Phase 12 now has enemies pathing to you when you get withing a hearing distance. Only thing missing now is enemies damaging you and then some kind of 'you win' and new map or 'you died' thing.
parent
4cb40abed0
commit
51d828b5dd
@ -0,0 +1,349 @@ |
|||||||
|
import curses |
||||||
|
import sys |
||||||
|
import random |
||||||
|
|
||||||
|
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): |
||||||
|
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 = 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): |
||||||
|
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] != 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) |
@ -0,0 +1,361 @@ |
|||||||
|
import curses |
||||||
|
import sys |
||||||
|
import random |
||||||
|
|
||||||
|
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 |
||||||
|
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): |
||||||
|
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 = 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): |
||||||
|
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] != 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 |
||||||
|
# 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) |
Loading…
Reference in new issue