parent
03c1126ef0
commit
44aa27f9d5
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import curses |
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import sys |
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import numpy as np |
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MAP = np.array([ |
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list("####################"), |
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list("###....#############"), |
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list("###....#############"), |
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list("###...........######"), |
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list("#############.######"), |
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list("#############....###"), |
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list("#############....###"), |
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list("####################")], dtype=str) |
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def draw_map(win): |
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for y, row in enumerate(MAP): |
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win.addstr(y, 0, "".join(row)) |
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def draw_status(status): |
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status.addstr(1, 1, "PLAYER STATS") |
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def draw_player(win, player_y, player_x): |
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win.addstr(player_y, player_x, '@', curses.A_BOLD) |
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def update(win, status, player_y, player_x): |
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win.clear() |
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status.box() |
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draw_map(win) |
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draw_status(status) |
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draw_player(win, player_y, player_x) |
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win.refresh() |
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def create_ui(stdscr, width, height, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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win.keypad(True) |
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return win, status |
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def move_player(player_y, player_x, target_y, target_x): |
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if MAP[target_y][target_x] != '#': |
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return target_y, target_x |
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else: |
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return player_y, player_x |
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def handle_input(win, y, x, width, height): |
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ch = win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % width |
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return y, x |
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def main(stdscr): |
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width=27 |
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height=17 |
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win, status = create_ui(stdscr, width, height, 5) |
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player_x = 3 |
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player_y = 3 |
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while True: |
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update(win, status, player_y, player_x) |
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new_y, new_x = handle_input( |
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win, player_y, player_x, width, height) |
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player_y, player_x = move_player( |
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player_y, player_x, new_y, new_x) |
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curses.wrapper(main) |
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@ -1,88 +0,0 @@ |
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import curses |
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import sys |
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import numpy as np |
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MAP = np.array([ |
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list("####################"), |
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list("###....#############"), |
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list("###....#############"), |
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list("###...........######"), |
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list("#############.######"), |
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list("#############....###"), |
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list("#############....###"), |
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list("####################")], dtype=str) |
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class UI: |
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def __init__(self, stdscr, height, width, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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win.keypad(True) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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# keep these for later by assigning to self |
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self.begin_x = 0 |
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self.begin_y = 0 |
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self.height = height |
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self.width = width |
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self.win = win |
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self.status = status |
