Merge branch 'entities' into 'master'
Entities See merge request ynerant/dungeon-battle!10
This commit is contained in:
commit
eca6b9af1f
|
@ -2,12 +2,19 @@ stages:
|
|||
- test
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||||
- quality-assurance
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||||
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||||
py37:
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stage: test
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||||
image: python:3.7-alpine
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||||
before_script:
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||||
- pip install tox
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||||
script: tox -e py3
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||||
|
||||
py38:
|
||||
stage: test
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||||
image: python:3.8-alpine
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||||
before_script:
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||||
- pip install tox
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||||
script: tox -e py38
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||||
script: tox -e py3
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||||
|
||||
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py39:
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||||
|
@ -15,7 +22,7 @@ py39:
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|||
image: python:3.9-alpine
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||||
before_script:
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||||
- pip install tox
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script: tox -e py39
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||||
script: tox -e py3
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||||
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linters:
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stage: quality-assurance
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|
|
|
@ -11,5 +11,5 @@ class Bootstrap:
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game = Game()
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game.new_game()
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display = DisplayManager(term_manager.screen, game)
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game.display_refresh = display.refresh
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game.display_actions = display.handle_display_action
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game.run(term_manager.screen)
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|
|
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@ -19,17 +19,25 @@ class Display:
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def newpad(self, height: int, width: int) -> Union[FakePad, Any]:
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return curses.newpad(height, width) if self.screen else FakePad()
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def resize(self, y: int, x: int, height: int, width: int) -> None:
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def init_pair(self, number: int, foreground: int, background: int) -> None:
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return curses.init_pair(number, foreground, background) \
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if self.screen else None
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def color_pair(self, number: int) -> int:
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return curses.color_pair(number) if self.screen else 0
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def resize(self, y: int, x: int, height: int, width: int,
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resize_pad: bool = True) -> None:
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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if self.pad:
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self.pad.resize(height - 1, width - 1)
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if hasattr(self, "pad") and resize_pad:
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self.pad.resize(self.height - 1, self.width - 1)
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def refresh(self, *args) -> None:
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def refresh(self, *args, resize_pad: bool = True) -> None:
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if len(args) == 4:
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self.resize(*args)
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self.resize(*args, resize_pad)
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self.display()
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def display(self) -> None:
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|
|
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@ -1,10 +1,11 @@
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import curses
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from dungeonbattle.display.mapdisplay import MapDisplay
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from dungeonbattle.display.statsdisplay import StatsDisplay
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from dungeonbattle.display.menudisplay import MainMenuDisplay
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from dungeonbattle.display.menudisplay import MenuDisplay, MainMenuDisplay
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from dungeonbattle.display.texturepack import TexturePack
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from typing import Any
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from dungeonbattle.game import Game, GameMode
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from dungeonbattle.enums import DisplayActions
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class DisplayManager:
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@ -17,23 +18,35 @@ class DisplayManager:
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self.statsdisplay = StatsDisplay(screen, pack)
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self.mainmenudisplay = MainMenuDisplay(self.game.main_menu,
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screen, pack)
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self.settingsmenudisplay = MenuDisplay(screen, pack)
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self.displays = [self.statsdisplay, self.mapdisplay,
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self.mainmenudisplay]
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self.mainmenudisplay, self.settingsmenudisplay]
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self.update_game_components()
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def handle_display_action(self, action: DisplayActions) -> None:
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if action == DisplayActions.REFRESH:
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self.refresh()
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elif action == DisplayActions.UPDATE:
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self.update_game_components()
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def update_game_components(self) -> None:
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for d in self.displays:
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d.pack = TexturePack.get_pack(self.game.settings.TEXTURE_PACK)
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self.mapdisplay.update_map(self.game.map)
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self.statsdisplay.update_player(self.game.player)
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self.settingsmenudisplay.update_menu(self.game.settings_menu)
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def refresh(self) -> None:
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if self.game.state == GameMode.PLAY:
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5, self.cols)
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# The map pad has already the good size
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self.mapdisplay.refresh(0, 0, self.rows * 4 // 5, self.cols,
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resize_pad=False)
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self.statsdisplay.refresh(self.rows * 4 // 5, 0,
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self.rows // 5, self.cols)
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if self.game.state == GameMode.MAINMENU:
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self.mainmenudisplay.refresh(0, 0, self.rows, self.cols)
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if self.game.state == GameMode.SETTINGS:
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self.settingsmenudisplay.refresh(0, 0, self.rows, self.cols - 1)
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self.resize_window()
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def resize_window(self) -> bool:
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|
|
|
@ -12,25 +12,30 @@ class MapDisplay(Display):
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def update_map(self, m: Map) -> None:
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self.map = m
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self.pad = self.newpad(m.height, m.width + 1)
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self.pad = self.newpad(m.height, self.pack.tile_width * m.width + 1)
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def update_pad(self) -> None:
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self.pad.addstr(0, 0, self.map.draw_string(self.pack))
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self.init_pair(1, self.pack.tile_fg_color, self.pack.tile_bg_color)
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self.init_pair(2, self.pack.entity_fg_color, self.pack.entity_bg_color)
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self.pad.addstr(0, 0, self.map.draw_string(self.pack),
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self.color_pair(1))
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for e in self.map.entities:
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self.pad.addstr(e.y, e.x, self.pack.PLAYER)
