def main(): world = load_world(WORLD_FILE) window = Window(world=world, width=800, height=600, caption='PythonCraft', resizable=True) setup() pyglet.app.run()
def main(world_size): width, height = (world_size, ) * 2 world = convert_heightmap(generate_heightmap(7487670, width, height), width, height) window = Window(world=world, width=800, height=600, caption='PythonCraft', resizable=True) setup() pyglet.app.run()
def main(): from homescreen import HomeScreen from app import App graphics.setup() graphics.initFonts() homescreen = HomeScreen() homescreen.play(graphics.screen) app = App(graphics.screen) while True: app.run(graphics.screen) pygame.display.flip() # call it once to avoid flickering
def test_sh_player(): weights = { "unit_weight": 1.242, "node_weight": -0.4971, "occ_weight": 0, "occ_new_weight": 0.05953, "n_enemies_weight": 0.2306, "enemy_occ_nodes_weight": -1.126, "enemy_unit_weight": -0.2431, "empty_node_weight": -0.7042, "attacker_weight": -0.3131, "defender_weight": 0.06549, "occ_attacker_weight": -0.2173, "occ_defender_weight": 0.4239, "enemy_occ_attacker_weight": 0.3953, "enemy_occ_defender_weight": -0.02868, } nodes = [ GameNode(0, [], [1, 2]), GameNode(1, [], [0, 2]), GameNode(2, [], [0, 1, 3]), GameNode(3, [], [2, 4, 5]), GameNode(4, [], [3, 5]), GameNode(5, [], [3, 4]), ] players = [ ShortHorizonPlayer(0, [Unit(0, nodes[0])], [nodes[0]], nodes[0], **weights), ShortHorizonPlayer(1, [Unit(1, nodes[1])], [nodes[1]], nodes[1], **weights), ShortHorizonPlayer(2, [Unit(2, nodes[4])], [nodes[4]], nodes[4], **weights), ShortHorizonPlayer(3, [Unit(3, nodes[5])], [nodes[5]], nodes[5], **weights), ] nodes[0].add_unit(players[0].units[0]) nodes[1].add_unit(players[1].units[0]) nodes[4].add_unit(players[2].units[0]) nodes[5].add_unit(players[3].units[0]) graph = GameGraph(nodes) game = Game(players, graph) game.update_state([], False) def next_round(event): win = game.play_round() if win is None: graphics.draw(f, w, l, game.state) else: graphics.draw_winner(w, win) f, w, l = graphics.setup(game.state, next_round) graphics.draw(f, w, l, game.state) graphics.show()
def test_human_player(): nodes = [ GameNode(0, [], [1, 2]), GameNode(1, [], [0, 2]), GameNode(2, [], [0, 1, 3]), GameNode(3, [], [2, 4, 5]), GameNode(4, [], [3, 5]), GameNode(5, [], [3, 4]) ] players = [ HumanPlayer(0, [HumanInteractionUnit(0, nodes[0])], [nodes[0]], nodes[0]), HumanPlayer(1, [HumanInteractionUnit(1, nodes[1])], [nodes[1]], nodes[1]), HumanPlayer(2, [HumanInteractionUnit(2, nodes[4])], [nodes[4]], nodes[4]), HumanPlayer(3, [HumanInteractionUnit(3, nodes[5])], [nodes[5]], nodes[5]) ] nodes[0].add_unit(players[0].units[0]) nodes[1].add_unit(players[1].units[0]) nodes[4].add_unit(players[2].units[0]) nodes[5].add_unit(players[3].units[0]) graph = GameGraph(nodes) game = Game(players, graph) game.update_state([], False) def next_round(event): win = game.play_round() if win is None: graphics.draw(f, w, l, game.state) else: graphics.draw_winner(w, win) f, w, l = graphics.setup(game.state, next_round) for p in players: p.canvas = w graphics.draw(f, w, l, game.state) graphics.show()
def test_human_player(): nodes = [ GameNode(0, [], [1, 2]), GameNode(1, [], [0, 2]), GameNode(2, [], [0, 1, 3]), GameNode(3, [], [2, 4, 5]), GameNode(4, [], [3, 5]), GameNode(5, [], [3, 4]), ] players = [ HumanPlayer(0, [HumanInteractionUnit(0, nodes[0])], [nodes[0]], nodes[0]), HumanPlayer(1, [HumanInteractionUnit(1, nodes[1])], [nodes[1]], nodes[1]), HumanPlayer(2, [HumanInteractionUnit(2, nodes[4])], [nodes[4]], nodes[4]), HumanPlayer(3, [HumanInteractionUnit(3, nodes[5])], [nodes[5]], nodes[5]), ] nodes[0].add_unit(players[0].units[0]) nodes[1].add_unit(players[1].units[0]) nodes[4].add_unit(players[2].units[0]) nodes[5].add_unit(players[3].units[0]) graph = GameGraph(nodes) game = Game(players, graph) game.update_state([], False) def next_round(event): win = game.play_round() if win is None: graphics.draw(f, w, l, game.state) else: graphics.draw_winner(w, win) f, w, l = graphics.setup(game.state, next_round) for p in players: p.canvas = w graphics.draw(f, w, l, game.state) graphics.show()
import graphics from level import Level import agent from math import floor import pyglet import logging logging.basicConfig(level=loggin.DEBUG) if __name__ == '__main__': import argparse graphics.setup() pyglet.gl.glClearColor(1, 1, 1, 1) level = Invaders() graphics.set_level(level) parser = argparse.ArgumentParser() parser.parse_args() graphics.go()
