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.
This commit is contained in:
Seoyeon Lee 2024-12-15 18:15:25 -05:00
parent 99d8ed7eb9
commit 51c7d0b3be
7 changed files with 70 additions and 0 deletions

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@ -2,3 +2,22 @@
# ------------
# By MWC Contributors
# This module defines an asteroid agent class.
class Asteroid:
character = 'O'
def __init__(self, position, number):
self.position = position
self.name = f'asteroid{number}'
def play_turn(self, game):
if game.turn_number % 2 == 0:
x, y = self.position
if y == 25 - 1:
game.remove_agent_by_name(self.name)
else:
ship = game.get_agent_by_name('ship')
new_position = (x, y + 1)
if new_position == ship.position:
game.end()
else:
self.position = new_position

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@ -2,3 +2,23 @@
# -------------------
# By MWC Contributors
# This module defines an AsteroidSpawner agent class.
from random import randint
from asteroid import Asteroid
class AsteroidSpawner:
display = False
def __init__(self, board_size):
width, height = board_size
self.board_width = width
self.ast_num = 1
def play_turn(self, game):
game.state['score'] += 1
if self.should_spawn_asteroid(game.turn_number):
asteroid = Asteroid((randint(0, self.board_width - 1), 0), self.ast_num)
game.add_agent(asteroid)
self.ast_num = self.ast_num + 1
def should_spawn_asteroid(self, turn_number):
return randint(0, 1000) < turn_number

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@ -2,3 +2,14 @@
# ------------
# By MWC Contributors
# This class implements a simple game where a spaceship avoids asteroids.
from retro.game import Game
from spaceship import Spaceship
from asteroid_spawner import AsteroidSpawner
board_size = (25, 25)
ship = Spaceship(board_size)
spawner = AsteroidSpawner(board_size)
game = Game([ship, spawner], {"score": 0}, board_size=board_size)
game.play()

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@ -2,3 +2,23 @@
# ------------
# By MWC Contributors
# This module defines a spaceship agent class.
class Spaceship:
name = "ship"
character = '^'
def __init__(self, board_size):
board_width, board_height = board_size
self.position = (board_width // 2, board_height - 1)
def handle_keystroke(self, keystroke, game):
x, y = self.position
if keystroke.name in ("KEY_LEFT", "KEY_RIGHT"):
if keystroke.name == "KEY_LEFT":
new_position = (x - 1, y)
else:
new_position = (x + 1, y)
if game.on_board(new_position):
if game.is_empty(new_position):
self.position = new_position
else:
game.end()