summaryrefslogtreecommitdiff
path: root/examples/space_invaders/space_invaders.py
blob: 60c3969301732f2094ba639a938b9350f497f5ea (plain)
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
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
import curses
import logging
import random
import re
import textwrap
import time

from sqlalchemy import Column
from sqlalchemy import create_engine
from sqlalchemy import ForeignKey
from sqlalchemy import func
from sqlalchemy import Integer
from sqlalchemy import String
from sqlalchemy.ext.declarative import declarative_base
from sqlalchemy.ext.hybrid import hybrid_method
from sqlalchemy.ext.hybrid import hybrid_property
from sqlalchemy.orm import joinedload
from sqlalchemy.orm import relationship
from sqlalchemy.orm import Session


logging.basicConfig(
    filename="space_invaders.log",
    format="%(asctime)s,%(msecs)03d %(levelname)-5.5s %(message)s",
)
logging.getLogger("sqlalchemy.engine").setLevel(logging.INFO)

Base = declarative_base()

WINDOW_LEFT = 10
WINDOW_TOP = 2
WINDOW_WIDTH = 70
WINDOW_HEIGHT = 34
VERT_PADDING = 2
HORIZ_PADDING = 5
ENEMY_VERT_SPACING = 4
MAX_X = WINDOW_WIDTH - HORIZ_PADDING
MAX_Y = WINDOW_HEIGHT - VERT_PADDING
LEFT_KEY = ord("j")
RIGHT_KEY = ord("l")
FIRE_KEY = ord(" ")
PAUSE_KEY = ord("p")

COLOR_MAP = {
    "K": curses.COLOR_BLACK,
    "B": curses.COLOR_BLUE,
    "C": curses.COLOR_CYAN,
    "G": curses.COLOR_GREEN,
    "M": curses.COLOR_MAGENTA,
    "R": curses.COLOR_RED,
    "W": curses.COLOR_WHITE,
    "Y": curses.COLOR_YELLOW,
}


class Glyph(Base):
    """Describe a "glyph", a graphical element
    to be painted on the screen.

    """

    __tablename__ = "glyph"
    id = Column(Integer, primary_key=True)
    name = Column(String)
    type = Column(String)
    width = Column(Integer)
    height = Column(Integer)
    data = Column(String)
    alt_data = Column(String)
    __mapper_args__ = {"polymorphic_on": type}

    def __init__(self, name, img, alt=None):
        self.name = name
        self.data, self.width, self.height = self._encode_glyph(img)
        if alt is not None:
            self.alt_data, alt_w, alt_h = self._encode_glyph(alt)

    def _encode_glyph(self, img):
        """Receive a textual description of the glyph and
        encode into a format understood by
        GlyphCoordinate.render().

        """
        img = re.sub(r"^\n", "", textwrap.dedent(img))
        color = "W"
        lines = [line.rstrip() for line in img.split("\n")]
        data = []
        for line in lines:
            render_line = []
            line = list(line)
            while line:
                char = line.pop(0)
                if char == "#":
                    color = line.pop(0)
                    continue
                render_line.append((color, char))
            data.append(render_line)
        width = max([len(rl) for rl in data])
        data = "".join(
            "".join("%s%s" % (color, char) for color, char in render_line)
            + ("W " * (width - len(render_line)))
            for render_line in data
        )
        return data, width, len(lines)

    def glyph_for_state(self, coord, state):
        """Return the appropriate data representation
        for this Glyph, based on the current coordinates
        and state.

        Subclasses may override this to provide animations.

        """
        return self.data


class GlyphCoordinate(Base):
    """Describe a glyph rendered at a certain x, y coordinate.

    The GlyphCoordinate may also include optional values
    such as the tick at time of render, a label, and a
    score value.

