Beispiel #1
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    def __init__(self, screen):
        # Initialize the screen and user input components
        self.screen = screen
        self.use_key = True
        self.lastkey = -1

        self.nontraversable = ["#", "@", "=", "-", "_", "|", "/", "\\"]

        # Initialize Container classes for gameplay
        self.map = Map("home")
        self.view = View(10, 10)
        self.player = Character("John Cena", 39, 11)
        self.compass = Compass()

        # Initialize the log file
        self.clear_errors()

        self.error("Map: {0}\nRows: {1}\nCols: {2}\n".format(self.map.name, self.map.max_row, self.map.max_col))
Beispiel #2
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class Terminal:
    """
		This class maintains the curses window. It uses Character, Map, and View subclasses.
		Takes a curses.initscr() window as input and draws application to it.
	"""

    def __init__(self, screen):
        # Initialize the screen and user input components
        self.screen = screen
        self.use_key = True
        self.lastkey = -1

        self.nontraversable = ["#", "@", "=", "-", "_", "|", "/", "\\"]

        # Initialize Container classes for gameplay
        self.map = Map("home")
        self.view = View(10, 10)
        self.player = Character("John Cena", 39, 11)
        self.compass = Compass()

        # Initialize the log file
        self.clear_errors()

        self.error("Map: {0}\nRows: {1}\nCols: {2}\n".format(self.map.name, self.map.max_row, self.map.max_col))

    def application_frame(self):

        # Get user input
        key = self.screen.getch()
        if key != -1:
            self.lastkey = key

            # Process Inputs
        if self.use_key:
            self.process_input(self.lastkey)
            self.use_key = False
            self.lastkey = -1

            # Update the text buffer
        self.update_text()

        # Push the text buffer to the screen and refresh
        self.display()
        self.screen.refresh()

    def update_text(self):
        """Update the text buffer with the current map image and character."""
        # Get the desired min & max row indices
        top = self.view.y
        bottom = self.view.y + TERMINAL_ROWS
        # Get the desired min & max column indices
        left = self.view.x
        right = self.view.x + TERMINAL_COLS
        # Load the map background into the text buffer
        for y, row in enumerate(self.map.text[top:bottom]):
            # self.view.text[y] = self.map.text[y][left:right]
            self.view.text[y] = row[left:right]

            # Load the player avatar into the text buffer
            # line_list = list(self.view.text[self.player.y])
            # line_list[self.player.x] = self.player.avatar
            # self.view.text[self.player.y] = "".join(line_list)

    def display(self):
        """Dump the text buffer to the terminal using curses.addch()."""
        for y, row in enumerate(self.view.text):
            for x, column in enumerate(row):
                if self.view.text[y][x] in self.nontraversable:
                    self.screen.addch(y, x, ord(self.view.text[y][x]), curses.color_pair(2) | curses.A_BOLD)
                else:
                    self.screen.addch(y, x, ord(self.view.text[y][x]), curses.color_pair(1) | curses.A_DIM)

                    # Color the player -- use the standout property to distinguish from the current background
        self.screen.addch(self.player.y, self.player.x, self.player.avatar, curses.color_pair(1) | curses.A_STANDOUT)

        # Move the cursor back to the origin to prevent curses.ERR from being out of bounds
        self.screen.move(0, 0)

    def is_valid_move(self, row, column):
        """Check desired square for nontraversable characters."""
        for character in self.nontraversable:
            if self.view.text[row][column] == character:
                return False
                # Desired square does not contain a nontraversable characters
        return True

    def move(self, direction):
        """
		Reposition either the character or the view, depending on current map location.
		Assume that the move is valid (i.e. terrain is traversable).
		"""
        # Always set the new direction -- regardless of whether we actually move
        self.player.direction = direction
        # Get the potential new coordinates
        row, col = self.move_direction(self.player.y, self.player.x, direction)

