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| 1 | +#!/usr/bin/env python |
| 2 | +# coding: utf-8 |
| 3 | + |
| 4 | +# Escape - A Python Adventure |
| 5 | +# Personal work following the book “Mission Python” (Sean McManus) |
| 6 | + |
| 7 | +# pgzrun import (+ pgzrun.go() command) makes the code running |
| 8 | +# when calling it using the python/python3 command. |
| 9 | +import pgzrun |
| 10 | +import time, random, math |
| 11 | + |
| 12 | + |
| 13 | +# Window Size |
| 14 | +WIDTH = 800 |
| 15 | +HEIGHT = 800 |
| 16 | + |
| 17 | +PLAYER_NAME = "Steph" |
| 18 | +FRIEND1_NAME = "Friend 1" |
| 19 | +FRIEND2_NAME = "Friend 2" |
| 20 | + |
| 21 | +DEMO_OBJECTS = [images.floor, images.pillar, images.soil] |
| 22 | + |
| 23 | +MAP_WIDTH = 5 |
| 24 | +MAP_HEIGHT = 10 |
| 25 | +MAP_SIZE = MAP_WIDTH * MAP_HEIGHT |
| 26 | +GAME_MAP = [["Room 0 - Where unused objects are kept", 0, 0, False, False]] |
| 27 | + |
| 28 | +LANDER_SECTOR = random.randint(1, 24) |
| 29 | +LANDER_X = random.randint(2, 11) |
| 30 | +LANDER_Y = random.randint(2, 11) |
| 31 | + |
| 32 | +current_room = 31 |
| 33 | +outdoor_rooms = range(1, 26) |
| 34 | + |
| 35 | +top_left_x = 100 |
| 36 | +top_left_y = 150 |
| 37 | + |
| 38 | + |
| 39 | +for planetsectors in range(1, 26): |
| 40 | + GAME_MAP.append(["The dusty planet surface", 13, 13, True, True]) |
| 41 | + |
| 42 | +GAME_MAP += [["The airlock", 13, 5, True, False], # room 26 |
| 43 | + ["The engineering lab", 13, 13, False, False], |
| 44 | + ["Poodle Mission Control", 9, 13, False, True], # room 28 |
| 45 | + ["The viewing gallery", 9, 15, False, False], |
| 46 | + ["The crew’s bathroom", 5, 5, False, False], # room 30 |
| 47 | + ["The airlock entry bay", 7, 11, True, True], |
| 48 | + ["Left elbow room", 9, 7, True, False], # room 32 |
| 49 | + ["Right elbow room", 7, 13, True, True], |
| 50 | + ["The science lab", 13, 13, False, True], # room 34 |
| 51 | + ["The greenhouse", 13, 13, True, False], |
| 52 | + [PLAYER_NAME + "’s sleeping quarters", 9, 11, False, False], |
| 53 | + ["West corridor", 15, 5, True, True], |
| 54 | + ["The briefing room", 7, 13, False, True], # room 38 |
| 55 | + ["The crew’s community room", 11, 13, True, False], |
| 56 | + ["Main Mission Control", 14, 14, False, False], # room 40 |
| 57 | + ["The sick bay", 12, 7, True, False], |
| 58 | + ["West corridor", 9, 7, True, False], # room 42 |
| 59 | + ["Utilities control room", 9, 9, False, True], |
| 60 | + ["Systems engineering bay", 9, 11, False, False], # room 44 |
| 61 | + ["Security portal to Mission Control", 7, 7, True, False], |
| 62 | + [FRIEND1_NAME + "’s sleeping quarters", 9, 11, True, True], |
| 63 | + [FRIEND2_NAME + "’s sleeping quarters", 9, 11, True, True], |
| 64 | + ["The pipeworks", 13, 11, True, False], # room 48 |
| 65 | + ["The chief scientist’s office", 9, 7, True, True], |
| 66 | + ["The robot workshop", 9, 11, True, False] |
| 67 | + ] |
| 68 | + |
| 69 | + |
| 70 | +assert len(GAME_MAP) - 1 == MAP_SIZE, "Map size and GAME_MAP don’t match." |
| 71 | + |
| 72 | + |
| 73 | +def get_floor_type(): |
| 74 | + if current_room in outdoor_rooms: |
| 75 | + return 2 # soil |
| 76 | + else: |
| 77 | + return 0 # tiled floor |
| 78 | + |
| 79 | +def generate_map(): |
| 80 | + global room_map, room_width, room_height, room_name, hazard_map |
| 81 | + global top_left_x, top_left_y, wall_transparency_frame |
| 82 | + room_data = GAME_MAP[current_room] |
| 83 | + room_name = room_data[0] |
