예제 #1
0
def test_move():
    gc = GameController(800, 800)
    b = Board(800, 800, gc)
    p2 = Player2(b, gc)
    p2.move()
    assert p2.board.squares.tile_counts["black"] == 1
    assert p2.board.squares.tile_counts["white"] == 4
예제 #2
0
파일: main.py 프로젝트: gualt1995/pMADI
def load_level():
    """Generates a new random level."""
    GAME['level'] = Level()
    GAME['level'].generate_solvable(8, 12, 0.2, 0.4, 0.05, 1, 3, 3)
    GAME['level'].save('tmp')
    GAME['player'] = Player2(GAME['level'])
    display_all()
    cli.display_toolbar()
    cli.handle_action()
예제 #3
0
파일: game.py 프로젝트: mytriv/my_works
def init_game():
    pygame.init()

    game_settings = Settings()

    screen=pygame.display.set_mode((game_settings.screen_width,game_settings.screen_height))
    player1 = Player1(screen)
    player2 = Player2(screen)



    while True:
       pygame.time.delay(30)
       g_f.check_events(game_settings, player1, player2 , screen)
       g_f.update_screen(screen, game_settings,player1, player2)
       player1.update()
       player2.update()
예제 #4
0
def enter():
    gfw.world.init(
        ['bg', 'bg2', 'cloud', 'ball', 'player1', 'player2', 'goal', 'score'])

    bg = Background('bg.jpg')
    gfw.world.add(gfw.layer.bg, bg)
    bg2 = Background2('grass.jpg')
    gfw.world.add(gfw.layer.bg2, bg2)
    cloud = HorzScrollBackground('clouds2.png')
    cloud.speed = 10

    gfw.world.add(gfw.layer.cloud, cloud)

    ball.init()
    gfw.world.add(gfw.layer.ball, ball)

    global player1, player2
    player1 = Player()
    gfw.world.add(gfw.layer.player1, player1)
    player2 = Player2()
    gfw.world.add(gfw.layer.player2, player2)

    goal.init()
    gfw.world.add(gfw.layer.goal, goal)

    global score
    score = Score(get_canvas_width() // 2 + 40, 580)
    gfw.world.add(gfw.layer.score, score)

    game_set.init()

    global time, font, check, DELTA_TIME, GOAL_image, goal_sound
    time = 60
    font = gfw.font.load(('res/NAL Hand.otf'), 50)
    check = 0
    DELTA_TIME = 0
    GOAL_image = gfw.image.load('res/goalll.png')
    goal_sound = load_wav('res/shout.wav')
    goal_sound.set_volume(50)
예제 #5
0
def game():

    #initializes pygame
    pygame.init()

    #initializes pygame.mixer
    pygame.mixer.init()

    #defines the colors that will be used in this game
    black = (0, 0, 0)
    white = (255, 255, 255)

    #sets the height and width for the screen and displays the screen
    size = [512, 256]
    screen = pygame.display.set_mode(size)

    #title for our window
    pygame.display.set_caption("Pong")

    #adds sprites into a group
    all_sprites_list = pygame.sprite.Group()

    #defines the color, height, width and position of the player1
    player1 = Player1(white, 5, 28)
    player1.rect.x = 512
    player1.rect.y = 117

    #defines the color, height, width and position of the player2
    player2 = Player2(white, 5, 28)
    player2.rect.x = 0
    player2.rect.y = 117

    #defines the color, height, width and position for the arena
    arena = Arena(white, 1, 256)
    arena.rect.x = 256
    arena.rect.y = 0

    #defines the color, height, width and position of the ball
    ball = Ball(white, 5, 5)
    ball.rect.x = 256
    ball.rect.y = 128

    #keeps track of the balls direction
    ballDirX = -1
    ballDirY = -1

    #checks which directory pygame is looking at when finding sound effects
    os.getcwd()

    #creates a sound effect when the ball hits the wall
    walleffect = pygame.mixer.Sound('wall.wav')

    #creates a sound effect when the ball hits a player
    playereffect = pygame.mixer.Sound('player.wav')

    #creates a sound effect when a player scores
    scoreffect = pygame.mixer.Sound('score.wav')

