Пример #1
0
class CollectFruit:

    def __init__(self):
        self.game = Game()
        self.tm = TiledMap(self.game)
        self.player = Sprite(self.game, 'b.pac_right', (4, 1), speed=4)
        self.tm.set_map(FRUITMAP)
        self.draw()
        self.events = None
        self.score = 0

    def draw(self):
        self.player.move()
        self.tm.draw()
        self.player.draw()
        self.check_player_square()

    def move(self, direction):
        if self.player.finished:
            nearpos = self.player.pos + direction
            near = self.tm.at(nearpos)
            if near == WALL_TILE:
                return
            self.player.add_move(direction)

    def check_player_square(self):
        field = self.tm.at(self.player.pos)
        if field == EXIT_TILE:
            self.game.exit()
        elif field in FRUIT:
            self.score += 100
            self.tm.set_tile(self.player.pos, '.')

    def run(self):
        self.game.event_loop(figure_moves=self.move, draw_func=self.draw)
Пример #2
0
class CollectFruit:
    def __init__(self):
        self.game = Game()
        self.tm = TiledMap(self.game)
        self.player = Sprite(self.game, 'b.pac_right', (4, 1), speed=4)
        self.tm.set_map(FRUITMAP)
        self.draw()
        self.events = None
        self.score = 0

    def draw(self):
        self.player.move()
        self.tm.draw()
        self.player.draw()
        self.check_player_square()

    def move(self, direction):
        if self.player.finished:
            nearpos = self.player.pos + direction
            near = self.tm.at(nearpos)
            if near == WALL_TILE:
                return
            self.player.add_move(direction)

    def check_player_square(self):
        field = self.tm.at(self.player.pos)
        if field == EXIT_TILE:
            self.game.exit()
        elif field in FRUIT:
            self.score += 100
            self.tm.set_tile(self.player.pos, '.')

    def run(self):
        self.game.event_loop(figure_moves=self.move, draw_func=self.draw)
Пример #3
0
class Boxes:

    def __init__(self):
        self.screen = Screen(Vector(600, 400), 'data/background.png')
        self.frame = Frame(self.screen, Rect(64, 64, 320, 320))
        tile_factory = TileFactory('data/tiles.conf')
        self.tm = TiledMap(self.frame, tile_factory)
        self.player = Sprite(self.frame, tile_factory.get('b.tail'), Vector(4, 1), speed=2)
        self.tm.set_map(BOXMAP)
        self.draw()
        self.events = None

    def draw(self):
        self.tm.draw()
        self.player.draw()
        pygame.display.update()

    def move(self, direction):
        nearpos = self.player.pos + direction
        farpos = nearpos + direction
        near = self.tm.at(nearpos)
        far = self.tm.at(farpos)
        if near == '#': 
            return
        if near in 'xX' and far in '#xX': 
            return
        else:
            # move possible
            moves = MoveGroup()
            self.player.add_move(direction)
            moves.add(self.player)
            if near in 'xX':
                # crate moved
                floor = near=='x' and '.' or '*'
                insert = far=='*' and 'X' or 'x'
                moves.add(MapMove(self.tm, nearpos, direction, 1, floor_tile=floor, insert_tile=insert))

        wait_for_move(moves, self.screen, self.draw, 0.01)

        self.tm.cache_map()
        self.draw()
        self.check_complete()

    def check_complete(self):
        s = self.tm.get_map()
        if s.count('X') == 4:
            print("\nCongratulations!\n")
            time.sleep(2)
            self.events.exit_signalled()

    def run(self):
        self.events = EventGenerator()
        self.events.add_listener(FigureMoveListener(self.move))
        self.events.add_listener(ExitListener(self.events.exit_signalled))
        with draw_timer(self, self.events):     
            self.events.event_loop()
Пример #4
0
class SlidingPuzzle:
    def __init__(self):
        self.game = Game()
        self.tm = TiledMap(self.game)
        self.gap = Vector(4, 4)
        self.tm.set_map(PUZZLEMAP)
        self.tm.draw()
        self.events = None
        self.game.frame.print_text("Build horizontal rows", (0, 220))
        pygame.display.update()
        self.game.event_loop(figure_moves=self.move)

