def setUp(self): """Sets up test senario""" self.gamerules = GameRules() self.board = Board() self.gamerules.rooms = self.board.get_rooms self.gamerules.player_list = self.board.get_player_list self.Player1 = Player("Player1") self.Player2 = Player("Player2") self.Player3 = Player("Player3") self.board.set_player_location(self.Player1,'Study') self.board.set_player_location(self.Player2,'Study-Hall') self.board.set_player_location(self.Player3,'Hall')
def initialize(self,players): """ Initializes game """ self.players = players self.case_file = self.__create_case() self._card_list = self.__make_card_list(self.case_file) self.game_board = Board() self.gamerules = GameRules() self.active_player = self.players[0] self.__game_status = True for player in self.players: player.character = self.__characters.pop(0) while len(self._card_list) > 0: for player in self.players: card = self.__get_remaining_card(self._card_list) player.hand[card] = card
class GameRulesTestCase(unittest.TestCase): def setUp(self): """Sets up test senario""" self.gamerules = GameRules() self.board = Board() self.gamerules.rooms = self.board.get_rooms self.gamerules.player_list = self.board.get_player_list self.Player1 = Player("Player1") self.Player2 = Player("Player2") self.Player3 = Player("Player3") self.board.set_player_location(self.Player1,'Study') self.board.set_player_location(self.Player2,'Study-Hall') self.board.set_player_location(self.Player3,'Hall') def test_is_adjacent_to(self): """ Test if a room is adjacent to another room""" self.assertFalse(self.gamerules.is_adjacent_to("Library","Hall")) #Not adjacent self.assertTrue(self.gamerules.is_adjacent_to("Study","Study-Hall")) #Adjacent def test_has_secret_passage(self): """ Test if a room has a secret passage""" self.assertTrue(self.gamerules.has_secret_passage("Conservatory")) #Has Passage self.assertFalse(self.gamerules.has_secret_passage("Ballroom")) #Doesn't Have passage def test_is_hallway(self): """ Test if a room is a hallway""" self.assertFalse(self.gamerules.is_hallway("Dinning Room")) #Not hallway self.assertTrue(self.gamerules.is_hallway("Hall-Lounge")) #Is a hallway def test_is_empty_room(self): """ Test if a room is empty.""" self.assertTrue(self.gamerules.is_empty_room("Dining")) # Room can be occupided by more than 1 person self.assertTrue(self.gamerules.is_empty_room("Study-Library")) #Empty Hallway, is empty self.assertFalse(self.gamerules.is_empty_room("Study-Hall")) #Occupied Hallway def test_is_valid_move(self): """ Test if a player's move is valid.""" self.assertTrue(self.gamerules.is_valid_move(self.board,self.Player1,"Kitchen")) #valid move self.assertFalse(self.gamerules.is_valid_move(self.board,self.Player1,"Study-Hall")) #Not valid move
from renderer import render_map, render_projectiles from map import GameMap from tank import PlayerTank, EnemyTank from gamelevel import GameLevel from position import Position from gamerules import GameRules game_map = GameMap() player_tank = PlayerTank(Position(10, 10)) enemy_tanks = [ EnemyTank(Position(14, 10)), EnemyTank(Position(13, 15)), EnemyTank(Position(17, 1)), EnemyTank(Position(15, 22)), EnemyTank(Position(14, 20)) ] game_level = GameLevel(game_map, player_tank, enemy_tanks) game_rules = GameRules(game_level) while not game_rules.game_over: game_rules.check_if_enemy_tanks_exist() game_rules.check_player_health() render_map(game_level) game_rules.process_user_input() if len(game_level.projectiles) > 0: render_projectiles(game_level) game_rules.randomly_shoot_projectile() if len(game_level.projectiles) > 0: render_projectiles(game_level) game_rules.move_enemy_tanks()
