Exemplo n.º 1
0
async def starship_animation(canvas, start_row, start_column, images):
    for image in cycle(images):
        image_row, image_col = get_frame_size(image)
        rows_number, columns_number = canvas.getmaxyx()

        row_bottom = rows_number - image_row
        col_right = columns_number - image_col

        rows_direct, columns_direct, space_pressed = read_controls(canvas)
        start_row = start_row + rows_direct
        start_column = start_column + columns_direct

        if max(start_row, image_row) == image_row:
            start_row = 0
        if min(start_row, row_bottom) == row_bottom:
            start_row = row_bottom
        if max(start_column, image_col) == image_col:
            start_column = 0
        if min(start_column, col_right) == col_right:
            start_column = col_right

        draw_frame(canvas, start_row, start_column, image, negative=False)
        canvas.refresh()
        await asyncio.sleep(0)
        draw_frame(canvas, start_row, start_column, image, negative=True)
Exemplo n.º 2
0
async def animate_spaceship(canvas, row, column, frames):
    """Spaceship animation with keyboard control and limitts"""

    # get max size of the canvas
    rows, columns = canvas.getmaxyx()
    max_row, max_column = rows - 1, columns - 1

    while True:
        for frame in frames:

            # calculate max coordinates for ship
            frame_row, frame_column = get_frame_size(frame)
            row = min(row, max_row - frame_row)
            row = max(1, row)
            column = min(column, max_column - frame_column)
            column = max(1, column)

            # draw frame for 0.2 second
            draw_frame(canvas, row, column, frame, negative=False)
            for _ in range(2):
                await asyncio.sleep(0)

            # erase frame
            draw_frame(canvas, row, column, frame, negative=True)

            # read keyboard and move ship
            rows_direction, columns_direction, _ = read_controls(canvas, 2)
            row += rows_direction
            column += columns_direction
Exemplo n.º 3
0
async def control_spaceship(canvas, rocket_frames, row, column):
    global is_collision
    rocket_height, rocket_wide = get_frame_size(rocket_frames[0])
    rocket_frames = cycle(rocket_frames)
    row_speed = column_speed = 0

    while True:
        rocket_frame = next(rocket_frames)
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)
        if space_pressed and year >= 2020:
            coroutines.append(fire(canvas, row - 1, column + rocket_wide // 2))
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)
        row += row_speed
        column += column_speed

        if column <= 1 or column >= SCREEN_WIDE - rocket_wide:
            column -= column_speed
        if row <= 1 or row >= SCREEN_HEIGHT - rocket_height:
            row -= row_speed
        coroutines.append(draw_rocket(canvas, rocket_frame, row, column))

        for obstacle in obstacles:
            if obstacle.has_collision(row - 1, column):
                obstacles_in_last_collision.append(obstacle)
                await explode(canvas, row + 5, column + 2)
                is_collision = True
                coroutines.append(
                    show_gameover(canvas, SCREEN_HEIGHT // 2,
                                  SCREEN_WIDE // 2))
                return
        await asyncio.sleep(0)
Exemplo n.º 4
0
async def run_spaceship(canvas, frames):
    height, width = get_frame_size(frames[0])
    row_max, col_max = get_canvas_max_coords(canvas)
    row = row_max - height // 2
    col = col_max // 2 - width // 2
    row_speed = col_speed = 0
    cur_frame = None

    while True:
        for obstacle in obstacles:
            if obstacle.has_collision(row, col):
                draw_frame(canvas, row, col, cur_frame, negative=True)
                await show_gameover(canvas)

        row_change, col_change, shot_made = read_controls(canvas)

        if shot_made and year >= YEAR_GUN_ON:
            fire = animate_fire(canvas, row, col + width // 2)
            coroutines.append(fire)

        row_speed, col_speed = update_speed(row_speed, col_speed, row_change, col_change)

        row += row_speed
        col += col_speed
        row = min(row, row_max - height)
        col = min(col, col_max - width)
        row = max(row, BORDER)
        col = max(col, BORDER)

        draw_frame(canvas, row, col, spaceship_frame)
        cur_frame = spaceship_frame
        await sleep()
        draw_frame(canvas, row, col, cur_frame, negative=True)
Exemplo n.º 5
0
async def run_spaceship(canvas, start_row, start_col):
    row, column = start_row, start_col
    row_speed, column_speed = 0, 0
    min_row, min_column = FRAME_BORDER_SIZE, FRAME_BORDER_SIZE
    max_row, max_column = get_correct_window_dimensions(canvas)

    while True:
        temp_spaceship_frame = spaceship_frame
        # frame_size = get_frame_size(temp_spaceship_frame)
        rows, columns = get_frame_size(temp_spaceship_frame)
        move_row, move_column, space_pressed = read_controls(canvas)
        row_speed, column_speed = update_speed(
            row_speed, column_speed, move_row, move_column)
        row, column = row + row_speed, column + column_speed

        column = min(max(min_column, column), max_column -
                     columns - FRAME_BORDER_SIZE)
        row = min(max(min_row, row), max_row -
                  rows - FRAME_BORDER_SIZE)

