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@jcespinosa
Created May 1, 2012 01:07
class Battle:
#=============================================
# El constructor
#=============================================
def __init__(self):
pass
#=========== def build(self, level) ===========
# Recibe el nivel del enemigo.
# Prepara un objeto Arduino.
# Verifica si hay conexion.
# Establece un nivel de batalla.
# Si hay conexion, entonces creamos al jugador
# y al enemigo.
# Si no hay conexion, regresamos un cero para
# avisar.
#=============================================
def build(self, level):
arduino = ArduinoEEG(9600)
isConnected = arduino.connect()
self.level = level
if(isConnected == 0):
self.player = Player(arduino)
self.enemy = Enemy(self.level)
else:
self.level = 0
#============= def start(self) ==============
# Solo imprime mensajes de aviso y la magia
# inicial de los participantes.
# La batalla comienza al presionar la tecla
# 'F'.
#============================================
def start(self):
print '>> Starting battle...'
print '\nLEVEL => ' + str(self.level)
print 'Focus your magic ...'
print 'And press F when you are focused'
print '\nPlayer Magic = ' + str(self.player.magic)
print 'Enemy Magic = ' + str(self.enemy.magic)
#============= def fight(self) ==============
# Se encarga de llamar a los metodos de
# de recarga de energia de cada uno de los
# participantes, durante 5 segundos.
# Compara para seleccionar el ganador.
#============================================
def fight(self):
for i in range(10):
self.player.recharge()
#self.player.randRecharge()
self.enemy.recharge()
time.sleep(0.5)
winner = self.compare()
#============ def compare(self) =============
# Compara la magia final de los participantes
# para seleccionar el ganador.
# Imprime el ganador en pantalla.
#============================================
def compare(self):
if(self.player.magic >= self.enemy.magic):
print 'Player wins :)'
return 1
else:
print 'Player loses :('
return 0
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