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self.pad.addstr(e.y, self.pack.tile_width * e.x,
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self.pack[e.name.upper()], self.color_pair(2))
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def display(self) -> None:
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y, x = self.map.currenty, self.map.currentx
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y, x = self.map.currenty, self.pack.tile_width * self.map.currentx
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deltay, deltax = (self.height // 2) + 1, (self.width // 2) + 1
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pminrow, pmincol = y - deltay, x - deltax
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sminrow, smincol = max(-pminrow, 0), max(-pmincol, 0)
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deltay, deltax = self.height - deltay, self.width - deltax
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smaxrow = self.map.height - (y + deltay) + self.height - 1
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smaxrow = min(smaxrow, self.height - 1)
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smaxcol = self.map.width - (x + deltax) + self.width - 1
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smaxcol = self.pack.tile_width * self.map.width - \
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(x + deltax) + self.width - 1
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smaxcol = min(smaxcol, self.width - 1)
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pminrow = max(0, min(self.map.height, pminrow))
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pmincol = max(0, min(self.map.width, pmincol))
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pmincol = max(0, min(self.pack.tile_width * self.map.width, pmincol))
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self.pad.clear()
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self.update_pad()
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self.pad.refresh(pminrow, pmincol, sminrow, smincol, smaxrow, smaxcol)
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|
|
|
@ -1,3 +1,5 @@
|
|||
from typing import List
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||||
|
||||
from dungeonbattle.menus import Menu, MainMenu
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from .display import Display
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|
@ -11,7 +13,6 @@ class MenuDisplay(Display):
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|||
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||||
def update_menu(self, menu: Menu) -> None:
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self.menu = menu
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self.values = [str(a) for a in menu.values]
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self.trueheight = len(self.values)
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self.truewidth = max([len(a) for a in self.values])
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|
@ -22,7 +23,7 @@ class MenuDisplay(Display):
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|||
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||||
def update_pad(self) -> None:
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for i in range(self.trueheight):
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self.pad.addstr(i, 0, " ")
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self.pad.addstr(i, 0, " " + self.values[i])
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# set a marker on the selected line
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self.pad.addstr(self.menu.position, 0, ">")
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|
@ -54,6 +55,10 @@ class MenuDisplay(Display):
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def preferred_height(self) -> int:
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return self.trueheight + 2
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@property
|
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def values(self) -> List[str]:
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return [str(a) for a in self.menu.values]
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class MainMenuDisplay(Display):
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def __init__(self, menu: MainMenu, *args):
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|
|
|
@ -1,3 +1,5 @@
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import curses
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||||
from .display import Display
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from dungeonbattle.entities.player import Player
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|
@ -9,6 +11,7 @@ class StatsDisplay(Display):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.pad = self.newpad(self.rows, self.cols)
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self.init_pair(3, curses.COLOR_RED, curses.COLOR_BLACK)
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def update_player(self, p: Player) -> None:
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self.player = p
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|
@ -33,9 +36,17 @@ class StatsDisplay(Display):
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string3 = string3 + " "
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self.pad.addstr(2, 0, string3)
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inventory_str = "Inventaire : " + "".join(
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self.pack[item.name.upper()] for item in self.player.inventory)
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self.pad.addstr(3, 0, inventory_str)
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if self.player.dead:
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self.pad.addstr(4, 0, "VOUS ÊTES MORT",
|
||||
curses.A_BOLD | curses.A_BLINK | curses.A_STANDOUT
|
||||
| self.color_pair(3))
|
||||
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||||
def display(self) -> None:
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self.pad.clear()
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||||
self.update_pad()
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self.pad.refresh(0, 0, self.y, self.x,
|
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2 + self.y,
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self.width + self.x)
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4 + self.y, self.width + self.x)
|
||||
|
|
|
@ -1,7 +1,16 @@
|
|||
import curses
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||||
from typing import Any
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||||
|
||||
|
||||
class TexturePack:
|
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_packs = dict()
|
||||
|
||||
name: str
|
||||
tile_width: int
|
||||
tile_fg_color: int
|
||||
tile_bg_color: int
|
||||
entity_fg_color: int
|
||||
entity_bg_color: int
|
||||
EMPTY: str
|
||||
WALL: str
|
||||
FLOOR: str
|
||||
|
@ -15,23 +24,52 @@ class TexturePack:
|
|||
self.__dict__.update(**kwargs)
|
||||
TexturePack._packs[name] = self
|
||||
|
||||
def __getitem__(self, item: str) -> Any:
|
||||
return self.__dict__[item]
|
||||
|
||||
@classmethod
|
||||
def get_pack(cls, name: str) -> "TexturePack":
|
||||
return cls._packs[name.lower()]
|
||||
|
||||
@classmethod
|
||||
def get_next_pack_name(cls, name: str) -> str:
|
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return "squirrel" if name == "ascii" else "ascii"
|
||||
|
||||
|
||||
TexturePack.ASCII_PACK = TexturePack(
|
||||
name="ascii",
|
||||
tile_width=1,
|
||||
tile_fg_color=curses.COLOR_WHITE,
|
||||
tile_bg_color=curses.COLOR_BLACK,
|
||||
entity_fg_color=curses.COLOR_WHITE,
|
||||
entity_bg_color=curses.COLOR_BLACK,
|
||||
EMPTY=' ',
|
||||
WALL='#',
|
||||
FLOOR='.',
|
||||
PLAYER='@',
|
||||
HEDGEHOG='*',
|
||||
HEART='❤',
|
||||
BOMB='o',
|
||||
RABBIT='Y',
|
||||
BEAVER='_',
|
||||
TEDDY_BEAR='8',
|
||||
)
|
||||
|
||||
TexturePack.SQUIRREL_PACK = TexturePack(
|
||||
name="squirrel",
|
||||
EMPTY=' ',
|
||||
WALL='█',
|
||||
FLOOR='.',
|
||||
PLAYER='🐿️',
|
||||
tile_width=2,
|
||||
tile_fg_color=curses.COLOR_WHITE,
|
||||
tile_bg_color=curses.COLOR_BLACK,
|
||||
entity_fg_color=curses.COLOR_WHITE,
|
||||
entity_bg_color=curses.COLOR_WHITE,
|
||||
EMPTY=' ',
|
||||
WALL='🧱',
|
||||
FLOOR='██',
|
||||
PLAYER='🐿 ️',
|
||||
HEDGEHOG='🦔',
|
||||
HEART='💜',
|
||||
BOMB='💣',
|
||||
RABBIT='🐇',
|
||||
BEAVER='🦫',
|
||||
TEDDY_BEAR='🧸',
|
||||
)
|
||||
|
|
|
@ -1,22 +1,46 @@
|
|||
from typing import Optional
|
||||
|
||||
from .player import Player
|
||||
from ..interfaces import Entity, FightingEntity, Map
|
||||
|
||||
|
||||
class Item(Entity):
|
||||
held: bool
|
||||
held_by: Optional["Player"]
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
super().__init__(*args, **kwargs)
|
||||
self.held = False
|
||||
|
||||
def drop(self, y: int, x: int) -> None:
|
||||
self.held = False
|
||||
if self.held:
|
||||
self.held_by.inventory.remove(self)
|
||||
self.held = False
|
||||
self.held_by = None
|
||||
self.map.add_entity(self)
|
||||
self.move(y, x)
|
||||
|
||||
def hold(self) -> None:
|
||||
def hold(self, player: "Player") -> None:
|
||||
self.held = True
|
||||
self.held_by = player
|
||||
self.map.remove_entity(self)
|
||||
player.inventory.append(self)
|
||||
|
||||
|
||||
class Heart(Item):
|
||||
name: str = "heart"
|
||||
healing: int = 5
|
||||
|
||||
def hold(self, player: "Player") -> None:
|
||||
"""
|
||||
When holding a heart, heal the player and don't put item in inventory.
|
||||
"""
|
||||
player.health = min(player.maxhealth, player.health + self.healing)
|
||||
self.map.remove_entity(self)
|
||||
|
||||
|
||||
class Bomb(Item):
|
||||
name: str = "bomb"
|
||||
damage: int = 5
|
||||
exploding: bool
|
||||
|
||||
|
|
|
@ -1,11 +1,58 @@
|
|||
from random import choice
|
||||
|
||||
from .player import Player
|
||||
from ..interfaces import FightingEntity, Map
|
||||
|
||||
|
||||
class Monster(FightingEntity):
|
||||
def act(self, m: Map) -> None:
|
||||
pass
|
||||
"""
|
||||
By default, a monster will move randomly where it is possible
|
||||
And if a player is close to the monster, the monster run on the player.
