from retro.agent import ArrowKeyAgent #from retro.game import Game #from helpers import add, get_occupant from retro.game import Game from random import shuffle from snack import Snack width=25 height=25 direction_vectors = { "KEY_RIGHT": (1, 0), "KEY_UP": (0, -1), "KEY_LEFT": (-1, 0), "KEY_DOWN": (0, 1), } class Man: character = "&" #try google asci full table?, color = "blue" #name = "man" def __init__(self,position): self.position = position '''Describes how a keystroke is received''' def handle_keystroke(self, keystroke, game): if keystroke.name in direction_vectors: vector = direction_vectors[keystroke.name] self.try_to_move(vector, game) '''Checks if a space is avialable to move. Also adds 1 point if the space contains a snack and then removes the snack. Deducts 10 points if the space contains a mine. Checks that the score is not negative and if it is, ends the game.''' def try_to_move(self, vector, game): x,y = self.position vx,vy = vector future_position = (x +vx, y+vy) on_board = game.on_board(future_position) agents_by_position = game.get_agents_by_position() agents = agents_by_position[future_position] if len(agents)>0: obstacle = agents[0] else: obstacle= None if on_board: if obstacle: if obstacle.snack: game.state['Score'] += 1 game.remove_agent(agents[0]) self.generate_new_snack() else: game.state['Score'] -= 10 game.remove_agent(agents[0]) if game.state['Score'] <0: self.die(game) else: pass else: self.position = future_position '''Indicates what happens when the game is over.''' def die(self,game): game.state["message"] = "Game Over" self.color = "black" game.end() def get_all_positions(self): positions=[] for i in range(width): for j in range(height): positions.append((i,j)) return positions '''issue here, is_empty is not generating a coordinate positon, but I am not sure why it is not''' def generate_new_snack(self): all_positions=self.get_all_positions() shuffle(all_positions) index =0 while Game.is_empty(all_positions[index]) == False: index = index + 1 Snack(all_positions[index]) ''' def __init__(self, position): self.position = position def handle_keystroke(self, keystroke, game): if keystroke.name in direction_vectors: vector = direction_vectors[keystroke.name] self.try_to_move(vector, game) def try_to_move(self, vector, game): """Tries to move the player in the direction of vector. If the space is empty and it's on the board, then the move succeeds. If the space is occupied, then if the occupant can be pushed, it gets pushed and the move succeeds. Otherwise, the move fails. """ future_position = add(self.position, vector) on_board = game.on_board(future_position) obstacle = get_occupant(game, future_position) if obstacle: if obstacle.deadly: self.die(game) elif obstacle.handle_push(vector, game): self.position = future_position elif on_board: self.position = future_position'''