RCRPG/Julia: Difference between revisions

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Fixed syntax highlighting.
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This [[Julia]] version of [[RCRPG]] implementscontains two versions of the game code: one version with a text interface. Whenand runa withinsecond Julia'sone commandwith linea REPL,GUI interface.
it will display many of the game items in color.
 
===Language Idioms===
 
This program illustrates some of the interesting aspects of Julia:
Line 10 ⟶ 9:
* functional programming with map and other functions using anonymous functions on arrays
 
<br />
== Objective ==
In addition, the GUI version code illustrates the following additional aspects of Julia:
* The use of Channels to create a communication between game code and display code in a way that could allow the game to run as a client-server version with little change
* The use of @async to allow co-routine based multitasking with Channels to communicate between co-routines
 
===Objective===
The objective of the game is to find your way to the treasure room, which is located in the upper left of level 5
(against the dungeon level 5 corner at (1, 1, 5)), and then to exit the game by ascending above level 1.
 
===Commands===
 
Direction commands:<pre>north, south, east, west, up, down</pre>Type the first letter of these commands
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Remove items with letter r for (r)emove. Removing equipped items will move to inventory,
removing inventory drops themitems on the dungeon floor.
 
Rooms for each level remain only while you are on that level. Levels generate new rooms each time you renterre-enter them.
 
View inventory: Letter i.
 
Current rroom in(of)om informationormation: Letter of.
 
Aliasing: Letter l. Restrictions are that the keys are case insensitive and cannot be extended keys.
 
Help: Letter h.
 
===Code===
<langsyntaxhighlight lang="julia">using Crayons
 
struct Point
Line 566 ⟶ 572:
 
rungame()
</syntaxhighlight>
</lang>
 
==GUI Code==
<syntaxhighlight lang="julia">using Gtk.ShortNames, Colors, Cairo, Graphics
 
#============== GUI CODE ===================#
 
const fontpointsize = 10
const mapwidth = 1000
const mapheight = 500
const logheight = 100
const leveldim = div(mapwidth, fontpointsize)
const windowmaxx = div(mapheight, fontpointsize)
const windowmaxy = leveldim
const basebuffer = fill('=', windowmaxx, windowmaxy)
 
win = Window("Dungeon Game", mapwidth, mapheight + logheight) |> (Frame() |> (vbox = Box(:v)))
set_gtk_property!(vbox, :expand, true)
can = Canvas(div(mapwidth, 3), mapheight)
push!(vbox, can)
textdisplay = ScrolledWindow()
logtxt = TextBuffer()
logtxt.text[String] = "=== ** DUNGEON GAME ** ===\n"
tview = TextView(logtxt)
push!(textdisplay, tview)
push!(vbox, textdisplay)
 
mainchoices = ["N", "S", "E", "W", "Up", "Down", "Inven", "inFo", "Take", "Remove", "eQuip", "Attack", "aLiases", "Help"]
aliases = Dict{String, String}()
directionchoices = ["N", "S", "E", "W", "U", "D"]
yesnochoices = ["Yes", "No"]
yesnoquitchoices = ["Yes", "No", "Quit"]
aliases = Dict{String, String}()
 
struct DisplayUpdate
x::Int # location in basebuffer of data
y::Int # location in basebuffer of data
playerx::Int
playery::Int
data::Matrix{Char}
end
 
inputchan = Channel{String}(1000)
kbinput(w, event) = (push!(inputchan, string(Char(event.keyval))); 1)
inputhid = signal_connect(kbinput, win, "key-press-event")
 
dchan = Channel{DisplayUpdate}(100)
lchan = Channel{String}(20)
mchan = Channel{String}(20)
const playerchar = ['p']
const itemcolors = Dict{Char, Colorant}('p' => colorant"white", ' ' => colorant"black", 'g' => colorant"gold",
's' => colorant"skyblue", 'l' => colorant"green", '_' => colorant"red",
'^' => colorant"blue", '~' => colorant"navy",
'\u2592' => colorant"ivory", '\u2593' => colorant"silver")
 