|
||||
"""
|
||||
target = None
|
||||
for entity in m.entities:
|
||||
if self.distance_squared(entity) <= 25 and \
|
||||
isinstance(entity, Player):
|
||||
target = entity
|
||||
break
|
||||
|
||||
# A Dijkstra algorithm has ran that targets the player.
|
||||
# With that way, monsters can simply follow the path.
|
||||
# If they can't move and they are already close to the player,
|
||||
# They hit.
|
||||
if target and (self.y, self.x) in target.paths:
|
||||
# Move to target player
|
||||
next_y, next_x = target.paths[(self.y, self.x)]
|
||||
moved = self.check_move(next_y, next_x, True)
|
||||
if not moved and self.distance_squared(target) <= 1:
|
||||
self.hit(target)
|
||||
else:
|
||||
for _ in range(100):
|
||||
if choice([self.move_up, self.move_down,
|
||||
self.move_left, self.move_right])():
|
||||
break
|
||||
|
||||
|
||||
class Squirrel(Monster):
|
||||
class Beaver(Monster):
|
||||
name = "beaver"
|
||||
maxhealth = 30
|
||||
strength = 2
|
||||
|
||||
|
||||
class Hedgehog(Monster):
|
||||
name = "hedgehog"
|
||||
maxhealth = 10
|
||||
strength = 3
|
||||
|
||||
|
||||
class Rabbit(Monster):
|
||||
name = "rabbit"
|
||||
maxhealth = 15
|
||||
strength = 1
|
||||
|
||||
|
||||
class TeddyBear(Monster):
|
||||
name = "teddy_bear"
|
||||
maxhealth = 50
|
||||
strength = 0
|
||||
|
|
|
@ -1,7 +1,11 @@
|
|||
from random import randint
|
||||
from typing import Dict, Tuple
|
||||
|
||||
from ..interfaces import FightingEntity
|
||||
|
||||
|
||||
class Player(FightingEntity):
|
||||
name = "player"
|
||||
maxhealth: int = 20
|
||||
strength: int = 5
|
||||
intelligence: int = 1
|
||||
|
@ -11,25 +15,88 @@ class Player(FightingEntity):
|
|||
level: int = 1
|
||||
current_xp: int = 0
|
||||
max_xp: int = 10
|
||||
inventory: list
|
||||
paths: Dict[Tuple[int, int], Tuple[int, int]]
|
||||
|
||||
def move_up(self) -> bool:
|
||||
return self.check_move(self.y - 1, self.x, True)
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
self.inventory = list()
|
||||
|
||||
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)
|
||||
def move(self, y: int, x: int) -> None:
|
||||
"""
|
||||
When the player moves, move the camera of the map.
|
||||
"""
|
||||
super().move(y, x)
|
||||
self.map.currenty = y
|
||||
self.map.currentx = x
|
||||
self.recalculate_paths()
|
||||
|
||||
def level_up(self) -> None:
|
||||
"""
|
||||
Add levels to the player as much as it is possible.
|
||||
"""
|
||||
while self.current_xp > self.max_xp:
|
||||
self.level += 1
|
||||
self.current_xp -= self.max_xp
|
||||
self.max_xp = self.level * 10
|
||||
self.health = self.maxhealth
|
||||
# TODO Remove it, that's only fun
|
||||
self.map.spawn_random_entities(randint(3 * self.level,
|
||||
10 * self.level))
|
||||
|
||||
def add_xp(self, xp: int) -> None:
|
||||
"""
|
||||
Add some experience to the player.
|
||||
If the required amount is reached, level up.
|
||||
"""
|
||||
self.current_xp += xp
|
||||
self.level_up()
|
||||
|
||||
# noinspection PyTypeChecker,PyUnresolvedReferences
|
||||
def check_move(self, y: int, x: int, move_if_possible: bool = False) \
|
||||
-> bool:
|
||||
"""
|
||||
If the player tries to move but a fighting entity is there,
|
||||
the player fights this entity.
|
||||
It rewards some XP if it is dead.
|
||||
"""
|
||||
# Don't move if we are dead
|
||||
if self.dead:
|
||||
return False
|
||||
for entity in self.map.entities:
|
||||
if entity.y == y and entity.x == x:
|
||||
if entity.is_fighting_entity():
|
||||
self.hit(entity)
|
||||
if entity.dead:
|
||||
self.add_xp(randint(3, 7))
|
||||
return True
|
||||
elif entity.is_item():
|
||||
entity.hold(self)
|
||||
return super().check_move(y, x, move_if_possible)
|
||||
|
||||
def recalculate_paths(self, max_distance: int = 8) -> None:
|
||||
"""
|
||||
Use Dijkstra algorithm to calculate best paths
|
||||
for monsters to go to the player.
|
||||
"""
|
||||
queue = [(self.y, self.x)]
|
||||
visited = []
|
||||
distances = {(self.y, self.x): 0}
|
||||
predecessors = {}
|
||||
while queue:
|
||||
y, x = queue.pop(0)
|
||||
visited.append((y, x))
|
||||
if distances[(y, x)] >= max_distance:
|
||||
continue
|
||||
for diff_y, diff_x in [(1, 0), (-1, 0), (0, 1), (0, -1)]:
|
||||
new_y, new_x = y + diff_y, x + diff_x
|
||||
if not 0 <= new_y < self.map.height or \
|
||||
not 0 <= new_x < self.map.width or \
|
||||
not self.map.tiles[y][x].can_walk() or \
|
||||
(new_y, new_x) in visited or \
|
||||
(new_y, new_x) in queue:
|
||||
continue
|
||||
predecessors[(new_y, new_x)] = (y, x)
|
||||
distances[(new_y, new_x)] = distances[(y, x)] + 1
|
||||
queue.append((new_y, new_x))
|
||||
self.paths = predecessors
|
||||
|
|
|
@ -0,0 +1,48 @@
|
|||
from enum import Enum, auto
|
||||
from typing import Optional
|
||||
|
||||
from dungeonbattle.settings import Settings
|
||||
|
||||
|
||||
class DisplayActions(Enum):
|
||||
REFRESH = auto()
|
||||
UPDATE = auto()
|
||||
|
||||
|
||||
class GameMode(Enum):
|
||||
MAINMENU = auto()
|
||||
PLAY = auto()
|
||||
SETTINGS = auto()
|
||||
INVENTORY = auto()
|
||||
|
||||
|
||||
class KeyValues(Enum):
|
||||
UP = auto()
|
||||
DOWN = auto()
|
||||
LEFT = auto()
|
||||
RIGHT = auto()
|
||||
ENTER = auto()
|
||||
SPACE = auto()
|
||||
|
||||
@staticmethod
|
||||
def translate_key(key: str, settings: Settings) -> Optional["KeyValues"]:
|
||||
"""
|
||||
Translate the raw string key into an enum value that we can use.
