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main.py
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167 lines (125 loc) · 5.49 KB
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#! /usr/bin/python3
import pygame
import time
class Game:
def __init__(self, window: pygame.Surface):
self.end_game = None
self.fullscreen = False
self.window = window
self.game = Engine()
self.clock = pygame.time.Clock()
self.shake = Shake()
self.timer = time.time()
self.all_sprites = pygame.sprite.Group()
self.shake_enabled = True
self.countries = Countries(self.game.countries.countries, window_size)
def start(self):
global window_size
self.turn_label = TextRect(TITLE_FONT, f"Round {self.game.turn}", GUI_COLOR)
self.turn_label.rect.topleft = (10, 10)
quit_game = lambda event: \
(event.type == pygame.QUIT) or \
(event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE)
toggle_fullscreen = lambda event: \
(event.type == pygame.KEYDOWN and event.key == pygame.K_F11)
while True:
for event in pygame.event.get():
if quit_game(event):
return None
elif toggle_fullscreen(event):
self.fullscreen = not self.fullscreen
pygame.display.toggle_fullscreen()
elif event.type == pygame.VIDEORESIZE:
window_size = event.size
pygame.display.set_mode(event.size,
(DEFAULT_FLAG | pygame.FULLSCREEN) if self.fullscreen else DEFAULT_FLAG)
self.countries.resize(event.size)
self.window.fill(BACKGROUND_COLOR)
self.turn_label.draw(self.window)
self.countries.draw(self.window)
self.all_sprites.update(self.window)
time_now = time.time()
if time_now - self.timer > TURN_LENGTH:
if not self.game.is_finished():
self.game.do_turn()
self.game.print_events()
self.animate_turn()
self.turn_label.text = f"Round {self.game.turn}"
elif self.end_game is None:
self.end_game = time.time() + 3
self.timer = time_now
if self.shake_enabled and self.shake.is_active():
self.shake.animate(self.window)
pygame.display.update()
self.clock.tick(FPS)
if self.end_game and self.end_game < time.time():
break
if self.game.countries.get_alive_count():
alive = self.game.countries.get_survivor()
print(f"{alive} is the last one standing.")
else:
alive = "No one"
print("There were no survivors.")
print()
return alive
def animate_turn(self):
for event in self.game.events["Player"]:
if event["Type"] == "Attack" and event["Success"]:
start = self.countries.get_pos(event["Source"])
end_pos = self.countries.get_pos(event["Target"])
if event["Weapon"] == Weapons.LASER:
# self.lasers.add(start, end_pos, TURN_LENGTH)
self.all_sprites.add(LaserSprite(start, end_pos, TURN_LENGTH))
else:
# self.active_weapons.add(start, end_pos, event, TURN_LENGTH)
self.all_sprites.add(ActiveWeaponSprite(start, end_pos, event, TURN_LENGTH))
for event in self.game.events["Death"]:
end_pos = self.countries.get_pos(event["Target"])
# self.particles.add(end_pos)
self.all_sprites.add(ParticleSprite(end_pos) for _ in range(100))
for event in self.game.events["Hit"]:
if event["Weapon"] == Weapons.NUKE:
self.shake.start(40)
pos = self.countries.get_pos(event["Target"])
# self.explosions.add(pos, event["Weapon"])
self.all_sprites.add(ExplosionSprite(pos, event["Weapon"]))
def show_results(final):
size = sum(final.values())
print(f'{"Bot": <15} | {"Wins": <4} | {"Perc"}')
for bot, wins in final.most_common():
perc = f'{round(100 * wins / size)}%'
print(f'{bot: <15} | {wins: <4} | {perc}')
# check if the script is being run directly (i.e. python main.py) and not imported
if __name__ == '__main__':
from resources.engine import Engine
from resources.country import Country
from resources.weapons import Weapons
from collections import Counter
pygame.init()
from settings import *
global window_size
window_size = SIZE
window = pygame.display.set_mode(window_size, DEFAULT_FLAG)
pygame.display.set_caption(TITLE)
pygame.display.set_icon(
pygame.image.load(ICON_PATH).convert_alpha()
)
from visualizer.countries import Countries
from visualizer.shake import Shake
from visualizer.text_rect import TextRect
from visualizer.weapons import ActiveWeaponSprite
from visualizer.explosions import ExplosionSprite
from visualizer.lasers import LaserSprite
from visualizer.particles import ParticleSprite
# Print error messages if not in batch mode
Country.verbose = False
results = Counter()
for i in range(NUM_ROUNDS):
print(f'Game {i + 1}')
print()
survivor = Game(window).start()
if survivor is None:
break
results[survivor] += 1
show_results(results)
pygame.quit()