def test_make_crevasse(self): for i in range(1): crevasse.seed = i print( fort.add_forts( resource.add_resources( crevasse.make_crevasse(world.Map(101, 50)))).draw())
def test_mutate(self): m = world.Map(150, 50) m = ca.init_map(m, 0.45) print(m.draw()) for i in range(3): m = ca.mutate(m, 5, 0) print("itr #{}".format(str(i))) print(m.draw()) for ii in range(3): m = ca.mutate(m, 5, -1) print("itr #{}".format(str(3 + ii))) print(m.draw())
def newgame(): """Get player name and create new world""" global worldmap global player print "\n" while True: playername = raw_input("Enter your name: ") if len(playername) < 2: print "Name must be at least two characters long." else: player = characters.Player(playername) break worldmap = world.Map() print "Prepare to begin your journey..." raw_input("Press \"Enter\" to continue...")
def test_init(self): m = world.Map(8, 4) n = ca.init_map(m, 0.45) self.assertNotEqual(m.data, n.data)
def test_draw(self): m = world.Map(8, 4) print(m.draw())
def main_loop(render, players_count, map_name): play_map = world.Map() play_map.load(map_path(map_name)) players = [] for i in xrange(players_count): player = Player() player.name = 'Player %d' % i players.append(player) keyboard_controllers = controllers.keyboard_controls() pygame.joystick.init() for i in xrange(pygame.joystick.get_count()): if i >= len(players): break j = pygame.joystick.Joystick(i) j.init() players[i].controller = controllers.Gamepad(j) for player in players: if player.controller is not None: continue player.controller = keyboard_controllers.next() for i, position in enumerate(play_map.player_starts): if i >= players_count: break tank = Tank(position, play_map) players[i].tank = tank for player in players: if player.tank is None: raise Exception("Not enough start points for players!") game_world = world.World(play_map, players) eventer = EventManager() clock = pygame.time.Clock() while 42: deltat = clock.tick(FRAMES) events = eventer.get_events() if eventer.game_stopped(): stats = game_world.get_end_game_stats() render.draw_end_game_screen("You Gave Up! Why?", stats) break if eventer.toggled_full_screen(): render.toggle_full_screen() game_state = game_world.tick(deltat, events) if game_state == GAME_OVER: stats = game_world.get_end_game_stats() render.draw_end_game_screen("GAME OVER. You've lost!", stats) break if game_state == GAME_WON: stats = game_world.get_end_game_stats() render.draw_end_game_screen("Yey! You've won!", stats) break render.draw(game_world.get_drawables()) time.sleep(3)