|
||||
"""
|
||||
if key in (settings.KEY_DOWN_SECONDARY,
|
||||
settings.KEY_DOWN_PRIMARY):
|
||||
return KeyValues.DOWN
|
||||
elif key in (settings.KEY_LEFT_PRIMARY,
|
||||
settings.KEY_LEFT_SECONDARY):
|
||||
return KeyValues.LEFT
|
||||
elif key in (settings.KEY_RIGHT_PRIMARY,
|
||||
settings.KEY_RIGHT_SECONDARY):
|
||||
return KeyValues.RIGHT
|
||||
elif key in (settings.KEY_UP_PRIMARY,
|
||||
settings.KEY_UP_SECONDARY):
|
||||
return KeyValues.UP
|
||||
elif key == settings.KEY_ENTER:
|
||||
return KeyValues.ENTER
|
||||
elif key == ' ':
|
||||
return KeyValues.SPACE
|
||||
return None
|
|
@ -1,34 +1,18 @@
|
|||
import sys
|
||||
from typing import Any
|
||||
from random import randint
|
||||
from typing import Any, Optional
|
||||
|
||||
from .entities.player import Player
|
||||
from .enums import GameMode, KeyValues, DisplayActions
|
||||
from .interfaces import Map
|
||||
from .settings import Settings
|
||||
from enum import Enum, auto
|
||||
from . import menus
|
||||
from typing import Callable
|
||||
|
||||
|
||||
class GameMode(Enum):
|
||||
MAINMENU = auto()
|
||||
PLAY = auto()
|
||||
SETTINGS = auto()
|
||||
INVENTORY = auto()
|
||||
|
||||
|
||||
class KeyValues(Enum):
|
||||
UP = auto()
|
||||
DOWN = auto()
|
||||
LEFT = auto()
|
||||
RIGHT = auto()
|
||||
ENTER = auto()
|
||||
SPACE = auto()
|
||||
|
||||
|
||||
class Game:
|
||||
map: Map
|
||||
player: Player
|
||||
display_refresh: Callable[[], None]
|
||||
display_actions: Callable[[DisplayActions], None]
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""
|
||||
|
@ -36,21 +20,22 @@ class Game:
|
|||
"""
|
||||
self.state = GameMode.MAINMENU
|
||||
self.main_menu = menus.MainMenu()
|
||||
self.settings_menu = menus.SettingsMenu()
|
||||
self.settings = Settings()
|
||||
self.settings.load_settings()
|
||||
self.settings.write_settings()
|
||||
self.settings_menu.update_values(self.settings)
|
||||
|
||||
def new_game(self) -> None:
|
||||
"""
|
||||
Create a new game on the screen.
|
||||
"""
|
||||
# TODO generate a new map procedurally
|
||||
self.map = Map.load("resources/example_map.txt")
|
||||
self.map.currenty = 1
|
||||
self.map.currentx = 6
|
||||
self.map = Map.load("resources/example_map_2.txt")
|
||||
self.player = Player()
|
||||
self.player.move(1, 6)
|
||||
self.map.add_entity(self.player)
|
||||
self.player.move(self.map.start_y, self.map.start_x)
|
||||
self.map.spawn_random_entities(randint(3, 10))
|
||||
|
||||
@staticmethod
|
||||
def load_game(filename: str) -> None:
|
||||
|
@ -63,35 +48,16 @@ class Game:
|
|||
We wait for a player action, then we do what that should be done
|
||||
when the given key got pressed.
|
||||
"""
|
||||
while True:
|
||||
while True: # pragma no cover
|
||||
screen.clear()
|
||||
screen.refresh()
|
||||
self.display_refresh()
|
||||
self.display_actions(DisplayActions.REFRESH)
|
||||
key = screen.getkey()
|
||||
self.handle_key_pressed(self.translate_key(key))
|
||||
self.handle_key_pressed(
|
||||
KeyValues.translate_key(key, self.settings), key)
|
||||
|
||||
def translate_key(self, key: str) -> KeyValues:
|
||||
"""
|
||||
Translate the raw string key into an enum value that we can use.
|
||||
"""
|
||||
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
|
||||
elif key == ' ':
|
||||
return KeyValues.SPACE
|
||||
|
||||
def handle_key_pressed(self, key: KeyValues) -> None:
|
||||
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
|
||||
-> None:
|
||||
"""
|
||||
Indicates what should be done when the given key is pressed,
|
||||
according to the current game state.
|
||||
|
@ -99,46 +65,26 @@ class Game:
|
|||
if self.state == GameMode.PLAY:
|
||||
self.handle_key_pressed_play(key)
|
||||
elif self.state == GameMode.MAINMENU:
|
||||
self.handle_key_pressed_main_menu(key)
|
||||
self.main_menu.handle_key_pressed(key, self)
|
||||
elif self.state == GameMode.SETTINGS:
|
||||
self.handle_key_pressed_settings(key)
|
||||
self.display_refresh()
|
||||
self.settings_menu.handle_key_pressed(key, raw_key, self)
|
||||
self.display_actions(DisplayActions.REFRESH)
|
||||
|
||||
def handle_key_pressed_play(self, key: KeyValues) -> None:
|
||||
"""
|
||||
In play mode, arrows or zqsd should move the main character.
|
||||
"""
|
||||
if key == KeyValues.UP:
|
||||
self.player.move_up()
|
||||
if self.player.move_up():
|
||||
self.map.tick()
|
||||
elif key == KeyValues.DOWN:
|
||||
self.player.move_down()
|
||||
if self.player.move_down():
|
||||
self.map.tick()
|
||||
elif key == KeyValues.LEFT:
|
||||
self.player.move_left()
|
||||
if self.player.move_left():
|
||||
self.map.tick()
|
||||
elif key == KeyValues.RIGHT:
|
||||
self.player.move_right()
|
||||
if self.player.move_right():
|
||||
self.map.tick()
|
||||
elif key == KeyValues.SPACE:
|
||||
self.state = GameMode.MAINMENU
|
||||
|
||||
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
|
||||
"""
|
||||
In the main menu, we can navigate through options.
|
||||
"""
|
||||
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)
|
||||
|
||||
def handle_key_pressed_settings(self, key: KeyValues) -> None:
|
||||
"""
|
||||
For now, in the settings mode, we can only go backwards.
