generated from mwc/project_game
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Completed the project. I wanted to replace the player with a penguin, but it didn't fit the maze, so I kept it as an '>'. It shows where you begin and where you need to go to finish, and each game is a different maze. I thought this was very difficult and i needed to learn how to make a maze, I was not prepared for that.
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__pycache__/markers.cpython-312.pyc
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__pycache__/markers.cpython-312.pyc
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@@ -3,21 +3,19 @@ import random
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from retro.game import Game
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from player import Player
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from wall import Wall
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from markers import StartMarker, FinishMarker
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def generate_maze_grid(width, height):
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"""
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Generate a 'perfect' maze on a width x height grid.
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1 = wall, 0 = passage.
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Uses depth-first search on a grid of cells spaced 2 apart,
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which gives a nice twisty maze like your example image.
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"""
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grid = [[1 for _ in range(width)] for _ in range(height)]
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for y in range(1, height - 1, 2):
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for x in range(1, width - 1, 2):
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grid[y][x] = 0
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grid[y][x] = 0
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visited = set()
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@@ -47,7 +45,7 @@ def create_maze_walls(board_size):
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center_x = (width // 2) | 1
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center_y = (height // 2) | 1
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grid[center_y][center_x] = 0
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grid[center_y][center_x] = 0
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end_position = (center_x, center_y)
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wall_positions = []
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@@ -63,26 +61,35 @@ def create_maze_walls(board_size):
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def main():
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board_size = (100, 40)
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player = Player(board_size)
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walls, end_position = create_maze_walls(board_size)
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print("Exit (goal) will be around:", end_position)
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start_position = (1, 1)
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player = Player(board_size, end_position)
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start_marker = StartMarker(start_position)
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finish_marker = FinishMarker(end_position)
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state = {
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"win": False,
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"message": "",
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}
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game = Game(
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agents=[player] + walls,
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agents=[
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start_marker,
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finish_marker,
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player,
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] + walls,
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state=state,
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board_size=board_size,
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debug=True,
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debug=False,
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framerate=24,
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color="white_on_black",
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)
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game.play()
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if __name__ == "__main__":
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main()
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24
markers.py
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24
markers.py
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@@ -0,0 +1,24 @@
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class StartMarker:
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"""
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Labels the start of the maze with 's'.
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"""
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character = "S"
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color= "red_on_white"
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blocks_movement = False
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def __init__(self, position):
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# position is a tuple (x, y)
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self.position = position
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class FinishMarker:
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"""
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Labels the finish of the maze with 'f'.
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"""
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character = "F"
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color = "red_on_black"
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blocks_movement = False
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def __init__(self, position):
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# position is a tuple (x, y)
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self.position = position
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32
player.py
32
player.py
@@ -1,21 +1,36 @@
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class Player:
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"""
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Player agent for Escape the Maze.
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Moves one step at a time using the arrow keys.
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Ends the game when it reaches the goal position.
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"""
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name = "player"
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character = ">" # 🐧Penguin icon
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character = ">"
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def __init__(self, board_size):
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def __init__(self, board_size, goal_position):
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# Start near the top-left corner
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width, height = board_size
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self.position = (1, 1)
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self.goal_position = goal_position
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def can_move_to(self, position, game):
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"""
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Returns True if there is no blocking agent (e.g., Wall) on this tile.
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Non-blocking agents (like start/finish markers) are ignored.
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"""
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for agent in game.agents:
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agent_pos = getattr(agent, "position", None)
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if agent_pos == position:
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if getattr(agent, "blocks_movement", False):
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return False
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return True
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def handle_keystroke(self, keystroke, game):
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"""
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Called once for each key pressed since the last turn.
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Moves the player using the arrow keys.
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Called for each key pressed since the last turn.
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Moves the player using the arrow keys and checks for win.
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"""
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x, y = self.position
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new_position = None
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@@ -29,10 +44,13 @@ class Player:
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elif keystroke.name == "KEY_RIGHT":
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new_position = (x + 1, y)
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if new_position is None:
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return
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if game.on_board(new_position) and self.can_move_to(new_position, game):
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self.position = new_position
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if game.on_board(new_position) and game.is_empty(new_position):
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self.position = new_position
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if self.position == self.goal_position:
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game.state["win"] = True
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game.state["message"] = "Congratulations! You've escaped the maze!"
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game.end()
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