コード例 #1
0
    def __init__(self):
        """ Initialize the game and creates game resources"""
        pygame.init()

        self.settings = Settings()

        # for windowed mode
        # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))

        # for the fullscreen mode
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height

        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and create a scoreboard
        self.stats = GameStats(self)
        self.sb = ScoreBoard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.stars = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._populate_sky()
        self._create_fleet()

        self.play_button = Button(self, 'Play')
コード例 #2
0
ファイル: main.py プロジェクト: djviperx/dcs_liberation
def create_game(
    campaign_path: Path,
    blue: str,
    red: str,
    supercarrier: bool,
    auto_procurement: bool,
    inverted: bool,
) -> Game:
    campaign = Campaign.from_json(campaign_path)
    generator = GameGenerator(
        blue,
        red,
        campaign.load_theater(),
        Settings(
            supercarrier=supercarrier,
            automate_runway_repair=auto_procurement,
            automate_front_line_reinforcements=auto_procurement,
            automate_aircraft_reinforcements=auto_procurement,
        ),
        GeneratorSettings(
            start_date=datetime.today(),
            player_budget=DEFAULT_BUDGET,
            enemy_budget=DEFAULT_BUDGET,
            midgame=False,
            inverted=inverted,
            no_carrier=False,
            no_lha=False,
            no_player_navy=False,
            no_enemy_navy=False,
        ),
    )
    return generator.generate()
コード例 #3
0
    def __init__(
        self,
        page: str,
        section: str,
        settings: Settings,
        write_full_settings: Callable[[], None],
    ) -> None:
        super().__init__()
        self.settings = settings
        self.write_full_settings = write_full_settings

        for row, (name, description) in enumerate(Settings.fields(page, section)):
            self.add_label(row, description)
            if isinstance(description, BooleanOption):
                self.add_checkbox_for(row, name, description)
            elif isinstance(description, ChoicesOption):
                self.add_combobox_for(row, name, description)
            elif isinstance(description, BoundedFloatOption):
                self.add_float_spin_slider_for(row, name, description)
            elif isinstance(description, BoundedIntOption):
                self.add_spinner_for(row, name, description)
            elif isinstance(description, MinutesOption):
                self.add_duration_controls_for(row, name, description)
            else:
                raise TypeError(f"Unhandled option type: {description}")
コード例 #4
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def run_game():
    # init game and create screen object
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # create a new ship
    ship = Ship(ai_settings, screen)

    aliens = Group()

    # create alien's group
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # create a group to store the bullet
    bullets = Group()

    # start game's main circulation
    while True:
        # listen mouse and keyboard
        gf.check_events(ai_settings, screen, ship, bullets)

        ship.update()

        gf.update_bullets(aliens, bullets)

        gf.update_aliens(ai_settings, aliens)

        # redraw screen every circulation
        # let last screen be visible
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
コード例 #5
0
def create_game(
    campaign_path: Path,
    blue: str,
    red: str,
    supercarrier: bool,
    auto_procurement: bool,
    inverted: bool,
    cheats: bool,
) -> Game:
    first_start = liberation_install.init()
    if first_start:
        sys.exit(
            "Cannot generate campaign without configuring DCS Liberation. Start the UI "
            "for the first run configuration.")

    # This needs to run before the pydcs payload cache is created, which happens
    # extremely early. It's not a problem that we inject these paths twice because we'll
    # get the same answers each time.
    #
    # Without this, it is not possible to use next turn (or anything that needs to check
    # for loadouts) without saving the generated campaign and reloading it the normal
    # way.
    inject_custom_payloads(Path(persistency.base_path()))
    campaign = Campaign.from_json(campaign_path)
    generator = GameGenerator(
        FACTIONS[blue],
        FACTIONS[red],
        campaign.load_theater(),
        Settings(
            supercarrier=supercarrier,
            automate_runway_repair=auto_procurement,
            automate_front_line_reinforcements=auto_procurement,
            automate_aircraft_reinforcements=auto_procurement,
            enable_frontline_cheats=cheats,
            enable_base_capture_cheat=cheats,
        ),
        GeneratorSettings(
            start_date=datetime.today(),
            player_budget=DEFAULT_BUDGET,
            enemy_budget=DEFAULT_BUDGET,
            midgame=False,
            inverted=inverted,
            no_carrier=False,
            no_lha=False,
            no_player_navy=False,
            no_enemy_navy=False,
        ),
        ModSettings(
            a4_skyhawk=False,
            f22_raptor=False,
            hercules=False,
            jas39_gripen=False,
            su57_felon=False,
            frenchpack=False,
            high_digit_sams=False,
        ),
    )
    return generator.generate()
コード例 #6
0
ファイル: alien_invasion.py プロジェクト: zeroxuw/PyGame
def run_game():
    # 初始化游戏并创建一个屏幕对象
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    # screen = pygame.display.set_mode((1200, 800))
    pygame.display.set_caption("Alian Invasion")

