def __init__(self): super().__init__() self.background = urwid.AttrMap(urwid.SolidFill(' '), 'bg') self.player = Player(Config.ARENA_WIDTH, Config.ARENA_HEIGHT) self.entities = [ Entity(Config.ARENA_WIDTH, Config.ARENA_HEIGHT) for _ in range(Config.ENEMIES) ] self.loop = urwid.MainLoop(self.__get_screen(), palette=Config.PALLETE, unhandled_input=self.handle_input)
def create_player(self, player_id: str, spaceship_id: str, player_config: PlayerConfig, status_x=15, status_y=15): status = PlayerStatus(screen=self.screen, x=status_x, y=status_y, color=player_config.bullet_color) return Player(player_id=player_id, spaceship_id=spaceship_id, player_config=player_config, player_status=status)
def play(): player = Player() os.system('cls') print('Select complexity:') options = [ f'{name} (freedom: {int(complexity * 100)}%)' for name, complexity in complexities ] area = Area(120, 20, complexities[select_option(options)][1], player) while player.area is not None: area.draw() act(area) if player.won: print("You won") else: print("Game over")
def main(): # Set window size windowSize = [600, 600] # Create variable keep_going keep_going = True # Create pygame Clock class instance timer = pygame.time.Clock() # Create display screen = pygame.display.set_mode(windowSize) # Create instances of local classes sound = Sound() sound.playMusic(sound.soundtrack) object = Object(screen, windowSize[0] // 2, windowSize[1] // 2, "#e00000") player = Player(2, screen, windowSize[0] // 2, windowSize[1] // 2) background = Background(screen, -windowSize[0], -windowSize[1]) # Play soundtrack in sound class sound.playMusic(sound.soundtrack) # Game loop while keep_going: # Fill screen with blue screen.fill("#4287f5") # Update entities background.update() player.update() object.update() # Flip display pygame.display.flip() # Check if quit for event in pygame.event.get(): if event.type == pygame.QUIT: # Set keep_going to false keep_going = False # Call tick method in timer instance timer.tick(720)
def __init__(self): pygame.init() pygame.display.set_caption("Bomberman") self.BLOCKS_DESTRUCTIBLE = 100 self.ENEMIES = 10 self.appear = 0 self.display = pygame.display.set_mode(c.WINDOW) self.clock = pygame.time.Clock() self.player = Player() self.block_positions = [] self.gr_player = Group() self.gr_enemies = Group() self.gr_block = Group() self.gr_block_destructible = Group() self.gr_bomb = Group() self.gr_bomb_collide = Group() self.start()
def __init__(self): self.window = Window() self.hud = Hud(self.window.screen, self.window.size) self.statistics = Statistic() self.clock = pygame.time.Clock() pygame.key.set_repeat(40, 30) self.size = [80, 80] self.player = Player(self.size, "entities/bb.png") self.enemies_buffer = 15 self.knifeAnimation = load_image('entities/attack/a0.png'), load_image('entities/attack/a1.png'),load_image('entities/attack/a2.png'),\ load_image('entities/attack/a3.png'), load_image('entities/attack/a4.png'),load_image('entities/attack/a5.png'),\ load_image('entities/attack/a6.png'), load_image('entities/attack/a7.png'),load_image('entities/attack/a8.png'),\ load_image('entities/attack/a9.png'), load_image('entities/attack/a10.png'),load_image('entities/attack/a11.png'),\ load_image('entities/attack/a12.png'), load_image('entities/attack/a13.png'),load_image('entities/attack/a14.png') self.entities = pygame.sprite.Group() self.enemies = pygame.sprite.Group() self.bullets = pygame.sprite.Group() self.entities.add(self.player) self.old_time = pygame.time.get_ticks() self.new_time = pygame.time.get_ticks()