        # Check if the move is valid -- i.e. player is allowed to move onto this square
        if self.is_valid_move(row, col):
            # Determine whether we should reposition the view or the character
            # When walking towards a map edge that is in sight, move the character
            # When walking away from a map edge
            if self.at_edge(direction):
                # Move Character
                self.player.y, self.player.x = row, col
                self.error("At Edge: Moved player 1 unit {0}".format(direction))
            elif not self.player.centered(direction):
                # Player is not centered in this direction -- move player
                self.player.y, self.player.x = row, col
                self.error("Not Centered: Moved player 1 unit {0}".format(direction))
            else:
                # Move View
                self.view.y, self.view.x = self.move_direction(self.view.y, self.view.x, direction)
                self.error("Normal: Moved view 1 unit {0}".format(direction))

    def at_edge(self, direction=None):
        """
		Summary:
			Test if viewport has reached any edge of the map.
			If a direction is specified, then test against that
			direction and nothing else.
		Params:
			direction - A cardinal direction NSWE to check (optional)
		Returns: 
			True if the specified directional edge has been reached. (direction specified)
			True when any edge has been reached. (no direction specified)
		"""
        if direction is not None:
            if direction == NORTH:
                if self.view.y <= self.map.min_row:
                    self.error("{0} <= {1}".format(self.view.y, self.map.min_row))
                    return True
                return False
            elif direction == EAST:
                if (self.view.x + TERMINAL_COLS) >= self.map.max_col:
                    return True
                return False
            elif direction == SOUTH:
                if (self.view.y + TERMINAL_ROWS) >= self.map.max_row:
                    return True
                return False
            elif direction == WEST:
                if self.view.x <= self.map.min_col:
                    return True
                return False
            else:
                self.error("Invalid direction {0}".format(direction))
        else:
            if (
                self.view.x <= self.map.min_row
                or self.view.x >= self.map.max_row
                or self.view.y <= self.map.min_col
                or self.view.y >= self.map.max_col
            ):
                return True
            return False

    def move_direction(self, row, column, direction):
        if direction == NORTH:
            return row - 1, column
        elif direction == EAST:
            return row, column + 1
        elif direction == SOUTH:
            return row + 1, column
        elif direction == WEST:
            return row, column - 1
        else:
            return row, column

    def process_input(self, key):
        """Process the user's input."""
        # QUIT PROGRAM
        if key == ord("q"):
            sys.exit()

            # CHARACTER MOVEMENT
        if key == ord("w"):
            self.move(NORTH)

        if key == ord("a"):
            self.move(WEST)

        if key == ord("s"):
            self.move(SOUTH)

        if key == ord("d"):
            self.move(EAST)

            # INVENTORY
        if key == ord("i"):
            self.show_inventory()

            # TESTING / DEBUGGING
        if key == ord("f"):
            curses.flash()

        if key == ord("1"):
            for row in self.view.text:
                self.error(row)

        if key == ord("2"):
            self.error("Player >>> row: {0}, col: {1}".format(self.player.y, self.player.x))
            self.error("View   >>> row: {0}, col: {1}".format(self.view.y, self.view.x))

        if key == ord("3"):
            self.error("START MAP TEXT")
            for row in self.map.text:
                self.error(row)
            self.error("END MAP TEXT")

    def show_inventory(self):
        pass

    def clear_errors(self):
        if os.path.exists("./error.log"):
            os.remove("./error.log")

    def error(self, message):
        with open("error.log", "a") as errorfile:
            errorfile.write(message + "\n")
Beispiel #3
0
    -display all bullet object in all_bullets list
    - remove them if they move out of frame or move them up
    '''
    for index, bullet in enumerate(all_bullets):
        win.blit(bullet.Img, (bullet.posX, bullet.posY))
        if bullet.posY + bullet.height < 0:
            remove_bullet(all_bullets, index)
        else:
            bullet.move_up(4)


# ArcadeShip
initialX, initialY = 250, 380
ArcadeShipImg = pygame.image.load(
    './media/image/shipimg64.png').convert_alpha()
ArcadeShip = Character(initialX, initialY, 64, 64, ArcadeShipImg)

loop_rate = 1000
ship_movement_rate = (1 / loop_rate) * 3


def ShowArcadeShip():
    win.blit(ArcadeShip.Img, (ArcadeShip.posX, ArcadeShip.posY))


# Enemies
EnemyImg = pygame.image.load('./media/image/enemy32.png').convert_alpha()


def newEnemy():
    ''' returns new enemy object, with random (x,y) coords '''