def initThings(self): WIDTH, HEIGHT = self.state.size self.player1 = c.Player(Game.color1, WIDTH / 2 - WIDTH / 4, HEIGHT / 2, 180, 'left') self.player2 = c.Player(Game.color2, WIDTH / 2 + WIDTH / 4, HEIGHT / 2, 0, 'right') self.blackhole = c.GravityWell(WIDTH / 2, HEIGHT / 2, 15, 5.5) self.things = [self.player1, self.player2, self.blackhole]
def createPlayers(amountOfPlayers): allPlayers.append( classes.Player(input('Enter the name of player 1: '), True)) for i in range(amountOfPlayers - 1): allPlayers.append( classes.Player( input('Enter the name of player ' + str(i + 2) + ' : '), False))
def capture_data(): for i in range(10000): game = classes.Game() players = [classes.Player("P1"), classes.Player("P2")] game.start_game(players) game_result, turn_results = game.run_game(players) for c in game_cols: game_data[c].append(game_result[c]) del game del players
def test_no_winner(noWinnerInputSequence): player1 = classes.Player("Henk", "X") player2 = classes.Player("Ali", "O") player1.otherPlayer = player2 player2.otherPlayer = player1 game = classes.Game(player1, player2) def mock_input(s): return noWinnerInputSequence.pop(0) classes.input = mock_input game.play() assert game.getWinner() == None
def choosePlayer(): try: os.system('clear') name = input('Please enter your name: ') os.system('clear') print(''' 1. Basic Player: Damage:{} Damage Varience:{} Health:{} Stamina:{} Max Stamina:{} Desc:{} '''.format(classes.Player.damage, classes.Player.damageVar, classes.Player.health, classes.Player.stamina, classes.Player.max_stamina, classes.Player.desc)) print(''' 2. Brute: Damage:{} Damage Varience:{} Health:{} Stamina:{} Max Stamina:{} Desc:{} '''.format(classes.Brute.damage, classes.Brute.damageVar, classes.Brute.health, classes.Brute.stamina, classes.Brute.max_stamina, classes.Brute.desc)) print(''' 3. Agile: Damage:{} Damage Varience:{} Health:{} Stamina:{} Max Stamina:{} Desc:{} '''.format(classes.Agile.damage, classes.Agile.damageVar, classes.Agile.health, classes.Agile.stamina, classes.Agile.max_stamina, classes.Agile.desc)) action = input("Please select your class: ") if action == '1': player = classes.Player(str(name)) if action == '2': player = classes.Brute(str(name)) if action == '3': player = classes.Agile(str(name)) return player except Exception as e: print('menu.py - choosePlayer') print('Exception:',e) input('Press enter to continue')
def proccesCharacter(x, y): if level[y][x] == '#': classes.Wall(x * 32, y * 32) elif level[y][x] == '@': classes.Player(x * 32, y * 32) elif level[y][x] == 'M': classes.Monster(x * 32, y * 32)
def AfterLife(): # Screen setup screen = window.setWindow() player = classes.Player() stage = classes.Stage() enemy = classes.Enemy() # Screen update rate clock = pygame.time.Clock() # Main game loop running = True while running: # Screen update rate clock.tick(60) # Event listener loop for event in pygame.event.get(): # Game controls player.movimientos(event, stage) # Terminate game when window is closed if event.type == pygame.QUIT: running = False # Game Graphics stage.pintarFondo(stage.fondos, screen) enemy.spawn(stage, player) enemy.pintarEnemigo(screen, stage, player) player.pintarJugador(player.estado, screen, stage) enemy.move(screen, stage, player) player.HUD(screen, stage, enemy) pygame.display.update()
def test_occupied_state(): player = classes.Player("testplayer", "x") field = classes.Field() field.occupy(player) assert field.isOccupied() assert field.isOccupiedByPlayer(player)
async def add_players(ctx, *, arg): global sess if sess == None or sess.phase != 0: return player_list = [x.strip() for x in arg.split(',')] for p in player_list: sess.players.append(classes.Player(p)) await ctx.send(f'Successfully added to the player list.')
