Phase 08 refactors things so that we can process any number of actors and more importantly gives actors collision.

master
Zed A. Shaw 4 days ago
parent d9936620a3
commit c59dac632e
  1. 241
      npy_style/phase_08.py

@ -0,0 +1,241 @@
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)
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