Merge remote-tracking branch 'origin/master' into display

# Conflicts:
#	dungeonbattle/entities/player.py
#	dungeonbattle/game.py
#	dungeonbattle/interfaces.py
#	dungeonbattle/mapdisplay.py
#	dungeonbattle/settings.py
#	dungeonbattle/tests/settings_test.py
#	dungeonbattle/texturepack.py
This commit is contained in:
Yohann D'ANELLO 2020-11-06 20:04:24 +01:00
commit 02d3394439
17 changed files with 495 additions and 107 deletions

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@ -1,33 +1,36 @@
from ..interfaces import Entity, FightingEntity
from ..interfaces import Entity, FightingEntity, Map
class Item(Entity):
held: bool
def __init__(self, *args, **kwargs):
super().__init__(self, *args, **kwargs)
super().__init__(*args, **kwargs)
self.held = False
def drop(self, x:int, y:int):
def drop(self, y: int, x: int) -> None:
self.held = False
self.move(x, y)
self.move(y, x)
def hold(self):
def hold(self) -> None:
self.held = True
class Bomb(Item):
damage: int = 5
exploding: bool
def __init__(self, *args, **kwargs):
super().__init__(self, *args, **kwargs)
super().__init__(*args, **kwargs)
self.exploding = False
def drop(self, x:int, y:int):
super.drop(self, x, y)
def drop(self, x: int, y: int) -> None:
super().drop(x, y)
self.exploding = True
def act(self, map):
def act(self, m: Map) -> None:
if self.exploding:
for e in map.entities:
if abs (e.x - self.x) + abs (e.y - self.y) <= 1 and isinstance(e,FightingEntity):
for e in m.entities:
if abs(e.x - self.x) + abs(e.y - self.y) <= 1 and \
isinstance(e, FightingEntity):
e.take_damage(self, self.damage)

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@ -1,9 +1,11 @@
from ..interfaces import FightingEntity
from ..interfaces import FightingEntity, Map
class Monster(FightingEntity):
def act(self, map):
def act(self, m: Map) -> None:
pass
class Squirrel(Monster):
maxhealth = 10
strength = 3

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@ -1,9 +1,22 @@
from ..interfaces import FightingEntity
class Player(FightingEntity):
maxhealth = 20
strength = 5
def move_up(self) -> bool:
return self.check_move(self.y - 1, self.x, True)
def move_down(self) -> bool:
return self.check_move(self.y + 1, self.x, True)
def move_left(self) -> bool:
return self.check_move(self.y, self.x - 1, True)
def move_right(self) -> bool:
return self.check_move(self.y, self.x + 1, True)
currentXP: int
maxXP: int

