def test_update_score_end(): p1 = player("p1", "", 50, 1) p2 = player("p2", "abc", 50, 2) p3 = player("p3", "(qu)werty", 75, 3) players = [p1, p2, p3] update_score_end(players) assert p1.get_score() == 50 assert p2.get_score() == 35 assert p3.get_score() == 45
def get_player(value = '', param = 'id'): conn = get_connection() cur = conn.cursor() cur.execute(f'SELECT * FROM player WHERE {param} = "{value}";') rows = cur.fetchall() if rows: player = c.player( rows[0][1], rows[0][2], rows[0][3], rows[0][4], rows[0][5], rows[0][6], rows[0][7], rows[0][8], rows[0][9], rows[0][10], rows[0][11], rows[0][12], rows[0][0], rows[0][13] ) return player return False
def test_exchange_tile(): p1 = player("p1", "abcdefg", 0, 1) p2 = player("p2", "abc(qu)fg", 0, 1) letters = ["w"] exchange_tile(p1, letters, True, "a") assert len(letters) == 1 assert letters[0] == "a" assert len(p1.get_hand()) == 7 assert p1.get_hand() == "bcdefgw" exchange_tile(p2, letters, True, "(qu)") assert len(letters) == 1 assert letters[0] == "(qu)" assert len(p2.get_hand()) == 6 assert p2.get_hand() == "abcfga"
def test_check_hand(): p1 = player("p1", "qwertyu", 0, 1) #Test generic case with letters test = check_hand("qwer", p1.get_hand()) assert test == True #Test generic case without letters test = check_hand("qwop", p1.get_hand()) assert test == False #Test repeat letters - pass p2 = player("p2", "aaabbb", 0, 1) test = check_hand("bababa", p2.get_hand()) assert test == True #Test repeat letters = fail test = check_hand("babaaba", p2.get_hand()) assert test == False
def go(): with open('floorplan.txt','r') as f: for line in f: args = line.strip().split(',') if args[0] == 'width': globals.board_size[0] = int(args[1]) elif args[0] == 'height': globals.board_size[1] = int(args[1]) elif args[0] == 'bay': globals.bays.add(classes.bay(int(args[1]), int(args[2]))) elif args[0] == 'barrier': globals.barriers.add(classes.barrier(int(args[1]), int(args[2]))) elif args[0] == 'dropoff_point': globals.dropoff_points.add(classes.dropoff_point(int(args[1]), int(args[2]))) elif args[0] == 'tote': globals.totes.append(classes.tote(int(args[1]), int(args[2]), random.randint(1,10))) globals.frame = simplegui.create_frame('Warehouse Man', globals.grid_size * globals.board_size[0], globals.grid_size * globals.board_size[1]) globals.frame.set_canvas_background('white') globals.frame.set_draw_handler(e.draw_handler) globals.frame.set_keydown_handler(e.keydown_handler) globals.frame.set_keyup_handler(e.keyup_handler) cadence = simplegui.create_timer(100, e.poll_keyboard) globals.timers.add(cadence) tote_generator_timer = simplegui.create_timer(60/globals.totes_per_minute * 1000, e.generate_tote) globals.timers.add(tote_generator_timer) cleanup_timer = simplegui.create_timer(1000, helpers.clean_up_totes) globals.timers.add(cleanup_timer) order_create_timer = simplegui.create_timer(60/globals.orders_per_minute * 1000, helpers.place_order) globals.timers.add(order_create_timer) order_countdown_timer = simplegui.create_timer(1000, e.age_orders) globals.timers.add(order_countdown_timer) globals.packer = classes.player('Packer', 13, 8, 'blue') globals.picker = classes.player('Picker', 2, 8, 'cyan') globals.active_player = globals.packer globals.inactive_player = globals.picker e.generate_tote() helpers.start_timers() globals.frame.start()
def test_player_update_hand(): #Test replacing hand to full - removing all letters from bag p1 = player("p1", "ower", 0, 1) letters = ['a', 'b', 'c'] p1.update_hand(p1.get_hand(), letters) assert len(p1.get_hand()) == 7 assert len(letters) == 0 #Test replacing hand to full - some letters still in bag p2 = player("p2", "ower", 0, 2) letters = ['a', 'b', 'c', 'd', 'e'] p2.update_hand(p2.get_hand(), letters) assert len(p2.get_hand()) == 7 assert len(letters) == 2 #Test replacing hand with bag empty p3 = player("p3", "ower", 0, 3) letters = [] p3.update_hand(p3.get_hand(), letters) assert len(p3.get_hand()) == 4 assert len(letters) == 0 #Test replacing hand with bag running out partway through p4 = player("p4", "ower", 0, 4) letters = ['a', 'b'] p4.update_hand(p4.get_hand(), letters) assert len(p4.get_hand()) == 6 assert len(letters) == 0 #Test replacing hand with qu tile p5 = player("p5", "abc(qu)", 0, 5) letters = ['a', 'b', 'c', 'd', 'e'] p5.update_hand(p5.get_hand(), letters) assert len(p5.get_hand()) == 10 assert len(letters) == 2
def reg_players(self): self.col_players = int(input("Введите количество игроков: ")) if 3 <= self.col_players < 7: for i in range(1, self.col_players + 1): name = str(input(f"Введите имя для {i} игрока: ")) self.lst_players_name.append(name) self.dct_players[i] = name self.dct_players[i] = player(self.dct_players[i]) print(f"Игрок с именем {name} успешно создан!") else: print( "Вы ввели слишком большое(маленькое) чилсло игроков! Введите число ещё раз." ) self.reg_players()
def default_values(): db.create_database() clas = [ c.clas('Guerreiro', 7, 4, 0, 1), c.clas('Arqueiro', 4, 3, 0, 7), c.clas('Feiticeiro', 4, 2, 7, 2) ] for cl in clas: db.create_class(cl) race = [c.race('Human', 5, 5, 5, 5)] for ra in race: db.create_race(ra) player = [c.player('Rubens', 1, 0, 1, 1)] for pl in player: db.create_player(pl) iten = [ c.item('Machado de Assis', 'Um machado feito pelos deuses da literatura brasileira', 3, 3, 0, 0), c.item('Espada de São Darwin', 'Espada feita do primeiro minério descoberto', 3, 3, 0, 0), c.item('Cajado de Flamel', 'Cajado abençoado por Aristóteles', 1, 2, 4, 0), c.item( 'Arco de Sagitário', 'Signo não influenciam, mas um disparo no peito muda o destino de alguém.', 1, 2, 0, 3), c.item( 'Crucifixo da Madeira da Cruz de Cristo', 'Adquirido em uma liquidação papal de indulgências, Lutero condena isso.', 0, 2, 4, 0) ] for it in iten: db.create_item(it)
