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201 lines
5.3 KiB
201 lines
5.3 KiB
import curses
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import sys
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import random
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WALL = 1
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SPACE = 0
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class Map:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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grid = self.make_grid()
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self.hunt_and_kill(grid)
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self.render_map(grid)
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def make_grid(self):
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grid = []
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for y in range(0, self.height):
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grid.append([WALL] * self.width)
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return grid
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def find_coord(self, grid):
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for y in range(1, self.height, 2):
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for x in range(1, self.width, 2):
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if grid[y][x] != WALL: continue
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found = self.neighborsAB(grid, x, y)
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for found_x, found_y in found:
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if grid[found_y][found_x] == SPACE:
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return [[x,y],[found_x, found_y]]
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return None
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def inbounds(self, x, y):
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return x >= 0 and x < self.width and y >= 0 and y < self.height
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def neighborsAB(self, grid, x, y):
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points = [[x, y - 2],
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[x, y + 2],
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[x - 2, y],
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[x + 2, y]]
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result = []
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for x,y in points:
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if self.inbounds(x, y):
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result.append([x,y])
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return result
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def neighbors(self, grid, x, y):
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points = [[x, y - 2],
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[x, y + 2],
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[x - 2, y],
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[x + 2, y]]
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result = []
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for x,y in points:
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if self.inbounds(x, y) and grid[y][x] == WALL:
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result.append([x,y])
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return result
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def complete(self, grid):
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for y in range(1, self.height, 2):
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for x in range(1, self.width, 2):
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if(grid[y][x] != SPACE):
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return False
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return True
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def hunt_and_kill(self, grid):
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on_x = 1
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on_y = 1
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while True:
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n = self.neighbors(grid, on_x, on_y)
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if len(n) == 0:
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t = self.find_coord(grid)
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if t == None: break
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on_x, on_y = t[0]
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found_x, found_y = t[1]
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grid[on_y][on_x] = SPACE
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row = (on_y + found_y) // 2
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col = (on_x + found_x) // 2
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grid[row][col] = SPACE
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else:
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nb_x, nb_y = random.choice(n)
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grid[nb_y][nb_x] = SPACE
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row = (nb_y + on_y) // 2
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col = (nb_x + on_x) // 2
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grid[row][col] = SPACE
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on_x, on_y = nb_x, nb_y
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assert self.complete(grid), "Maze is not complete."
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def render_map(self, grid):
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self.map = []
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for y, y_line in enumerate(grid):
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cur_row = ""
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for x, char in enumerate(y_line):
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if char == 0:
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cur_row += '.'
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else:
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cur_row += '#'
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self.map.append(cur_row)
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def move_player(self, player, target_y, target_x):
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if self.map[target_y - 1][target_x - 1] != '#':
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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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map_line = 1
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for line in self.map:
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win.addstr(map_line, 1, line)
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map_line += 1
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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-2, height-status_height, begin_x+1)
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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.win.box()
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self.status.hline(0,0, curses.ACS_HLINE, self.width - 2)
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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):
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self.ui = ui
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self.player = Player(4, 4)
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self.map = Map(77,19)
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self.ui = ui
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ui.set_map(self.map)
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def run(self):
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while True:
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self.ui.update(self.player)
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new_y, new_x = self.ui.handle_input(self.player.y, self.player.x)
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self.map.move_player(self.player, new_y, new_x)
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def main(stdscr):
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width=80
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height=26
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ui = UI(stdscr, height, width, 5)
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game = GameEngine(ui)
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game.run()
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curses.wrapper(main)
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