def get(): """ Return the next character in textFile. """ global lastIndex, sourceIndex, lineIndex, colIndex sourceIndex += 1 # increment the index in textFile # maintain the line count if sourceIndex > 0: if textFile[sourceIndex - 1] == "\n": # The previous character in textFile was a newline # character. So... we're starting a new line. # Increment lineIndex and reset colIndex. lineIndex += 1 colIndex = -1 colIndex += 1 if sourceIndex > lastIndex: # We've read past the end of textFile. # Return the ENDMARK character. char = Character(ENDMARK, lineIndex, colIndex, sourceIndex, textFile) else: c = textFile[sourceIndex] char = Character(c, lineIndex, colIndex, sourceIndex, textFile) return char
def get(self): """ Return the next character in sourceText. """ global lastIndex, sourceIndex, lineIndex, colIndex sourceIndex += 1 # increment the index in sourceText # maintain the line count if sourceIndex > 0: if sourceText[sourceIndex - 1] == "\n": #------------------------------------------------------- # The previous character in sourceText was a newline # character. So... we're starting a new line. # Increment lineIndex and reset colIndex. #------------------------------------------------------- lineIndex += 1 colIndex = -1 colIndex += 1 if sourceIndex > lastIndex: # We've read past the end of sourceText. # Return the ENDMARK character. char = Character(self.ENDMARK, lineIndex, colIndex, sourceIndex, sourceText) else: c = sourceText[sourceIndex] char = Character(c, lineIndex, colIndex, sourceIndex, sourceText) return char
def map(self): """ Create map """ with open("land.txt", "r") as f: i = 0 for line in f.readlines(): j = 0 for x in range(15): self.tab_land[(i, j)] = line[x] if line[x] == 'S': character = Character(self.window) character.macgiver(j, i) position_mg = [j, i] if line[x] == 'E': characters = Character(self.window) characters.guardian(j, i) self.guard_position = (j, i) if line[x] == 'W': self.walls(j, i) if line[x] == 'P': self.path_array.append((j * 20, i * 20)) j += 1 i += 1 self.generate_object() return position_mg
def __init__(self,algorithm): ''' :param path: directory path for each character :param algorithm: otsu or adaptative ''' #list of characters containing a list of each photo example self.models=[] for subdir, dirs, files in os.walk('modelos'): for file in files: name= os.path.split(subdir)[1] if name =='K': self.models.append(Character(10, os.path.join(subdir, file), algorithm)) else: self.models.append(Character(int(name), os.path.join(subdir, file), algorithm))
def __init__(self, objects, characterSpawn, size, background, filename): self.objects = objects self.filename = filename self.character = Character(characterSpawn) # TODO: use characterSpawn self.objects.append(self.character) self.camera = Camera(size * 24, background) self.camera.moveToCenter(self.character.hitBox.center)
def appStarted(app): app.gameStatus = 'start' app.ff = Character() (app.width, app.height) = (960, 720) app.platforms = [] app.enemies = [] app.bots = [] splashScreen(app) generateMap(app, app.width / 2, 300) app.projectiles = [] app.mouseAng = 0 app.charData = [] app.chaserData = [] splashScreen(app) app.bestScore = 0 characterPage(app) app.gameCounter = 0 app.rp = app.hpE.lv + app.regenE.lv + app.dmgE.lv + app.ammoE.lv + app.grenadeE.lv gameOverPage(app) createChaser(app) for i in range(0, 20): app.bots.append(Bot(500, 800 + i * 600)) app.ff.hp = 100 + 30 * app.hpE.lv app.ff.regen = 0 + 3 * app.regenE.lv app.ff.dmg = 10 + 3 * app.dmgE.lv app.ff.ammoCount = 30 + 12 * app.ammoE.lv app.ff.grenadeCount = 5 + 2 * app.grenadeE.lv