    def move(self, direction):
        start = self.gap - direction
        if self.tm.at(start) == '#':
            return
        move = MapMove(self.tm, start, direction, 2)
        self.game.wait_for_move(move, self.tm.draw, 0.01)
        self.gap = start
        self.check_complete()

    def get_same(self, row):
        counter = Counter(row)
        return counter.most_common(1)[0][1]

    def check_complete(self):
        s = self.tm.get_map()
        rows = s.split('\n')
        same = [self.get_same(row) for row in rows[1:5]]
        if sum(same) == 15:
            self.game.frame.print_text("Congratulations", (0, 220))
            pygame.display.update()
            time.sleep(3)
            self.game.exit()
Пример #5
0
class SlidingPuzzle:

    def __init__(self):
        self.game = Game()
        self.tm = TiledMap(self.game)
        self.gap = Vector(4, 4)
        self.tm.set_map(PUZZLEMAP)
        self.tm.draw()
        self.events = None
        self.game.frame.print_text("Build horizontal rows", (0, 220))
        pygame.display.update()
        self.game.event_loop(figure_moves=self.move)

    def move(self, direction):
        start = self.gap - direction
        if self.tm.at(start) == '#':
            return
        move = MapMove(self.tm, start, direction, 2)
        self.game.wait_for_move(move, self.tm.draw, 0.01)
        self.gap = start
        self.check_complete()

    def get_same(self, row):
        counter = Counter(row)
        return counter.most_common(1)[0][1]

    def check_complete(self):
        s = self.tm.get_map()
        rows = s.split('\n')
        same = [self.get_same(row) for row in rows[1:5]]
        if sum(same) == 15:
            self.game.frame.print_text("Congratulations", (0, 220))
            pygame.display.update()
            time.sleep(3)
            self.game.exit()
Пример #6
0
class Boxes:

    def __init__(self):
        self.game = Game()
        self.tm = TiledMap(self.game)
        self.player = Sprite(self.game, 'b.tail', (4, 1), speed=4)
        self.tm.set_map(BOXMAP)

    def draw(self):
        self.tm.draw()
        self.player.draw()

    def move(self, direction):
        nearpos = self.player.pos + direction
        farpos = nearpos + direction
        near = self.tm.at(nearpos)
        far = self.tm.at(farpos)
        if near == '#':
            return
        if near in 'xX' and far in '#xX':
            return
        else:
            # move possible
            self.player.add_move(direction)
            moves = [self.player]
            if near in 'xX':
                # crate moved
                floor = '.' if near == 'x' else '*'
                insert = 'X' if far == '*' else 'x'
                moves.append(MapMove(self.tm, nearpos, direction, 4,
                          floor_tile=floor, insert_tile=insert))
            self.game.wait_for_move(moves, self.draw, 0.02)

        self.draw()
        self.check_complete()

    def check_complete(self):
        s = self.tm.get_map()
        if s.count('X') == 4:
            print("\nCongratulations!\n")
            time.sleep(2)
            self.game.exit()

    def run(self):
        self.game.event_loop(figure_moves=self.move, draw_func=self.draw)
Пример #7
0
class CollectFruit:

    def __init__(self, screen):
        self.screen = screen
        self.frame = Frame(self.screen, Rect(64, 64, 320, 320))
        tile_factory = TileFactory('data/tiles.conf')
        self.tm = TiledMap(self.frame, tile_factory)
        self.player = Sprite(self.frame, tile_factory.get('b.pac_right'), Vector(4, 1), speed=2)
        self.tm.set_map(FRUITMAP)
        self.draw()
        self.events = None
        self.score = 0

    def draw(self):
        self.tm.draw()
        self.player.draw()
        pygame.display.update()

    def move(self, direction):
        nearpos = self.player.pos + direction
        near = self.tm.at(nearpos)
        if near == '#':
            return
        self.player.add_move(direction)
        wait_for_move(self.player, self.screen, self.draw, 0.01)
        self.check_player_square()