class Game(object): def __init__(self): self.case_file = {} self.active_player = None self.__game_status = False self.players = [] self.__character_dict = {0 :"Colonel Mustard", 1:"Miss Scarlet", 2:"Prof. Plum", 3:"Mr. Green", 4:"Mrs. White", 5:"Mrs. Peacock"} self.__weapon_dict = {0 :"Rope", 1:"Lead Pipe", 2:"Knife", 3:"Wrench", 4:"Candlestick", 5:"Pistol"} self.__room_dict = {0 :"Hall", 1:"Lounge", 2:"Dining Room", 3:"Kitchen", 4:"Ballroom", 5:"Conservatory", 6:"Billiard Room", 7:"Library", 8:"Study"} self.__characters = ["Miss Scarlet","Colonel Mustard","Mrs. White","Mr. Green","Mrs. Peacock","Prof. Plum"] self.suggest_suspect = None self.suggest_room = None self.suggest_weapon = None self.__num_players = 0 self.__turn_tracker = None #flatfile to track turns in place of a database self.__tracker_name = "turn" self.game_board = None self.user_tracker = None #flatfile to track number of users playing self.user_tracker_name = "users" self.gamerules = None def __get_card(self,card_dict): """ Returns a random card from the card dictionary """ card = card_dict[randrange(0,len(card_dict))] return card def __create_case(self): """ Returns case dictionary including the suspect, weapon, and room """ case = {} case['Suspect'] = self.__get_card(self.__character_dict) case['Weapon'] = self.__get_card(self.__weapon_dict) case['Room'] = self.__get_card(self.__room_dict) return case def __make_card_list(self,case): """ Returns suffled list of cards not in case file """ cards = [] for value in self.__character_dict.values(): if value != case['Suspect']: cards.append(value) for value in self.__weapon_dict.values(): if value != case['Weapon']: cards.append(value) for value in self.__room_dict.values(): if value != case['Room']: cards.append(value) shuffle(cards) return cards def __get_remaining_card(self,card_list): """ Returns a random card from the remaing card list and removes it from the list """ card = card_list.pop(randrange(0,len(card_list))) return card def update_turntracker(self, player): """ Updates a flatfile to use to track whose turn it is May need to update this to incorporate authentication (pyramid_who) """ try: self.__turn_tracker = open(self.__tracker_name, 'w') self.__turn_tracker.write(player) self.__turn_tracker.close() except IOError: return False return True def create_turntracker(self, player): try: if path.exists(self.tracker_name): print("A game is already in progress. Please try again later.") except IOError: return false return true def cleanup(self): """ Remove turn and user trackers at end of game """ try: self.__turn_tracker.close remove(self.__turn_tracker) self.__user_tracker.close remove(self.__user_tracker) except IOError: print "Something went wrong cleaning up the game" return false return true def read_truntracker(self): """ Get the current player """ pass def initialize(self,players): """ Initializes game """ self.players = players self.case_file = self.__create_case() self._card_list = self.__make_card_list(self.case_file) self.game_board = Board() self.gamerules = GameRules() self.active_player = self.players[0] self.__game_status = True for player in self.players: player.character = self.__characters.pop(0) while len(self._card_list) > 0: for player in self.players: card = self.__get_remaining_card(self._card_list) player.hand[card] = card @property def get_case(self): """ Returns the case file """ return self.case_file @property def get_active_player(self): """ Returns the active player """ return self.active_player.get_name @property def get_game_state(self): """ Returns the state of the game """ return self.__game_status def __set_active_player(self): """ Set the next active player """ player_inplay = False current_active = self.active_player.get_name while player_inplay == False: try: self.active_player = self.players[self.players.index(self.active_player) + 1] current_player = self.players[self.players.index(self.active_player)] player_inplay = current_player.inplay except IndexError: self.active_player = player = self.players[0] current_player = self.players[0] player_inplay = current_player.inplay # If loop through all players and no on is active if self.active_player.get_name == current_active: self.