def h_vs_h(self, player_type1, player_type2): """ input : player_type1 and player_type2 are string function: Sets the game to play human vs human output: a list with two human players """ players = list() P1name = self.view.input_option("Enter " + player_type1 + "'s name: ") players.append(Player('1', P1name)) P2name = self.view.input_option("Enter " + player_type2 + "'s name: ") players.append(Player('2', P2name)) return players
def test_check_block_posibility_player2_col_2(): win_checker = Win_Checker() connect4 = Connect4('clear') board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], ['2', ' ', ' ', ' ', ' ', ' ', ' '], ['1', '1', '1', ' ', ' ', '2', ' '], ['1', '1', '2', '2', '2', '1', ' '], ['1', '1', '2', '2', '2', '1', '2']] players = [Player('1', "Player1"), Player('2', "Player2")] actual = 0 #Player1 result = win_checker.check(connect4, board, players, actual) assert (result == 2)
def test_check_normal_flow_empty_matrix_no_win_posibility(): checker = Checker() connect4 = Connect4('clear') board = Board(6, 7) board.matrix = [[' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' '], [' ', ' ', ' ', ' ', ' ', ' ', ' ']] players = [Player('1', "Player1"), Player('2', "Player2")] actual = 0 #Player1 result = checker.check(connect4, board, players, actual) assert (result == -1)
def test(): map = Pyramid() player = Player() teste = GeoFriend2(map, player) run = True teste.reset_view() while run: teste.render() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: teste.player_step(2) elif event.key == pygame.K_RIGHT: teste.player_step(3) elif event.key == pygame.K_UP: teste.player_step(1) elif event.key == pygame.K_DOWN: teste.player_step(0) elif event.key == pygame.K_SPACE: print("Space pressed") map = Pyramid() teste = GeoFriend2(map, player) # if event.type == pygame.MOUSEBUTTONUP: # print("Mouse event") # pos = pygame.mouse.get_pos() # print(pos) # test()
def __play_music_game(self, widget=False): self.__stop_player() self._player = Player() self._player.load(os.path.join(BASE, "Audio", "musica02.ogg")) self._player.play() self._player.set_volumen(self._music_vol) self._player.connect("endfile", self.__play_music_game)
def test_add_lose(): player = Player('1', 'Player') player.add_lose() player.add_lose() losses = player.record[player.LOSSES] assert (losses == 2)
def test_add_win(): player = Player('1', 'Player') player.add_win() player.add_win() player.add_win() wins = player.record[player.WINS] assert (wins == 3)
def getPlayers(): #Gets player number and creates player objects numPlayers = int(input('How many players?')) playerList = [] for player in range(numPlayers): playerList.append(Player()) #TODO Get player names return playerList
def test_print_record(self, mock_stdout): player = Player('1', 'Player') player.add_win() player.add_win() player.add_lose() player.print_record() console = "Player Record: Wins: 2 | Losses: 1 | draws: 0\n" assert (mock_stdout.getvalue() == console)
def __init__(self): self.action_space = Discrete(4) self.maps = [Basic(), Pyramid()] #, HighPlatform() low = [80, 80, 65, 65, 0] high = [1200, 720, 1215, 735, 1310] self.observation_space = Box(low=np.array(low), high=np.array(high)) self.GeoFriend2 = None self.player = Player()
def h_vs_c(self, player_type1, player_type2): """ input : player_type1 and player_type2 are string function: Sets the game to play human vs computer output: a list witha player and an agent """ players = list() P1name = self.view.input_option("Enter " + player_type1 + "'s name: ") players.append(Player('1', P1name)) P2name = self.view.input_option("Enter " + player_type2 + "'s name: ") p = self.get_computer_parameters() players.append(Agent('2', P2name, p[0], p[1], p[2], p[3])) return players
def __init__(self): # Create the game camera self.tileSize = Vector2(40, 40) self.screenSize = Vector2(800, 800) pygame.font.init() self.font_renderer = pygame.font.Font( os.path.join("fonts", 'Millennium-Regular_0.ttf'), 24) self.window = Window(self.screenSize, "Robot Clergy", self.tileSize, self.font_renderer) self.camera = Camera(Vector2(20, 20), self.tileSize, self.screenSize) self.mapHolder = MapHolder(["Church"], self.tileSize, self.window.tileLoader) # Timing and delta time stuff self.clock = pygame.time.Clock() self.deltaTime = 0 self.taskList = TaskList() self.timedEventHandler = TimedEvents() for i in range(0, 100): randomNode = self.mapHolder.loadedMap.getRandomEmptyNode() task = Task(randomNode.pos, self.taskListEventCallback, 200, 1, eSkills.CONVINCING) randomNode.addUserAction(UserAction("Go Here", task)) # Init the player class playerImage = self.window.tileLoader.getImageByName("player", 0, 0) self.player = Player(playerImage, self.screenSize, self.taskList, self.tileSize) self.humanSpawner = HumanFactory( self.mapHolder.getCurrentMap().gridSize, self.window.tileLoader, self.tileSize) self.humans = [] self.timedEventHandler.addTimedEvent(1000, self.peopleStartComingForService) self.nmbrOfCreatures = 4 self.AICreatures = [ ClergyRobot(i, random() * 8 * self.tileSize.y, random() * 8 * self.tileSize.y, self.window.tileLoader, self.tileSize, self.taskList) for i in range(self.nmbrOfCreatures) ] self.movingCreaturesGroup = pygame.sprite.Group() self.movingCreaturesGroup.add(self.humans) self.movingCreaturesGroup.add(self.AICreatures) self.timedEventHandler.addTimedEvent(10000, self.addToTimedEvent)
