def __init__(self, bname, battract, bintellij, bbudget, btypes, battractReq): Boy.__init__(self, bname, battract, bintellij, bbudget, btypes, battractReq) self.bstatus = False self.bhappiness = 0 self.gf = ''
def enter(): global back back = Back() game_world.add_object(back, 0) global stage_one_back stage_one_back = Stage_one_Back() game_world.add_object(stage_one_back, 0) # global ladders # ladders = [Ladder(ladder_position[i]) for i in range(2)] # for ladder in ladders: # ladder.set_background(stage_one_back) # game_world.add_objects(ladders, 1) global boy boy = Boy() game_world.add_object(boy, 2) global mooks mooks = [Mook(mook_position[i]) for i in range(6)] for mook in mooks: mook.set_background(stage_one_back) game_world.add_objects(mooks, 4) stage_one_back.set_center_object(boy) boy.set_background(stage_one_back) global ui ui= Ui() game_world.add_object(ui, 6)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls balls = [Ball() for i in range(10)] game_world.add_objects(balls, 1) background.set_center_object(boy) boy.set_background(background) balls[0].set_background(background) balls[1].set_background(background) balls[2].set_background(background) balls[3].set_background(background) balls[4].set_background(background) balls[5].set_background(background) balls[6].set_background(background) balls[7].set_background(background) balls[8].set_background(background) balls[9].set_background(background)
def enter(): global boy, ghost boy = Boy() ghost = Boy() grass = Grass() game_world.add_object(grass, 0) game_world.add_object(boy, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) background.set_center_object(boy) # 백그라운드에 boy를 알려줌 boy.set_background(background) # boy에 백그라운드를 알려줌
def get_boy_list(): """ Autogenerates a random boy list :return: """ boy_data = [] for i in range(1, 30): boy_data.append(Boy(str(i)+'miser', random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 10000), 'miser')) boy_data.append(Boy(str(i)+'generous', random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 10000), 'generous')) boy_data.append(Boy(str(i)+'geek', random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 1000), random.randint(1, 10000), 'geek')) return boy_data
def enter(): global boy boy = Boy() bg = Background() boy.bg = bg bg.target = boy game_world.add_object(bg, game_world.layer_bg) game_world.add_object(boy, game_world.layer_player)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) background.set_center_object(boy) boy.set_background(background)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global back back = FixedBackground() back.set_center_object(boy) boy.set_background(back) game_world.add_object(back, 0) global balls balls = [Ball(back) for i in range(100)] game_world.add_objects(balls, 1)
def enter(): global back_music image = load_image('ui\\title.png') back_music = load_music('Music\\ingame_Bgm.mp3') back_music.set_volume(64) back_music.repeat_play() get_time() global boy, boy1, grass, Inventory, bullet, score bullet = Bullet() boy = Boy() boy1 = Boy() score = game_Score() Inventory = inventory() grass = Grass() boy.Get_maptile(grass.line) boy1.Get_maptile(grass.line) boy.Get_inven(Inventory) boy1.Get_inven(Inventory) game_world.add_object(grass, 0) game_world.add_object(score, 0) game_world.add_object(Inventory, 0) game_world.add_object(boy, 1) game_world.add_object(boy1, 1) global Monster
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) background.set_center_object(boy) boy.set_background(background) global balls balls = [Ball() for i in range(100)] game_world.add_objects(balls, 1)
def enter(): global boy, ball_list ball_list = [BigBall() for i in range(100)] boy = Boy() game_world.add_object(boy, 1) for i in ball_list: game_world.add_object(i, 1) global background background = Background() game_world.add_object(background, 0) background.set_center_object(boy) boy.set_background(background) ball_list[0].set_background(background)