        collisions = [obstacle
                      for obstacle in obstacles if obstacle.has_collision(row, column, rows, columns)]
        if collisions:
            await show_gameover(canvas, start_row, start_col)

        if space_pressed and year >= PLASMA_GUN_ERA:
            coroutines.append(
                fire(canvas, row, column + columns // 2))

        draw_frame(canvas, row, column, temp_spaceship_frame)

        await sleep()
        draw_frame(canvas, row, column, temp_spaceship_frame, negative=True)
Exemplo n.º 6
0
async def run_spaceship(canvas, canvas_vertical_center, canvas_horizontal_center, frames):
    row, column = canvas_vertical_center, canvas_horizontal_center
    frame_rows, frame_columns = get_frame_size(frames[0])
    canvas_rows, canvas_column = canvas.getmaxyx()
    row_speed, column_speed = 0, 0
    while True:
        rows_direction, columns_direction, space_pressed = read_controls(canvas)

        row_speed, column_speed = update_speed(row_speed, column_speed, rows_direction, columns_direction)

        row = max(1, min(row + row_speed, canvas_rows - frame_rows - 1))
        column = max(1, min(column + column_speed, canvas_column - frame_columns - 1))

        previous_spaceship_frame = spaceship_frame

        draw_frame(canvas, row, column, spaceship_frame, negative=False)

        plasma_gun_activation_year = 2020

        if year > plasma_gun_activation_year and space_pressed:
            coroutines.append(fire(canvas, row, column + 2))

        await asyncio.sleep(0)

        draw_frame(canvas, row, column, previous_spaceship_frame, negative=True)

        for index, obstacle in enumerate(obstacles.copy()):
            # add show_gameover coroutine if spaceship meet garbage
            if obstacle.has_collision(row, column):
                coroutines.append(
                    show_gameover(canvas, canvas_vertical_center, canvas_horizontal_center)
                )

                return
Exemplo n.º 7
0
async def animate_spaceship(canvas, row, column, frames):
    row_speed = column_speed = 0
    screen_rows, screen_columns = canvas.getmaxyx()
    max_row, max_column = screen_rows - OFFSET_FROM_EDGE_OF_SCREEN, screen_columns - OFFSET_FROM_EDGE_OF_SCREEN
    for frame in cycle(frames):
        frame_rows, frame_columns = get_frame_size(frame)
        for _ in range(2):
            rows_direction, columns_direction, space_pressed = read_controls(canvas)
            row_speed, column_speed = update_speed(row_speed, column_speed, rows_direction, columns_direction)
            row += row_speed
            column += column_speed

            row = max(
                OFFSET_FROM_EDGE_OF_SCREEN,
                min(row + rows_direction, max_row - frame_rows)
            )
            column = max(
                OFFSET_FROM_EDGE_OF_SCREEN,
                min(column + columns_direction, max_column - frame_columns)
            )
            draw_frame(canvas, row, column, frame, color=[1, 2])
            await asyncio.sleep(0)
            draw_frame(canvas, row, column, frame, negative=True)
            if space_pressed and year >= YEAR_OF_GUN_AVAILABILITY:
                coroutines.append(
                    fire(canvas, row, column + round(frame_columns / 2), -3)
                )
        for obstacle in obstacles:
            if not obstacle.has_collision(row, column, frame_rows, frame_columns):
                continue
            coroutines.append(show_gameover(canvas))
            return
Exemplo n.º 8
0
async def run_spaceship(canvas, spaceship_frame, coroutines, obstacles,
                        obstacles_collisions, years, timeout, row, column):

    assert all(i >= 0 for i in (row, column, timeout)), AssertionError(
        "row, column and timeout have to be non-negative")
    assert bool(years), AssertionError(
        "Years has to be initiated with int value.")

    height, width = canvas.getmaxyx()

    row_speed = 0
    column_speed = 0

    # "spinlock" waiting for updating spaceship_frame
    while not spaceship_frame:
        await asyncio.sleep(0)

    frame, rocket_height, rocket_width = spaceship_frame
    draw_frame(canvas, row, column, frame)

    while True:

        collisions = set(
            filter(lambda o: o.has_collision(row, column), obstacles))

        if collisions:
            obstacles_collisions.update(collisions)

            draw_frame(canvas, row, column, frame, negative=True)

            await explode(canvas, row, column)

            coroutines.append(get_game_over(canvas))

            spaceship_frame[0] = None

            return

        # handle a user control
        row_shift, col_shift, space = read_controls(canvas)

        draw_frame(canvas, row, column, frame, negative=True)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               row_shift, col_shift)

        # keep rocket in borders
        row = calc_location(row + row_speed, height - rocket_height - 1)
        column = calc_location(column + column_speed, width - rocket_width - 1)

