Moving conf & func in a new file
And renames some const/var to facilitate the reorganisation TODO finalise the general use of ELEMENT_LIST (suppr. MAZE_ELEMENTS_TILES & MAZE_ELEMENTS) TODO move maze_draw() to func.py FIXME walk over collectables items
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"""
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Author: freezed <freezed@users.noreply.github.com> 2018-02-11
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Version: 0.1
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Licence: `GNU GPL v3` GNU GPL v3: http://www.gnu.org/licenses/
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This file is part of [_ocp3_ project](https://github.com/freezed/ocp3)
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"""
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36
main.py
36
main.py
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@ -10,33 +10,14 @@ Main file for [_ocp3_ project](https://github.com/freezed/ocp3)
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See [README](https://github.com/freezed/ocp3/blob/master/README.md) for
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details
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"""
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from os import system
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import pygame
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from pygame.locals import (
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K_UP, K_DOWN, K_RIGHT, K_LEFT, KEYDOWN, QUIT, RESIZABLE
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)
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from map import Map, MAZE_ELEMENTS, MAZE_SIZE
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# Configuration
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CELL_SIZE_PX = 30
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MAZE_ELEMENTS_TILES = {
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'wall': 'img/transp-30.png',
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'exit': 'img/g-orange-transp-30.png',
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'plyr': 'img/player-30.png',
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'void': 'img/blue-white-30.png',
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'tube': 'img/1-blue-transp-30.png',
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'needle': 'img/2-blue-transp-30.png',
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'ether': 'img/3-blue-transp-30.png',
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}
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BACKGROUND_IMG = 'img/brick-800.png'
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UNKNOWN_TILE = 'img/unknown-30.png'
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MAP_FILE = '01.map'
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MAZE_SIZE_CEL = MAZE_SIZE
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GAME_KEYS = [K_UP, K_DOWN, K_RIGHT, K_LEFT]
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WINDOW_SIZE_PX = CELL_SIZE_PX * MAZE_SIZE_CEL
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from map import Map
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from conf import BACKGROUND_IMG, CELL_SIZE_PX, ELEMENT_LIST, MAP_FILE, MAZE_ELEMENTS, MAZE_ELEMENTS_TILES, MAZE_SIZE_TIL
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# FUNCTIONS
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def maze_draw():
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""" Take a map string and generate a graphic maze """
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back_tiles = []
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@ -51,13 +32,17 @@ def maze_draw():
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else:
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back_tiles.append(pygame.image.load(UNKNOWN_TILE).convert())
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x = (cell % MAZE_SIZE_CEL) * CELL_SIZE_PX
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y = (cell // MAZE_SIZE_CEL) * CELL_SIZE_PX
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x = (cell % MAZE_SIZE_TIL) * CELL_SIZE_PX
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y = (cell // MAZE_SIZE_TIL) * CELL_SIZE_PX
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WINDOW.blit(back_tiles[cell], (x, y))
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# Refresh
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pygame.display.flip()
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# MAIN SCRIPT
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GAME_KEYS = [K_UP, K_DOWN, K_RIGHT, K_LEFT]
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WINDOW_SIZE_PX = CELL_SIZE_PX * MAZE_SIZE_TIL
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pygame.init()
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WINDOW = pygame.display.set_mode(
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@ -86,13 +71,10 @@ while MAP_GAME.status:
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if event.key in GAME_KEYS:
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MAP_GAME.move_to(event.key)
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else:
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MAP_GAME.status = False
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# system('clear')
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print("status_message:{}".format(MAP_GAME.status_message))
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# MAP_GAME.map_print()
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# Draw maze
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maze_draw()
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69
map.py
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map.py
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@ -7,58 +7,9 @@ This file is part of [_ocp3_ project](https://github.com/freezed/ocp3)
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"""
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import os
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import random
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from pygame.locals import K_UP, K_DOWN, K_RIGHT, K_LEFT
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from conf import ELEMENT_LIST, elmt_val, ERR_MAP, MOVE_STATUS_MSG, MSG_START_GAME, MAZE_SIZE_TIL
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# CONFIGURATION
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# Error message
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ERR_MAP = "ERR_MAP: «{}»"
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ELEMENT_LIST = [
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{'symbol': 'n', 'name': 'needle', 'cross': True, 'ressurect': False, 'collect': True, 'tile': 'img/3-blue-transp-30.png'},
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{'symbol': 't', 'name': 'tube', 'cross': True, 'ressurect': False, 'collect': True, 'tile': 'img/1-blue-transp-30.png'},
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{'symbol': 'e', 'name': 'ether', 'cross': True, 'ressurect': False, 'collect': True, 'tile': 'img/2-blue-transp-30.png'},
