_position -= 2
    if screen.backgroung_position * -1 == screen.backgroung_limit:
        screen.backgroung_position = 0

    # Criando o jogador
    player = Player(45, 45)
    player.draw(screen.obj)

    Player.y += Player.speed

    # Criando os muros
    image_wallup = pygame.image.load('img/img_wallup.png')
    image_walldown = pygame.image.load('img/img_walldown.png')

    upper_wall = Wall(0)
    upper_wall.draw(screen.obj, image_wallup)

    bottom_wall = Wall(Wall.height + Wall.distance)
    bottom_wall.draw(screen.obj, image_walldown)

    # Criando o score
コード例 #30
0
ファイル: main_process.py プロジェクト: p-dumbledore/mini_rpg
        if not enemy:
            continue
        else:
            battle_flag = battle(actor, enemy)
            if battle_flag == 1:
                print("Game Over...")
                input()
                print("Please Play Again")
                input()
                exit()
            else:
                continue


print("""How to Move:
   ^
   |
   w
<-asd->
   |
   v
Control+Z to Quit""")
input()

tmp = input("Your Name?: ")
player = Player(tmp, 100, [1, 2])
player.set_init_parameter(30, 70, 70, 80)


base(player)
コード例 #31
0
ファイル: game.py プロジェクト: kakoka/homework1
def main():

    # начальные приготовления

    storage = Storage()
    ships = storage.items
    players = storage.player
    ship_coordinates_list.clear()


    # для создания игроков и кораблей можно было бы и отдельную функцию написать
    # но я не успел, в итоге дублирование кода, что не хорошо
    # созадем первого игрока

    player_1_field = field_generation()  # создаем поле боя для первого игрока
    COUNT = 0
    len_of_ships_list = len(storage.items)
    player = 'robot1'  # input_function('Игрок 1 - Ваше имя: ') #human only!
    for i in NUMBER_OF_SHIPS:
        ship = Ships.construct(player, construct_ships(i, len_of_ships_list))
        storage.items.append(ship)
        len_of_ships_list = len([ship for ship in ships if ship.name is player])
        render_field_after_ships_placement(player_1_field, storage.items[COUNT])
        #print(player_1_field)
        COUNT += 1
    converted = convert_to_list(ship_coordinates_list)
    storage.player.append(Player.construct(player, 1, converted))

    #выводим имя и поле с расставленными кораблями игрока 1

    print('Расстановка кораблей ', players[0].name)
    render_field(player_1_field)

    # создаем второго игрока

    ship_coordinates_list.clear()
    ship_halo_coordinates.clear()
    player_2_field = field_generation()  # поле боя для второго игрока

    player = 'robot2'  # input_function('Игрок 2 - Ваше имя: ')
    len_of_ships_list = len([ship for ship in ships if ship.name is player])
    for i in NUMBER_OF_SHIPS:
        ship = Ships.construct(player, construct_ships(i, len_of_ships_list))
        storage.items.append(ship)
        len_of_ships_list = len([ship for ship in ships if ship.name is player])
        render_field_after_ships_placement(player_2_field, storage.items[COUNT])
        COUNT += 1
    converted = convert_to_list(ship_coordinates_list)
    storage.player.append(Player.construct(player, 2, converted))

    #выводим имя и поле с расставленными кораблями игрока 2
    print('Расстановка кораблей игрока ', players[1].name)
    render_field(player_2_field)

    input_function('For start - press Enter.')
    # все возможные ходы игрока robot1
    player_one_positions = field_positions_generation()

    # все возможные ходы игрока robot2
    player_two_positions = field_positions_generation()

    # перемешиваем списки ходов
    random.shuffle(player_two_positions)
    random.shuffle(player_one_positions)

    game_state = True
    flag_player_1 = True
    flag_player_2 = False

    # идея логики игры в том, что есть два игрока, у которых есть набор координат.
    # игроки поочередно обмениваются вопросами, есть ли в их наборе определенные координаты
    # если запрашиваемые координаты отсутсвуют, то - игрок "не попал", если присутствуют - то "попал"
    # игра продолжается до тех пор, пока в списке хотя бы из одного игроков не кончатся координаты
    # можно было все запихнуть в функцию, что правильно, опять дублирование кода


    while game_state is True:

        while flag_player_1 is True and flag_player_2 is False and len(players[1].pset) != 0:

            # выбор координаты для выстрела

            i = random.choice(player_one_positions)

            # проверка есть ли эта координата в списке координат кораблей игрока 2

            if i in players[1].pset:

                # если есть, то
                # 1) удаляем ее из списка координат игрока 2
                # 2) удаляем ее из списка возможных выстрелов игрока 1
                # 3) обновляем поле игрока 2
                # 4) стреляем еще раз

                print(players[0].name, i, 'Попал!')
                shoot_popal(player_2_field, i[0], i[1])
                players[1].pset.remove(i)
                player_one_positions.remove(i)
                flag_player_1 = True
                if len(players[1].pset) == 0:

                    # проверяем длину строки с координатами игрока 2 после попадания,
                    # если она нулевая, значит игрок 1 победил
                    # выводим поля с отмеченными выстрелами и подбитыми кораблями

                    game_state = False
                    flag_player_1 = False
                    flag_player_2 = False
                    print('\nИгрок ', players[0].name, 'победил.\nСвое поле:')
                    render_field(player_1_field)  # свое поле
                    print('Поле соперника: ')
                    render_field(player_2_field)
                    break
            elif i not in players[1].pset:
                # если нет, то удаляем координату из списка возможных выстрелов игрока 1
                # и переход хода
                print(players[0].name, i, 'Мимо!')
                shoot_mimo(player_2_field, i[0], i[1])
                player_one_positions.remove(i)
                flag_player_2 = True  # переход хода
                flag_player_1 = False

        # для второго игрока делаем все то же самое что и для первого

        while flag_player_2 is True and flag_player_1 is False and len(players[0].pset) != 0:
            r = random.choice(player_two_positions)

            if r in players[0].pset:
                print(players[1].name, r, 'Попал!')
                shoot_popal(player_1_field, r[0], r[1])
                players[0].pset.remove(r)
                player_two_positions.remove(r)
                flag_player_2 = True

                if len(players[0].pset) == 0:
                    game_state = False
                    flag_player_1 = False
                    flag_player_2 = False
                    print('\nИгрок ', players[1].name, 'победил.\nСвое поле: ')
                    render_field(player_2_field)  # свое поле
                    print('Поле соперника: ')
                    render_field(player_1_field)
                    break  # чужое

            elif r not in players[0].pset:
                print(players[1].name, r, 'Мимо!')
                shoot_mimo(player_1_field, r[0], r[1])
                player_two_positions.remove(r)
                flag_player_2 = False
                flag_player_1 = True


    print('Конец игры!')