mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-26 15:57:56 +01:00
Goblin fighter (#4037)
* touching publish.yml * WIP Investigate how to build random maze * Fix maze rendering * Use line canvas for rendering * Move around the maze * Code cleanup * Infinite maze * Fight goblins * Generate new npcs on new maps * Code cleanup * Make it possible to die * Fix variable naming * Refactored Mazing to use Commmands and KeyBindings. Code cleanup of Mazing. Refactored Snake to use KeyBindings/Commmands + some code cleanup * Fix bug where your health would regenerate when reaching end making it impossible to loose. --------- Co-authored-by: Tig <tig@users.noreply.github.com>
This commit is contained in:
405
UICatalog/Scenarios/Mazing.cs
Normal file
405
UICatalog/Scenarios/Mazing.cs
Normal file
@@ -0,0 +1,405 @@
|
||||
#nullable enable
|
||||
using System.Text;
|
||||
using Terminal.Gui;
|
||||
|
||||
namespace UICatalog.Scenarios;
|
||||
|
||||
[ScenarioMetadata ("A Mazing", "Illustrates how to make a basic maze game.")]
|
||||
[ScenarioCategory ("Drawing")]
|
||||
[ScenarioCategory ("Mouse and KeyBoard")]
|
||||
[ScenarioCategory ("Games")]
|
||||
public class Mazing : Scenario
|
||||
{
|
||||
private Toplevel? _top;
|
||||
private MazeGenerator? _m;
|
||||
|
||||
private List<Point>? _potions;
|
||||
private List<Point>? _goblins;
|
||||
private string? _message;
|
||||
private bool _dead;
|
||||
|
||||
public override void Main ()
|
||||
{
|
||||
Application.Init ();
|
||||
_top = new ();
|
||||
|
||||
_m = new ();
|
||||
|
||||
GenerateNpcs ();
|
||||
|
||||
// Define the keys for movement
|
||||
_top.KeyBindings.Add (Key.CursorLeft, Command.Left);
|
||||
_top.KeyBindings.Add (Key.CursorRight, Command.Right);
|
||||
_top.KeyBindings.Add (Key.CursorUp, Command.Up);
|
||||
_top.KeyBindings.Add (Key.CursorDown, Command.Down);
|
||||
|
||||
// Changing the key-bindings of a View is not allowed, however,
|
||||
// by default, Toplevel does't bind any of our movement keys, so
|
||||
// we can take advantage of the CommandNotBound event to handle them
|
||||
//
|
||||
// An alternative implementation would be to create a TopLevel subclass that
|
||||
// calls AddCommand/KeyBindings.Add in the constructor. See the Snake game scenario
|
||||
// for an example.
|
||||
_top.CommandNotBound += TopCommandNotBound;
|
||||
|
||||
_top.DrawingContent += (s, _) =>
|
||||
{
|
||||
if (s is not Toplevel top)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Build maze
|
||||
var lc = new LineCanvas (_m.BuildWallLinesFromMaze ());
|
||||
|
||||
// Print maze
|
||||
foreach (KeyValuePair<Point, Rune> p in lc.GetMap ())
|
||||
{
|
||||
top.Move (p.Key.X, p.Key.Y);
|
||||
top.AddRune (p.Value);
|
||||
}
|
||||
|
||||
// Draw objects
|
||||
top.Move (_m.Start.X, _m.Start.Y);
|
||||
top.AddStr ("s");
|
||||
|
||||
top.Move (_m.End.X, _m.End.Y);
|
||||
top.AddStr ("e");
|
||||
|
||||
top.Move (_m.Player.X, _m.Player.Y);
|
||||
top.SetAttribute (new (Color.Cyan, top.GetNormalColor ().Background));
|
||||
top.AddStr (_dead ? "x" : "@");
|
||||
|
||||
// Draw goblins
|
||||
foreach (Point goblin in _goblins!)
|
||||
{
|
||||
top.Move (goblin.X, goblin.Y);
|
||||
top.SetAttribute (new (Color.Red, top.GetNormalColor ().Background));
|
||||
top.AddStr ("G");
|
||||
}
|
||||
|
||||
// Draw potions
|
||||
foreach (Point potion in _potions!)
