def __init__(self, map, *players): self.window = Window() self.event_handler = EventHandlerKey() self.players = players self.map = map self.dest = Dest() self.server = None
class Match: def __init__(self, map, *players): self.window = Window() self.event_handler = EventHandlerKey() self.players = players self.map = map self.dest = Dest() self.server = None def set_server(self, server): self.server = server def draw(self): self.window.draw() self.map.draw(self.window.screen) for player in self.players: player.draw(self.window.screen) self.current_player.draw(self.window.screen, True) self.dest.draw(self.window.screen, self.current_player.get_next_pos()) pygame.display.flip() if self.server: self.server.send_screen(self.window.screen) def start(self): if self.server: self.server.send_start() self.running = True self.turn = -1 self.change_turn() self.draw() self.loop() if self.server: self.server.send_end() def change_turn(self): self.turn = (self.turn + 1) % len(self.players) self.current_player = self.players[self.turn] def events(self): if self.server: v = self.server.get_event() else: v = self.event_handler.start() if v == "quit": self.running = False self.last_choice = v def update(self): if self.last_choice and not self.last_choice == "quit": self.current_player.set_dest(self.last_choice) self.change_turn() def loop(self): while self.running: self.events() self.update() self.draw()
class Bridge: def __init__(self): self.src = '' self.weight = 0.0 self.to = Dest() def parsing(self,value): if 'src' in value: self.src = value['src'] if 'weight' in value: self.weight = value['weight'] if 'to' in value: self.to.parsing(value['to'])
class Bridge: def __init__(self): self.src = '' self.weight = 0.0 self.to = Dest() def parsing(self, value): if 'src' in value: self.src = value['src'] if 'weight' in value: self.weight = value['weight'] if 'to' in value: self.to.parsing(value['to'])
def __init__(self): self.src = '' self.weight = 0.0 self.to = Dest()
pygame.display.set_caption(conf.TITLE) # grid self.grid = pygame.Surface(conf.SIZE) self.grid.fill(conf.COLOR_KEY) for x in range(0,conf.WIDTH+1,conf.TILE): pygame.draw.line(self.grid,conf.COLOR_GRID,(x,0),(x,conf.HEIGHT),1) for y in range(0,conf.HEIGHT+1,conf.TILE): pygame.draw.line(self.grid,conf.COLOR_GRID,(0,y),(conf.WIDTH,y),1) self.grid.set_colorkey(conf.COLOR_KEY) def draw(self): self.screen.fill(conf.COLOR_BGROUND) self.screen.blit(self.grid, (0,0)) pygame.display.flip() def flip(self): pygame.display.flip() if __name__ == "__main__": # test w = Window() w.draw() d = Dest(5,5) d.draw(w.screen) pygame.display.flip() import time time.sleep(2)