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  • [模拟炉石](一)让游戏过程显示到cocos2d中

    在上篇中,如果运行了fireplace的tests/full_game.py,这个程序将一个游戏过程在终端上运行完成,可以看到整个过程,那么第一步要做的就是将这个过程显示到cocos2d创建的场景中去。

     创建一个游戏菜单场景。在testcocos.py中添加菜单,以及对应的方法。这个将是我们程序的入口。将后面需要用到的view,都放到gameview.py中。

    class MainMenu(Menu):
        def __init__(self):
            super(MainMenu, self).__init__("HearthStone")
            self.font_title['font_size'] = 72
            self.font_title['color'] = (204,164,164,255)
            self.font_item['color'] = (255,255,255,255)
            self.font_item['font_size'] = 32
            self.font_item_selected['color'] = (255,255,255,255)
            self.font_item_selected['font_size'] = 46
    
            self.menu_anchor_y = CENTER
            self.menu_anchor_x = CENTER
            items = []
            items.append(MenuItem('StartGame',self.newGame))
            items.append(MenuItem('Quit',self.on_quit))
            self.create_menu( items, shake(), shake_back())
        def newGame(self):
            import gameview
            director.push(FlipAngular3DTransition(
                gameview.get_newgame(), 1.5))
        def on_quit(self):
            pyglet.app.exit()

    入口:

    if __name__ == "__main__":
        pyglet.resource.path.append('data')
        pyglet.resource.reindex()
    
        director.init(width = 800, height=600)
        #scene
        scene = Scene()
        scene.add(MultiplexLayer(MainMenu(),),z=1)
    
        director.run(scene)

    在看看gameview.py, 有一个get_newgame()方法:

    def get_newgame():
        scene = Scene()
        scene.add(BackgroundLayer(), z=0, name = "background")
        field1 = Field()
        field1.position = 50,190
        scene.add(field1, z=1, name="field1")
        field2 = Field()
        field2.position = 50,310
        scene.add(field2, z=1, name="field2")
    
        hand1 = Hand()
        hand1.position = 50,85
        scene.add(hand1, z=1, name="hand1")
        hand2 = Hand()
        hand2.position = 50,415
        scene.add(hand2, z=1, name="hand2")
    
        #model
        model = GameModel()
        #controller
        ctrl = GameCtrl(model)
        model.set_control(ctrl)
        model.set_field(field1, field2)
        model.set_hand(hand1, hand2)
        scene.add(ctrl, z=1, name = "controller")
    
        return scene

    这个方法创建了这个游戏很多的相关的东西。比如手牌hand,场地field, 模型model, 控制器ctrl

    控制器是写在了gamectrl.py中,

    class GameCtrl(Layer):
        is_event_handler = True
        def __init__(self, model):
            super(GameCtrl, self).__init__()
            self.model = model
            #prepare game
            self.deck1 = random_draft(hero=MAGE)
            self.deck2 = random_draft(hero=WARRIOR)
            player1 = Player(name="Player1")
            player1.prepare_deck(self.deck1, MAGE)
            player2 = Player(name="Player2")
            player2.prepare_deck(self.deck2, WARRIOR)
    
            self.game = Game(players=(player1, player2))
            self.players = self.game.players
            self.player1 = self.players[0]
            self.field1 = self.player1.field
            self.hand1 = self.player1.hand
            self.player2 = self.players[1]
            self.field2 = self.player2.field
            self.hand2 = self.player2.hand
            self.game.start()
            #draw hero
            hero1 = self.game.players[0].hero
            cocosHero1 = CocosCard(hero1)
            cocosHero1.position = 350,-50
            self.add(cocosHero1, z =1)
    
            hero2 = self.game.players[1].hero
            cocosHero2 = CocosCard(hero2)
            cocosHero2.position = 350,450
            self.add(cocosHero2, z =1)
    
            for player in self.game.players:
                print("Can mulligan %r" % (player.choice.cards))
                mull_count = random.randint(0, len(player.choice.cards))
                cards_to_mulligan = random.sample(player.choice.cards, mull_count)
                player.choice.choose(*cards_to_mulligan)
            #draw cards in hand
            for player in self.game.players:
                print ("%r" % player)
                for card in player.hand:
                    print("%r" % card)
    
            self.elapsed = 0
            self.schedule(self.step)
            self.elapsed2 = 0
            self.schedule(self.drawHandsAndFields)
        def step(self, dt):
            #print("step %r" % dt)
            self.elapsed += dt
            #control step time
            if self.elapsed > 1:
                self.elapsed = 0
                try:
                    self.nextStep()
                except GameOver:
                    print ("GAME OVER")
                    self.unschedule(self.step)
        def nextStep(self):
            player = self.game.current_player
            heropower = player.hero.power
            if heropower.is_usable() and percent_chance(10):
                if heropower.has_target():
                    heropower.use(target=random.choice(heropower.targets))
                else:
                    heropower.use()
            # iterate over our hand and play whatever is playable
            for card in player.hand:
                if card.is_playable() and percent_chance(50):
                    target = None
                    if card.choose_cards:
                        card = random.choice(card.choose_cards)
                    if card.has_target():
                        target = random.choice(card.targets)
                    print("Playing %r on %r" % (card, target))
                    card.play(target=target)
    
            # Randomly attack with whatever can attack
            for character in player.characters:
                if character.can_attack():
                    character.attack(random.choice(character.targets))
    
    
            if player.choice:
                choice = random.choice(player.choice.cards)
                print("Choosing card %r" % (choice))
                player.choice.choose(choice)
            self.game.end_turn()
    
        def drawHandsAndFields(self, dt):
            self.elapsed2 += dt
            if self.elapsed2 > 1:
                self.model.draw_field()
                self.model.draw_hand()
                self.elapsed2 = 0

    负责控制整个游戏过程。本身继承了Layer, 然后利用schedule()方法来实现调用绘制的逻辑。

    但是绘制的具体实现是在gamemodel.py中。其中包含了两个类, 一个是GameModel,这个实现了绘制卡牌。但是卡牌本身有事放在了CocosCard这个类中。

    具体代码见https://github.com/htwenning/mystone

    这就是运行的效果。

    为了好看点,我给每张卡牌添加了一个背景。

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  • 原文地址:https://www.cnblogs.com/wenning/p/5074067.html
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