def create_world(): global boy, grass, balls, crowns, eventback boy = Boy() balls = [Ball() for i in range(10)] crowns = Crown() grass = Grass() eventback = EventBackground()
def enter(): global boy, grass boy = Boy() grass = Grass() game_world.add_object(grass, game_world.layer_bg) game_world.add_object(boy, game_world.layer_player)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) for i in range(100): ball = Ball() game_world.add_object(ball, 1) ball.set_center_object(boy) background.set_center_object(boy) boy.set_background(background)
def create_world(): global boy, grass, balls, big_balls boy = Boy() big_balls = [BigBall() for i in range(10)] balls = [Ball() for i in range(10)] balls = big_balls + balls grass = Grass()
def create_world(): global boy, background boy = Boy() background = Background() background.set_center_object(boy) boy.set_background(background)
def enter(): global boy global Die boy = Boy() grass = Grass() game_world.add_object(grass, 0) game_world.add_object(boy, 1)
def main(): randomInputGenerate() BoyCsv = open('./boys.csv') GirlCsv = open('./girls.csv') Boys = csv.reader(BoyCsv,delimiter = ",") Girls = csv.reader(GirlCsv,delimiter = ",") Blist = [] Glist = [] for row in Boys: Blist += [Boy(row[0],int(row[1]),int(row[2]),row[3],int(row[4]),int(row[5]))] BoyCsv.close() for row in Girls: Glist += [Girl(row[0],int(row[1]),int(row[2]),row[3],int(row[4]))] GirlCsv.close() logging.info('Started pairing up') for g in Glist: for b in Blist: logging.info('Girl '+g.name+' is checking on '+b.name) if (b.isEligible(g.maintainanceBudget,g.attractiveness)) and (g.isEligible(b.budget)) and (b.status == 'single') and (g.status == 'single'): b.status = 'commited' g.status = 'commited' b.gf = g.name g.bf = b.name logging.info(g.name+' is commited to '+b.name) break for g in Glist: if(g.status == 'single'): print(g.name+' is single') else: print(g.name+' is commited to '+g.bf)
def create_new_world(): global boy, zombies boy = Boy() zombies = [Zombie() for i in range(100)] game_world.add_object(boy, 1) game_world.add_objects(zombies, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) ground = Ground() game_world.add_object(ground, 0)
def create_world(): global boy, background, zombies, lizards, octopuses, hearts boy = Boy() background = Background(600, 600) hearts = [Heart() for i in range(5)] zombies = [Zombie() for i in range(4)] lizards = [Lizard() for i in range(4)] octopuses = [Octopus() for i in range(4)]
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls balls = [Ball() for i in range(ball_num)] game_world.add_objects(balls, 1) background.set_center_object(boy) #상호참조 boy.set_background(background) for i in range(ball_num): balls[i].set_background(background)
def enter(): global boy boy = Boy() grass = Grass() bird = Bird() game_world.add_object(grass, 0) game_world.add_object(boy, 1) game_world.add_object(bird, 1)
def enter(): global boy, grass, fire boy = Boy() grass = Grass() fire = Ball() game_world.add_object(grass, 0) game_world.add_object(boy, 1) game_world.add_object(fire, 1)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global grass grass = Grass() game_world.add_object(grass, 0)
def enter(): global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global balls balls = [FixedBall() for i in range(100)] game_world.add_objects(balls, 1) background.set_center_object(boy) # 백그라운드에 boy를 알려줌 boy.set_background(background) # boy에 백그라운드를 알려줌 for ball in balls: ball.set_background(background)
def __init__(self): super(Game,self).__init__() self.scene=Scene() self.view=View() generate_level(self.scene,3000,0.5) self.boy=Boy() self.boy.set_position(32,300) self.scene.add(self.boy) self.keys=[]