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self.status_height = status_height |
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def update(self, player_y, player_x): |
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self.win.clear() |
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self.status.box() |
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self.draw_map() |
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self.draw_status() |
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self.draw_player(player_y, player_x) |
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self.win.refresh() |
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def draw_map(self): |
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for y, row in enumerate(MAP): |
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self.win.addstr(y, 0, "".join(row)) |
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def draw_status(self): |
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self.status.addstr(1, 1, "PLAYER STATS") |
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def draw_player(self, player_y, player_x): |
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self.win.addstr(player_y, player_x, '@', curses.A_BOLD) |
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def handle_input(self, y, x): |
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ch = self.win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % self.height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % self.height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % self.width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % self.width |
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return y, x |
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def move_player(player_y, player_x, target_y, target_x): |
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if MAP[target_y][target_x] != '#': |
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return target_y, target_x |
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else: |
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return player_y, player_x |
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def main(stdscr): |
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width=27 |
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height=16 |
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ui = UI(stdscr, height, width, 5) |
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player_x = 3 |
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player_y = 3 |
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while True: |
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ui.update(player_y, player_x) |
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new_y, new_x = ui.handle_input(player_y, player_x) |
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player_y, player_x = move_player(player_y, player_x, new_y, new_x) |
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curses.wrapper(main) |
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@ -1,93 +0,0 @@ |
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import curses |
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import sys |
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import numpy as np |
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class Map: |
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def __init__(self): |
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self.map = [ |
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list("####################"), |
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list("###....#############"), |
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list("###....#############"), |
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list("###...........######"), |
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list("#############.######"), |
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list("#############....###"), |
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list("#############....###"), |
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list("####################")] |
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def move_player(self, player_y, player_x, target_y, target_x): |
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if self.map[target_y][target_x] != '#': |
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return target_y, target_x |
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else: |
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return player_y, player_x |
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def draw(self, win): |
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for y, row in enumerate(self.map): |
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win.addstr(y, 0, "".join(row)) |
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class UI: |
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def __init__(self, stdscr, the_map, height, width, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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win.keypad(True) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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# keep these for later by assigning to self |
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self.begin_x = 0 |
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self.begin_y = 0 |
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self.map = the_map |
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self.height = height |
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self.width = width |
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self.win = win |
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self.status = status |
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self.status_height = status_height |
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def update(self, player_y, player_x): |
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self.win.clear() |
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self.status.box() |