|
||||
"""
|
||||
if key == KeyValues.SPACE:
|
||||
self.state = GameMode.MAINMENU
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
#!/usr/bin/env python
|
||||
from enum import Enum, auto
|
||||
from math import sqrt
|
||||
from random import choice, randint
|
||||
from typing import List
|
||||
|
||||
from dungeonbattle.display.texturepack import TexturePack
|
||||
|
||||
|
@ -11,15 +14,21 @@ class Map:
|
|||
"""
|
||||
width: int
|
||||
height: int
|
||||
tiles: list
|
||||
start_y: int
|
||||
start_x: int
|
||||
tiles: List[List["Tile"]]
|
||||
entities: List["Entity"]
|
||||
# coordinates of the point that should be
|
||||
# on the topleft corner of the screen
|
||||
currentx: int
|
||||
currenty: int
|
||||
|
||||
def __init__(self, width: int, height: int, tiles: list):
|
||||
def __init__(self, width: int, height: int, tiles: list,
|
||||
start_y: int, start_x: int):
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.start_y = start_y
|
||||
self.start_x = start_x
|
||||
self.tiles = tiles
|
||||
self.entities = []
|
||||
|
||||
|
@ -30,8 +39,22 @@ class Map:
|
|||
self.entities.append(entity)
|
||||
entity.map = self
|
||||
|
||||
def remove_entity(self, entity: "Entity") -> None:
|
||||
"""
|
||||
Unregister an entity from the map.
|
||||
"""
|
||||
self.entities.remove(entity)
|
||||
|
||||
def is_free(self, y: int, x: int) -> bool:
|
||||
"""
|
||||
Indicates that the case at the coordinates (y, x) is empty.
|
||||
"""
|
||||
return 0 <= y < self.height and 0 <= x < self.width and \
|
||||
self.tiles[y][x].can_walk() and \
|
||||
not any(entity.x == x and entity.y == y for entity in self.entities)
|
||||
|
||||
@staticmethod
|
||||
def load(filename: str):
|
||||
def load(filename: str) -> "Map":
|
||||
"""
|
||||
Read a file that contains the content of a map, and build a Map object.
|
||||
"""
|
||||
|
@ -40,18 +63,20 @@ class Map:
|
|||
return Map.load_from_string(file)
|
||||
|
||||
@staticmethod
|
||||
def load_from_string(content: str):
|
||||
def load_from_string(content: str) -> "Map":
|
||||
"""
|
||||
Load a map represented by its characters and build a Map object.
|
||||
"""
|
||||
lines = content.split("\n")
|
||||
lines = [line for line in lines if line]
|
||||
first_line = lines[0]
|
||||
start_y, start_x = map(int, first_line.split(" "))
|
||||
lines = [line for line in lines[1:] if line]
|
||||
height = len(lines)
|
||||
width = len(lines[0])
|
||||
tiles = [[Tile.from_ascii_char(c)
|
||||
for x, c in enumerate(line)] for y, line in enumerate(lines)]
|
||||
|
||||
return Map(width, height, tiles)
|
||||
return Map(width, height, tiles, start_y, start_x)
|
||||
|
||||
def draw_string(self, pack: TexturePack) -> str:
|
||||
"""
|
||||
|
@ -61,6 +86,28 @@ class Map:
|
|||
return "\n".join("".join(tile.char(pack) for tile in line)
|
||||
for line in self.tiles)
|
||||
|
||||
def spawn_random_entities(self, count: int) -> None:
|
||||
"""
|
||||
Put randomly {count} hedgehogs on the map, where it is available.
|
||||
"""
|
||||
for _ in range(count):
|
||||
y, x = 0, 0
|
||||
while True:
|
||||
y, x = randint(0, self.height - 1), randint(0, self.width - 1)
|
||||
tile = self.tiles[y][x]
|
||||
if tile.can_walk():
|
||||
break
|
||||
entity = choice(Entity.get_all_entity_classes())()
|
||||
entity.move(y, x)
|
||||
self.add_entity(entity)
|
||||
|
||||
def tick(self) -> None:
|
||||
"""
|
||||
Trigger all entity events.
|
||||
"""
|
||||
for entity in self.entities:
|
||||
entity.act(self)
|
||||
|
||||
|
||||
class Tile(Enum):
|
||||
EMPTY = auto()
|
||||
|
@ -84,7 +131,7 @@ class Tile(Enum):
|
|||
"""
|
||||
Check if an entity (player or not) can move in this tile.
|
||||
"""
|
||||
return not self.is_wall()
|
||||
return not self.is_wall() and self != Tile.EMPTY
|
||||
|
||||
|
||||
class Entity:
|
||||
|
@ -99,14 +146,31 @@ class Entity:
|
|||
|
||||
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:
|
||||
free = self.map.is_free(y, x)
|
||||
if free and move_if_possible:
|
||||
self.move(y, x)
|
||||
return tile.can_walk()
|
||||
return free
|
||||
|
||||
def move(self, y: int, x: int) -> None:
|
||||
def move(self, y: int, x: int) -> bool:
|
||||
self.y = y
|
||||
self.x = x
|
||||
return True
|
||||
|
||||
def move_up(self, force: bool = False) -> bool:
|
||||
return self.move(self.y - 1, self.x) if force else \
|
||||
self.check_move(self.y - 1, self.x, True)
|
||||
|
||||
def move_down(self, force: bool = False) -> bool:
|
||||
return self.move(self.y + 1, self.x) if force else \
|
||||
self.check_move(self.y + 1, self.x, True)
|
||||
|
||||
def move_left(self, force: bool = False) -> bool:
|
||||
return self.move(self.y, self.x - 1) if force else \
|
||||
self.check_move(self.y, self.x - 1, True)
|
||||
|
||||
def move_right(self, force: bool = False) -> bool:
|
||||
return self.move(self.y, self.x + 1) if force else \
|
||||
self.check_move(self.y, self.x + 1, True)
|
||||
|
||||
def act(self, m: Map) -> None:
|
||||
"""
|
||||
|
@ -115,6 +179,33 @@ class Entity:
|
|||
"""
|
||||
pass
|
||||
|
||||
def distance_squared(self, other: "Entity") -> int:
|
||||
"""
|
||||
Get the square of the distance to another entity.
|
||||
Useful to check distances since square root takes time.
|
||||
"""
|
||||
return (self.y - other.y) ** 2 + (self.x - other.x) ** 2
|
||||
|
||||
def distance(self, other: "Entity") -> float:
|
||||
"""
|
||||
Get the cartesian distance to another entity.