    """

    __tablename__ = "glyph_coordinate"
    id = Column(Integer, primary_key=True)
    glyph_id = Column(Integer, ForeignKey("glyph.id"))
    x = Column(Integer)
    y = Column(Integer)
    tick = Column(Integer)
    label = Column(String)
    score = Column(Integer)
    glyph = relationship(Glyph, innerjoin=True)

    def __init__(
        self, session, glyph_name, x, y, tick=None, label=None, score=None
    ):
        self.glyph = session.query(Glyph).filter_by(name=glyph_name).one()
        self.x = x
        self.y = y
        self.tick = tick
        self.label = label
        self.score = score
        session.add(self)

    def render(self, window, state):
        """Render the Glyph at this position."""

        col = 0
        row = 0
        glyph = self.glyph
        data = glyph.glyph_for_state(self, state)
        for color, char in [
            (data[i], data[i + 1]) for i in range(0, len(data), 2)
        ]:

            x = self.x + col
            y = self.y + row
            if 0 <= x <= MAX_X and 0 <= y <= MAX_Y:
                window.addstr(
                    y + VERT_PADDING,
                    x + HORIZ_PADDING,
                    char,
                    _COLOR_PAIRS[color],
                )
            col += 1
            if col == glyph.width:
                col = 0
                row += 1
        if self.label:
            self._render_label(window, False)

    def _render_label(self, window, blank):
        label = self.label if not blank else " " * len(self.label)
        if self.x + self.width + len(self.label) < MAX_X:
            window.addstr(self.y, self.x + self.width, label)
        else:
            window.addstr(self.y, self.x - len(self.label), label)

    def blank(self, window):
        """Render a blank box for this glyph's position and size."""

        glyph = self.glyph
        x = min(max(self.x, 0), MAX_X)
        width = min(glyph.width, MAX_X - x) or 1
        for y_a in range(self.y, self.y + glyph.height):
            y = y_a
            window.addstr(y + VERT_PADDING, x + HORIZ_PADDING, " " * width)

        if self.label:
            self._render_label(window, True)

    @hybrid_property
    def width(self):
        return self.glyph.width

    @width.expression
    def width(cls):
        return Glyph.width

    @hybrid_property
    def height(self):
        return self.glyph.height

    @height.expression
    def height(cls):
        return Glyph.height

    @hybrid_property
    def bottom_bound(self):
        return self.y + self.height >= MAX_Y

    @hybrid_property
    def top_bound(self):
        return self.y <= 0

    @hybrid_property
    def left_bound(self):
        return self.x <= 0

    @hybrid_property
    def right_bound(self):
        return self.x + self.width >= MAX_X

    @hybrid_property
    def right_edge_bound(self):
        return self.x > MAX_X

    @hybrid_method
    def intersects(self, other):
        """Return True if this GlyphCoordinate intersects with
        the given GlyphCoordinate."""

        return ~(
            (self.x + self.width < other.x) | (self.x > other.x + other.width)
        ) & ~(
            (self.y + self.height < other.y)
            | (self.y > other.y + other.height)
        )


class EnemyGlyph(Glyph):
    """Describe an enemy."""

    __mapper_args__ = {"polymorphic_identity": "enemy"}


class ArmyGlyph(EnemyGlyph):
    """Describe an enemy that's part of the "army"."""

    __mapper_args__ = {"polymorphic_identity": "army"}

    def glyph_for_state(self, coord, state):
        if state["flip"]:
            return self.alt_data
        else:
            return self.data


class SaucerGlyph(EnemyGlyph):
    """Describe the enemy saucer flying overhead."""

    __mapper_args__ = {"polymorphic_identity": "saucer"}

    def glyph_for_state(self, coord, state):
        if state["flip"] == 0:
            return self.alt_data
        else:
            return self.data


class MessageGlyph(Glyph):
    """Describe a glyph for displaying a message."""

    __mapper_args__ = {"polymorphic_identity": "message"}


class PlayerGlyph(Glyph):
    """Describe a glyph representing the player."""

    __mapper_args__ = {"polymorphic_identity": "player"}


class MissileGlyph(Glyph):
    """Describe a glyph representing a missile."""