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self.map.draw(self.win) |
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self.draw_status() |
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self.draw_player(player_y, player_x) |
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self.win.refresh() |
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def draw_status(self): |
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self.status.addstr(1, 1, "PLAYER STATS") |
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def draw_player(self, player_y, player_x): |
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self.win.addstr(player_y, player_x, '@', curses.A_BOLD) |
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def handle_input(self, y, x): |
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ch = self.win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % self.height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % self.height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % self.width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % self.width |
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return y, x |
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def main(stdscr): |
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width=27 |
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height=16 |
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the_map = Map() |
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ui = UI(stdscr, the_map, height, width, 5) |
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player_x = 3 |
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player_y = 3 |
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while True: |
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ui.update(player_y, player_x) |
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new_y, new_x = ui.handle_input(player_y, player_x) |
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player_y, player_x = the_map.move_player(player_y, player_x, new_y, new_x) |
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curses.wrapper(main) |
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@ -1,95 +0,0 @@ |
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import curses |
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import sys |
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import numpy as np |
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class Map: |
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def __init__(self): |
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self.map = [ |
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list("####################"), |
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list("###....#############"), |
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list("###....#############"), |
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list("###...........######"), |
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list("#############.######"), |
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list("#############....###"), |
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list("#############....###"), |
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list("####################")] |
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def move_player(self, player, target_y, target_x): |
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if self.map[target_y][target_x] != '#': |
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player.y = target_y |
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player.x = target_x |
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def draw(self, win): |
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for y, row in enumerate(self.map): |
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win.addstr(y, 0, "".join(row)) |
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class UI: |
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def __init__(self, stdscr, the_map, height, width, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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win.keypad(True) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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# keep these for later by assigning to self |
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self.begin_x = 0 |
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self.begin_y = 0 |
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self.map = the_map |
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self.height = height |
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self.width = width |
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self.win = win |
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self.status = status |
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self.status_height = status_height |
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def update(self, player): |
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self.win.clear() |
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self.status.box() |
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self.map.draw(self.win) |
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self.draw_status() |
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self.draw_player(player) |
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self.win.refresh() |
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def draw_status(self): |
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self.status.addstr(1, 1, "PLAYER STATS") |
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def draw_player(self, player): |
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self.win.addstr(player.y, player.x, '@', curses.A_BOLD) |
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def handle_input(self, y, x): |
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ch = self.win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % self.height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % self.height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % self.width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % self.width |