__game_status = False print "It was %s in the %s with the %s" % (self.case_file["Suspect"],self.case_file["Room"],self.case_file["Weapon"]) print "The Game is Over.Everyone guessed incorrectly" break #update turn tracker if not (self.update_turntracker(self.active_player.character)): print("Error") #need to decide what to do here def __set_disprove_player_order(self): """ Return a list of players in order for disproving a suggestion """ disprove_player_list = [] if self.players.index(self.active_player) == 0: disprove_player_list = disprove_player_list + self.players[:] else: disprove_player_list = disprove_player_list + self.players[self.players.index(self.active_player):] disprove_player_list = disprove_player_list + self.players[:self.players.index(self.active_player) - 1] return disprove_player_list def add_player(self, player_name): """ This function should be called when a user decides to join the game. """ if not path.exists(self.tracker_name): try: self.__user_tracker = open(self.__user_tracker_name, 'r+') except IOError: return false try: np = self.__user_tracker.readline if np != "": self.__num_players = np + 1 else: np = 1 self.__user_tracker.write(self.__num_players) except IOError: return false players.add(player_name) return true def get_num_players(self): try: self.__num_players = self.__user_tracker.readline except IOError: return None return self.__num_players def make_move(self,move_to): """ Movement of player """ if self.gamerules.is_valid_move(self.game_board,self.active_player,move_to): self.game_board.set_player_location(self.active_player, move_to) print "%s has moved to %s" % (self.active_player.get_name,move_to) return True else: print "That is not a valid move." return False def make_suggestion(self,suspect,weapon): """ Player makes a suggestion """ self.suggest_room = self.active_player.get_position self.suggest_suspect = suspect self.suggest_weapon = weapon #Move player's character to new room for p in self.players: if p.get_character == suspect: self.game_board.set_player_location(p,self.suggest_room) print "%s (%s) is now at %s" % (p.get_name,p.get_character,p.get_position) print ("%s thinks it was %s in the %s with a %s." %\ (self.active_player.get_name, self.suggest_suspect, self.suggest_room,self.suggest_weapon)) def check_disprove_suggestion(self,player): """ Checks if a player can disprove a suggestion """ if self.suggest_room in player.get_hand.values(): return True elif self.suggest_suspect in player.get_hand.values(): return True elif self.suggest_weapon in player.get_hand.values(): return True else: return False def available_cards_disprove(self,player): """ Returns a dict of cards available from a player to disprove a suggestion """ can_disprove = {} if self.suggest_room in player.get_hand.values(): can_disprove[self.suggest_room] = self.suggest_room if self.suggest_suspect in player.get_hand.values(): can_disprove[self.suggest_suspect] = self.suggest_suspect if self.suggest_weapon in player.get_hand.values(): can_disprove[self.suggest_weapon] = self.suggest_weapon return can_disprove def disprove_suggestion(self,player,card): #I think this will need to be implemented once the interaction #once there is a way to interace with the UI """ Player can disprove another's suggestion """ print ("Player %s disproved suggestion by revealing %s." %\ (player.get_name, player.reveal_card(card))) return True def make_accusation(self,room,suspect,weapon): """ Player makes accusation """ if (suspect == self.case_file["Suspect"]) and (room == self.case_file["Room"]) and (weapon == self.case_file["Weapon"]): print "You are correct. You have won" self.__game_status = False else: self.active_player.inplay = False print "Your guess was incorrect" print "It was not %s in the %s with the %s" % (suspect,room,weapon) def game_play(self): """ This is the main game loop that would be called by playgame moduel """ while self.__game_status == True: print "It is %s turn." % (self.active_player.get_name) print "=== Menu ===" print "1. Make Movement" print "2. Make Suggestion" print "3. Make Accusation" print "4. End Turn" user_choice = raw_input("Choose an option from the menu: ") if user_choice == "1": new_room = raw_input("Enter the name of the room you will move to: ") self.make_move(new_room) elif user_choice == "2": suspect = raw_input("Enter a suspect: ") weapon = raw_input("Enter a weapon: ") self.make_suggestion(suspect,weapon) disprove_player_list = self.