    def check_player_square(self):
        field = self.tm.at(self.player.pos)
        if field == '*':
            time.sleep(1)
            self.events.exit_signalled()
        elif field in 'abcdefgh':
            self.score += 100
            self.tm.set_tile(self.player.pos, '.')
            self.tm.cache_map()
            self.draw()

    def run(self):
        self.events = EventGenerator()
        self.events.add_listener(FigureMoveListener(self.move))
        self.events.add_listener(ExitListener(self.events.exit_signalled))
        with draw_timer(self, self.events):
            self.events.event_loop()
Пример #8
0
class Traversal(Game):
    def __init__(self):
        super().__init__()
        self.map = TiledMap(self.tiles, PUZZLEMAP, offset=Vector(50, 50))
        self.sprite = TileSprite(self.tiles['b.pac_right'],
                                 Vector(0, 0),
                                 speed=2,
                                 offset=Vector(50, 10 * 32 + 50))
        self.trees_counted = 0
        self.path = DEFAULT_PATH.copy()

    def next_move(self):
        if not self.path:
            self.path = DEFAULT_PATH.copy()
            if self.map.at(self.sprite.pos) == '#':
                self.trees_counted += 1
                self.map.set(self.sprite.pos, 'a')
                print('TREE!')

        vec = self.path.pop(0)
        self.sprite.add_move(vec)

    def check_complete(self):
        if self.sprite.pos.y == self.map.size.y - 1:
            print(self.trees_counted)
            self.exit()

    def on_draw(self):
        """automatically called to draw everything"""
        arcade.start_render()
        self.map.draw()
        self.sprite.draw()

    def update(self, delta_time):
        """automatically called every frame"""
        if self.sprite.is_moving:
            self.sprite.update()
        else:
            self.next_move()
            self.check_complete()
Пример #9
0
class SlidingPuzzle:

    def __init__(self):
        self.screen = Screen(Vector(350, 350), 'data/background.png')
        frame = Frame(self.screen, Rect(64, 64, 320, 320))
        tile_factory = TileFactory('data/tiles.conf')
        self.tm = TiledMap(frame, tile_factory)
        self.gap = Vector(4, 4)
        self.tm.set_map(PUZZLEMAP)
        self.tm.draw()
        self.events = None
        pygame.display.update()

    def move(self, direction):
        start = self.gap - direction
        if self.tm.at(start) == '#':
            return
        move = MapMove(self.tm, start, direction, 2)
        wait_for_move(move, self.screen, self.tm.draw, 0.01)
        self.gap = start
        self.check_complete()

    def get_same(self, row):
        counter = Counter(row)
        return counter.most_common(1)[0][1]

    def check_complete(self):
        s = self.tm.get_map()
        rows = s.split('\n')
        same = [self.get_same(row) for row in rows[1:5]]
        if sum(same) == 15:
            print("\nCongratulations!\n")
            self.events.exit_signalled()

    def run(self):
        self.events = EventGenerator()
        self.events.add_listener(FigureMoveListener(self.move))
        self.events.event_loop()
Пример #10
0
class MazeGame:

    def __init__(self):
        self.game = Game()
        self.map = TiledMap(self.game)
        self.map.set_map(MAZE)
        self.fruechte = self.fruechte_zaehlen(MAZE)
        self.sprite = Sprite(self.game, 'b.pac_right', (1, 1), speed=4)
        self.geist = Sprite(self.game, 'b.ghost_center', (8, 8), speed=4)
        self.game.event_loop(figure_moves=self.move,
                             draw_func=self.draw)        

    def fruechte_zaehlen(self, level):
        """Zählt die einzusammelnden Obststücke"""
        return len([c for c in level if c in "abcdefgh"])

    def draw(self):
        """
        Alles bewegen und zeichnen. 
        Wird von event_loop() regelmäßig aufgerufen
        """ 
        self.map.draw()
        self.sprite.move()
        self.sprite.draw()
        self.geist_bewegen()
        self.geist.draw()
        self.frucht_fressen()
        self.kollision()
    