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return y, x |
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class Player: |
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def __init__(self, x, y): |
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self.x = x |
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self.y = y |
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def main(stdscr): |
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width=27 |
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height=16 |
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the_map = Map() |
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ui = UI(stdscr, the_map, height, width, 5) |
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player = Player(3, 3) |
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while True: |
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ui.update(player) |
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new_y, new_x = ui.handle_input(player.y, player.x) |
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the_map.move_player(player, new_y, new_x) |
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curses.wrapper(main) |
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import curses |
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import sys |
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import numpy as np |
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class Map: |
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def __init__(self): |
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self.map = [ |
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list("####################"), |
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list("###....#############"), |
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list("###....#############"), |
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list("###...........######"), |
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list("#############.######"), |
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list("#############....###"), |
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list("#############....###"), |
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list("####################")] |
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def move_player(self, player, target_y, target_x): |
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if self.map[target_y][target_x] != '#': |
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player.y = target_y |
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player.x = target_x |
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def draw(self, win): |
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for y, row in enumerate(self.map): |
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win.addstr(y, 0, "".join(row)) |
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class UI: |
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def __init__(self, stdscr, height, width, status_height): |
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curses.curs_set(0) |
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stdscr.clear() |
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begin_x = 0 |
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begin_y = 0 |
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win = curses.newwin(height, width, begin_y, begin_x) |
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win.keypad(True) |
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status = win.subwin(status_height, width, height-status_height, begin_x) |
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# keep these for later by assigning to self |
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self.begin_x = 0 |
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self.begin_y = 0 |
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self.map = None |
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self.height = height |
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self.width = width |
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self.win = win |
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self.status = status |
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self.status_height = status_height |
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def set_map(self, the_map): |
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self.map = the_map |
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def update(self, player): |
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assert self.map, "You forgot to call set_map()" |
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self.win.clear() |
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self.status.box() |
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self.map.draw(self.win) |
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self.draw_status() |
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self.draw_player(player) |
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self.win.refresh() |
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def draw_status(self): |
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self.status.addstr(1, 1, "PLAYER STATS") |
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def draw_player(self, player): |
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self.win.addstr(player.y, player.x, '@', curses.A_BOLD) |
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def handle_input(self, y, x): |
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ch = self.win.getch() |
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if ch == ord('q'): |
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sys.exit(0) |
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elif ch == curses.KEY_UP: |
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y = (y - 1) % self.height |
