#nullable enable using System.Text; namespace UICatalog.Scenarios; [ScenarioMetadata ("A Mazing", "Illustrates how to make a basic maze game.")] [ScenarioCategory ("Drawing")] [ScenarioCategory ("Mouse and Keyboard")] [ScenarioCategory ("Games")] public class Mazing : Scenario { private Toplevel? _top; private MazeGenerator? _m; private List? _potions; private List? _goblins; private string? _message; private bool _dead; public override void Main () { Application.Init (); _top = new (); _m = new (); GenerateNpcs (); // Define the keys for movement _top.KeyBindings.Add (Key.CursorLeft, Command.Left); _top.KeyBindings.Add (Key.CursorRight, Command.Right); _top.KeyBindings.Add (Key.CursorUp, Command.Up); _top.KeyBindings.Add (Key.CursorDown, Command.Down); // Changing the key-bindings of a View is not allowed, however, // by default, Toplevel doesn't bind any of our movement keys, so // we can take advantage of the CommandNotBound event to handle them // // An alternative implementation would be to create a TopLevel subclass that // calls AddCommand/KeyBindings.Add in the constructor. See the Snake game scenario // for an example. _top.CommandNotBound += TopCommandNotBound; _top.DrawingContent += (s, _) => { if (s is not Toplevel top) { return; } // Build maze var lc = new LineCanvas (_m.BuildWallLinesFromMaze ()); // Print maze foreach (KeyValuePair p in lc.GetMap ()) { top.Move (p.Key.X, p.Key.Y); top.AddRune (p.Value); } // Draw objects top.Move (_m.Start.X, _m.Start.Y); top.AddStr ("s"); top.Move (_m.End.X, _m.End.Y); top.AddStr ("e"); top.Move (_m.Player.X, _m.Player.Y); top.SetAttribute (new (Color.Cyan, top.GetAttributeForRole (VisualRole.Normal).Background)); top.AddStr (_dead ? "x" : "@"); // Draw goblins foreach (Point goblin in _goblins!) { top.Move (goblin.X, goblin.Y); top.SetAttribute (new (Color.Red, top.GetAttributeForRole (VisualRole.Normal).Background)); top.AddStr ("G"); } // Draw potions foreach (Point potion in _potions!) { top.Move (potion.X, potion.Y); top.SetAttribute (new (Color.Yellow, top.GetAttributeForRole (VisualRole.Normal).Background)); top.AddStr ("p"); } // Draw UI top.SetAttribute (top.GetAttributeForRole (VisualRole.Normal)); var g = new Gradient ([new (Color.Red), new (Color.BrightGreen)], [10]); top.Move (_m.MazeWidth + 1, 0); top.AddStr ("Name: Sir Flibble"); top.Move (_m.MazeWidth + 1, 1); top.AddStr ("HP:"); for (var i = 0; i < _m.PlayerHp; i++) { top.Move (_m.MazeWidth + 1 + "HP:".Length + i, 1); top.SetAttribute (new (g.GetColorAtFraction (i / 20f))); top.AddRune ('█'); } top.SetAttribute (top.GetAttributeForRole (VisualRole.Normal)); if (!string.IsNullOrWhiteSpace (_message)) { top.Move (_m.MazeWidth + 2, 2); top.AddStr (_message); } }; Application.Run (_top); _top.Dispose (); Application.Shutdown (); } private void GenerateNpcs () { _goblins = _m?.GenerateSpawnLocations (3, []); // Generate 3 goblins _potions = _m?.GenerateSpawnLocations (3, _goblins!); // Generate 3 potions } private void TopCommandNotBound (object? sender, CommandEventArgs e) { if (_dead) { return; } Point newPos = _m.Player; Command? command = e.Context?.Command; if (command == Command.Left) { newPos = _m.Player with { X = _m.Player.X - 1 }; } if (command == Command.Right) { newPos = _m.Player with { X = _m.Player.X + 1 }; } if (command == Command.Up) { newPos = _m.Player with { Y = _m.Player.Y - 1 }; } if (command == Command.Down) { newPos = _m.Player with { Y = _m.Player.Y + 1 }; } // Only move if in bounds and it's a path if (newPos.X >= 0 && newPos.X < _m._maze.GetLength (1) && newPos.Y >= 0 && newPos.Y < _m._maze.GetLength (0) && _m._maze [newPos.Y, newPos.X] == 0) { _m.Player = newPos; // Check if player is on a goblin if (_goblins!.Contains (_m.Player)) { _message = "You fight a goblin!"; _m.PlayerHp -= 5; // Decrease player's HP when attacked // Remove the goblin _goblins.Remove (_m.Player); // Check if player is dead if (_m.PlayerHp <= 0) { _message = "You died!"; Application.Top!.SetNeedsDraw (); // trigger