    # 创建Play按钮
    play_button = Button(ai_settings, screen, "Play")

    # 设置背景颜色
    bg_color = (85, 204, 220)

    # 创建一艘飞船
    ship = Ship(ai_settings, screen)

    # 创建一个用于存储子弹的编组
    bullets = Group()

    # 创建一艘飞船、一个子弹编组和一个外星人编组
    aliens = Group()

    # 创建一个外星人
    alien = Alien(ai_settings, screen)

    # 开始游戏的主循环
    while True:
        gf.check_events(ai_settings, screen, play_button, ship, bullets)
        ship.update()
        # bullets.update()

        # 删除已消失的子弹
        # for bullet in bullets.copy():
        #     if bullet.rect.bottom <= 0:
        #         bullet.remove(bullet)
        print(len(bullets))
        gf.update_bullets(bullets)
        gf.update_screen(ai_settings, screen, ship, alien, bullets,
                         play_button)
        gf.update_screen(ai_settings, screen, ship, aliens, bullets)
        # 创建外星人群
        gf.create_fleet(ai_settings, screen, ship, aliens)

        # 监视键盘和鼠标事件
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exeit()

        # 每次循环时都重绘屏幕
        screen.fill(ai_settings.bg_color)
        # screen.fill(bg_color)
        ship.blitme()
        # 让最终绘制的屏幕可见
        pygame.display.flip()
コード例 #7
0
    def __init__(self):
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        self.play_button = Button(self, 'Play')
コード例 #8
0
def run_game():
    # Inicializa o jogo e cria um objeto para a tela
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode((
        ai_settings.screen_width,
        ai_settings.screen_height,
    ))
    pygame.display.set_caption('Alien Invasion')

    # Cria o botão Play
    play_button = Button(ai_settings, screen, 'Play')

    # Cria uma instância para armazenar dados estatísticos do jogo
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Cria uma espaçonave, um grupo de projéteis e um grupo de alienígenas
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()

    # Cria a frota de alienígenas
    gf.create_fleet(ai_settings, screen, ship, aliens)

    # Inicia o laço principal do jogo
    while True:
        gf.check_events(
            ai_settings,
            screen,
            stats,
            sb,
            play_button,
            ship,
            aliens,
            bullets,
        )

        if stats.game_active:
            ship.update()
            gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens,
                              bullets)
            gf.update_aliens(ai_settings, screen, stats, sb, ship, aliens,
                             bullets)

        gf.update_screen(
            ai_settings,
            screen,
            stats,
            sb,
            ship,
            aliens,
            bullets,
            play_button,
        )
コード例 #9
0
def print_text(screen, text1, text2, color=(255, 0, 0)):
    '''
        将文字输出到屏幕
    '''
    font = pygame.font.SysFont("monospace", 80)
    imgText = font.render(text1, True, color)
    imgText2 = font.render(text2, True, color)
    while True:
        screen.blit(imgText, (350, 230))
        screen.blit(imgText2, (200, 330))
        for event in pygame.event.get():
            if event.type == MOUSEBUTTONDOWN:
                global game_settings, zombies, plants, squares, bullets
                game_settings = Settings()
                game_settings.level = game_level
                zombies = Group()
                plants = Group()
                bullets = Group()
                run_game()
                return
        pygame.display.update()
コード例 #10
0
    def __init__(
        self,
        page: str,
        settings: Settings,
        write_full_settings: Callable[[], None],
    ) -> None:
        super().__init__()
        self.setAlignment(Qt.AlignTop)

        for section in Settings.sections(page):
            self.addWidget(
                AutoSettingsGroup(page, section, settings, write_full_settings)
            )
コード例 #11
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    def accept(self):
        logging.info("New Game Wizard accept")
        logging.info("======================")

        campaign = self.field("selectedCampaign")
        if campaign is None:
            campaign = self.campaigns[0]

        if self.field("usePreset"):
            start_date = db.TIME_PERIODS[list(
                db.TIME_PERIODS.keys())[self.field("timePeriod")]]
        else:
            start_date = self.theater_page.calendar.selectedDate().toPython()

        settings = Settings(
            player_income_multiplier=self.field("player_income_multiplier") /
            10,
            enemy_income_multiplier=self.field("enemy_income_multiplier") / 10,
            automate_runway_repair=self.field("automate_runway_repairs"),
            automate_front_line_reinforcements=self.field(
                "automate_front_line_purchases"),
            automate_aircraft_reinforcements=self.field(
                "automate_aircraft_purchases"),
            supercarrier=self.field("supercarrier"),
        )
        generator_settings = GeneratorSettings(
            start_date=start_date,
            player_budget=int(self.field("starting_money")),
            enemy_budget=int(self.field("enemy_starting_money")),
            # QSlider forces integers, so we use 1 to 50 and divide by 10 to
            # give 0.1 to 5.0.
            midgame=False,
            inverted=self.field("invertMap"),
            no_carrier=self.field("no_carrier"),
            no_lha=self.field("no_lha"),
            no_player_navy=self.field("no_player_navy"),
            no_enemy_navy=self.field("no_enemy_navy"),
        )

        blue_faction = [c for c in db.FACTIONS][self.field("blueFaction")]
        red_faction = [c for c in db.FACTIONS][self.field("redFaction")]
        generator = GameGenerator(
            blue_faction,
            red_faction,
            campaign.load_theater(),
            settings,
            generator_settings,
        )
        self.generatedGame = generator.generate()