    #adds player1, player2, ball and arena into sprites
    all_sprites_list.add(player1)
    all_sprites_list.add(player2)
    all_sprites_list.add(ball)
    all_sprites_list.add(arena)

    #initializes the clock (this will be used for the FPS of the game)
    clock = pygame.time.Clock()

    #defines player 1 initial score
    player1score = 0

    #defines player 2 initial score
    player2score = 0

    #checks if the ball collides with the wall
    def checkEdgeCollision(ball, ballDirX, ballDirY):

        #if the ball is outside of the top and bottom screen borders
        if ball.rect.top == 0 or ball.rect.bottom == 256:

            #change the balls direction (y axis)
            ballDirY = ballDirY * -1

            #play the wall sound effect
            walleffect.play()

        return ballDirX, ballDirY

    #checks if the ball collides with either of the players
    def checkPlayerCollision(ball, player1, player2, ballDirx):

        #if the ball collides with player 2
        if ballDirX == -1 and ball.rect.left == player2.rect.right and player2.rect.top < ball.rect.top and player1.rect.bottom > ball.rect.bottom:

            #play the player sound effect
            playereffect.play()

            #change the direction of the ball (x axis)
            return -1

        #if the ball collides with player 1
        elif ballDirX == 1 and ball.rect.right == player1.rect.left and player1.rect.top < ball.rect.top and player1.rect.bottom > ball.rect.bottom:

            #play the player sound effect
            playereffect.play()

            #change the direction of the ball (x axis)
            return -1

        #if the ball doesn't collide with either of the players, do nothing.
        else:
            return 1

    #a function that makes the ball move
    def moveBall(ball, ballDirX, ballDirY):

        #changes the position of the balls x axis according to ballDirX
        ball.rect.x += ballDirX

        # hanges the position of the balls y axis according to ballDirY
        ball.rect.y += ballDirY

        #returns ball
        return ball

    #checks if player1 has scored
    def checkScore(ball, player1score):
        if ball.rect.x < 0:

            #player 1 score increases by 1
            player1score += 1

            #plays the score sound effect
            scoreffect.play()

            #resets the ball
            reset()

            #returns player 1 score
            return player1score

        else:
            return player1score

    #checks if player2 has scored
    def checkScore2(ball, player2score):
        if ball.rect.x > 512:

            #player 2 score increases bt 1
            player2score += 1

            #plays the score sound effect
            scoreffect.play()

            #resets the ball
            reset()

            #returns player 2 score
            return player2score
        else:
            return player2score

    #resets the ball
    def reset():
        ball.rect.x = 256
        ball.rect.y = 128
        ballDirX = -1
        ballDirY = -1

    #defines running as False, end as False and start as True (these are all while loops)
    end = False
    running = False
    start = True

    #while loop for start screen
    while start:

        #fills the screen as black
        screen.fill(black)

        #gets the font pong.ttf
        myfont = pygame.font.Font("pong.ttf", 50)
        myfont2 = pygame.font.Font("pong.ttf", 30)

        #creates the "Pong" text in white
        label = myfont.render("Pong", 1, (255, 255, 255))

        #creates the "Press Enter to Play" text in grey with a white background
        label2 = myfont2.render("Press  Enter  to  Play", 1, (49, 79, 79),
                                (255, 255, 255))

        #displays label and label 2 on the screen
        screen.blit(label, (200, 100))
        screen.blit(label2, (110, 150))
        pygame.display.flip()

        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:

                #if the player presses Enter
                if event.key == pygame.K_RETURN:

                    #play the score effect
                    scoreffect.play()

                    #end the start while loop
                    start = False

                    #start the game while loop
                    running = True

                #if the play presses 'x'
                if event.key == pygame.K_x:

                    #end the start while loop
                    start = False

                    #quit pygame
                    pygame.quit()

                    #exit the system
                    sys.exit()

            #if the player clicks the x button
            if event.type == pygame.QUIT:

                #end the start while loop
                start = False

                #quit pygame
                pygame.quit()

                #exist system
                sys.exit()

    #while loop for main game

    running = True
    end = False
    while running:

        for event in pygame.event.get():

            #if the player closes the window the game quits
            if event.type == pygame.QUIT:
                running = False
                pygame.quit()
                sys.exit()