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@ -1,71 +1,94 @@
import sys
from typing import Any
from .entities.player import Player
from .interfaces import Map
from .mapdisplay import MapDisplay
from .settings import Settings
from .term_manager import TermManager
from enum import Enum, auto
from . import menus
class GameMode(Enum):
MAINMENU = auto()
PLAY = auto()
SETTINGS = auto()
INVENTORY = auto()
class KeyValues(Enum):
UP = auto()
DOWN = auto()
LEFT = auto()
RIGHT = auto()
ENTER = auto()
class Game:
INSTANCE = None
def init(self) -> None:
Game.INSTANCE = self
def __init__(self) -> None:
self.state = GameMode.MAINMENU
self.main_menu = menus.MainMenu()
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
self.key_handler = self.player_move
def new_game(self):
def new_game(self, init_pad: bool = True) -> None:
# TODO generate a new map procedurally
self.m = Map.load("example_map.txt")
self.d = MapDisplay(self.m)
self.player = Player()
self.player.y = 1
self.player.x = 6
self.player.move(1, 6)
self.m.add_entity(self.player)
self.d = MapDisplay(self.m, self.player, init_pad)
@classmethod
def load_game(filename):
@staticmethod
def load_game(filename: str) -> None:
# TODO loading map from a file
raise NotImplementedError()
def run(self, screen):
def run(self, screen: Any) -> None:
while True:
screen.clear()
screen.refresh()
self.d.display(self.player.getPosY(), self.player.getPosX())
self.d.display(self.player.y, self.player.x)
key = screen.getkey()
self.key_handler(key)
self.handle_key_pressed(self.translate_key(key))
def player_move(self, key):
# TODO load keys from settings
if key == 'z' or key == 'KEY_UP':
def translate_key(self, key: str) -> KeyValues:
if key in (self.settings.KEY_DOWN_SECONDARY,
self.settings.KEY_DOWN_PRIMARY):
return KeyValues.DOWN
elif key in (self.settings.KEY_LEFT_PRIMARY,
self.settings.KEY_LEFT_SECONDARY):
return KeyValues.LEFT
elif key in (self.settings.KEY_RIGHT_PRIMARY,
self.settings.KEY_RIGHT_SECONDARY):
return KeyValues.RIGHT
elif key in (self.settings.KEY_UP_PRIMARY,
self.settings.KEY_UP_SECONDARY):
return KeyValues.UP
elif key == self.settings.KEY_ENTER:
return KeyValues.ENTER
def handle_key_pressed(self, key: KeyValues) -> None:
if self.state == GameMode.PLAY:
if key == KeyValues.UP:
self.player.move_up()
if key == 's' or key == 'KEY_DOWN':
if key == KeyValues.DOWN:
self.player.move_down()
if key == 'q' or key == 'KEY_LEFT':
if key == KeyValues.LEFT:
self.player.move_left()
if key == 'd' or key == 'KEY_RIGHT':
if key == KeyValues.RIGHT:
self.player.move_right()
class Player:
# FIXME Should be elsewhere, only useful to don't break the previous code
y: int = 0
x: int = 0
def move_up(self):
self.y -= 1
def move_down(self):
self.y += 1
def move_left(self):
self.x -= 1
def move_right(self):
self.x += 1
def getPosX(self):
return self.x
def getPosY(self):
return self.y
if self.state == GameMode.MAINMENU:
if key == KeyValues.DOWN:
self.main_menu.go_down()
if key == KeyValues.UP:
self.main_menu.go_up()
if key == KeyValues.ENTER:
option = self.main_menu.validate()
if option == menus.MainMenuValues.START:
self.state = GameMode.PLAY
elif option == menus.MainMenuValues.SETTINGS:
self.state = GameMode.SETTINGS
elif option == menus.MainMenuValues.EXIT:
sys.exit(0)

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@ -15,11 +15,18 @@ class Map:
currentx : int #coordinates of the point that should be on the topleft corner of the screen
currenty : int
def __init__(self, width: int, height: int, tiles: list, entities = []):
def __init__(self, width: int, height: int, tiles: list):
self.width = width
self.height = height
self.tiles = tiles
self.entities = entities
self.entities = []
def add_entity(self, entity: "Entity") -> None:
"""
Register a new entity in the map.
"""
self.entities.append(entity)
entity.map = self
@staticmethod
def load(filename: str):
@ -42,8 +49,7 @@ class Map:
tiles = [[Tile(c)
for x, c in enumerate(line)] for y, line in enumerate(lines)]
return Map(width, height, tiles, [])
return Map(width, height, tiles)
def draw_string(self, pack: TexturePack) -> str:
"""
@ -73,21 +79,39 @@ class Tile(Enum):
class Entity:
x: int
y: int
x: int
name : str
map: Map
def move(self, x: int, y: int) -> None:
self.x = x
def __init__(self):
self.y = 0
self.x = 0
def check_move(self, y: int, x: int, move_if_possible: bool = False)\
-> bool:
tile = self.map.tiles[y][x]
if tile.can_walk() and move_if_possible:
self.move(y, x)
return tile.can_walk()
def move(self, y: int, x: int) -> None:
self.y = y
self.x = x
def act(self, m:Map):
def act(self, m: Map) -> None:
"""
Define the action of the entity that is ran each tick.
By default, does nothing.
"""
pass
class FightingEntity(Entity):
maxhealth: int
health: int
strength: int
dead: bool
intelligence: int
charisma: int
dexterity: int
@ -95,15 +119,17 @@ class FightingEntity(Entity):
level: int
def __init__(self):
super().__init__()
self.health = self.maxhealth
self.dead = False
def hit(self, opponent) -> None:
def hit(self, opponent: "FightingEntity") -> None:
opponent.take_damage(self, self.strength)
def take_damage(self, attacker, amount:int) -> None:
def take_damage(self, attacker: "Entity", amount: int) -> None:
self.health -= amount
if self.health <= 0:
self.die()
def die(self) -> None:
pass
self.dead = True

