Пример #1
0
                       UIElement(UIButton,
                                 300,
                                 50,
                                 text='exit',
                                 ui_id='reconnect-exit-button')
                   ],
                                margin=Margin.only(bottom=20),
                                padding=Padding.all(50),
                                hor_layout=UI.Center,
                                ver_layout=UI.Top))

game.add_interface(
    name='game',
    interface=UI(elements=[UIElement(UILabel, 300, 100, text='', visible=0)]),
)
game.add_handler(interface_name='game',
                 handler=lambda event: quit_from_game(event, game))
game.add_handler(
    'reconnect', lambda event: change_interface(event, 'play-again-button',
                                                game, 'ip-entry'))
game.add_handler(
    'reconnect',
    lambda event: exit_button_handler(event, 'reconnect-exit-button'))
# ip entry -> game
game.add_handler(interface_name='ip-entry',
                 handler=lambda event: load_game(event, game))
# exit button (Native)
game.add_global_handler(exit_event_handler)
# run game
game.start()
Пример #2
0
def controller(strategies,
               grid_size,
               candy_ratio=1.,
               max_iter=None,
               verbose=0,
               gui_active=False,
               game_speed=None):
    # Pygame Init
    pygame.init()

    clock = pygame.time.Clock()
    if gui_active:
        gui_options = gui.Options()
        win = gui.Window(grid_size, 'Multiplayer Snake', gui_options)
        quit_game = False

    # Start Game
    game = Game(grid_size,
                len(strategies),
                candy_ratio=candy_ratio,
                max_iter=max_iter)
    # state = game.startState()
    state = game.start(strategies)
    prev_human_action = None
    game_over = False

    agent_names = [a.name for a in strategies]

    if "human" in agent_names:
        waiting = True
        while waiting:
            for event in pygame.event.get():
                if event.type == pygame.KEYDOWN:
                    waiting = False
                    break

    i_human = None
    if "human" in agent_names:
        i_human = agent_names.index("human")

    while not ((gui_active and quit_game) or ((not gui_active) and game_over)):
        # Print state
        if verbose > 0:
            state.printGrid(game.grid_size)
        # Get events
        if gui_active:
            events = pygame.event.get()
            if pygame.QUIT in [ev.type for ev in events]:
                quit_game = True
                continue

        # Compute the actions for each player following its strategy (except human)
        actions = game.agentActions()

        # Compute human strategy if necessary
        human_action = None
        if i_human is not None:
            speed = 2. if pygame.K_SPACE in [
                ev.key for ev in events if ev.type == pygame.KEYDOWN
            ] else 1.
            arrow_key = False
            for event in events:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        human_action = move.Move((-1, 0), speed)
                        arrow_key = True
                    if event.key == pygame.K_RIGHT:
                        human_action = move.Move((1, 0), speed)
                        arrow_key = True
                    if event.key == pygame.K_UP:
                        human_action = move.Move((0, -1), speed)
                        arrow_key = True
                    if event.key == pygame.K_DOWN:
                        human_action = move.Move((0, 1), speed)
                        arrow_key = True

            if not arrow_key and prev_human_action is None:
                human_action = move.Move((0, -1), speed)
            elif not arrow_key:
                human_action = prev_human_action

        # Assign human action
        if i_human is not None and i_human in list(actions.keys()):
            actions[i_human] = human_action
            prev_human_action = human_action

        if verbose > 1:
            print(state)
            print(actions)

        # Update the state
        if not game_over:
            state = game.succ(state, actions, copy=False)
        # Pause
        if game_speed:
            clock.tick(game_speed)

        # Check if game over
        game_over = game.isEnd(state)
        # if game_over:
        # win.print_message('GAME OVER')

        # Update gui
        if gui_active:
            win.updateSprites(state)
            win.refresh()

    if verbose > 0:
        state.printGrid(game.grid_size)

    return state