STEPS = 10 #Initialize a points collection #Point(x,y,s): s == 0 is self point, s == 1 is opponent point #You must make sure there is no two points of the same position! points = Points(); game = Game(steps = STEPS) for i in range(STEPS): print("Playing red for round {}".format(i)) pt = game.Play(points) points.append(Point(pt[0],pt[1],0)) vor = Voronoi(points) print("Red placed a stone at {}".format(pt)) print("Current area: {}".format(game.Area(points, vor.polygons))) game.Draw(points, vor.polygons) print("Playing blue for round {}".format(i)) reverse(points) pt = game.Play(points) points.append(Point(pt[0],pt[1],0)) reverse(points) vor = Voronoi(points) print("Blue placed a stone at {}".format(pt)) print("Current area: {}".format(game.Area(points, vor.polygons))) game.Draw(points, vor.polygons) areas, areao = game.Area(points,vor.polygons) if areas > areao: print("Red wins at {}!".format(areas/1e6)) else:
pygame.display.set_caption('Net Bomb (v1.0)') game = Game(screen) time_elapsed = 0.0 time_last = time.clock() time_step = 0.01 while True: time_current = time.clock() time_elapsed = time_current - time_last time_last = time_current # We want our simulation to advance by a given time step regardless of our frame-rate. time_remaining = time_elapsed while time_remaining > 0.0: time_delta = time_step if time_step < time_remaining else time_remaining game.Advance(time_delta) time_remaining -= time_delta for event in pygame.event.get(): if event.type == pygame.QUIT: print(game.score) sys.exit() else: game.HandleEvent(event) game.Draw(time_elapsed) pygame.display.flip()