Starting phase 07 and renamed everything to be numbers.

master
Zed A. Shaw 1 week ago
parent 42df3961fc
commit 117748ae5d
  1. 0
      phase_01.py
  2. 0
      phase_02.py
  3. 0
      phase_03.py
  4. 0
      phase_04.py
  5. 0
      phase_05.py
  6. 0
      phase_06.py
  7. 210
      phase_07.py

@ -0,0 +1,210 @@
import curses
import sys
import random
WALL = 1
SPACE = 0
class Map:
def __init__(self, width, height):
self.width = width
self.height = height
grid = self.make_grid()
dead_ends = self.hunt_and_kill(grid)
grid = self.sample_rooms(grid, dead_ends, 4, int(len(dead_ends) * 0.6))
self.hunt_and_kill(grid)
self.render_map(grid)
def sample_rooms(self, grid, dead_ends, size, count):
grid = self.make_grid()
for x, y in random.sample(dead_ends, count):
if x < self.width - size and y < self.height - size:
self.make_room(grid, x, y, size)
return grid
def make_grid(self):
grid = []
for y in range(0, self.height):
grid.append([WALL] * self.width)
return grid
def make_room(self, grid, x, y, size):
for row in range(y, y+size):
for col in range(x, x+size):
grid[row][col] = SPACE
def find_coord(self, grid):
for y in range(1, self.height, 2):
for x in range(1, self.width, 2):
if grid[y][x] != WALL: continue
found = self.neighborsAB(grid, x, y)
for found_x, found_y in found:
if grid[found_y][found_x] == SPACE:
return [[x,y],[found_x, found_y]]
return None
def inbounds(self, x, y):
return x >= 0 and x < self.width and y >= 0 and y < self.height
def neighborsAB(self, grid, x, y):
points = [[x, y - 2],
[x, y + 2],
[x - 2, y],
[x + 2, y]]
result = []
for x,y in points:
if self.inbounds(x, y):
result.append([x,y])
return result
def neighbors(self, grid, x, y):
points = [[x, y - 2],
[x, y + 2],
[x - 2, y],
[x + 2, y]]
result = []
for x,y in points:
if self.inbounds(x, y) and grid[y][x] == WALL:
result.append([x,y])
return result
def hunt_and_kill(self, grid):
on_x = 1
on_y = 1
dead_ends = []
while True:
n = self.neighbors(grid, on_x, on_y)
if len(n) == 0:
dead_ends.append([on_x, on_y])
t = self.find_coord(grid)
if t == None: break
on_x, on_y = t[0]
found_x, found_y = t[1]
grid[on_y][on_x] = SPACE
row = (on_y + found_y) // 2
col = (on_x + found_x) // 2
grid[row][col] = SPACE
else:
nb_x, nb_y = random.choice(n)
grid[nb_y][nb_x] = SPACE
row = (nb_y + on_y) // 2
col = (nb_x + on_x) // 2
grid[row][col] = SPACE
on_x, on_y = nb_x, nb_y
return dead_ends
def render_map(self, grid):
self.map = []
for y, y_line in enumerate(grid):
cur_row = ""
for x, char in enumerate(y_line):
if char == 0:
cur_row += '.'
else:
cur_row += '#'
self.map.append(cur_row)
def move_player(self, player, target_y, target_x):
if self.map[target_y - 1][target_x - 1] != '#':
player.y = target_y
player.x = target_x
def draw(self, win):
map_line = 1
for line in self.map:
win.addstr(map_line, 1, line)
map_line += 1
class UI:
def __init__(self, stdscr, height, width, status_height):
curses.curs_set(0)
stdscr.clear()
begin_x = 0
begin_y = 0
win = curses.newwin(height, width, begin_y, begin_x)
win.keypad(True)
status = win.subwin(status_height, width-2, height-status_height, begin_x+1)
# keep these for later by assigning to self
self.begin_x = 0
self.begin_y = 0
self.map = None
self.height = height
self.width = width
self.win = win
self.status = status
self.status_height = status_height
def set_map(self, the_map):
self.map = the_map
def update(self, player):
assert self.map, "You forgot to call set_map()"
self.win.clear()
self.win.box()
self.status.hline(0,0, curses.ACS_HLINE, self.width - 2)
self.map.draw(self.win)
self.draw_status()
self.draw_player(player)
self.win.refresh()
def draw_status(self):
self.status.addstr(1, 1, "PLAYER STATS")
def draw_player(self, player):
self.win.addstr(player.y, player.x, '@', curses.A_BOLD)
def handle_input(self, y, x):
ch = self.win.getch()
if ch == ord('q'):
sys.exit(0)
elif ch == curses.KEY_UP:
y = (y - 1) % self.height
elif ch == curses.KEY_DOWN:
y = (y + 1) % self.height
elif ch == curses.KEY_RIGHT:
x = (x + 1) % self.width
elif ch == curses.KEY_LEFT:
x = (x - 1) % self.width
return y, x
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
class GameEngine:
def __init__(self, ui):
self.ui = ui
self.player = Player(4, 4)
self.map = Map(77,19)
self.ui = ui
ui.set_map(self.map)
def run(self):
while True:
self.ui.update(self.player)
new_y, new_x = self.ui.handle_input(self.player.y, self.player.x)
self.map.move_player(self.player, new_y, new_x)
def main(stdscr):
width=80
height=26
ui = UI(stdscr, height, width, 5)
game = GameEngine(ui)
game.run()
curses.wrapper(main)
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