210 lines
6.7 KiB
Python
210 lines
6.7 KiB
Python
import curses
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import random
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import threading
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import time
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from math import fabs
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import maze.modules.maze as m1
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quit = threading.Event()
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class Scores:
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def __init__(self, screen):
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self.score = 0
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self.screen = screen
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self.collision_count = 0
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self.speed_multiplier = 0.20
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self.speed_calc = lambda speed: speed - 0.02 if self.score % 30 == 0 else speed
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def scoreupdate(self):
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self.score += 10
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self.collision_count += 1
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self.speed_multiplier = self.speed_calc(self.speed_multiplier)
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self.scoreupdater()
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return self.speed_multiplier
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def scoreupdater(self):
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y, x = self.screen.getmaxyx()
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self.screen.addstr(0, x - 5, str(self.score))
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class Ball:
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def __init__(self, y, x, screen):
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self.ball_dx = 1
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self.ball_dy = 1
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self.speed_multipliery = random.choice([1, 2])
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self.speed_multiplierx = random.choice([1, 2])
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self.ball_dy *= self.speed_multipliery
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self.ball_dx *= self.speed_multiplierx
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self.ball_coords = [y // 2, x // 2]
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self.y = y
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self.x = x
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self.y_border = [0, y]
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self.x_border = [0, x]
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self.screen = screen
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def move(self):
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raw_calc_to_movey = lambda y: y + self.ball_dy
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raw_calc_to_movex = lambda x: x + self.ball_dx
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raw_movey = raw_calc_to_movey(
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self.ball_coords[0]
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) # Gives raw about to move coords without speed alter
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raw_movex = raw_calc_to_movex(self.ball_coords[1])
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speed_altery = lambda y: int(y / fabs(y)) # Gives unit speed in the current dir
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speed_alterx = lambda x: int(x / fabs(x))
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calc_to_movey = (
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lambda y: y + speed_altery(self.ball_dy)
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if checky(raw_movey)
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else y + self.ball_dy
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) # assign same dir movement coords
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calc_to_movex = (
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lambda x: x + speed_alterx(self.ball_dx)
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if checkx(raw_movex)
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else x + self.ball_dx
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)
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checky = (
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lambda y: True
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if (y in self.y_border)
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or (y >= self.y_border[1])
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or (y <= self.y_border[0] + 1)
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else False
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) # Gives True if out of bound coords
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checkx = (
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lambda x: True
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if (x in self.x_border)
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or (x >= self.x_border[1] - 1)
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or (x <= self.x_border[0] + 1)
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else False
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)
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actual_game_checky = (
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lambda y: True if (y <= self.y_border[0]) else False
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) # Gives true if ball at top
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to_movey = calc_to_movey(self.ball_coords[0]) # Moving here after speed alter
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to_movex = calc_to_movex(self.ball_coords[1])
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old_ball = self.ball_coords.copy()
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collision = False
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pos = self.screen.instr(to_movey, to_movex, 1).decode("utf-8")
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if pos == "=" or pos == "[" or pos == "]":
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collision = True
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if (
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actual_game_checky(to_movey) or collision
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): # Deflect ball if top border/collision
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self.ball_dy *= -1
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elif to_movey >= self.y_border[1] and not collision:
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return [None, None], [None, None], "OVER"
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if checkx(to_movex):
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self.ball_dx *= -1
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self.ball_coords[0] += self.ball_dy
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self.ball_coords[1] += self.ball_dx
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if collision:
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return self.ball_coords, old_ball, "collision"
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return self.ball_coords, old_ball, "nocollision"
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class Player:
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def __init__(self, y, x):
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self.y = y
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self.x = x
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self.paddle = "[=======]"
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self.paddle_posx = x // 2
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self.paddle_posy = y - 1 # Top of paddle
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def player_move(self, dir):
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if dir == "LEFT" and self.paddle_posx > 1:
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self.paddle_posx -= 1
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if dir == "RIGHT" and self.paddle_posx + 10 < self.x:
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self.paddle_posx += 1
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return self.paddle_posy, self.paddle_posx
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def player_movement(screen, player):
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global quit
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screen.keypad(True)
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while 1:
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# f.write("player running\n")
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if quit.is_set():
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break
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old_player_coordsy = player_coordsy = player.paddle_posy
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old_player_coordsx = player_coordsx = player.paddle_posx
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key = screen.getch()
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if key == 27:
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quit.set()
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elif key == curses.KEY_LEFT:
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player_coordsy, player_coordsx = player.player_move("LEFT")
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elif key == curses.KEY_RIGHT:
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player_coordsy, player_coordsx = player.player_move("RIGHT")
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screen.addstr(old_player_coordsy, old_player_coordsx, " ")
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screen.addstr(player_coordsy, player_coordsx, player.paddle)
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def ball_movement(screen, ball, score):
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y, x = screen.getmaxyx()
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while 1:
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# f.write("ball running\n")
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if quit.is_set():
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break
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speed_multi = score.speed_multiplier
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time.sleep(speed_multi)
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ball_coords = ball.move()
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old_ball_posy, old_ball_posx = ball_coords[1]
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ball_posy, ball_posx = ball_coords[0]
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collision = ball_coords[2]
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if collision == "OVER":
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finalscore = score.score
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screen.addstr(y // 2 - 1, x // 2 - 3, "GAME OVER!", curses.color_pair(1) | curses.A_BOLD)
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screen.addstr(y // 2, x // 2 - 5, "The Score is: " + str(finalscore), curses.color_pair(3) | curses.A_BOLD)
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time.sleep(0.25)
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quit.set()
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time.sleep(1.75)
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break
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elif collision == "collision":
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score.scoreupdate()
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screen.addch(old_ball_posy, old_ball_posx, " ")
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screen.addch(ball_posy, ball_posx, "⬤", curses.color_pair(1) | curses.A_BOLD)
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screen.refresh()
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def main(screen):
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global quit
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quit.clear()
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screen.clear()
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screen.refresh()
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screen.nodelay(True)
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curses.curs_set(False)
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screen.keypad(True)
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y, x = screen.getmaxyx()
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curses.init_pair(1, curses.COLOR_RED, curses.COLOR_BLACK)
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curses.init_pair(3, curses.COLOR_YELLOW, curses.COLOR_BLACK)
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screen.border(0, 0, 0, " ", 0, 0, " ", " ")
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ball = Ball(y, x, screen)
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score = Scores(screen)
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player = Player(y, x)
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ball_thread = None
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ball_thread = threading.Thread(
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target=ball_movement,
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args=(
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screen,
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ball,
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score,
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),
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)
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player_thread = None
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player_thread = threading.Thread(
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target=player_movement,
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args=(
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screen,
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player,
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),
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)
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screen.addstr(0, x - 13, " ")
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screen.addstr(0, x - 12, "Score: 0")
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ball_thread.start()
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player_thread.run()
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time.sleep(1)
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m1.play(screen, executeguest=True, outerscore=score.score, outergame="pong")
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maze.menu.menu(stdscr)
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return
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