def __init__ui(self): self.resize(SCREEN_WIDTH, SCREEN_HEIGHT) self.setStyleSheet("background-color: black;") self.deus_machine = {} self.shields = [] self.enemies = [] self.lives = [] self.players = [] self.player_bullets = [] self.enemy_bullets = {} self.scores = [] self.level = Level(self) for i in range(self.players_count): self.players.append(Player(self, i + 1, self.players_count)) self.scores.append(Score(self, i + 1)) self.player_bullets.append([]) self.lives.append([]) self.start_game()
def test_get_Player_1_name(): player1 = Player('1', 'Player1') name = player1.name assert (name == 'Player1')
def test_add_draw(): player = Player('1', 'Player') player.add_draw() draws = player.record[player.DRAWS] assert (draws == 1)
import sys import signal from parse import parse_arguments from Player.Player import Player from Player.Receiver import Receiver from Player.protocol.protocol import get_socket receiver = None def signal_handler(sig, frame): receiver.__del__() print("force exit", file=sys.stderr) exit(84) if __name__ == '__main__': args = parse_arguments() if args.name is None or args.port is None: sys.exit(84) signal.signal(signal.SIGINT, signal_handler) sock = get_socket(args.port, args.host) receiver = Receiver(sock) player = Player(receiver, args.name) player.update() receiver.set_receiving(False)
def test_get_Player_2_character(): player2 = Player('2', 'Player2') character = player2.character assert (character == '2')
def test_get_Player_2_name(): player2 = Player('2', 'Player2') name = player2.name assert (name == 'Player2')
def test_create_Player_1(): Player('1', 'Player1')
def handle_events(self, events): temp = (pg.time.get_ticks() // 400) % 2 == 0 if temp != self.show_cursor: self.show_cursor = temp self.draw_text() for e in events: # Any mouse action if e.type == MOUSEBUTTONUP: pos = pg.mouse.get_pos() pos = [ pos[0] - self.rects["Main"].x, pos[1] - self.rects["Main"].y ] # If it happened in this rect if self.rects["Scroll"].collidepoint(*pos): # Scroll up if e.button == BUTTON_WHEELUP: self.scroll = max(0, self.scroll - SCROLL_AMNT) # Scroll down elif e.button == BUTTON_WHEELDOWN: self.scroll = min(self.max_scroll, self.scroll + SCROLL_AMNT) elif e.button == BUTTON_LEFT: pos = [ pos[0] - self.rects["Scroll"].x, pos[1] - self.rects["Scroll"].y ] idx = (pos[1] - self.scroll) // ITEM_H if idx < len( self.files) and pos[0] >= ITEM_W - BUTTON_W: # Top button is play button if (pos[1] - self.scroll) % ITEM_H < BUTTON_W: if self.mode == PLAYER: from Player.Player import Player game_vars.player = Player( c.PlayerFile(name=self.files[idx])) game_vars.player.load() self.mode = UNIVERSE self.file = c.UniverseFolder() self.load_files() else: return WorldSelector(self.files[idx]).run() # Bottom button is delete button else: if YesNo("Delete " + add_spaces(self.files[idx]) + "?", redraw_back=self.draw()).run_now(): if self.mode == PLAYER: remove(self.file.path + self.files[idx] + self.file.extension) elif self.mode == UNIVERSE: rmtree(self.file.path + self.files[idx] + self.file.extension) self.load_files() elif self.rects["New"].collidepoint(*pos) and self.file.valid: pos = [ pos[0] - self.rects["New"].x, pos[1] - self.rects["New"].y ] if self.rects["Create"].collidepoint(*pos): self.create_new() # Key press elif e.type == KEYDOWN: if e.key == K_RETURN: self.create_new() else: self.file.type_char(e) self.draw_text()
model = Model(inputs=input, outputs=output) print(model.summary()) memory = SequentialMemory(limit=50000, window_length=1) policy = LinearAnnealedPolicy(EpsGreedyQPolicy(), attr='eps', value_max=1., value_min=.1, value_test=.05, nb_steps=10000) # policy = BoltzmannQPolicy() dqn = DQNAgent(model=model, nb_actions=num_actions, memory=memory, nb_steps_warmup=100, target_model_update=1e-2, policy=policy) dqn.compile(Adam(lr=1e-3), metrics=['mae']) return dqn maps = [Basic()] player = Player() env = gym.make("geofriend2-v0", maps=[Basic()], player=player) dqn = build_model(env, env.action_space.n) # dqn.load_weights("saved-weights/1.264.h5f") dqn.test(env, nb_episodes=10, visualize=True, verbose=0)
def test_request_column_exception(self): connect4 = Connect4("clear") players = [Player('1', "Player1"), Player('2', "Player2")] actual = 0 #Player1 self.request_column_assert('a', -2, connect4, players, actual)
def test_get_Player_1_character(): player1 = Player('1', 'Player1') character = player1.character assert (character == '1')
def test_create_Player_2(): Player('2', 'Player2')
def register_player(name, chips): return Player(name, chips)