        # shoot
        if space and years[0] >= 2020:
            coroutines.append(
                fire(canvas, obstacles, obstacles_collisions, row - 1,
                     column + 2, -2))

        frame, rocket_height, rocket_width = spaceship_frame
        draw_frame(canvas, row, column, frame)

        await asyncio.sleep(0)
Exemplo n.º 9
0
async def run_spaceship(canvas):
    # Положение корабля и отрисовка
    global spaceship_frame
    max_row, max_col = canvas.getmaxyx()
    frame_max_row, frame_max_col = get_frame_size(load_frames("rocket")[0])
    row = max_row - (frame_max_row + 1)
    col = max_col // 2
    row_speed = col_speed = 0
    while True:
        drow, dcol, space = read_controls(canvas)
        border = 1
        row_speed, col_speed = update_speed(row_speed, col_speed, drow, dcol)

        if border < (col + col_speed) < (max_col - frame_max_col - border):
            col += col_speed
        if border < (row + row_speed) < (max_row - frame_max_row - border):
            row += row_speed

        if space and (globalvars.year >= 2020):
            coroutines.append(fire(canvas, row, col + 2))

        for obstacle in obstacles:
            if obstacle.has_collision(row, col):
                coroutines.append(show_gameover(canvas))
                return

        draw_frame(canvas, row, col, spaceship_frame)
        old_frame = spaceship_frame
        await asyncio.sleep(0)
        draw_frame(canvas, row, col, old_frame, negative=True)
Exemplo n.º 10
0
async def run_spaceship(canvas, row, column):
    """ controls location of spaceship and draws it on the screen"""
    row_speed = column_speed = 0
    global spaceship_frame
    global coroutines
    global year
    spaceship_collision = False
    while not spaceship_collision:
        maxx, maxy = canvas.getmaxyx()
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)
        frame_rows, frame_columns = get_frame_size(spaceship_frame)
        row, column = speed_reduction_near_border(row, column, frame_rows,
                                                  frame_columns, maxx, maxy,
                                                  row_speed, column_speed)

        draw_frame(canvas, row, column, spaceship_frame)
        last_frame = spaceship_frame

        frame_rows, frame_columns = get_frame_size(spaceship_frame)
        await sleep(1)
        if space_pressed and (year >= 2020):
            coroutines.append(fire(canvas, row, column + 2))

        draw_frame(canvas, row, column, last_frame, negative=True)

        if if_collision_append_collision_list(row, column, frame_rows,
                                              frame_columns):
            spaceship_collision = True
    coroutines.append(
        explode(canvas, row + frame_rows // 2, column + frame_columns // 2))
    coroutines.append(show_gameover(canvas))
Exemplo n.º 11
0
async def run_spaceship(canvas):
    global spaceship_frame
    global coroutines
    global year
    row, column = 5, 8
    row_speed = column_speed = 0
    while True:
        last_spaceship_frame = spaceship_frame
        row_control, col_control, space_control = read_controls(canvas)

        row_size, column_size = get_frame_size(last_spaceship_frame)
        if space_control and year > 2020:
            coroutines.append(fire(canvas, row, column + column_size // 2))

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               row_control, col_control)
        row += row_speed
        column += column_speed

        for obstacle in obstacles:
            if obstacle.has_collision(row, column, row_size, column_size):
                coroutines.append(show_gameover(canvas))
                return

        draw_frame(canvas, row, column, last_spaceship_frame)
        await sleep()
        draw_frame(canvas, row, column, last_spaceship_frame, True)
Exemplo n.º 12
0
async def run_spaceship(canvas, row, column):
    """ Анимация ракеты с поддержкой перемещения"""
    global year
    row_speed = column_speed = 0
    MAX_Y, MAX_X = canvas.getmaxyx()
    while True:
        current_frame, current_row, current_column = spaceship_frame, row, column
        draw_frame(canvas, row, column, spaceship_frame)

        row_acceleration, column_acceleration, space_pressed = read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               row_acceleration,
                                               column_acceleration)

        for obstacle in obstacles:
            if obstacle.has_collision(row, column):
                await show_gameover(canvas)
                return

        if (BORDER < row + row_speed < MAX_Y - FRAME_HEIGHT - BORDER):
            row += row_speed
        if (BORDER < column + column_speed < MAX_X - FRAME_WIDTH - BORDER):
            column += column_speed
        if space_pressed and year >= 2020:
            coroutines.append(
                fire(canvas, row, column + FRAME_WIDTH / 2, obstacles,
                     obstacles_in_last_collisions))
        await sleep(0.1)
        draw_frame(canvas, current_row, current_column, current_frame, True)
        draw_frame(canvas, row, column, spaceship_frame)
Exemplo n.º 13
0
async def run_spaceship(canvas, row, column):
    global spaceship_frame, year
    row_speed = column_speed = 0
    max_row, max_column = get_canvas_maxyx(canvas)
    frame_rows, frame_columns = ctools.get_frame_size(spaceship_frame)
    while True:
        row_d, column_d, space_pressed = ctools.read_controls(canvas)
        row_speed, column_speed = update_speed(row_speed,
                                               column_speed,
                                               row_d,
                                               column_d)

