Creates a new object : Player
Splits player's related code in a new class Renames some var, const, attr and methods Done some cleaning in ELEMENTS
This commit is contained in:
parent
bc024f9a9c
commit
cea1f058e0
48
conf.py
48
conf.py
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@ -9,38 +9,22 @@ from math import floor
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import pygame
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ELEMENTS = (
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{
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'symbol': 'n', 'name': 'needle', 'cross': True,
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'ressurect': False, 'collect': True, 'tile': 'img/3-30.png'
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},
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{
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'symbol': 't', 'name': 'tube', 'cross': True,
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'ressurect': False, 'collect': True, 'tile': 'img/1-30.png'
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},
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{
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'symbol': 'e', 'name': 'ether', 'cross': True,
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'ressurect': False, 'collect': True, 'tile': 'img/2-30.png'
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},
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{
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'symbol': 'E', 'name': 'exit', 'cross': False,
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'ressurect': False, 'collect': False, 'tile': 'img/g-30.png'
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},
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{
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'symbol': ' ', 'name': 'void', 'cross': True,
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'ressurect': True, 'collect': False, 'tile': 'img/void-30.png'
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},
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{
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'symbol': '.', 'name': 'wall', 'cross': False,
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'ressurect': False, 'collect': False, 'tile': 'img/wall-30.png'
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},
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{
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'symbol': 'X', 'name': 'player', 'cross': False,
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'ressurect': False, 'collect': False, 'tile': 'img/player-30.png'
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},
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{
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'symbol': '\n', 'name': 'nlin', 'cross': False,
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'ressurect': False, 'collect': False, 'tile': False
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},
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{'symbol': 'n', 'name': 'needle', 'cross': True, 'item': True,
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'tile': 'img/3-30.png'},
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{'symbol': 't', 'name': 'tube', 'cross': True, 'item': True,
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'tile': 'img/1-30.png'},
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{'symbol': 'e', 'name': 'ether', 'cross': True, 'item': True,
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'tile': 'img/2-30.png'},
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{'symbol': 'E', 'name': 'exit', 'cross': False, 'item': False,
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'tile': 'img/g-30.png'},
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{'symbol': ' ', 'name': 'void', 'cross': True, 'item': False,
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'tile': 'img/void-30.png'},
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{'symbol': '.', 'name': 'wall', 'cross': False, 'item': False,
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'tile': 'img/wall-30.png'},
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{'symbol': 'X', 'name': 'player', 'cross': False, 'item': False,
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'tile': 'img/player-30.png'},
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{'symbol': '\n', 'name': 'nlin', 'cross': False, 'item': False,
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'tile': False},
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)
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CELL_SIZE = 30 # Size of the tiles, in pixels
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7
func.py
7
func.py
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@ -1,7 +0,0 @@
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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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26
main.py
26
main.py
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@ -15,6 +15,7 @@ from pygame.locals import (
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K_UP, K_DOWN, K_RIGHT, K_LEFT, KEYDOWN, QUIT
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)
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from maze import Maze
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from player import Player
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from conf import (
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BACKGRND_FILE, CAPTION, MAZE_FILE, HEAD_SIZE_H, maze_draw,
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MSG_END, MSG_QUIT, set_header, WIN_DIM
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@ -23,10 +24,11 @@ from conf import (
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GAME_KEYS = [K_UP, K_DOWN, K_RIGHT, K_LEFT]
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last_message = False # Do not execute last message loop
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# Loading maze
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MAZE_GAME = Maze(MAZE_FILE)
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# initialize maze and player
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game_maze = Maze(MAZE_FILE)
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macgyver = Player(game_maze)
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if MAZE_GAME.status:
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if game_maze.status:
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pygame.init()
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pygame.time.Clock().tick(25)
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pygame.display.set_caption(CAPTION)
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@ -34,27 +36,27 @@ if MAZE_GAME.status:
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WINDOW.blit(pygame.image.load(BACKGRND_FILE).convert(), (0, HEAD_SIZE_H))
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# Game loop
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while MAZE_GAME.status:
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set_header(WINDOW, MAZE_GAME.status_message)
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maze_draw(WINDOW, MAZE_GAME.maze_print())
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while game_maze.status:
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set_header(WINDOW, macgyver.status_message)
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maze_draw(WINDOW, game_maze.maze_print())
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for event in pygame.event.get():
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if event.type == QUIT:
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MAZE_GAME.status = False
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game_maze.status = False
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last_message = False
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if event.type == KEYDOWN:
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last_message = True # Execute last_message loop
