[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

[模拟炉石](一)让游戏过程显示到cocos2d中[模拟炉石](一)让游戏过程显示到cocos2d中

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。

[模拟炉石](一)让游戏过程显示到cocos2d中

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