| 84 | + room_height = room_data[1] |
| 85 | + room_width = room_data[2] |
| 86 | + |
| 87 | + floor_type = get_floor_type() |
| 88 | + if current_room in range(1, 21): |
| 89 | + bottom_edge = 2 # soil |
| 90 | + side_edge = 2 |
| 91 | + if current_room in range(21, 26): |
| 92 | + bottom_edge = 1 # wall |
| 93 | + side_edge = 2 |
| 94 | + if current_room > 25: |
| 95 | + bottom_edge = 1 |
| 96 | + side_edge = 1 |
| 97 | + |
| 98 | + # Top line of room map |
| 99 | + room_map = [[side_edge] * room_width] |
| 100 | + |
| 101 | + # Add middle lines (wall, floor to fill width, wall) |
| 102 | + for y in range(room_height - 2): |
| 103 | + room_map.append([side_edge] |
| 104 | + + [floor_type] * (room_width - 2) + [side_edge]) |
| 105 | + |
| 106 | + # Add bottom line of room map |
| 107 | + room_map.append([bottom_edge] * room_width) |
| 108 | + |
| 109 | + # Add doorways |
| 110 | + middle_row = int(room_height / 2) |
| 111 | + middle_column = int(room_width / 2) |
| 112 | + |
| 113 | + if room_data[4]: # If exit at right of this room |
| 114 | + room_map[middle_row][room_width - 1] = floor_type |
| 115 | + room_map[middle_row + 1][room_width - 1] = floor_type |
| 116 | + room_map[middle_row - 1][room_width - 1] = floor_type |
| 117 | + |
| 118 | + if current_room % MAP_WIDTH != 1: # If not on the left of the map |
| 119 | + room_to_left = GAME_MAP[current_room - 1] |
| 120 | + if room_to_left[4]: |
| 121 | + room_map[middle_row][0] = floor_type |
| 122 | + room_map[middle_row + 1][0] = floor_type |
| 123 | + room_map[middle_row - 1][0] = floor_type |
| 124 | + |
| 125 | + if room_data[3]: # If exit at top of this room |
| 126 | + room_map[0][middle_column] = floor_type |
| 127 | + room_map[0][middle_column + 1] = floor_type |
| 128 | + room_map[0][middle_column - 1] = floor_type |
| 129 | + |
| 130 | + if current_room <= MAP_SIZE - MAP_WIDTH: # If room not on bottom row |
| 131 | + room_below = GAME_MAP[current_room + MAP_WIDTH] |
| 132 | + if room_below[3]: |
| 133 | + room_map[room_height - 1][middle_column] = floor_type |
| 134 | + room_map[room_height - 1][middle_column + 1] = floor_type |
| 135 | + room_map[room_height - 1][middle_column - 1] = floor_type |
| 136 | + |
| 137 | + |
| 138 | +def draw(): |
| 139 | + global room_height, room_width, room_map |
| 140 | + generate_map() |
| 141 | + screen.clear() |
| 142 | + |
| 143 | + for y in range(room_height): |
| 144 | + for x in range(room_width): |
| 145 | + image_to_draw = DEMO_OBJECTS[room_map[y][x]] |
| 146 | + screen.blit(image_to_draw, |
| 147 | + (top_left_x + (x * 30), |
| 148 | + top_left_y + (y * 30) - image_to_draw.get_height())) |
| 149 | + |
| 150 | +# Exploring the room |
| 151 | +def movement(): |
| 152 | + global current_room |
| 153 | + old_room = current_room |
| 154 | + |
| 155 | + if keyboard.left: |
| 156 | + current_room -= 1 |
| 157 | + if keyboard.right: |
| 158 | + current_room += 1 |
| 159 | + if keyboard.up: |
| 160 | + current_room -= MAP_WIDTH |
| 161 | + if keyboard.down: |
| 162 | + current_room += MAP_WIDTH |
| 163 | + |
| 164 | + if current_room > 50: |
| 165 | + current_room = 50 |
| 166 | + if current_room < 1: |
| 167 | + current_room = 1 |
| 168 | + |
| 169 | + if current_room != old_room: |
| 170 | + print("Entering room: " + str(current_room)) |
| 171 | + |
| 172 | +clock.schedule_interval(movement, 0.1) |
| 173 | + |
| 174 | +pgzrun.go() |
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