__set_disprove_player_order() for disprove_player in reversed(disprove_player_list): print disprove_player.get_name if disprove_player == self.active_player: print "No one can disprove the suggestion" break else: if self.check_disprove_suggestion(disprove_player) == True: print self.available_cards_disprove(disprove_player) card_choosen = raw_input("Enter card to disprove: ") self.disprove_suggestion(disprove_player,card_choosen) break elif user_choice == "3": suspect = raw_input("Enter a suspect: ") weapon = raw_input("Enter a weapon: ") room = raw_input("Enter a room: ") self.make_accusation(room,suspect,weapon) self.__set_active_player() elif user_choice == "4": self.__set_active_player()
class Game(object): def __init__(self): self.case_file = {} self.active_player = None self.__game_status = False self.players = [] self.__character_dict = {0 :"Colonel Mustard", 1:"Miss Scarlet", 2:"Prof. Plum", 3:"Mr. Green", 4:"Mrs. White", 5:"Mrs. Peacock"} self.__weapon_dict = {0 :"Rope", 1:"Lead Pipe", 2:"Knife", 3:"Wrench", 4:"Candlestick", 5:"Pistol"} self.__room_dict = {0 :"Hall", 1:"Lounge", 2:"Dining Room", 3:"Kitchen", 4:"Ballroom", 5:"Conservatory", 6:"Billiard Room", 7:"Library", 8:"Study"} self.__characters = ["Miss Scarlet","Colonel Mustard","Mrs. White","Mr. Green","Mrs. Peacock","Prof. Plum"] self.suggest_suspect = None self.suggest_room = None self.suggest_weapon = None self.__num_players = 0 self.engine = None self.game_table = None #database table self.players_table = None #db table self.board_table = None self.game_ins = None self.player_ins = None self.board_ins = None self.conn = None #database connection self.game_board = None self.metadata = None def __get_card(self,card_dict): """ Returns a random card from the card dictionary """ card = card_dict[randrange(0,len(card_dict))] return card def __create_case(self): """ Returns case dictionary including the suspect, weapon, and room """ case = {} case['Suspect'] = self.__get_card(self.__character_dict) case['Weapon'] = self.__get_card(self.__weapon_dict) case['Room'] = self.__get_card(self.__room_dict) try: ins = game_ins.values(casefile=case) self.conn.execute(ins) except: raise return case def __make_card_list(self,case): """ Returns suffled list of cards not in case file """ cards = [] for value in self.__character_dict.values(): if value != case['Suspect']: cards.append(value) for value in self.__weapon_dict.values(): if value != case['Weapon']: cards.append(value) for value in self.__room_dict.values(): if value != case['Room']: cards.append(value) shuffle(cards) return cards def __get_remaining_card(self,card_list): """ Returns a random card from the remaing card list and removes it from the list """ card = card_list.pop(randrange(0,len(card_list))) return card def check_game_status(self): try: s = game.select(game_status) if self.conn.execute(s): print("A game is already in progress. Please try again later.") return true except: raise return false def cleanup(self): """ Remove game info from database """ try: d = self.conn.begin() for table in reversed(meta.sorted_tables): print table.delete() self.conn.execute(table.delete()) d.commit() except: print "Something went wrong cleaning up the game" return false return true def initialize(self): """ Initialize game """ initialize_db #may need to manage sessions and/or connection pools? #create list of player objects num_players = self.get_num_players players = [] temp_chars = self.__characters #if a game isn't already in progress, continue if not check_game_status: for i in 0..num_players: p = Player() players.add(temp_chars.pop()) self.players = players self.case_file = self.__create_case() self._card_list = self.__make_card_list(self.case_file) self.game_board = Board() self.gamerules = GameRules() #initialize board & write to DB for p in players: for r in self.__room_dict: if self.gamerules.is_empty_room(r): self.game_board.set_player_location(p, r, self.conn) try: self.game_board.set_player_location(p, self.conn) except: raise for w in self.__weapon_dict: for r in self.__room_dict: self.game_board.set_weapon_location(w, r, self.conn) self.active_player = self.players[0] self.