|
||||
{
|
||||
top.Move (potion.X, potion.Y);
|
||||
top.SetAttribute (new (Color.Yellow, top.GetNormalColor ().Background));
|
||||
top.AddStr ("p");
|
||||
}
|
||||
|
||||
// Draw UI
|
||||
top.SetAttribute (top.GetNormalColor ());
|
||||
|
||||
var g = new Gradient ([new (Color.Red), new (Color.BrightGreen)], [10]);
|
||||
top.Move (_m.MazeWidth + 1, 0);
|
||||
top.AddStr ("Name: Sir Flibble");
|
||||
top.Move (_m.MazeWidth + 1, 1);
|
||||
top.AddStr ("HP:");
|
||||
|
||||
for (var i = 0; i < _m.PlayerHp; i++)
|
||||
{
|
||||
top.Move (_m.MazeWidth + 1 + "HP:".Length + i, 1);
|
||||
top.SetAttribute (new (g.GetColorAtFraction (i / 20f)));
|
||||
top.AddRune ('█');
|
||||
}
|
||||
|
||||
top.SetAttribute (top.GetNormalColor ());
|
||||
|
||||
if (!string.IsNullOrWhiteSpace (_message))
|
||||
{
|
||||
top.Move (_m.MazeWidth + 2, 2);
|
||||
top.AddStr (_message);
|
||||
}
|
||||
};
|
||||
|
||||
Application.Run (_top);
|
||||
|
||||
_top.Dispose ();
|
||||
Application.Shutdown ();
|
||||
}
|
||||
|
||||
private void GenerateNpcs ()
|
||||
{
|
||||
_goblins = _m?.GenerateSpawnLocations (3, []); // Generate 3 goblins
|
||||
_potions = _m?.GenerateSpawnLocations (3, _goblins!); // Generate 3 potions
|
||||
}
|
||||
|
||||
private void TopCommandNotBound (object? sender, CommandEventArgs e)
|
||||
{
|
||||
if (_dead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Point newPos = _m.Player;
|
||||
|
||||
Command? command = e.Context?.Command;
|
||||
|
||||
if (command == Command.Left)
|
||||
{
|
||||
newPos = _m.Player with { X = _m.Player.X - 1 };
|
||||
}
|
||||
|
||||
if (command == Command.Right)
|
||||
{
|
||||
newPos = _m.Player with { X = _m.Player.X + 1 };
|
||||
}
|
||||
|
||||
if (command == Command.Up)
|
||||
{
|
||||
newPos = _m.Player with { Y = _m.Player.Y - 1 };
|
||||
}
|
||||
|
||||
if (command == Command.Down)
|
||||
{
|
||||
newPos = _m.Player with { Y = _m.Player.Y + 1 };
|
||||
}
|
||||
|
||||
// Only move if in bounds and it's a path
|
||||
if (newPos.X >= 0 && newPos.X < _m._maze.GetLength (1) && newPos.Y >= 0 && newPos.Y < _m._maze.GetLength (0) && _m._maze [newPos.Y, newPos.X] == 0)
|
||||
{
|
||||
_m.Player = newPos;
|
||||
|
||||
// Check if player is on a goblin
|
||||
if (_goblins!.Contains (_m.Player))
|
||||
{
|
||||
_message = "You fight a goblin!";
|
||||
_m.PlayerHp -= 5; // Decrease player's HP when attacked
|
||||
|
||||
// Remove the goblin
|
||||
_goblins.Remove (_m.Player);
|
||||
|
||||
// Check if player is dead
|
||||
if (_m.PlayerHp <= 0)
|
||||
{
|
||||
_message = "You died!";
|
||||
Application.Top!.SetNeedsDraw (); // trigger redraw
|
||||
_dead = true;
|
||||
|
||||
return; // Stop further action if dead
|
||||
}
|
||||
}
|
||||
else if (_potions!.Contains (_m.Player))
|
||||
{
|
||||
_message = "You drink a health potion!";
|
||||
_m.PlayerHp = Math.Min (20, _m.PlayerHp + 5); // increase player's HP when drinking potion
|
||||
|
||||
// Remove the potion
|
||||
_potions.Remove (_m.Player);
|
||||
}
|
||||
else
|
||||
{
|
||||
_message = string.Empty;
|
||||
}
|
||||
|
||||
Application.Top!.SetNeedsDraw (); // trigger redraw
|
||||
}
|
||||
|
||||
// Optional win condition:
|
||||
if (_m.Player == _m.End)
|
||||
{
|
||||
var hp = _m.PlayerHp;
|
||||
_m = new (); // Generate a new maze