def __init__(self, singlemulti, level_number, parent=None): QGraphicsScene.__init__(self, parent) self.key_notifier = KeyNotifier() self.key_notifier.key_signal.connect(self.do_key_press) self.key_notifier.start() self.numberOfPlayer = singlemulti self.level_numberrr = level_number # Postavljanje pozadine self.set_background() #Postavljanje Glavnog igraca if (self.numberOfPlayer == 1): self.player = Player() self.player.setPos(400, 525) self.addItem(self.player) self.flag_playerOneDead = False elif (self.numberOfPlayer == 2): self.player = Player() self.player.setPos(400, 525) self.addItem(self.player) self.flag_playerOneDead = False self.player2 = Player2() self.player2.setPos(100, 525) self.addItem(self.player2) self.flag_playerTwoDead = False # Postavljanje neprijatelja self.enemies = [] self.enemies.append(Enemy()) self.enemies[0].setPos(100, 50) for i in range(0, 55): self.enemies.append(Enemy()) if i == 11: self.enemies[i].setPos(self.enemies[0].x(), self.enemies[0].y() + 60) continue if i == 22: self.enemies[i].setPos(self.enemies[11].x(), self.enemies[11].y() + 60) continue if i == 33: self.enemies[i].setPos(self.enemies[22].x(), self.enemies[22].y() + 60) continue if i == 44: self.enemies[i].setPos(self.enemies[33].x(), self.enemies[33].y() + 60) continue self.enemies[i].setPos(self.enemies[i - 1].x() + 60, self.enemies[i - 1].y()) for i in range(0, 55): self.addItem(self.enemies[i]) # Pomeranje neprijatelja self.moveEnemy = MoveEnemy() self.moveEnemy.calc_done.connect(self.move_enemy) self.moveEnemy.start() # Pucanje igraca self.shootLaser = PlayerShoot() self.shootLaser.calc_done.connect(self.move_laser_up) self.shootLaser.collision_detected.connect( self.player_laser_enemy_collide) self.shootLaser.start() self.playerOneCanShoot = True self.playerTwoCanShoot = True # Pucanje protivnika self.enemyShoot = EnemyShoot() self.enemyShoot.can_shoot.connect(self.enemy_shoot_laser) self.enemyShoot.move_down.connect(self.move_enemy_laser) self.enemyShoot.collision_detected.connect(self.enemy_hit_player) self.enemyShoot.collision_detected_with_shield.connect( self.enemy_laser_shield_collide) #self.enemyShoot.next_level.connect(self.next_level) if self.numberOfPlayer == 1: self.enemyShoot.add_player(self.player) else: self.enemyShoot.add_player(self.player) self.enemyShoot.add_player(self.player2) self.enemyShoot.start() for i in range(0, 55): self.moveEnemy.add_enemy(self.enemies[i]) self.shootLaser.add_enemy(self.enemies[i]) self.enemyShoot.add_enemy(self.enemies[i]) #Dodavanje stitova self.shields = [] self.shields.append(Shield()) self.shields[0].setPos(50, 350) self.shields.append(Shield()) self.shields[1].setPos(375, 350) self.shields.append(Shield()) self.shields[2].setPos(700, 350) for i in range(0, 3): self.addItem(self.shields[i]) self.enemyShoot.add_shield(self.shields[i]) self.view = QGraphicsView(self) self.view.setHorizontalScrollBarPolicy(Qt.ScrollBarAlwaysOff) self.view.setVerticalScrollBarPolicy(Qt.ScrollBarAlwaysOff) self.view.show() self.view.setFixedSize(WINDOW_WIDTH, WINDOW_HEIGHT) self.setSceneRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT) self.initUI(self.numberOfPlayer, self.level_numberrr)
def add_player(id_): Entities.players.append( Player(id_, Entities.colors[id_], Constants.map_width_screen / 2, Constants.map_height_screen / 2))
from states.HaliteStates import HaliteStates from persistence.Files import Files from entities.Player import Player file = "2018-07-28 18:39:14.334851_1" state = HaliteStates() persistence = Files("/home/fstuck/repros/hunger-games/haliteChallenge/data/") p = Player(4) ''' playerList =[] playerList.append(Player(3)) playerList.append(Player(4)) playerList.append(Player(6)) playerList.append(Player(60)) state.addPlayer(playerList) ''' persistence.file = file #persistence.saveStateRandom(state) stateBot = persistence.accessFile(file) n = 0
def get_players(): players = Player("Sebbe") players1 = Player('Linus') players2 = Player('Fredrik') return [players, players1, players2]