__game_status = True #update DB try: ins = game_ins(player_list=self.players) self.conn.execute(ins) ins = game_ins(active_player = self.active_player.get_character(self.conn)) self.conn.execute(ins) ins = game_ins(game_status = self.__game_status) self.conn.execute(ins) except: raise while len(self._card_list) > 0: for player in self.players: card = self.__get_remaining_card(self._card_list) player.hand[card] = card #add each player to DB try: ins = player_ins(character_name=player.get_character) self.conn.execute(ins) ins = player_ins(location=player.location) self.conn.execute(ins) ins = player_ins(cards=player.hand) self.conn.execute(ins) ins = player_ins(inplay=player.inplay) self.conn.execute(ins) except: print "Something went wrong writing game information to database. \ Game play can't continue" cleanup sys.exit @property def get_case(self): """ Returns the case file """ return self.case_file @property def get_active_player_name(self): """ Returns the active player's name """ try: active_player_name = self.conn.execute("SELECT active_player FROM game") except: raise return active_player_name def get_active_player(self): """ Returns the active player's name """ name = get_active_player_name for p in players: if p.get_character == name: return p @property def get_game_state(self): """ Returns the state of the game """ try: self.__game_status = self.conn.execute("SELECT game_status FROM game") except: raise return self.__game_status def __set_active_player(self): """ Set the next active player """ player_inplay = False self.active_player = get_active_player while player_inplay == False: try: self.active_player = self.players[self.players.index(self.active_player) + 1] current_player = self.players[self.players.index(self.active_player)] player_inplay = current_player.inplay try: status = self.conn.execute("UPDATE players SET active_player=" + self.active_player) except: raise except IndexError: self.active_player = player = self.players[0] current_player = self.players[0] player_inplay = current_player.inplay # If loop through all players and no one is active if self.active_player.get_name == current_active: self.__game_status = False status = self.conn.execute("UPDATE game SET status=FALSE") try: self.case_file = self.conn.execute("SELECT case_file FROM players") except: raise print "It was %s in the %s with the %s" % (self.case_file["Suspect"],self.case_file["Room"],self.case_file["Weapon"]) print "The game is over. Everyone guessed incorrectly" break def __set_disprove_player_order(self): """ Return a list of players in order for disproving a suggestion """ disprove_player_list = [] self.active_player = get_active_player if self.players.index(self.active_player) == 0: disprove_player_list = disprove_player_list + self.players[:] else: disprove_player_list = disprove_player_list + self.players[self.players.index(self.active_player):] disprove_player_list = disprove_player_list + self.players[:self.players.index(self.active_player) - 1] return disprove_player_list def add_player(self, player_name): """ This function should be called when a user decides to join the game. """ try: self.conn.create num_players = self.conn.execute("SELECT num_players FROM players") num_players += 1 ins = player_ins(num_players = num_players) self.conn.execue(ins) except: raise players.add(player_name) try: ins = game_ins(name = player_name) self.conn.execute(ins) except: return false return true def get_num_players(self): try: self.__num_players = self.conn.execute("SELECT num_players FROM game") except: raise return self.