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elif ch == curses.KEY_DOWN: |
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y = (y + 1) % self.height |
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elif ch == curses.KEY_RIGHT: |
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x = (x + 1) % self.width |
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elif ch == curses.KEY_LEFT: |
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x = (x - 1) % self.width |
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return y, x |
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class Player: |
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def __init__(self, x, y): |
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self.x = x |
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self.y = y |
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class GameEngine: |
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||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.player = Player(3, 3) |
|
||||||
self.map = Map() |
|
||||||
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=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,208 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
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_x, target_y): |
|
||||||
if self.map[target_y][target_x] != '#': |
|
||||||
player.y = target_y |
|
||||||
player.x = target_x |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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.status.box() |
|
||||||
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, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
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(3, 3) |
|
||||||
self.map = Map(self.ui.width, self.ui.height - self.ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def run(self): |
|
||||||
while True: |
|
||||||
self.ui.update(self.player) |
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.map.move_player(self.player, new_x, new_y) |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,229 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 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): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
|
|
||||||
def move_player(self, player, target_x, target_y): |
|
||||||
if self.map[target_y][target_x] != '#': |
|
||||||
player.y = target_y |
|
||||||
player.x = target_x |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors[0]) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def draw_status(self, player): |
|
||||||
self.status.addstr(1, 1, f"PLAYER AT {player.x},{player.y}") |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != '#', f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def spawn_actors(self): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
|
|
||||||
x, y = self.map.spawn() |
|
||||||
self.enemy = Enemy(x, y, '{') |
|
||||||
|
|
||||||
self.actors = [self.player, self.enemy] |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors() |
|
||||||
self.map.move_player(self.player, self.player.x, self.player.y) |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
self.ui.update(self.actors) |
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.map.move_player(self.player, new_x, new_y) |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,241 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 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): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
def collision(self, target_x, target_y): |
|
||||||
# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
|
||||||
return self.map[target_y][target_x] == '#' |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def draw_status(self, actors): |
|
||||||
for line, actor in enumerate(actors): |
|
||||||
self.status.addstr(line+1, 1, f"PLAYER AT {actor.x},{actor.y}") |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != '#', f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def collision(self, actor, x, y): |
|
||||||
if self.map.collision(x, y): return True |
|
||||||
|
|
||||||
for target in self.actors: |
|
||||||
if target != actor and target.x == x and target.y == y: |
|
||||||
return True |
|
||||||
|
|
||||||
return False |
|
||||||
|
|
||||||
def move_actor(self, actor, x, y): |
|
||||||
if not self.collision(actor, x, y): |
|
||||||
actor.x = x |
|
||||||
actor.y = y |
|
||||||
|
|
||||||
def spawn_actors(self): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
|
|
||||||
x, y = self.map.spawn() |
|
||||||
self.enemy = Enemy(x, y, '{') |
|
||||||
|
|
||||||
self.actors = [self.player, self.enemy] |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors() |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
self.ui.update(self.actors) |
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.move_actor(self.player, new_x, new_y) |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,271 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
self.name = 'You' |
|
||||||
self.hp = 10 |
|
||||||
self.damage = 2 |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
self.name = 'Bat' |
|
||||||
self.hp = 5 |
|
||||||
self.damage = 1 |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 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): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
def collision(self, target_x, target_y): |
|
||||||
# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
|
||||||
return self.map[target_y][target_x] == '#' |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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_msg = "HAVE FUN!" |
|
||||||
self.status_height = status_height |
|
||||||
|
|
||||||
def set_map(self, the_map): |
|
||||||
self.map = the_map |
|
||||||
|
|
||||||
def update(self, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def post_status(self, msg): |
|
||||||
self.status_msg = msg |
|
||||||
|
|
||||||
def draw_status(self, actors): |
|
||||||
for line, actor in enumerate(actors): |
|
||||||
self.status.addstr(line+1, 1, f"PLAYER AT {actor.x},{actor.y}") |
|
||||||