        super(NewGameWizard, self).accept()
コード例 #12
0
def run_game():
    # Initialize game and create a screen object.
    pygame.init()

    settings = Settings()

    screen = pygame.display.set_mode(
        (settings.screen_width, settings.screen_heigth))
    pygame.display.set_caption("Alien Invasion 3000")
    ship = Ship(screen)
    # Start the main loop for the game.
    while True:
        gf.check_events(ship)
        gf.update_screen(settings, screen, ship)
コード例 #13
0
class PluginSettings:
    def __init__(self, identifier: str, enabled_by_default: bool) -> None:
        self.identifier = identifier
        self.enabled_by_default = enabled_by_default
        self.settings = Settings()
        self.initialize_settings()

    def set_settings(self, settings: Settings) -> None:
        self.settings = settings
        self.initialize_settings()

    def initialize_settings(self) -> None:
        # Plugin options are saved in the game's Settings, but it's possible for
        # plugins to change across loads. If new plugins are added or new
        # options added to those plugins, initialize the new settings.
        self.settings.initialize_plugin_option(self.identifier, self.enabled_by_default)

    @property
    def enabled(self) -> bool:
        return self.settings.plugin_option(self.identifier)

    def set_enabled(self, enabled: bool) -> None:
        self.settings.set_plugin_option(self.identifier, enabled)
コード例 #14
0
ファイル: ai.py プロジェクト: eddiekampe/block-battle
class Bot(object):
    """
    Bot for http://theaigames.com/competitions/ai-block-battle
    """
    def __init__(self):
        self._settings = Settings()
        self._state = State()

    def run(self):
        """
        Handle the game logic
        """
        while not sys.stdin.closed:

            try:
                raw_line = sys.stdin.readline()

                if len(raw_line) == 0:
                    continue

                line = raw_line.strip()

                parts = line.split()
                command = parts[0]

                if command == "settings":
                    self._settings.update(setting=parts[1], value=parts[2])

                elif command == "update":
                    self._state.update(obj=parts[1], state=parts[2], value=parts[3])

                elif command == "action":
                    # Take action
                    Output.write("drop")

            except EOFError:
                return
コード例 #15
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    def __init__(self, game: Game):
        super().__init__()

        self.game = game
        self.pluginsPage = None
        self.pluginsOptionsPage = None

        self.pages: dict[str, AutoSettingsPage] = {}
        for page in Settings.pages():
            self.pages[page] = AutoSettingsPage(page, game.settings, self.applySettings)

        self.setModal(True)
        self.setWindowTitle("Settings")
        self.setWindowIcon(CONST.ICONS["Settings"])
        self.setMinimumSize(600, 250)

        self.initUi()
コード例 #16
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    def accept(self):
        logging.info("New Game Wizard accept")
        logging.info("======================")

        blueFaction = [c for c in db.FACTIONS][self.field("blueFaction")]
        redFaction = [c for c in db.FACTIONS][self.field("redFaction")]

        selectedCampaign = self.field("selectedCampaign")
        if selectedCampaign is None:
            selectedCampaign = self.campaigns[0]

        conflictTheater = selectedCampaign.theater

        timePeriod = db.TIME_PERIODS[list(
            db.TIME_PERIODS.keys())[self.field("timePeriod")]]
        midGame = self.field("midGame")
        multiplier = self.field("multiplier")
        no_carrier = self.field("no_carrier")
        no_lha = self.field("no_lha")
        supercarrier = self.field("supercarrier")
        no_player_navy = self.field("no_player_navy")
        no_enemy_navy = self.field("no_enemy_navy")
        invertMap = self.field("invertMap")
        starting_money = int(self.field("starting_money"))

        player_name = blueFaction
        enemy_name = redFaction

        settings = Settings()
        settings.inverted = invertMap
        settings.supercarrier = supercarrier
        settings.do_not_generate_carrier = no_carrier
        settings.do_not_generate_lha = no_lha
        settings.do_not_generate_player_navy = no_player_navy
        settings.do_not_generate_enemy_navy = no_enemy_navy

        generator = GameGenerator(player_name, enemy_name, conflictTheater,
                                  settings, timePeriod, starting_money,
                                  multiplier, midGame)
        self.generatedGame = generator.generate()

        super(NewGameWizard, self).accept()
コード例 #17
0
def run_game():
    # init
    pygame.init()

    # config
    cfg = Settings()
    screen = pygame.display.set_mode((cfg.screen_width, cfg.screen_height))
    pygame.display.set_caption("Alien Invasion")

    # 创建飞船
    ship = Ship(cfg, screen)

    # 创建子弹
    bullets = Group()
    # 创建外星人
    # alien = Alien(cfg, screen)
    aliens = Group()
    game_funcs.create_fleet(cfg, screen, aliens, ship)

    # 游戏统计信息
    stats = GameStats(cfg)
    sb = Scoreboard(cfg, screen, stats)

    # 按钮控制
    play_button = Button(cfg, screen, "Play")

    over_all = OverAll(cfg, screen, ship, bullets, aliens, stats, sb)