        row = min(max(row + row_speed, 0), max_row - frame_rows)
        column = min(max(column + column_speed, 0), max_column - frame_columns)
        sh_frame = spaceship_frame
        ctools.draw_frame(canvas, row, column, sh_frame)
        await sleep(1)
        ctools.draw_frame(canvas, row, column, sh_frame, True)
        if space_pressed and year > 2020:
            event_loop.create_task(fire(canvas,
                                        row - 1,
                                        column + frame_columns // 2))

        for obstacle in obstacles:
            if obstacle.has_collision(row, column, frame_rows, frame_columns):
                await show_gameover(canvas)
                return
Exemplo n.º 14
0
async def animate_spaceship(canvas, row, column, frame1, frame2):
    canvas_max_height, canvas_max_width = canvas.getmaxyx()  # (26, 191)
    frame_rows, frame_columns = get_frame_size(frame1)  # (9, 5)

    # while loop needs to be here not to throw StopIteration and work forever...
    while True:
        draw_frame(canvas, row, column, frame1)
        await asyncio.sleep(0)

        # flush the previous frame before drawing the next one
        draw_frame(canvas, row, column, frame1, negative=True)

        # update coordinates after pressing some arrow
        row_diff, column_diff, _ = read_controls(canvas)

        # Horizontal restriction: right <-> left
        if 0 < (column + column_diff) < (canvas_max_width - frame_columns):
            column += column_diff

        # Vertical restriction: up ↕ down
        if 0 < (row + row_diff) < (canvas_max_height - frame_rows):
            row += row_diff

        draw_frame(canvas, row, column, frame2)
        await asyncio.sleep(0)
Exemplo n.º 15
0
async def run_spaceship(canvas, window_rows, window_columns, frame_rows,
                        frame_columns):
    global starship_row, starship_column, obstacles
    # вычисляем правую и нижнию границу один раз при условии что размеры окна не меняются во время работы
    max_allowed_row = window_rows - frame_rows - 1
    max_allowed_column = window_columns - frame_columns - 1
    row_speed = column_speed = 0

    while True:
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)
        new_row = starship_row + row_speed * SPEED
        new_column = starship_column + column_speed * SPEED

        starship_row = median([1, new_row, max_allowed_row])
        starship_column = median([1, new_column, max_allowed_column])

        if space_pressed and YEAR >= 2020:
            coroutine = fire(canvas, starship_row, starship_column +
                             frame_columns // 2)  # середина корабля
            coroutines.append(coroutine)

        for obstacle in obstacles:
            if obstacle.has_collision(starship_row, starship_column,
                                      frame_rows, frame_columns):
                coroutines.append(
                    show_gameover(canvas, window_rows, window_columns))
                return

        await asyncio.sleep(0)
Exemplo n.º 16
0
async def animate_spaceship(canvas, row, column):
    with open("frames/rocket_frame_1.txt") as file1:
        frame1 = file1.read()

    with open("frames/rocket_frame_2.txt") as file2:
        frame2 = file2.read()

    frame_rows, frame_columns = get_frame_size(frame1)

    max_row, max_column = canvas.getmaxyx()

    while True:
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)
        if check_ship_inside_border(current_coordinate=row,
                                    step=rows_direction,
                                    frame_size=frame_rows,
                                    border=max_row):
            row += rows_direction
        if check_ship_inside_border(current_coordinate=column,
                                    step=columns_direction,
                                    frame_size=frame_columns,
                                    border=max_column):
            column += columns_direction
        draw_frame(canvas, row, column, frame1)

        await asyncio.sleep(0)

        draw_frame(canvas, row, column, frame1, negative=True)
        draw_frame(canvas, row, column, frame2)

        await asyncio.sleep(0)

        draw_frame(canvas, row, column, frame2, negative=True)
Exemplo n.º 17
0
async def run_spaceship(canvas, row, column):
    """Determine the position of the spaceship and display it.

    Params:
        * canvas: window object from curses
        * row: number of row
        * column: number of column
    """

    # Define height and width of the canvas
    canvas_height, canvas_width = canvas.getmaxyx()

    global spaceship_frame, row_speed, column_speed, year

    while True:
        # Define height and width of the frame
        frame_height, frame_width = get_frame_size(spaceship_frame)
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)

        row_speed, column_speed = update_speed(
            row_speed,
            column_speed,
            rows_direction,
            columns_direction,
        )

        # Subtract 1 so as not to erase the borders
        row_number = min(
            row + row_speed,
            canvas_height - frame_height - 1,
        )
        column_number = min(
            column + column_speed,
            canvas_width - frame_width - 1,
        )