self.status.addstr(1, self.width // 2, self.status_msg) |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != '#', f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def death(self, target): |
|
||||||
self.actors.remove(target) |
|
||||||
self.ui.post_status(f"Killed {target.name}") |
|
||||||
|
|
||||||
def combat(self, actor, target): |
|
||||||
target.hp -= actor.damage |
|
||||||
if target.hp > 0: |
|
||||||
self.ui.post_status(f"HIT {target.name} for {actor.damage}") |
|
||||||
else: |
|
||||||
self.death(target) |
|
||||||
|
|
||||||
def actor_collision(self, actor, x, y): |
|
||||||
for target in self.actors: |
|
||||||
if target != actor and target.x == x and target.y == y: |
|
||||||
return target |
|
||||||
return None |
|
||||||
|
|
||||||
def collision(self, actor, x, y): |
|
||||||
if self.map.collision(x, y): return True |
|
||||||
|
|
||||||
target = self.actor_collision(actor, x, y) |
|
||||||
|
|
||||||
if target: |
|
||||||
self.combat(actor, target) |
|
||||||
return True |
|
||||||
|
|
||||||
return False |
|
||||||
|
|
||||||
def move_actor(self, actor, x, y): |
|
||||||
if not self.collision(actor, x, y): |
|
||||||
actor.x = x |
|
||||||
actor.y = y |
|
||||||
|
|
||||||
def spawn_actors(self): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
|
|
||||||
x, y = self.map.spawn() |
|
||||||
self.enemy = Enemy(x, y, '{') |
|
||||||
|
|
||||||
self.actors = [self.player, self.enemy] |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors() |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
self.ui.update(self.actors) |
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.move_actor(self.player, new_x, new_y) |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,270 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
self.name = 'You' |
|
||||||
self.hp = 10 |
|
||||||
self.damage = 2 |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
self.name = 'Bat' |
|
||||||
self.hp = 5 |
|
||||||
self.damage = 1 |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 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): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
def collision(self, target_x, target_y): |
|
||||||
# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
|
||||||
return self.map[target_y][target_x] == '#' |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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_msg = "HAVE FUN!" |
|
||||||
self.status_height = status_height |
|
||||||
|
|
||||||
def set_map(self, the_map): |
|
||||||
self.map = the_map |
|
||||||
|
|
||||||
def update(self, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def post_status(self, msg): |
|
||||||
self.status_msg = msg |
|
||||||
|
|
||||||
def draw_status(self, actors): |
|
||||||
self.status.addstr(1, 1, self.status_msg) |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != '#', f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def death(self, target): |
|
||||||
self.actors.remove(target) |
|
||||||
self.ui.post_status(f"Killed {target.name}") |
|
||||||
|
|
||||||
def combat(self, actor, target): |
|
||||||
target.hp -= actor.damage |
|
||||||
if target.hp > 0: |
|
||||||
self.ui.post_status(f"HIT {target.name} for {actor.damage}") |
|
||||||
else: |
|
||||||
self.death(target) |
|
||||||
|
|
||||||
def actor_collision(self, actor, x, y): |
|
||||||
for target in self.actors: |
|
||||||
if target != actor and target.x == x and target.y == y: |
|
||||||
return target |
|
||||||
return None |
|
||||||
|
|
||||||
def collision(self, actor, x, y): |
|
||||||
if self.map.collision(x, y): return True |
|
||||||
|
|
||||||
target = self.actor_collision(actor, x, y) |
|
||||||
|
|
||||||
if target: |
|
||||||
self.combat(actor, target) |
|
||||||
return True |
|
||||||
|
|
||||||
return False |
|
||||||
|
|
||||||
def move_actor(self, actor, x, y): |
|
||||||
if not self.collision(actor, x, y): |
|
||||||
actor.x = x |
|
||||||
actor.y = y |
|
||||||
|
|
||||||
def spawn_actors(self, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
self.actors = [self.player] |
|
||||||
|
|
||||||
for i in range(0, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
enemy = Enemy(x, y, '{') |
|
||||||
self.actors.append(enemy) |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors(5) |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
self.ui.update(self.actors) |
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.move_actor(self.player, new_x, new_y) |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,344 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
PATH_LIMIT = 1000 |
|
||||||
|
|
||||||
def compass(x, y, offset=1): |
|
||||||
return [[x, y - offset], # North |
|
||||||
[x, y + offset], # South |
|
||||||
[x + offset, y], # East |
|
||||||
[x - offset, y]] # West |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
self.name = 'You' |
|
||||||
self.hp = 10 |
|
||||||
self.damage = 2 |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
self.name = 'Bat' |
|
||||||
self.hp = 5 |
|
||||||
self.damage = 1 |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 neighbors(self, grid, x, y): |
|
||||||
points = compass(x, y, 2) |
|
||||||
|
|
||||||
result = [] |
|
||||||
for x,y in points: |
|
||||||
if self.inbounds(x, y): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
def collision(self, target_x, target_y): |
|
||||||
# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
|
||||||
return self.map[target_y][target_x] == WALL |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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_msg = "HAVE FUN!" |
|
||||||
self.status_height = status_height |
|
||||||
|
|
||||||
def set_map(self, the_map): |
|
||||||
self.map = the_map |
|
||||||
|
|
||||||
def update(self, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def post_status(self, msg): |
|
||||||
self.status_msg = msg |
|
||||||
|
|
||||||
def draw_status(self, actors): |
|
||||||
self.status.addstr(1, 1, self.status_msg) |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != WALL, f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def add_neighbors(self, neighbors, closed, near_y, near_x): |
|
||||||
