Esempio n. 1
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def display_field(screen: curses.window, coords, player: Player, my: bool,
                  game: Game) -> None:
    """
    function for printing fields on the console
    """
    # obtaining field
    field = player.my_field if my else player.enemy_field
    # obtaining sliding window borders
    start_left = field.border_left
    start_top = field.border_top
    iter_row = start_top
    iter_col = start_left
    for y, x, symb in coords:
        # replacing current active element with the cursor
        if iter_row == field.y_cur and iter_col == field.x_cur:
            screen.addstr(y, x, Field.CURSOR)
        else:
            screen.addstr(y, x, symb)
        # printing numbers on the top of the sliding window
        if iter_row == start_top:
            num_zeros = len(str(game.map_width)) - len(str(iter_col))
            power_of_ten = 10**len(str(game.map_width))
            screen.addstr(
                y - 1, x, "0" * num_zeros + str(iter_col) +
                " " if iter_col < power_of_ten else str(iter_col) + ' ')
        # printing numbers on the left of the sliding window
        if iter_col == start_left:
            screen.addstr(y, x - len(str(iter_row)), str(iter_row))

        iter_col += 1
        if iter_col == start_left + Field.WINDOW_WIDTH:
            iter_col = start_left
            iter_row += 1

    screen.refresh()
Esempio n. 2
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async def fire(
    canvas: curses.window,
    start_row: typing.Union[float, int],
    start_column: typing.Union[float, int],
    max_y: int,
    max_x: int,
    rows_speed: typing.Union[float, int] = -0.3,
    columns_speed: typing.Union[float, int] = 0,
):
    """Display animation of gun shot. Direction and speed can be specified."""

    row, column = start_row, start_column

    canvas.addstr(round(row), round(column), "*")
    await asyncio.sleep(0)

    canvas.addstr(round(row), round(column), "O")
    await asyncio.sleep(0)
    canvas.addstr(round(row), round(column), " ")

    row += rows_speed
    column += columns_speed

    symbol = "-" if columns_speed else "|"

    curses.beep()

    while 0 < row < max_y and 0 < column < max_x:
        canvas.addstr(round(row), round(column), symbol)
        await asyncio.sleep(0)
        canvas.addstr(round(row), round(column), " ")
        row += rows_speed
        column += columns_speed
Esempio n. 3
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def input_thread(inputw: curses.window, roomid: str):
    while True:
        msg = inputw.getstr()
        inputw.clear()

        # send msg
        send_danmu(roomid=roomid, msg=msg)
Esempio n. 4
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def draw_frame(canvas: curses.window,
               start_row: int,
               start_column: int,
               text: str,
               negative: bool = False):
    """Draw multiline text fragment on canvas. Erase text instead of drawing if negative=True is specified."""

    rows_number, columns_number = canvas.getmaxyx()

    for row, line in enumerate(text.splitlines(), round(start_row)):
        if row < 0:
            continue

        if row >= rows_number:
            break

        for column, symbol in enumerate(line, round(start_column)):
            if column < 0:
                continue

            if column >= columns_number:
                break

            if symbol == " ":
                continue

            # Check that current position it is not in a lower right corner of the window
            # Curses will raise exception in that case. Don`t ask why…
            # https://docs.python.org/3/library/curses.html#curses.window.addch
            if row == rows_number - 1 and column == columns_number - 1:
                continue

            symbol = symbol if not negative else " "
            canvas.addch(row, column, symbol)
Esempio n. 5
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def start_app(window: curses.window, messages):
    window.keypad(False)
    curses.init_pair(1, curses.COLOR_WHITE, 18)
    curses.init_pair(2, curses.COLOR_WHITE, 21)

    termulator = Termulator(window, messages)
    termulator.run()
Esempio n. 6
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def curses_program(screen: curses.window):
    y, x = screen.getmaxyx()
    o = Ocean(x - 1, y - 1)
    screen.clear()
    curses.resizeterm(y, x)

    for instruct in data:
        screen.clear()
        curr_north, curr_east = c.north, c.east
        c.execute_instruction(instruct)
        new_north, new_east = c.north, c.east

        if new_north < curr_north:
            for i in range(abs(curr_north - new_north)):
                o.move_ocean_south()
                o.draw(screen)
        else:
            for i in range(abs(curr_north - new_north)):
                o.move_ocean_north()
                o.draw(screen)

        if new_east < curr_east:
            for i in range(abs(curr_east - new_east)):
                o.move_ocean_west()
                o.draw(screen)
        else:
            for i in range(abs(curr_east - new_east)):
                o.move_ocean_east()
                o.draw(screen)
Esempio n. 7
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    def draw(self, screen: curses.window):
        """(Re)draw the ball"""
        # Erase the ball from the old position
        screen.addstr(self.old_y, self.old_x, ' ')

