几篇文章之前,有人建议我研究一下 Python 的 Asciimatics 库。我正在尝试使用以下方法来解决它:
- 样品-https://github.com/peterbrittain/asciimatics/tree/master/samples https://github.com/peterbrittain/asciimatics/tree/master/samples
- 文档 -https://asciimatics.readthedocs.io/en/stable/ https://asciimatics.readthedocs.io/en/stable/
然而,由于我是新手,我对其中的一些非常基本的东西仍然有点困惑。我知道,通过使用效果数组,您可以创建代码层,这些代码层将根据它们在数组中的位置覆盖屏幕上的信息。它们的索引号越小,来自它们的信息就越少(不可见)。
我想在代码中使用它。目标是将墙壁和脚印放在顶层,将蓝色圆圈放在底部。该代码部分有效,因此您仍然可以欣赏我的可视化效果:
# Programs generate exit point along the wall, then spawn bot in random location.
#He will move around and look for the exit, using different tools.
#7.0 - Program randomly moves from starting point and makes 9 different steps.
#It is forbidden for it to step in same place more than one.
#7.1 - Program not only moves, but also interact with the walls.
#It will not move on any wall or other forbidden point that can be added to the list.
#7.2 - Added circle around the bot that travels with him
from asciimatics.screen import Screen
import os
import random
import math
import time
os.system('mode con: cols=51')
def exit_point():
''' Randomly select the wall, where exit point will be.
Then select one random point along the line(wall) and create there exit point'''
global exitX
global exitY
wall = random.randint(1,4)
if wall == 1:
exitX = random.randint(1,49)
exitY = 0
elif wall == 2:
exitX = 49
exitY = random.randint(1,49)
elif wall == 3:
exitX = random.randint(1,49)
exitY = 49
elif wall == 4:
exitX = 0
exitY = random.randint(1,49)
def start_point():
''' Select coordinates for starting point inside the wall zone,
which is smaller by one then wall size, so it will not spawn it on the wall.'''
global startX
global startY
startX = random.randint(2,48)
startY = random.randint(2,48)
def setup(screen):
''' Creates wall image from #. Red # represents Exit.
Then create starting point and spawn our hero @.'''
screen.fill_polygon([[(0, 0), (50, 0), (50, 50), (0, 50)],[(1, 1), (49, 1), (49, 49), (1, 49)]])
exit_point()
screen.print_at("#", exitX, exitY, 1, 1)
start_point()
screen.print_at("@", startX, startY, 2, 1)
screen.refresh()
input()
def move(screen):
''' - First program will re-create walls, exit point and spawn our hero @.
- Then the wall is defined as array of points. Points are added to big,
global list of forbidden points, where no move can be made
- To the same list, starting point is added
- '''
#bring back setup screen, waste of code but more intuiative
screen.fill_polygon([[(0, 0), (50, 0), (50, 50), (0, 50)],[(1, 1), (49, 1), (49, 49), (1, 49)]])
screen.print_at("#", exitX, exitY, 1, 1)
screen.print_at("@", startX, startY, 2, 1)
#list of points where new point can not be created
forbidden_place = []
wall = []
for i in range(49):
point = [i,0]
wall.append(point) #wall no. 1
point = [49,i]
wall.append(point) #wall no. 2
point = [i,49]
wall.append(point) #wall no. 3
point = [0,i]
wall.append(point) #wall no. 4
forbidden_place = wall
#Add starting point to the forbidden points list
point = [startX,startY]
forbidden_place.append(point)
#moves and looking around animation
moves = 1
while moves < 500:
#radius around our here where it will see things. Right now it's nothing else like visualisatios.
radius = 10
for i in range(radius):
XL = -(round(math.sqrt(radius*radius-i*i))) #XL - X left, for X points on left side of the circle.
XR = (round(math.sqrt(radius*radius-i*i))) #XR - X right, for X points on right side of the circle.
Y = i #iterated after Y coordinate and calculate X for left and right
YU = (round(math.sqrt(radius*radius-i*i))) #YU - Y up, for Y points on the topside of the circle.