def __init__(self): self.screen = pg.display.set_mode((W, H)) self.camera = Camera(map_x_size, map_y_size) # Luego sustituir cons self.map.width, self.map.height # We create the sprite groups for the specific level and add our character and enemy class to it self.all_sprites = pg.sprite.Group(); self.events = pg.sprite.Group(); self.objects = pg.sprite.Group() self.platforms = pg.sprite.Group(); self.characters = pg.sprite.Group(); self.enemies = pg.sprite.Group() self.character = Character(); self.enemy_wolf = Wolf(); self.all_sprites.add(self.character, self.enemy_wolf) self.characters.add(self.character); self.enemies.add(self.enemy_wolf); # We add each object that will appear on the map for i in Floor: map_floor = CreateFloor(*i) self.platforms.add(map_floor) self.all_sprites.add(map_floor) for i in Fireballs: fireball = CreateFireball(*i) self.events.add(fireball) for i in Platforms: platform = CreatePlatform(*i) self.platforms.add(platform) for i in Objects: fb_exit = CreateFireballExit(*i) self.objects.add(fb_exit)
def main(): N = eval(input("Please enter the dimensions for your maze (Your maze will be N x N) ")) myMaze = Maze(N) print("The Red Square is the start") print("The Yellow Square is the key") print("The Green Square is the end") print("The Blue Circles represent the path to the key") print("The Black Circles represent the path to the end") print("The top left Cell is (0,0), x increases as you move right and y increases as you move down") print("The top left Cell is (0,0), x increases as you move right and y increases as you move down") myMaze.generateMaze() myMaze.explore(myMaze.entrance[0],myMaze.entrance[1]) #myMaze.printSolution() myMaze.Draw() myCharacter = Character(myMaze) print("You have " + str(len(myMaze.SolutionStack)-2) + " steps to reach the ending") print("You are the pink circle, you may use the arrow keys to move") gameLoop(myMaze,myCharacter) replay = input("Would you like to play again (Y/N)") if replay == "Y": myMaze.win.close() main() elif replay == "N": myMaze.win.close() quit() myMaze.win.close()
def play(self, ai, difficult=False): self.easyAI.destroy() self.hardAI.destroy() self.ai = None self.cTrav = CollisionTraverser() self.coll = CollisionHandlerEvent() self.coll.addInPattern("%fn-into-%in") self.clock = ClockObject() terrain = GeoMipTerrain("worldTerrain") terrain.setHeightfield("heightMap.png") terrain.setColorMap("colormap.png") terrain.setBruteforce(True) root = terrain.getRoot() root.reparentTo(self.render) root.setSz(1) terrain.generate() self.player = Character("models/panda-model", 0.05, (300, 300, 0), self.render, {"walk": "models/panda-walk4"}, self, self.path, 200, "player") self.addControls() self.loadUI() self.startTasks() self.accept("proj-into-player", self.player.changeLife, [-1]) self.others = dict() self.roundOv = False self.taskMgr.add(self.update, "Update") self.gameOver = False if ai: self.aiBattle(difficult)
def gameInit(self): # make game board 0~16 self.boards.append(Board(0, 1, "정문", self.texArr)) self.boards.append(Board(1, 0, "넉터", self.texArr)) self.boards.append(Board(2, 0, "제6 공학관", self.texArr)) self.boards.append(Board(3, 0, "인문관", self.texArr)) self.boards.append(Board(4, 0, "대학본부", self.texArr)) self.boards.append(Board(5, 0, "제2 공학관", self.texArr)) self.boards.append(Board(6, 0, "문창회관", self.texArr)) self.boards.append(Board(7, 0, "자연대 연구실험동", self.texArr)) self.boards.append(Board(8, 0, "새벽벌도서관", self.texArr)) self.boards.append(Board(9, 0, "사회관", self.texArr)) self.boards.append(Board(10, 0, "금정회관", self.texArr)) self.boards.append(Board(11, 0, "법학관", self.texArr)) self.boards.append(Board(12, 0, "테니스장", self.texArr)) self.boards.append(Board(13, 0, "제 1도서관", self.texArr)) self.boards.append(Board(14, 0, "무지개문", self.texArr)) self.boards.append(Board(15, 0, "건설관", self.texArr)) self.dice = Dice(self.texArr) # player setting for player_no in range(4): self.player.append(Player(player_no)) # character setting for player_no in range(4): self.characters.append(Character(self, player_no, player_no)) for build_no in range(16): self.buildings.append((Building(build_no, self.texArr)))