def test_is_not_winner(field1, field2, field3): player = classes.Player("testplayer", "x") fields = [classes.Field() for i in range(9)] fields[field1].occupy(player) fields[field2].occupy(player) fields[field3].occupy(player) assert not player.isWinner(fields)
def load_level(self, level_json): self.filename = level_json with open(level_json, "r") as f: jsondata = json.load(f) self.mapobj.set_map(jsondata["map"]) if "objects" in jsondata.keys(): self.process_objects(jsondata["objects"]) self.player = classes.Player(jsondata["spawn_point"][0], jsondata["spawn_point"][1])
def fight(): global q, player, monster load.load_game() player = cl.Player() monster = cl.Dragon() while True: if player.hp < 1: print(c.yellow + "You Died!") t.sleep(1) ter = input("Do you want to keep playing, or quit? (1), (2)" + c.reset + " >>>" + c.violet).strip() if ter == '1': break elif ter == '2': exit() else: break elif monster.hp < 1: print(c.yellow + "You won!") cl.Player.gold += 100000 save.save_game() t.sleep(1) print("Blinding light begins too engulf you.") t.sleep(1.25) print(c.clear) print(".") t.sleep(1) print(c.clear) print("..") t.sleep(1) print(c.clear) print("...") t.sleep(1) print(c.clear) print("You awaken.") t.sleep(1.5) print(c.clear) credits.roll() exit() else: print(c.clear) print(c.blue + player.name + str(" HP = ") + str(player.hp) + str(": ") + player.name + str(" MP = ") + str(player.mp)) print(c.red + monster.mname + str(" HP = " + str(monster.hp) + str(": ") + monster.mname + str(" MP = ") + str(monster.mp))) q = input(c.reset + "Attack(1) or Heal(2)? >>>" + c.violet).strip().lower() if player.agi >= monster.agi: pmove() scanner() ai() elif monster.agi > player.agi: ai() scanner() pmove()
def initThings(self): WIDTH, HEIGHT = self.state.size self.things = [] holes = random.randrange(1, 4) for i in range(holes + 1): (x, y) = self.getLocation() rad = random.randrange(0, 30) pow = random.uniform(2.5, 7.5) self.things.append(c.GravityWell(x, y, rad, pow)) (x, y) = self.getLocation() rot = random.randrange(0, 360) self.player1 = c.Player(Game.color1, x, y, rot, 'left') self.things.append(self.player1) (x, y) = self.getLocation() rot = random.randrange(0, 360) self.player2 = c.Player(Game.color2, x, y, rot, 'right') self.things.append(self.player2)
def start_game(): """Основной цикл игры""" music_repeat = pygame.USEREVENT + 1 time_spawn_enemy = pygame.USEREVENT + 2 level_end_timer = pygame.USEREVENT + 3 can_end_level = True init_music() pygame.time.set_timer(music_repeat, 42736) pygame.time.set_timer(time_spawn_enemy, 10000) global_perms.PLAYER = classes.Player(0, 0) enemy_pos, base, count_enemy = launch_level() while global_perms.GAME_RUNNING: for event in pygame.event.get(): if event.type == pygame.QUIT: terminate() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: pause_game() else: global_perms.PLAYER.action = event.key elif event.type == pygame.KEYUP: if event.key == global_perms.PLAYER.action: global_perms.PLAYER.action = None elif event.type == level_end_timer: pygame.time.set_timer(level_end_timer, 0) global_perms.LEVEL_ID += 1 if global_perms.LEVEL_ID == global_perms.MAX_LEVEL: global_perms.GAME_RUNNING = False else: end_level_screen() can_end_level = True enemy_pos, base, count_enemy = launch_level() elif event.type == time_spawn_enemy: i = len( enemy_pos) if len(enemy_pos) < count_enemy else count_enemy for j in range(i): pos = enemy_pos[j] classes.Enemy(pos[0] * 32, pos[1] * 32, global_perms.ALL_SPRITES, global_perms.ENEMY_GROUP) count_enemy -= 1 elif event.type == music_repeat: pygame.mixer.music.play() if len(global_perms.ENEMY_GROUP) == count_enemy == 0 and can_end_level: pygame.time.set_timer(level_end_timer, 5000) can_end_level = False update_and_draw_screen() draw_texts(count_enemy) pygame.display.flip() global_perms.CLOCK.tick(global_perms.FPS) if global_perms.IS_GAME_OVER: return 1 else: return 0
def add_to_db(self, name, group): self.root.admin['1'].latest_key += 1 if group == "Building": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Building() elif group == "Location": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Location() elif group == "Lodging": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Lodging() elif group == "Player": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Player() elif group == "NonPlayer": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.NonPlayer() elif group == "Monster": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Monster() elif group == "Animal": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Animal() elif group == "Armour": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Armour() elif group == "Weapon": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Weapon() elif group == "Gear": self.root.mainline[str(self.root.admin['1'].latest_key)] = c.Gear() elif group == "Food": self.root.mainline[str(self.root.admin['1'].latest_key)] = c.Food() elif group == "Magic": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Magic() elif group == "Spell": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Spell() elif group == "Skill": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Skill() elif group == "Quest": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Quest() elif group == "Encounter": self.root.mainline[str( self.root.admin['1'].latest_key)] = c.Encounter() else: print("group unknown") self.root.mainline[str(self.root.admin['1'].latest_key)].name = name transaction.commit()
def main(): """ Fonction principal du programme """ pygame.init() pygame.display.set_caption("Projet 3: Aide Mc Gyver") background = pygame.image.load("Pictures/Background.bmp") cote = pygame.image.load("Pictures/font_cote.bmp") size = (550, 450) window = pygame.display.set_mode(size) window.blit(background, (0, 0)) window.blit(cote, (450, 0)) grille = json.load(open("grille.json")) func.draw_grille(window, grille) player = classes.Player() player.generate_player(window) item = classes.Item() item.generate_item(window, grille) game = True while game: for event in pygame.event.get(): if event.type == pygame.QUIT: game = False elif event.type == pygame.KEYDOWN: window.blit(background, (0, 0)) func.draw_grille(window, grille) if event.key == K_RIGHT: player.move_player(window, 30, 0, grille, item.win) elif event.key == K_LEFT: player.move_player(window, -30, 0, grille, item.win) elif event.key == K_UP: player.move_player(window, 0, -30, grille, item.win) elif event.key == K_DOWN: player.move_player(window, 0, 30, grille, item.win) if player.wins is False: item.check_item( (player.coord_player[0], player.coord_player[1])) item.draw_item(window) if player.wins is True: game = False pygame.display.flip() time.sleep(3) pygame.quit()
def return_players(self): """ :return: """ playerlist = [] for player in self.playersTable.all(): lname = player['lname'].capitalize() fname = player['fname'].capitalize() bdate = player['bdate'] genre = player['genre'] elo = player['elo'] playerlist.append(classes.Player(fname, lname, bdate, genre, elo)) return playerlist
def __init__(self): pygame.init() self.window = pygame.display.set_mode( (game_settings.WIDTH, game_settings.HEIGHT)) self.clock = pygame.time.Clock() self.dimension = None self.map_array = map_world.map_array self.player = classes.Player( (game_settings.WIDTH // 2, game_settings.HEIGHT // 2), 4, 0.04) self.walls = map_world.walls self.walls_cords = map_world.walls_cord self.rays = [] self.floor = classes.Floor(game_settings.COLORS['orange'])
def process_objects(self, json_objects, load=False): objects = [] for obj in json_objects: tile = classes.Tile(0, 0) if obj["tile"] == "Player": tile = classes.Player(obj["x"], obj["y"]) self.player = tile else: print("obj:", obj) tile = getattr(sys.modules[obj["module"]], obj["tile"])(obj["x"], obj["y"]) if load: tile.load_json(obj) objects.append(tile) self.level.objects = objects
def setUpPlayer(playerNr): playerName = "" playerMark = "" def PlayerNamePattern(): return re.compile("^[a-zA-Z]+$") def PlayerMarkPattern(): return re.compile("^.{1}$") while not PlayerNamePattern().match(playerName): playerName = input(f"Player {playerNr} name (just letters):") while not PlayerMarkPattern().match(playerMark): playerMark = input(f"Player {playerNr} choose mark (1 char):") return classes.Player(playerName, playerMark)
def main(): global player player = c.Player("Иван", "Иванов", 1, 100, 2) player.print_stats() def fight(): def create_enemy(): global enemy enemy = c.Enemy(1) enemy.print_stats() def battle(player, enemy): enemy.change_stats(player.attack) create_enemy() battle(player, enemy) fight()
def reset_level(*args): """ respawn player and rebuild player if player dies :param args: :return: """ # unpackage arguments screen, player, level, current_level, platforms, bullets, blocks,\ entities, enemies, enemy_sprites, Platform,\ block_types, collision_blocks, collision_block_sprites, indestructibles, SPAWN_POINT_LEVEL,\ coins, coin_sprites = (x for x in args) # reset sprites and re-add player to game platforms = [] indestructibles.empty() entities.empty() blocks.empty() bullets.empty() collision_blocks = [] collision_block_sprites.empty() enemy_sprites.empty() enemies = [] coins = [] coin_sprites.empty() # build up arg list for build_level function args = current_level, level, enemies, enemy_sprites, platforms, blocks,\ entities, Platform, block_types, collision_blocks,\ collision_block_sprites, indestructibles, coins, coin_sprites # rebuild level platforms, blocks, entities, enemies, enemy_sprites,\ collision_block_sprites, indestructibles, collision_blocks,\ coins, coin_sprites = build_level(*args) # respawn player at these coordinates player.kill() x, y = SPAWN_POINT_LEVEL[current_level][0], SPAWN_POINT_LEVEL[current_level][1] player = classes.Player(x, y) entities.add(player) return player, platforms, blocks, collision_blocks, collision_block_sprites,\ entities, enemies, enemy_sprites, indestructibles, coins, coin_sprites
