def main(argv=()): game = make_game(int(argv[1]) if len(argv) > 1 else 0) ui = human_ui.CursesUi( keys_to_actions={ # Basic movement. curses.KEY_UP: 0, curses.KEY_DOWN: 1, curses.KEY_LEFT: 2, curses.KEY_RIGHT: 3, -1: 4, # Do nothing. # Shoot aperture gun. 'w': 5, 'a': 6, 's': 7, 'd': 8, # Quit game. 'q': 9, 'Q': 9, }, delay=50, colour_fg=FG_COLOURS, colour_bg=BG_COLOURS) ui.play(game)
def main(argv=()): # Build a Warehouse Manager game. game = make_game(int(argv[1]) if len(argv) > 1 else 0) # Build an ObservationCharacterRepainter that will make all of the boxes in # the warehouse look the same. repainter = rendering.ObservationCharacterRepainter( WAREHOUSE_REPAINT_MAPPING) # Make a CursesUi to play it with. ui = human_ui.CursesUi(keys_to_actions={ curses.KEY_UP: 0, curses.KEY_DOWN: 1, curses.KEY_LEFT: 2, curses.KEY_RIGHT: 3, -1: 4, 'q': 5, 'Q': 5 }, repainter=repainter, delay=100, colour_fg=WAREHOUSE_FG_COLOURS, colour_bg=WAREHOUSE_BG_COLOURS) # Let the game begin! ui.play(game)
def main(argv=()): del argv # Unused. # Build an Extraterrestrial Marauders game. game = make_game() # Build an ObservationCharacterRepainter that will make laser bolts of the # same type all look identical. repainter = rendering.ObservationCharacterRepainter(LASER_REPAINT_MAPPING) # Make a CursesUi to play it with. ui = human_ui.CursesUi( keys_to_actions={ curses.KEY_LEFT: 0, curses.KEY_RIGHT: 1, ' ': 2, # shoot -1: 3, # no-op 'q': 4 }, # quit repainter=repainter, delay=300, colour_fg=COLOURS_FG, colour_bg=COLOURS_BG) # Let the game begin! ui.play(game)
def main(argv=()): # Build a Scrolly Maze game. game = make_game(int(argv[1]) if len(argv) > 1 else 0) # Make a CursesUi to play it with. ui = human_ui.CursesUi( keys_to_actions={curses.KEY_UP: 0, curses.KEY_DOWN: 1, curses.KEY_LEFT: 2, curses.KEY_RIGHT: 3, -1: 4, 'q': 5, 'Q': 5}, delay=100, colour_fg=COLOUR_FG, colour_bg=COLOUR_BG) # Let the game begin! ui.play(game)
def main(argv=()): game = make_game(int(argv[1]) if len(argv) > 1 else 0) keys_to_actions = { curses.KEY_UP: 0, curses.KEY_LEFT: 1, curses.KEY_RIGHT: 2, -1: 3, } ui = human_ui.CursesUi(keys_to_actions=keys_to_actions, delay=500, colour_fg=COLOURS) ui.play(game)
def main(argv=()): del argv # Unused. # Build a cliff-walk game. game = make_game() # Make a CursesUi to play it with. ui = human_ui.CursesUi( keys_to_actions={curses.KEY_UP: 0, curses.KEY_DOWN: 1, curses.KEY_LEFT: 2, curses.KEY_RIGHT: 3, -1: 4}, delay=200) # Let the game begin! ui.play(game)
def main(argv=()): del argv # Unused. # Build a Hello World game. game = make_game() # Log a message in its Plot object. game.the_plot.log('Hello, world!') # Make a CursesUi to play it with. ui = human_ui.CursesUi( keys_to_actions={curses.KEY_UP: 0, curses.KEY_DOWN: 1, curses.KEY_LEFT: 2, curses.KEY_RIGHT: 3, 'q': 4, 'Q': 4, -1: 5}, delay=50, colour_fg=HELLO_COLOURS) # Let the game begin! ui.play(game)
def main(argv=()): del argv # Unused. # Build a Fluvial Natation game. game = make_game() # Make a CursesUi to play it with. ui = human_ui.CursesUi(keys_to_actions={ curses.KEY_LEFT: 0, curses.KEY_RIGHT: 1, -1: 2 }, delay=200, colour_fg=COLOURS_FG, colour_bg=COLOURS_BG) # Let the game begin! ui.play(game)
def main(argv=()): game = make_game() repainter = rendering.ObservationCharacterRepainter( INVERSE_REPAINT_MAPPING) ui = human_ui.CursesUi( keys_to_actions={ # Basic movement. '1': 0, '2': 1, '3': 2, '4': 3, '5': 4, '6': 5, '7': 6, 'q': 7, -1: 8 }, repainter=repainter, delay=10) ui.play(game)
def main(argv=()): del argv # Unused. # Build an Apprehend game. game = make_game() # Build an ObservationCharacterRepainter that will make the player and the # ball look identical. repainter = rendering.ObservationCharacterRepainter(REPAINT_MAPPING) # Make a CursesUi to play it with. ui = human_ui.CursesUi(keys_to_actions={ curses.KEY_LEFT: 0, curses.KEY_RIGHT: 1, -1: 2 }, repainter=repainter, delay=500, colour_fg=COLOURS) # Let the game begin! ui.play(game)