@guarded draw(can) do widget
ctx = getgc(can)
select_font_face(ctx, "Courier", Cairo.FONT_SLANT_NORMAL, Cairo.FONT_WEIGHT_BOLD)
set_font_size(ctx, fontpointsize)
workcolor = colorant"black"
set_source_rgb(ctx, 0.2, 0.2, 0.2)
rectangle(ctx, 0, 0, mapwidth, mapheight)
fill(ctx)
color = colorant"white"
set_source(ctx, color)
linelen = size(basebuffer)[2]
workbuf = Char[]
for i in 1:size(basebuffer)[1]
move_to(ctx, 0, i * fontpointsize)
lastcharprinted = '\x01'
for j in 1:linelen
ch = basebuffer[i, j]
if j == 1
lastcharprinted = ch
elseif ch != lastcharprinted
show_text(ctx, String(workbuf))
empty!(workbuf)
end
if haskey(itemcolors, ch) && itemcolors[ch] != color
color = itemcolors[ch]
set_source(ctx, color)
end
push!(workbuf, ch)
if j == linelen
show_text(ctx, String(workbuf))
empty!(workbuf)
end
end
end
end
 
function makemenu(strings, chan)
menu = Box(:h)
for s in strings
c = String("" * s[findfirst(isuppercase, s)])
but = Button(s)
onclick(b) = push!(chan, c)
signal_connect(onclick, but, "clicked")
push!(menu, but)
end
menu
end
 
swapforlastinbox(menu, box) = begin oldmenu = box[3]; delete!(box, box[3]); push!(box, menu); Gtk.showall(win); oldmenu end
 
function logwindow(s1="", s2="", s3="", s4="")
set_gtk_property!(logtxt, :text, String(string(s1) * string(s2) * string(s3) * string(s4) *
get_gtk_property(logtxt, :text, String)))
Gtk.showall(win)
end
 
logln(s1="", s2="", s3="", s4="") = logwindow(s1, s2, string(s3) * string(s4), "\n")
 
mainmenu = makemenu(mainchoices, inputchan)
directionmenu = makemenu(directionchoices, inputchan)
yesnomenu = makemenu(yesnochoices, inputchan)
yesnoquitmenu = makemenu(yesnoquitchoices, inputchan)
push!(vbox, mainmenu)
Gtk.showall(win)
 
#============== INPUT INTERFACE BETWEEN GUI AND GAME PLAY VIA CHANNELS =======================#
 
function aliasing(player)
aliaschan = Channel{String}(4)
aliaskeyhit(w, event) = push!(aliaschan, string(Char(event.keyval)))
signal_handler_block(win, inputhid)
hid = signal_connect(aliaskeyhit, win, "key-press-event")
logln("Hit the CURRENTLY DEFAULT key for function:")
oldch = take!(aliaschan)
logln("Hit the TO BE AN ALIAS key for the last key:")
newch = take!(aliaschan)
aliases[newch] = oldch
signal_handler_disconnect(win, hid)
signal_handler_unblock(win, inputhid)
end
 
function queryprompt(menu, options, txt="")
if txt != ""
push!(lchan, txt)
end
oldmenu = swapforlastinbox(menu, vbox)
while true
choice = uppercase(take!(inputchan))
if haskey(aliases, choice)
choice = uppercase(aliases[choice])
end
if choice in options
swapforlastinbox(oldmenu, vbox)
return choice
end
end
end
 
function updatedisplay()
while isopen(dchan)
upd = take!(dchan)
dx, dy = size(upd.data)
for x in 1:dx
for y in 1:dy
basebuffer[upd.x + x - 1, upd.y + y - 1] =
(y == upd.playery && x == upd.playerx) ? playerchar[1] : upd.data[x, y]
end
end
draw(can)
end
end
 
function updatemenu()
while isopen(mchan)
m = take!(mchan)
if haskey(menus, m)
swapforlastinbox(menu, vbox)
end
end
end
 
function updatelog()
while isopen(lchan)
line = take!(lchan)
logln(line)
end
end
 
function startchannelconsumers()
@async(updatedisplay())
@async(updatemenu())
@async(updatelog())
end
 