            #if the player clicks the "x" button the game quits
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_x:
                    running = False
                    pygame.quit()
                    sys.exit()

        #updates the display
        pygame.display.update()

        #defines keys as the pygame functions key.get_pressed()
        keys = pygame.key.get_pressed()

        #controls for player 1
        if keys[pygame.K_UP]:
            player1.moveUp(4)
        if keys[pygame.K_DOWN]:
            player1.moveDown(4)

        #creates border for player 1
        if player1.rect.right > 512:
            player1.rect.right = 512
        if player1.rect.left < 256:
            player1.rect.left = 256
        if player1.rect.bottom > 256:
            player1.rect.bottom = 256
        if player1.rect.top < 0:
            player1.rect.top = 0

        #controls for player 2
        if keys[ord('w')]:
            player2.moveUp(4)
        if keys[ord('s')]:
            player2.moveDown(4)

        #creates border for player 2
        if player2.rect.right > 256:
            player2.rect.right = 256
        if player2.rect.left < 0:
            player2.rect.left = 0
        if player2.rect.bottom > 256:
            player2.rect.bottom = 256
        if player2.rect.top < 0:
            player2.rect.top = 0

        pygame.display.flip()

        #updates all sprites
        all_sprites_list.update()

        #colors the screen as black
        screen.fill(black)

        #draws all the sprites onto the screen
        all_sprites_list.draw(screen)

        #60 frames per second
        clock.tick(60)

        #calls the move method, makes the ball move
        ball = moveBall(ball, ballDirX, ballDirY)

        #checks for a collision between the ball and the wall and changes the direction accordingly
        ballDirX, ballDirY = checkEdgeCollision(ball, ballDirX, ballDirY)

        #checks for a collision between the ball and the player and changes the direction accordingly
        ballDirX = ballDirX * checkPlayerCollision(ball, player1, player2,
                                                   ballDirX)

        #checks if player1 scored and adds the point to player1score if they did
        player1score = checkScore(ball, player1score)

        #checks if player 2 scored and adds the point to player2score if they did
        player2score = checkScore2(ball, player2score)

        #gets the font pong.ttf
        myfont = pygame.font.Font("pong.ttf", 75)
        myfont2 = pygame.font.Font("pong.ttf", 75)

        #gets the text for the score for player 1 and player 2
        label = myfont.render(str(player2score), 1, (255, 255, 255))
        label2 = myfont2.render(str(player1score), 1, (255, 255, 255))

        #displays the text on screen
        screen.blit(label, (110, 20))
        screen.blit(label2, (370, 20))

        pygame.display.flip()

        winner = ''
        #if player 1 reaches 10 points
        if player1score == 10:

            #starts the game over while loop
            end = True
            winner = 'Player 1 Wins!'

        #if player 2 reaches 10 points
        if player2score == 10:

            #starts the game over while loop
            end = True
            winner = 'Player 2 Wins!'

        #game over while loop
        while end:

            #makes the screen black
            screen.fill(black)

            #gets the font pong.ttf
            myfont = pygame.font.Font("pong.ttf", 50)
            myfont2 = pygame.font.Font("pong.ttf", 20)

            #creates the text for the game over screen
            label = myfont.render("GAME OVER", 1, (255, 255, 255))
            label2 = myfont2.render("Press Enter to Play Play Again", 1,
                                    (255, 255, 255))
            label3 = myfont2.render(winner, 1, (255, 255, 255))

            #displays the text and the screen
            screen.blit(label, (135, 100))
            screen.blit(label2, (105, 150))
            screen.blit(label3, (180, 200))
            pygame.display.flip()

            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:

                    #if the play presses return
                    if event.key == pygame.K_RETURN:

                        #restart the game
                        game()

                    #if the user presses x
                    if event.key == pygame.K_x:
                        pygame.quit()

                        #quit the game
                        sys.exit()

                #if the user clicks the exit button in the window
                if event.type == pygame.QUIT:
                    pygame.quit()

                    #quit the game
                    sys.exit()
예제 #6
0
room['foyer'].s = room['outside']
room['foyer'].n = room['overlook']
room['foyer'].e = room['narrow']
room['overlook'].s = room['foyer']
room['narrow'].w = room['foyer']
room['narrow'].n = room['treasure']
room['treasure'].s = room['narrow']