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@ -1,14 +0,0 @@
import unittest
from dungeonbattle.interfaces import Map
class TestInterfaces(unittest.TestCase):
def test_map(self) -> None:
"""
Create a map and check that it is well parsed.
"""
m = Map.load_from_string(".█\n█.\n")
self.assertEqual(m.width, 2)
self.assertEqual(m.height, 2)
self.assertEqual(m.draw_string(), ".█\n█.")

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@ -0,0 +1,34 @@
#!/usr/bin/env python
import curses
from dungeonbattle.entities.player import Player
from dungeonbattle.interfaces import Map
class MapDisplay:
def __init__(self, m: Map, player: Player, init_pad: bool = True):
self.map = m
self.player = player
if init_pad:
self.pad = curses.newpad(m.height, m.width + 1)
def update_pad(self) -> None:
self.pad.addstr(0, 0, self.map.draw_string())
# TODO Not all entities should be a player
for e in self.map.entities:
self.pad.addstr(e.y, e.x, '🐿')
def display(self, y: int, x: int) -> None:
deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS // 2) + 1
pminrow, pmincol = y - deltay, x - deltax
sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
deltay, deltax = curses.LINES - deltay, curses.COLS - deltax
smaxrow = self.map.height - (y + deltay) + curses.LINES - 1
smaxrow = min(smaxrow, curses.LINES - 1)
smaxcol = self.map.width - (x + deltax) + curses.COLS - 1
smaxcol = min(smaxcol, curses.COLS - 1)
pminrow = max(0, min(self.map.height, pminrow))
pmincol = max(0, min(self.map.width, pmincol))
self.pad.clear()
self.update_pad()
self.pad.refresh(pminrow, pmincol, sminrow, smincol, smaxrow, smaxcol)

34
dungeonbattle/menus.py Normal file
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@ -0,0 +1,34 @@
from enum import Enum, auto
from typing import Any
class Menu:
values: list
def __init__(self):
self.position = 0
def go_up(self) -> None:
self.position = max(0, self.position - 1)
def go_down(self) -> None:
self.position = min(len(self.values) - 1, self.position + 1)
def validate(self) -> Any:
return self.values[self.position]
class MainMenuValues(Enum):
START = auto()
SETTINGS = auto()
EXIT = auto()
class MainMenu(Menu):
values = [e for e in MainMenuValues]
class ArbitraryMenu(Menu):
def __init__(self, values: list):
super().__init__()
self.values = values

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@ -11,14 +11,24 @@ class Settings:
We can define the setting by simply use settings.TEXTURE_PACK = 'new_key'
"""
def __init__(self):
self.KEY_UP_PRIMARY = ['z', 'Touche principale pour aller vers le haut']
self.KEY_UP_SECONDARY = ['KEY_UP', 'Touche secondaire pour aller vers le haut']
self.KEY_DOWN_PRIMARY = ['s', 'Touche principale pour aller vers le bas']
self.KEY_DOWN_SECONDARY = ['KEY_DOWN', 'Touche secondaire pour aller vers le bas']
self.KEY_LEFT_PRIMARY = ['q', 'Touche principale pour aller vers la gauche']
self.KEY_LEFT_SECONDARY = ['KEY_LEFT', 'Touche secondaire pour aller vers la gauche']
self.KEY_RIGHT_PRIMARY = ['d', 'Touche principale pour aller vers la droite']
self.KEY_RIGHT_SECONDARY = ['KEY_RIGHT', 'Touche secondaire pour aller vers la droite']
self.KEY_UP_PRIMARY = \
['z', 'Touche principale pour aller vers le haut']
self.KEY_UP_SECONDARY = \
['KEY_UP', 'Touche secondaire pour aller vers le haut']
self.KEY_DOWN_PRIMARY = \
['s', 'Touche principale pour aller vers le bas']
self.KEY_DOWN_SECONDARY = \
['KEY_DOWN', 'Touche secondaire pour aller vers le bas']
self.KEY_LEFT_PRIMARY = \
['q', 'Touche principale pour aller vers la gauche']
self.KEY_LEFT_SECONDARY = \
['KEY_LEFT', 'Touche secondaire pour aller vers la gauche']
self.KEY_RIGHT_PRIMARY = \
['d', 'Touche principale pour aller vers la droite']
self.KEY_RIGHT_SECONDARY = \
['KEY_RIGHT', 'Touche secondaire pour aller vers la droite']
self.KEY_ENTER = \
['\n', 'Touche pour valider un menu']
self.TEXTURE_PACK = ['ascii', 'Pack de textures utilisé']
def __getattribute__(self, item: str) -> Any:

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@ -0,0 +1,97 @@
import unittest
from dungeonbattle.entities.items import Bomb, Item
from dungeonbattle.entities.monsters import Squirrel
from dungeonbattle.entities.player import Player
from dungeonbattle.interfaces import Entity, Map
class TestEntities(unittest.TestCase):
def setUp(self) -> None:
"""
Load example map that can be used in tests.
"""
self.map = Map.load("example_map.txt")
def test_basic_entities(self) -> None:
"""
Test some random stuff with basic entities.
"""
entity = Entity()
entity.move(42, 64)
self.assertEqual(entity.y, 42)
self.assertEqual(entity.x, 64)
self.assertIsNone(entity.act(self.map))
def test_fighting_entities(self) -> None:
"""
Test some random stuff with fighting entities.
"""
entity = Squirrel()
self.assertIsNone(entity.act(self.map))
self.assertEqual(entity.maxhealth, 10)
self.assertEqual(entity.maxhealth, entity.health)
self.assertEqual(entity.strength, 3)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertFalse(entity.dead)
self.assertIsNone(entity.hit(entity))
self.assertTrue(entity.dead)
def test_items(self) -> None:
"""
Test some random stuff with items.
"""
item = Item()
self.assertFalse(item.held)
item.hold()
self.assertTrue(item.held)
item.drop(42, 42)
self.assertEqual(item.y, 42)
self.assertEqual(item.x, 42)
def test_bombs(self) -> None:
"""
Test some random stuff with bombs.
"""
item = Bomb()
squirrel = Squirrel()
self.map.add_entity(item)
self.map.add_entity(squirrel)
squirrel.health = 2
squirrel.move(41, 42)
item.act(self.map)
self.assertFalse(squirrel.dead)
item.drop(42, 42)
self.assertEqual(item.y, 42)
self.assertEqual(item.x, 42)
item.act(self.map)
self.assertTrue(squirrel.dead)
def test_players(self) -> None:
"""
Test some random stuff with players.
"""
player = Player()
self.map.add_entity(player)
player.move(1, 6)
self.assertEqual(player.strength, 5)
self.assertEqual(player.health, player.maxhealth)
self.assertEqual(player.maxhealth, 20)
# Test movements and ensure that collisions are working
self.assertFalse(player.move_up())
self.assertTrue(player.move_left())
self.assertFalse(player.move_left())
for i in range(8):
self.assertTrue(player.move_down())
self.assertFalse(player.move_down())
self.assertTrue(player.move_right())
self.assertTrue(player.move_right())
self.assertTrue(player.move_right())
self.assertFalse(player.move_right())
self.assertTrue(player.move_down())
self.assertTrue(player.move_down())