__num_players def make_move(self,move_to): """ Movement of player """ if self.gamerules.is_valid_move(self.game_board, self.active_player, move_to): self.game_board.set_player_location(self.active_player, move_to, self.conn) print "%s has moved to %s" % (self.active_player.get_name, move_to) self.active_player.move_status = True return True else: print "That is not a valid move." return False def make_suggestion(self,suspect,weapon): """ Player makes a suggestion """ self.active_player = get_active_player self.suggest_room = self.active_player.get_position self.suggest_suspect = suspect self.suggest_weapon = weapon #Move player's character to new room for p in self.players: if p.get_character == suspect: self.game_board.set_player_location(p, self.suggest_room, self.conn) print "%s (%s) is now at %s" % (p.get_name, p.get_character, p.get_position) print ("%s thinks it was %s in the %s with a %s." %\ (self.active_player.get_name, self.suggest_suspect, self.suggest_room, self.suggest_weapon)) def check_disprove_suggestion(self,player): """ Checks if a player can disprove a suggestion """ if self.suggest_room in player.get_hand.values(): return True elif self.suggest_suspect in player.get_hand.values(): return True elif self.suggest_weapon in player.get_hand.values(): return True else: return False def available_cards_disprove(self,player): """ Returns a dict of cards available from a player to disprove a suggestion """ can_disprove = {} if self.suggest_room in player.get_hand.values(): can_disprove[self.suggest_room] = self.suggest_room if self.suggest_suspect in player.get_hand.values(): can_disprove[self.suggest_suspect] = self.suggest_suspect if self.suggest_weapon in player.get_hand.values(): can_disprove[self.suggest_weapon] = self.suggest_weapon return can_disprove def disprove_suggestion(self,player,card): #I think this will need to be implemented once the interaction #once there is a way to interace with the UI """ Player can disprove another's suggestion """ print ("Player %s disproved suggestion by revealing %s." %\ (player.get_name, player.reveal_card(card))) return True def make_accusation(self,room,suspect,weapon): """ Player makes accusation """ try: self.case_file = self.conn.executet("SELECT case_file FROM game") self.active_player = get_active_player except: raise if (suspect == self.case_file["Suspect"]) and (room == self.case_file["Room"]) and (weapon == self.case_file["Weapon"]): print "You are correct. You have won" self.__game_status = False try: self.conn.execute("UPDATE game SET case_file=" + self.__game_status) except: raise else: self.active_player.inplay = False print "Your guess was incorrect" print "It was not %s in the %s with the %s" % (suspect,room,weapon) try: self.conn.execute("UPDATE players SET inplay=" + self.activeplayer.inplay \ + " WHERE players.character_name=" + self.active_player.get_character) except: raise #TODO: update for DB? def game_play(self): """ This is the main game loop that would be called by playgame moduel """ while self.__game_status == True: print "It is %s turn." % (self.active_player.get_name) print "=== Menu ===" print "1. Make Movement" print "2. Make Suggestion" print "3. Make Accusation" print "4. Show Hand" print "5. End Turn" user_choice = raw_input("Choose an option from the menu: ") if user_choice == "1": if self.active_player.move_status == False: new_room = raw_input("Enter the name of the room you will move to: ") self.make_move(new_room) else: print "You can only make 1 move per turn." elif user_choice == "2": if self.active_player.get_position in self.__room_dict.values(): suspect = raw_input("Enter a suspect: ") weapon = raw_input("Enter a weapon: ") self.make_suggestion(suspect,weapon) disprove_player_list = self.__set_disprove_player_order() for disprove_player in reversed(disprove_player_list): print disprove_player.get_name if disprove_player == self.active_player: print "No one can disprove the suggestion" break else: if self.check_disprove_suggestion(disprove_player) == True: print self.available_cards_disprove(disprove_player) card_choosen = raw_input("Enter card to disprove: ") self.disprove_suggestion(disprove_player,card_choosen) break else: print "You are in a room, you can't make a suggestion." elif user_choice == "3": suspect = raw_input("Enter a suspect: ") weapon = raw_input("Enter a weapon: ") room = raw_input("Enter a room: ") self.make_accusation(room,suspect,weapon) self.active_player.move_status=False self.__set_active_player() elif user_choice == "4": hand = self.active_player.get_hand print "Your hand is: %s" % (self.active_player.get_hand.values()) elif user_choice == "5": self.active_player.move_status=False self.