def get_players(n_players): """Return dictionary with list of 2 to 8 players. Parameter --------- n_players : int Number of players in game Return ------ dict Dictionary of players """ if n_players < 2 or 8 < n_players: raise ValueError( 'A game must have between 2 to 8 players. You input {} players.'. format(n_players)) return {classes.Player(p) for p in range(n_players)}
def rankTeamList(teamFile): ranking = [] teams = open(teamFile, "r") teamNumber = -1 for line in teams: if "|" not in line: if teamNumber >= 0: ranking[teamNumber][0].calculateRank() ranking[teamNumber][1] = ranking[teamNumber][0].getRank() team = classes.Team(line) teamData = [team, 0] ranking.append(teamData) teamNumber += 1 else: playerData = line.split("|") player = classes.Player(playerData[0], int(playerData[1])) ranking[teamNumber][0].addMember(player) ranking[teamNumber][0].calculateRank() ranking[teamNumber][1] = ranking[teamNumber][0].getRank() return sorted(ranking, key=lambda tup: tup[1])
def dict_to_session(dct): """Converts a session JSON dict back to a session object.""" session = classes.Session(dct['name']) session.sets = set(dct['sets']) session.banlist = set(dct['banlist']) session.players = [] for p in dct['players']: player = classes.Player(p['name']) player.uid = p['uid'] player.sets = set(p['sets']) player.decklist = p['decklist'] session.players.append(player) session.pick_draft = dct['pick_draft'] session.exclusives = dct['exclusives'] session.taken = dct['taken'] session.num_picks = dct['num_picks'] session.round_num = dct['round_num'] session.pick_num = dct['pick_num'] session.curr_player = dct['curr_player'] session.dl_submissions = dct['dl_submissions'] session.phase = dct['phase'] return session
def testCards(): noCards = cl.Deck.MIN_NO_CARDS player1 = cl.Player(name='Player1', deck=Deck(noCards)) player2 = cl.Player(name='PlayerC', deck=Deck(noCards), computer=True)
def init_player(starting_room): """ Initializes player object """ player = classes.Player("Ilswyn", starting_room) return player
" MP: " + str(player.mpu)) #player's color theme is blue print(c.red + enemy.name + " HP: " + str(enemy.hp) + " " + enemy.name + " MP: " + str(enemy.mpu)) #enemy's is red global prompt prompt = input(c.yellow + "Attack(1), Heal(2) " + c.base2 + ">>>" + c.magenta).strip() agiScan() def enemyMove(): move = randint(1, 2) if move == 1: enemyAttack() elif move == 2: enemyHeal() def run(): global player, monster while True: fight() if __name__ == "__main__": cl.Player = cl.DefaultPlayer cl.Enemy = cl.Slime player = cl.Player() enemy = cl.Enemy() player.name = "Jon Appleseed" #if player doesn't have a name, make it Jon Appleseed. run()
import functions import embeds logging.basicConfig(level=logging.INFO) try: discord.opus.load_opus('libopus-0.x64.dll') except Exception: discord.opus.load_opus('libopus-0.x86.dll') Bot = commands.Bot(command_prefix=config.prefix, description=config.description) Bot.owner_id = config.OwnerID Bot.remove_command('help') Player = classes.Player() @Bot.event async def on_ready(): '''Executes when the is up and running''' musicSpamChannel = Bot.get_channel(config.MusicSpamChannelID) print('{} reporting for duty!'.format(Bot.user.display_name)) await musicSpamChannel.send('{} reporting for duty!'.format( Bot.user.display_name)) @Bot.event async def on_command_error(ctx, exception): '''Prints the command exception to the console''' print(exception)
h = 600 win = pg.display.set_mode((w, h)) pg.display.set_caption( "La vague 126 vas vous surprendre !!! Je n'y aurai jamais cru") pg.display.set_icon(ressources.iconeI.convert_alpha()) clock = pg.time.Clock() gameManager = classes.GameManager() bckgrd = ressources.bckgI.convert() run = True gameRunning = True while run: #Initialisation du jeu gameOverRun = True player = classes.Player(w / 2, h / 2, w, h) enemies = [] blyat = [] cooldown = 0 omg = classes.OMG() circle = classes.Circle() scared = classes.ScaredSmiley() #Affiche le background win.blit(bckgrd, (0, 0)) pg.display.flip() #vagues wave = 0 waveFinished = False