|
||||
"""
|
||||
return sqrt(self.distance_squared(other))
|
||||
|
||||
def is_fighting_entity(self) -> bool:
|
||||
return isinstance(self, FightingEntity)
|
||||
|
||||
def is_item(self) -> bool:
|
||||
from dungeonbattle.entities.items import Item
|
||||
return isinstance(self, Item)
|
||||
|
||||
@staticmethod
|
||||
def get_all_entity_classes():
|
||||
from dungeonbattle.entities.items import Heart, Bomb
|
||||
from dungeonbattle.entities.monsters import Beaver, Hedgehog, \
|
||||
Rabbit, TeddyBear
|
||||
return [Beaver, Bomb, Heart, Hedgehog, Rabbit, TeddyBear]
|
||||
|
||||
|
||||
class FightingEntity(Entity):
|
||||
maxhealth: int
|
||||
|
@ -142,3 +233,4 @@ class FightingEntity(Entity):
|
|||
|
||||
def die(self) -> None:
|
||||
self.dead = True
|
||||
self.map.remove_entity(self)
|
||||
|
|
|
@ -1,5 +1,10 @@
|
|||
import sys
|
||||
from enum import Enum
|
||||
from typing import Any
|
||||
from typing import Any, Optional
|
||||
|
||||
from .display.texturepack import TexturePack
|
||||
from .enums import GameMode, KeyValues, DisplayActions
|
||||
from .settings import Settings
|
||||
|
||||
|
||||
class Menu:
|
||||
|
@ -30,6 +35,84 @@ class MainMenuValues(Enum):
|
|||
class MainMenu(Menu):
|
||||
values = [e for e in MainMenuValues]
|
||||
|
||||
def handle_key_pressed(self, key: KeyValues, game: Any) -> None:
|
||||
"""
|
||||
In the main menu, we can navigate through options.
|
||||
"""
|
||||
if key == KeyValues.DOWN:
|
||||
self.go_down()
|
||||
if key == KeyValues.UP:
|
||||
self.go_up()
|
||||
if key == KeyValues.ENTER:
|
||||
option = self.validate()
|
||||
if option == MainMenuValues.START:
|
||||
game.state = GameMode.PLAY
|
||||
elif option == MainMenuValues.SETTINGS:
|
||||
game.state = GameMode.SETTINGS
|
||||
elif option == MainMenuValues.EXIT:
|
||||
sys.exit(0)
|
||||
|
||||
|
||||
class SettingsMenu(Menu):
|
||||
waiting_for_key: bool = False
|
||||
|
||||
def update_values(self, settings: Settings) -> None:
|
||||
self.values = []
|
||||
for i, key in enumerate(settings.settings_keys):
|
||||
s = settings.get_comment(key)
|
||||
s += " : "
|
||||
if self.waiting_for_key and i == self.position:
|
||||
s += "?"
|
||||
else:
|
||||
s += getattr(settings, key).replace("\n", "\\n")
|
||||
s += 8 * " " # Write over old text
|
||||
self.values.append(s)
|
||||
self.values.append("")
|
||||
self.values.append("Changer le pack de textures n'aura effet")
|
||||
self.values.append("qu'après avoir relancé le jeu.")
|
||||
self.values.append("")
|
||||
self.values.append("Retour (espace)")
|
||||
|
||||
def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str,
|
||||
game: Any) -> None:
|
||||
"""
|
||||
Update settings
|
||||
"""
|
||||
if not self.waiting_for_key:
|
||||
# Navigate normally through the menu.
|
||||
if key == KeyValues.SPACE or \
|
||||
key == KeyValues.ENTER and \
|
||||
self.position == len(self.values) - 1:
|
||||
# Go back
|
||||
game.display_actions(DisplayActions.UPDATE)
|
||||
game.state = GameMode.MAINMENU
|
||||
if key == KeyValues.DOWN:
|
||||
self.go_down()
|
||||
if key == KeyValues.UP:
|
||||
self.go_up()
|
||||
if key == KeyValues.ENTER and self.position < len(self.values) - 3:
|
||||
# Change a setting
|
||||
option = list(game.settings.settings_keys)[self.position]
|
||||
if option == "TEXTURE_PACK":
|
||||
game.settings.TEXTURE_PACK = \
|
||||
TexturePack.get_next_pack_name(
|
||||
game.settings.TEXTURE_PACK)
|
||||
game.settings.write_settings()
|
||||
self.update_values(game.settings)
|
||||
else:
|
||||
self.waiting_for_key = True
|
||||
self.update_values(game.settings)
|
||||
else:
|
||||
option = list(game.settings.settings_keys)[self.position]
|
||||
# Don't use an already mapped key
|
||||
if any(getattr(game.settings, opt) == raw_key
|
||||
for opt in game.settings.settings_keys if opt != option):
|
||||
return
|
||||
setattr(game.settings, option, raw_key)
|
||||
game.settings.write_settings()
|
||||
self.waiting_for_key = False
|
||||
self.update_values(game.settings)
|
||||
|
||||
|
||||
class ArbitraryMenu(Menu):
|
||||
def __init__(self, values: list):
|
||||
|
|
|
@ -13,6 +13,8 @@ class TermManager: # pragma: no cover
|
|||
curses.cbreak()
|
||||
# make cursor invisible
|
||||
curses.curs_set(False)
|
||||
# Enable colors
|
||||
curses.start_color()
|
||||
|
||||
def __enter__(self):
|
||||
return self
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
import unittest
|
||||
|
||||
from dungeonbattle.entities.items import Bomb, Item
|
||||
from dungeonbattle.entities.monsters import Squirrel
|
||||
from dungeonbattle.entities.items import Bomb, Heart, Item
|
||||
from dungeonbattle.entities.monsters import Hedgehog
|
||||
from dungeonbattle.entities.player import Player
|
||||
from dungeonbattle.interfaces import Entity, Map
|
||||
|
||||
|
@ -12,6 +12,9 @@ class TestEntities(unittest.TestCase):
|
|||
Load example map that can be used in tests.
|
||||
"""
|
||||
self.map = Map.load("resources/example_map.txt")
|
||||
self.player = Player()
|
||||
self.map.add_entity(self.player)
|
||||
self.player.move(self.map.start_y, self.map.start_x)
|
||||
|
||||
def test_basic_entities(self) -> None:
|
||||
"""
|
||||
|
@ -23,12 +26,17 @@ class TestEntities(unittest.TestCase):
|
|||
self.assertEqual(entity.x, 64)
|
||||
self.assertIsNone(entity.act(self.map))
|
||||
|
||||
other_entity = Entity()
|
||||
other_entity.move(45, 68)
|
||||
self.assertEqual(entity.distance_squared(other_entity), 25)
|
||||
self.assertEqual(entity.distance(other_entity), 5)
|
||||
|
||||
def test_fighting_entities(self) -> None:
|
||||
"""
|
||||
Test some random stuff with fighting entities.
