import curses import random import copy MAP_POS_X = 16 MAP_POS_Y = 2 PLAYER = 'P' MONSTER = 'M' EMPTY = ' ' DOOR = '>' MARK = '!' WALL = '#' GOLD = '$' WEAPON = '/' ADD_HEALTH = '+' SIMPLE_COLOR = 1 ACTIVE_COLOR = 2 WALL_COLOR = 3 GOLD_COLOR = 4 WEAPON_COLOR = 5 HIGHLIGHTED_COLOR = 6 PLAYER_COLOR = 7 DOOR_COLOR = 8 MONSTER_COLOR = 9 ADD_HEALTH_COLOR = 10 DIRECTIONS = [ [1, 0], [-1, 0], [0, 1], [0, -1] ] EXTENDED_DIRECTIONS = DIRECTIONS + [ [1, 1], [1, -1], [-1, 1], [-1, -1] ] def begin_curses(): stdscr = curses.initscr() curses.noecho() curses.cbreak() curses.curs_set(0) stdscr.keypad(True) #stdscr.nodelay(True) curses.start_color() curses.init_pair(SIMPLE_COLOR, curses.COLOR_WHITE, curses.COLOR_BLACK) curses.init_pair(ACTIVE_COLOR, curses.COLOR_BLACK, curses.COLOR_WHITE) curses.init_pair(WALL_COLOR, curses.COLOR_WHITE, curses.COLOR_BLACK) curses.init_pair(GOLD_COLOR, curses.COLOR_YELLOW, curses.COLOR_BLACK) curses.init_pair(WEAPON_COLOR, curses.COLOR_CYAN, curses.COLOR_BLACK) curses.init_pair(HIGHLIGHTED_COLOR, curses.COLOR_CYAN, curses.COLOR_BLACK) curses.init_pair(PLAYER_COLOR, curses.COLOR_BLACK, curses.COLOR_WHITE) curses.init_pair(DOOR_COLOR, curses.COLOR_BLUE, curses.COLOR_BLACK) curses.init_pair(MONSTER_COLOR, curses.COLOR_RED, curses.COLOR_BLACK) curses.init_pair(ADD_HEALTH_COLOR, curses.COLOR_GREEN, curses.COLOR_BLACK) return stdscr def end_curses(stdscr): #stdscr.nodelay(False) stdscr.keypad(False) curses.curs_set(1) curses.nocbreak() curses.echo() curses.endwin() def gen_map_step(map): tmp_map = copy.deepcopy(map) for i in range(1, len(map) - 1): for j in range(1, len(map[i]) - 1): x = 0 for d in EXTENDED_DIRECTIONS: if tmp_map[i][j] == WALL: x += 1 if x < 2 or x >= 4: map[i][j] = (EMPTY, SIMPLE_COLOR) elif x == 3: map[i][j] = (WALL, WALL_COLOR) def generate_map(map, sz_x, sz_y, map_symbols, automata_iterations, wall_rand_range, wall_rand_gen): rand_sum = 0 for symbol in map_symbols: rand_sum += symbol[1] for i in range(sz_x): map.append([]) for j in range(sz_y): if i == 0 or j == 0 or i == sz_x - 1 or j == sz_y - 1: map[i].append([WALL, WALL_COLOR]) else: if random.randint(1, wall_rand_range) <= wall_rand_gen: map[i].append([WALL, WALL_COLOR]) else: map[i].append([EMPTY, SIMPLE_COLOR]) for i in range(automata_iterations): gen_map_step(map) for i in range(1, len(map) - 1): for j in range(1, len(map[i]) - 1): if (map[i][j][0] == EMPTY): x = random.randint(1, rand_sum) for symbol in map_symbols: x -= symbol[1] if x <= 0: map[i][j] = symbol[0] break def map_mark_dfs(map, i, j): if map[i][j][0] == WALL or map[i][j][0] == MARK: return [] positions = [(i, j)] map[i][j] = (MARK, SIMPLE_COLOR) for d in DIRECTIONS: # walls on all sides, then no check needed there new_positions = map_mark_dfs(map, i + d[0], j + d[1]) for pos in new_positions: positions.append(pos) return positions def generate_doors(map): doors = [] tmp_map = copy.deepcopy(map) for i in range(len(tmp_map)): for j in range(len(tmp_map[i])): if tmp_map[i][j][0] == EMPTY: map_mark_dfs(tmp_map, i, j) map[i][j] = [DOOR, DOOR_COLOR] doors.append([i, j]) return doors def random_direction(): k = random.randint(0, 3) return [((k % 2) * 2 - 1) * (k // 2), ((k % 2) * 2 - 1) * (1 - k // 2)] def generate_monsters(map, rand_range, rand_monster): monsters = [] for i in range(len(map)): for j in range(len(map[i])): if (map[i][j][0] == EMPTY): if random.randint(1, rand_range) <= rand_monster: monsters.append([[i, j], random_direction()]) # position, move