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puzzle.py
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puzzle.py
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import pygame
import random
import math
mapcolors =\
{'x': (100, 60, 30),
'd': (30, 120, 10),
'u': (30, 190, 10),
'r': (250, 250, 0),
'e': (250, 0, 0)}
config =\
{'fullscreen': False,
'visibmouse': False,
'width': 800,
'height': 600,
'back_color': (230, 180, 40),
'font_ratio': 8,
'font_color': (255, 255, 255),
'fps': 100,
'dt': 0.01,
'friction': 0.987,
'player_sizefac': 1.2,
'player_color': (0, 0, 255),
'player_accel': 400,
'width_sensors': 8,
'height_sensors': 8,
'title': "Maze Wanderer (Move with Cursor Keys, press Esc to exit)",
'waiting_text': "quit=Esc, again=Other Key"}
easy_map =\
["xxxxxxxxxxxxxxxxxxxx",
"xs.....x...........x",
"xxxx.......xxxx....x",
"x.rx.......x..x..xxx",
"x..x...x......x...dx",
"x......x......x....x",
"x...xxxx..xx.......x",
"x...x.....x........x",
"x.............x..xxx",
"xxxxxx.x...xxxx...rx",
"x......x......x....x",
"x......x...........x",
"xxx..x.....xx......x",
"xrx..xxxx..x...xxxxx",
"x.................ux",
"xxxxxxxxxxxxxxxxxxxx"]
medium_map =\
["xxxxxxxxxxxxxxxxxxxxxx",
"xs................x.rx",
"xxx...x......x....x..x",
"x.....xx.xxxxxxx.....x",
"x..x..x..xr...x.....xx",
"x..xxxx..xx..........x",
"x.....x..x..xx..xx...x",
"xxxx.............x.d.x",
"x......xxx....x..xxx.x",
"x...x..x....xxxd.....x",
"xd..x..x..x.......x..x",
"x...x.xx..xxxxx...x..x",
"x..xx.........x...x.xx",
"xx......xx...........x",
"xr.......x.........xux",
"xxxxxxxxxxxxxxxxxxxxxx"]
hard_map =\
["xxxxxxxxxxxxxxxxxxxxxxxxxx",
"xs....x........x.....x..rx",
"xxxx..xx..xxx..x..x..x..xx",
"x..........x......x......x",
"x..xxx.....x..xxxxx...xxxx",
"x..x.....................x",
"x..x.xxxxxx.x..x.....xx..x",
"x....xr.....x..xxxx..xd..x",
"xxx..x......x..xd....xxxxx",
"x....xxxxx.xx..x..x......x",
"x........x........x...x.xx",
"x............x..xxxx..x..x",
"xx...xxxxx.........x..x..x",
"x.....x......xxxx........x",
"x..xxxx...xxxx.rx...x....x",
"x............x..x...x....x",
"xxxxxxx..x...x..x..xx..xxx",
"xd.......x...x..........ex",
"xxxxxxxxxxxxxxxxxxxxxxxxxx"]
test_map=\
["xxxxx",
"xs..x",
"x..ux",
"x..dx",
"x..rx",
"x..ex",
"x...x",
"xxxxx"]
maps = easy_map, medium_map, hard_map
UP = 1
DOWN = -1
RANDOM = -2
START = -3
PLACES = set(('u','d','r','e'))
NOT_DRAWABLES = set(('.' , 's'))
class PygView(object):
CURSORKEYS = slice(273,277)
QUIT_KEYS = pygame.K_ESCAPE, pygame.K_q
EVENTS = 'up' , 'down', 'right' , 'left'
def __init__(self, controller, config):
self.controller = controller
self.width = config.width
self.height = config.height
self.back_color = config.back_color
self.fps = config.fps
self.font_color = config.font_color
pygame.init()
flags = pygame.DOUBLEBUF | [0,pygame.FULLSCREEN][config.fullscreen]
self.canvas = pygame.display.set_mode((self.width,self.height), flags)
pygame.display.set_caption(config.title)
self.clock = pygame.time.Clock()
pygame.mouse.set_visible(config.visibmouse)
self.font = pygame.font.Font(None, self.height// config.font_ratio)
@property
def frame_duration_secs(self):
return 0.001 * self.clock.get_time()
def run(self):
running = True
while running:
self.clock.tick_busy_loop(self.fps)
running = self.controller.dispatch(self.get_events())
self.flip()
else:
self.quit()
def get_events(self):
keys = pygame.key.get_pressed()[PygView.CURSORKEYS]
#print(keys)
move_events = [e for e, k in zip(PygView.EVENTS, keys) if k]
for event in pygame.event.get():
if event.type == pygame.QUIT:
return 'quit', move_events
if event.type == pygame.KEYDOWN:
if event.key in PygView.QUIT_KEYS:
return 'quit' , move_events
else:
return None, move_events
def rectangle(self, xywh, color, border=0):
pygame.draw.rect(self.canvas, color, xywh, border)
def draw_text(self, text):
fw, fh = self.font.size(text)
surface = self.font.render(text, True, self.font_color)