        # Draw the ball on the new position
        screen.addstr(self.y, self.x, 'O')
Esempio n. 8
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def main(win: curses.window) -> None:
    win.keypad(True)

    net = Network(receiveCallback=receptionCallback,
                  eventCallback=eventCallback)

    net.startReceptionThread()

    windowThread = threading.Thread(target=threadRefreshScreen, args=(win, ))
    windowThread.daemon = True
    windowThread.start()

    keyThread = threading.Thread(target=threadGetKeys, args=(
        win,
        net,
    ))
    keyThread.daemon = True
    keyThread.start()

    periodicThread = threading.Thread(target=threadPeriodic, args=(net, ))
    periodicThread.daemon = True
    periodicThread.start()

    keyThread.join()

    while True:
        time.sleep(2.0)
Esempio n. 9
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def main(stdscr: curses.window):
    stdscr.clear()

    curses_utils = CursesUtils(stdscr)
    curses_utils.draw_start_screen()

    board = Board(height=20, width=10)
    GameLoop(board, curses_utils, tick_frequency=0.5).run()
Esempio n. 10
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def sprite_init(scr: c.window, text: c.window, sprite: dict, erase=True):
    show_sprite(scr, sprite['image'], erase)
    for group in sprite['lines']:
        for i, line in enumerate(group):
            text.addstr(i, 0, line)
        text.getch()
        text.erase()
    scr.erase()
    scr.refresh()
Esempio n. 11
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def colorize(stdscr: Window, color: Color) -> Generator[Window, None, None]:
    """
    Context manager to make colorizing operations easier.
    """
    pair = color_pair(color) if has_colors() else None
    if pair is not None:
        stdscr.attron(pair)
    yield stdscr
    if pair is not None:
        stdscr.attroff(pair)
Esempio n. 12
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def start_game(screen: curses.window, mheight: int, mwidth: int) -> None:
    """
    function for starting a new game
    mheight: map height
    mwidth: map width
    """
    # reading player's name
    screen.clear()
    print_to_center(screen, ['Enter your name: '])
    screen.refresh()
    curses.curs_set(1)
    curses.echo()
    name = screen.getstr().decode("utf-8")
    curses.curs_set(0)
    curses.noecho()

    screen.clear()
    print_to_center(screen, ['Preparing the game...'])
    screen.refresh()

    # initializing a new game
    game = Game(mheight, mwidth)
    # making necessary preparations
    game.prepare_game(player_name=name)
    # playing the game
    play_game(screen=screen, game=game)
Esempio n. 13
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def draw_snek(scr: curses.window, snake: list, direction: tuple):
    for y, x in snake[1:]:
        scr.addstr(y, x, 's')
    if direction == NORTH:
        scr.addstr(snake[0][0], snake[0][1], '^')
    elif direction == SOUTH:
        scr.addstr(snake[0][0], snake[0][1], 'v')
    elif direction == EAST:
        scr.addstr(snake[0][0], snake[0][1], '>')
    elif direction == WEST:
        scr.addstr(snake[0][0], snake[0][1], '<')
Esempio n. 14
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def threadGetKeys(win: curses.window, net: Network) -> None:
    while 1:
        try:
            key = win.getkey()
            win.addstr(" KEY = " + key)

