def test_game_serialize(self): # TODO: fully test test_game = GameBoard() test_game.init_game() troop_source = test_game.factories[0] troop_dest = test_game.factories[1] bomb_source = test_game.factories[2] bomb_dest = test_game.factories[3] test_game.troops.append(Troop(11, troop_source, troop_dest)) test_game.bombs.append(Bomb(None, bomb_source, bomb_dest)) jsonized = test_game.to_json() self.assertEqual(jsonized, json.loads(json.dumps(jsonized))) new_game = GameBoard.from_json(jsonized) np.testing.assert_allclose( [fac.position for fac in test_game.factories], [fac.position for fac in new_game.factories])
class App: def __init__(self, turn_time=1000.0): """ Parameters ---------- turn_time : float Time for one turn [ms] """ self.turn_time = turn_time self.game = GameBoard() self.game.init_game() self.timer = 0.0 # Game timer self.size = self.width, self.height = 640, 400 self.center = np.array([self.width / 2, self.height / 2]) # TODO: this should scale with game.max_dist self.scale = min(self.width, self.height) / 22.0 def pygame_init(self): pygame.init() pygame.font.init() self.clock = pygame.time.Clock() self.clock.tick() self._display_surf = pygame.display.set_mode( self.size, pygame.HWSURFACE | pygame.DOUBLEBUF) bgfile = os.path.join("res", "background.png") self._background = pygame.image.load(bgfile) self._running = True self.font = pygame.font.SysFont("arial", 12) self.load_sprites() def load_sprites(self): self.factory_sprites = {} for team, color in [(-1, "blue"), (0, "grey"), (1, "red")]: self.factory_sprites[team] = [] for i in range(4): filename = "{}_fac_{}.png".format(color, i) path = os.path.join("res", filename) image = pygame.image.load(path) self.factory_sprites[team].append(image) self.troop_sprites = {} self.bomb_sprites = {} for team, color in [(-1, "blue"), (1, "red")]: filename = "{}_troop.png".format(color) path = os.path.join("res", filename) image = pygame.image.load(path) self.troop_sprites[team] = image filename = "{}_bomb.png".format(color) path = os.path.join("res", filename) image = pygame.image.load(path) self.bomb_sprites[team] = image def on_event(self, event): pass def loop(self): # TODO: handle player input # Update the game once per ``self.turn_time`` ms. self.clock.tick() self.timer += self.clock.get_time() while self.timer > self.turn_time: self.timer -= self.turn_time # TODO: testing input for factory in self.game.factories: if factory.team in [-1, 1]: self.game.orders[factory.team].append(Inc(factory.id)) if factory.production == 3: targets = self.game.factories.copy() random.shuffle(targets) if self.game.current_turn % 10 == 0: self.game.orders[factory.team].append( SendBomb(factory.id, targets[0].id)) for t_factory in targets: if factory.id != t_factory.id: self.game.orders[factory.team].append( Move( factory.id, t_factory.id, t_factory.stock + 1, )) # TODO: end testing input self.game.update() if self.game.game_over: self._running = False def render(self): # Clear screen self._display_surf.blit(self._background, (0, 0)) for factory in self.game.factories: self.draw_factory(factory) for unit in self.game.bombs + self.game.troops: self.draw_unit(unit) pygame.display.flip() def draw(self, img, position, rotation=0.0): center = np.array(position) * self.scale + self.center topleft = (center[0] - img.get_width() / 2, center[1] - img.get_height() / 2) image = pygame.transform.rotate(img, rotation) self._display_surf.blit(image, topleft) def draw_factory(self, factory): team_facs = self.factory_sprites[factory.team] factory_sprite = team_facs[factory.production] self.draw(factory_sprite, factory.position) status = " (D)" if factory.disabled_turns > 0 else "" text = self.font.render( "{}{}".format(factory.stock, status), True, (255, 255, 255), ) self.draw(text, factory.position) def draw_unit(self, unit): if type(unit) == Bomb: sprite = self.bomb_sprites[unit.team] status_text = "" elif type(unit) == Troop: sprite = self.troop_sprites[unit.team] status_text = str(unit.strength) else: raise ValueError("Unknown unit type {}".format(type(unit))) # Make the unit smoothly move to the destination draw_position = np.array(unit.get_position()) direction = np.array(unit.destination.position) \ - np.array(unit.source.position) # Timer in ms slide = direction * self.timer / (1000.0 * unit.distance) draw_position += slide rotation = math.degrees(math.atan2(direction[0], direction[1])) + 180 self.draw(sprite, draw_position, rotation=rotation) text = self.font.render( status_text, True, (255, 255, 255), ) self.draw(text, draw_position) def cleanup(self): self.font = None pygame.font.quit() pygame.quit() def execute(self): if self.pygame_init() is False: self._running = False self.render() while (self._running): for event in pygame.event.get(): self.on_event(event) self.loop() self.render() self.cleanup()