    # usage
    print("started game. press keyboard to start playing.")
    while True:
        game_funcs.check_events(cfg, screen, ship, bullets, aliens, stats,
                                play_button, sb)
        if stats.game_active:
            ship.update()
            game_funcs.update_bullets(cfg, screen, ship, bullets, aliens,
                                      stats, sb)
            game_funcs.update_aliens(cfg, screen, ship, bullets, aliens, stats,
                                     sb)
        game_funcs.update_screen(cfg, screen, ship, bullets, aliens, stats,
                                 play_button, sb)
コード例 #18
0
def run_game():
    """运行游戏"""
    setting = Settings()

    screen = pygame.display.set_mode([setting.screen_width, setting.screen_height])
    # 飞船
    ship = Ship(setting, screen)
    # 子弹
    bullets = Group()
    # 外星人
    aliens = Group()
    gf.create_fleet(setting, screen, ship, aliens)

    # title
    pygame.display.set_caption("Alien Invasion")
    bg_color = (255, 255, 255)

    while True:
        gf.check_event(setting, screen, ship, bullets)
        ship.update()
        gf.update_aliens(setting, aliens)
        gf.update_bullets(bullets)
        gf.update_screen(setting, screen, ship, bullets, aliens)
コード例 #19
0
    def accept(self):

        blueFaction = [c for c in db.FACTIONS][self.field("blueFaction")]
        redFaction = [c for c in db.FACTIONS][self.field("redFaction")]
        isTerrainPg = self.field("isTerrainPg")
        isTerrainNttr = self.field("isTerrainNttr")
        isTerrainCaucasusSmall = self.field("isTerrainCaucasusSmall")
        isTerrainRussia = self.field("isTerrainRussia")
        isTerrainCaucasusNorth = self.field("isTerrainCaucasusNorth")
        isIranianCampaignTheater = self.field("isIranianCampaignTheater")
        isTerrainNormandy = self.field("isTerrainNormandy")
        isTerrainNormandySmall = self.field("isTerrainNormandySmall")
        isTerrainChannel = self.field("isTerrainChannel")
        isTerrainChannelComplete = self.field("isTerrainChannelComplete")
        isTerrainEmirates = self.field("isTerrainEmirates")
        timePeriod = db.TIME_PERIODS[list(
            db.TIME_PERIODS.keys())[self.field("timePeriod")]]
        midGame = self.field("midGame")
        multiplier = self.field("multiplier")
        no_carrier = self.field("no_carrier")
        no_lha = self.field("no_lha")
        supercarrier = self.field("supercarrier")
        no_player_navy = self.field("no_player_navy")
        no_enemy_navy = self.field("no_enemy_navy")
        invertMap = self.field("invertMap")

        player_name = blueFaction
        enemy_name = redFaction

        if isTerrainPg:
            conflicttheater = persiangulf.PersianGulfTheater()
        elif isTerrainNttr:
            conflicttheater = nevada.NevadaTheater()
        elif isTerrainCaucasusSmall:
            conflicttheater = caucasus.WesternGeorgia()
        elif isTerrainRussia:
            conflicttheater = caucasus.RussiaSmall()
        elif isTerrainCaucasusNorth:
            conflicttheater = caucasus.NorthCaucasus()
        elif isIranianCampaignTheater:
            conflicttheater = persiangulf.IranianCampaign()
        elif isTerrainEmirates:
            conflicttheater = persiangulf.Emirates()
        elif isTerrainNormandy:
            conflicttheater = normandy.NormandyTheater()
        elif isTerrainNormandySmall:
            conflicttheater = normandy.NormandySmall()
        elif isTerrainChannel:
            conflicttheater = thechannel.ChannelTheater()
        elif isTerrainChannelComplete:
            conflicttheater = thechannel.ChannelTheaterComplete()
        else:
            conflicttheater = caucasus.CaucasusTheater()

        settings = Settings()
        settings.inverted = invertMap
        settings.supercarrier = supercarrier
        settings.do_not_generate_carrier = no_carrier
        settings.do_not_generate_lha = no_lha
        settings.do_not_generate_player_navy = no_player_navy
        settings.do_not_generate_enemy_navy = no_enemy_navy

        self.generatedGame = self.start_new_game(player_name, enemy_name,
                                                 conflicttheater, midGame,
                                                 multiplier, timePeriod,
                                                 settings)

        super(NewGameWizard, self).accept()
コード例 #20
0
class AlienInvasion:
    """Класс для управления ресурсами и поведением игры."""
    def __init__(self):
        pygame.init()
        self.settings = Settings()

        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height
        pygame.display.set_caption("Alien Invasion")

        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        self.play_button = Button(self, 'Play')

    def run_game(self):
        while True:
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self._exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_play_button(self, mouse_pos):
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self._start_game()

    def _start_game(self):
        self.settings.initialize_dynamic_settings()

        self.stats.reset_stats()
        self.stats.game_active = True
        self.sb.prep_images()

        self.aliens.empty()
        self.bullets.empty()

        self._create_fleet()
        self.ship.center_ship()

        pygame.mouse.set_visible(False)

    def _check_keydown_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key in {pygame.K_q, pygame.K_ESCAPE}:
            self._exit()
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_RETURN:  # Enter key
            self._start_game()

    def _check_keyup_events(self, event):
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _fire_bullet(self):
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _update_bullets(self):
        self.bullets.update()