    def geist_bewegen(self):
        """Bewegt den Geist, aber nicht durch Wände"""
        if self.geist.finished:
            richtung = random.choice([UP, DOWN, LEFT, RIGHT])
            neues_feld = self.geist.pos + richtung
            if self.map.at(neues_feld) != '#':
                self.geist.add_move(richtung)
        self.geist.move()

    def kollision(self):
        """Prüft, ob Geist und Spieler auf dem gleichen Feld sind."""
        if self.sprite.pos == self.geist.pos:
            self.game.frame.print_text('VERLOREN!!!', (50, 400))
            pygame.display.update()
            time.sleep(5)
            self.game.exit()
            
    def frucht_fressen(self):
        """Mampft ein Obststück weg"""
        if self.map.at(self.sprite.pos) in 'abcdefgh':
            self.map.set_tile(self.sprite.pos, '.')
            self.fruechte -= 1
            if self.fruechte == 0:
                self.game.frame.print_text('GEWONNEN!!!', (50, 400))
                pygame.display.update()
                time.sleep(5)
                self.game.exit()

    def move(self, direction):
        """Bewegt die Spielfigur. Wird von event_loop()
        aufgerufen, wenn Pfeiltaste gedrückt"""
        neues_feld = self.sprite.pos + direction
        if self.sprite.finished and \
           not self.map.at(neues_feld) == '#':
            self.sprite.add_move(direction)
Пример #11
0
class FrutrisLevel:

    def __init__(self, game, level):
        self.tmap = TiledMap(game)
        self.tmap.set_map(level)

    def insert(self, pos, fruit):
        self.tmap.set_tile(pos, fruit)

    def is_pos_in_box(self, pos):
        if (0 <= pos.x < self.tmap.size.x) and \
           (0 <= pos.y < self.tmap.size.y):
            return True

    def are_positions_empty(self, positions):
        for pos in positions:
            if self.tmap.at(pos) != '.':
                return False
        return True

    def trace_multiplets(self, pos, trace, char, taboo):
        """Recursively looks for quartets of identical bricks."""
        if not self.is_pos_in_box(pos) \
            or pos in taboo \
            or self.tmap.at(pos) != char or pos in trace:
            return
        trace.add(pos)
        self.trace_multiplets(pos + LEFT, trace, char, taboo)
        self.trace_multiplets(pos + RIGHT, trace, char, taboo)
        self.trace_multiplets(pos + DOWN, trace, char, taboo)

    def find_multiplets(self):
        """Returns a list of multiplet positions"""
        multiplets = FruitMultiplets()
        taboo = []
        for x in range(1, self.tmap.size.x - 1):
            for y in range(self.tmap.size.y):
                pos = Vector(x, y)
                if self.tmap.at(pos) in ('.', '#'):
                    continue
                found = set()
                char = self.tmap.at(pos)
                self.trace_multiplets(pos, found, char, taboo)
                if len(found) >= 4:
                    multiplets.add_multiplet(found)
                    taboo.extend(found)
        return multiplets

    def get_dropped_bricks(self):
        moves = []
        for x in range(self.tmap.size.x):
            pos = Vector(x, self.tmap.size.y - 1)
            while pos.y > 0:
                pos_above = pos + UP
                if self.tmap.at(pos) == '.' and self.tmap.at(pos_above) != '.':
                    moves.append(MapMove(self.tmap, pos_above, DOWN, speed=4))
                pos = pos_above
        return MoveGroup(moves)

    def get_explosions(self, multiplets):
        explosions = []
        for pos in multiplets.get_positions():
            self.tmap.set_tile(pos, '.')
            explosions.append(AnimatedTile(EXPLOSION, self.tmap.tile_factory, self.tmap.frame, pos))
        if len(explosions) == 0:
            return None
        explosions = MoveGroup(explosions)
        return explosions

    def box_overflow(self):
        if self.get_stack_size() == self.tmap.size.y - 1:
            return True

    def get_stack_size(self):
        """Returns height of the fruit stack."""
        y = 0
        while y < self.tmap.size.y:
            for x in range(1, self.tmap.size.x - 1):
                char = self.tmap.at((x, y))
                if char != '.':
                    return self.tmap.size.y - y - 1
            y += 1
        return 0

    def draw(self):
        self.tmap.draw()