forked from phacility/arcanist
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathbreakout.py
executable file
·216 lines (185 loc) · 6.23 KB
/
breakout.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
#!/usr/bin/env python
import sys
import time
import select
import curses
import curses.wrapper
entities = []
grid = []
class Wall:
def collide(self, ball):
return False
class Block:
killed = 0
total = 0
def __init__(self, x, y, w, h, c):
self.x = x
self.y = y
self.w = w
self.h = h
self.fmt = curses.A_BOLD | curses.color_pair(c)
self.alive = True
for i in range(self.x, self.x + self.w):
for j in range(self.y, self.y + self.h):
grid[j + 1][i + 1] = self
Block.total += 1
def collide(self, ball):
self.alive = False
for i in range(self.x, self.x + self.w):
for j in range(self.y, self.y + self.h):
grid[j + 1][i + 1] = None
Block.killed += 1
return False
def tick(self, win):
if self.alive:
for i in range(self.x, self.x + self.w):
for j in range(self.y, self.y + self.h):
win.addch(j, i, curses.ACS_BLOCK, self.fmt)
return self.alive
class Ball:
alive = False
killed = 0
def __init__(self, x, y, vx, vy):
self.x = x
self.y = y
self.vx = vx
self.vy = vy
Ball.alive = True
def collide(self, ball):
return True
def encounter(self, dx, dy):
ent = grid[self.y + dy + 1][self.x + dx + 1]
if ent and not ent.collide(self):
self.vx -= 2 * dx
self.vy -= 2 * dy
return ent
def tick(self, win):
while self.y < ship.y:
if self.encounter((self.vx + self.vy) / 2, (self.vy - self.vx) / 2):
continue
if self.encounter((self.vx - self.vy) / 2, (self.vy + self.vx) / 2):
continue
if self.encounter(self.vx, self.vy):
continue
break
self.x += self.vx
self.y += self.vy
try:
win.addch(self.y, self.x, 'O')
except curses.error:
Ball.alive = False
Ball.killed += 1
return Ball.alive
class Ship:
def __init__(self, x, y):
self.x = x
self.y = y
self.hw = 10
self.v = 4
self.last = 1
self.update()
def update(self):
grid[self.y + 1] = (
[ None ] * (self.x - self.hw + 1) +
[ self ] * (self.hw * 2 + 1) +
[ None ] * (width - self.x - self.hw)
)
def collide(self, ball):
ball.vy = -1
if ball.x > self.x + self.hw / 2:
ball.vx = 1
elif ball.x < self.x - self.hw / 2:
ball.vx = -1
return True
def shift(self, i):
self.last = i
self.x += self.v * i
if self.x - self.hw < 0:
self.x = self.hw
elif self.x + self.hw >= width:
self.x = width - self.hw - 1
self.update()
def spawn(self):
if not Ball.alive:
entities.append(Ball(self.x, self.y - 1, self.last, -1))
def tick(self, win):
if not Ball.alive:
win.addch(self.y - 1, self.x, 'O')
win.addch(self.y, self.x - self.hw, curses.ACS_LTEE)
for i in range(-self.hw + 1, self.hw):
win.addch(curses.ACS_HLINE)
win.addch(curses.ACS_RTEE)
return True
class PowerOverwhelmingException(Exception):
pass
def main(stdscr):
global height, width, ship
for i in range(1, 8):
curses.init_pair(i, i, 0)
curses.curs_set(0)
curses.raw()
height, width = stdscr.getmaxyx()
if height < 15 or width < 30:
raise PowerOverwhelmingException(
"Your computer is not powerful enough to run 'arc anoid'. "
"It must support at least 30 columns and 15 rows of next-gen "
"full-color 3D graphics.")
status = curses.newwin(1, width, 0, 0)
height -= 1
game = curses.newwin(height, width, 1, 0)
game.nodelay(1)
game.keypad(1)
grid[:] = [ [ None for x in range(width + 2) ] for y in range(height + 2) ]
wall = Wall()
for x in range(width + 2):
grid[0][x] = wall
for y in range(height + 2):
grid[y][0] = grid[y][-1] = wall
ship = Ship(width / 2, height - 5)
entities.append(ship)
colors = [ 1, 3, 2, 6, 4, 5 ]
h = height / 10
for x in range(1, width / 7 - 1):
for y in range(1, 7):
entities.append(Block(x * 7, y * h + x / 2 % 2, 7, h, colors[y - 1]))
while True:
while select.select([ sys.stdin ], [], [], 0)[0]:
key = game.getch()
if key == curses.KEY_LEFT or key == ord('a') or key == ord('A'):
ship.shift(-1)
elif key == curses.KEY_RIGHT or key == ord('d') or key == ord('D'):
ship.shift(1)
elif key == ord(' '):
ship.spawn()
elif key == 0x1b or key == 3 or key == ord('q') or key == ord('Q'):
return
game.resize(height, width)
game.erase()
entities[:] = [ ent for ent in entities if ent.tick(game) ]
status.hline(0, 0, curses.ACS_HLINE, width)
status.addch(0, 2, curses.ACS_RTEE)
status.addstr(' SCORE: ', curses.A_BOLD | curses.color_pair(4))
status.addstr('%s/%s ' % (Block.killed, Block.total), curses.A_BOLD)
status.addch(curses.ACS_VLINE)
status.addstr(' DEATHS: ', curses.A_BOLD | curses.color_pair(4))
status.addstr('%s ' % Ball.killed, curses.A_BOLD)
status.addch(curses.ACS_LTEE)
if Block.killed == Block.total:
message = ' A WINNER IS YOU!! '
i = int(time.time() / 0.8)
for x in range(width):
for y in range(6):
game.addch(height / 2 + y - 3 + (x / 8 + i) % 2, x,
curses.ACS_BLOCK,
curses.A_BOLD | curses.color_pair(colors[y]))
game.addstr(height / 2, (width - len(message)) / 2, message,
curses.A_BOLD | curses.color_pair(7))
game.refresh()
status.refresh()
time.sleep(0.05)
try:
curses.wrapper(main)
print ('You destroyed %s blocks out of %s with %s deaths.' %
(Block.killed, Block.total, Ball.killed))
except PowerOverwhelmingException as e:
print e