def hello(): y = request.args.get('val') z = request.args.get('x1') playersFromDB = list() h1="Here's a graph." h2="Here's a graph." if(session['type']=='m'): if(y=='ts'): query = "select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.P and matches.MID=goal.MID and goal.TID=teams.TID group by goal.P order by count(goal.GID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query = "select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.P and matches.MID=goal.MID and matches.season='2017/18' and goal.TID=teams.TID group by goal.P order by count(goal.GID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) print('---------------'+session['type'] + '-----------') # graphJSON=predGoalTeam.goalteam(session['tid']) # graphJSON1=predGoalTeamWeek.goalteamweek(session['tid']) # graphJSON=graphGoalTeam.graphgoalteam() graphJSON=bargraphgoal.graphgoalteam() h1="Goals per season Vs Season Number" h2="Goals per gameweek Vs Season Number" graphJSON1=graphGoalTeamWeek.graphgoalteamweek() print("QQQQQQQQQQQQQQQQQQQQQQQQq"+z) if z=='2': graphJSON=predGoalTeam.goalteam() graphJSON1=predGoalTeamWeek.goalteamweek() if(y=='a'): query="select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.AP and matches.MID=goal.MID and goal.TID=teams.TID group by goal.AP order by count(goal.GID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.AP and matches.MID=goal.MID and matches.season='2017/18' and goal.TID=teams.TID group by goal.AP order by count(goal.GID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=None graphJSON1=None if(y=='yc'): query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and event.`Type`='Y' group by event.P order by count(event.EID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] ycardevent = classes.eventyc(obj.player,obj.time1,obj.ref) ycardevent.getplayer() for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and matches.season='2017/18' and event.`Type`='Y' group by event.P order by count(event.EID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(seastable[somei][0]+seastable[somei][1],obj.getdob(),obj.getpos,obj.tid)) seastable = enumerate(seastable) h1="Yellow Card per season Vs Season Number" h2="Yellow Card per gameweek Vs Season Number" graphJSON=graphYellowCard.graphyellowcard() graphJSON1=graphYellowCardWeek.graphyellowcardweek() if z=='2': graphJSON=predYellow.predyellowcard() graphJSON1=predYellowCardWeek.predyellowcardweek() if(y=='rc'): query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and event.`Type`='R' group by event.P order by count(event.EID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] rcard = classes.eventrc(obj.player,obj.time1,obj.ref) for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and matches.season='2017/18' and event.`Type`='R' group by event.P order by count(event.EID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(seastable[somei][0]+seastable[somei][1],obj.getdob(),obj.getpos,obj.tid)) seastable = enumerate(seastable) graphJSON=graphRedCard.graphredcard() h1="Red Cards per season Vs Season Number" graphJSON1=None if z=='2': graphJSON=predRedCard.predredcard() if graphJSON != None and (z=='0' or z=='2'): mydict = { "username": session['username'], "report1": graphJSON,"heading1":h1 } x = mycol.insert_one(mydict) return render_template("tableandgraph.html", val=y, x1=z, alltimetable=alltimetable, typ=session['type'], seastable = seastable,graphJSON=graphJSON) if(y=='at'): query="select substring(season,1,4),substring(season,5,7),avg(attendance) from matches group by season order by season desc ;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] matchplayed=classes.match(obj.ht,obj.at,obj.ref,alltimetable[0][2]) alltimetable = enumerate(alltimetable) query="select concat(t1.shortname,' vs'),t2.shortname,attendance from matches,teams as t1,teams as t2 where t1.tid=ht and t2.tid=at and season='2017/18';" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=graphAttendance.graphatt() graphJSON1=graphAttendanceWeek.graphattweek() h1="Average Attendance per season Vs Season Number" h2="Attendance per gameweek Vs Season Number" if z=='2': graphJSON=predAttendance.predatt() graphJSON1=predAttendanceWeek.predattweek() else: if(y=='ts'): query = "select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.P and matches.MID=goal.MID and goal.TID=teams.TID and teams.TID=" + str(session['tid']) + " group by goal.P order by count(goal.GID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query = "select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.P and matches.MID=goal.MID and matches.season='2017/18' and goal.TID=teams.TID and teams.TID=" + str(session['tid']) + " group by goal.P order by count(goal.GID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) print('---------------'+session['type'] + '-----------') # graphJSON=predGoalTeam.goalteam(session['tid']) # graphJSON1=predGoalTeamWeek.goalteamweek(session['tid']) # graphJSON=graphGoalTeam.graphgoalteam(session['tid']) graphJSON=bargraphgoal.graphgoalteam(session['tid']) graphJSON1=graphGoalTeamWeek.graphgoalteamweek(session['tid']) h1="Goals per season Vs Season Number" h2="Goals per gameweek Vs Season Number" print("QQQQQQQQQQQQQQQQQQQQQQQQq"+z) if z=='2': graphJSON=predGoalTeam.goalteam(session['tid']) graphJSON1=predGoalTeamWeek.goalteamweek(session['tid']) if(y=='a'): query="select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.AP and matches.MID=goal.MID and goal.TID=teams.TID and teams.TID=" + str(session['tid']) + " group by goal.AP order by count(goal.GID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(goal.GID) from teams,matches,player,goal where player.PID=goal.AP and matches.MID=goal.MID and matches.season='2017/18' and goal.TID=teams.TID and teams.TID="+ str(session['tid']) + " group by goal.AP order by count(goal.GID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=None graphJSON1=None if(y=='yc'): query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and teams.TID="+ str(session['tid']) + " and event.