YD = -(round(math.sqrt(radius*radius-i*i))) #YD - Y down, for Y points on the downside of the circle.
X = i #iterated after X coordinate and calculate Y for top and bottom
if moves > 1:
#if is here, otherwise it will use exit point and delete points in circle around it
#this part inide the if will clear last points of the radius light,
#by using point where hero was one move before
screen.print_at(" ", XR + forbidden_place[-2][0], Y + forbidden_place[-2][1], 4, 1)
screen.print_at(" ", XL + forbidden_place[-2][0], Y + forbidden_place[-2][1], 4, 1)
#fill all holes after first two lines of the code, by making same circle, but rotated by 90deg
screen.print_at(" ", X + forbidden_place[-2][0], YU + forbidden_place[-2][1], 4, 1)
screen.print_at(" ", X + forbidden_place[-2][0], YD + forbidden_place[-2][1], 4, 1)
screen.print_at(" ", XR + forbidden_place[-2][0], -Y + forbidden_place[-2][1], 4, 1)
screen.print_at(" ", XL + forbidden_place[-2][0], -Y + forbidden_place[-2][1], 4, 1)
#fill all holes after first two lines of the code, by making same circle, but rotated by 90deg
screen.print_at(" ", -X + forbidden_place[-2][0], YU + forbidden_place[-2][1], 4, 1)
screen.print_at(" ", -X + forbidden_place[-2][0], YD + forbidden_place[-2][1], 4, 1)
screen.print_at("+", XR + forbidden_place[-1][0], Y + forbidden_place[-1][1], 4, 1)
screen.print_at("+", XL + forbidden_place[-1][0], Y + forbidden_place[-1][1], 4, 1)
screen.print_at("+", X + forbidden_place[-1][0], YU + forbidden_place[-1][1], 4, 1)
screen.print_at("+", X + forbidden_place[-1][0], YD + forbidden_place[-1][1], 4, 1)
screen.print_at("+", XR + forbidden_place[-1][0], -Y + forbidden_place[-1][1], 4, 1)
screen.print_at("+", XL + forbidden_place[-1][0], -Y + forbidden_place[-1][1], 4, 1)
screen.print_at("+", -X + forbidden_place[-1][0], YU + forbidden_place[-1][1], 4, 1)
screen.print_at("+", -X + forbidden_place[-1][0], YD + forbidden_place[-1][1], 4, 1)
#refresh wall visualisation, otherwise it would be 'eaten' by light.
#This part will be deleted after I learn how to use effects/scenes
screen.fill_polygon([[(0, 0), (50, 0), (50, 50), (0, 50)],[(1, 1), (49, 1), (49, 49), (1, 49)]])
screen.print_at("#", exitX, exitY, 1, 1)
#this part will generate movement points for our here.
#It will do it's best to not step in same place twice. So here will most likely stuck at some point.
#In future, there will be more logic that will allow him to move over his steps, if no other way is possible.
moveX = forbidden_place[-1][0] + random.randint(-1,1)
if moveX == forbidden_place[-1][0]:
moveY = forbidden_place[-1][1] + random.randrange(-1,2,2) #select between -1 and 1, but not 0
else:
moveY = forbidden_place[-1][1] + random.randint(-1,1) #select between -1 and 1, including 0
point = [moveX,moveY]
if point not in forbidden_place:
forbidden_place.append(point)
screen.print_at(".", forbidden_place[-2][0], forbidden_place[-2][1], 2, 1) #footprint of the hero
screen.print_at("@", moveX, moveY , 3, 1) #hero's current position
moves = moves + 1
else:
moveX = forbidden_place[-1][0] #if point is already on the list, to prevent it overwrite variable moveX and moveY
moveY = forbidden_place[-1][1] #the program will clear it, by assigning it to last legit value from trace list,
time.sleep(0.1)
screen.refresh()
input()
Screen.wrapper(setup)
Screen.wrapper(move)
input()