|
||||
_m.PlayerHp = hp;
|
||||
GenerateNpcs ();
|
||||
Application.Top!.SetNeedsDraw (); // trigger redraw
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal class MazeGenerator
|
||||
{
|
||||
private const int WIDTH = 20;
|
||||
private const int HEIGHT = 10;
|
||||
public int [,] _maze;
|
||||
public Random Rand { get; } = new ();
|
||||
public Point Start { get; }
|
||||
public Point End { get; }
|
||||
public Point Player { get; set; }
|
||||
public int PlayerHp { get; set; } = 20;
|
||||
|
||||
// Private accessors for width and height
|
||||
public int MazeWidth => WIDTH * 2 + 1;
|
||||
public int MazeHeight => HEIGHT * 2 + 1;
|
||||
|
||||
public MazeGenerator ()
|
||||
{
|
||||
int w = WIDTH * 2 + 1;
|
||||
int h = HEIGHT * 2 + 1;
|
||||
_maze = new int [h, w];
|
||||
|
||||
// Fill with walls
|
||||
for (var y = 0; y < h; y++)
|
||||
for (var x = 0; x < w; x++)
|
||||
{
|
||||
_maze [y, x] = 1;
|
||||
}
|
||||
|
||||
// Start carving from a random odd cell
|
||||
int startX = Rand.Next (WIDTH) * 2 + 1;
|
||||
int startY = Rand.Next (HEIGHT) * 2 + 1;
|
||||
Carve (new (startX, startY));
|
||||
|
||||
// Set random entrance
|
||||
Start = GetRandomEdgePoint (w, h, true);
|
||||
_maze [Start.Y, Start.X] = 0;
|
||||
Player = Start;
|
||||
|
||||
// Set random exit (ensure it's not same as entrance)
|
||||
End = GetRandomEdgePoint (w, h, false, Start.X, Start.Y);
|
||||
_maze [End.Y, End.X] = 0;
|
||||
}
|
||||
|
||||
public List<StraightLine> BuildWallLinesFromMaze ()
|
||||
{
|
||||
List<StraightLine> lines = new ();
|
||||
|
||||
int h = _maze.GetLength (0);
|
||||
int w = _maze.GetLength (1);
|
||||
|
||||
// Horizontal lines
|
||||
for (var y = 0; y < h; y++)
|
||||
{
|
||||
var x = 0;
|
||||
|
||||
while (x < w)
|
||||
{
|
||||
if (_maze [y, x] == 1)
|
||||
{
|
||||
int startX = x;
|
||||
|
||||
while (x < w && _maze [y, x] == 1)
|
||||
{
|
||||
x++;
|
||||
}
|
||||
|
||||
int length = x - startX;
|
||||
|
||||
if (length > 1)
|
||||
{
|
||||
lines.Add (new (new (startX, y), length, Orientation.Horizontal, LineStyle.Single));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
x++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Vertical lines
|
||||
for (var x = 0; x < w; x++)
|
||||
{
|
||||
var y = 0;
|
||||
|
||||
while (y < h)
|
||||
{
|
||||
if (_maze [y, x] == 1)
|
||||
{
|
||||
int startY = y;
|
||||
|
||||
while (y < h && _maze [y, x] == 1)
|
||||
{
|
||||
y++;
|
||||
}
|
||||
|
||||
int length = y - startY;
|
||||
lines.Add (new (new (x, startY), length, Orientation.Vertical, LineStyle.Single));
|
||||
}
|
||||
else
|
||||
{
|
||||
y++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return lines;
|
||||
}
|
||||
|
||||
public List<Point> GenerateSpawnLocations (int count, List<Point> exclude)
|
||||
{
|
||||
// Create a new copy of the list so we can track exclusions
|
||||
exclude = exclude.ToList ();
|
||||
|
||||
List<Point> locations = new ();
|
||||
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
Point point;
|
||||
|
||||
do
|
||||
{
|
||||
point = new (Rand.Next (1, WIDTH * 2), Rand.Next (1, HEIGHT * 2));
|
||||
}
|
||||
|
||||
// Ensure the spawn point is not in the exclusion list and it's an open space (not a wall)
|
||||