    __mapper_args__ = {"polymorphic_identity": "missile"}


class SplatGlyph(Glyph):
    """Describe a glyph representing a "splat"."""

    __mapper_args__ = {"polymorphic_identity": "splat"}

    def glyph_for_state(self, coord, state):
        age = state["tick"] - coord.tick
        if age > 5:
            return self.alt_data
        else:
            return self.data


def init_glyph(session):
    """Create the glyphs used during play."""

    enemy1 = ArmyGlyph(
        "enemy1",
        """
         #W-#B^#R-#B^#W-
         #G|   |
        """,
        """
         #W>#B^#R-#B^#W<
         #G^   ^
        """,
    )

    enemy2 = ArmyGlyph(
        "enemy2",
        """
         #W***
        #R<#C~~~#R>
        """,
        """
         #W@@@
        #R<#C---#R>
        """,
    )

    enemy3 = ArmyGlyph(
        "enemy3",
        """
        #Y((--))
        #M-~-~-~
        """,
        """
        #Y[[--]]
        #M~-~-~-
        """,
    )

    saucer = SaucerGlyph(
        "saucer",
        """#R~#Y^#R~#G<<((=#WOO#G=))>>""",
        """#Y^#R~#Y^#G<<((=#WOO#G=))>>""",
    )

    splat1 = SplatGlyph(
        "splat1",
        """
             #WVVVVV
            #W> #R*** #W<
             #W^^^^^
        """,
        """
                #M|
             #M- #Y+++ #M-
                #M|
        """,
    )

    ship = PlayerGlyph(
        "ship",
        """
       #Y^
     #G=====
    """,
    )

    missile = MissileGlyph(
        "missile",
        """
        |
    """,
    )

    start = MessageGlyph(
        "start_message",
        "J = move left; L = move right; SPACE = fire\n"
        "           #GPress any key to start",
    )
    lose = MessageGlyph("lose_message", "#YY O U  L O S E ! ! !")
    win = MessageGlyph("win_message", "#RL E V E L  C L E A R E D ! ! !")
    paused = MessageGlyph(
        "pause_message", "#WP A U S E D\n#GPress P to continue"
    )
    session.add_all(
        [
            enemy1,
            enemy2,
            enemy3,
            ship,
            saucer,
            missile,
            start,
            lose,
            win,
            paused,
            splat1,
        ]
    )


def setup_curses():
    """Setup terminal/curses state."""

    window = curses.initscr()
    curses.noecho()

    window = curses.newwin(
        WINDOW_HEIGHT + (VERT_PADDING * 2),
        WINDOW_WIDTH + (HORIZ_PADDING * 2),
        WINDOW_TOP - VERT_PADDING,
        WINDOW_LEFT - HORIZ_PADDING,
    )
    curses.start_color()

    global _COLOR_PAIRS
    _COLOR_PAIRS = {}
    for i, (k, v) in enumerate(COLOR_MAP.items(), 1):
        curses.init_pair(i, v, curses.COLOR_BLACK)
        _COLOR_PAIRS[k] = curses.color_pair(i)
    return window


def init_positions(session):
    """Establish a new field of play.

    This generates GlyphCoordinate objects
    and persists them to the database.

    """

    # delete all existing coordinates
    session.query(GlyphCoordinate).delete()

    session.add(
        GlyphCoordinate(
            session, "ship", WINDOW_WIDTH // 2 - 2, WINDOW_HEIGHT - 4
        )
    )

    arrangement = (
        ("enemy3", 50),
        ("enemy2", 25),
        ("enemy1", 10),
        ("enemy2", 25),
        ("enemy1", 10),
    )
    for (ship_vert, (etype, score)) in zip(
        range(5, 30, ENEMY_VERT_SPACING), arrangement
    ):
        for ship_horiz in range(0, 50, 10):
            session.add(
                GlyphCoordinate(
                    session, etype, ship_horiz, ship_vert, score=score
                )
            )


def draw(session, window, state):
    """Load all current GlyphCoordinate objects from the
    database and render.