#
# Main

# player = Player(room['outside'])

#
# player = Player2(room['outside'])
player2 = Player2(room['outside'])
print(
    "Welcome to this magical land! Explore the cave and come out with riches, or die and absolutely horrific death! >:D"
)
# Make a new player object that is currently in the 'outside' room.
while True:
    # Write a loop that:

    # If the user enters "q", quit the game.
    vinputs = ('n', 's', 'e', 'w')
    print(player2.location)
    player2.print_items()

    command = input("> ").split(',')

    if command[0] == 'n' or command[0] == 's' or command[0] == 'w' or command[
예제 #7
0
파일: main.py 프로젝트: gualt1995/pMADI
def start_policy_iteration():
    cli.clear_status()
    display_all()

    cli.display("Starting Policy Iteration...")
    policy = policy_iteration.solve_p_i(0.99, GAME['level'])
    cli.add_status("Policy iteration done.")

    GAME['user_loop'] = True
    while GAME['user_loop']:
        GAME['level'].load(GAME['level'].name)
        player = Player2(GAME['level'], HP=5)
        GAME['player'] = player
        cli.add_status("Press (space) to apply next move in policy.")
        cli.add_status("Press (e) to quit.")

        while not (player.is_dead() or player.win) \
                and GAME['user_loop']:

            state = player.get_state()
            x, y = player.x_pos, player.y_pos
            next_direction = policy[state][y][x]
            display_all()
            for line in get_policy_disp(policy, state):
                cli.display(line)
            # cli.display("Next direction is {}".format(next_direction))
            cli.handle_action()

            if next_direction == 'u': player.move_up()
            if next_direction == 'd': player.move_down()
            if next_direction == 'l': player.move_left()
            if next_direction == 'r': player.move_right()

            _, continue_reaction = player.grid_reaction()
            while continue_reaction:
                _, continue_reaction = player.grid_reaction()
                if player.is_dead():
                    break

        # End of game
        cli.clear_status()
        if GAME['player'].is_dead():
            cli.add_status('GAME OVER')
            cell = GAME['level'].grid[GAME['player'].y_pos][
                GAME['player'].x_pos]
            if cell == 'C':
                cli.add_status('You fell into a crack and died.')
            elif cell == 'E':
                cli.add_status('An enemy killed you.')
            elif cell == 'R':
                cli.add_status('You walked into a deadly trap.')
            else:
                cli.add_status('You died.')
        if GAME['player'].win:
            cli.add_status('GAME WON')

        if not GAME['user_loop']:
            break

        display_all()
        cli.display("Press any key to continue.")
        cli.handle_action()
        cli.clear_status()

    display_all()
    cli.display("Press (e) to quit.")
    cli.wait_for_action('e')
예제 #8
0
파일: main.py 프로젝트: gualt1995/pMADI
def user_play():
    """Start the user loop where the user can play the game using the arrow keys
    on linux or WASD/ZQSD on windows."""
    cli.add_action(
        'KEY_UP',
        (lambda: GAME.__setitem__('player_moved', GAME['player'].move_up())))
    cli.add_action(
        'KEY_DOWN',
        (lambda: GAME.__setitem__('player_moved', GAME['player'].move_down())))
    cli.add_action('KEY_RIGHT', (
        lambda: GAME.__setitem__('player_moved', GAME['player'].move_right())))
    cli.add_action(
        'KEY_LEFT',
        (lambda: GAME.__setitem__('player_moved', GAME['player'].move_left())))

    GAME['user_loop'] = True
    while GAME['user_loop']:

        GAME['player'] = Player2(GAME['level'])
        cli.add_status(
            "You can play with ZQSD on Windows or the arrow keys on unix.")
        cli.add_status("Press (e) to exit.")

        while not (GAME['player'].win or GAME['player'].is_dead()):

            display_all()

            # Reset game state
            GAME['player_moved'] = False

            # Handle user input
            cli.handle_action()
            _, continue_reaction = GAME['player'].grid_reaction()
            while continue_reaction:
                _, continue_reaction = GAME['player'].grid_reaction()
                if GAME['player'].is_dead():
                    break