        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collision()

    def _check_bullet_alien_collision(self):
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens,
                                                True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)
            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        self.stats.level += 1
        self.sb.prep_level()

    def _update_aliens(self):
        self._check_fleet_edges()
        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        self._check_aliens_bottom()

    def _check_aliens_bottom(self):
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                self._ship_hit()
                break

    def _ship_hit(self):

        if self.stats.ships_left > 0:
            self.stats.ships_left -= 1  # 4 attempts. if before the condition, then 3 attempts
            self.sb.prep_ships()

            self.aliens.empty()
            self.bullets.empty()

            self._create_fleet()
            self.ship.center_ship()

            sleep(0.5)
        else:
            self.stats.game_active = False
            pygame.mouse.set_visible(True)

    def _create_fleet(self):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        available_space_x = self.settings.screen_width - (alien_width * 2)
        number_aliens_x = available_space_x // (2 * alien_width)

        ship_height = self.ship.rect.height
        available_space_y = self.settings.screen_height - 3 * alien_height - ship_height
        number_rows = available_space_y // (2 * alien_height)

        for row_number in range(number_rows):
            for alien_number in range(number_aliens_x):
                self._create_alien(alien_number, row_number)

    def _create_alien(self, alien_number, row_number):
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien_height + 2 * alien_height * row_number
        self.aliens.add(alien)

    def _check_fleet_edges(self):
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _change_fleet_direction(self):
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _update_screen(self):
        self.screen.fill(self.settings.bg_color)
        self.ship.blitme()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)
        self.sb.show_score()

        if not self.stats.game_active:
            self.play_button.draw_button()

        pygame.display.flip()

    def _exit(self):
        with open('record.txt', 'w') as record:
            record.write(str(self.stats.high_score))
        sys.exit()
コード例 #21
0
ファイル: ai.py プロジェクト: eddiekampe/block-battle
 def __init__(self):
     self._settings = Settings()
     self._state = State()
コード例 #22
0
    def __init__(self, dir):
        main_dir = dir
        #Get the standard settings
        self.settings = Settings()

        self.clock = pg.time.Clock()
        self.FPS = self.settings.get["FPS"]

        self.width = self.settings.get["screen_width"]
        self.height = self.settings.get["screen_height"]

        self.tile_size = self.settings.get["tile_size"]
        self.map_width = int(self.width / 10)
        self.map_height = int(self.height / 10)

        self.message_x = self.settings.get["message_x"]
        self.message_width = self.settings.get["message_width"]
        self.message_height = self.settings.get["message_height"]

        # get title from settings
        self.title = self.settings.get["window_title"]

        self.fov_radius = self.settings.get["fov_radius"]
        self.fov_algorithm = self.settings.get["fov_algorithm"]
        self.fov_light_walls = self.settings.get["fov_light_walls"]

        #initalize game window.
        pg.init()
        #initalize game sounds
        pg.mixer.init()
        self.display = pg.Surface((self.width, self.height + 100))
        icon_path = load_icon()
        self.icon = pg.image.load(icon_path)
        pg.display.set_icon(self.icon)
        #set screen
        self.window = pg.display.set_mode((self.width, self.height + 100))
        #set title of game
        pg.display.set_caption(self.title)
        #set clock for FPS
        self.clock = pg.time.Clock()
        #set Main Bool if is Game running
        self.running = True
        self.playing = False
        #find font in the client computer
        self.font_name = self.settings.get["font"]

        self.max_room = self.settings.get["max_room"]
        self.room_min_size = self.settings.get["room_min_size"]
        self.room_max_size = self.settings.get["room_max_size"]

        self.load_data()

        #Main Manu
        self.main_menu = MainMenu(self)
        self.options = OptionsMenu(self)
        self.credits = CreditsMenu(self)
        self.create_char = CreateCharacterMenu(self)
        self.curr_menu = self.main_menu
        #Sub Menu
        self.inventory = InventoryMenu(self)
        self.sub_menu = None
        self.pauze_menu = PauzeMenu(self)

        #NewGame or Load Game
        self.new_game = False
        self.load_game = False
        self.error = False

        self.temp_player = None
        self.config = {}

        self.sprite_sheet = SpriteSheet('TILE_SPRITE_SHEAT')
        self.show_mini_map = False

        self.weapon_factory = WeaponFactory()
コード例 #23
0
    def accept(self):
        logging.info("New Game Wizard accept")
        logging.info("======================")

        campaign = self.field("selectedCampaign")
        if campaign is None:
            campaign = self.theater_page.campaignList.selected_campaign
        if campaign is None:
            campaign = self.campaigns[0]

        logging.info("New campaign selected: %s", campaign.name)

        if self.field("usePreset"):
            start_date = TIME_PERIODS[
                list(TIME_PERIODS.keys())[self.field("timePeriod")]
            ]
        else:
            start_date = self.theater_page.calendar.selectedDate().toPython()