`Type`='Y' group by event.P order by count(event.EID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] ycardevent = classes.eventyc(obj.player,obj.time1,obj.ref) ycardevent.getdetails() for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and teams.TID="+ str(session['tid']) + " and matches.season='2017/18' and event.`Type`='Y' group by event.P order by count(event.EID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=graphYellowCard.graphyellowcard(session['tid']) graphJSON1=graphYellowCardWeek.graphyellowcardweek(session['tid']) h1="Yellow Card per season Vs Season Number" h2="Yellow Card per gameweek Vs Season Number" if z=='2': graphJSON=predYellow.predyellowcard(session['tid']) graphJSON1=predYellowCardWeek.predyellowcardweek(session['tid']) if(y=='rc'): query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and teams.TID="+ str(session['tid']) + " and event.`Type`='R' group by event.P order by count(event.EID) desc;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] rcard = classes.eventrc(obj.player,obj.time1,obj.ref) rcard.getdetails() for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select player.FN,player.LN,count(event.EID) from teams,matches,player,event where player.PID=event.P and matches.MID=event.MID and event.TID=teams.TID and teams.TID="+ str(session['tid']) + " and matches.season='2017/18' and event.`Type`='R' group by event.P order by count(event.EID) desc;" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=graphRedCard.graphredcard(session['tid']) h1="Red Cards per season Vs Season Number" #h2="Goals per gameweek Vs Season Number" graphJSON1=None if z=='2': graphJSON=predRedCard.predredcard(session['tid']) if graphJSON != None and (z=='0' or z=='2'): mydict = { "username": session['username'], "report1": graphJSON,"heading1":h1 } x = mycol.insert_one(mydict) return render_template("tableandgraph.html", val=y, x1=z, alltimetable=alltimetable, typ=session['type'], seastable = seastable,graphJSON=graphJSON) if(y=='at'): query="select substring(season,1,4),substring(season,5,7),avg(attendance) from matches where ht="+str(session['tid'])+" group by season order by season desc ;" print(query) mycursor.execute(query) alltimetable = mycursor.fetchall()[:5] matchplayed=classes.match(obj.ht,obj.at,obj.ref,alltimetable[0][2]) matchplayed.getdetails() for somei in range(0,5): playersFromDB.append( classes.player(alltimetable[somei][0]+alltimetable[somei][1],obj.getdob(),obj.getpos,obj.tid)) alltimetable = enumerate(alltimetable) query="select concat(t1.shortname,' vs'),t2.shortname,attendance from matches,teams as t1,teams as t2 where t1.tid=ht and t2.tid=at and season='2017/18' and ht="+str(session['tid'])+";" mycursor.execute(query) seastable = mycursor.fetchall()[:5] seastable = enumerate(seastable) graphJSON=graphAttendance.graphatt(session['tid']) graphJSON1=graphAttendanceWeek.graphattweek(session['tid']) h1="Average Attendance per season Vs Season Number" h2="Attendance per gameweek Vs Season Number" if z=='2': graphJSON=predAttendance.predatt(session['tid']) graphJSON1=predAttendanceWeek.predattweek(session['tid']) if graphJSON != None and graphJSON1!=None and (z=='0' or z=='2'): print(h1+h2) mydict = { "username": session['username'], "report1": graphJSON,"report2":graphJSON1,"heading1":h1,"heading2":h2 } x = mycol.insert_one(mydict) # print("********************") # print(type(graphJSON[0]['x'][0])) # print("********************") return render_template("tableandgraph.html", val=y, x1=z, alltimetable=alltimetable,typ=session['type'], seastable = seastable,graphJSON=graphJSON,graphJSON1=graphJSON1)
import classes import teams volkan=classes.player("Volkan Demirel",50,35,85,5,teams.fenerbahce) #dirar=player("Nabil Dirar"),60,28,80,4,fenerbahce) squirtle=classes.player("Skrtel",70,34,89,6,teams.fenerbahce) topal=classes.player("Mehmet Topal",50,30,78,5,teams.fenerbahce) ekici=classes.player("Mehmet Ekici",65,30,85,6,teams.fenerbahce) slimani=classes.player("Islam Slimani",50,31,90,2,teams.fenerbahce) karius=classes.player("Loris Karius",40,26,93,3,teams.besiktas) vida=classes.player("Domagoj Vida",70,28,85,6,teams.besiktas) medel=classes.player("Medel",60,33,79,6,teams.besiktas) llajic=classes.player("Adem LLajic",75,26,82,5,teams.besiktas) burak=classes.player("Burak Yılmaz",40,35,89,6,teams.besiktas) muslera=classes.player("Fernanda Muslera",60,32,87,4,teams.galatasaray) luyindama=classes.player("Luyindama",50,30,75,5,teams.galatasaray) donk=classes.player("Ryan Donk",50,32,70,5,teams.galatasaray) belhanda=classes.player("Belhanda",52,28,90,4,teams.galatasaray) diagne=classes.player("Diagne",40,28,75,5,teams.galatasaray) listofplayers=[volkan,squirtle,topal,ekici,slimani,karius,vida,medel,llajic,burak,muslera,luyindama,donk,belhanda,diagne]