direction return monsters def move_monsters(map, monsters): for i in range(len(monsters)): pos = [0, 0] pos[0] = monsters[i][0][0] + monsters[i][1][0] pos[1] = monsters[i][0][1] + monsters[i][1][1] if map[pos[0]][pos[1]][0] == EMPTY: monsters[i][0] = pos pass else: monsters[i][1] = random_direction() pass def damage_player(monsters, player_state): for m in monsters: if abs(player_state[0][0] - m[0][0]) + abs(player_state[0][1] - m[0][1]) <= 1: player_state[1] -= 1 pass def game_step(map, monsters, player_state, doors): #if player_pos == door for any door ? move_monsters(map, monsters) damage_player(monsters, player_state) pass def draw(stdscr, map, monsters, player_state): if player_state[1] <= 0: stdscr.addstr(max(curses.COLS // 2 - 4, 0), max(curses.LINES // 2 - 4, 0), "You lose(") return stdscr.addstr(MAP_POS_Y - 1, 0, "Lives: " + str(player_state[1]), curses.color_pair(HIGHLIGHTED_COLOR)) stdscr.addstr(MAP_POS_Y, 0, "Weapon: " + str(player_state[2]), curses.color_pair(HIGHLIGHTED_COLOR)) stdscr.addstr(MAP_POS_Y + 1, 0, "Gold: " + str(player_state[3]), curses.color_pair(HIGHLIGHTED_COLOR)) for i in range(len(map)): stdscr.addstr(MAP_POS_Y - 1, i + MAP_POS_X, '-', curses.color_pair(SIMPLE_COLOR)) stdscr.addstr(len(map[0]) + MAP_POS_Y, i + MAP_POS_X, '-', curses.color_pair(SIMPLE_COLOR)) for i in range(len(map[0])): # ?? better ?? stdscr.addstr(i + MAP_POS_Y, MAP_POS_X - 1, '|', curses.color_pair(SIMPLE_COLOR)) stdscr.addstr(i + MAP_POS_Y, len(map) + MAP_POS_X, '|', curses.color_pair(SIMPLE_COLOR)) for i in range(len(map)): for j in range(len(map[i])): stdscr.addstr(j + MAP_POS_Y, i + MAP_POS_X, map[i][j][0], curses.color_pair(map[i][j][1])) for m in monsters: stdscr.addstr(m[0][1] + MAP_POS_Y, m[0][0] + MAP_POS_X, MONSTER, curses.color_pair(MONSTER_COLOR)) stdscr.addstr(MAP_POS_Y + player_state[0][1], MAP_POS_X + player_state[0][0], PLAYER, curses.color_pair(PLAYER_COLOR)) def input(stdscr): # not work m = [0, 0] try: key = stdscr.getkey() if key == 'w' or key == "KEY_UP": m[1] -= 1 elif key == 's' or key == "KEY_DOWN": m[1] += 1 elif key == 'a' or key == "KEY_LEFT": m[0] -= 1 elif key == 'd' or key == "KEY_RIGHT": m[0] += 1 except: pass # no input return m pass def move_player(map, player_state, pos_change): p = copy.deepcopy(player_state[0]) p[0] += pos_change[0] p[1] += pos_change[1] x = map[p[0]][p[1]][0] if x != WALL: player_state[0] = p if x == ADD_HEALTH: player_state[1] += 1 map[p[0]][p[1]] = [EMPTY, SIMPLE_COLOR] elif x == WEAPON: player_state[2] += 1 map[p[0]][p[1]] = [EMPTY, SIMPLE_COLOR] elif x == GOLD: player_state[3] += 1 map[p[0]][p[1]] = [EMPTY, SIMPLE_COLOR] def main(): map_symbols = [ [[EMPTY, SIMPLE_COLOR], 30], [[WALL, WALL_COLOR], 10], [[GOLD, GOLD_COLOR], 1], [[WEAPON, WEAPON_COLOR], 2], [[ADD_HEALTH, ADD_HEALTH_COLOR], 1] ] stdscr = begin_curses() map_size = [20, 20] player_state = [[0, 0], 10, 0, 0] # pos, lives, weapon, money map = [] generate_map(map, map_size[0], map_size[1], map_symbols, 100, 100, 45) doors = generate_doors(map) player_state[0] = doors[0] monsters = generate_monsters(map, 100, 7) main_loop_exception = False #try: while(True): stdscr.clear() game_step(map, monsters, player_state, doors) draw(stdscr, map, monsters, player_state) stdscr.refresh() pos_change = input(stdscr) move_player(map, player_state, pos_change) #time.sleep(0.1) #except: # main_loop_exception = True end_curses(stdscr) if main_loop_exception: print("Error during main loop"); main()