    """
    for gcoord in session.query(GlyphCoordinate).options(
        joinedload(GlyphCoordinate.glyph)
    ):
        gcoord.render(window, state)
    window.addstr(1, WINDOW_WIDTH - 5, "Score: %.4d" % state["score"])
    window.move(0, 0)
    window.refresh()


def check_win(session, state):
    """Return the number of army glyphs remaining -
    the player wins if this is zero."""

    return (
        session.query(func.count(GlyphCoordinate.id))
        .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
        .scalar()
    )


def check_lose(session, state):
    """Return the number of army glyphs either colliding
    with the player or hitting the bottom of the screen.

    The player loses if this is non-zero."""

    player = state["player"]
    return (
        session.query(GlyphCoordinate)
        .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
        .filter(
            GlyphCoordinate.intersects(player) | GlyphCoordinate.bottom_bound
        )
        .count()
    )


def render_message(session, window, msg, x, y):
    """Render a message glyph.

    Clears the area beneath the message first
    and assumes the display will be paused
    afterwards.

    """
    # create message box
    msg = GlyphCoordinate(session, msg, x, y)

    # clear existing glyphs which intersect
    for gly in (
        session.query(GlyphCoordinate)
        .join(GlyphCoordinate.glyph)
        .filter(GlyphCoordinate.intersects(msg))
    ):
        gly.blank(window)

    # render
    msg.render(window, {})
    window.refresh()
    return msg


def win(session, window, state):
    """Handle the win case."""
    render_message(session, window, "win_message", 15, 15)
    time.sleep(2)
    start(session, window, state, True)


def lose(session, window, state):
    """Handle the lose case."""
    render_message(session, window, "lose_message", 15, 15)
    time.sleep(2)
    start(session, window, state)


def pause(session, window, state):
    """Pause the game."""
    msg = render_message(session, window, "pause_message", 15, 15)
    prompt(window)
    msg.blank(window)
    session.delete(msg)


def prompt(window):
    """Display a prompt, quashing any keystrokes
    which might have remained."""

    window.move(0, 0)
    window.nodelay(1)
    window.getch()
    window.nodelay(0)
    window.getch()
    window.nodelay(1)


def move_army(session, window, state):
    """Update the army position based on the current
    size of the field."""
    speed = 30 // 25 * state["num_enemies"]

    flip = (state["tick"] % speed) == 0

    if not flip:
        return
    else:
        state["flip"] = not state["flip"]

    x_slide = 1

    # get the lower/upper boundaries of the army
    # along the X axis.
    min_x, max_x = (
        session.query(
            func.min(GlyphCoordinate.x),
            func.max(GlyphCoordinate.x + GlyphCoordinate.width),
        )
        .join(GlyphCoordinate.glyph.of_type(ArmyGlyph))
        .first()
    )

    if min_x is None or max_x is None:
        # no enemies
        return

    direction = state["army_direction"]
    move_y = False
    if direction == 0 and max_x + x_slide >= MAX_X:
        direction = state["army_direction"] = 1
        move_y = True
    elif direction == 1 and min_x - x_slide <= 0:
        direction = state["army_direction"] = 0
        move_y = True

    for enemy_g in session.query(GlyphCoordinate).join(
        GlyphCoordinate.glyph.of_type(ArmyGlyph)
    ):
        enemy_g.blank(window)

        if move_y:
            enemy_g.y += 1
        elif direction == 0:
            enemy_g.x += x_slide
        elif direction == 1:
            enemy_g.x -= x_slide


def move_player(session, window, state):
    """Receive player input and adjust state."""