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{'symbol': 'E', 'name': 'exit', 'cross': True, 'ressurect': False, 'collect': False, 'tile': 'd'},
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{'symbol': ' ', 'name': 'void', 'cross': True, 'ressurect': True, 'collect': False, 'tile': 'e'},
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{'symbol': '.', 'name': 'wall', 'cross': False, 'ressurect': False, 'collect': False, 'tile': 'f'},
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{'symbol': 'X', 'name': 'player', 'cross': False, 'ressurect': False, 'collect': False, 'tile': 'g'},
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{'symbol': '\n', 'name': 'nlin', 'cross': False, 'ressurect': False, 'collect': False, 'tile': 'h'},
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]
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MAZE_SIZE = 15
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# Issue possible d'un mouvement, garder le OK toujours en fin de liste
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MOVE_STATUS = ['bad', 'wall', 'exit', 'door', 'ok']
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MOVE_STATUS_MSG = {
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'bad': "Le déplacement «{}» n'est pas autorisé.",
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'wall': "Le déplacement est stoppé par un mur.",
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'exit': "Vous êtes sortit du labyrinte",
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'door': "Vous passez une porte",
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'ok': "Jusqu'ici, tout va bien…"
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}
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MSG_START_GAME = "Welcome in OCP3.\nUse arrow keys to play, any other key to quit."
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# FUNCTIONS
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def elmt_val(kval, ksel, vsel, nline=False):
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"""
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Return value(s) from ELEMENT_LIST
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:param str kval: key of the value returned
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:param str ksel: key of the selection criteria
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:param str vsel: value of the selection criteria
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:param bool/int nline: Default False, return value(s) in a list,
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use a int() to return the `n` value from the list
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:return str/bool/…:
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"""
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if nline is False:
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return [element[kval] for element in ELEMENT_LIST if element[ksel] == vsel]
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else:
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return [element[kval] for element in ELEMENT_LIST if element[ksel] == vsel][nline]
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# CLASS
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class Map:
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"""
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@ -92,9 +43,9 @@ class Map:
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map_in_a_list = map_data.read().splitlines()
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# map line number
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if len(map_in_a_list) == MAZE_SIZE:
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self._COLUM = MAZE_SIZE + 1
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self._LINES = MAZE_SIZE
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if len(map_in_a_list) == MAZE_SIZE_TIL:
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self._COLUM = MAZE_SIZE_TIL + 1
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self._LINES = MAZE_SIZE_TIL
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self._MAXIM = (self._COLUM * self._LINES) - 1
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# Add map checking here
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self._element_under_player = elmt_val('symbol', 'name', 'void', 0)
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# Place collectables on the map
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collectables = (element['symbol'] for element in ELEMENT_LIST if element['collect'] == True)
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collectables = (element['symbol'] for element in ELEMENT_LIST if element['collect'] is True)
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for symbol_to_place in collectables:
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position = random.choice([idx for (idx, value) in enumerate(self._map_in_a_string) if value == elmt_val('symbol', 'name', 'void', 0)])
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self.place_element(symbol_to_place, pos=position)
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:param str pressed_key: mouvement souhaite
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:return int: une cle de la constante MOVE_STATUS
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"""
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from pygame.locals import K_UP, K_DOWN, K_RIGHT, K_LEFT
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# supprime le plyr de son emplacement actuel et on replace
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# l'elements «dessous»
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self._map_in_a_string = self._map_in_a_string.replace(
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:param str element: element a placer sur la carte
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"""
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# FIXME cannot find a way to define default value to the
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# method's arguments with class attributes
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if 'pos' in kwargs:
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pos = kwargs['pos']
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else:
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Checks if a line has a good length, fill it if it's too small,
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truncate if it's too long
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"""
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differance = MAZE_SIZE - len(str(line))
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differance = MAZE_SIZE_TIL - len(str(line))
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if differance < 0:
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return line[:MAZE_SIZE]
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return line[:MAZE_SIZE_TIL]
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elif differance > 0:
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return line + (differance * elmt_val('symbol', 'name', 'void', 0))
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else:
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