self.canvas.blit(surface, ((self.width-fw)//2 , (self.height-fh)//2) )
def flip(self):
pygame.display.flip()
self.canvas.fill(self.back_color)
def quit(self):
pygame.quit()
class Grid(object):
def __init__(self, dx=1, dy=1, xoff=0, yoff=0):
self.dx = dx
self.dy = dy
self.xoff = xoff
self.yoff = yoff
def get_point(self,x,y):
return self.xoff + x* self.dx, self.yoff + y * self.dy
def get_rect(self,x,y):
return self.get_point(x,y) + (self.dx, self.dy)
def get_cell(self,x,y):
x = int(x+0.5)
y = int(y+0.5)
return (x-self.xoff+self.dx//2)//self.dx, (y-self.yoff+self.dy//2)//self.dy
class Map(object):
def __init__(self, map_data):
self.width = len(map_data[0])
self.height = len(map_data)
self.data = map_data
def __getitem__(self, xy):
x = xy[0]
y = xy[1]
return self.data[y][x]
@property
def start(self):
for i,y in enumerate(self.data):
for j,x in enumerate(y):
if x == 's':
return j,i
class Mapper(object):
def __init__(self, maps, width, height):
self.view_width = width
self.view_height = height
self.maps = [Map(m) for m in maps]
def select(self, mode = START):
assert mode in (START , UP , DOWN , RANDOM) , "wrong selection"
n = len(self.maps)
if mode == START:
self.act_index = 0
elif mode == RANDOM:
if len(self.maps) >1:
self.act_index = random.choice(list(set(range(n)) - set((self.act_index,))))
else:
self.act_index = (self.act_index + n + mode) % len(self.maps)
self.act_grid , self.act_center_grid = self.adjust_grids()
return self.act_map, self.act_grid, self.act_center_grid
def adjust_grids(self):
smap = self.act_map
w = self.view_width // smap.width - 1
h = self.view_height // smap.height - 1
xoff = self.view_width - smap.width*w
yoff = self.view_height - smap.height*h
grid = Grid(w,h,xoff//2 , yoff/2)
center_grid = Grid(w,h,xoff//2 + w//2 +1 , yoff//2 + h//2 + 1)
return grid, center_grid
def draw_map(self, view):
smap = self.act_map
grid = self.act_grid
width = smap.width
for y in range(smap.height):
for x in range(width):
place = smap[x,y]
if place not in NOT_DRAWABLES:
view.rectangle(grid.get_rect(x,y) , mapcolors[place] , place in PLACES)
@property
def act_map(self):
return self.maps[self.act_index]
@property
def start(self):
return self.act_map.start
def get_point(self, x, y):
return self.act_grid.get_point(x,y)
def get_rect(self, x, y):
return self.act_grid.get_rect(x, y)
def get_cell(self , x, y):
return self.act_center_grid.get_cell(x, y)
@property
def player_sizehint(self):
return self.act_grid.dx // 2 , self.act_grid.dy // 2
class Player(object):
dirs = { 'up' : (0,-1),
'down' : (0,1),
'left' : (-1, 0),
'right': (1,0)}
sensor_pts = ((0,0) , (1,0) , (1,1), (0,1))
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.width2 = width //2
self.height2 = height //2
self.color = color
self.dx = 0
self.dy = 0
@property
def pos(self):
return self.x, self.y
@property
def oldpos(self):
return self.xold, self.yold
def restore_pos(self):
self.x, self.y = self.oldpos
@property
def center(self):
x, y = self.pos
return x + self.width2 , y + self.height2
def move(self, dt, friction):
self.dx *= friction
self.dy *= friction
self.xold, self.yold = self.pos
self.x += self.dx * dt
self.y += self.dy * dt
def accelerate(self, direct, acc):
xdir, ydir = Player.dirs[direct]
self.accx = xdir * acc
self.accy = ydir * acc
self.dx += self.accx
self.dy += self.accy
@property
def vertex_sensors(self):
x, y = self.pos
return [ (x + sx * self.width , y+sy * self.height) for sx, sy in Player.sensor_pts]
def north_sensors(self, n):
x, y = self.pos
delta = self.width // n
return [ (x + i * delta , y) for i in range(1,n)]
def south_sensors(self, n):
x, y = self.pos
delta = self.width // n
h = y + self.height
return [(x + i * delta, h) for i in range(1,n)]
def west_sensors(self, n):
x, y = self.pos
delta = self.height // n
return [(x, y+i* delta) for i in range(1,n)]
def east_sensors(self, n):
x, y = self.pos
delta = self.height // n