def load_user(name: str) -> Character: """ Load the saved file for old user PARAM: name, string PRE CONDITION: User must have saved character file POST CONDITION: Succesfully load json file RETURN: Returns character that contains character information """ user_continue = True while user_continue is True: try: filename = name + ".json" with open(filename, 'r') as f_obj: user = json.load(f_obj) except FileNotFoundError: return generate_character() else: player_character = Character.Character(user["name"], user["x_coord"], user["y_coord"]) player_character.set_hp(user["hp"]) print("Welcome Back!", user["name"], "hope you are ready!!!!") return player_character
def defineCharacter(self,num): if num == 1: self.jugador = JugadorAdapter() return self.jugador elif num == 2: self.charac = Character() return self.charac
def singlePlayerInit(self): self.score += 1 self.scoreText = self.font.render("Score: " + str(self.score), True, (255, 255, 255)) # self.scoreSurface = pygame.Surface((280, 60)) # pygame.draw.rect(self.scoreSurface, (255, 255, 255), (0,0,280,60), 2) # self.scoreSurface.blit(self.scoreText, (6, 6)) self.scoreSurfaceRect = (1000, 600) self.maze = MazeRecursive(9, 16) row = random.randint(0, len(self.maze.board) - 1) col = random.randint(0, len(self.maze.board[0]) - 1) self.player = Character(row, col, self.maze.cellSize) self.playerGroup = pygame.sprite.GroupSingle(self.player) rowPsyco = random.randint(0, len(self.maze.board) - 1) colPsyco = random.randint(0, len(self.maze.board[0]) - 1) self.psycopath = Psycopath(rowPsyco, colPsyco, self.maze.cellSize, self.player, self.maze, "singlePlayer") self.psycopathGroup = pygame.sprite.GroupSingle(self.psycopath) self.darknessOn = True self.darkness = pygame.image.load("Resources/Darkness.png") w, h = self.darkness.get_size() self.darkness = pygame.transform.scale(self.darkness, (w * 2, h * 2)) self.darknessRect = None self.darknessRectUpdate()
def __init__ (self): # Config self.tps_max = 100.0 # Inicialization pygame.init() self.screen = pygame.display.set_mode((1280,720)) self.tps_clock = pygame.time.Clock() self.tps_delta = 0.0 self.player = Character(self) while True: #Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: sys.exit(0) # Ticking: self.tps_delta += self.tps_clock.tick()/1000.0 # w sekundach while self.tps_delta > 1/self.tps_max: # to w srodku wykonuje sie gdy minie 1/max_tps self.tps_delta -= 1/self.tps_max self.tick() #wywolanie tej funkcji nizej # Drawing: self.screen.fill((0,0,0)) self.draw() pygame.display.flip()
def update(self, task): self.lifeBar['value'] = self.player.currLife self.lifeBar.setValue() if self.ai is not None: self.aiLifebar['value'] = self.ai.currLife self.aiLifebar.setValue() while serverMsg.qsize() > 0: msg = serverMsg.get(False) try: print("received: ", msg, "\n") msg = msg.split() command = msg[0] if command == "myIDis": self.myPID = msg[1] elif command == "newPlayer": n = msg[1] self.others[n] = Character("models/panda-model", 0.05, (300, 300, 0), self.render, {"walk": "models/panda-walk4"}, self, self.path, 200, "play2") self.taskMgr.add(self.others[n].move, "Move" + n) elif command == "moved": PID = msg[1] if msg[2] == "y": self.others[PID].moveY(int(msg[3])) else: self.others[PID].moveZ(int(msg[3])) elif command == "fired": PID = msg[1] self.others[PID].fire() except: print("rip") serverMsg.task_done() return Task.cont
def run(self, screen, snds, textures, fonts): self.barry = barry = Character(self.character, barry, textures, snds) self.sounds = sounds self.textures = textures clock = time.Clock() self.barry.game = self running = True while running: currTime = cTime() keys = key.get_pressed() for e in event.get(): if e.type == QUIT: quit() if e.type == KEYDOWN: if e.key == K_ESCAPE: running = False # if e.key == K_SPACE: # self.propel() screen.fill((0, 0, 0)) if keys[K_SPACE]: self.up = True self.move() display.flip() clock.tick(60)