            GlobVar.currentMovement = "Stop"
            if GlobVar.connectedToPi:
                if key == "KEY_UP":
                    GlobVar.currentMovement = "Go Forward"
                    GlobVar.last_answer = net.robotGoForward()
                elif key == "KEY_DOWN":
                    GlobVar.currentMovement = "Go Backward"
                    GlobVar.last_answer = net.robotGoBackward()
                elif key == "KEY_RIGHT":
                    GlobVar.currentMovement = "Go Right"
                    GlobVar.last_answer = net.robotGoRight()
                elif key == "KEY_LEFT":
                    GlobVar.currentMovement = "Go Left"
                    GlobVar.last_answer = net.robotGoLeft()
                elif key == " ":
                    GlobVar.currentMovement = "Stop"
                    GlobVar.last_answer = net.robotStop()
                elif key == "R" or key == 'r':
                    GlobVar.last_answer = net.robotReset()
                    GlobVar.dumberStarted = False
                elif key == "U" or key == 'u':
                    GlobVar.last_answer = net.robotStartWithoutWatchdog()
                    if GlobVar.last_answer == net.ACK:
                        GlobVar.dumberStarted = True
                    else:
                        GlobVar.dumberStarted = False
                elif key == "W" or key == 'w':
                    GlobVar.last_answer = net.robotStartWithWatchdog()
                    if GlobVar.last_answer == net.ACK:
                        GlobVar.dumberStarted = True
                    else:
                        GlobVar.dumberStarted = False
                elif key == "C" or key == 'c':
                    GlobVar.last_answer = net.robotCloseCom()
                    GlobVar.connectedToDumber = False
                    GlobVar.dumberStarted = False
                elif key == "O" or key == 'o':
                    GlobVar.last_answer = net.robotOpenCom()
                    if GlobVar.last_answer == net.ACK:
                        GlobVar.connectedToDumber = True
                    else:
                        GlobVar.connectedToDumber = False

            #if key == os.linesep or key =='q' or key == 'Q':
            #    break

        except Exception as e:
            GlobVar.exceptionmsg = "Exception received: " + str(e)
Esempio n. 15
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def print_to_center(screen: curses.window, messages) -> None:
    """
    function for printing messages to the center of the screen
    :param screen:
    :param messages: list-like iterable element
    """

    sheight, swidth = screen.getmaxyx()

    for index, message in enumerate(messages):
        screen.addstr(sheight // 2 + index, swidth // 2 - len(message) // 2,
                      message)
Esempio n. 16
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async def blink(
    canvas: curses.window,
    row: int,
    column: int,
    delay: int,
    symbols: typing.Sequence[str] = "+*.:",
):
    while True:
        symbol = random.choice(symbols)

        canvas.addstr(row, column, symbol, curses.A_DIM)

        for _ in range(delay):
            await asyncio.sleep(0)

        canvas.addstr(row, column, symbol)
        for _ in range(delay):
            await asyncio.sleep(0)

        canvas.addstr(row, column, symbol, curses.A_BOLD)
        for _ in range(delay):
            await asyncio.sleep(0)

        canvas.addstr(row, column, symbol)
        for _ in range(delay):
            await asyncio.sleep(0)
Esempio n. 17
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def process_shooting(screen: curses.window, cur_player: Player, game: Game,
                     is_human: bool):
    """
    function for processing current player's shot
    """
    # shoot
    succ, hit = game.player_shoot()
    # if player chose an inappropriate cell, do nothing
    if not succ:
        game.turn -= 1
    else:
        screen.clear()

        message = "You missed" if is_human else "AI missed"
        if hit:
            message = "You hit enemy ship" if is_human else "AI hit enemy ship"
            game.check_victory()
            game.turn -= 1

        # printing the result of the shot to the screen
        if is_human:
            print_to_center(screen, [message])
        else:
            y_shot = cur_player.enemy_field.y_cur
            x_shot = cur_player.enemy_field.x_cur
            print_to_center(screen,
                            [f"AI has shot to {y_shot} {x_shot}", message])

        screen.refresh()
        screen.getch()

    screen.refresh()
Esempio n. 18
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def render_welcome_screen(window: curses.window) -> None:
    window.clear()

    window.addstr(0, 10, "jocus 0.0.1")
    window.addstr(1, 10, "collect coins and you win")
    window.addstr(3, 10, "press any key to start...")