redraw _dead = true; return; // Stop further action if dead } } else if (_potions!.Contains (_m.Player)) { _message = "You drink a health potion!"; _m.PlayerHp = Math.Min (20, _m.PlayerHp + 5); // increase player's HP when drinking potion // Remove the potion _potions.Remove (_m.Player); } else { _message = string.Empty; } Application.Top!.SetNeedsDraw (); // trigger redraw } // Optional win condition: if (_m.Player == _m.End) { var hp = _m.PlayerHp; _m = new (); // Generate a new maze _m.PlayerHp = hp; GenerateNpcs (); Application.Top!.SetNeedsDraw (); // trigger redraw } } } internal class MazeGenerator { private const int WIDTH = 20; private const int HEIGHT = 10; public int [,] _maze; public Random Rand { get; } = new (); public Point Start { get; } public Point End { get; } public Point Player { get; set; } public int PlayerHp { get; set; } = 20; // Private accessors for width and height public int MazeWidth => WIDTH * 2 + 1; public int MazeHeight => HEIGHT * 2 + 1; public MazeGenerator () { int w = WIDTH * 2 + 1; int h = HEIGHT * 2 + 1; _maze = new int [h, w]; // Fill with walls for (var y = 0; y < h; y++) for (var x = 0; x < w; x++) { _maze [y, x] = 1; } // Start carving from a random odd cell int startX = Rand.Next (WIDTH) * 2 + 1; int startY = Rand.Next (HEIGHT) * 2 + 1; Carve (new (startX, startY)); // Set random entrance Start = GetRandomEdgePoint (w, h, true); _maze [Start.Y, Start.X] = 0; Player = Start; // Set random exit (ensure it's not same as entrance) End = GetRandomEdgePoint (w, h, false, Start.X, Start.Y); _maze [End.Y, End.X] = 0; } public List BuildWallLinesFromMaze () { List lines = new (); int h = _maze.GetLength (0); int w = _maze.GetLength (1); // Horizontal lines for (var y = 0; y < h; y++) { var x = 0; while (x < w) { if (_maze [y, x] == 1) { int startX = x; while (x < w && _maze [y, x] == 1) { x++; } int length = x - startX; if (length > 1) { lines.Add (new (new (startX, y), length, Orientation.Horizontal, LineStyle.Single)); } } else { x++; } } } // Vertical lines for (var x = 0; x < w; x++) { var y = 0; while (y < h) { if (_maze [y, x] == 1) { int startY = y; while (y < h && _maze [y, x] == 1) { y++; } int length = y - startY; lines.Add (new (new (x, startY), length, Orientation.Vertical, LineStyle.Single)); } else { y++; } } } return lines; } public List GenerateSpawnLocations (int count, List exclude) { // Create a new copy of the list so we can track exclusions exclude = exclude.ToList (); List locations = new (); for (var i = 0; i < count; i++) { Point point; do { point = new (Rand.Next (1, WIDTH * 2), Rand.Next (1, HEIGHT * 2)); } // Ensure the spawn point is not in the exclusion list and it's an open space (not a wall) while (exclude.Contains (point) || _maze [point.Y, point.X] != 0); exclude.Add (point); // Mark this location as occupied locations.Add (point); // Add the location to the list } return locations; } private void Carve (Point p) { _maze [p.Y, p.X] = 0; int [] [] dirs = { [0, -2], [0, 2], [-2, 0], [2, 0] }; Shuffle (dirs); foreach (int [] dir in dirs) { int nx = p.X + dir [0], ny = p.Y + dir [1]; if (nx > 0 && ny > 0 && nx < WIDTH * 2 && ny < HEIGHT * 2 && _maze [ny, nx] == 1) { _maze [p.Y + dir [1] / 2, p.X + dir [0] / 2] = 0; Carve (new (nx, ny)); } } } private void Shuffle (int [] [] array) { for (int i = array.Length - 1; i > 0; i--) { int j = Rand.Next (i + 1); int [] temp = array [i]; array [i] = array [j]; array [j] = temp; } } private Point GetRandomEdgePoint (int w, int h, bool isEntrance, int avoidX = -1, int avoidY = -1) { List candidates = []; for (var i = 1; i < h - 1; i += 2) { candidates.Add (new (0, i)); // Left edge candidates.Add (new (w - 1, i)); // Right edge } for (var i = 1; i < w - 1; i += 2) { candidates.Add (new (i, 0)); // Top edge candidates.Add (new (i, h - 1)); // Bottom edge } // Remove one if same as entrance if (!isEntrance) { candidates.RemoveAll (p => p.X == avoidX && p.Y == avoidY); } return candidates [Rand.Next (candidates.Count)]; } }