        # End of game
        cli.clear_status()
        if GAME['player'].is_dead():
            cli.add_status('GAME OVER')
            cell = GAME['level'].grid[GAME['player'].y_pos][
                GAME['player'].x_pos]
            if cell == 'C':
                cli.add_status('You fell into a crack and died.')
            elif cell == 'E':
                cli.add_status('An enemy killed you.')
            elif cell == 'R':
                cli.add_status('You walked into a deadly trap.')
            else:
                cli.add_status('You died.')
        if GAME['player'].win:
            cli.add_status('GAME WON')

        if not GAME['user_loop']:
            break

        display_all()
        cli.display("Press any key to continue.")
        cli.handle_action()
        cli.clear_status()

    display_all()
    cli.display("Press (e) to quit.")
    cli.wait_for_action('e')
예제 #9
0
파일: main.py 프로젝트: gualt1995/pMADI

def optimize_menu():
    cli.add_action("1", start_value_iteration)
    cli.add_action("2", start_policy_iteration)
    cli.add_action("3", start_qlearning)

    cli.clear_status()
    cli.add_status("Press (1) to start Value Iteration algorithm.")
    cli.add_status("Press (2) to start Policy Iteration algorithm.")
    cli.add_status("Press (3) to start QLearning algorithm.")

    display_all()
    cli.wait_for_action('1', '2', '3', 'e')


if __name__ == "__main__":
    cli = get_cli()
    cli.add_action('exit', quit_app, toolbar=True)
    cli.add_action('load level', load_level, toolbar=True)
    cli.add_action('play', user_play, toolbar=True)
    cli.add_action('optimize', optimize_menu, toolbar=True)

    GAME['level'] = Level()
    GAME['level'].load("instances/lvl-n8-0")
    GAME['player'] = Player2(GAME['level'])

    display_all()
    cli.display_toolbar()
    cli.wait_for_action('e', 'l', 'p', 'o')
예제 #10
0
def test_constructor():
    gc = GameController(800, 800)
    b = Board(800, 800, gc)
    p2 = Player2(b, gc)
    assert p2.board is b
    assert p2.gc is gc
from player1 import Player1
from player2 import Player2

if __name__ == "__main__":

    engine = GameEngine(YELLOW, RED)
    engine.init_display()

    # TODO: Separate AgentGlobalParams (HyperParams?) and AgentTurnParams

    human_agent = HumanAgent(params={'display': engine.display})
    random_agent = RandomAgent()
    minimax_agent = MiniMaxAgent(params={
        'depth': 5,
        'alpha': -math.inf,
        'beta': math.inf,
        'maximizingPlayer': True
    })

    human_player1 = Player1(human_agent, "Human 1")
    human_player2 = Player2(human_agent, "Human 2")
    minimax_player1 = Player1(minimax_agent, "MiniMax 1")
    minimax_player2 = Player2(minimax_agent, "MiniMax 2")
    random_player1 = Player1(random_agent, "Random 1")
    random_player2 = Player2(random_agent, "Random 2")

    # engine.start_game(minimax_player1, minimax_player2)
    engine.start_game(random_player1, random_player2)
    # engine.start_game(human_player1, random_player2)
    engine.main_loop()
예제 #12
0
 def reset(self):
     """Resets the player and level objects used by the algorithm."""
     self.player = Player2(self.level, HP=self.player_health)
     self.level.load(self.level_name)
예제 #13
0
    def __init__(self,gamestate,score,ammo):
        # Konfuguracja

        random.seed()
        #inicjalizaja
        pygame.init()

        self.SCREEN_SIZE = (1280, 720)  # grafiki dopasowane do tego
        self.screen = pygame.display.set_mode(self.SCREEN_SIZE)

        self.tps_clock = pygame.time.Clock()
        self.tps_delta = 0.0
        self.shot = 0.0
        self.supertime = -2

