import curses
import sys
import random
import numpy as np
WALL = ' # '
SPACE = ' . '
def compass ( x , y , offset = 1 ) :
return [ [ x , y - offset ] , # North
[ x , y + offset ] , # South
[ x + offset , y ] , # East
[ x - offset , y ] ] # West
class Map :
def __init__ ( self , width , height ) :
self . width = width
self . height = height
grid = self . make_grid ( )
dead_ends = self . hunt_and_kill ( grid )
grid = self . sample_rooms ( grid , dead_ends , 4 , int ( len ( dead_ends ) * 0.6 ) )
self . hunt_and_kill ( grid )
self . render_map ( grid )
def sample_rooms ( self , grid , dead_ends , size , count ) :
grid = self . make_grid ( )
for x , y in random . sample ( dead_ends , count ) :
if x < self . width - size and y < self . height - size :
self . make_room ( grid , x , y , size )
return grid
def make_grid ( self ) :
return np . full ( ( self . height , self . width ) , WALL , dtype = str )
def make_room ( self , grid , x , y , size ) :
for row in range ( y , y + size ) :
for col in range ( x , x + size ) :
grid [ row , col ] = SPACE
def find_coord ( self , grid ) :
for y in range ( 1 , self . height , 2 ) :
for x in range ( 1 , self . width , 2 ) :
if grid [ y , x ] != WALL : continue
found = self . neighbors ( grid , x , y )
for found_x , found_y in found :
if grid [ found_y , found_x ] == SPACE :
return [ [ x , y ] , [ found_x , found_y ] ]
return None
def inbounds ( self , x , y ) :
return x > = 0 and x < self . width and y > = 0 and y < self . height
def neighbors ( self , grid , x , y ) :
points = compass ( x , y , 2 )
result = [ ]
for x , y in points :
if self . inbounds ( x , y ) :
result . append ( [ x , y ] )
return result
def neighbor_walls ( self , grid , x , y ) :
neighbors = self . neighbors ( grid , x , y )
result = [ ]
for x , y in neighbors :
if grid [ y , x ] == WALL :
result . append ( [ x , y ] )
return result
def hunt_and_kill ( self , grid ) :
on_x = 1
on_y = 1
dead_ends = [ ]
while True :
n = self . neighbor_walls ( grid , on_x , on_y )
if len ( n ) == 0 :
dead_ends . append ( [ on_x , on_y ] )
t = self . find_coord ( grid )
if t == None : break
on_x , on_y = t [ 0 ]
found_x , found_y = t [ 1 ]
grid [ on_y , on_x ] = SPACE
row = ( on_y + found_y ) / / 2
col = ( on_x + found_x ) / / 2
grid [ row , col ] = SPACE
else :
nb_x , nb_y = random . choice ( n )
grid [ nb_y , nb_x ] = SPACE
row = ( nb_y + on_y ) / / 2
col = ( nb_x + on_x ) / / 2
grid [ row , col ] = SPACE
on_x , on_y = nb_x , nb_y
return dead_ends
def render_map ( self , grid ) :
self . map = np . full ( ( self . height , self . width ) , ' # ' , dtype = str )
for y , y_line in enumerate ( grid ) :
for x , char in enumerate ( y_line ) :
self . map [ y , x ] = char
def move_player ( self , player , target_x , target_y ) :
if self . map [ target_y , target_x ] != ' # ' :
player . y = target_y
player . x = target_x
def draw ( self , win ) :
for y , row in enumerate ( self . map ) :
win . addstr ( y , 0 , " " . join ( row ) )
class UI :
def __init__ ( self , stdscr , height , width , status_height ) :
curses . curs_set ( 0 )
stdscr . clear ( )
begin_x = 0
begin_y = 0
win = curses . newwin ( height , width , begin_y , begin_x )
win . keypad ( True )
status = win . subwin ( status_height , width , height - status_height , begin_x )
# keep these for later by assigning to self
self . begin_x = 0
self . begin_y = 0
self . map = None
self . height = height
self . width = width
self . win = win
self . status = status
self . status_height = status_height
def set_map ( self , the_map ) :
self . map = the_map
def update ( self , player ) :
assert self . map , " You forgot to call set_map() "
self . win . clear ( )
self . status . box ( )
self . map . draw ( self . win )
self . draw_status ( )
self . draw_player ( player )
self . win . refresh ( )
def draw_status ( self ) :
self . status . addstr ( 1 , 1 , " PLAYER STATS " )
def draw_player ( self , player ) :
self . win . addstr ( player . y , player . x , ' @ ' , curses . A_BOLD )
def handle_input ( self , x , y ) :
ch = self . win . getch ( )
if ch == ord ( ' q ' ) :
sys . exit ( 0 )
elif ch == curses . KEY_UP :
y = ( y - 1 ) % self . height
elif ch == curses . KEY_DOWN :
y = ( y + 1 ) % self . height
elif ch == curses . KEY_RIGHT :
x = ( x + 1 ) % self . width
elif ch == curses . KEY_LEFT :
x = ( x - 1 ) % self . width
return x , y
class Player :
def __init__ ( self , x , y ) :
self . x = x
self . y = y
class GameEngine :
def __init__ ( self , ui ) :
self . ui = ui
self . player = Player ( 3 , 3 )
self . map = Map ( self . ui . width , self . ui . height - self . ui . status_height )
self . ui = ui
ui . set_map ( self . map )
def run ( self ) :
while True :
self . ui . update ( self . player )
new_x , new_y = self . ui . handle_input ( self . player . x , self . player . y )
self . map . move_player ( self . player , new_x , new_y )
def main ( stdscr ) :
width = 27
height = 16
ui = UI ( stdscr , height , width , 5 )
game = GameEngine ( ui )
game . run ( )
curses . wrapper ( main )