def spawnHero(heroCoords=None): global hero, heroChar, heroBox, heroSpawned, inventorySpawned if heroCoords != None: hero.moveToFront() hero.x = heroCoords[0] hero.y = heroCoords[1] else: hero = sprite(charWalkCycleRight[0], 700, 453, "hero") hero.setHP(100) heroSpawned = True inventorySpawned = True if 'heroChar' in globals() or 'heroChar' in locals(): pass else: heroChar = Character.Character() Sword = Weapon.Weapon("Sword", 260, 905, "Sprites/BlueHairedHero/sword.png", "Weapon") Sword.assignInvSlot(1) heroChar.addDimensions(Sword.spriteImage.width, Sword.spriteImage.height, heroChar.availableSlot) heroChar.addToInventory(Sword) Sword.pickedUp = True itemList.append(Sword)
def page1_result(n_clicks, input_1, input_2, input_3, input_4, input_5, input_6, input_7, input_8, input_9, input_10, input_11): if 0 < n_clicks: tags_id = [ input_1, input_2, input_3, input_4, input_5, input_6, input_7, input_8, input_9, input_10, input_11 ] character = Character.Character(tags_id) output = app.layout.children[-1].children[-1] if character.empty_check(): answer, df = character.predict() result = '당신은 {0}형 투자자입니다. 당신에게 맞는 포트폴리오를 확인해 보세요'.format( answer) pie = px.pie(df, names=df.columns[-1], values=df.columns[0]) output.children[0].children = result if len(output.children) < 3: fig = dcc.Graph(id='pie-chart') fig.figure = pie fig.figure.layout.paper_bgcolor = style[ 'pie_chart_style']['backgroundColor'] output.children.append(fig) output.style = style['pie_chart_style'] return output warning = '비어있는 항목이 있습니다! 전부 체크해 주세요' if 2 < len(output.children): output.children = output.children[:-1] output.children[0].children = warning output.style = style['pie_chart_style'] return output
def __init__(self): pathWork = os.getcwd() pathImg = os.path.join(pathWork, "images") background = os.path.join(pathImg, "bg.jpg") self.background = pygame.image.load(background) self.View = Camera.View() self.bg = self.View.bgCropped self.myFont = pygame.font.SysFont("Calibri", 14) self.fpsSprite = pygame.sprite.Sprite() self.killSprite = pygame.sprite.Sprite() self.group = pygame.sprite.RenderUpdates(self.fpsSprite, self.killSprite) self.Clock = pygame.time.Clock() self.fpsTime = 0 self.Character = Character.Character() self.charSprite = pygame.sprite.Sprite() self.charGroup = pygame.sprite.RenderUpdates(self.charSprite) self.kills = 0 self.shooting = False self.mouse = (0,0) self.Shoot = Shots.Shoot() self.shotsGroup = pygame.sprite.RenderUpdates() self.Zombies = Zombies.Zombies() self.zombieGroup = pygame.sprite.RenderUpdates() self.Objects = Objects.Objects() self.objectgroup = pygame.sprite.RenderUpdates() self.moveTime = 0 self.mouseSprite = pygame.sprite.Sprite() self.mouseSprite.image = pygame.image.load(os.path.join(pathImg, "crosshair.png")) self.mouseGroup = pygame.sprite.RenderUpdates(self.mouseSprite)
def timeit(): filename='test.dat' try: with open(filename, 'rb') as in_s: try: print "Read data from file" combat=pickle.load(in_s) char=combat.char mon=combat.mons except EOFError: pass else: pass#print 'READ: %s (%s)' % (o.name, o.name_backwards) except IOError: char=Character("Dingziran") mon=Monster("Goblin",10,1,1,1,1) combat=CombatSys(char,mon) finally: if in_s: in_s.close() n=10000 t=clock() for _ in xrange(n): combat.combat() mon.spawn() t=clock()-t print '%ds combat using %f second'%(n,t)
def main(): check = 1 still_enemies = True enemy_list = slime_generator() # generate slime enemies n_enemies = len(enemy_list) # create player character p_name = input("Enter your name: ") player = Character.Character(p_name, 20) # opening messages print() print("Welcome, {}. You have {} health. Type 'Help' for commands.".format( player.name, player.c_health)) print() if n_enemies == 1: print("Oh no! A slime has appeared!") else: print("Oh no! {} slimes have invaded!".format(n_enemies)) # main game while loop while check != 0: # check if all enemies have been defeated if len(enemy_list) == 0: print("You