|
||||
"""
|
||||
entity = Squirrel()
|
||||
self.assertIsNone(entity.act(self.map))
|
||||
entity = Hedgehog()
|
||||
self.map.add_entity(entity)
|
||||
self.assertEqual(entity.maxhealth, 10)
|
||||
self.assertEqual(entity.maxhealth, entity.health)
|
||||
self.assertEqual(entity.strength, 3)
|
||||
|
@ -41,35 +49,85 @@ class TestEntities(unittest.TestCase):
|
|||
self.assertIsNone(entity.hit(entity))
|
||||
self.assertTrue(entity.dead)
|
||||
|
||||
entity = Hedgehog()
|
||||
self.map.add_entity(entity)
|
||||
entity.move(15, 44)
|
||||
# Move randomly
|
||||
self.map.tick()
|
||||
self.assertFalse(entity.y == 15 and entity.x == 44)
|
||||
|
||||
# Move to the player
|
||||
entity.move(3, 6)
|
||||
self.map.tick()
|
||||
self.assertTrue(entity.y == 2 and entity.x == 6)
|
||||
|
||||
# Hedgehog should fight
|
||||
old_health = self.player.health
|
||||
self.map.tick()
|
||||
self.assertTrue(entity.y == 2 and entity.x == 6)
|
||||
self.assertEqual(old_health - entity.strength, self.player.health)
|
||||
|
||||
# Fight the hedgehog
|
||||
old_health = entity.health
|
||||
self.player.move_down()
|
||||
self.assertEqual(entity.health, old_health - self.player.strength)
|
||||
self.assertFalse(entity.dead)
|
||||
old_health = entity.health
|
||||
self.player.move_down()
|
||||
self.assertEqual(entity.health, old_health - self.player.strength)
|
||||
self.assertTrue(entity.dead)
|
||||
self.assertGreaterEqual(self.player.current_xp, 3)
|
||||
|
||||
def test_items(self) -> None:
|
||||
"""
|
||||
Test some random stuff with items.
|
||||
"""
|
||||
item = Item()
|
||||
self.map.add_entity(item)
|
||||
self.assertFalse(item.held)
|
||||
item.hold()
|
||||
item.hold(self.player)
|
||||
self.assertTrue(item.held)
|
||||
item.drop(42, 42)
|
||||
self.assertEqual(item.y, 42)
|
||||
self.assertEqual(item.x, 42)
|
||||
item.drop(2, 6)
|
||||
self.assertEqual(item.y, 2)
|
||||
self.assertEqual(item.x, 6)
|
||||
|
||||
# Pick up item
|
||||
self.player.move_down()
|
||||
self.assertTrue(item.held)
|
||||
self.assertEqual(item.held_by, self.player)
|
||||
self.assertIn(item, self.player.inventory)
|
||||
self.assertNotIn(item, self.map.entities)
|
||||
|
||||
def test_bombs(self) -> None:
|
||||
"""
|
||||
Test some random stuff with bombs.
|
||||
"""
|
||||
item = Bomb()
|
||||
squirrel = Squirrel()
|
||||
hedgehog = Hedgehog()
|
||||
self.map.add_entity(item)
|
||||
self.map.add_entity(squirrel)
|
||||
squirrel.health = 2
|
||||
squirrel.move(41, 42)
|
||||
self.map.add_entity(hedgehog)
|
||||
hedgehog.health = 2
|
||||
hedgehog.move(41, 42)
|
||||
item.act(self.map)
|
||||
self.assertFalse(squirrel.dead)
|
||||
self.assertFalse(hedgehog.dead)
|
||||
item.drop(42, 42)
|
||||
self.assertEqual(item.y, 42)
|
||||
self.assertEqual(item.x, 42)
|
||||
item.act(self.map)
|
||||
self.assertTrue(squirrel.dead)
|
||||
self.assertTrue(hedgehog.dead)
|
||||
|
||||
def test_hearts(self) -> None:
|
||||
"""
|
||||
Test some random stuff with hearts.
|
||||
"""
|
||||
item = Heart()
|
||||
self.map.add_entity(item)
|
||||
item.move(2, 6)
|
||||
self.player.health -= 2 * item.healing
|
||||
self.player.move_down()
|
||||
self.assertNotIn(item, self.map.entities)
|
||||
self.assertEqual(self.player.health,
|
||||
self.player.maxhealth - item.healing)
|
||||
|
||||
def test_players(self) -> None:
|
||||
"""
|
||||
|
|
|
@ -4,8 +4,10 @@ import unittest
|
|||
from dungeonbattle.bootstrap import Bootstrap
|
||||
from dungeonbattle.display.display import Display
|
||||
from dungeonbattle.display.display_manager import DisplayManager
|
||||
from dungeonbattle.entities.player import Player
|
||||
from dungeonbattle.game import Game, KeyValues, GameMode
|
||||
from dungeonbattle.menus import MainMenuValues
|
||||
from dungeonbattle.settings import Settings
|
||||
|
||||
|
||||
class TestGame(unittest.TestCase):
|
||||
|
@ -16,7 +18,7 @@ class TestGame(unittest.TestCase):
|
|||
self.game = Game()
|
||||
self.game.new_game()
|
||||
display = DisplayManager(None, self.game)
|
||||
self.game.display_refresh = display.refresh
|
||||
self.game.display_actions = display.handle_display_action
|
||||
|
||||
def test_load_game(self) -> None:
|
||||
self.assertRaises(NotImplementedError, Game.load_game, "game.save")
|
||||
|
@ -35,25 +37,39 @@ class TestGame(unittest.TestCase):
|
|||
"""
|
||||
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)
|
||||
self.assertEqual(self.game.translate_key(' '), KeyValues.SPACE)
|
||||
self.game.settings = Settings()
|
||||
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_UP_PRIMARY, self.game.settings),
|
||||
KeyValues.UP)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_UP_SECONDARY, self.game.settings),
|
||||
KeyValues.UP)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_DOWN_PRIMARY, self.game.settings),
|
||||
KeyValues.DOWN)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_DOWN_SECONDARY, self.game.settings),
|
||||
KeyValues.DOWN)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_LEFT_PRIMARY, self.game.settings),
|
||||
KeyValues.LEFT)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_LEFT_SECONDARY, self.game.settings),
|
||||
KeyValues.LEFT)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_RIGHT_PRIMARY, self.game.settings),
|
||||
KeyValues.RIGHT)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_RIGHT_SECONDARY, self.game.settings),
|
||||
KeyValues.RIGHT)
|
||||
self.assertEqual(KeyValues.translate_key(
|
||||
self.game.settings.KEY_ENTER, self.game.settings),
|
||||
KeyValues.ENTER)
|
||||
self.assertEqual(KeyValues.translate_key(' ', self.game.settings),
|
||||
KeyValues.SPACE)
|
||||
self.assertEqual(KeyValues.translate_key('plop', self.game.settings),
|
||||
None)
|
||||
|
||||
def test_key_press(self) -> None:
|
||||
"""
|
||||
|
@ -90,6 +106,11 @@ class TestGame(unittest.TestCase):
|
|||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.state, GameMode.PLAY)
|
||||
|
||||
# Kill entities
|
||||
for entity in self.game.map.entities.copy():
|
||||
if not isinstance(entity, Player):
|
||||
self.game.map.remove_entity(entity)
|
||||
|
||||
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
|
||||
|
@ -116,3 +137,80 @@ class TestGame(unittest.TestCase):
|
|||
|
||||
self.game.handle_key_pressed(KeyValues.SPACE)
|
||||
self.assertEqual(self.game.state, GameMode.MAINMENU)
|
||||
|
||||
def test_settings_menu(self) -> None:
|
||||
"""
|
||||
Ensure that the settings menu is working properly.