        logging.info("New campaign start date: %s", start_date.strftime("%m/%d/%Y"))
        settings = Settings(
            player_income_multiplier=self.field("player_income_multiplier") / 10,
            enemy_income_multiplier=self.field("enemy_income_multiplier") / 10,
            automate_runway_repair=self.field("automate_runway_repairs"),
            automate_front_line_reinforcements=self.field(
                "automate_front_line_purchases"
            ),
            desired_player_mission_duration=timedelta(
                minutes=self.field("desired_player_mission_duration")
            ),
            automate_aircraft_reinforcements=self.field("automate_aircraft_purchases"),
            supercarrier=self.field("supercarrier"),
        )
        generator_settings = GeneratorSettings(
            start_date=start_date,
            player_budget=int(self.field("starting_money")),
            enemy_budget=int(self.field("enemy_starting_money")),
            # QSlider forces integers, so we use 1 to 50 and divide by 10 to
            # give 0.1 to 5.0.
            inverted=self.field("invertMap"),
            no_carrier=self.field("no_carrier"),
            no_lha=self.field("no_lha"),
            no_player_navy=self.field("no_player_navy"),
            no_enemy_navy=self.field("no_enemy_navy"),
        )
        mod_settings = ModSettings(
            a4_skyhawk=self.field("a4_skyhawk"),
            f22_raptor=self.field("f22_raptor"),
            f104_starfighter=self.field("f104_starfighter"),
            hercules=self.field("hercules"),
            uh_60l=self.field("uh_60l"),
            jas39_gripen=self.field("jas39_gripen"),
            su57_felon=self.field("su57_felon"),
            frenchpack=self.field("frenchpack"),
            high_digit_sams=self.field("high_digit_sams"),
        )

        blue_faction = self.faction_selection_page.selected_blue_faction
        red_faction = self.faction_selection_page.selected_red_faction

        logging.info("New campaign blue faction: %s", blue_faction.name)
        logging.info("New campaign red faction: %s", red_faction.name)

        theater = campaign.load_theater()

        logging.info("New campaign theater: %s", theater.terrain.name)

        generator = GameGenerator(
            blue_faction,
            red_faction,
            theater,
            campaign.load_air_wing_config(theater),
            settings,
            generator_settings,
            mod_settings,
        )
        self.generatedGame = generator.generate()

        AirWingConfigurationDialog(self.generatedGame, self).exec_()

        self.generatedGame.begin_turn_0()

        super(NewGameWizard, self).accept()
コード例 #24
0
 def __init__(self, identifier: str, enabled_by_default: bool) -> None:
     self.identifier = identifier
     self.enabled_by_default = enabled_by_default
     self.settings = Settings()
     self.initialize_settings()
コード例 #25
0
from pygame.sprite import Group, groupcollide
from game.zombie import Zombie, Zombie1, Zombie3, Zombie4, Zombie5
from game.square import Square
from game.plant_icon import Plant_Icon
from game.button import Button
import time
from random import randint
from cnf.settings import Settings as st
import sys
from db import db
from game.rank import Rank

Login_username = ''

pygame.init()
game_settings = Settings()
screen = pygame.display.set_mode(game_settings.screen_size)
pygame.display.set_caption("DC PvZ clone")
background = Background(game_settings)
peashooter_icon = Plant_Icon(game_settings, 'peashooter-icon.png', 1)
gatling_icon = Plant_Icon(game_settings, 'gatling-icon.png', 2)
sunflower_icon = Plant_Icon(game_settings, 'sunflower.png', 3)
icons = [peashooter_icon, gatling_icon, sunflower_icon]

# All our groups
zombies = Group()
plants = Group()
squares = Group()
bullets = Group()

game_level = game_settings.level
コード例 #26
0
ファイル: game.py プロジェクト: DmitriuSsS/Snake
import random

from game.entities import Food, Level
from game.direction import *
from game.drawing.windows import *
from game.drawing.game_drawing import *
from game.settings import Settings
import pygame
pygame.init()

settings = Settings()


class Game:
    clock = pygame.time.Clock()
    fps = 120

    _generate_food_location = None

    @staticmethod
    def _get_direction():
        for i in pygame.event.get():
            if i.type == pygame.QUIT:
                exit()
            elif i.type == pygame.KEYDOWN:
                if i.key in TranslateDirection.direction:
                    return TranslateDirection.direction[i.key]

    def free_game_loop(self):
        level = Level('free', 1)
        tick = 0
コード例 #27
0
ファイル: main.py プロジェクト: talespadua/pygame-playground
from game.game import Game
from game.settings import Settings

if __name__ == "__main__":
    settings = Settings(
        screen_width=1024,
        screen_height=768,
        frames_per_second=60,
        window_caption="Wanna-be-a-game",
    )
    game = Game(settings)
    game.run()
コード例 #28
0
    def accept(self):
        logging.info("New Game Wizard accept")
        logging.info("======================")

        campaign = self.field("selectedCampaign")
        if campaign is None:
            campaign = self.campaigns[0]

        if self.field("usePreset"):
            start_date = db.TIME_PERIODS[list(
                db.TIME_PERIODS.keys())[self.field("timePeriod")]]
        else:
            start_date = self.theater_page.calendar.selectedDate().toPython()