# Old School TXT RPG Game import sys import time import random import os import classes screen_width = 100 spider = classes.spider() myPlayer = classes.player() goblin = classes.goblin() witch = classes.witch() boss = classes.boss() def first_screen_options(): option = input("-> ") if option.lower() == ("play"): setup_game() elif option.lower() == ("help"): help_screen() elif option.lower() == ("quit"): sys.exit() while option.lower not in ['play', 'help', 'quit']: print("Don't try to cheat! Enter a valid command!") option = input("-> ") if option.lower() == ("play"): setup_game() elif option.lower() == ("help"):
def play_game(wordList, letters, tiles): """ Executes the game. Allows the user to create players, then loops through turns until game is complete. Once game is complete, prints out a list of players and their rank & score Parameters ---------- wordList : List of strings All the playable words in the game letters : List of letters Letters that remain in the 'bag' - at beginning of game = all letters tiles : List of tiles The board upon which letters are played. List of lists, each containing WIDTH tiles tiles [y][x] returns the tile at location (x,y) Returns ------- None. """ turn = 0 print("Here is the game board") print() print_grid(tiles) print() playernum = int(input("How many players? ")) print() #Create the players for the game players = [] for i in range(playernum): print("Creating Player ", i + 1) name = input("What is the name of the player? ") players.append(player(name, "", 0, i)) players[i].update_hand("", letters) print() passing_players = 0 #Turns print("Beginning the game") play_turns = True while play_turns == True: #Checking to ensure letters are running out #print("There are", len(letters), "tiles left") for i in range(playernum): #Start turn, get letters to play print("Player", players[i].get_name(), "it is your turn.") print("Here is your hand:", players[i].get_hand()) print() print_grid(tiles) print() #Give player option to pass their turn turn_go = False while turn_go == False: print("You can pass your turn by inputting PASS as your word (case sensitive)") print("You can exchange a letter in your hand by inputting EXCHANGE as your word") word = input("What word would you like to play? ") if word != "PASS" and word != "EXCHANGE": passing_players = 0 turn_go = True word = word.lower() tiles = play_word(wordList, letters, tiles, players[i], word, turn) elif word == "EXCHANGE": excCheck = input("Are you sure? (y/n) ") if excCheck == 'y': print() exchange_tile(players[i], letters) passing_players = 0 turn_go = True else: print() print("Here is your hand:", players[i].get_hand()) print() print_grid(tiles) print() #User inputted "PASS" else: passCheck = input("Are you sure? (y/n) ") if passCheck == 'y': print() passing_players += 1 #If board is blank, don't want to throw off touch check if turn == 0: turn = -1 turn_go = True else: print() print("Here is your hand:", players[i].get_hand()) print() print_grid(tiles) print() turn += 1 #All players in a row passed in a row if passing_players == len(players): print("All players have passed! The game is now over.") print() play_turns = False break if len(players[i].get_hand()) == 0 & len(letters) == 0: play_turns = False #End the game print("GAME OVER") update_score_end(players) print_final_scores(players) #play_game(create_words(), create_letterpool(), build_tiles(LENGTH, WIDTH))
def play(player): op = -1 while op != '0': op = input( 'Here you start your adventure!\n0.Exit\n1.Stash\n2.Combat\n3.View character\n4.Level up\nR.' ) os.system('cls') if op == '0': return elif op == '1': items = db.get_player_items(player) if items: # IF player have items on statsh print('Welcome to stash!!') print('This is your items:') for i in items: print(i.id, '-', i.name) op = input('Select your item to equip: ') item = db.get_item(op) os.system('cls') db.equip_item(player, item) print(item.name + ' equipped!') player = db.get_player(player.id) else: # Player dont have any items on stash print('You have no items :(\nKill some mobs to get some items') elif op == '2': os.system('cls') print('1.Floresta\n2.Deserto\n3.Caverna') op = input('R.') os.system('cls') if op == '1' and db.get_player_caves(player, 0) == '0': print('You have entered into the forest.') t.sleep(1.5) enemy1 = c.player('Mosquito', 1, 5, 1, 1, 5, 5) enemy2 = c.player('Cobra', 2, 10, 1, 1, 10, 15) enemy3 = c.player('Urso', 3, 15, 1, 1, 15, 13, 13) enemy4 = c.player('Leão', 4, 20, 1, 1, 20, 15, 15) enemy5 = c.player('Ent', 5, 40, 1, 1, 40, 17, 17, item_equipped=1) if player.fight(enemy1) == True: if player.fight(enemy2) == True: if player.fight(enemy3) == True: if player.fight(enemy4) == True: if player.fight(enemy5) == True: item = db.get_item(1) os.system('cls') print('You complete the Forest, Gratzz!') print('Here is your reward!') print(item.name + ' has been added to your stash!') db.att_item(player, item) db.update_player_caves(player, 0, '1') db.update_player_caves(player, 1, '0') t.sleep(3.5) elif op == '2' and db.get_player_caves(player, 1) == '0': print('You have entered into the deserto.') t.sleep(1.5) enemy1 = c.player('Calango', 1, 5, 1, 1, 5, 5) enemy2 = c.player('Camelo', 2, 10, 1, 1, 10, 15) enemy3 = c.player('Babuíno', 3, 15, 1, 1, 15, 13, 13) enemy4 = c.player('Minhocão', 4, 20, 1, 1, 20, 15, 15) enemy5 = c.player('Escorpião Gigante', 5, 40, 1, 1, 40, 17, 17) enemy6 = c.player('Mumia', 6, 60, 1, 1, 60, 19, 19) enemy7 = c.player('Esfinge', 7, 80, 1, 1, 80, 21, 21, item_equipped=2) if player.fight(enemy1): if player.fight(enemy2): if player.fight(enemy3): if player.fight(enemy4): if player.fight(enemy5): if player.fight(enemy6): if player.fight(enemy7): item = db.get_item(3) os.system('cls') print( 'You