win! All enemies have been defeated.") break for e in enemy_list: print("{},".format(e.name), "HP = {}".format(e.c_health)) # request user input p_in = input("What would you like to do? ") check = command_checker(p_in.lower(), player, enemy_list) # test of Character methods """ player.damage(21) player.healing(20) player.damage(40) player.healing(20) # should fail to heal player.revive(20) """ # have enemies attack if player entered in valid input if check == 3: for e in enemy_list: e.normal_attack( player ) # FIXME: will want to change to random move with diff enemies if player.knockout: print("You blacked out!" ) # FIXME: change to 'your team' later on return else: print("{} has {} health. \n".format( player.name, player.c_health)) return
def enter(): global character, mouse, map, monsters global items character = Character.Character() mouse = Mouse.Mouse() map = Map.Map() monsters = [Monster.Monster() for i in range(60)] items = [Item.Item() for i in range(2)]
async def dnd(ctx, param): print('testing dnd') if param == 'party': # for c in CON.CHARACTERS: c = CON.DYLON print('testing party') char = Character.Character(c)
def init_data(self): self.characters = [Character(), Character(), Character()] self.characters[0].name = "Kerry" self.characters[1].name = "Jonothan" self.characters[ 2].name = "Azaroth, Destroyer of Gods and Devourer of Worlds" self.characters[0].player = "Liam" self.characters[1].player = "Travis" self.characters[2].player = "Tom" self.characters[0].level = 1 self.characters[1].level = 6 self.characters[2].level = 14 self.characters[0].attr.str = 3 self.characters[0].attr.dex = 17
def setUp(self): self.c = Character("bob") self.bar = Bar("Test") self.bar.add_box(Box(1)) self.bar.add_box(Box(2)) self.bar.add_box(Box(3)) self.bar.add_box(Box(4)) self.c.add_bar(self.bar)
def run(): pygame.init() screen = pygame.display.set_mode(SCREEN_SIZE, 0,32) clock=pygame.time.Clock() round=0 if len(sys.argv)!=1: filename= sys.argv[1] try: with open(filename, 'rb') as in_s: try: #char = pickle.load(in_s) #mon = pickle.load(in_s) print "Read data from file" combat=pickle.load(in_s) combat.total=0 combat.win=0 except EOFError: pass else: pass#print 'READ: %s (%s)' % (o.name, o.name_backwards) except IOError: char=Character("Dingziran") mon=M1(1) combat=CombatSys(char,mon) else: char=Character("Dingziran") mon=M1(1) combat=CombatSys(char,mon) while True: for event in pygame.event.get(): if event.type ==QUIT: with open(filename,'wb') as out_s: pickle.dump(combat,out_s) return time_passed=clock.tick(30) screen.fill((255, 255, 255)) if round==3: round=0 combat.combat() combat.render(screen) chooseMons(combat,screen) pygame.display.update() #combat.mons.spawn() round+=1
def __init__(self): self.screen = pygame.display.set_mode((800, 600)) self.back = None self.player = Character.Character() self.font = pygame.font.SysFont('Comic Sans MS', 48) self.enemy = None self.clock = pygame.time.Clock() self.FPS = 30 self.play_time = 0.0
def __init__(self): pygame.init() self.running = True self.screen = pygame.display.set_mode((width, height)) self.graph = Graph(gridWidth, gridHeight) self.player = Character("placeholder name") pygame.display.set_caption("2047") self.savefile = shelve.open('savefile')
def generate_characters(self): for i in self.preset_dic: name = i width = self.preset_dic[i][1] height = self.preset_dic[i][2] topleft = self.preset_dic[i][0] character = Character.Character(name, width, height, topleft, self._bl) self.characters.append(character) self.deploy(character)
def __init__(self, objects, characterSpawn, size, background): self.objects = objects self.characterSpawn = characterSpawn * 24 self.character = Character(self.characterSpawn) self.objects.append(self.character) self.size = size * 24 self.camera = Camera(self.size, background) self.camera.moveToCenter(self.character.hitBox.center) self.gameOver = False