Esempio n. 1
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def make_platform(b, row, column):
    psize = random.randint(2, 10)
    plateform = []
    tmp_game = Game()
    # Only because Game needs it, we don't care.
    tmp_game.player = Player()
    tmp_game.add_board(0, b)
    tmp_game.change_level(0)
    # print(
    #     f"[d] make_platform at {row}, {column}, psize is {psize} column will be "
    #     f"between {column} and {column + psize + 1}"
    # )
    get_up = 0
    # for i in range(column, column + psize + 1):
    for i in range(column - psize - 1, column):
        if i >= b.size[0]:
            break
        if not isinstance(b.item(row, i), BoardItemVoid):
            break
        if i in b.visited_columns:
            break
        # Check if we have other platforms around.
        # If yes moving the platform up.
        if get_up < 3:
            for e in tmp_game.neighbors(2, Door(pos=[row, i])):
                if e.type == "ground":
                    get_up = 3
                    break
        if get_up < 4:
            for e in tmp_game.neighbors(1, Door(pos=[row, i])):
                if e.type == "ground":
                    get_up = 4
                    break
        m = block_color() + "  " + Utils.Style.RESET_ALL
        plateform.append([Wall(model=m, type="platform"), row, i])
    for i in plateform:
        b.place_item(i[0], i[1] - get_up, i[2])
        if random.choice([True, False]):
            generate_treasure(b, i[1] - get_up - 1, i[2])
        else:
            generate_trap(b, i[1] - get_up - 1, i[2])
        b.visited_columns.append(i[2])
Esempio n. 2
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g = Game()

b = g.load_board('hac-maps/kneighbors.json',1)


g.player = Player(model=Sprites.FLYING_SAUCER,name='player')
g.change_level(1)

key = None

while True:
    if key == 'w':
        g.move_player(Constants.UP,1)
    elif key == 's':
        g.move_player(Constants.DOWN,1)
    elif key == 'a':
        g.move_player(Constants.LEFT,1)
    elif key == 'd':
        g.move_player(Constants.RIGHT,1)
    elif key == 'q':
        break
    g.clear_screen()
    g.display_board()
    for i in g.neighbors(1):
        print(f'Player: {i.name} ({i.pos[0]},{i.pos[1]})')
    
    for i in g.neighbors(1, g.current_board().item(7,7) ):
        print(f'NPC: {i.name} ({i.pos[0]},{i.pos[1]})')

    key = Utils.get_key()
Esempio n. 3
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            game.move_player(cst.DLDOWN, 1)
        elif key == '3':
            p.model = sprite_player['right']
            game.move_player(cst.DRDOWN, 1)
        elif key == 'q':
            game.clear_screen()
            print(Utils.cyan_bright(f'Thanks for playing {game.name}'))
            print(Utils.yellow_bright('Good bye!'))
            break
        elif key == 'v':
            current_menu = 'speed_menu'
        elif key == 'k':
            game.player.hp -= 5