while (exclude.Contains (point) || _maze [point.Y, point.X] != 0);
|
||||
|
||||
exclude.Add (point); // Mark this location as occupied
|
||||
locations.Add (point); // Add the location to the list
|
||||
}
|
||||
|
||||
return locations;
|
||||
}
|
||||
|
||||
private void Carve (Point p)
|
||||
{
|
||||
_maze [p.Y, p.X] = 0;
|
||||
|
||||
int [] [] dirs =
|
||||
{
|
||||
[0, -2],
|
||||
[0, 2],
|
||||
[-2, 0],
|
||||
[2, 0]
|
||||
};
|
||||
|
||||
Shuffle (dirs);
|
||||
|
||||
foreach (int [] dir in dirs)
|
||||
{
|
||||
int nx = p.X + dir [0], ny = p.Y + dir [1];
|
||||
|
||||
if (nx > 0 && ny > 0 && nx < WIDTH * 2 && ny < HEIGHT * 2 && _maze [ny, nx] == 1)
|
||||
{
|
||||
_maze [p.Y + dir [1] / 2, p.X + dir [0] / 2] = 0;
|
||||
Carve (new (nx, ny));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Shuffle (int [] [] array)
|
||||
{
|
||||
for (int i = array.Length - 1; i > 0; i--)
|
||||
{
|
||||
int j = Rand.Next (i + 1);
|
||||
int [] temp = array [i];
|
||||
array [i] = array [j];
|
||||
array [j] = temp;
|
||||
}
|
||||
}
|
||||
|
||||
private Point GetRandomEdgePoint (int w, int h, bool isEntrance, int avoidX = -1, int avoidY = -1)
|
||||
{
|
||||
List<Point> candidates = [];
|
||||
|
||||
for (var i = 1; i < h - 1; i += 2)
|
||||
{
|
||||
candidates.Add (new (0, i)); // Left edge
|
||||
candidates.Add (new (w - 1, i)); // Right edge
|
||||
}
|
||||
|
||||
for (var i = 1; i < w - 1; i += 2)
|
||||
{
|
||||
candidates.Add (new (i, 0)); // Top edge
|
||||
candidates.Add (new (i, h - 1)); // Bottom edge
|
||||
}
|
||||
|
||||
// Remove one if same as entrance
|
||||
if (!isEntrance)
|
||||
{
|
||||
candidates.RemoveAll (p => p.X == avoidX && p.Y == avoidY);
|
||||
}
|
||||
|
||||
return candidates [Rand.Next (candidates.Count)];
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using Terminal.Gui;
|
||||
|
||||
namespace UICatalog.Scenarios;
|
||||
@@ -11,9 +7,10 @@ namespace UICatalog.Scenarios;
|
||||
[ScenarioMetadata ("Snake", "The game of apple eating.")]
|
||||
[ScenarioCategory ("Colors")]
|
||||
[ScenarioCategory ("Drawing")]
|
||||
[ScenarioCategory ("Games")]
|
||||
public class Snake : Scenario
|
||||
{
|
||||
private bool isDisposed;
|
||||
private bool _isDisposed;
|
||||
|
||||
public override void Main ()
|
||||
{
|
||||
@@ -33,7 +30,7 @@ public class Snake : Scenario
|
||||
Task.Run (
|
||||
() =>
|
||||
{
|
||||
while (!isDisposed)
|
||||
while (!_isDisposed)
|
||||
{
|
||||
sw.Restart ();
|
||||
|
||||
@@ -60,7 +57,7 @@ public class Snake : Scenario
|
||||
|
||||
protected override void Dispose (bool disposing)
|
||||
{
|
||||
isDisposed = true;
|
||||
_isDisposed = true;
|
||||
base.Dispose (disposing);
|
||||
}
|
||||
|
||||
@@ -170,7 +167,7 @@ public class Snake : Scenario
|
||||
var middle = new Point (width / 2, height / 2);
|
||||
|
||||
// Start snake with a length of 2
|
||||
Snake = new List<Point> { middle, middle };
|
||||
Snake = new () { middle, middle };
|
||||
Apple = GetNewRandomApplePoint ();
|
||||
|
||||
SleepAfterAdvancingState = StartingSpeed;
|
||||
@@ -198,19 +195,19 @@ public class Snake : Scenario
|
||||
switch (CurrentDirection)
|
||||
{
|
||||
case Direction.Left:
|
||||
return new Point (Head.X - 1, Head.Y);
|
||||
return new (Head.X - 1, Head.Y);
|
||||
|
||||
case Direction.Right:
|
||||
return new Point (Head.X + 1, Head.Y);
|
||||
return new (Head.X + 1, Head.Y);
|
||||
|
||||
case Direction.Up:
|
||||
return new Point (Head.X, Head.Y - 1);
|
||||
return new (Head.X, Head.Y - 1);
|
||||
|
||||
case Direction.Down:
|
||||
return new Point (Head.X, Head.Y + 1);
|
||||
return new (Head.X, Head.Y + 1);
|
||||
}
|
||||
|
||||
throw new Exception ("Unknown direction");
|
||||
throw new ("Unknown direction");
|
||||
}
|
||||
|
||||
private Point GetNewRandomApplePoint ()
|
||||
@@ -302,7 +299,7 @@ public class Snake : Scenario
|
||||
State = state;
|
||||
CanFocus = true;
|
||||
|
||||
ColorScheme = new ColorScheme
|
||||
base.ColorScheme = new ()
|
||||
{
|
||||
Normal = white,
|
||||
Focus = white,
|
||||
@@ -310,21 +307,40 @@ public class Snake : Scenario
|
||||
HotFocus = white,
|
||||
Disabled = white
|
||||
};
|
||||
|
||||
KeyBindings.Add (Key.CursorLeft, Command.Left);
|
||||
KeyBindings.Add (Key.CursorRight, Command.Right);
|
||||
KeyBindings.Add (Key.CursorUp, Command.Up);
|
||||
KeyBindings.Add (Key.CursorDown, Command.Down);
|
||||
|
||||
AddCommand (Command.Left, () => SetDirection (Direction.Left));
|
||||
AddCommand (Command.Right, () => SetDirection (Direction.Right));
|
||||
AddCommand (Command.Up, () => SetDirection (Direction.Up));
|
||||
AddCommand (Command.Down, () => SetDirection (Direction.Down));
|
||||
|
||||
return;
|
||||
|
||||
bool? SetDirection (Direction direction)
|
||||
{
|
||||
State.PlannedDirection = direction;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public SnakeState State { get; }
|
||||
private SnakeState State { get; }
|
||||
|
||||
protected override bool OnDrawingContent ()
|
||||
{
|
||||
SetAttribute (white);
|
||||
ClearViewport (null);
|
||||
ClearViewport ();
|
||||
|
||||
var canvas = new LineCanvas ();
|
||||
|
||||
canvas.AddLine (Point.Empty, State.Width, Orientation.Horizontal, LineStyle.Double);
|
||||
canvas.AddLine (Point.Empty, State.Height, Orientation.Vertical, LineStyle.Double);
|
||||
canvas.AddLine (new Point (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
|
||||
canvas.AddLine (new Point (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
|
||||
canvas.AddLine (new (0, State.Height - 1), State.Width, Orientation.Horizontal, LineStyle.Double);
|
||||
canvas.AddLine (new (State.Width - 1, 0), State.Height, Orientation.Vertical, LineStyle.Double);
|
||||
|
||||
for (var i = 1; i < State.Snake.Count; i++)
|
||||
{
|
||||
@@ -355,39 +371,5 @@ public class Snake : Scenario
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// BUGBUG: Should (can) this use key bindings instead.
|
||||
protected override bool OnKeyDown (Key key)
|
||||
{
|
||||
if (key.KeyCode == KeyCode.CursorUp)
|
||||
{
|
||||
State.PlannedDirection = Direction.Up;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (key.KeyCode == KeyCode.CursorDown)
|
||||
{
|
||||
State.PlannedDirection = Direction.Down;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (key.KeyCode == KeyCode.CursorLeft)
|
||||
{
|
||||
State.PlannedDirection = Direction.Left;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (key.KeyCode == KeyCode.CursorRight)
|
||||
{
|
||||
State.PlannedDirection = Direction.Right;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user