def control_groups(self): if self.Continue: key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_y] or key_pressed[pygame.K_RETURN]: self.Continue = False self.play1 = Play(0, self.play_number) self.play2 = Play(1, self.play_number) elif key_pressed[pygame.K_n] or key_pressed[pygame.K_ESCAPE]: sys.exit() for sprite in gl.aircraft_group.sprites(): if sprite.allowed_control: key_pressed = pygame.key.get_pressed() if key_pressed[pygame.K_SPACE]: sprite.launch_bullet(self) if key_pressed[pygame.K_b]: sprite.launch_bomb() if key_pressed[pygame.K_w] or key_pressed[pygame.K_UP]: upr = UpdateParameter(pygame.time.get_ticks(), self.FPS) upr.direction = 1 sprite.update(upr) elif key_pressed[pygame.K_s] or key_pressed[pygame.K_DOWN]: upr = UpdateParameter(pygame.time.get_ticks(), self.FPS) upr.direction = 2 sprite.update(upr) elif key_pressed[pygame.K_a] or key_pressed[pygame.K_LEFT]: upr = UpdateParameter(pygame.time.get_ticks(), self.FPS) upr.direction = 3 sprite.update(upr) elif key_pressed[pygame.K_d] or key_pressed[pygame.K_RIGHT]: upr = UpdateParameter(pygame.time.get_ticks(), self.FPS) upr.direction = 4 sprite.update(upr)
class DanceDanceCV(object): def __init__(self): self.screen = pygame.display.set_mode((WIDTH, HEIGHT)) pygame.display.set_caption('DanceDanceCV') self.intro = Intro(self.screen) self.choose = Choose(self.screen) self.highScore = HighScore(self.screen) self.song1 = 'fire' self.song2 = 'summer' def run(self): playing = True mode = 'intro' while playing: if mode == 'intro': mode = self.intro.run() elif mode == 'choose': mode = self.choose.run() elif mode == 'high score': mode = self.highScore.run() elif mode == 'play1': self.play = Play(self.song1) mode = self.play.run() elif mode == 'play2': self.play = Play(self.song2) mode = self.play.run() elif mode == 'quit': playing = False pygame.quit()
def __init__(self, title='太空陨石'): self.play_number = 5 self.size = (480, 700) self.image = pygame.display.set_mode(self.size) self.rect = self.image.get_rect() self.title = title self.color = (3, 6, 13) self.clock = pygame.time.Clock() self.clock_ticks = None self.bg = GameBackground((gl.all_group, gl.bg_group), self, vector2(0, 0)) self.FPS = 60 self.meteorites_count = 10 self.reward_play_nums = [ 1000, 5000, 10000, 50000, 100000, 200000, 300000, 400000, 500000, 600000, 700000, 800000, 900000, 1000000 ] # 游戏次数奖励集合 self.reward_count = 2 self.font = pygame.font.SysFont("simsunnsimsun", 16) self.anim_font = pygame.font.SysFont("simsunnsimsun", 16) self.s_bomb1 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB1.ogg")) self.s_bomb2 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB2.ogg")) self.s_bomb3 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB3.ogg")) self.s_bomb4 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB4.ogg")) self.s_bomb5 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB5.ogg")) self.s_bomb6 = pygame.mixer.Sound( os.path.join(gl.source_dir, "BOMB6.ogg")) self.szd1 = pygame.mixer.Sound(os.path.join(gl.source_dir, "zd1.ogg")) self.szd2 = pygame.mixer.Sound(os.path.join(gl.source_dir, "zd1.ogg")) self.szd3 = pygame.mixer.Sound(os.path.join(gl.source_dir, "zd1.ogg")) self.reward_money = pygame.mixer.Sound( os.path.join(gl.source_dir, "reward_money.ogg")) self.reward_play = pygame.mixer.Sound( os.path.join(gl.source_dir, "reward_play.ogg")) self.reward_power = pygame.mixer.Sound( os.path.join(gl.source_dir, "reward_power.ogg")) self.missile_after = pygame.mixer.Sound( os.path.join(gl.source_dir, "fg.ogg")) self.aircraft_start = pygame.mixer.Sound( os.path.join(gl.source_dir, "fj_start.ogg")) self.aircraft_time = 0 self.reward_time = 0 self.meteorite_time = 0 self.play1 = Play(0, 0) self.play1_icon = pygame.image.load( os.path.join(gl.source_dir, "fj_x.png")).convert_alpha() self.play2 = Play(0, 1) self.play2_icon = pygame.image.load( os.path.join(gl.source_dir, "fj1_x.png")).convert_alpha() self.Continue = False pygame.mixer.music.load(os.path.join(gl.source_dir, "m1.mp3"))
def startGui(): board = Board() player = Player("Player 1", Mark.CROSS) guiInput = GuiInput(player, board) renderer = GuiRenderer(guiInput) play = Play(player, guiInput.getAIPlayer(), board, renderer) renderer.runGui()
def startAI(): board = Board() player = Player("Player 1", Mark.CROSS) consoleInput = ConsoleInputSinglePlayer(player, board) renderer = ConsoleRenderer(consoleInput) play = Play(player, consoleInput.getAIPlayer(), board, renderer) consoleInput.run()
def startPlayers(): board = Board() player1 = Player("Player 1", Mark.CROSS) player2 = Player("Player 2", Mark.CIRCLE) consoleInput = ConsoleInputTwoPlayers(player1, player2) renderer = ConsoleRenderer(consoleInput) play = Play(player1, player2, board, renderer) consoleInput.run()