        # Set 1 so as not to erase the borders
        row = max(row_number, 1)
        column = max(column_number, 1)

        # Make a gun shot if the user presses a space
        # and a year 2020 or more
        if space_pressed and year >= YEAR_CREATION_LASER_GUN:
            fire_coroutine = fire(canvas, row, column, rows_speed=-2)
            coroutines.append(fire_coroutine)

        draw_frame(canvas, row, column, spaceship_frame)
        # Stores the last frame of the animation that was drawn,
        # and which you want to erase later
        last_frame = spaceship_frame
        await sleep()
        draw_frame(canvas, row, column, last_frame, negative=True)

        for obstacle in obstacles:
            if obstacle.has_collision(row, column, frame_height, frame_width):
                gameover_coroutine = show_gameover(canvas)
                coroutines.append(gameover_coroutine)
                return
Exemplo n.º 18
0
async def run_spaceship(
        canvas, start_row, start_column, gun_activation_year=2020):
    row, column = start_row, start_column

    row_speed = column_speed = 0

    canvas_height, canvas_width = canvas.getmaxyx()

    while True:
        current_frame = spaceship_frame

        rows_direction, columns_direction, space_pressed = read_controls(
            canvas=canvas,
        )
        row_speed, column_speed = update_speed(
            row_speed=row_speed,
            column_speed=column_speed,
            rows_direction=rows_direction,
            columns_direction=columns_direction,
        )
        row += row_speed
        column += column_speed

        frame_height, frame_width = get_frame_size(current_frame)

        row = limit(
            value=row,
            min_value=1,
            max_value=canvas_height - frame_height - 1,
        )
        column = limit(
            value=column,
            min_value=1,
            max_value=canvas_width - frame_width - 1,
        )

        draw_frame(canvas, row, column, current_frame)

        if space_pressed and row > 1 and year >= gun_activation_year:
            coroutines.append(
                animate_gun_shot(
                    canvas=canvas,
                    start_row=row - 1,
                    start_column=column + 2,
                )
            )

        await sleep()
        draw_frame(canvas, row, column, current_frame, negative=True)

        for obstacle in obstacles:
            if obstacle.has_collision(
                    obj_corner_row=row, obj_corner_column=column):
                coroutines.append(
                    show_gameover(canvas=canvas),
                )
                return
Exemplo n.º 19
0
async def animate_spaceship(canvas, row, column, frames, row_speed,
                            column_speed, spaceship_obstacle):
    row_speed, column_speed = row_speed, column_speed
    for frame in itertools.cycle(frames):
        # getmaxyx() - возвращает ширину и высоту окна, которые всегда на единицу больше чем координаты крайних ячеек
        max_rows, max_columns = canvas.getmaxyx()

        rows_direction, columns_direction, space_pressed = ct.read_controls(
            canvas=canvas)

        row_speed, column_speed = update_speed(
            row_speed=row_speed,
            column_speed=column_speed,
            rows_direction=rows_direction,
            columns_direction=columns_direction)
        row += row_speed
        column += column_speed

        ct.draw_frame(canvas=canvas,
                      start_row=row,
                      start_column=column,
                      text=frame)
        await sleep(1)
        # стираем предыдущий кадр, прежде чем рисовать новый
        ct.draw_frame(canvas=canvas,
                      start_row=row,
                      start_column=column,
                      text=frame,
                      negative=True)

        if space_pressed and YEAR > 2020:
            COROUTINES.append(fire(canvas, row - 1, column + 2))

        frame_rows, frame_columns = ct.get_frame_size(text=frame)
        # frame_rows и BORDER_WIDTH - учитываем размер модели и рамку на нижней рамке
        row = min(max_rows - frame_rows - BORDER_WIDTH, row)
        # frame_columns и BORDER_WIDTH - учитываем размер модели и рамку на правой рамке
        column = min(max_columns - frame_columns - BORDER_WIDTH, column)
        row = max(
            row, BORDER_WIDTH
        )  # BORDER_WIDTH отвечает за контроль от перехода выше верхней рамки
        column = max(
            column, BORDER_WIDTH
        )  # BORDER_WIDTH отвечает за контроль от перехода левее левой рамки

        spaceship_obstacle.row = row
        spaceship_obstacle.column = column

        if life_points <= 0:
            await explode(canvas, spaceship_obstacle.row,
                          spaceship_obstacle.column)
            OBSTACLES.remove(spaceship_obstacle)
            await show_game_over(canvas=canvas, row=row, column=column)
            return None
Exemplo n.º 20
0
async def run_spaceship(canvas, coros, start_row, start_column,
                        frame_container, level, start_year):

    height, width = canvas.getmaxyx()
    border_size = 1

    frame_size_y, frame_size_x = get_frame_size(frame_container[0])
    frame_pos_x = round(start_column) - round(frame_size_x / 2)
    frame_pos_y = round(start_row) - round(frame_size_y / 2)

    row_speed, column_speed = 0, 0

    while True:

        direction_y, direction_x, spacebar = read_controls(canvas)

        current_year = start_year + level[0]
        if spacebar and current_year >= 2020:
            shot_pos_x = frame_pos_x + round(frame_size_x / 2)
            shot_pos_y = frame_pos_y - 0
            shot_coro = fire(canvas, shot_pos_y, shot_pos_x)
            coros.append(shot_coro)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               direction_y, direction_x)