def main(n, m, screen): background_image = pygame.image.load('images/background.jpg') screen.blit(background_image, (0, 0)) (n, m) = (m, n) if n > m else (n, m) dp = [[0] * (1 << n) for i in range(1 << n)] answers = [[0] * (1 << n) for i in range(m)] graphics.setup() graphics.grid(n, m, screen) graphics.signes(screen) def wait(): tj = 1 while tj: for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: tj = 0 break pygame.display.update() def fillTable(n: int): if n == m == 2: wait() for i in range(1 << n): for j in range(1 << n): t = True for k in range(n - 1): bit1 = i & (1 << k) bit2 = i & (1 << (k + 1)) bit3 = j & (1 << k) bit4 = j & (1 << (k + 1)) if bit1 and bit2 and bit3 and bit4: t = False graphics.twoProfiles(i, j, screen, k) break if not bit1 and not bit2 and not bit3 and not bit4: t = False graphics.twoProfiles(i, j, screen, k) break graphics.illustrate(j, i, t, screen) if t: graphics.twoProfiles(i, j, screen) pygame.display.update() if n == m == 2: wait() dp[i][j] = 1 if t else 0 fillTable(n) num = 0 for i in range(1 << n): answers[0][i] = 1 num += 1 graphics.writeNumTwo(0, i, answers[0][i], screen, background_image) graphics.writeNum(0, num, screen, background_image) pygame.display.update() if n == m == 2: wait() for k in range(1, m): num = 0 for i in range(1 << n): for j in range(1 << n): graphics.drawInGrid(k, i, j, screen, n, m) answers[k][i] += dp[i][j] * answers[k - 1][j] num += dp[i][j] * answers[k - 1][j] graphics.writeNum(k, num, screen, background_image) graphics.writeNumTwo(k, i, answers[k][i], screen, background_image) pygame.display.update() ans = 0 for i in range(1 << n): ans += answers[m - 1][i] print(ans) graphics.printAns(screen, ans) pygame.display.update() if n == m == 2: wait()
from lib.betterLogger import redo_logger_formatting, BetterLogger redo_logger_formatting() Logger.info("Base: Kivy logger overwritten") base_logger: BetterLogger = BetterLogger(name="Base") """ from resources import Resources, setup setup() Resources.load_all() Logger.info("Base: resources setup and loaded")""" from lib.saveManager import SaveManager SaveManager.setup() base_logger.log_info("SaveManager setup") import graphics graphics.setup() base_logger.log_info("Graphics module setup") graphics.load_pre_load_kv() base_logger.log_info("Pre load kv language loaded") base_logger.log_info("Graphics ready too start") graphics.start() base_logger.log_info("App has finished!")
def test_sh_player(): weights = { "unit_weight": 1.242, "node_weight": -0.4971, "occ_weight": 0, "occ_new_weight": 0.05953, "n_enemies_weight": 0.2306, "enemy_occ_nodes_weight": -1.126, "enemy_unit_weight": -0.2431, "empty_node_weight": -0.7042, "attacker_weight": -0.3131, "defender_weight": 0.06549, "occ_attacker_weight": -0.2173, "occ_defender_weight": 0.4239, "enemy_occ_attacker_weight": 0.3953, "enemy_occ_defender_weight": -0.02868 } nodes = [ GameNode(0, [], [1, 2]), GameNode(1, [], [0, 2]), GameNode(2, [], [0, 1, 3]), GameNode(3, [], [2, 4, 5]), GameNode(4, [], [3, 5]), GameNode(5, [], [3, 4]) ] players = [ ShortHorizonPlayer(0, [Unit(0, nodes[0])], [nodes[0]], nodes[0], **weights), ShortHorizonPlayer(1, [Unit(1, nodes[1])], [nodes[1]], nodes[1], **weights), ShortHorizonPlayer(2, [Unit(2, nodes[4])], [nodes[4]], nodes[4], **weights), ShortHorizonPlayer(3, [Unit(3, nodes[5])], [nodes[5]], nodes[5], **weights) ] nodes[0].add_unit(players[0].units[0]) nodes[1].add_unit(players[1].units[0]) nodes[4].add_unit(players[2].units[0]) nodes[5].add_unit(players[3].units[0]) graph = GameGraph(nodes) game = Game(players, graph) game.update_state([], False) def next_round(event): win = game.play_round() if win is None: graphics.draw(f, w, l, game.state) else: graphics.draw_winner(w, win) f, w, l = graphics.setup(game.state, next_round) graphics.draw(f, w, l, game.state) graphics.show()
import entities as ent import transform as trf import graphics as gfx import character as char import nmath as nm for i in range(5): e = ent.create_entity() e.register_component("Transform") e.register_component("Graphics") e.register_component("Character") trf.set_world_transform(e, nm.Matrix44.translation(nm.Point(i * -2, 0, i * -2))) gfx.set_resource_uri(e, "mdl:Units/Unit_Footman.n3") gfx.set_tag(e, "Examples") gfx.set_visibility_type(e, 0) gfx.setup(e) char.set_skeleton_uri(e, "ske:Units/Unit_Footman.nsk3") char.set_animation_uri(e, "ani:Units/Unit_Footman.nax3") char.set_tag(e, "Examples") char.setup(e) char.play(e, 0, 0)
def main(world_size): width, height = (world_size,) * 2 world = convert_heightmap(generate_heightmap(7487670, width, height), width, height) window = Window(world=world, width=800, height=600, caption='PythonCraft', resizable=True) setup() pyglet.app.run()