from KeyHandler import KeyHandler from InteractionHandler import InteractionHandler from terrain.Terrain import * from Utils import * """ Testing Assets: """ pygame.init() screen = pygame.display.set_mode((600, 600), RESIZABLE) pygame.display.set_caption("Game") player = Player(0, 0, 0) interactionHandler = InteractionHandler(player) keyHandler = KeyHandler(player) entityHandler = EntityHandler(player) entityHandler.add_entity(Rock(100, 100, 0)) entityHandler.add_entity(LittleRock(100, 200, 0)) entityHandler.add_entity(Rick(100, 0, 0)) tileHandler = TileHandler() chunkHandler = ChunkHandler() def tick(): # interaction handler for player interaction
def main(): sdl2.ext.init() # Create the window window = sdl2.ext.Window("Foo", size=(960, 640)) window.show() # Create the spirte factory and the sprite for the player factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE) # Create the worl and spriterenderer system world = sdl2.ext.World() spriterenderer = SoftwareRenderer(window) movement = MovementSystem(0, 0, 960, 640) playerMovement = PlayerMovementSystem() collision = CollisionSystem() battleSystem = BattleSystem() # Add all systems to the world world.add_system(playerMovement) world.add_system(collision) world.add_system(movement) world.add_system(spriterenderer) world.add_system(battleSystem) # Test map generation grid = mapGen.buildMap(world, factory, 4) grid.build(world, factory) enemyTile = random.choice(grid.tiles) enemy = Enemy(world, factory, enemyTile.position.x, enemyTile.position.y) # Pick random location for player playerTile = random.choice(grid.tiles) player = Player(world, factory, playerTile.position.x, playerTile.position.y) player_speed = 1 battleSystem.player = player playerMovement.player = player playerMovement.grid = grid gridSystem = GridSystem(960, 640, player) world.add_system(gridSystem) # Colliders for said items collision.player = player collision.grid = grid # Main event loop running = True key_down = False while(running): events = sdl2.ext.get_events() for event in events: # Hittin' dat X button doe if event.type == sdl2.SDL_QUIT: running = False break if event.type == sdl2.SDL_KEYUP: key_down = False # Movement if event.type == sdl2.SDL_KEYDOWN: d = None if(not key_down): if event.key.keysym.sym == sdl2.SDLK_UP: d = Direction.NORTH key_down = True elif event.key.keysym.sym == sdl2.SDLK_e: print("I'm attacking with", player.get_damage(), "!") key_down = True elif event.key.keysym.sym == sdl2.SDLK_f: print("Consuming") player.consume() print("Player health now at,", player.playerdata.health) elif event.key.keysym.sym == sdl2.SDLK_DOWN: d = Direction.SOUTH key_down = True elif event.key.keysym.sym == sdl2.SDLK_LEFT: d = Direction.EAST key_down = True elif event.key.keysym.sym == sdl2.SDLK_RIGHT: d = Direction.WEST key_down = True if d != None: collision.player_dir = d enemy.random_move(grid) playerMovement.walk(d) sdl2.SDL_Delay(10) world.process() return 0
turn = 0 while True: # TURN START # Update the map for the new turn and get the latest version game_map = game.update_map() # map game data to states and entities allPlayers = game_map.all_players() playerList = [] shipList = [] planetList = [] playerString = "" for p in allPlayers: playerList.append(Player(p.id)) playerString += str(p.id) + " : " for s in game_map.get_player(p.id).all_ships(): shipList.append(s) for p in game_map.all_planets(): planetList.append(p) logging.info(playerString) states.addPlayer(playerList) states.addPlanets(planetList) states.addShips(shipList) # Here we define the set of commands to be sent to the Halite engine at the end of the turn command_queue = [] # For every ship that I control for ship in game_map.get_me().all_ships():
def add_player(self, name, color, type_of_player): self.__check_for_too_many_players() self.__check_if_color_is_already_been_used(color) self.players.append(Player(name, color, type_of_player))