Starting the next phase where they learn about hunt and kill mazes.

master
Zed A. Shaw 1 week ago
parent 291393ed73
commit e21ee55b9c
  1. 133
      phase_six.py

@ -0,0 +1,133 @@
import curses
import sys
import random
class Map:
def __init__(self, width, height):
self.width = width
self.height = height
grid = self.make_grid()
self.render_map(grid)
def make_grid(self):
grid = []
for y in range(0, self.height):
grid.append([0] * self.width)
return grid
def walk(self, grid, x, y):
pass
def hunt_and_kill(self, grid):
return None
def render_map(self, grid):
self.map = []
for y, y_line in enumerate(grid):
cur_row = ""
for x, char in enumerate(y_line):
if char == 0:
cur_row += '.'
else:
cur_row += '#'
self.map.append(cur_row)
def move_player(self, player, target_y, target_x):
if self.map[target_y - 1][target_x - 1] != '#':
player.y = target_y
player.x = target_x
def draw(self, win):
map_line = 1
for line in self.map:
win.addstr(map_line, 1, line)
map_line += 1
class UI:
def __init__(self, stdscr, height, width, status_height):
curses.curs_set(0)
stdscr.clear()
begin_x = 0
begin_y = 0
win = curses.newwin(height, width, begin_y, begin_x)
win.keypad(True)
status = win.subwin(status_height, width-2, height-status_height, begin_x+1)
# keep these for later by assigning to self
self.begin_x = 0
self.begin_y = 0
self.map = None
self.height = height
self.width = width
self.win = win
self.status = status
self.status_height = status_height
def set_map(self, the_map):
self.map = the_map
def update(self, player):
assert self.map, "You forgot to call set_map()"
self.win.clear()
self.win.box()
self.status.hline(0,0, curses.ACS_HLINE, self.width - 2)
self.map.draw(self.win)
self.draw_status()
self.draw_player(player)
self.win.refresh()
def draw_status(self):
self.status.addstr(1, 1, "PLAYER STATS")
def draw_player(self, player):
self.win.addstr(player.y, player.x, '@', curses.A_BOLD)
def handle_input(self, y, x):
ch = self.win.getch()
if ch == ord('q'):
sys.exit(0)
elif ch == curses.KEY_UP:
y = (y - 1) % self.height
elif ch == curses.KEY_DOWN:
y = (y + 1) % self.height
elif ch == curses.KEY_RIGHT:
x = (x + 1) % self.width
elif ch == curses.KEY_LEFT:
x = (x - 1) % self.width
return y, x
class Player:
def __init__(self, x, y):
self.x = x
self.y = y
class GameEngine:
def __init__(self, ui):
self.ui = ui
self.player = Player(4, 4)
self.map = Map(11,11)
self.ui = ui
ui.set_map(self.map)
def run(self):
while True:
self.ui.update(self.player)
new_y, new_x = self.ui.handle_input(self.player.y, self.player.x)
self.map.move_player(self.player, new_y, new_x)
def main(stdscr):
width=80
height=26
ui = UI(stdscr, height, width, 5)
game = GameEngine(ui)
game.run()
curses.wrapper(main)
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