complete the deserto, Gratzz!' ) # colocar condição se o item já existir no inventário do jogador print('Here is your reward!') print( item.name + ' has been added to your stash!' ) db.att_item(player, item) player.lock_level(0) t.sleep(3.5) elif op == '3' and db.get_player_caves(player, 2) == '0': print('You have entered into the caverna.') t.sleep(1.5) enemy1 = c.player('Rato', 1, 5, 1, 1, 5, 5) enemy2 = c.player('Morcego', 2, 10, 1, 1, 10, 15) enemy3 = c.player('Goblin', 3, 15, 1, 1, 15, 13, 13) enemy4 = c.player('Kobold', 4, 20, 1, 1, 20, 15, 15) enemy5 = c.player('Esqueleto', 5, 40, 1, 1, 40, 17, 17) enemy6 = c.player('Orc', 6, 60, 1, 1, 60, 19, 19) enemy7 = c.player('Troll', 7, 80, 1, 1, 80, 21, 2, item_equipped=2) enemy8 = c.player('O ex da sua mãe', 8, 100, 1, 1, 100, 23, 23) enemy9 = c.player('Dragão', 9, 110, 1, 1, 110, 23, 23, item_equipped=3) if player.fight(enemy1): if player.fight(enemy2): if player.fight(enemy3): if player.fight(enemy4): if player.fight(enemy5): if player.fight(enemy6): if player.fight(enemy7): if player.fight(enemy8): if player.fight(enemy9): item = db.get_item(3) os.system('cls') print( 'You complete the caverna, Gratzz!' ) print( 'Here is your reward!') print( item.name + ' has been added to your stash!' ) db.att_item(player, item) t.sleep(3.5) elif op == '3': # Show player ifo player.show() print() elif op == '4': # Level up! player.levelUp() else: print('invalid option')
def main(): op = -1 os.system('cls') while op != '0': op = input( 'Welcome to the legend of the adventure!\n0.Exit\n1.Create character\n2.Load character\n3.Delete Character\n4.Credits\n5.Set Database\nR.' ) player = c.player('') os.system('cls') if op == '1': # Creating character print('Creating character') name = input('Name: ') totalC = db.get_all_classes() print() print('Choose your class!') print('id - name - con - str - int - spd') for i in totalC: print(i.id, '-', i.name, '-', i.con, '-', i.str, '-', i.int, '-', i.spd) clas_id = input('Class id: ') print('You have chosen ' + db.get_class(clas_id).name) totalR = db.get_all_races() print('\nChoose your race!') print('id - name - con - str - int - spd') for i in totalR: print(i.id, '-', i.name, '-', i.con, '-', i.str, '-', i.int, '-', i.spd) race_id = input('Race id: ') print('You have chosen ' + db.get_race(race_id).name) p = c.player(name, id_class=clas_id, id_race=race_id) db.create_player(p) p = db.get_player(p.name, 'name') p.show() op = input('\nAre u sure?\n1.Yes\n2.No\nR.') if op == '1': os.system('cls') print(p.name + ' created!') elif op == '2': db.delete_player(p) os.system('cls') print('Operation aborted') elif op == '2': op = '123456' while int(op) > len(db.get_all_players()): # Loading character os.system('cls') print('loading character') # Creating character print('Choose yout character') print('0 - EXIT') totalP = db.get_all_players() for i in totalP: print(i.id, '-', i.name) op = input('Select your character id: ') os.system('cls') if op == '0': op = 'null' break if db.get_player(op): player = db.get_player(op) player.show() op = input('\nAre you sure?\n1.Yes\n2.No\nR.') os.system('cls') if op == '1': print(player.name + ' selected!') db.update_last_login(player) play(player) break elif op == '2': print('Operation aborted') op = len(db.get_all_players()) + 1 break elif op == '3': # Delete character op = '123456' while int(op) > len(db.get_all_players()): # Loading character os.system('cls') print('deleting character') # Deleting a character print('Choose yout character') print('0 - EXIT') totalP = db.get_all_players() for i in totalP: print(i.id, '-', i.name) op = input('Select your character id: ') os.system('cls') if op == '0': op = 'null' break if db.get_player(op): player = db.get_player(op) os.system('cls') player.show() op = input('\nAre you sure?\n1.Yes\n2.No\nR.') if op == '1': os.system('cls') print(player.name + ' deleted!') db.delete_player(player) break elif op == '2': print('Operation aborted') op = len(db.get_all_players()) + 1 break elif op == '4': # Credits print('This game is made full of love ♥') print('Version: 0.15 Alfa') elif op == '5': # Set default values try: with open('database.db', 'r') as f: print('Database already setted!') default_values() except IOError: print('Setting database...\nDone!') default_values() elif op == '0': print('see you next time') pass else: print('invalid option!')
import classes import pandas as pd import numpy as np import copy df = pd.read_csv('out.csv') players = [] for index, row in df.iterrows(): players.append( classes.player( row['Name'], row['Team'], row['Position'], row['Price'], [row['1'], row['2'], row['3'], row['4'], row['5'], row['6']])) model = classes.game(players) teamList = [] gkpCount = 0 fwdCount = 0 midCount = 0 defCount = 0 totalCount = 0 for i in model.nextQ[0]: if i.position == 'Goalkeeper' and gkpCount < 2: gkpCount += 1 teamList.append(copy.copy(i)) totalCount += 1 elif i.position == 'Defender' and defCount < 5: defCount += 1
