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316122c4e0
Summary: Phabricator, as we all know, is marketed as a fun adventure game. However, while it is occasionally fun and often an adventure, it's so far been sorely deficient in the game aspect. This patch aims to rectify that oversight. (Presence of the first two qualities is not guaranteed.) Note: In case there's any doubt, this is not a serious suggestion. I was bored. Test Plan: Seriously? Reviewers: epriestley Reviewed By: epriestley CC: aran, Korvin Differential Revision: https://secure.phabricator.com/D3026
202 lines
6 KiB
Python
Executable file
202 lines
6 KiB
Python
Executable file
#!/usr/bin/python
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import sys
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import time
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import select
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import curses
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import curses.wrapper
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entities = []
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grid = []
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class Wall:
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def collide(self, ball):
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return False
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class Block:
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killed = 0
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total = 0
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def __init__(self, x, y, w, h, c):
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self.x = x
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self.y = y
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self.w = w
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self.h = h
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self.fmt = curses.A_BOLD | curses.color_pair(c)
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self.alive = True
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for i in range(self.x, self.x + self.w):
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for j in range(self.y, self.y + self.h):
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grid[j + 1][i + 1] = self
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Block.total += 1
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def collide(self, ball):
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self.alive = False
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for i in range(self.x, self.x + self.w):
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for j in range(self.y, self.y + self.h):
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grid[j + 1][i + 1] = None
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Block.killed += 1
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return False
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def tick(self, win):
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if self.alive:
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for i in range(self.x, self.x + self.w):
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for j in range(self.y, self.y + self.h):
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win.addch(j, i, curses.ACS_BLOCK, self.fmt)
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return self.alive
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class Ball:
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alive = False
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killed = 0
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def __init__(self, x, y, vx, vy):
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self.x = x
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self.y = y
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self.vx = vx
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self.vy = vy
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Ball.alive = True
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def collide(self, ball):
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return True
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def encounter(self, dx, dy):
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ent = grid[self.y + dy + 1][self.x + dx + 1]
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if ent and not ent.collide(self):
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self.vx -= 2 * dx
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self.vy -= 2 * dy
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return ent
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def tick(self, win):
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while self.y < ship.y:
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if self.encounter((self.vx + self.vy) / 2, (self.vy - self.vx) / 2):
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continue
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if self.encounter((self.vx - self.vy) / 2, (self.vy + self.vx) / 2):
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continue
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if self.encounter(self.vx, self.vy):
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continue
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break
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self.x += self.vx
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self.y += self.vy
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try:
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win.addch(self.y, self.x, 'O')
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except curses.error:
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Ball.alive = False
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Ball.killed += 1
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return Ball.alive
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class Ship:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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self.hw = 10
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self.v = 4
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self.last = 1
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self.update()
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def update(self):
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grid[self.y + 1] = (
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[ None ] * (self.x - self.hw + 1) +
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[ self ] * (self.hw * 2 + 1) +
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[ None ] * (width - self.x - self.hw)
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)
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def collide(self, ball):
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ball.vy = -1
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if ball.x > self.x + self.hw / 2:
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ball.vx = 1
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elif ball.x < self.x - self.hw / 2:
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ball.vx = -1
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return True
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def shift(self, i):
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self.last = i
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self.x += self.v * i
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if self.x - self.hw < 0:
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self.x = self.hw
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elif self.x + self.hw >= width:
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self.x = width - self.hw - 1
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self.update()
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def spawn(self):
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if not Ball.alive:
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entities.append(Ball(self.x, self.y - 1, self.last, -1))
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def tick(self, win):
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if not Ball.alive:
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win.addch(self.y - 1, self.x, 'O')
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win.addch(self.y, self.x - self.hw, curses.ACS_LTEE)
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for i in range(-self.hw + 1, self.hw):
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win.addch(curses.ACS_HLINE)
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win.addch(curses.ACS_RTEE)
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return True
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def main(stdscr):
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global height, width, ship
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for i in range(1, 8):
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curses.init_pair(i, i, 0)
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curses.curs_set(0)
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curses.raw()
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height, width = stdscr.getmaxyx()
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status = curses.newwin(1, width, 0, 0)
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height -= 1
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game = curses.newwin(height, width, 1, 0)
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game.nodelay(1)
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game.keypad(1)
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grid[:] = [ [ None for x in range(width + 2) ] for y in range(height + 2) ]
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wall = Wall()
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for x in range(width + 2):
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grid[0][x] = wall
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for y in range(height + 2):
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grid[y][0] = grid[y][-1] = wall
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ship = Ship(width / 2, height - 5)
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entities.append(ship)
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colors = [ 1, 3, 2, 6, 4, 5 ]
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h = height / 10
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for x in range(1, width / 7 - 1):
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for y in range(1, 7):
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entities.append(Block(x * 7, y * h + x / 2 % 2, 7, h, colors[y - 1]))
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while True:
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while select.select([ sys.stdin ], [], [], 0)[0]:
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key = game.getch()
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if key == curses.KEY_LEFT or key == ord('a') or key == ord('A'):
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ship.shift(-1)
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elif key == curses.KEY_RIGHT or key == ord('d') or key == ord('D'):
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ship.shift(1)
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elif key == ord(' '):
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ship.spawn()
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elif key == 0x1b or key == 3 or key == ord('q') or key == ord('Q'):
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return
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game.resize(height, width)
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game.erase()
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entities[:] = [ ent for ent in entities if ent.tick(game) ]
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status.hline(0, 0, curses.ACS_HLINE, width)
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status.addch(0, 2, curses.ACS_RTEE)
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status.addstr(' SCORE: ', curses.A_BOLD | curses.color_pair(4))
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status.addstr('%s/%s ' % (Block.killed, Block.total), curses.A_BOLD)
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status.addch(curses.ACS_VLINE)
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status.addstr(' DEATHS: ', curses.A_BOLD | curses.color_pair(4))
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status.addstr('%s ' % Ball.killed, curses.A_BOLD)
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status.addch(curses.ACS_LTEE)
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if Block.killed == Block.total:
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message = ' A WINNER IS YOU!! '
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i = int(time.time() / 0.8)
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for x in range(width):
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for y in range(6):
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game.addch(height / 2 + y - 3 + (x / 8 + i) % 2, x,
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curses.ACS_BLOCK,
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curses.A_BOLD | curses.color_pair(colors[y]))
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game.addstr(height / 2, (width - len(message)) / 2, message,
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curses.A_BOLD | curses.color_pair(7))
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game.refresh()
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status.refresh()
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time.sleep(0.05)
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curses.wrapper(main)
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print ('You destroyed %s blocks out of %s with %s deaths.' %
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(Block.killed, Block.total, Ball.killed))
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