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@ -0,0 +1,97 @@
import unittest
from dungeonbattle.game import Game, KeyValues, GameMode
from dungeonbattle.menus import MainMenuValues
class TestGame(unittest.TestCase):
def setUp(self) -> None:
"""
Setup game.
"""
self.game = Game()
self.game.new_game(False)
def test_load_game(self) -> None:
self.assertRaises(NotImplementedError, Game.load_game, "game.save")
def test_key_translation(self) -> None:
"""
Test key bindings.
"""
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_UP_PRIMARY), KeyValues.UP)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_UP_SECONDARY), KeyValues.UP)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_DOWN_PRIMARY), KeyValues.DOWN)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_DOWN_SECONDARY), KeyValues.DOWN)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_LEFT_PRIMARY), KeyValues.LEFT)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_LEFT_SECONDARY), KeyValues.LEFT)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_RIGHT_PRIMARY), KeyValues.RIGHT)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_RIGHT_SECONDARY), KeyValues.RIGHT)
self.assertEqual(self.game.translate_key(
self.game.settings.KEY_ENTER), KeyValues.ENTER)
def test_key_press(self) -> None:
"""
Press a key and see what is done.
"""
self.assertEqual(self.game.state, GameMode.MAINMENU)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.SETTINGS)
self.game.state = GameMode.MAINMENU
self.game.handle_key_pressed(KeyValues.DOWN)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.EXIT)
self.assertRaises(SystemExit, self.game.handle_key_pressed,
KeyValues.ENTER)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.SETTINGS)
self.game.handle_key_pressed(KeyValues.UP)
self.assertEqual(self.game.main_menu.validate(),
MainMenuValues.START)
self.game.handle_key_pressed(KeyValues.ENTER)
self.assertEqual(self.game.state, GameMode.PLAY)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.DOWN)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y + 1)
self.assertEqual(new_x, x)
y, x = new_y, new_x
self.game.handle_key_pressed(KeyValues.RIGHT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x + 1)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.UP)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y - 1)
self.assertEqual(new_x, x)
y, x = self.game.player.y, self.game.player.x
self.game.handle_key_pressed(KeyValues.LEFT)
new_y, new_x = self.game.player.y, self.game.player.x
self.assertEqual(new_y, y)
self.assertEqual(new_x, x - 1)

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@ -0,0 +1,33 @@
import unittest
from dungeonbattle.interfaces import Map, Tile
class TestInterfaces(unittest.TestCase):
def test_map(self) -> None:
"""
Create a map and check that it is well parsed.
"""
m = Map.load_from_string(".█\n█.\n")
self.assertEqual(m.width, 2)
self.assertEqual(m.height, 2)
self.assertEqual(m.draw_string(), ".█\n█.")
def test_load_map(self) -> None:
"""
Try to load a map from a file.
"""
m = Map.load("example_map.txt")
self.assertEqual(m.width, 52)
self.assertEqual(m.height, 17)
def test_tiles(self) -> None:
"""
Test some things about tiles.
"""
self.assertFalse(Tile.FLOOR.is_wall())
self.assertTrue(Tile.WALL.is_wall())
self.assertFalse(Tile.EMPTY.is_wall())
self.assertTrue(Tile.FLOOR.can_walk())
self.assertFalse(Tile.WALL.can_walk())
self.assertTrue(Tile.EMPTY.can_walk())

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@ -0,0 +1,24 @@
import unittest
from dungeonbattle.menus import ArbitraryMenu, MainMenu, MainMenuValues
class TestMenus(unittest.TestCase):
def test_scroll_menu(self) -> None:
"""
Test to scroll the menu.
"""
arbitrary_menu = ArbitraryMenu([])
self.assertEqual(arbitrary_menu.position, 0)
main_menu = MainMenu()
self.assertEqual(main_menu.position, 0)
self.assertEqual(main_menu.validate(), MainMenuValues.START)
main_menu.go_up()
self.assertEqual(main_menu.validate(), MainMenuValues.START)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.SETTINGS)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)
main_menu.go_down()
self.assertEqual(main_menu.validate(), MainMenuValues.EXIT)

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@ -18,8 +18,10 @@ class TestSettings(unittest.TestCase):
self.assertEqual(settings.KEY_LEFT_SECONDARY, 'KEY_LEFT')
self.assertEqual(settings.KEY_RIGHT_SECONDARY, 'KEY_RIGHT')
self.assertEqual(settings.TEXTURE_PACK, 'ascii')
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK), settings.get_comment('TEXTURE_PACK'))
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK), 'Pack de textures utilisé')
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
settings.get_comment('TEXTURE_PACK'))
self.assertEqual(settings.get_comment(settings.TEXTURE_PACK),
'Pack de textures utilisé')
settings.TEXTURE_PACK = 'UNICODE'
self.assertEqual(settings.TEXTURE_PACK, 'UNICODE')

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@ -1,5 +1,9 @@
#!/usr/bin/env python
from dungeonbattle.game import Game
from dungeonbattle.term_manager import TermManager
if __name__ == "__main__":
Game().init()
with TermManager() as term_manager:
game = Game()
game.new_game()
game.run(term_manager.screen)