def mainGame(): global objects, score, calc_speed, iterator calc_speed = 1.6 iterator = 1 score = 0 objects = [] objects.clear() WIN_WIDTH = 1024 WIN_HEIGHT = 768 bg = pygame.image.load(os.path.join('images', 'road.png')).convert() bg2 = pygame.image.load(os.path.join('images', 'road.png')).convert() bg = pygame.transform.scale(bg, (1024, 768)) bg2 = pygame.transform.scale(bg2, (1024, 768)) # v experimenting v # rect1 = bg.get_rect() rect2 = bg2.get_rect() bgY = 0 bgY2 = bg.get_height() clock = pygame.time.Clock() iterator = 1 speed = 60 #-----CLASSES-----# import classes obstacle = classes.hole #-----FUNCTIONS-----# def resetDodge(): global objects, score, calc_speed, iterator calc_speed = 1.6 iterator = 1 score = 0 objects.clear() car.boost = False car.x = 450 def newHigh(): try: hsFont = pygame.font.Font('fonts/Fox Cavalier.otf', 45) smallFont = pygame.font.Font('fonts/Fox Cavalier.otf', 30) except: hsFont = pygame.font.SysFont('Arial', 45) smallFont = pygame.font.SysFont('Arial', 30) newHighSurface = pygame.Surface((1024, 768)) newHighSurface.fill((255, 43, 0)) win.blit(newHighSurface, (0, 0)) try: nameInput = pygame_textinput.TextInput('', 'fonts/Fox Cavalier.otf', 80, True, (0, 0, 0), (20, 20, 20), 300, 45) except: nameInput = pygame_textinput.TextInput('', 'Arial', 80, True, (0, 0, 0), (20, 20, 20), 300, 45) hsText1 = "Congrats! Your score of %d" % (score) hsText2 = "made it to the leaderboard!" enterText = "Please enter your name:" maxChar = "(10 characters max)" wrongName = "invalid name. Please try again" invalidNameDisplay = smallFont.render(wrongName, True, (255, 255, 255)) newHsClock = pygame.time.Clock() newHS = True while newHS == True: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: pygame.quit() sys.exit() if nameInput.update(events): newHighName = (nameInput.get_text()) #print(len(newHighName)) if len(newHighName) < 11: win.blit(newHighSurface, (0, 0)) hsSaved = txtFont.render("High Score Saved,", True, (255, 255, 255)) blitName = txtFont.render(newHighName + '!', True, (255, 255, 255)) win.blit(blitName, (512 - blitName.get_width() / 2, 415)) win.blit(hsSaved, (512 - hsSaved.get_width() / 2, 350)) pygame.display.update() time.sleep(3.5) return newHighName elif len(newHighName) > 11: win.blit(invalidNameDisplay, (512 - invalidNameDisplay.get_width() / 2, 450)) pygame.display.update() time.sleep(2) hsDisplayText1 = hsFont.render(hsText1, True, (255, 255, 255)) hsDisplayText2 = hsFont.render(hsText2, True, (255, 255, 255)) nameAskDisplay = hsFont.render(enterText, True, (255, 255, 255)) maxCharDisplay = smallFont.render(maxChar, True, (255, 255, 255)) win.blit(newHighSurface, (0, 0)) win.blit(hsDisplayText1, (1024 / 2 - hsDisplayText1.get_width() / 2, 50)) win.blit(hsDisplayText2, (512 - hsDisplayText2.get_width() / 2, 100)) win.blit(nameAskDisplay, (512 - nameAskDisplay.get_width() / 2, 250)) win.blit(maxCharDisplay, (512 - maxCharDisplay.get_width() / 2, 300)) win.blit(nameInput.get_surface(), (512 - nameInput.get_surface().get_width() / 2, 350)) pygame.display.update() newHsClock.tick(15) def endScreen(): messages = [ "P'wned", "you ded", "Unlucky...", "Better luck next time", "oof!", "Big bOOm!", "Byron Distracted You", "Nice try", "You Crashed", "Creeper...Aw Man" ] randomPicker = random.randint(0, len(messages) - 1) deathMsg = messages[randomPicker] deathMsg = str(deathMsg) # print(deathMsg) if score > Low.score: scores.append(score) scores.sort() scores.reverse() Top.score = scores[0] Mid.score = scores[1] Low.score = scores[2] # print(scores) # print(players) newHighName = str(newHigh()) if score == Top.score: Low.name = Mid.name Mid.name = Top.name Top.name = newHighName Mid.name = Mid.name Mid.Score = scores[1] Low.name = Low.name Low.Score = scores[2] elif score == Mid.score: Low.name = Mid.name #Mid.name = Top.name Mid.name = newHighName Top.name = Top.name Top.Score = scores[0] Low.name = Low.name Low.Score = scores[2] elif score == Low.score: #Low.name = Mid.name # Mid.name = Top.name Low.name = newHighName Top.name = Top.name Top.Score = scores[0] Mid.name = Mid.name Mid.Score = scores[1] players.sort(key=lambda record: record.score, reverse=True) #print(players) #print(scores) with open('data_01.dat', 'wb') as sav: pickle.dump(players, sav, pickle.HIGHEST_PROTOCOL) pickle.dump(scores, sav, pickle.HIGHEST_PROTOCOL) pickle.dump(Top, sav, pickle.HIGHEST_PROTOCOL) pickle.dump(Mid, sav, pickle.HIGHEST_PROTOCOL) pickle.dump(Low, sav, pickle.HIGHEST_PROTOCOL) pickle.dump(record, sav, pickle.HIGHEST_PROTOCOL) run = True while run: bgEndSurface = pygame.Surface((1024, 768)) bgEndSurface.fill((74, 54, 250)) win.blit(bgEndSurface, (0, 0)) try: txtFont = pygame.font.Font('fonts/Fox Cavalier.otf', 60) except: txtFont = pygame.font.SysFont('Arial', 60) deadMsg = txtFont.render(str(deathMsg), True, (255, 255, 255)) previousScore = txtFont.render('Your Score: ' + str(score), 1, (255, 255, 255)) colour = (255, 255, 255) playAgain = classes.txtBtn(300, 512, 100, 50, 'play again', 'Fox Cavalier.otf') playAgain.draw(win) mainMenu = classes.txtBtn(700, 512, 100, 50, 'Main Menu', 'Fox Cavalier.otf') mainMenu.draw(win) # win.blit(playAgain, (512/2 - playAgain.get_width()/2, 500)) win.blit(previousScore, (1024 / 2 - previousScore.get_width() / 2, 200)) win.blit(deadMsg, (1024 / 2 - deadMsg.get_width() / 2, 100)) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.quit() keys = pygame.key.get_pressed() if playAgain.hoverCheck( ) == True and event.type == MOUSEBUTTONDOWN or keys[K_SPACE]: run = False mainGame() if mainMenu.hoverCheck( ) == True and event.type == pygame.MOUSEBUTTONDOWN: menuLoop() resetDodge() def redrawWindow(): win.blit(bg, (0, bgY)) win.blit(bg2, (0, bgY2)) for obj in objects: obj.draw(win) try: font = pygame.font.Font('fonts/Fox Cavalier.otf', 30) except: font = pygame.font.SysFont('Arial', 30) text = font.render('Score: ' + str(score), 1, (255, 255, 255)) win.blit(text, (512 - 100, 0)) car.draw(win) # khadda.draw(win) Test the hole (non-moving) pygame.display.flip() pygame.event.pump() calc_speed = 1.6 # khadda = hole(300,220, 10,10) Test the hole object instance start_speed = 1.6 multiplier = 1500 // start_speed #trying