Finalise the general use of ELEMENT_LIST
Suppress MAZE_ELEMENTS_TILES & MAZE_ELEMENTS TODO move maze_draw() to func.py FIXME walk over collectables items
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@ -44,12 +44,12 @@ guard without all the objects, he dies (according to the evolution theory).
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* [x] Represent the guard, _McGyver_ and the objects in your program
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and placed them at the beginning of the game
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2. Animate the character
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* [ ] The only moving element is _McGyver_, create classes methods for
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* [x] The only moving element is _McGyver_, create classes methods for
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animation and finding the exit
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* [x] make a simplified version of the game in which _McGyver_ wins
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when he arrives in front of the goalkeeper
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3. Recovering objects
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* [ ] Add object management
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* [x] Add object management
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* [ ] The way he pick them up
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* [ ] Add a counter that will list them.
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4. Win!
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@ -0,0 +1,65 @@
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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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# CONFIGURATION
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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': False, 'ressurect': False, 'collect': False, 'tile': 'img/g-orange-transp-30.png'},
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{'symbol': ' ', 'name': 'void', 'cross': True, 'ressurect': True, 'collect': False, 'tile': 'img/blue-white-30.png'},
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{'symbol': '.', 'name': 'wall', 'cross': False, 'ressurect': False, 'collect': False, 'tile': 'img/transp-30.png'},
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{'symbol': 'X', 'name': 'player', 'cross': False, 'ressurect': False, 'collect': False, 'tile': 'img/player-30.png'},
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{'symbol': '\n', 'name': 'nlin', 'cross': False, 'ressurect': False, 'collect': False, 'tile': False},
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]
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# Possible returns of a move, keep the «ok» at the end
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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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CELL_SIZE_PX = 30 # Size of the tiles, in pixels
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MAZE_SIZE_TIL = 15 # Size of a map, in tiles
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# Messages
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ERR_MAP = "ERR_MAP: «{}»"
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MSG_START_GAME = "Welcome in OCP3.\nUse arrow keys to play, any other key to quit."
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# Files
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BACKGROUND_IMG = 'img/zebra-800.png'
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MAP_FILE = '01.map'
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UNKNOWN_TILE = 'img/unknown-30.png'
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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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try:
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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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except IndexError:
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return False
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13
main.py
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main.py
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@ -15,22 +15,19 @@ 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
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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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from conf import BACKGROUND_IMG, CELL_SIZE_PX, elmt_val, MAP_FILE, 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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for cell, element in enumerate(MAP_GAME.map_print().replace('\n', '')):
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key = [key for (key, val) in MAZE_ELEMENTS.items() if val == element][0]
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img = elmt_val('tile', 'symbol', element, 0)
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if key in MAZE_ELEMENTS_TILES:
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back_tiles.append(
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pygame.image.load(MAZE_ELEMENTS_TILES[key]).convert_alpha()
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)
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else:
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if img is False:
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back_tiles.append(pygame.image.load(UNKNOWN_TILE).convert())
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else:
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back_tiles.append(pygame.image.load(img).convert_alpha())
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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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5
map.py
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map.py
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@ -8,7 +8,7 @@ This file is part of [_ocp3_ project](https://github.com/freezed/ocp3)
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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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from conf import elmt_val, ERR_MAP, MOVE_STATUS_MSG, MSG_START_GAME, MAZE_SIZE_TIL
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class Map:
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@ -62,8 +62,7 @@ class Map:
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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'] is True)
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for symbol_to_place in collectables:
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for symbol_to_place in elmt_val('symbol', 'collect', True):
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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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