    window.refresh()
    def start(self, stdscr: curses.window):
        self.stdscr = stdscr
        self.mainwin = stdscr.subwin(20, 100, 0, 0)
        self.chatwin = stdscr.subwin(1, 80, 20, 1)
        curses.halfdelay(1)
        curses.curs_set(False)

        while True:
            try:
                self.stdscr.erase()
                self.draw()
                self.stdscr.refresh()
                self.controller.chat()
            except KeyboardInterrupt:
                break
Esempio n. 20
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 def __init__(self,
              _x,
              _y,
              _window: curses.window,
              _orientation: int = 0,
              _arr: Union[None, list] = None,
              _score=4):
     """
     класс фигуры  ##
                   ##
     :param _x:
     :param _y:
     :param _window:  window_magic_creater
     :param _orientation:
     :param _arr:
     :param _score:
     """
     self.x = _x
     self.y = _y
     self.window = _window
     self.max_x = _window.getmaxyx()[1] - 2
     self.max_y = _window.getmaxyx()[0] - 2
     self.exist = True
     self.arr = _arr
     self.score = _score
     self.orientation = _orientation
Esempio n. 21
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def read_controls(canvas: curses.window) -> typing.Tuple[int, int, bool]:
    """Read keys pressed and returns tuple witl controls state."""

    rows_direction = columns_direction = 0
    space_pressed = False

    while True:
        pressed_key_code = canvas.getch()

        if pressed_key_code == -1:
            # https://docs.python.org/3/library/curses.html#curses.window.getch
            break

        if pressed_key_code == UP_KEY_CODE:
            rows_direction = -1

        if pressed_key_code == DOWN_KEY_CODE:
            rows_direction = 1

        if pressed_key_code == RIGHT_KEY_CODE:
            columns_direction = 1

        if pressed_key_code == LEFT_KEY_CODE:
            columns_direction = -1

        if pressed_key_code == SPACE_KEY_CODE:
            space_pressed = True

    return rows_direction, columns_direction, space_pressed
Esempio n. 22
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def display_game(screen: curses.window, cur_player: Player, game: Game):
    """
    function for printing game on the console
    """
    # obtain coordinates for displaying fields
    sheight, swidth = screen.getmaxyx()
    my_coords, enemy_coords = game.display_field(sheight=sheight,
                                                 swidth=swidth)

    # print fields and stats on the console
    screen.clear()
    display_field(screen, my_coords, cur_player, True, game=game)
    display_field(screen, enemy_coords, cur_player, False, game=game)
    stats = game.num_alive_ships()
    display_stats(screen=screen, statistics=stats[0], my=True, game=game)
    display_stats(screen=screen, statistics=stats[1], my=False, game=game)
Esempio n. 23
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    def update(self, window: curses.window) -> None:
        self.player.move(window.getkey())
        self.player.maybe_grab_coin(self.coins)

        if not self.coins and not self.is_finished:
            self.is_finished = True
            voice.say("оа")
            voice.say("молодец")
Esempio n. 24
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def main(screen: curses.window, mheight: int, mwidth: int):
    # removing cursor
    curses.curs_set(0)
    # setting color for menu
    curses.init_pair(1, curses.COLOR_BLACK, curses.COLOR_WHITE)

    # things to be printed
    prev_game = load_game()

    str_start_game = "Start New Game"
    str_load_game = "Load Game"
    str_exit = "Exit"
    menu_items = [str_load_game, str_start_game, str_exit
                  ] if prev_game else [str_start_game, str_exit]

    cur_index = 0  # selected menu item
    display_menu(screen, menu_items, cur_index)

    while True:
        # listen to input
        key = screen.getch()

        # handling navigation
        if key == curses.KEY_UP and cur_index > 0:
            cur_index -= 1
        elif key == curses.KEY_DOWN and cur_index < len(menu_items) - 1:
            cur_index += 1
        # handling Enter button
        elif key == curses.KEY_ENTER or key in [10, 13]:
            cur_item = menu_items[cur_index]

            if cur_item == str_start_game:
                # adjust length of the symbols
                Field.recal_sybms(len(str(mwidth)))
                # start new game
                start_game(screen, mheight, mwidth)
            elif cur_item == str_load_game:
                # adjust length of the symbols
                Field.recal_sybms(len(str(prev_game.map_width)))
                # continue last saved game
                play_game(screen, game=prev_game)
            elif cur_item == str_exit:
                return

        screen.clear()
        display_menu(screen, menu_items, cur_index)
Esempio n. 25
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    def draw(self, screen: curses.window, arena: Arena):
        """Draw player on the screen's defined y position"""
        # clear player's row
        for i in range(arena.y + 1, arena.bound_y - 1):
            screen.addstr(i, self.x, ' ')