to find a number to to scale distance properly multiplier = int(multiplier) car = classes.player(450, 490, 5, 5) pygame.time.set_timer(USEREVENT, multiplier) objects = [] oneup = 1 score = 0 #450 by 590 is the starting pos for car (345,704) and surface (129,264); pygame uses topleft corner of image to blit it. #-----DODGE GAME LOOP-----# pygame.event.set_blocked(pygame.MOUSEMOTION) #pygame.event.set_blocked(pygame.MOUSEBUTTONDOWN) pygame.event.set_blocked(pygame.MOUSEBUTTONUP) lane_list = [437, 128, 700] maxSpeed = False run = True while run: if car.boost == False: score = score + 1 elif car.boost == True: score = score + 0.5 * calc_speed #print(score) score = int(round(score)) # 3 score = int(score)3 oneup += 1 #calc_speed = 1.6 for objj in objects: if objj.collide(car.hitbox): endScreen() #---MAXIMUM SPEED---# if calc_speed == 20: calc_speed = 20 if calc_speed < 20: calc_speed = 1.4 + iterator #---GENERATES RANDOM BETWEEN m+600 and m+1500 # INTEGER CONSTANT FOR HOLE OBJECT SPEED---# multiplier = 1500 // calc_speed multiplier = int(multiplier) #pygame.time.set_timer(USEREVENT, multiplier) if calc_speed > 13: multiplier = random.randint(multiplier + 700, multiplier + 1500) elif calc_speed < 13: multiplier = random.randint(multiplier + 800, multiplier + 1600) #---DRAW THE OBSTACLE OBJECTS FROM THE LIST---# for obj in objects: obj.y += calc_speed #pygame.time.set_timer(USEREVENT, multiplier-350) if obj.y > 780: objects.pop(objects.index(obj)) #---EVER INCREASING (UPTO 20) SPEED FOR BACKGROUND---# bgY += calc_speed bgY2 += calc_speed if bgY > WIN_HEIGHT: bgY = bg.get_height() * -1 if bgY2 > WIN_HEIGHT: bgY2 = bg.get_height() * -1 iterator = iterator + 0.005 #---DEBUGGING PURPOSES; CAN DELETE---# #print(calc_speed) #if calc_speed == 20: # calc_speed = 20 #if calc_speed < 20: # calc_speed = 1.4 +iterator #else: # calc_speed = calc_speed #print(calc_speed) #---EXIT CONDITION---# for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.quit() sys.exit() #---ADD OBSTACLES TO THE OBJECTS LIST---# #---THREE DIFFERENT PATHS RANDOMLY CHOSEN SO THAT PLAYER CANNOT CHEAT AND STAY BETWEEN THE GAPS---# if event.type == USEREVENT: lane_picker = random.randint(0, 2) if lane_picker == 0: objectX = random.randrange(60, 750, 285) objectY = random.randrange(150, 680, 250) objectY = objectY * -1 objects.append(obstacle(objectX, objectY, 10, 10)) elif lane_picker == 1: objectX = random.randrange(100, 750, 285) objectY = random.randrange(160, 680, 250) objectY = objectY * -1 objects.append(obstacle(objectX, objectY, 10, 10)) elif lane_picker == 2: objectX = random.randrange(205, 780, 285) objectY = random.randrange(170, 680, 250) objectY = objectY * -1 objects.append(obstacle(objectX, objectY, 10, 10)) #for timers in range(oneup): pygame.time.set_timer(USEREVENT, multiplier - 150) # print(objects) #---KEY PRESSES AND ACTIONS---# def pauseScreen(): transparentSurface = pygame.Surface((1024, 768)) transparentSurface.set_alpha(128) transparentSurface.fill((255, 255, 255)) pausedDisplay = txtFont.render("paused", True, (0, 0, 0)) goToMenu = txtBtn(650 - pausedDisplay.get_width() / 2, 600 - pausedDisplay.get_height() / 2, 100, 50, 'Go to menu', 'Fox Cavalier.otf') win.blit(transparentSurface, (0, 0)) win.blit(pausedDisplay, (512 - pausedDisplay.get_width() / 2, 384 - pausedDisplay.get_height() / 2)) while True: goToMenu.draw(win) clock.tick(60) pygame.display.update() for event in pygame.event.get(): if event.type == pygame.QUIT: run = False pygame.quit() sys.exit() if goToMenu.hoverCheck( ) == True and event.type == MOUSEBUTTONDOWN or keys[ K_SPACE]: run = False menuLoop() if event.type == pygame.KEYDOWN: pausedDisplay.set_alpha(0) pygame.display.update() height = 384 - pausedDisplay.get_height() / 2 for x in range(3, 0, -1): pausedDisplay = txtFont.render( "%d" % (x), True, (0, 0, 0)) pausedDisplay.set_alpha(255) height += 60 win.blit(pausedDisplay, (1024 / 2 - pausedDisplay.get_width() / 2, height)) pygame.display.update() time.sleep(1) return keys = pygame.key.get_pressed() if keys[pygame.K_SPACE] or keys[pygame.K_UP] or keys[pygame.K_w]: car.boost = True iterator = iterator + 0.05 if keys[pygame.K_LEFT] or keys[pygame.K_a]: car.movingL = True if keys[pygame.K_RIGHT] or keys[pygame.K_d]: car.movingR = True if keys[pygame.K_j]: car.slow = True if keys[pygame.K_ESCAPE]: pauseScreen() redrawWindow() clock.tick(60)
import sqlalchemy import classes from sqlalchemy import create_engine from sqlalchemy.orm import sessionmaker engine = create_engine('sqlite:///datos.db', echo =False) engine.execute("select 1").scalar() Session = sessionmaker(bind=engine) session = Session() X = True Z = "" classes.user.metadata.create_all(engine) classes.player.metadata.create_all(engine) print("Creacion de personajes por usuario: ") for row in session.query(classes.user).order_by(classes.user.id): print (row.name+": ") while (Z != ""): Z = raw_input("Ingrese nombre: ") if(Z != ""): Y = input("Ingrese nivel: ") A = classes.player(Z,row.id) A.level = Y session.add(A) Z = "0" session.commit() usuario = session.query(classes.user).filter_by(name="huehue").first() print(usuario.name)
from scoring import recommend print("\n\nWelcome to Yahtzee!\n\n") player_num = int(input('How many players?\n')) players = [] scores = [] hands = [] wait = "................................." # empty list of players for n in range(player_num): if n == 0: new_name = input("Please enter a name: ") else: new_name = input("Please enter another name: ") players.append(player(new_name)) scores.append(score(new_name)) for n in range(player_num): print(f"\nPlayer {n+1} start!\n") hands.append(dice(5)) start = input('Press Enter to roll your first hand!') print(f"Your roll is.. \n\n") print(hands[n].values) for i in range(2): s = input( "\n\nEnter positions of dice you would like to re-roll. (Ex: 1,2,3) If none, type 'none'\n\n" ).lower() if s != "none":