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if event.key in GAME_KEYS:
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MAZE_GAME.move_to(event.key)
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macgyver.move_to(event.key)
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else:
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MAZE_GAME.status_message['status'] = MSG_QUIT
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MAZE_GAME.status = False
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macgyver.status_message['status'] = MSG_QUIT
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game_maze.status = False
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# Allows reading the last_message (won, lost or quit)
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while last_message:
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MAZE_GAME.status_message['title'] = MSG_END
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set_header(WINDOW, MAZE_GAME.status_message)
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macgyver.status_message['title'] = MSG_END
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set_header(WINDOW, macgyver.status_message)
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pygame.display.flip()
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for event in pygame.event.get():
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if event.type == KEYDOWN:
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189
maze.py
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maze.py
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@ -7,11 +7,7 @@ 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 (
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elmt_val, ERR_FILE, ERR_LINE, MSG_COLLECT, MSG_LOSER, MSG_OK,
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MSG_WALL, MSG_WINNER, HEAD_MESSAGES, MAZE_SIZE
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)
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from conf import elmt_val, ERR_FILE, ERR_LINE, MAZE_SIZE
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class Maze:
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@ -21,71 +17,51 @@ class Maze:
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Moves the player to it
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"""
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def __init__(self, maze_file):
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def __init__(self, filename):
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"""
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Initialise maze
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The Maze object has given attributes:
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:var int status: move status (what append after a move command)
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:var str status_message: feedback message for player
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:var lst splited_maze: splited maze in a list
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:var str _maze_in_a_string: maze string
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:var str _element_under_player: Element under player
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:var int _player_position: Player index in _maze_in_a_string
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:var bool status: False = End of game (file error, end of game or quit)
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:var str ground: Element under player
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:var int position: Player index in string
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:var int COL_NB: column number of the maze
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:var int RANGE: string range
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:param maze_file: maze filename
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:rtype maze: str()
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:return: None
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:param filename: maze filename
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"""
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# Loading maze file
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if os.path.isfile(maze_file) is False:
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if os.path.isfile(filename) is False:
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self.status = False
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print(ERR_FILE.format(maze_file))
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print(ERR_FILE.format(filename))
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else:
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with open(maze_file, "r") as maze_data:
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with open(filename, "r") as maze_data:
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splited_maze = maze_data.read().splitlines()
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if self.check_file(splited_maze):
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# Builds a square maze (if end-line spaces are missing in the file)
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self._maze_in_a_string = '\n'.join(
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# Builds a square maze (end-line spaces are missing in file)
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self.string = '\n'.join(
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(self.check_line(line) for line in splited_maze)
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)
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# Gets player initial position
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self._player_position = self._maze_in_a_string.find(
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elmt_val('symbol', 'name', 'player', 0)
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)
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# Defines Element under player at start
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self._element_under_player = elmt_val('symbol', 'name', 'void', 0)
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# Place collectables on the maze
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for symbol_to_place in elmt_val('symbol', 'collect', True):
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# Place randomly 'item' on the maze
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for symbol_to_place in elmt_val('symbol', 'item', True):
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position = random.choice(
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[idx for (idx, value) in enumerate(
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self._maze_in_a_string
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) if value == elmt_val(
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'symbol', 'name', 'void', 0
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)])
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self.place_element(symbol_to_place, pos=position)
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[idx for (idx, value) in enumerate(self.string)
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if value == elmt_val('symbol', 'name', 'void', 0)]
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)
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self.MAX_ITEMS = sum(1 for _ in elmt_val('name', 'collect', True))
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self._COLUM = MAZE_SIZE + 1 # List starts to zero
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self._MAXIM = (self._COLUM * MAZE_SIZE) - 1
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self.set_symbol(symbol_to_place, position)
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self.status = True
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self.collected_items = []
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self.collected_items_num = 0
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self.status_message = {}
