generated from mwc/project_game
77 lines
2.5 KiB
Python
77 lines
2.5 KiB
Python
from retro.agent import ArrowKeyAgent
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from retro.game import Game
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from random import shuffle
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from snack import Snack
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width=25
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height=25
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"""Establishes keyboard arrow keys as direction vectors so each arrow key corresponds with movement
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in a certain direction on the board."""
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direction_vectors = {
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"KEY_RIGHT": (1, 0),
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"KEY_UP": (0, -1),
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"KEY_LEFT": (-1, 0),
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"KEY_DOWN": (0, 1),
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}
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class Man:
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character = "&"
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color = "blue"
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snack=False
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mine=False
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chaser=False
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name= "man"
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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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"""Describes how a keystroke is received"""
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if keystroke.name in direction_vectors:
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vector = direction_vectors[keystroke.name]
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self.try_to_move(vector, game)
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def try_to_move(self, vector, game):
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"""Checks if a space is avialable to move. Also adds 1 point if the space
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contains a snack and then removes the snack. Deducts 10 points if the
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space contains a mine. Deducts 20 points if the space contains a chaser.
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Checks that the score is not negative and if it is, ends the game. Also
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stores the score so it can be used to determine if more mines are needed"""
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x,y = self.position
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vx,vy = vector
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future_position = (x +vx, y+vy)
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on_board = game.on_board(future_position)
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agents_by_position = game.get_agents_by_position()
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agents = agents_by_position[future_position]
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if len(agents)>0:
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obstacle = agents[0]
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else:
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obstacle= None
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if on_board:
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if obstacle:
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if obstacle.snack:
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game.state['Score'] += 1
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game.remove_agent(agents[0])
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elif obstacle.chaser:
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game.state['Score'] -= 20
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game.remove_agent(agents[0])
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if game.state['Score'] <0:
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self.die(game)
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else:
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pass
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else:
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game.state['Score'] -= 10
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game.remove_agent(agents[0])
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if game.state['Score'] <0:
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self.die(game)
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else:
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pass
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else:
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self.position = future_position
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def die(self,game):
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"""Indicates what happens when the game is over."""
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game.state["Message"] = "Game Over"
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self.color = "black"
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game.end()
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