import os import random import time from datetime import datetime from randevents import general_events, book_quotes from classes import cat, player from db import make_db, insert_db, results_db from art import splash_text, win_text, house_diagram calories = 0 move_count = -1 entry_flag = True food = 'x' c = cat() p = player() # Set up the player and kitty. Player in foyer and kitty somewhere random. def start(): make_db() cls() print splash_text print """ Welcome to Catch the Cat! In this game, the objective is to catch the cat running through the rooms. Every time you move to a new room, the cat moves too! If you land in the same room as the cat, you win! Enjoy! """ c.name = raw_input('\nType your cat\'s name and press Enter: ') p.name = raw_input('\nType your name and press Enter: ')
#7/23/2019 import sys, pygame from pygame.locals import * from classes import box, objective, player from pygame import Color import pygame import random pygame.init() clock = pygame.time.Clock() screen = pygame.display.set_mode((640, 480)) player = player() player.box.rect.center = (20, 240) objectives = [] objectives.append(objective()) objectives.append(objective()) objectives.append(objective()) count = 0 for i in objectives: i.box.rect.center = (count + 100, 240) count += 100\ def update(): pygame.event.pump() key = pygame.key.get_pressed() if key[pygame.K_LEFT]: player.move(2)
import sys if '/home/mch/Code/Python' not in sys.path: sys.path.append('/home/mch/Code/Python') import simpleguitk as simplegui import eventhandlers as e import globals frame = simplegui.create_frame('Walking Player', globals.grid_size * globals.board_size[0], globals.grid_size * globals.board_size[1]) frame.set_canvas_background('white') frame.set_draw_handler(e.draw_handler) frame.set_keydown_handler(e.keydown_handler) frame.set_keyup_handler(e.keyup_handler) cadence = simplegui.create_timer(100, e.poll_keyboard) cadence.start() globals.p = classes.player() for i in range(0,10): x = random.randrange(1, globals.board_size[0]) y = random.randrange(1, globals.board_size[1]) points = random.randint(1,5)*5 globals.targets.add(classes.target(x, y, points)) for i in range(0,2): x = random.randrange(1, globals.board_size[0]) y = random.randrange(1, globals.board_size[1]) globals.dropoff_points.add(classes.dropoff_point(x,y)) globals.barriers.add(classes.barrier((15, 10), (17, 10), (17, 15), (15, 15))) illegal_targets = set([])
import sys if '/home/mch/Code/Python' not in sys.path: sys.path.append('/home/mch/Code/Python') import simpleguitk as simplegui import eventhandlers as e import globals frame = simplegui.create_frame('Walking Player', globals.grid_size * globals.board_size[0], globals.grid_size * globals.board_size[1]) frame.set_canvas_background('white') frame.set_draw_handler(e.draw_handler) frame.set_keydown_handler(e.keydown_handler) frame.set_keyup_handler(e.keyup_handler) cadence = simplegui.create_timer(100, e.poll_keyboard) cadence.start() globals.packer = classes.player('packer', 5, 5, 'blue') globals.picker = classes.player('picker', 5, 20, 'cyan') globals.active_player = globals.packer globals.inactive_player = globals.picker for i in range(0,10): x = random.randrange(1, globals.board_size[0]) y = random.randrange(1, globals.board_size[1]) points = random.randint(1,5)*5 globals.totes.add(classes.tote(x, y, points)) for i in range(0,2): x = random.randrange(1, globals.board_size[0]) y = random.randrange(1, globals.board_size[1]) globals.dropoff_points.add(classes.dropoff_point(x,y))
gui.startFlg = 1 if (gui.startFlg == 2): classes.ser1.write('1\n'.encode()) break a.sort() while (1): if (gui.startFlg == 3): break print(1) classes.ser1.write('1\n'.encode()) for i in a: globals()['p{}'.format(i)] = classes.player(gui.startMoney, 1, i) functions.pList.append(globals()['p{}'.format(i)]) if (gui.timeoutTurn == 0): gui.timeoutTurn = 500 for i in range(1, gui.timeoutTurn): for a in functions.pList: functions.turn(a) if (len(functions.pList) == 1): classes.ser1.write("2{}000000".format( functions.pList[0].number).encode()) break if ((len(functions.pList) > 1) and (gui.poormanFlg == 0)): for a in functions.pList: for b in a.estList:
def definePlayerObject(id): localobject=classes.player(id) globals()["P"+id]=localobject
is_cow2_sick = False is_cow3_sick = False is_cow4_sick = False is_cow5_sick = False cow1_dead = False cow2_dead = False cow3_dead = False cow4_dead = False cow5_dead = False onAboutPage = False backButtonHovered = False backButtonPushed = False continueToGame = False ################# create sprites ###################### spritey_da_sprite = player("sprite.png", 400, 300) spritey_da_sprite.resize(90, 85) lazer1 = sprite("bullet.png", 0, 0) lazer1.resize(bulletRadius * 2, bulletRadius * 2) background = sprite("background.png", 0, 0) background.resize(800, 600) enemy1 = enemy("gmo.png", 0, 0, 1, enemyMinSpeed, enemyMaxSpeed) enemy1.resize(70, 70) enemy1.ranPos() enemy2 = enemy("gmo.png", 0, 0, 1, enemyMinSpeed, enemyMaxSpeed) enemy2.resize(70, 70) enemy3 = enemy("gmo.png", 0, 0, 1, enemyMinSpeed, enemyMaxSpeed) enemy3.resize(70, 70) enemy4 = enemy("gmo.png", 0, 0, 1, enemyMinSpeed, enemyMaxSpeed) enemy4.resize(70, 70) enemy5 = enemy("gmo.png", 0, 0, 1, enemyMinSpeed, enemyMaxSpeed)