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self.status_message['title'] = HEAD_MESSAGES['title']
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self.status_message['status'] = HEAD_MESSAGES['status']
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self.status_message['items'] = HEAD_MESSAGES['items'].format(
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self.collected_items_num, self.MAX_ITEMS
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self.MAX_ITEMS = sum(
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1 for _ in elmt_val('name', 'item', True)
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)
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self.COL_NB = MAZE_SIZE + 1 # List starts to zero
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self.RANGE = range(self.COL_NB * MAZE_SIZE - 1) # last EOL
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self.status = True
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else:
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self.status = False
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@ -105,107 +81,6 @@ class Maze:
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else:
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return True
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def maze_print(self):
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""" Return a string of the maze state """
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return self._maze_in_a_string.replace('\n', '')
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def move_to(self, pressed_key):
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"""
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Move the player on the maze
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:param str pressed_key: direction (pygame const)
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"""
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# Replace player on the maze by the under-element
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self._maze_in_a_string = self._maze_in_a_string.replace(
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elmt_val('symbol', 'name', 'player', 0),
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self._element_under_player
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)
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# Recupere la position suivante
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if pressed_key == K_UP:
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next_position = self._player_position - self._COLUM
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elif pressed_key == K_DOWN:
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next_position = self._player_position + self._COLUM
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elif pressed_key == K_RIGHT:
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next_position = self._player_position + 1
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elif pressed_key == K_LEFT:
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next_position = self._player_position - 1
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# Next position treatment
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if next_position >= 0 and next_position <= self._MAXIM:
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next_char = self._maze_in_a_string[next_position]
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if next_char == elmt_val('symbol', 'name', 'void', 0):
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self._player_position = next_position
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self.status_message['status'] = MSG_OK
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elif next_char in elmt_val('symbol', 'collect', True):
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self._player_position = next_position
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self._element_under_player = elmt_val(
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'symbol', 'name', 'void', 0
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)
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self.collected_items.append(
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elmt_val('name', 'symbol', next_char, 0)
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)
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self.collected_items_num += 1
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self.status_message['status'] = MSG_COLLECT.format(
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elmt_val('name', 'symbol', next_char, 0)
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)
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self.status_message['items'] \
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= HEAD_MESSAGES['items'].format(
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self.collected_items_num, self.MAX_ITEMS
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)
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elif next_char == elmt_val('symbol', 'name', 'exit', 0):
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self.status = False
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if sorted(self.collected_items) == sorted(
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elmt_val('name', 'collect', True)
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):
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self.status_message['status'] = MSG_WINNER
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else:
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missed_item_flist = ', '.join(
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(item for item in elmt_val(
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'name', 'collect', True
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) if item not in self.collected_items)
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)
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self.status_message['status'] = MSG_LOSER.format(
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missed_item_flist
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)
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else: # wall or nline
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self.status_message['status'] = MSG_WALL
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else:
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self.status_message['status'] = MSG_WALL
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# Set the player on position
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self.place_element(elmt_val('symbol', 'name', 'player', 0))
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def place_element(self, element, **kwargs):
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"""
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Set an element on the maze
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The position used is in ._player_position attribute
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Used for player and void after collecting items
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:param str element: the string of the element to place
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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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pos = self._player_position
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if 'txt' in kwargs:
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txt = kwargs['txt']
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else:
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txt = self._maze_in_a_string
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self._maze_in_a_string = txt[:pos] + element + txt[pos + 1:]
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@staticmethod
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def check_line(line):
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"""
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@ -219,3 +94,19 @@ class Maze:
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return line + (differance * elmt_val('symbol', 'name', 'void', 0))
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else:
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return line
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def maze_print(self):
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""" Return a string of the maze state """
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return self.string.replace('\n', '')
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def set_symbol(self, symbol, pos):
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"""
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Set an symbol on the maze
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Used for 'player' and 'void' after collecting items
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:param str symbol: the symbol to set
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:param str pos: index in the string
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"""
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txt = self.string
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self.string = txt[:pos] + symbol + txt[pos + 1:]
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@ -0,0 +1,120 @@
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"""
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Author: freezed <freezed@users.noreply.github.com> 2018-04-04
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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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from conf import elmt_val, MSG_COLLECT, MSG_LOSER, MSG_OK, MSG_WALL, MSG_WINNER, HEAD_MESSAGES
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from pygame.locals import K_UP, K_DOWN, K_RIGHT, K_LEFT
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class Player:
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"""
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Managing the player movement
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"""
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def __init__(self, maze):
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""" Constructor """
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self.maze = maze
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self.position = maze.string.find(elmt_val('symbol', 'name', 'player', 0))
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# Element under player, default 'void'
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self.ground = elmt_val('symbol', 'name', 'void', 0)
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self.stock = []
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self.stock_num = 0
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self.status_message = {}
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self.status_message['title'] = HEAD_MESSAGES['title']
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self.status_message['status'] = HEAD_MESSAGES['status']
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self.status_message['items'] = HEAD_MESSAGES['items'].format(
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self.stock_num, maze.MAX_ITEMS
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)
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def move_to(self, pressed_key):
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"""
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Move the player on the maze
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:param str pressed_key: direction (pygame const)
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"""
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# Replace player symbol on the maze by 'ground'
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self.maze.string = self.maze.string.replace(
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elmt_val('symbol', 'name', 'player', 0), self.ground
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)
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if pressed_key == K_UP:
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self.next_pos(self.position - self.maze.COL_NB)
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elif pressed_key == K_DOWN:
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self.next_pos(self.position + self.maze.COL_NB)
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elif pressed_key == K_RIGHT:
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self.next_pos(self.position + 1)
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elif pressed_key == K_LEFT:
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self.next_pos(self.position - 1)
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def next_pos(self, next_position):
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"""
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Next position treatment
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For each movement, it checks the next symbol on the maze and apply the corresponding rule:
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- set the new position
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- updates messages
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- collect item (if any)
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- set symbol of the leaved position
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- stop the game (win or lose)
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:param int next_position: index in self.maze.string
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"""
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# is in the string range
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if next_position in self.maze.RANGE:
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next_symbol = self.maze.string[next_position]
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# is a 'void' element
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if next_symbol == elmt_val('symbol', 'name', 'void', 0):
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self.position = next_position
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self.status_message['status'] = MSG_OK
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# is a 'item' element
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elif next_symbol in elmt_val('symbol', 'item', True):
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self.position = next_position
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self.ground = elmt_val('symbol', 'name', 'void', 0)
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self.stock.append(
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elmt_val('name', 'symbol', next_symbol, 0)
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)
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self.stock_num += 1
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self.status_message['status'] = MSG_COLLECT.format(
|
||||
elmt_val('name', 'symbol', next_symbol, 0)
|
||||
)
|
||||
self.status_message['items'] \
|
||||
= HEAD_MESSAGES['items'].format(
|
||||
self.stock_num, self.maze.MAX_ITEMS
|
||||
)
|
||||
|
||||
# is an 'exit' element (aka the guard)
|
||||
elif next_symbol == elmt_val('symbol', 'name', 'exit', 0):
|
||||
self.maze.status = False
|
||||
|
||||
# all 'item' are collected : player wins
|
||||
if sorted(self.stock) == sorted(elmt_val('name', 'item', True)):
|
||||
self.status_message['status'] = MSG_WINNER
|
||||
|
||||
# player lose
|
||||
else:
|
||||
missed_item_flist = ', '.join((item for item in elmt_val(
|
||||
'name', 'item', True
|
||||
) if item not in self.stock))
|
||||
self.status_message['status'] = MSG_LOSER.format(
|
||||
missed_item_flist
|
||||
)
|
||||
|
||||
# is all other element (wall or nline)
|
||||
else:
|
||||
self.status_message['status'] = MSG_WALL
|
||||
|
||||
else:
|
||||
self.status_message['status'] = MSG_WALL
|
||||
|
||||
# Sets the player's new position
|
||||
self.maze.set_symbol(elmt_val('symbol', 'name', 'player', 0), self.position)
|
Loading…
Reference in New Issue