        settings = Settings(
            player_income_multiplier=self.field("player_income_multiplier") /
            10,
            enemy_income_multiplier=self.field("enemy_income_multiplier") / 10,
            automate_runway_repair=self.field("automate_runway_repairs"),
            automate_front_line_reinforcements=self.field(
                "automate_front_line_purchases"),
            desired_player_mission_duration=timedelta(
                minutes=self.field("desired_player_mission_duration")),
            automate_aircraft_reinforcements=self.field(
                "automate_aircraft_purchases"),
            supercarrier=self.field("supercarrier"),
        )
        generator_settings = GeneratorSettings(
            start_date=start_date,
            player_budget=int(self.field("starting_money")),
            enemy_budget=int(self.field("enemy_starting_money")),
            # QSlider forces integers, so we use 1 to 50 and divide by 10 to
            # give 0.1 to 5.0.
            midgame=False,
            inverted=self.field("invertMap"),
            no_carrier=self.field("no_carrier"),
            no_lha=self.field("no_lha"),
            no_player_navy=self.field("no_player_navy"),
            no_enemy_navy=self.field("no_enemy_navy"),
        )
        mod_settings = ModSettings(
            a4_skyhawk=self.field("a4_skyhawk"),
            f22_raptor=self.field("f22_raptor"),
            hercules=self.field("hercules"),
            jas39_gripen=self.field("jas39_gripen"),
            su57_felon=self.field("su57_felon"),
            frenchpack=self.field("frenchpack"),
            high_digit_sams=self.field("high_digit_sams"),
        )

        blue_faction = self.faction_selection_page.selected_blue_faction
        red_faction = self.faction_selection_page.selected_red_faction
        generator = GameGenerator(
            blue_faction,
            red_faction,
            campaign.load_theater(),
            settings,
            generator_settings,
            mod_settings,
        )
        self.generatedGame = generator.generate()

        super(NewGameWizard, self).accept()
コード例 #29
0
class AlienInvasion:
    """ Overall class to manage game assets and behavior """

    def __init__(self):
        """ Initialize the game and creates game resources"""
        pygame.init()

        self.settings = Settings()

        # for windowed mode
        # self.screen = pygame.display.set_mode((self.settings.screen_width, self.settings.screen_height))

        # for the fullscreen mode
        self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        self.settings.screen_width = self.screen.get_rect().width
        self.settings.screen_height = self.screen.get_rect().height

        pygame.display.set_caption("Alien Invasion")

        # Create an instance to store game statistics and create a scoreboard
        self.stats = GameStats(self)
        self.sb = ScoreBoard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.stars = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._populate_sky()
        self._create_fleet()

        self.play_button = Button(self, 'Play')

    def run_game(self):
        """ Start the main loop for the game """
        while True:
            self._check_events()

            if self.stats.game_active:
                self.ship.update()
                self._update_bullets()
                self._update_aliens()

            self._update_screen()

    def _check_events(self):
        """ Respond to keypresses and mouse events """
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            elif event.type == pygame.KEYDOWN:
                self._check_keydown_events(event)
            elif event.type == pygame.KEYUP:
                self._check_keyup_events(event)
            elif event.type == pygame.MOUSEBUTTONDOWN:
                mouse_pos = pygame.mouse.get_pos()
                self._check_play_button(mouse_pos)

    def _check_keydown_events(self, event):
        """ Respond to keypresses """
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = True
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = True
        elif event.key == pygame.K_q:
            sys.exit()
        elif event.key == pygame.K_SPACE:
            self._fire_bullet()
        elif event.key == pygame.K_p:
            self._start_game()
        elif event.key == pygame.K_PAGEUP:
            self.settings.manual_level += 1
            self.stats.level = self.settings.manual_level
            self.sb.prep_level()
        elif event.key == pygame.K_PAGEDOWN:
            self.settings.manual_level -= 1
            if self.settings.manual_level < 1:
                self.settings.manual_level = 1
            self.stats.level = self.settings.manual_level
            self.sb.prep_level()
        elif event.key == pygame.K_r:
            self._end_game()

    def _check_keyup_events(self, event):
        """ Respond to key releases """
        if event.key == pygame.K_RIGHT:
            self.ship.moving_right = False
        elif event.key == pygame.K_LEFT:
            self.ship.moving_left = False

    def _check_play_button(self, mouse_pos):
        """ Start a new game if the player clicks Play """
        button_clicked = self.play_button.rect.collidepoint(mouse_pos)
        if button_clicked and not self.stats.game_active:
            self._start_game()

    def _check_bullet_alien_collisions(self):
        """ Respond for bullet-alien collisions """
        # Remove any bullet and alien that have collided
        collisions = pygame.sprite.groupcollide(self.bullets, self.aliens, True, True)

        if collisions:
            for aliens in collisions.values():
                self.stats.score += self.settings.alien_points * len(aliens)

            self.sb.prep_score()
            self.sb.check_high_score()

        if not self.aliens:
            self._start_new_level()

    def _start_new_level(self):
        """ Level up the game if all alien ships were destroyed """
        # Destroy existing bullets and create new fleet
        self.bullets.empty()
        self._create_fleet()
        self.settings.increase_speed()

