示例#1
0
def main():
    # clean out previous runs
    try:
        os.system("rm *.png")
    except:
        pass
    try:
        os.system("rm boardData.csv")
    except:
        pass
    # parameters
    boardFile = 'nurikabeRep.csv'
    outputcsvFileName = 'boardData.csv'
    print("executing on a system with", cpu_count(), "cpus")
    if not debug:
        boardType = input(
            "Enter 1 for big boards, 2 for representative subset, 3 for all boards: ")
        if boardType == '1':
            boardFile = 'bigBoards.csv'
        elif boardType == '2':
            boardFile = 'nurikabeRep.csv'
        elif boardType == '3':
            boardFile = "nurikabeFull.csv"
        else:
            raise ValueError("Please enter either 1 or 2 for data options")
    if debug:
        sys.stdout = open('debugNurikabeLarge.txt', 'w')
    listOfBoards = boards(boardFile)
    startIndex = 0
    whichAmI = 0
    for board in listOfBoards:
        board.plotBoard('Initial Board ')
    solveNurikabe(listOfBoards, outputcsvFileName, whichAmI, startIndex)
import os
import time
from board import boards

flag=0
dragflag=0

ob_board = boards(31, 500)
ob_board.board_creation()
ob_board.coins_board()  
ob_board.obstacle_board()
ob_board.magnet_board()
time_shield=0
speed=0.15
time_speed=0
time_shoot_dragon=1.5
shield_ready=0
shield_flag=0
time_shield_ready=0

while(True):
    ob_board.printing_board()
    if flag == 0:
        start = time.time()
        flag=1
    if dragflag == 0:
        startdrag = time.time()
        dragflag=1
    ob_board.movemario()
    speeddetection=ob_board.ifspeedup()
    shieldetection=ob_board.ifshield()
示例#3
0
import pytest
import pygame
import board
import random
import character
y=character.Player('playerright.png',50,50)
play_list=pygame.sprite.Group()
play_list.add(y)

line_list,stair_list = board.boards().gen_board()

def test_donkey():
	try:
		a=character.Donkey('donkey.png',20,30)
	except:
		pytest.fail('Donkey Not Created')

def test_person():
	try:
		y=character.Player('playerright.png',50,50)
	except:
		pytest.fail('Player Not Created')

def test_get_pos():
	y=character.Donkey('donkey.png',20,30)
	c=0
	while c<100:
		x = random.randrange(0,900)
		z = random.randrange(0,500)
		y.rect.x=x
		y.rect.y=z
示例#4
0
        def main2(level, score, life, heart):
            fl = 0
            if level == 1:
                line_list, stair_list = board.boards().gen_board()
            else:
                line_list, stair_list = board.boards().gen_board2()

            coin_list = objects.coins('coin.png').gen_coins()
            coin_list = objects.coins('coin.png').settle_coins(
                coin_list, line_list)

            play = character.Player('playerright.png', 50, 50)
            play.rect.x = 50
            play.rect.y = 626
            play_list.add(play)

            don = character.Donkey('donkey.png', 75, 80)
            don.rect.x = 500
            don.rect.y = 98
            don.dire = 0
            c = 0
            st = 0

            img = pygame.image.load('princess.png')
            img = pygame.transform.scale(img, (50, 50))
            while True:
                ll = 0
                for event in pygame.event.get():
                    if event.type == QUIT:
                        pygame.quit()
                    elif event.type == KEYDOWN:
                        if event.key == pygame.K_RIGHT or event.key == pygame.K_d:
                            play.right()
                        elif event.key == pygame.K_LEFT or event.key == pygame.K_a:
                            play.left()
                        elif event.key == pygame.K_DOWN or event.key == pygame.K_s:
                            play.down(play_list, stair_list, fl)
                        elif event.key == pygame.K_UP or event.key == pygame.K_w:
                            play.up(fl, play_list, stair_list)
                        elif event.key == pygame.K_SPACE:
                            if fl == 0:
                                up = -26
                                fl = 1
                        elif event.key == pygame.K_q:
                            pygame.quit()
                            sys.exit()
                if fl:
                    play.rect.y += up
                    up += 13
                    if up == 26:
                        fl = 0

