generated from mwc/lab_retro
Nav game is easier to start off (at least I feel that way!) because
it is not sequencial like unit 1. Nav game has multiple objects interacting each others, so additional features can be added.
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asteroid.py
19
asteroid.py
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# ------------
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# By MWC Contributors
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# This module defines an asteroid agent class.
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class Asteroid:
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character = 'O'
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def __init__(self, position, number):
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self.position = position
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self.name = f'asteroid{number}'
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def play_turn(self, game):
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if game.turn_number % 2 == 0:
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x, y = self.position
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if y == 25 - 1:
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game.remove_agent_by_name(self.name)
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else:
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ship = game.get_agent_by_name('ship')
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new_position = (x, y + 1)
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if new_position == ship.position:
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game.end()
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else:
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self.position = new_position
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@ -2,3 +2,23 @@
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# -------------------
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# By MWC Contributors
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# This module defines an AsteroidSpawner agent class.
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from random import randint
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from asteroid import Asteroid
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class AsteroidSpawner:
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display = False
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def __init__(self, board_size):
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width, height = board_size
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self.board_width = width
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self.ast_num = 1
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def play_turn(self, game):
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game.state['score'] += 1
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if self.should_spawn_asteroid(game.turn_number):
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asteroid = Asteroid((randint(0, self.board_width - 1), 0), self.ast_num)
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game.add_agent(asteroid)
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self.ast_num = self.ast_num + 1
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def should_spawn_asteroid(self, turn_number):
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return randint(0, 1000) < turn_number
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11
nav_game.py
11
nav_game.py
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@ -2,3 +2,14 @@
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# ------------
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# By MWC Contributors
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# This class implements a simple game where a spaceship avoids asteroids.
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from retro.game import Game
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from spaceship import Spaceship
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from asteroid_spawner import AsteroidSpawner
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board_size = (25, 25)
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ship = Spaceship(board_size)
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spawner = AsteroidSpawner(board_size)
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game = Game([ship, spawner], {"score": 0}, board_size=board_size)
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game.play()
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20
spaceship.py
20
spaceship.py
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@ -2,3 +2,23 @@
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# ------------
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# By MWC Contributors
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# This module defines a spaceship agent class.
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class Spaceship:
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name = "ship"
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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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self.position = (board_width // 2, board_height - 1)
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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 game.is_empty(new_position):
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self.position = new_position
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else:
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game.end()
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