        # Increase level
        self.stats.level += 1
        self.sb.prep_level()

    def _check_fleet_edges(self):
        """ Respond appropriately if any aliens have reached the edge """
        for alien in self.aliens.sprites():
            if alien.check_edges():
                self._change_fleet_direction()
                break

    def _check_aliens_bottoms(self):
        """ Check if any aliens have reached the bottom of the screen """
        screen_rect = self.screen.get_rect()
        for alien in self.aliens.sprites():
            if alien.rect.bottom >= screen_rect.bottom:
                # Treat it the same as if the ship got hit
                self._ship_hit()
                break

    def _change_fleet_direction(self):
        """ Drop the entire fleet and change the fleet's direction """
        for alien in self.aliens.sprites():
            alien.rect.y += self.settings.fleet_drop_speed
        self.settings.fleet_direction *= -1

    def _create_alien(self, alien_number, row_number):
        """ Create an alien and place it in the row """
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        # Double indent from left side of the screen for every even row
        # indent_width = alien_width if row_number % 2 == 0 else 2 * alien_width
        alien.x = alien_width + 2 * alien_width * alien_number
        alien.rect.x = alien.x
        alien.rect.y = alien_height + 2 * alien_height * row_number
        self.aliens.add(alien)

    def _create_fleet(self):
        """ Create the fleet of aliens """
        # Create and alien and finds a number of aliens in the row
        # Spacing between each alien is equal to one alien width
        alien = Alien(self)
        alien_width, alien_height = alien.rect.size
        ship_height = self.ship.rect.height
        # Defying the number of alien to fill all available space in a row
        available_space_in_row = self.settings.screen_width - 2 * alien_width
        number_aliens_in_row = available_space_in_row // (2 * alien_width)
        # Determine a number of rows of alien to fit the screen
        available_space_for_rows = self.settings.screen_height - ship_height - (5 * alien_height)
        number_of_rows = available_space_for_rows // (2 * alien_height)

        # Creates the fleet of aliens
        for row_number in range(number_of_rows):
            for alien_number in range(number_aliens_in_row):
                self._create_alien(alien_number, row_number)

    def _end_game(self):
        """ Set end game conditions """
        self.stats.game_active = False
        self.settings.manual_level = 1
        self.sb.store_high_score()
        pygame.mouse.set_visible(True)

    def _fire_bullet(self):
        """ Create a new bullet and add it to the bullets group """
        if len(self.bullets) < self.settings.bullets_allowed:
            new_bullet = Bullet(self)
            self.bullets.add(new_bullet)

    def _populate_sky(self):
        """ Place stars on the sky """
        for _ in range(self.settings.star_count):
            star = Star(self)
            star_width, star_height = star.rect.size
            star.rect.x = randint(star_width, self.settings.screen_width - star_width)
            star.rect.y = randint(star_height, self.settings.screen_height - star_height)
            self.stars.add(star)

    def _start_game(self):
        """ Start the game if key pressed or mouse clicked """
        # Reset the game stats
        self.stats.reset_stats()
        self.settings.initialize_dynamic_settings()
        self.settings.set_start_speed()
        self.sb.prep_images()
        self.stats.game_active = True

        # Get rid of any remaining aliens and bullets
        self.aliens.empty()
        self.bullets.empty()

        # Create a new fleet and center the ship
        self._create_fleet()
        self.ship.center_ship()

        # Hide the mouse cursor
        pygame.mouse.set_visible(False)

    def _ship_hit(self):
        """ Respond to the ship being hit by an alien """
        if self.stats.ships_left > 0:
            # Decrement ships left and update scoreboard
            self.stats.ships_left -= 1
            self.sb.prep_ships()
            # Clear the screen from remaining aliens and bullets
            self.bullets.empty()
            self.aliens.empty()

            # Create new fleet and center the ship.
            self._create_fleet()
            self.ship.center_ship()

            # Pause
            sleep(1)
        else:
            self._end_game()

    def _update_aliens(self):
        """ Check if the fleet is at an edge, then update the position of all aliens in the fleet """
        self._check_fleet_edges()
        self.aliens.update()

        if pygame.sprite.spritecollideany(self.ship, self.aliens):
            self._ship_hit()

        # Look for aliens hitting the bottom of the screen
        self._check_aliens_bottoms()

    def _update_bullets(self):
        """ Update position of bullets and get rid of old bullets """
        # Update bullet position
        self.bullets.update()

        for bullet in self.bullets.copy():
            if bullet.rect.bottom <= 0:
                self.bullets.remove(bullet)

        self._check_bullet_alien_collisions()

    def _update_screen(self):
        """ Update images on the screen and flip to the new screen """
        self.screen.fill(self.settings.bg_color)
        self.stars.draw(self.screen)
        self.ship.blit_me()
        for bullet in self.bullets.sprites():
            bullet.draw_bullet()
        self.aliens.draw(self.screen)

        # Draw the score information
        self.sb.show_score()

        # Draw the play button if the game is inactive
        if not self.stats.game_active:
            self.play_button.draw_button()
        pygame.display.flip()