def run(self): playing = True mode = 'intro' while playing: if mode == 'intro': mode = self.intro.run() elif mode == 'choose': mode = self.choose.run() elif mode == 'high score': mode = self.highScore.run() elif mode == 'play1': self.play = Play(self.song1) mode = self.play.run() elif mode == 'play2': self.play = Play(self.song2) mode = self.play.run() elif mode == 'quit': playing = False pygame.quit()
def __init__(self): #print "1.In PegBoard Class Constructor" play=Play(); print "2.Calling dfs() in PegBoard Class" play.dfs(); print "------------------------------------------------------------------------" print "3.Calling iddfs() in PegBoard Class" #play.iddfs(); print "------------------------------------------------------------------------" print "4.Calling astar with first heuristic in PegBoard Class" #play.astar(1); print "------------------------------------------------------------------------" print "5.Calling astar with second heuristic in PegBoard Class"
def setUp(self) -> None: global player1 global player2 global board global testRenderer global play player1 = Player("Test Player 1", Mark.CROSS) player2 = Player("Test Player 2", Mark.CIRCLE) board = Board() testRenderer = TestPlayRenderer() play = Play(player1, player2, board, testRenderer)
class Checker: def __init__(self): self.play = Play() def remainder(self, file): hour = self.play.get_time() if int(hour) > 17: self.play.play_wav_file(file) def was_played(self, file): result = self.play.wav_was_played(file) self.play.reset_wav(file) return result
def __init__(self): pygame.init() # pygame初期化 pygame.display.set_mode((1200, 675), 0, 32) # 画面設定 self.screen = pygame.display.get_surface() pygame.display.set_caption('catch a star game') # ウィンドウタイトル # 各ゲームモードのインスタンスの生成 self.media = Media() self.menu = Menu(self.media) self.play = Play(self.media) self.setting = Setting(self.media) self.bye = Bye(self.media) self.ranking = Ranking(self.media) self.media.play_bgm(1) # 各モードへ分岐するための辞書型 self.game_mode_list = { Mode.MENU: self.menu, Mode.PLAY: self.play, Mode.SETTING: self.setting, Mode.RANKING: self.ranking, Mode.BYE: self.bye }
def Game(Master, Player_lst, Turn, Rule_set): from Check import Check from Move import Move from Play import Play while True: m = Move(Master, Player_lst, Turn) #Client if Play(m, Master, Player_lst, Turn) == True: #Checks wether move is valid break while True: Rules = Check(Master, Rule_set) if Rules != -1: if '+' in Rules: #can send back to Move() Applier('+') elif '0' in Rules: Applier('0') elif '*' in Rules: Applier('*') elif '1' in Rules: #Can't Play draws a card Applier('1') elif Rules == -1: return
return mytreenext.game.last_move def Random_Player(game): return random.choice(game.available_moves()) game = ConnectN(**game_setting) print(game.state) Policy_Player_MCTS(game) """ PLAY A GAME AGAINST THE POLICY """ gameplay=Play(ConnectN(**game_setting), player1=None, player2=Policy_Player_MCTS) """ TRAINING LOOP """ # initialize our alphazero agent and optimizer import torch.optim as optim game=ConnectN(**game_setting) policy = Policy() optimizer = optim.Adam(policy.parameters(), lr=.01, weight_decay=1.e-4) # train our agent from collections import deque
from AudioStream import AudioStream from Play import Play from Broadcast import Broadcast import time #Start one recording and one playing stream. Write record data to queue. strm = AudioStream() #Start one broadcast thread, broadcasting recording stream to every member address. brd = Broadcast() #Start one play thread, recieving audio stream on socket. ply = Play() ply.join() #TODO: disoonnect #TODO: exit
from Play import Play if __name__ == '__main__': epoch = 2000000 gamma = 0.99 learning_rate = 0.8 eps = 1.0 eps_d = 0.05 games_to_play = 10000 base_memory = 'res/memory1-0.bson' fp = base_memory.split('.')[0] + '_Q_trained_ep' + str(epoch) + '_g' + str(int(gamma * 100)) + \ '_l' + str(int(learning_rate * 10)) + '_e' + str(int(eps * 100)) + \ '_ed' + str(int(eps_d * 100)) +'.bson' play = Play(fp, False) wins, rounds = play.play_stats(games_to_play) print('Win perc:', wins,'Average Rounds:', rounds)
# # Initialize a game # In[1]: from ConnectN import ConnectN game_setting = {'size': (6, 6), 'N': 4, 'pie_rule': True} game = ConnectN(**game_setting) # In[2]: get_ipython().run_line_magic('matplotlib', 'notebook') from Play import Play gameplay = Play(ConnectN(**game_setting), player1=None, player2=None) # # Define our policy # # Please go ahead and define your own policy! See if you can train it under 1000 games and with only 1000 steps of exploration in each move. # In[3]: import torch import torch.nn as nn import torch.nn.functional as F from math import * import numpy as np from ConnectN import ConnectN game_setting = {'size': (6, 6), 'N': 4}
def __init__(self): self.play = Play()