        # draw the player
        screen.addstr(self.y - 1, self.x, '|')
        screen.addstr(self.y, self.x, '|')
        screen.addstr(self.y + 1, self.x, '|')
Esempio n. 26
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def draw(canvas: curses.window):
    canvas.border()
    canvas.nodelay(True)

    # https://docs.python.org/3/library/curses.html#curses.window.getmaxyx
    window_height, window_width = canvas.getmaxyx()
    # rows and columns greater by one then real window size
    max_y, max_x = window_height - 1, window_width - 1

    curses.curs_set(False)

    # Reducing max dimensions by 2 allows to avoid "curses.error"
    stars_max_y = window_height - 2
    stars_max_x = window_width - 2
    coroutines = [
        blink(
            canvas,
            random.randint(1, stars_max_y),  # stars mustn't appear on border
            random.randint(0, stars_max_x),
            delay=random.randint(1, 20),
        ) for _ in range(random.randint(100, 200))
    ]

    coroutines.append(animate_rocket_flight(canvas, max_y, max_x))

    while coroutines:
        for coro in coroutines.copy():
            try:
                coro.send(None)
            except StopIteration:
                coroutines.remove(coro)
        canvas.refresh()
        time.sleep(TIC_TIMEOUT)
Esempio n. 27
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    def render(self, stdscr: Window) -> None:
        """
        Render the unit to screen.
        """
        # Cache the encoded lines, no sense redoing the work
        if not self._lines:
            lines = self.icon.splitlines()
            self._lines = [l.encode(CODEC) for l in lines]

        with colorize(stdscr, self.color):
            for offset_y, line in enumerate(self._lines):
                try:
                    stdscr.addstr(self.y + offset_y, self.x, line)
                except curses.error as err:
                    raise ValueError(f"y={self.y}, x={self.x}: {line}") from err

        # Unit is no longer dirty
        self._dirty = False
Esempio n. 28
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def process_human_move(screen: curses.window, cur_player: Player, game: Game):
    """
    function for listening to player's input and taking appropriate actions
    """
    buttons_move_cursor = [
        curses.KEY_UP, curses.KEY_DOWN, curses.KEY_LEFT, curses.KEY_RIGHT,
        ord('w'),
        ord('s'),
        ord('a'),
        ord('d')
    ]

    buttons_shoot = [curses.KEY_ENTER, 10, 12, 13, 14]

    while True:
        # get fields
        my_field = cur_player.my_field
        enemy_field = cur_player.enemy_field

        display_game(screen, cur_player, game)

        # listen to the input
        key = screen.getch()
        # move corresponding cursors
        if key in buttons_move_cursor:
            move_cursor(key,
                        my_field=my_field,
                        enemy_field=enemy_field,
                        game=game)
        # shoot at the current location of the cursor
        elif key in buttons_shoot:
            process_shooting(screen, cur_player, game, is_human=True)
            break
        # save the game
        elif key == ord('o'):
            screen.clear()
            save_game(game)
            print_to_center(screen, ['The game was saved'])
            screen.getch()
            game.turn -= 1
            break
Esempio n. 29
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def show_sprite(scr: c.window, sprite: list, erase=True):
    if erase:
        scr.erase()
    scr_y, scr_x = scr.getmaxyx()
    begin_y = scr_y // 2 - len(sprite) // 2
    begin_x = scr_x // 2 - len(sprite[0]) // 2

    for i, s in enumerate(sprite):
        scr.addstr(begin_y + i, begin_x, s)
    scr.refresh()
Esempio n. 30
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def play_game(screen: curses.window, game: Game) -> None:
    """
    function for simulating the game
    """

    while not game.is_finished:
        # obtaining the current player
        cur_player = game.players[game.turn % 2]
        # if human
        if cur_player.is_human:
            process_human_move(screen, cur_player, game)
            screen.refresh()

        # if current player is AI
        else:
            process_ai_move(screen, cur_player, game)
            screen.refresh()

        game.turn += 1

    declare_winner(screen, game)