__set_active_player() ''' def encode_num_players(self): num_players = json.dumps(self.get_num_players) return num_players def encode_player_info(self): temp_player_list = [] for p in self.__characters: try: if path.exists(p): file = open(p, 'r') temp_player = pickle.load(file) temp_player_list.append(json.dumps(temp_player)) except: print "Something went wrong reading file" return temp_player_list ''' def initialize_db(self): metadata = MetaData() players_table = Table('players', metadata, Column('character_name', Integer, primary_key = True), \ Column('inplay', Boolean, nullable = False), \ Column('location', String(60), nullable = True), \ Column('cards', PickleType(), nullable = False)) game_table = Table('game', metadata, \ Column('num_players', Integer, primary_key = True), \ Column('case_file', PickleType(), nullable = False), \ Column('active_player', ForeignKey("players.character_name"), nullable=False), \ Column('game_status', Boolean, nullable = False), \ Column('player_list', PickleType(), nullable = False)) board_table = Table('board', metadata, \ Column('weapon', String(40), nullable = False), \ Column('weapon_location', String(40), nullable = False), \ Column('player', ForeignKey("players.character_name"), nullable = False), \ Column('player_location', String(40), nullable = False)) engine = create_engine('sqlite:////var/www/mrboddy/boddyinc/boddyinc/database.db') metadata.create_all(engine) self.game_ins = game_table.insert() self.player_ins = players_table.insert() self.board_ins = board_table.insert()
def initialize(self): """ Initialize game """ initialize_db #may need to manage sessions and/or connection pools? #create list of player objects num_players = self.get_num_players players = [] temp_chars = self.__characters #if a game isn't already in progress, continue if not check_game_status: for i in 0..num_players: p = Player() players.add(temp_chars.pop()) self.players = players self.case_file = self.__create_case() self._card_list = self.__make_card_list(self.case_file) self.game_board = Board() self.gamerules = GameRules() #initialize board & write to DB for p in players: for r in self.__room_dict: if self.gamerules.is_empty_room(r): self.game_board.set_player_location(p, r, self.conn) try: self.game_board.set_player_location(p, self.conn) except: raise for w in self.__weapon_dict: for r in self.__room_dict: self.game_board.set_weapon_location(w, r, self.conn) self.active_player = self.players[0] self.__game_status = True #update DB try: ins = game_ins(player_list=self.players) self.conn.execute(ins) ins = game_ins(active_player = self.active_player.get_character(self.conn)) self.conn.execute(ins) ins = game_ins(game_status = self.__game_status) self.conn.execute(ins) except: raise while len(self._card_list) > 0: for player in self.players: card = self.__get_remaining_card(self._card_list) player.hand[card] = card #add each player to DB try: ins = player_ins(character_name=player.get_character) self.conn.execute(ins) ins = player_ins(location=player.location) self.conn.execute(ins) ins = player_ins(cards=player.hand) self.conn.execute(ins) ins = player_ins(inplay=player.inplay) self.conn.execute(ins) except: print "Something went wrong writing game information to database. \ Game play can't continue" cleanup sys.exit
play_menu = pygameMenu.Menu( screen, window_width=width, window_height=height, font=pygameMenu.fonts.FONT_MUNRO, font_title=pygameMenu.fonts.FONT_8BIT, font_color=Settings.text_colour, option_shadow=False, title='Play', onclose=PYGAME_MENU_BACK, #go back one menu menu_color_title=Settings.menu_colour, menu_color=Settings.background_colour, bgfun=mainmenu_background, ) gamerules_menu = GameRules(screen) # create the text for the About textmenu ABOUT = [ 'Plonk v1.0', 'inspired by Pong', 'Created by: Jennifer Du', 'Individual Programming Project 2017-2018', ] # create About textmenu about_menu = pygameMenu.TextMenu( screen, window_width=width, window_height=height, font=pygameMenu.fonts.FONT_MUNRO,