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log.txt
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ideas.md
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__pycache__/
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from dataclasses import dataclass
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@dataclass
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class Move:
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x: int
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y: int
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@dataclass
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class Idle:
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pass
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Action = Move | Idle
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from enum import Enum
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from actions import Action, Idle
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class Entity():
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pass
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class Item(Entity):
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pass
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class Character(Entity):
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def __init__(self):
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self.action: Action = Idle()
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class Player(Character):
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def __init__(self):
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super().__init__()
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class Enemy(Character):
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def __init__(self):
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super().__init__()
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from enum import Enum
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from entity import Character, Entity, Item
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class TileType(Enum):
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WALL = 1
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AIR = 2
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class Floor:
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def __init__(self, width, height):
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self.width = width
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self.height = height
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self.grid = [[TileType.AIR] * height] * width
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self.entities = {
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Character: {},
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Item: {}
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}
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def get_tile(self, x, y):
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return self.grid[x][y]
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def add_entity(self, x, y, entity: Entity) -> bool:
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if isinstance(entity, Character):
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if (x, y) in self.entities[Character]:
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return False
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else:
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self.entities[Character][(x, y)] = entity
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return True
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elif isinstance(entity, Item):
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if (x, y) not in self.entities[Item]:
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self.entities[Item][(x,y)] = []
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self.entities[Item][(x,y)].append(entity)
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return True
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else:
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return False
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def pop_character(self, x, y) -> Character | None:
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if (x, y) in self.entities[Character]:
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return self.entities[Character].pop((x, y))
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from terminal import Terminal
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from entity import Character, Player, Item
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from actions import *
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from floor import Floor, TileType
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TEXTURES = {
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TileType.WALL: '#',
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TileType.AIR: '.',
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Player: '@'
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}
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class Game:
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def __init__(self):
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self.term = Terminal()
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self.player = Player()
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self.floor = Floor(20, 10)
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self.should_exit = False
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def run(self):
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"""
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Runs the game
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"""
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self.floor.add_entity(3, 3, self.player)
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while not self.should_exit:
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self.render()
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self.get_event()
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self.step()
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def render(self):
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"""
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Renders the game
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"""
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for x in range(self.floor.width):
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for y in range(self.floor.height):
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if (x, y) in self.floor.entities[Character]:
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self.term.put_char(x, y, TEXTURES[Player])
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elif (x, y) in self.floor.entities[Item]:
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self.term.put_char(x, y, 'i')
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else:
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self.term.put_char(x, y, TEXTURES[self.floor.get_tile(x, y)])
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def step(self):
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"""
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Performs a turn in the game
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"""
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for (pos, character) in dict(self.floor.entities[Character]).items():
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if isinstance(character.action, Move):
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character = self.floor.entities[Character].pop(pos)
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self.floor.add_entity(pos[0] + character.action.x, pos[1] + character.action.y, character)
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def get_event(self):
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"""
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Waits for a game event to happen
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"""
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keycode = self.term.get_key()
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if keycode == "q":
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self.should_exit = True
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elif keycode == "KEY_RIGHT":
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self.player.action = Move(1, 0)
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elif keycode == "KEY_LEFT":
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self.player.action = Move(-1, 0)
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elif keycode == "KEY_DOWN":
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self.player.action = Move(0, 1)
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elif keycode == "KEY_UP":
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self.player.action = Move(0, -1)
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from game import Game
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def main():
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game = Game()
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game.run()
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if __name__ == "__main__":
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main()
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import curses
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KEYCODES = {
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curses.KEY_LEFT: "KEY_LEFT",
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curses.KEY_RIGHT: "KEY_RIGHT",
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curses.KEY_UP: "KEY_UP",
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curses.KEY_DOWN: "KEY_DOWN"
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}
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class Terminal:
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def __init__(self):
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"""
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Perfoms some initial steps to set the terminal ready for the game
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"""
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self.scr = curses.initscr()
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curses.noecho()
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curses.cbreak()
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curses.curs_set(0)
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self.scr.keypad(True)
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def __del__(self):
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"""
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Perfoms some cleanup to restore the behaviour of the terminal
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"""
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curses.nocbreak()
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self.scr.keypad(False)
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curses.echo()
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curses.endwin()
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def get_key(self) -> str:
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"""
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Blocks until a key is read
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"""
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ch = self.scr.getch()
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if ch in KEYCODES:
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return KEYCODES[ch]
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else:
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return chr(ch)
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def put_char(self, x, y, char):
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"""
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Prints a char at the specified position
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"""
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self.scr.addch(y, x, char)
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