generated from mwc/project_game
add a alien target and a shooter to hit it
I am actually really proud that i was able to figure out how to make the alien move in every direction randomly.
This commit is contained in:
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proposal.md/__pycache__/asteroid.cpython-313.pyc
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proposal.md/__pycache__/asteroid.cpython-313.pyc
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proposal.md/__pycache__/asteroid_spawner.cpython-313.pyc
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proposal.md/__pycache__/asteroid_spawner.cpython-313.pyc
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proposal.md/__pycache__/shooter.cpython-313.pyc
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proposal.md/__pycache__/shooter.cpython-313.pyc
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proposal.md/asteroid.py
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proposal.md/asteroid.py
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class Asteroid:
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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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if game.turn_number % 2 == 0:
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x, y = self.position
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if y == height - 1:
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game.remove_agent(self)
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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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proposal.md/asteroid_spawner.py
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proposal.md/asteroid_spawner.py
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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 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_asteroid(game.turn_number):
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asteroid = Asteroid((randint(0, width - 1), 0))
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game.add_agent(asteroid)
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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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@@ -1,9 +1,14 @@
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from retro.game import Game
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from retro.game import Game
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from spaceship import Spaceship
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from spaceship import Spaceship
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from targets import Asteroid
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# from asteroid_spawner import AsteroidSpawner
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from targets import Alien
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from shooter import Shooter
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import random
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board_size = (100, 25)
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board_size = (100, 25)
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width, height = board_size
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ship = Spaceship(board_size)
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ship = Spaceship(board_size)
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targets = Asteroid((board_size[0] // 2, 0))
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shooter = Shooter()
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game = Game([ship, targets], {"score": 0}, board_size=board_size, color="white_on_blue")
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spawner = Alien((random.randint(0, width-1), random.randint(0, height-1)))
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game = Game([ship, spawner, shooter], {"score": 0}, board_size=board_size, color="white_on_blue")
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game.play()
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game.play()
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proposal.md/shooter.py
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proposal.md/shooter.py
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class Shooter:
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name = "shooter"
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character = 'I'
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display = False
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def __init__(self):
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self.position = (0, 0)
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def handle_keystroke(self, keystroke, game):
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if keystroke == ' ' and not self.display:
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ship = game.get_agent_by_name('ship')
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if ship is None:
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return
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x, y = ship.position
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new_position = (x, y - 1)
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if game.on_board(new_position):
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self.position = new_position
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self.display = True
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def play_turn(self, game):
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if not self.display:
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return
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x, y = self.position
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new_position = (x, y - 1)
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if not game.on_board(new_position):
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self.display = False
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return
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agents_by_position = game.get_agents_by_position()
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agents_here = agents_by_position.get(new_position, [])
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for agent in agents_here:
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if getattr(agent, "character", None) == 'A':
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game.end()
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return
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self.position = new_position
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@@ -1,19 +1,46 @@
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class Asteroid:
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from random import randint
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character = 'O'
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class Alien:
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character = 'A'
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def __init__(self, position):
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def __init__(self, position):
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self.position = position
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self.position = position
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def play_turn(self, game):
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def play_turn(self, game):
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width, height = game.board_size
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width, height = game.board_size
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if game.turn_number % 2 == 0:
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x, y = self.position
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x, y = self.position
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if y == height - 1:
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game.remove_agent(self)
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directions = [
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else:
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(-1, 0), # left
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ship = game.get_agent_by_name('ship')
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(1, 0), # right
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new_position = (x, y + 1)
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(0, -1), # up
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if new_position == ship.position:
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(0, 1), # down
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game.end()
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(-1, -1), # up-left
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else:
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(-1, 1), # down-left
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self.position = new_position
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(1, -1), # up-right
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(1, 1) # down-right
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]
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possible_positions = []
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for dx, dy in directions:
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new_x = x + dx
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new_y = y + dy
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if 0 <= new_x < width and 0 <= new_y < height:
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possible_positions.append((new_x, new_y))
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if not possible_positions:
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return
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random_index = randint(0, len(possible_positions) - 1)
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new_position = possible_positions[random_index]
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ship = game.get_agent_by_name('ship')
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if ship is not None and 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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