    ch = window.getch()
    if ch not in (LEFT_KEY, RIGHT_KEY, FIRE_KEY, PAUSE_KEY):
        return
    elif ch == PAUSE_KEY:
        pause(session, window, state)
        return

    player = state["player"]
    if ch == RIGHT_KEY and not player.right_bound:
        player.blank(window)
        player.x += 1
    elif ch == LEFT_KEY and not player.left_bound:
        player.blank(window)
        player.x -= 1
    elif ch == FIRE_KEY and state["missile"] is None:
        state["missile"] = GlyphCoordinate(
            session, "missile", player.x + 3, player.y - 1
        )


def move_missile(session, window, state):
    """Update the status of the current missile, if any."""

    if state["missile"] is None or state["tick"] % 2 != 0:
        return

    missile = state["missile"]

    # locate enemy glyphs which intersect with the
    # missile's current position; i.e. a hit
    glyph = (
        session.query(GlyphCoordinate)
        .join(GlyphCoordinate.glyph.of_type(EnemyGlyph))
        .filter(GlyphCoordinate.intersects(missile))
        .first()
    )
    missile.blank(window)
    if glyph or missile.top_bound:
        # missile is done
        session.delete(missile)
        state["missile"] = None
        if glyph:
            # score!
            score(session, window, state, glyph)
    else:
        # move missile up one character.
        missile.y -= 1


def move_saucer(session, window, state):
    """Update the status of the saucer."""

    saucer_interval = 500
    saucer_speed_interval = 4
    if state["saucer"] is None and state["tick"] % saucer_interval != 0:
        return

    if state["saucer"] is None:
        state["saucer"] = saucer = GlyphCoordinate(
            session, "saucer", -6, 1, score=random.randrange(100, 600, 100)
        )
    elif state["tick"] % saucer_speed_interval == 0:
        saucer = state["saucer"]
        saucer.blank(window)
        saucer.x += 1
        if saucer.right_edge_bound:
            session.delete(saucer)
            state["saucer"] = None


def update_splat(session, window, state):
    """Render splat animations."""

    for splat in session.query(GlyphCoordinate).join(
        GlyphCoordinate.glyph.of_type(SplatGlyph)
    ):
        age = state["tick"] - splat.tick
        if age > 10:
            splat.blank(window)
            session.delete(splat)
        else:
            splat.render(window, state)


def score(session, window, state, glyph):
    """Process a glyph intersecting with a missile."""

    glyph.blank(window)
    session.delete(glyph)
    if state["saucer"] is glyph:
        state["saucer"] = None
    state["score"] += glyph.score
    # render a splat !
    GlyphCoordinate(
        session,
        "splat1",
        glyph.x,
        glyph.y,
        tick=state["tick"],
        label=str(glyph.score),
    )


def update_state(session, window, state):
    """Update all state for each game tick."""

    num_enemies = state["num_enemies"] = check_win(session, state)
    if num_enemies == 0:
        win(session, window, state)
    elif check_lose(session, state):
        lose(session, window, state)
    else:
        # update the tick counter.
        state["tick"] += 1
        move_player(session, window, state)
        move_missile(session, window, state)
        move_army(session, window, state)
        move_saucer(session, window, state)
        update_splat(session, window, state)


def start(session, window, state, continue_=False):
    """Start a new field of play."""

    render_message(session, window, "start_message", 15, 20)
    prompt(window)

    init_positions(session)

    player = (
        session.query(GlyphCoordinate)
        .join(GlyphCoordinate.glyph.of_type(PlayerGlyph))
        .one()
    )
    state.update(
        {
            "field_pos": 0,
            "alt": False,
            "tick": 0,
            "missile": None,
            "saucer": None,
            "player": player,
            "army_direction": 0,
            "flip": False,
        }
    )
    if not continue_:
        state["score"] = 0

    window.clear()
    window.box()
    draw(session, window, state)


def main():
    """Initialize the database and establish the game loop."""

    e = create_engine("sqlite://")
    Base.metadata.create_all(e)
    session = Session(e)
    init_glyph(session)
    session.commit()
    window = setup_curses()
    state = {}
    start(session, window, state)
    while True:
        update_state(session, window, state)
        draw(session, window, state)
        time.sleep(0.01)


if __name__ == "__main__":
    main()