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board.py
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from colorama import Fore, Back, Style
import os
from main import *
class Roll:
def __init__(self):
self.roll_x = 600
self.roll_y = 25
self.roll_symbol = []
self.roll_color = []
self.roll_type = []
self.roll_reference = []
for i in range(self.roll_x):
self.roll_symbol.append([' '] * self.roll_y)
self.roll_color.append([Back.LIGHTBLUE_EX + Fore.LIGHTWHITE_EX + Style.BRIGHT] * self.roll_y)
self.roll_type.append(["sky"] * self.roll_y)
self.roll_reference.append([""] * self.roll_y)
def symbol_update(self, x, y, marker):
self.roll_symbol[x][y] = marker
def color_update(self, x, y, marker):
self.roll_color[x][y] = marker
def type_update(self, x, y, type):
self.roll_type[x][y] = type
def reference_update(self, x, y, entity):
self.roll_reference[x][y] = entity
def roll_update(self, entity):
position = entity.get_position()
for i in range(len(entity.symbols)):
for j in range(len(entity.symbols[i])):
self.symbol_update(position['x'] + j, position['y'] + i, entity.symbols[i][j])
self.color_update(position['x'] + j, position['y'] + i, entity.symbol_colors[i][j])
self.type_update(position['x'] + j, position['y'] + i, entity.types[i][j])
self.reference_update(position['x'] + j, position['y'] + i, entity)
def roll_clear(self, entity):
position = entity.get_position()
for i in range(len(entity.symbols)):
for j in range(len(entity.symbols[i])):
self.symbol_update(position['x'] + j, position['y'] + i, ' ')
self.color_update(position['x'] + j, position['y'] + i, Fore.WHITE+Back.LIGHTBLUE_EX+Style.BRIGHT)
self.type_update(position['x'] + j, position['y'] + i, 'sky')
self.reference_update(position['x'] + j, position['y'] + i, '')
class Board:
def __init__(self, roll):
self.roll = roll
self.pointer = 0
self.blocks = []
self.colors = []
self.types = []
self.references = []
self.flag = 24
self.size_x = 80
self.size_y = 25
self.score = "00000"
self.stage = "1-1"
self.coins = "000"
self.lives = "3"
self.mario_x = 10
self.world_x = 30
self.coin_x = 50
self.lives_x = 70
self.header_ordinate = 1
self.mario_string = "MARIO"
self.world_string = "WORLD"
self.coin_string = "COINS"
self.lives_string = "LIVES"
self.boss = "none"
for i in range(self.size_x):
self.blocks.append([' ']*self.size_y)
for i in range(self.size_x):
self.colors.append([Back.LIGHTBLUE_EX + Style.BRIGHT]*self.size_y)
for i in range(self.size_x):
self.types.append(["sky"]*self.size_y)
for i in range(self.size_x):
self.references.append([""]*self.size_y)
self.initialize()
def symbol_update(self, x, y, marker):
self.blocks[x][y] = marker
def color_update(self, x, y, marker):
self.colors[x][y] = marker
def type_update(self, x, y, type):
self.types[x][y] = type
def reference_update(self, x, y, entity):
self.references[x][y] = entity
def get_symbol(self, x, y):
return self.blocks[x][y]
def get_color(self, x, y):
return self.colors[x][y]
def get_type(self, x, y):
if x < 0 or y < 0 or x > self.size_x - 1 or y > self.size_y - 1:
return "none"
else:
return self.types[x][y]
def get_reference(self, x, y):
return self.references[x][y]
def score_update(self, increase):
self.score = format((int(self.score) + increase), '05d')
self.string_renderer(self.score, self.mario_x, self.header_ordinate+1)
def coin_update(self, increase):
self.coins = format((int(self.coins) + increase), '03d')
self.string_renderer(self.coins, self.coin_x, self.header_ordinate+1)
def stage_update(self):
self.string_renderer(self.stage, self.world_x, self.header_ordinate+1)
