generated from mwc/project_game
I made everything spawn on turn 1 using the
Spawner class. When you press enter, you're told if the space is clear or is a mine, in which case you lose. Next step is to reveal the numbers.
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@ -6,12 +6,12 @@ class Cursor:
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name = "cursor"
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character = 'O'
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def __init__(self, board_size):
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board_width, board_height = board_size
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self.position = (board_width // 2, board_height - 1)
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def __init__(self, position):
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self.position = position
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def handle_keystroke(self, keystroke, game):
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x, y = self.position
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if keystroke.name in ("KEY_LEFT", "KEY_RIGHT", "KEY_UP", "KEY_DOWN"):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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@ -24,4 +24,4 @@ class Cursor:
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if game.on_board(new_position):
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if game.is_empty(new_position):
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self.position = new_position
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game.log(self.position)
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game.log("The cursor is at " + str(self.position))
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@ -0,0 +1,18 @@
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# free_space.py
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# ------------
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# By Cory
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# This module defines a free space agent class. It displays if enter is pressed while the cursor is on it.
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class FreeSpace:
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character = '*'
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display = True
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def __init__(self, position):
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self.position = position
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def handle_keystroke(self, keystroke, game):
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if keystroke.name in ("KEY_ENTER"):
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if not game.is_empty(self.position):
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game.log(str(self.position) + " is clear!")
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def hide(self):
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self.display = False
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9
mine.py
9
mine.py
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@ -1,9 +1,9 @@
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# mine.py
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# ------------
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# By Cory
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# This module defines a mine agent class. It doesn't do anything except exist in a position
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# This module defines a mine agent class. It ends the game if enter is pressed while the cursor is over it.
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class Mine:
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display = False
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character = '_'
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def __init__(self, position):
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self.position = position
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@ -12,4 +12,7 @@ class Mine:
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if keystroke.name in ("KEY_ENTER"):
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if not game.is_empty(self.position):
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game.log("You hit a mine at " + str(self.position) + ".")
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game.end()
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game.end()
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def hide(self):
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self.display = False
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@ -1,12 +1,14 @@
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# mine_spawner.py
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# ------------
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# By Cory
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# This module defines a mine spawner agent class. It spawns mines!
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# This module defines a spawner agent class. It spawns mines and then fills the remaining spots with free spaces
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from random import randint
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from mine import Mine
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from free_space import FreeSpace
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from cursor import Cursor
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class MineSpawner:
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class Spawner:
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display = False
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def __init__(self, board_size):
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@ -14,7 +16,26 @@ class MineSpawner:
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self.board_width, self.board_height = width, height
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def play_turn(self, game):
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# On the first turn we will spawn everything.
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if game.turn_number == 1:
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mine = Mine(((randint(0, self.board_width - 1)),(randint(0, self.board_height - 1))))
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game.log(mine.position)
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game.add_agent(mine)
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# First spawn free spaces everywhere
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for i in range(self.board_width):
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for j in range(self.board_height):
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free_space = FreeSpace((i,j))
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game.add_agent(free_space)
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# Then spawn 10 mines
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for i in range(10):
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mine = Mine(((randint(0, self.board_width - 1)),(randint(0, self.board_height - 1))))
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game.log(mine.position)
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# If there is a free space where a mine is going to be, remove the free space and then add the mine.
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if not game.is_empty(mine.position):
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game.remove_agent(game.get_agents_by_position()[mine.position][0])
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game.add_agent(mine)
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# Now ask all of the mines and free spaces to hide themselves.
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for i in range(self.board_width):
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for j in range(self.board_height):
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if len(game.get_agents_by_position()[(i,j)]) != 0:
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game.get_agents_by_position()[(i,j)][0].hide()
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# Now create a cursor.
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game.add_agent(Cursor((self.board_width - 1, self.board_height - 1)))
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@ -3,12 +3,10 @@
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# By Cory
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# This class implements a simple minesweeper game on a 9x9 gird.
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from retro.game import Game
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from cursor import Cursor
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from mine_spawner import MineSpawner
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from mine_spawner import Spawner
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board_size = (9, 9)
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cursor = Cursor(board_size)
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spawner = MineSpawner(board_size)
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spawner = Spawner(board_size)
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# spawner = AsteroidSpawner(board_size)
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game = Game([cursor,spawner], {"score": 0}, board_size=board_size,debug=True)
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game = Game([spawner], {"score": 0}, board_size=board_size,debug=True)
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game.play()
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