points = compass(near_x, near_y) |
|
||||||
|
|
||||||
for x,y in points: |
|
||||||
if self.map.inbounds(x,y) and closed[y][x] == SPACE: |
|
||||||
closed[y][x] = WALL |
|
||||||
neighbors.append([x,y]) |
|
||||||
|
|
||||||
def path_enemies(self, in_grid): |
|
||||||
height = self.map.height |
|
||||||
width = self.map.width |
|
||||||
|
|
||||||
self.paths = [[PATH_LIMIT] * width for x in range(0, height)] |
|
||||||
closed = [list(row) for row in self.map.map] |
|
||||||
starting_pixels = [] |
|
||||||
open_pixels = [] |
|
||||||
|
|
||||||
counter = 0 |
|
||||||
while counter < height * width: |
|
||||||
x = counter % width |
|
||||||
y = counter // width |
|
||||||
if in_grid[y][x] == 0: |
|
||||||
self.paths[y][x] = 0 |
|
||||||
closed[y][x] = WALL |
|
||||||
starting_pixels.append([x,y]) |
|
||||||
counter += 1 |
|
||||||
|
|
||||||
for x, y in starting_pixels: |
|
||||||
self.add_neighbors(open_pixels, closed, y, x) |
|
||||||
|
|
||||||
counter = 1 |
|
||||||
while counter < PATH_LIMIT and open_pixels: |
|
||||||
next_open = [] |
|
||||||
for x,y in open_pixels: |
|
||||||
self.paths[y][x] = counter |
|
||||||
self.add_neighbors(next_open, closed, y, x) |
|
||||||
open_pixels = next_open |
|
||||||
counter += 1 |
|
||||||
|
|
||||||
for x, y in open_pixels: |
|
||||||
self.paths[y][x] = counter |
|
||||||
|
|
||||||
def debug_paths(self): |
|
||||||
debug_map = [] |
|
||||||
|
|
||||||
for y in range(0, self.map.height): |
|
||||||
row = list(self.map.map[y]) |
|
||||||
for x in range(0, self.map.width): |
|
||||||
level = self.paths[y][x] |
|
||||||
if row[x] != WALL: |
|
||||||
if level < 10: |
|
||||||
row[x] = str(level) |
|
||||||
else: |
|
||||||
row[x] = '*' |
|
||||||
debug_map.append("".join(row)) |
|
||||||
return debug_map |
|
||||||
|
|
||||||
def move_enemies(self): |
|
||||||
in_grid = [[1] * self.map.width for x in range(0, self.map.height)] |
|
||||||
in_grid[self.player.y][self.player.x] = 0 |
|
||||||
|
|
||||||
self.path_enemies(in_grid) |
|
||||||
|
|
||||||
|
|
||||||
def death(self, target): |
|
||||||
self.actors.remove(target) |
|
||||||
self.ui.post_status(f"Killed {target.name}") |
|
||||||
|
|
||||||
def combat(self, actor, target): |
|
||||||
target.hp -= actor.damage |
|
||||||
if target.hp > 0: |
|
||||||
self.ui.post_status(f"HIT {target.name} for {actor.damage}") |
|
||||||
else: |
|
||||||
self.death(target) |
|
||||||
|
|
||||||
def actor_collision(self, actor, x, y): |
|
||||||
for target in self.actors: |
|
||||||
if target != actor and target.x == x and target.y == y: |
|
||||||
return target |
|
||||||
return None |
|
||||||
|
|
||||||
def collision(self, actor, x, y): |
|
||||||
if self.map.collision(x, y): return True |
|
||||||
|
|
||||||
target = self.actor_collision(actor, x, y) |
|
||||||
|
|
||||||
if target: |
|
||||||
self.combat(actor, target) |
|
||||||
return True |
|
||||||
|
|
||||||
return False |
|
||||||
|
|
||||||
def move_player(self, actor, x, y): |
|
||||||
if not self.collision(actor, x, y): |
|
||||||
actor.x = x |
|
||||||
actor.y = y |
|
||||||
|
|
||||||
def spawn_actors(self, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
self.actors = [self.player] |
|
||||||
|
|
||||||
for i in range(0, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
enemy = Enemy(x, y, '{') |
|
||||||
self.actors.append(enemy) |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors(5) |
|
||||||
self.move_enemies() |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
the_map = self.map.map |
|
||||||
self.map.map = self.debug_paths() |
|
||||||
self.ui.update(self.actors) |
|
||||||
self.map.map = the_map |
|
||||||
|
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.move_player(self.player, new_x, new_y) |
|
||||||
self.move_enemies() |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
@ -1,353 +0,0 @@ |
|||||||
import curses |
|
||||||
import sys |
|
||||||
import random |
|
||||||
import numpy as np |
|
||||||
|
|
||||||
WALL = '#' |
|
||||||
SPACE = '.' |
|
||||||
PATH_LIMIT = 1000 |
|
||||||
|
|
||||||
def compass(x, y, offset=1): |
|
||||||
return [[x, y - offset], # North |
|
||||||
[x, y + offset], # South |
|
||||||
[x + offset, y], # East |
|
||||||
[x - offset, y]] # West |
|
||||||
|
|
||||||
class Player: |
|
||||||
def __init__(self, x, y): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = '@' |
|
||||||
self.name = 'You' |
|
||||||
self.hp = 10 |
|
||||||
self.damage = 2 |
|
||||||
|
|
||||||
class Enemy: |
|
||||||
def __init__(self, x, y, symbol): |
|
||||||
self.x = x |
|
||||||
self.y = y |
|
||||||
self.symbol = symbol |
|
||||||
self.name = 'Python' |
|
||||||
self.hp = 5 |
|
||||||
self.damage = 1 |
|
||||||
self.hearing_distance = 5 |
|
||||||
|
|
||||||
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 spawn(self): |
|
||||||
while True: |
|
||||||
y = random.randrange(0, self.height) |
|
||||||
x = random.randrange(0, self.width) |
|
||||||
if self.map[y][x] == SPACE: |
|
||||||
return x, y |
|
||||||
|
|
||||||
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): |
|
||||||
return np.full((self.height, self.width), WALL, dtype=str) |
|
||||||
|
|
||||||
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.neighbors(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 neighbors(self, grid, x, y): |
|
||||||
points = compass(x, y, 2) |
|
||||||
|
|
||||||
result = [] |
|
||||||
for x,y in points: |
|
||||||
if self.inbounds(x, y): |
|
||||||
result.append([x,y]) |
|
||||||
return result |
|
||||||
|
|
||||||
def neighbor_walls(self, grid, x, y): |
|
||||||
neighbors = self.neighbors(grid, x, y) |
|
||||||
result = [] |
|
||||||
for x,y in neighbors: |
|
||||||
if 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.neighbor_walls(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): |
|
||||||
cur_row += char |
|
||||||
self.map.append(cur_row) |
|
||||||
|
|
||||||
def collision(self, target_x, target_y): |
|
||||||
# remember this is True==COLLIDE WITH WALL, False=CAN MOVE THERE |
|
||||||
return self.map[target_y][target_x] == WALL |
|
||||||
|
|
||||||
def draw(self, win): |
|
||||||
for y, row in enumerate(self.map): |
|
||||||
win.addstr(y, 0, "".join(row)) |