def lives_update(self, decrease):
self.lives = format((int(self.lives) - decrease), '01d')
self.string_renderer(self.lives, self.lives_x, self.header_ordinate+1)
if self.lives == "0":
os.system('killall aplay')
os.system('clear')
self.print_board()
os.system('aplay -q sound/game_over.wav &')
print('Game Over')
time.sleep(1)
show_cursor()
sys.exit()
def header_update(self):
self.score_update(0)
self.stage_update()
self.coin_update(0)
self.lives_update(0)
self.string_renderer(self.mario_string, self.mario_x, self.header_ordinate)
self.string_renderer(self.world_string, self.world_x, self.header_ordinate)
self.string_renderer(self.coin_string, self.coin_x, self.header_ordinate)
self.string_renderer(self.lives_string, self.lives_x, self.header_ordinate)
def string_renderer(self, string, x, y):
for i in range(len(string)):
self.blocks[x+i][y] = string[i]
def shift(self):
if self.pointer > 500:
self.boss = Boss(70, 19, self)
self.boss.alive = True
self.roll.roll_update(self.boss)
for enemy in self.enemies:
enemy.update_path(-1)
enemy.update_position(-1, 0)
for i in range(1, self.size_x-1):
for j in range(3, self.size_y):
self.blocks[i-1][j] = self.blocks[i][j]
self.colors[i-1][j] = self.colors[i][j]
self.types[i-1][j] = self.types[i][j]
self.references[i-1][j] = self.references[i][j]
for j in range(3, self.size_y):
self.blocks[self.size_x-1][j] = self.roll.roll_symbol[self.flag+1][j]
self.colors[self.size_x-1][j] = self.roll.roll_color[self.flag+1][j]
self.types[self.size_x-1][j] = self.roll.roll_type[self.flag+1][j]
self.references[self.size_x-1][j] = self.roll.roll_reference[self.flag+1][j]
self.pointer = self.pointer + 1
self.flag += 1
def initialize(self):
for i in range(self.size_x):
for j in range(self.size_y):
self.blocks[i][j] = self.roll.roll_symbol[self.pointer+i][j]
self.colors[i][j] = self.roll.roll_color[self.pointer+i][j]
self.types[i][j] = self.roll.roll_type[self.pointer+i][j]
self.references[i][j] = self.roll.roll_reference[self.pointer+i][j]
self.flag = self.size_y - 1
self.header_update()
def restore(self, pointer=0):
self.pointer = pointer
self.lives_update(1)
for enemy in self.enemies:
enemy.restore()
self.initialize()
def people_renderer(self):
if self.player.alive:
self.player.render()
for enemy in self.enemies:
if enemy.alive:
enemy.render()
if self.boss != "none":
self.boss.render()
for bullet in self.boss.bullets:
bullet.render()
def people_update(self, player, enemies):
self.player = player
self.enemies = enemies
def board_update(self, entity):
position = entity.get_position()
for i in range(len(entity.symbols)):
for j in range(len(entity.symbols[i])):
self.symbol_update(position['x'] + j, position['y'] + i, entity.symbols[i][j])
self.color_update(position['x'] + j, position['y'] + i, entity.symbol_colors[i][j])
self.type_update(position['x'] + j, position['y'] + i, entity.types[i][j])
self.reference_update(position['x'] + j, position['y'] + i, entity)
def board_clear(self, entity):
position = entity.get_position()
for i in range(len(entity.symbols)):
for j in range(len(entity.symbols[i])):
self.symbol_update(position['x'] + j, position['y'] + i, ' ')
self.color_update(position['x'] + j, position['y'] + i, Back.LIGHTBLUE_EX + Style.BRIGHT)
self.type_update(position['x'] + j, position['y'] + i, "sky")
self.reference_update(position['x'] + j, position['y'] + i, "")
def print_board(self):
os.system('clear')
for j in range(self.size_y-1):
for i in range(self.size_x):
print(self.colors[i][j] + self.blocks[i][j] + Style.RESET_ALL, end="")
print('')