        frame_pos_x += column_speed
        frame_pos_y += row_speed

        frame_x_max = frame_pos_x + frame_size_x
        frame_y_max = frame_pos_y + frame_size_y
        field_x_max = width - border_size
        field_y_max = height - border_size
        frame_pos_x = min(frame_x_max, field_x_max) - frame_size_x
        frame_pos_y = min(frame_y_max, field_y_max) - frame_size_y
        frame_pos_x = max(frame_pos_x, border_size)
        frame_pos_y = max(frame_pos_y, border_size)

        current_frame = frame_container[0]
        draw_frame(canvas, frame_pos_y, frame_pos_x, current_frame)
        await asyncio.sleep(0)
        draw_frame(canvas,
                   frame_pos_y,
                   frame_pos_x,
                   current_frame,
                   negative=True)

        for obstacle in obstacles_actual:
            if obstacle.has_collision(frame_pos_y, frame_pos_x):
                game_over_coro = show_gameover(
                    canvas, height, width,
                    load_frame_from_file('game_over/game_over.txt'))
                coros.append(game_over_coro)
                return
Exemplo n.º 21
0
def get_updated_coordinates(canvas, frame, row, column, row_speed, column_speed):
    row_direction, column_direction, space_pressed = read_controls(canvas)
    row_speed, column_speed = update_speed(row_speed, column_speed, row_direction, column_direction)

    rows_in_frame, columns_in_frame = get_frame_size(frame)
    rows_number, columns_number = canvas.getmaxyx()

    row = min(max(row + row_speed, 0), rows_number - rows_in_frame)
    column = min(max(column + column_speed, 0), columns_number - columns_in_frame)

    return row, column, row_speed, column_speed, space_pressed
Exemplo n.º 22
0
async def run_spaceship(canvas, start_row, start_column):
    """Spaceship behavoir: control with arrow keys, animate frames,
    check for collisions with garbage."""

    global spaceship_frame, spaceship_flame_frame, coroutines, obstacles

    row = start_row
    column = start_column

    # Get canvas limits and spaceship dimentions.
    row_max, column_max = canvas.getmaxyx()
    spaceship_height,  spaceship_width = get_frame_size(spaceship_frame)
    row_limits = (0, row_max - spaceship_height)
    column_limits = (0, column_max - spaceship_width)

    row_speed = column_speed = 0
    previous_spaceship_flame_frame = ''
    previous_spaceship_frame = ''

    while True:
        rows_direction, columns_direction, space_pressed = read_controls(canvas)

        # Calculate new speed and new coordinates.
        row_speed, column_speed = update_speed(row_speed, column_speed, rows_direction, columns_direction)

        if row >= max(row_limits) and row_speed >= 0 or row <= min(row_limits) and row_speed <= 0:
            row_speed = 0
        row = row + row_speed

        if column >= max(column_limits) and column_speed >= 0 or column <= min(column_limits) and column_speed <= 0:
            column_speed = 0
        column = column + column_speed

        # Power-on the plasma gun.
        if space_pressed and year > YEAR_PLASMA_GUN_INVENTED:
            coroutines.append(animate_fire(canvas, row, column +2, rows_speed=-0.6, columns_speed=0))

        # Animate frames.
        draw_frame(canvas, row, column, spaceship_frame)
        draw_frame(canvas, row, column, spaceship_flame_frame, color='yellow')
        await asyncio.sleep(0)
        draw_frame(canvas, row, column, previous_spaceship_frame, negative=True)
        draw_frame(canvas, row, column, previous_spaceship_flame_frame, negative=True)
        previous_spaceship_frame = spaceship_frame
        previous_spaceship_flame_frame = spaceship_flame_frame

        # Check for collisions with garbage.
        for obstacle in obstacles:
            if obstacle.has_collision(row, column):
                obstacles.remove(obstacle)
                await explode(canvas, row, column)
                await show_gameover(canvas)
                return
Exemplo n.º 23
0
    def run(self, canvas):
        canvas.nodelay(True)
        curses.curs_set(False)

        self.canvas = canvas

        stars = self.generate_stars()
        for star_coords, attributes in stars.items():
            x, y = star_coords
            symbol, delay = attributes
            self.coroutines.append(star_blink(canvas, y, x, delay, symbol))

        self.space_coords = self.canvas_center_coords
        self.coroutines.append(self.space_animation())

        self.coroutines.append(self.fill_orbit_with_garbage())
        self.coroutines.append(self.add_fire())
        self.coroutines.append(self.show_game_over())
        self.coroutines.append(self.show_year_label())

        snap_index = 0
        while True:
            if not self.is_space_died:
                y_direction, x_direction, is_shot = read_controls(canvas)
                self.is_shot = is_shot and self.current_year > 2019

                x, y = self.space_coords
                v_x, v_y = self.space_x_speed, self.space_y_speed

                v_y, v_x = update_speed(v_y, v_x, y_direction, x_direction)
                x += v_x
                y += v_y

                self.space_x_speed, self.space_y_speed = v_x, v_y
                self.space_coords = self.get_space_corrected_coords(x, y)