        self.player = Player(self)
        self.player2 = Player2(self)
        self.aliens = []
        self.opp = 10
        self.bullets = []
        self.alienbulets = []
        self.lives = Livesb(self)
        self.lives_number = 3
        self.score = Score(self)
        self.score_number = 0 + score
        self.ammo = Ammo(self)
        self.walls = []
        self.gameover = GameOver(self)
        self.gamestate = gamestate
        self.ammo_number = ammo + 5
        self.nextlevel = NextLevel(self)
        self.tps_max = 300.0
        self.superalien = []
        self.tooClose = False
        self.pauseSign = Pause(self)
        self.pause = 1

        for i in range(0,self.opp):
            self.aliens.append(Alien(self, i * 100 + 100, 100,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 150,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 200,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 250,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 300,self.gamestate-1))
            self.aliens.append(Alien(self, i * 100 + 100, 350,self.gamestate-1))

        self.rand_opp = 6*self.opp

        for i in range(0,5):
            self.walls.append(Wall(self,80+i*340))

        channel_game = pygame.mixer.Channel(1)
        channel_game2 = pygame.mixer.Channel(2)
        channel_game3 = pygame.mixer.Channel(3)

        self.background = pygame.image.load("tlo3.jpg")

        while self.gamestate !=0:

            if self.rand_opp != 0:
                los = random.randrange(self.rand_opp)
            else:
                los = 0
            # obsługa zdarzen
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p:
                    self.pause *= -1
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE and self.ammo_number != 0:
                    self.bullets.append(Bullet(self,self.player.pos[0]+23,self.player.pos[1]))
                    channel_game3.play(pygame.mixer.Sound("mygun.wav"))
                    channel_game3.set_volume(0.5)
                elif (self.lives_number == 0 or self.ammo_number <= 0 or self.tooClose == True) and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate = 0
                elif len(self.aliens) == 0 and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                    self.gamestate += 1
                    Game_b(self.gamestate,self.score_number,self.ammo_number)
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and self.pause == -1:
                    self.gamestate = 0
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_p and self.pause == -1:
                    self.pause *= -1
                elif event.type == pygame.KEYDOWN and event.key == pygame.K_LCTRL and self.ammo_number != 0:
                    self.bullets.append(Bullet(self,self.player2.pos[0]+23,self.player2.pos[1]))
                    channel_game3.play(pygame.mixer.Sound("mygun.wav"))
                    channel_game3.set_volume(0.5)






            #ticking
            self.tps_delta += self.tps_clock.tick() / 1000.0
            self.shot += self.tps_clock.tick()+0.000000003*(self.gamestate-1) / 1.0
            self.supertime += self.tps_clock.tick() / 1.0

            while self.tps_delta > 1 / self.tps_max:
                self.tick()
                self.tps_delta -= 1 / self.tps_max

            while(self.shot >= 0.001 / self.tps_max and len(self.aliens)!=0 and (self.lives_number != 0 and self.ammo_number > 0) and self.tooClose == False and self.pause == 1):
                self.shot = 0
                channel_game.play(pygame.mixer.Sound("shot.wav"))
                channel_game.set_volume(0.5)
                self.alienbulets.append(AlienBullet(self,self.aliens[los].x,self.aliens[los].y))

            while self.supertime >= 0.001 / self.tps_max:
                self.supertime = -2
                if(len(self.superalien)==0 and self.tooClose == False and self.lives_number !=0 and self.ammo_number > 0 and self.pause == 1):
                    self.superalien.append(SuperAlien(self))
                    channel_game2.play(pygame.mixer.Sound("supersound.wav"))
                    channel_game2.set_volume(0.3)

            #rendering
            self.screen.fill((0, 0, 0))
            self.screen.blit(self.background, (0, 0))
            self.draw()
            pygame.display.flip()
예제 #14
0
        else:
            return 0
    elif value1 == 2:
        if value2 == 0:
            return 1
        elif value2 == 1:
            return 2
        else:
            return 0
    else:
        return 0


# インスタンス生成
player1 = Player1()
player2 = Player2()

for n in range(10):
    player1.janken_method()
    player2.janken_method(n)

    win_num = judge_method(player1.value, player2.value)
    if win_num == 1:
        player1.win_num = player1.win_num + 1
    elif win_num == 2:
        player2.win_num = player2.win_num + 1

    print("出した手:%d, %d" % (player1.value, player2.value))
    print("勝ち数:%d, %d" % (player1.win_num, player2.win_num))
    print("")