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- #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 Window? _top;
- private MazeGenerator? _m;
- private List<Point>? _potions;
- private List<Point>? _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, Runnable 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 Runnable 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 Runnable top)
- {
- return;
- }
- // Build maze
- var lc = new LineCanvas (_m.BuildWallLinesFromMaze ());
- // Print maze
- foreach (KeyValuePair<Point, Rune> 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.TopRunnableView!.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.TopRunnableView!.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.TopRunnableView!.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<StraightLine> BuildWallLinesFromMaze ()
- {
- List<StraightLine> 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<Point> GenerateSpawnLocations (int count, List<Point> exclude)
- {
- // Create a new copy of the list so we can track exclusions
- exclude = exclude.ToList ();
- List<Point> 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<Point> 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)];
- }
- }
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