def enter(): global boy, grass, bong, mx, my mx, my = 0, 0 boy = Boy() grass = Grass() bong = Bong() game_world.add_object(grass, game_world.layer_bg) game_world.add_object(boy, game_world.layer_player) game_world.add_object(bong, game_world.layer_obstacle)
def enter(): global Sound2 Sound2 = load_wav('pickup.wav') global boy boy = Boy() game_world.add_object(boy, 1) global background background = Background() game_world.add_object(background, 0) global ba ba = [Ball() for i in range(100)] game_world.add_objects(ba, 1) background.set_center_object(boy) boy.set_background(background)
class Game(Application): def __init__(self): super(Game,self).__init__() self.scene=Scene() self.view=View() generate_level(self.scene,3000,0.5) self.boy=Boy() self.boy.set_position(32,300) self.scene.add(self.boy) self.keys=[] def loop(self,dt): #dt=0.033 self.scene.advance(dt) vy=self.view.get_position().y self.view.set_position(vector2(self.boy.get_position().x-300,vy)) self.draw() return True def draw(self): get_screen().fill((0,0,0)) self.scene.draw(self.view)
def initAgents(self, world): self.agentlayer = world.map.getLayer('TechdemoMapGroundObjectLayer') world.agentlayer = self.agentlayer self.boy = Boy(TDS, world, 'PC:boy', self.agentlayer) self.game.instance_to_agent[self.boy.agent.getFifeId()] = self.boy self.boy.start() self.agent_list.append(self.boy) self.girl = Girl(TDS, world, 'PC:girl', self.agentlayer, self) self.game.instance_to_agent[self.girl.agent.getFifeId()] = self.girl self.girl.start() self.agent_list.append(self.girl) self.wizard = Wizard(TDS, world, 'PC:wizard', self.agentlayer, self) self.game.instance_to_agent[self.wizard.agent.getFifeId()] = self.wizard self.wizard.start() self.agent_list.append(self.wizard) self.beekeepers = create_anonymous_agents(TDS, world, 'beekeeper', self.agentlayer, Beekeeper) for beekeeper in self.beekeepers: self.game.instance_to_agent[beekeeper.agent.getFifeId()] = beekeeper beekeeper.start() self.agent_list.append(beekeeper) self.cage = Cage(TDS, world, 'sword_crate', self.agentlayer) self.game.instance_to_agent[self.cage.agent.getFifeId()] = self.cage self.cage.start() self.agent_list.append(self.cage) self.bees = [] for i in range(1, 8): bee = code.agents.bee.Bee(TDS, world, 'NPC:bee:0{}'.format(i), self.agentlayer, self) self.bees.append(bee) self.game.instance_to_agent[bee.agent.getFifeId()] = bee bee.start() self.agent_list.append(bee) self.warrior = Warrior(TDS, world, 'PC:warrior', self.agentlayer) self.game.instance_to_agent[self.warrior.agent.getFifeId()] = self.warrior self.warrior.start() self.agent_list.append(self.warrior) self.chemist = Chemist(TDS, world, 'NPC:chemist', self.agentlayer) self.game.instance_to_agent[self.chemist.agent.getFifeId()] = self.chemist self.chemist.start() self.agent_list.append(self.chemist) self.playableAgent = [] self.reset()
#!/usr/bin/env python # -*- coding: utf-8 -*- from boy import Boy b = Boy() b.name = 'sssss' print b.name # b.name = 'cherry' print b.age # b.age = 19
class AgentManager(): def __init__(self, world): self.player = 0 self.player_faces = ['gui/images/hud_boy.png', 'gui/images/hud_girl.png', 'gui/images/hud_warrior.png', 'gui/images/hud_wizard.png'] self.agent_list = [] self.game = code.game.Game.getGame() """ Intializes all the agents. All these instances are also added to the self.agent_list list to simplify the searches by name or id. """ def initAgents(self, world): self.agentlayer = world.map.getLayer('TechdemoMapGroundObjectLayer') world.agentlayer = self.agentlayer self.boy = Boy(TDS, world, 'PC:boy', self.agentlayer) self.game.instance_to_agent[self.boy.agent.getFifeId()] = self.boy self.boy.start() self.agent_list.append(self.boy) self.girl = Girl(TDS, world, 'PC:girl', self.agentlayer, self) self.game.instance_to_agent[self.girl.agent.getFifeId()] = self.girl