|
||||
"""
|
||||
self.game.settings = Settings()
|
||||
|
||||
# Open settings menu
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.state, GameMode.SETTINGS)
|
||||
|
||||
# Define the "move up" key to 'w'
|
||||
self.assertFalse(self.game.settings_menu.waiting_for_key)
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertTrue(self.game.settings_menu.waiting_for_key)
|
||||
self.game.handle_key_pressed(None, 'w')
|
||||
self.assertFalse(self.game.settings_menu.waiting_for_key)
|
||||
self.assertEqual(self.game.settings.KEY_UP_PRIMARY, 'w')
|
||||
|
||||
# Navigate to "move left"
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.UP)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
|
||||
# Define the "move up" key to 'a'
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertTrue(self.game.settings_menu.waiting_for_key)
|
||||
# Can't used a mapped key
|
||||
self.game.handle_key_pressed(None, 's')
|
||||
self.assertTrue(self.game.settings_menu.waiting_for_key)
|
||||
self.game.handle_key_pressed(None, 'a')
|
||||
self.assertFalse(self.game.settings_menu.waiting_for_key)
|
||||
self.assertEqual(self.game.settings.KEY_LEFT_PRIMARY, 'a')
|
||||
|
||||
# Navigate to "texture pack"
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
|
||||
# Change texture pack
|
||||
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.settings.TEXTURE_PACK, "squirrel")
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.settings.TEXTURE_PACK, "ascii")
|
||||
|
||||
# Navigate to "back" button
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
self.game.handle_key_pressed(KeyValues.DOWN)
|
||||
|
||||
self.game.handle_key_pressed(KeyValues.ENTER)
|
||||
self.assertEqual(self.game.state, GameMode.MAINMENU)
|
||||
|
||||
def test_dead_screen(self) -> None:
|
||||
"""
|
||||
Kill player and render dead screen.
|
||||
"""
|
||||
self.game.state = GameMode.PLAY
|
||||
# Kill player
|
||||
self.game.player.take_damage(self.game.player,
|
||||
self.game.player.health + 2)
|
||||
y, x = self.game.player.y, self.game.player.x
|
||||
for key in [KeyValues.UP, KeyValues.DOWN,
|
||||
KeyValues.LEFT, KeyValues.RIGHT]:
|
||||
self.game.handle_key_pressed(key)
|
||||
new_y, new_x = self.game.player.y, self.game.player.x
|
||||
self.assertEqual(new_y, y)
|
||||
self.assertEqual(new_x, x)
|
||||
|
|
|
@ -9,7 +9,7 @@ class TestInterfaces(unittest.TestCase):
|
|||
"""
|
||||
Create a map and check that it is well parsed.
|
||||
"""
|
||||
m = Map.load_from_string(".#\n#.\n")
|
||||
m = Map.load_from_string("0 0\n.#\n#.\n")
|
||||
self.assertEqual(m.width, 2)
|
||||
self.assertEqual(m.height, 2)
|
||||
self.assertEqual(m.draw_string(TexturePack.ASCII_PACK), ".#\n#.")
|
||||
|
@ -31,5 +31,5 @@ class TestInterfaces(unittest.TestCase):
|
|||
self.assertFalse(Tile.EMPTY.is_wall())
|
||||
self.assertTrue(Tile.FLOOR.can_walk())
|
||||
self.assertFalse(Tile.WALL.can_walk())
|
||||
self.assertTrue(Tile.EMPTY.can_walk())
|
||||
self.assertFalse(Tile.EMPTY.can_walk())
|
||||
self.assertRaises(ValueError, Tile.from_ascii_char, 'unknown')
|
||||
|
|
|
@ -3,7 +3,7 @@ class FakePad:
|
|||
In order to run tests, we simulate a fake curses pad that accepts functions
|
||||
but does nothing with them.
|
||||
"""
|
||||
def addstr(self, y: int, x: int, message: str) -> None:
|
||||
def addstr(self, y: int, x: int, message: str, color: int = 0) -> None:
|
||||
pass
|
||||
|
||||
def refresh(self, pminrow: int, pmincol: int, sminrow: int,
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
1 6
|
||||
####### #############
|
||||
#.....# #...........#
|
||||
#.....# #####...........#
|
||||
|
|
|
@ -0,0 +1,41 @@
|
|||
1 17
|
||||
########### #########
|
||||
#.........# #.......#
|
||||
#.........# ############.......#
|
||||
#.........###############..........#.......##############
|
||||
#.........#........................#....................#
|
||||
#.........#.............#..........#.......#............#
|
||||
########.########.............#..................#............#
|
||||
#.........# #.............####.#######.......#............#
|
||||
#.........# #.............##.........######################
|
||||
#.........# #####.##########.........# ###########
|
||||
#.........# #......# #.........# #.........#
|
||||
########.##########......# #.........# #.........#
|
||||
#...........##......# #.........# #.........#
|
||||
#...........##......# #.........# #.........#
|
||||
#...........##......# #.........# ################.######
|
||||
#...........##......# #.........# #.................############
|
||||
#...........##......# ########.########.......#.........#..........#
|
||||
#...........##......# #...............#.......#.........#..........#
|
||||
#...........######### #...............#.......#.........#..........#
|
||||
#...........# #...............#.......#....................#
|
||||
#####.####### #.......................#.........#..........#
|
||||
#.........# #...............###################..........#
|
||||
#.........############ #...............# #..........#
|
||||
#.........#..........# #...............# ############
|
||||
#....................#####.###########.#############
|
||||
########.#########...................# #.............#
|
||||
#........# #..........#........# #.............#########
|
||||
#........# ######.##########........# #.............#.......#
|
||||
#........# #..........# #........# #.....................#
|
||||
#........# #..........# #........# #.............#.......#
|
||||
#........# #..........# #........# #.............#.......#
|
||||
#........# #..........# #........# #.............#.......#
|
||||
#........# #..........#########.##### #.............#.......#
|
||||
#........# #..........#.........# ##########.############.#######
|
||||
#........# #..........#.........# #..............# #..........#
|
||||
########## #..........#.........# #..............# #..........#
|
||||
############.........# #..............# #..........#
|
||||
#.........# #..............# #..........#
|
||||
########### #..............# #..........#
|
||||
################ ############
|
Loading…
Reference in New Issue