                if c % 45 == 0:
                    ball_list.add(
                        objects.fireball('fireball.png').gen_ball(don))

                if c % 2 == 0:
                    if don.move(don.dire, level):
                        don.dire = 1 - don.dire
                    for ball in ball_list:
                        a = ball.move_ball(ball.di, stair_list)
                        if a[1] == True:
                            ball_list.remove(ball)
                        else:
                            if a[0] == True:
                                ball.di = 1 - ball.di
                            ball_list.remove(ball)
                            ball = objects.fireball('fireball.png').getlower(
                                ball, line_list)
                            ball_list.add(ball)

                c = (c + 1) % 45
                play.rect.x, play.rect.y = play.get_lower(
                    play.rect.x, play.rect.y, line_list, stair_list, play_list,
                    fl)
                if play.rect.y == 26 and play.rect.x < 260:
                    play_list.empty()
                    ball_list.empty()
                    coin_list.empty()
                    line_list.empty()
                    stair_list.empty()
                    fontObj = pygame.font.Font('freesansbold.ttf', 64)
                    textSurfaceObj = fontObj.render(
                        "Yay!!! You saved the princess", True, Black)
                    rect = textSurfaceObj.get_rect()
                    rect.center = (500, 350)
                    DISPLAYSURF.blit(textSurfaceObj, rect)
                    score += 50
                    pygame.display.update()
                    time.sleep(3)
                    main2(3 - level, score, life, heart)
                aqw = objects.coins('coin.png').check_collision(
                    coin_list, play_list)
                score += aqw * 5
                DISPLAYSURF.fill(White)
                DISPLAYSURF.blit(bgimg, bgrect)
                if objects.fireball('fireball.png').check(
                        ball_list, play_list):
                    life -= 1
                    ball_list.empty()
                    heart[life].change()
                    play.rect.x = 150
                    play.rect.y = 626
                    score -= 25
                    score = max(score, 0)
                    if life > 0:
                        ll = 1
                        fontObj = pygame.font.Font('freesansbold.ttf', 64)
                        textSurfaceObj = fontObj.render(
                            "Life Lost", True, Black)
                        rect = textSurfaceObj.get_rect()
                        rect.center = (500, 350)
                        DISPLAYSURF.blit(textSurfaceObj, rect)
                    if life == 0:
                        st = 1
                        fontObj = pygame.font.Font('freesansbold.ttf', 64)
                        textSurfaceObj = fontObj.render(
                            "Game Over!!!", True, Black)
                        rect = textSurfaceObj.get_rect()
                        rect.center = (500, 350)
                        DISPLAYSURF.blit(textSurfaceObj, rect)

                s = 'SCORE: ' + str(score)
                fontObj = pygame.font.Font('freesansbold.ttf', 20)
                textSurfaceObj = fontObj.render(s, True, Black)
                rect = textSurfaceObj.get_rect()
                rect.center = (900, 100)
                DISPLAYSURF.blit(textSurfaceObj, rect)

                line_list.draw(DISPLAYSURF)
                stair_list.draw(DISPLAYSURF)
                coin_list.draw(DISPLAYSURF)
                ball_list.draw(DISPLAYSURF)
                play_list.draw(DISPLAYSURF)

                DISPLAYSURF.blit(img, (250, 26))
                DISPLAYSURF.blit(don.image, don.rect)

                for i in range(3):
                    DISPLAYSURF.blit(heart[i].image, heart[i].rect)
                pygame.display.update()
                if ll:
                    time.sleep(2)
                if st == 1:  #Game Over
                    del heart[0:3]
                    ball_list.empty()
                    stair_list.empty()
                    line_list.empty()
                    play_list.empty()
                    coin_list.empty()
                    time.sleep(2)
                    main()
                fpsClock.tick(FPS)