            for coroutine in self.coroutines.copy():
                try:
                    coroutine.send(None)
                except StopIteration:
                    self.coroutines.remove(coroutine)
            if len(self.coroutines) == 0:
                break

            canvas.refresh()
            canvas.border()
            time.sleep(ANIMATION_DELAY)

            if not snap_index % (
                    ONE_YEAR_DURATION_IN_SECONDS / ANIMATION_DELAY):
                self.current_year += 1
            snap_index += 1
Exemplo n.º 24
0
async def run_spaceship(canvas, coroutines, frames_container, border_size):
    main_window_height, main_window_width = canvas.getmaxyx()

    start_ship_row = main_window_height - border_size
    start_ship_column = main_window_width / 2

    frame_size_y, frame_size_x = get_frame_size(frames_container[0])

    frame_pos_x = round(start_ship_row) - round(frame_size_x / 2)
    frame_pos_y = round(start_ship_column)

    row_speed, column_speed = 0, 0

    while True:
        direction_y, direction_x, spacepressed = read_controls(canvas)

        if spacepressed:
            shot_pos_x = frame_pos_x + round(frame_size_x / 2)
            shot_pos_y = frame_pos_y
            shot_coroutine = fire(canvas, shot_pos_y, shot_pos_x)
            coroutines.append(shot_coroutine)

        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               direction_y, direction_x)

        frame_pos_x += column_speed
        frame_pos_y += row_speed

        frame_pos_x_max = frame_pos_x + frame_size_x
        frame_pos_y_max = frame_pos_y + frame_size_y

        game_field_x_max = main_window_width - border_size
        game_field_y_max = main_window_height - border_size

        frame_pos_x = min(frame_pos_x_max, game_field_x_max) - frame_size_x
        frame_pos_y = min(frame_pos_y_max, game_field_y_max) - frame_size_y

        frame_pos_x = max(frame_pos_x, border_size)
        frame_pos_y = max(frame_pos_y, border_size)
        frame = frames_container[0]

        draw_frame(canvas, frame_pos_y, frame_pos_x, frame)
        await asyncio.sleep(0)
        draw_frame(canvas, frame_pos_y, frame_pos_x, frame, negative=True)

        gameover_frame = load_frame_from_file(GAME_OVER_FRAME_PATH)
        for obstacle in obstacles:
            if obstacle.has_collision(frame_pos_y, frame_pos_x):
                gameover_coroutine = show_gameover(canvas, gameover_frame)
                coroutines.append(gameover_coroutine)
                return
Exemplo n.º 25
0
async def drive_spaceship(canvas, start_row, start_column, animation_frame_1,
                          animation_frame_2):

    row, column = start_row, start_column
    row_speed = column_speed = 0

    rows_number, columns_number = canvas.getmaxyx()
    frame_rows, frame_columns = get_frame_size(animation_frame_1)

    while True:
        rows_direction, columns_direction, space_pressed = read_controls(
            canvas)
        row_speed, column_speed = update_speed(row_speed, column_speed,
                                               rows_direction,
                                               columns_direction)

        row += row_speed
        upper_border = BORDER
        if row < upper_border:
            row = upper_border
        bottom_border = rows_number - frame_rows - BORDER
        if row > bottom_border:
            row = bottom_border

        column += column_speed
        left_border = BORDER
        if column < left_border:
            column = left_border
        right_border = columns_number - frame_columns - BORDER
        if column > right_border:
            column = right_border

        if space_pressed:
            spaceship_head_column = column + (frame_columns / 2)
            coroutines.append(
                fire(canvas,
                     start_row=row,
                     start_column=spaceship_head_column,
                     rows_speed=ROWS_SPEED,
                     columns_speed=COLUMNS_SPEED))

        for obstacle in obstacles:
            if obstacle.has_collision(row, column):
                coroutines.append(show_gameover(canvas, game_over_frame))
                return None

        await animate_spaceship(animation_frame_1)
        await run_spaceship(canvas, row, column)

        await animate_spaceship(animation_frame_2)
        await run_spaceship(canvas, row, column)
Exemplo n.º 26
0
async def animate_spaceship(canvas, row, column, frames):
    max_row_num, max_column_num = canvas.getmaxyx()
    for frame in itertools.cycle(frames):
        draw_frame(canvas, row, column, frame)
        await asyncio.sleep(0)
        draw_frame(canvas, row, column, frame, negative=True)

        row_shift, column_shift, space_pressed = read_controls(canvas)
        # checking for collisions with screen borders
        frame_rows, frame_columns = get_frame_size(frame)
        if 0 < row + row_shift < max_row_num - frame_rows:
            row += row_shift
        if 0 < column + column_shift < max_column_num - frame_columns:
            column += column_shift
Exemplo n.º 27
0
async def animate_spaceship(canvas, row, column, frames):
    """Spaceship animation with keyboard control and limitts"""