|
||||||
|
|
||||||
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, height-status_height, begin_x) |
|
||||||
|
|
||||||
# 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_msg = "HAVE FUN!" |
|
||||||
self.status_height = status_height |
|
||||||
|
|
||||||
def set_map(self, the_map): |
|
||||||
self.map = the_map |
|
||||||
|
|
||||||
def update(self, actors): |
|
||||||
assert self.map, "You forgot to call set_map()" |
|
||||||
self.win.clear() |
|
||||||
self.status.box() |
|
||||||
self.map.draw(self.win) |
|
||||||
# this assumes actors[0] is the player |
|
||||||
self.draw_status(actors) |
|
||||||
|
|
||||||
for actor in actors: |
|
||||||
self.draw_actor(actor) |
|
||||||
self.win.refresh() |
|
||||||
|
|
||||||
def post_status(self, msg): |
|
||||||
self.status_msg = msg |
|
||||||
|
|
||||||
def draw_status(self, actors): |
|
||||||
self.status.addstr(1, 1, self.status_msg) |
|
||||||
|
|
||||||
def draw_actor(self, actor): |
|
||||||
assert self.map.map[actor.y][actor.x] != WALL, f"WHAT? actor at {actor.x},{actor.y} but that's a wall!" |
|
||||||
|
|
||||||
# actor has to be moved in by 1 for the border |
|
||||||
self.win.addstr(actor.y, actor.x, actor.symbol, curses.A_BOLD) |
|
||||||
|
|
||||||
def handle_input(self, x, y): |
|
||||||
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 x, y |
|
||||||
|
|
||||||
class GameEngine: |
|
||||||
def __init__(self, ui): |
|
||||||
self.ui = ui |
|
||||||
self.map = Map(ui.width, ui.height - ui.status_height) |
|
||||||
self.ui = ui |
|
||||||
ui.set_map(self.map) |
|
||||||
|
|
||||||
def add_neighbors(self, neighbors, closed, near_y, near_x): |
|
||||||
points = compass(near_x, near_y) |
|
||||||
|
|
||||||
for x,y in points: |
|
||||||
if self.map.inbounds(x,y) and closed[y][x] == SPACE: |
|
||||||
closed[y][x] = WALL |
|
||||||
neighbors.append([x,y]) |
|
||||||
|
|
||||||
def path_enemies(self, in_grid): |
|
||||||
height = self.map.height |
|
||||||
width = self.map.width |
|
||||||
|
|
||||||
self.paths = [[PATH_LIMIT] * width for x in range(0, height)] |
|
||||||
closed = [list(row) for row in self.map.map] |
|
||||||
starting_pixels = [] |
|
||||||
open_pixels = [] |
|
||||||
|
|
||||||
counter = 0 |
|
||||||
while counter < height * width: |
|
||||||
x = counter % width |
|
||||||
y = counter // width |
|
||||||
if in_grid[y][x] == 0: |
|
||||||
self.paths[y][x] = 0 |
|
||||||
closed[y][x] = WALL |
|
||||||
starting_pixels.append([x,y]) |
|
||||||
counter += 1 |
|
||||||
|
|
||||||
for x, y in starting_pixels: |
|
||||||
self.add_neighbors(open_pixels, closed, y, x) |
|
||||||
|
|
||||||
counter = 1 |
|
||||||
while counter < PATH_LIMIT and open_pixels: |
|
||||||
next_open = [] |
|
||||||
for x,y in open_pixels: |
|
||||||
self.paths[y][x] = counter |
|
||||||
self.add_neighbors(next_open, closed, y, x) |
|
||||||
open_pixels = next_open |
|
||||||
counter += 1 |
|
||||||
|
|
||||||
for x, y in open_pixels: |
|
||||||
self.paths[y][x] = counter |
|
||||||
|
|
||||||
def debug_paths(self): |
|
||||||
debug_map = [] |
|
||||||
|
|
||||||
for y in range(0, self.map.height): |
|
||||||
row = list(self.map.map[y]) |
|
||||||
for x in range(0, self.map.width): |
|
||||||
level = self.paths[y][x] |
|
||||||
if row[x] != WALL: |
|
||||||
if level < 10: |
|
||||||
row[x] = str(level) |
|
||||||
else: |
|
||||||
row[x] = '*' |
|
||||||
debug_map.append("".join(row)) |
|
||||||
return debug_map |
|
||||||
|
|
||||||
def move_enemies(self): |
|
||||||
in_grid = [[1] * self.map.width for x in range(0, self.map.height)] |
|
||||||
in_grid[self.player.y][self.player.x] = 0 |
|
||||||
|
|
||||||
self.path_enemies(in_grid) |
|
||||||
# for every enemy (actors[0] is player) |
|
||||||
for enemy in self.actors[1:]: |
|
||||||
nearby = compass(enemy.x, enemy.y) |
|
||||||
our_path = self.paths[enemy.y][enemy.x] |
|
||||||
|
|
||||||
if our_path > enemy.hearing_distance: continue |
|
||||||
|
|
||||||
for x, y in nearby: |
|
||||||
if self.paths[y][x] <= our_path and not self.actor_collision(enemy, x, y): |
|
||||||
enemy.x = x |
|
||||||
enemy.y = y |
|
||||||
break |
|
||||||
|
|
||||||
def death(self, target): |
|
||||||
self.actors.remove(target) |
|
||||||
self.ui.post_status(f"Killed {target.name}") |
|
||||||
|
|
||||||
def combat(self, actor, target): |
|
||||||
target.hp -= actor.damage |
|
||||||
if target.hp > 0: |
|
||||||
self.ui.post_status(f"HIT {target.name} for {actor.damage}") |
|
||||||
else: |
|
||||||
self.death(target) |
|
||||||
|
|
||||||
def actor_collision(self, actor, x, y): |
|
||||||
for target in self.actors: |
|
||||||
if target != actor and target.x == x and target.y == y: |
|
||||||
return target |
|
||||||
return None |
|
||||||
|
|
||||||
def collision(self, actor, x, y): |
|
||||||
if self.map.collision(x, y): return True |
|
||||||
|
|
||||||
target = self.actor_collision(actor, x, y) |
|
||||||
|
|
||||||
if target: |
|
||||||
self.combat(actor, target) |
|
||||||
return True |
|
||||||
|
|
||||||
return False |
|
||||||
|
|
||||||
def move_player(self, actor, x, y): |
|
||||||
if not self.collision(actor, x, y): |
|
||||||
actor.x = x |
|
||||||
actor.y = y |
|
||||||
|
|
||||||
def spawn_actors(self, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
self.player = Player(x, y) |
|
||||||
self.actors = [self.player] |
|
||||||
|
|
||||||
for i in range(0, enemy_count): |
|
||||||
x, y = self.map.spawn() |
|
||||||
enemy = Enemy(x, y, '{') |
|
||||||
self.actors.append(enemy) |
|
||||||
|
|
||||||
def run(self): |
|
||||||
self.spawn_actors(5) |
|
||||||
self.move_enemies() |
|
||||||
|
|
||||||
while True: |
|
||||||
# remember, first one has to be the player |
|
||||||
self.ui.update(self.actors) |
|
||||||
|
|
||||||
new_x, new_y = self.ui.handle_input(self.player.x, self.player.y) |
|
||||||
self.move_player(self.player, new_x, new_y) |
|
||||||
self.move_enemies() |
|
||||||
|
|
||||||
def main(stdscr): |
|
||||||
width=27 |
|
||||||
height=16 |
|
||||||
ui = UI(stdscr, height, width, 5) |
|
||||||
game = GameEngine(ui) |
|
||||||
game.run() |
|
||||||
|
|
||||||
curses.wrapper(main) |
|
Loading…
Reference in new issue