        # Once we've moved we check if we are in the neighborhood of Unipici
        if game.player in game.neighbors(1, nice_npc):
            current_menu = 'unipici_dialog'
    # Here we change the speed of the game and then go back to main menu.
    elif current_menu == 'speed_menu':
        if key == '1':
            game_speed = 0.5
            current_menu = 'main_menu'
        elif key == '2':
            game_speed = 0.25
            current_menu = 'main_menu'
        elif key == '3':
            game_speed = 0.1
            current_menu = 'main_menu'
        elif key == '4':
            game_speed = 0.05
            current_menu = 'main_menu'
Esempio n. 4
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     # the player goes.
     g.timer += 1 / g.current_level
     # On the other end, the player gains more points the further he goes
     g.score += int((g.player.pos[1] - g.player.last_x) - 1 /
                    (g.player.pos[1] - g.player.last_x))
 g.player.last_x = g.player.pos[1]
 if key == Utils.key.LEFT:
     g.move_player(Constants.LEFT, 1)
 elif key == Utils.key.RIGHT:
     g.move_player(Constants.RIGHT, 1)
 # elif key == Utils.key.DOWN:
 #     gravity_friction -= 0.1
 # elif key == Utils.key.UP:
 #     gravity_friction += 0.1
 elif key == Utils.key.SPACE:
     if g.player.dy == 0 and len(g.neighbors(1, g.player)) > 0:
         # Jump
         # Start with sound
         jump_wave_obj.play()
         g.player.max_y = g.player.pos[0] - 3
         g.player.dy = 1
 elif key == "X":
     g.stop()
     break
 elif key in "awsdzq":
     projectile = Projectile(
         name="treeball",
         direction=Constants.RIGHT,
         range=2,
         model=Utils.green_bright(bg_color + " *" +
                                  Utils.Style.RESET_ALL),
Esempio n. 5
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     Utils.print_white_on_red("GAME OVER")
     break
 r = g.player.pos[0]
 c = g.player.pos[1]
 if key == Utils.key.UP:
     g.move_player(Constants.UP, 1)
 elif key == Utils.key.DOWN:
     g.move_player(Constants.DOWN, 1)
 elif key == Utils.key.RIGHT:
     g.move_player(Constants.RIGHT, 1)
 elif key == Utils.key.LEFT:
     g.move_player(Constants.LEFT, 1)
 elif key == "Q":
     break
 for guard in guards:
     if g.player in g.neighbors(5, guard):
         guard.actuator = PathFinder(game=g, actuated_object=guard)
         chasing = True
         winner = nearest_cell(g.player, guard)
         guard.actuator.set_destination(winner[0], winner[1])
     else:
         guard.actuator = RandomActuator(moveset=[
             Constants.UP, Constants.DOWN, Constants.LEFT, Constants.RIGHT
         ])
         chasing = False
     if chasing and g.player in g.neighbors(1, guard):
         g.player.hp -= 5
     else:
         g.actuate_npcs(1)
 redraw()
 time.sleep(0.1)
Esempio n. 6
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class GameNeighborTestCase(unittest.TestCase):
    def setUp(self):
        super().setUp()
        self.game = Game()
        self.board = self.game.load_board("hac-maps/kneighbors.json", 1)
        self.game.player = Player(name="player")
        self.game.change_level(1)
        self.tree26 = self.board.item(2, 6)
        self.treasure38 = self.board.item(3, 8)
        self.tree39 = self.board.item(3, 9)
        self.wall45 = self.board.item(4, 5)
        self.wall46 = self.board.item(4, 6)
        self.wall47 = self.board.item(4, 7)
        self.wall57 = self.board.item(5, 7)
        self.npc77 = self.board.item(7, 7)
        self.treasure1212 = self.board.item(12, 12)
        self.tree1310 = self.board.item(13, 10)
        self.npc168 = self.board.item(16, 8)

    def test_player_neighbors(self):
        testcases = (
            ([3, 3], []),
            ([3, 5], [self.tree26, self.wall45, self.wall46]),
            ([3, 6], [self.tree26, self.wall45, self.wall46, self.wall47]),
            ([3, 7], [self.tree26, self.wall46, self.wall47, self.treasure38]),
            ([4, 8], [self.wall47, self.wall57, self.treasure38, self.tree39]),
            ([5, 6], [self.wall45, self.wall46, self.wall47, self.wall57]),
        )

        for pos, expected_board_items in testcases:
            with self.subTest(str(pos)):
                self.game.player.pos = pos
                actual_board_items = self.game.neighbors()
                assertion_message = " ".join([
                    readable_board_items(expected_board_items),
                    "!=",
                    readable_board_items(actual_board_items),
                ])
                self.assertSetEqual(
                    set(expected_board_items),
                    set(actual_board_items),
                    assertion_message,
                )

    def test_npc_neighbors(self):
        def move_player_next_to_npc77():
            pos_next_to_npc = [7, 8]
            self.game.move_player(Constants.DOWN, pos_next_to_npc[0])
            self.game.move_player(Constants.RIGHT, pos_next_to_npc[1])
            self.assertEqual(pos_next_to_npc, self.game.player.pos)

        actual_board_items = self.game.neighbors(1, self.npc77)
        self.assertSetEqual(set(), set(actual_board_items))

        move_player_next_to_npc77()
        actual_board_items = self.game.neighbors(1, self.npc77)
        self.assertSetEqual({self.game.player}, set(actual_board_items))

    def dump_board_items(self):
        h, w = self.board.size
        for y in range(h):
            for x in range(w):
                boarditem = self.board.item(y, x)
                assert isinstance(boarditem, BoardItem)
                if isinstance(boarditem, BoardItemVoid):
                    continue
                print(readable_board_item(boarditem))