w = x + self.width
return [(w, y + i * delta) for i in range(1,n)]
def bounce(self, west_east, north_south):
self.dx = (self.dx , -self.dx)[west_east]
self.dy = (self.dy , -self.dy)[north_south]
def draw(self, view):
view.rectangle(( self.x, self.y , self.width, self.height) , self.color)
class Controller(object):
def __init__(self, view, maps, config):
self.view = view(self, config)
self.game = MazeGame(maps, config)
self.game.reset(START)
self.state = 'playing'
def dispatch(self, all_events):
event, move_events = all_events
if event == 'quit':
self.game.quit()
return False
if self.state == 'playing':
self.state = self.game.process(self.view, move_events)
return True
if self.state == 'ending':
self.game.wait(self.view)
if event == 'other_key':
self.state = 'playing'
self.game.reset(START)
return True
def run(self):
self.view.run()
class MazeGame(object):
def __init__(self, maps, config):
self.config = config
self.dtimer = DeltaTimer(config.dt)
self.mapper = Mapper(maps, config.width, config.height)
self.player_accel = config.player_accel
self.friction = config.friction
def reset(self, mode):
self.text = ''
self.mapper.select(mode)
x, y = self.mapper.get_point(*self.mapper.start)
w, h = self.mapper.player_sizehint
size = self.config.player_sizefac
width = int(w * size)
height = int(h * size)
self.player = Player(x+1, y+1, width, height, self.config.player_color)
def accelerate_player(self, events, accel):
for ev in events:
self.player.accelerate(ev, accel)
def check_places(self):
place = self.mapper.act_map[self.mapper.get_cell(*self.player.center)]
if place in PLACES:
if place == 'e':
return 'ending'
else:
self.reset({'u':UP, 'd':DOWN, 'r':RANDOM}.get(place))
return 'playing'
def check_collision(self):
smap = self.mapper.act_map
mapper = self.mapper
ws = self.config.width_sensors
hs = self.config.height_sensors
north = [smap[mapper.get_cell(sx,sy)] == 'x'
for sx, sy in self.player.north_sensors(ws)]
south = [smap[mapper.get_cell(sx, sy)] == 'x'
for sx, sy in self.player.south_sensors(ws)]
east = [smap[mapper.get_cell(sx, sy)] == 'x'
for sx, sy in self.player.east_sensors(hs)]
west = [smap[mapper.get_cell(sx, sy)] == 'x'
for sx, sy in self.player.west_sensors(hs)]
west_east = any(west) or any(east)
north_south = any(north) or any(south)
if west_east or north_south:
self.player.bounce(west_east, north_south)
return True
csx = False
for sx, sy in self.player.vertex_sensors:
if smap[mapper.get_cell(sx, sy)] == 'x':
csx, csy = sx, sy
break
if not csx:
return False
old_px, old_py = self.player.oldpos
px, py = self.player.pos
old_csx = csx - px + old_px
old_csy = csy - py + old_py
old_cellx, old_celly = mapper.get_cell(old_csx, old_csy)
cellx, celly = mapper.get_cell(csx, csy)
self.player.bounce(abs(old_cellx - cellx) > 0, abs(old_celly - celly) > 0)
return True
def process(self, view, move_events):
dur = view.frame_duration_secs
self.accelerate_player(move_events, dur * self.player_accel)
self.dtimer += dur
self.dtimer.integrate(self.transform_player, self.friction)
self.mapper.draw_map(view)
self.player.draw(view)
self.draw_text(view)
return self.check_places()
def transform_player(self, dt, friction):
self.player.move(dt, friction)
collision = self.check_collision()
if collision:
self.player.restore_pos()
self.player.move(dt, friction)
def wait(self, view):
self.text = self.config.waiting_text
self.draw_text(view)
def draw_text(self, view):
view.draw_text(self.text)
def quit(self):
print('Bye')
class DeltaTimer(object):
def __init__(self, dt):
self.dt = dt
self.accu = 0.0
def __iadd__(self, delta):
self.accu += delta
return self
def integrate(self, func, *args):
while self.accu >= self.dt:
func(self.dt, *args)
self.accu -= self.dt
class Config(object):
def __init__(self, **kwargs):
self.__dict__.update(kwargs)
def main():
Controller(PygView, maps, Config(**config)).run()
if __name__ == '__main__':
main()