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phorge-arcanist/support/arcanoid/arcanoid.py
epriestley 246e604a07 Correct an issue when winning "arc anoid" with certain terminal dimensions
Summary: See PHI2085. Python 3 is stricter about integers and floats than Python 2 was, and we can end up passing a float where an integer was expected if the player wins "arc anoid" using a terminal with certain (most?) character dimensions.

Test Plan:
  - Modified "arcanoid.py" to win instantly.
  - Adjusted terminal window to 80x24, ran "arc anoid", reproduced crash.
  - Ran "python2 arcanoid.py" and observed old victory animation behavior.
  - Applied patch.
  - Ran "arc anoid" and observed identical victory animation behavior.

Differential Revision: https://secure.phabricator.com/D21667
2021-05-31 23:10:36 -07:00

235 lines
6.9 KiB
Python
Executable file

#!/usr/bin/env python3
import sys
import time
import select
import curses
from curses import 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 = int(round(x))
self.y = int(round(y))
self.w = int(round(w))
self.h = int(round(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 = int(round(x))
self.y = int(round(y))
self.vx = vx
self.vy = vy
Ball.alive = True
def collide(self, ball):
return True
def encounter(self, dx, dy):
dx = int(round(dx))
dy = int(round(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 = int(round(x))
self.y = int(round(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 < 32:
raise PowerOverwhelmingException(
'Your computer is not powerful enough to run "arc anoid". '
'It must support at least 32 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, int(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))
# See T8693. At the minimum display size, we only have room to render
# two characters for the death count, so just display "99" if the
# player has more than 99 deaths.
display_deaths = Ball.killed
if (display_deaths > 99):
display_deaths = 99
status.addstr('%s ' % display_deaths, 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(
int(height / 2 + y - 3 + (x / 8 + i) % 2),
x,
curses.ACS_BLOCK,
curses.A_BOLD | curses.color_pair(colors[y]))
game.addstr(
int(height / 2),
int((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)