Merge branch 'game' into 'master'
Game See merge request ynerant/dungeon-battle!3
This commit was merged in pull request #84.
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										62
									
								
								dungeonbattle/game.py
									
									
									
									
									
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										62
									
								
								dungeonbattle/game.py
									
									
									
									
									
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					from .interfaces import Map
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					from .mapdisplay import MapDisplay
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					from .term_manager import TermManager
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					class Game:
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					    INSTANCE = None
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					    def init(self) -> None:
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					        Game.INSTANCE = self
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					        with TermManager() as term_manager:
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					            self._start_game(term_manager.screen)
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					    def _start_game(self, screen):
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					        # TODO Generate map, or make the possibility to load another one
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					        m = Map.load("example_map.txt")
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					        player = Player()
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					        self.player = player
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					        player.y = 1
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					        player.x = 6
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					        d = MapDisplay(m, player)
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					        while True:
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					            screen.clear()
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					            screen.refresh()
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					            d.display(player.getPosY(), player.getPosX())
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					            key = screen.getkey()
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					            self.handle_key_pressed(key)
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					    def handle_key_pressed(self, key):
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					        # TODO load keys from settings
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					        if key == 'z' or key == 'KEY_UP':
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					            self.player.move_up()
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					        if key == 's' or key == 'KEY_DOWN':
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					            self.player.move_down()
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					        if key == 'q' or key == 'KEY_LEFT':
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					            self.player.move_left()
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					        if key == 'd' or key == 'KEY_RIGHT':
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					            self.player.move_right()
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					class Player:
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					    # FIXME Should be elsewhere, only useful to don't break the previous code
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					    y: int = 0
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					    x: int = 0
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					    def move_up(self):
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					        self.y -= 1
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					    def move_down(self):
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					        self.y += 1
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					    def move_left(self):
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					        self.x -= 1
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					    def move_right(self):
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					        self.x += 1
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					    def getPosX(self):
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					        return self.x
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					    def getPosY(self):
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					        return self.y
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@@ -4,15 +4,16 @@ from dungeonbattle.interfaces import Map
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class MapDisplay:
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					class MapDisplay:
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    def __init__(self, m: Map):
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					    def __init__(self, m: Map, player):
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        self.map = m
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					        self.map = m
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        self.pad = curses.newpad(m.height, m.width+1)
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					        self.pad = curses.newpad(m.height, m.width+1)
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					        self.player = player
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    def update_pad(self):
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					    def update_pad(self):
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        for i in range(self.map.height):
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					        self.pad.addstr(0, 0, self.map.draw_string())
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            self.pad.addstr(i, 0, self.map.tiles[i])
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        for e in self.map.entities:
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					        for e in self.map.entities:
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            self.pad.addch(e.y, e.x, e.img)
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					            self.pad.addch(e.y, e.x, e.img)
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					        self.pad.addstr(self.player.getPosY(), self.player.getPosX(), '🐿')
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    def display(self, y, x):
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					    def display(self, y, x):
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        deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS //2) + 1
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					        deltay, deltax = (curses.LINES // 2) + 1, (curses.COLS //2) + 1
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@@ -1,45 +0,0 @@
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from .interfaces import Map, Tile
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from .term_manager import TermManager
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def proof_of_concept() -> None:
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    """
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    Read an example map, parse it, then the (squirrel) player can move freely.
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    """
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    # Load the example map
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    m = Map.load("example_map.txt")
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    # Create the context manager to manipulate the screen
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    with TermManager() as term_manager:
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        stdscr = term_manager.screen
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        # Draw the full map
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        stdscr.addstr(0, 0, m.draw_string())
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        stdscr.refresh()
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        cur = [1, 6]    # (y,x)
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        # We are a squirrel
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        stdscr.addstr(1, 6, '🐿')
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        stdscr.refresh()
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        while True:
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            # Get movements of the user
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            key = stdscr.getkey()
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            stdscr.addstr(cur[0], cur[1], Tile.FLOOR.value)
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            next_pos = cur[:]
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            if key == 'z' or key == 'KEY_UP':
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                next_pos[0] = cur[0] - 1
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            if key == 's' or key == 'KEY_DOWN':
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                next_pos[0] = cur[0] + 1
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            if key == 'q' or key == 'KEY_LEFT':
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                next_pos[1] = cur[1] - 1
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            if key == 'd' or key == 'KEY_RIGHT':
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                next_pos[1] = cur[1] + 1
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            # Check if we stay in the bounds
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            if 0 <= next_pos[0] < m.height and 0 <= next_pos[0] < m.width:
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                next_tile = m.tiles[next_pos[0]][next_pos[1]]
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                # Check if the new position is valid
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                if next_tile.can_walk():
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                    cur = next_pos
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            # Draw the squirrel
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            stdscr.addstr(cur[0], cur[1], '🐿')
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