diff --git a/phase_10.py b/phase_10.py new file mode 100644 index 0000000..b85b3a5 --- /dev/null +++ b/phase_10.py @@ -0,0 +1,275 @@ +import curses +import sys +import random + +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): + 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.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): + map_line = 0 + for line in self.map: + win.addstr(map_line, 0, line) + map_line += 1 + +class UI: + def __init__(self, stdscr, height, width, status_height): + curses.curs_set(0) + stdscr.clear() + begin_x = 0 + begin_y = 0 + + win = curses.newwin(height, width, begin_y, begin_x) + win.keypad(True) + status = win.subwin(status_height, width, 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)