本文整理汇总了Python中ai.AI.difficulty方法的典型用法代码示例。如果您正苦于以下问题:Python AI.difficulty方法的具体用法?Python AI.difficulty怎么用?Python AI.difficulty使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ai.AI
的用法示例。
在下文中一共展示了AI.difficulty方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: game_board
# 需要导入模块: from ai import AI [as 别名]
# 或者: from ai.AI import difficulty [as 别名]
def game_board(self, board, player_one, player_two, player_types, ai_difficulty=None):
from player_data import PlayerData
pd=PlayerData()
if 'AI' in player_types:
from ai import AI
ai=AI()
if 'AI: Easy' in [player_one,player_two]:
ai.difficulty=0
elif 'AI: Medium' in [player_one,player_two]:
ai.difficulty=1
elif 'AI: Hard' in [player_one,player_two]:
ai.difficulty=2
sdl2ext.init()
window = sdl2ext.Window("c4o5x5", size=(320, 420))
window.show()
factory = sdl2ext.SpriteFactory(sdl2ext.SOFTWARE)
spriterenderer = factory.create_sprite_render_system(window)
moves = 0
running = True
updated_p1 = False
updated_p2 = False
while running:
if moves % 2 == 0:
this_player = player_one
that_player = player_two
if player_types[0]=='AI':
mode='AI'
player_graphic="ai.bmp"
else:
mode='Human'
player_graphic = "player_one.bmp"
if moves % 2 == 1:
this_player = player_two
that_player = player_one
if player_types[1]=='AI':
mode='AI'
player_graphic="ai.bmp"
else:
mode='Human'
player_graphic = "player_two.bmp"
for x in range(5):
for y in range(5):
if board.marks[x][y] is None:
spriterenderer.render(factory.from_image(self.RESOURCES.get_path("tile.bmp")),x*64,y*64)
if board.marks[x][y] == player_one:
spriterenderer.render(factory.from_image(self.RESOURCES.get_path("tile_o.bmp")),x*64,y*64)
if board.marks[x][y] == player_two:
spriterenderer.render(factory.from_image(self.RESOURCES.get_path("tile_x.bmp")),x*64,y*64)
if board.check_winning_positions() != (False,False):
winning_player = board.check_winning_positions()[0]
if winning_player == player_one:
winning_graphic = 'player_one_wins.bmp'
if player_one != 'Guest' and not updated_p1:
player=pd.load_player(player_one)
pd.update_player(player_one,player.wins+1,player.losses)
updated_p1 = True
if player_two != 'Guest' and not updated_p2:
player=pd.load_player(player_two)
pd.update_player(player_two,player.wins,player.losses+1)
updated_p2=True
elif winning_player == player_two:
winning_graphic = 'player_two_wins.bmp'
if player_one != 'Guest' and not updated_p2:
player=pd.load_player(player_two)
pd.update_player(player_two,player.wins+1,player.losses)
updated_p2=True
if player_two != 'Guest' and not updated_p1:
player=pd.load_player(player_one)
pd.update_player(player_one,player.wins,player.losses+1)
updated_p1=True
spriterenderer.render(factory.from_image(self.RESOURCES.get_path(winning_graphic)),0,(x+1)*64)
events = sdl2ext.get_events()
for event in events:
if event.type == SDL_MOUSEBUTTONDOWN:
running = False
SDL_Delay(1000)
break
elif moves == 25:
winning_graphic = "tie_game.bmp"
spriterenderer.render(factory.from_image(self.RESOURCES.get_path(winning_graphic)),0,(x+1)*64)
events = sdl2ext.get_events()
for event in events:
if event.type == SDL_MOUSEBUTTONDOWN:
running = False
break
elif mode == 'Human':
spriterenderer.render(factory.from_image(self.RESOURCES.get_path(player_graphic)),0,(x+1)*64)
events = sdl2ext.get_events()
for event in events:
if event.type == SDL_QUIT:
#.........这里部分代码省略.........