self.girl.start() self.agent_list.append(self.girl) self.wizard = Wizard(TDS, world, 'PC:wizard', self.agentlayer, self) self.game.instance_to_agent[self.wizard.agent.getFifeId()] = self.wizard self.wizard.start() self.agent_list.append(self.wizard) self.beekeepers = create_anonymous_agents(TDS, world, 'beekeeper', self.agentlayer, Beekeeper) for beekeeper in self.beekeepers: self.game.instance_to_agent[beekeeper.agent.getFifeId()] = beekeeper beekeeper.start() self.agent_list.append(beekeeper) self.cage = Cage(TDS, world, 'sword_crate', self.agentlayer) self.game.instance_to_agent[self.cage.agent.getFifeId()] = self.cage self.cage.start() self.agent_list.append(self.cage) self.bees = [] for i in range(1, 8): bee = code.agents.bee.Bee(TDS, world, 'NPC:bee:0{}'.format(i), self.agentlayer, self) self.bees.append(bee) self.game.instance_to_agent[bee.agent.getFifeId()] = bee bee.start() self.agent_list.append(bee) self.warrior = Warrior(TDS, world, 'PC:warrior', self.agentlayer) self.game.instance_to_agent[self.warrior.agent.getFifeId()] = self.warrior self.warrior.start() self.agent_list.append(self.warrior) self.chemist = Chemist(TDS, world, 'NPC:chemist', self.agentlayer) self.game.instance_to_agent[self.chemist.agent.getFifeId()] = self.chemist self.chemist.start() self.agent_list.append(self.chemist) self.playableAgent = [] self.reset() """ This method checks if the first 3 bees are near the beeboxes. """ def beesAtHome(self): for bee in self.bees: if int(bee.agentName[-2:]) <= 3 and bee.mode == code.agents.bee._MODE_WILD: return False return True """ This method checks if the bees whith id >= 4 are all dead. """ def beesDead(self): for bee in self.bees: if int(bee.agentName[-2:]) >= 4 and bee.mode != code.agents.bee._MODE_DEAD: return False return True def reset(self): for p in self.playableAgent: p.reset() self.playableAgent = [self.boy, self.girl] self.active_agent = self.boy """ Returns the current active agent. """ def getActiveAgent(self): return self.active_agent """ Returns the FIFE instance of the current active agent. """ def getActiveInstance(self): return self.active_agent.agent """ Returns the current active agent's location. """ def getActiveAgentLocation(self): return self.active_agent.agent.getLocation() def getHero(self): return self.active_agent def getGirl(self): return self.girl """ Changes the current active agent. The list self.playableAgent contains all the currently playable characters. """ def toggleAgent(self, world, face_button): self.player = (self.player + 1) % len(self.playableAgent) face_button.up_image = self.player_faces[self.player] face_button.down_image = self.player_faces[self.player] face_button.hover_image = self.player_faces[self.player] for i in range(len(self.playableAgent)): self.playableAgent[i].idle() if i == self.player: self.playableAgent[i].isActive = True world.cameras['main'].attach(self.playableAgent[i].agent) world.cameras['small'].attach(self.girl.agent) self.active_agent = self.playableAgent[i] else: self.playableAgent[i].isActive = False self.playableAgent[i].follow_hero() """ Returns the Agent to the agent with a specific fifeId. """ def getAgentFromId(self, fifeId): for ag in self.agent_list: if ag.agent.getFifeId() == fifeId: return ag return None """ Returns the Agent to the agent with a specific name. """ def getAgentByName(self, name): for ag in self.agent_list: if ag.agentName == name: return ag return None """ Adds a new playable agent if it's not yet present inside the playableAgent list. """ def addNewPlayableAgent(self, name): for a in self.playableAgent: if a.agentName == name: return for a in self.agent_list: if a.agentName == name: self.playableAgent.append(a) if a.agentName != self.active_agent.agentName: a.follow_hero() def destroy(self): for a in self.agent_list: a.destroy()