generated from mwc/project_game
I made sure my circles are falling continously and as the player doges the score increases.
I'm proud of making the circles fall from the top one at a time. I was stuck on making the circle fall.
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__pycache__/circle.cpython-312.pyc
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__pycache__/circle.cpython-312.pyc
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__pycache__/circle.cpython-313.pyc
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__pycache__/circle.cpython-313.pyc
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circle.py
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26
circle.py
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@@ -0,0 +1,26 @@
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from random import randint
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class Circle:
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name= "circle"
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character = 'O'
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def __init__(self, position):
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self.position = position
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def play_turn(self, game):
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width, height = game.board_size
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fall_speed = game.state.get("fall_speed", 1)
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x, y = self.position
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player = game.get_agent_by_name('player')
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new_position = (x, y + 1)
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if new_position == player.position:
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game.end()
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return
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if y >= height - 1:
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game.state["score"] += 1
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if game.state["fall_speed"] < 5:
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game.state["fall_speed"] += 1
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self.position = (randint(0, width - 1), 0)
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else:
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self.position = new_position
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18
circle_spawner.py
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18
circle_spawner.py
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@@ -0,0 +1,18 @@
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from random import randint
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from circle import Circle
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class CircleSpawner:
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display = False
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def play_turn(self, game):
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width, height = game.board_size
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game.state['score'] += 1
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if self.should_spawn_circle(game.turn_number):
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x= randint(0, width - 1)
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new_circle= Circle((x,0))
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game.add_agent(new_circle)
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def should_spawn_circle(self, turn_number):
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return randint(0, 200) < turn_number
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11
nav_game.py
11
nav_game.py
@@ -1,7 +1,16 @@
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from retro.game import Game
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from player import Player
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from circle import Circle
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board_size = (100, 25)
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player = Player(board_size)
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game = Game([player], {"score": 0}, board_size=board_size)
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circle= Circle ((board_size[0] // 2, 0))
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def during_turn(game):
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pass
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game = Game([player, circle], {"score": 0, "fall_speed": 1}, board_size=board_size)
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game.during_turn = during_turn
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game.play()
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19
player.py
19
player.py
@@ -1,6 +1,6 @@
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class Player:
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name = "player"
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character = 'O'
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character = '^'
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def __init__(self, board_size):
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board_width, board_height = board_size
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@@ -8,12 +8,17 @@ class Player:
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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"):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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else:
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new_position = (x + 1, y)
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if game.on_board(new_position):
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if keystroke.name == "KEY_LEFT":
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new_position = (x - 1, y)
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elif keystroke.name == "KEY_RIGHT":
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new_position = (x + 1, y)
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elif keystroke.name == "KEY_UP":
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new_position = (x, y - 1)
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elif keystroke.name == "KEY_DOWN":
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new_position = (x, y + 1)
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else:
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return
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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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else:
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