    # get max size of the canvas
    rows, columns = canvas.getmaxyx()
    max_row, max_column = rows - 1, columns - 1
    row_speed = column_speed = 0

    while True:
        for frame in frames:

            # read keyboard and move ship or fire
            rows_direction, columns_direction, space = read_controls(canvas, 1)
            row_speed, column_speed = update_speed(row_speed, column_speed,
                                                   rows_direction,
                                                   columns_direction,
                                                   RAW_SPACE_SPEED,
                                                   COLUMN_SPACE_SPEED)
            row += row_speed
            column += column_speed

            # calculate max coordinates for ship
            frame_row, frame_column = get_frame_size(frame)
            row = min(row, max_row - frame_row)
            row = max(1, row)
            column = min(column, max_column - frame_column)
            column = max(1, column)

            if space:
                coroutines.append(
                    fire(canvas, row, column + round(frame_column / 2),
                         FIRE_SPEED))

            # draw frame for 0.2 second
            draw_frame(canvas, row, column, frame, negative=False)

            # check collision
            for obs_id, obs in obstacles.items():
                if obs.has_collision((row, column)):
                    obstacles_to_stop.append(obs_id)
                    coroutines.append(show_gameover(canvas))
                    draw_frame(canvas, row, column, frame, negative=True)
                    return

            # check collision
            await sleep(2)

            # erase frame
            draw_frame(canvas, row, column, frame, negative=True)
Exemplo n.º 28
0
async def run_spaceship(canvas, window_size, border_depth):
    """
    Draw and move the rocket
    """
    global is_running
    global coroutines
    global weapon

    frame_size = get_frame_size(spaceship_frame)
    frame_size_y, frame_size_x = frame_size
    window_size_y, window_size_x = window_size

    rocket_start_position_y = window_size_y - frame_size_y - border_depth
    row = rocket_start_position_y
    window_center_x = median([
        1,
        window_size_x,
    ])
    frame_width_half = median([
        1,
        frame_size_x,
    ])
    rocket_start_position_x = window_center_x - frame_width_half
    column = rocket_start_position_x

    last_frame = spaceship_frame

    try:
        while True:
            draw_frame(canvas, row, column, last_frame, negative=True)
            readkeys = read_controls(canvas)
            row, column = move_spaceship(readkeys, row, column, window_size,
                                         frame_size, border_depth)
            draw_frame(canvas, row, column, spaceship_frame)
            last_frame = spaceship_frame

            _, _, space_pressed = readkeys
            if space_pressed and weapon:
                coroutines.append(fire(canvas, row, column + frame_width_half))
            await asyncio.sleep(0)

            for obstacle in obstacles:
                if obstacle.has_collision(row, column, frame_size_y,
                                          frame_size_x):
                    return
    finally:
        is_running.state = False
        draw_frame(canvas, row, column, last_frame, negative=True)
        coroutines.append(show_game_over(canvas, window_size))
Exemplo n.º 29
0
def get_direction(canvas, row, column, row_size, column_size):
    max_row, max_column = canvas.getmaxyx()
    rows_direction, columns_direction, space_pressed = read_controls(canvas)
    if rows_direction == 0:
        new_row = row
    else:
        new_row = calculate_coordinate(row, max_row, rows_direction, row_size)

    if columns_direction == 0:
        new_column = column
    else:
        new_column = calculate_coordinate(column, max_column,
                                          columns_direction, column_size)

    return new_row, new_column
Exemplo n.º 30
0
async def run_spaceship(canvas, start_row, start_column):
    row_number, column_number = canvas.getmaxyx()
    max_row = row_number - BORDER_SIZE
    max_column = column_number - BORDER_SIZE
    row_speed = column_speed = 0

    while True:
        row_direction, column_direction, pressed_space = read_controls(canvas)
        row_speed, column_speed = update_speed(
            row_speed,
            column_speed,
            row_direction / 10,
            column_direction / 10
        )
        new_row = start_row + row_speed
        new_column = start_column + column_speed
        ship_height, ship_width = get_frame_size(spaceship_frame)
        frame_max_row = new_row + ship_height
        frame_max_column = new_column + ship_width
        new_row = min(frame_max_row, max_row) - ship_height
        new_column = min(frame_max_column, max_column) - ship_width
        new_row = max(new_row, BORDER_SIZE)
        new_column = max(new_column, BORDER_SIZE)

        start_row, start_column = new_row, new_column
        draw_frame(canvas, start_row, start_column, spaceship_frame)
        drawn_frame = spaceship_frame

        if pressed_space and year >= GUN_YEAR:
            fire_column = start_column + OFFSET_TO_SPACESHIP_EDGE
            coroutines.append(fire(canvas, start_row, fire_column))

        await sleep()
        draw_frame(canvas, start_row, start_column, drawn_frame, negative=True)

        ship_collided = False
        for obstacle in obstacles:
            ship_collided = ship_collided or obstacle.has_collision(
                start_row,
                start_column,
                obj_size_rows=ship_height,
                obj_size_columns=ship_width
            )

        if ship_collided:
            break

    await show_gameover(canvas)