#===================== GAME PLAY CODE =====================================#
 
struct Point
x::Int
y::Int
z::Int
end
 
const obstacles = (wall = '\u2592', permwall = '\u2593', water = '~')
 
const defaults = (baseluck = 0.5, levelrooms = div(leveldim, 20), maxroomdim = div(leveldim, 5),
wallheight = 3, prizeroomlevel = 5, fastdig = true, map = 1, showlevel = true)
 
abstract type Item end
 
struct Room
origin::Point
xsize::Int
ysize::Int
end
 
struct Level
map::Int
grid::Matrix{Char}
zbase::Int
floorlevel::Int
height::Int
rooms::Vector{Room}
content::Dict{Point, Vector{Item}}
end
 
struct Location
p::Point
room::Union{Room, Nothing}
level::Level
end
 
mutable struct Agent <: Item
location::Location
inventory::Vector{Item}
wearing::Vector{Item}
wielding::Vector{Item}
Agent(loc) = new(loc, Item[Gold(0)], Item[], Item[])
end
 
mutable struct Gold <: Item
value::Int
disp::Char
Gold(v::Int) = new(v, 'g')
end
 
struct Sledge <: Item
weight::Int
disp::Char
Sledge() = new(10, 's')
end
 
struct Ladder <: Item
weight::Int
disp::Char
Ladder() = new(7, 'l')
end
 
struct Pit <: Item
disp::Char
Pit() = new('_')
end
 
struct Skylight <: Item
disp::Char
Skylight() = new('^')
end
 
displayroom(player, lit=true) = if lit push!(dchan, DisplayUpdate(1, 1, player.location.p.x,
player.location.p.y, player.location.level.grid)) end
 
onpoint(p, level) = haskey(level.content, p) ? level.content[p] : Item[]
hastype(t::Type, arr) = begin for i in arr if typeof(i) == t return true end end; false end
hastype(t, p, level) = hastype(t, onpoint(p, level))
x1y1x2y2(room) = [room.origin.x, room.origin.y, room.origin.x + room.xsize, room.origin.y + room.ysize]
inroom(x, y, rm) = begin x1, y1, x2, y2 = x1y1x2y2(rm); x1 <= x <= x2 && y1 <= y <= y2 end
inroom(p::Point, rm) = inroom(p.x, p.y, rm)
isinventory(t::Type, player) = hastype(t, player.inventory)
iswielding(t::Type, player) = hastype(t, player.wielding)
iswearing(t::Type, player) = hastype(t, player.wearing)
isequip(i::Ladder) = true
isequip(i::Sledge) = true
isequip(i::Item) = false
 
function overlaps(testroom::Room, baseroom::Room, level::Level)
x1, y1, x2, y2 = x1y1x2y2(testroom)
xx1, yy1, xx2, yy2 = x1y1x2y2(baseroom)
x2 < xx1 || xx2 < x1 || y2 < yy1 || yy2 < y1 ? false : true
end
 
overlaps(notyet::Room, level::Level) = (for r in level.rooms if overlaps(notyet, r, level) return true end end; false)
randpoint(level) = begin xmax, ymax = size(level.grid); Point(rand(1:xmax), rand(1:ymax), level.zbase) end
addatpoint(i, p, lev) = (if !haskey(lev.content, p) lev.content[p] = Vector{Item}() end; push!(lev.content[p], i))
 
function randorigin(level, xd=defaults.maxroomdim, yd=defaults.maxroomdim)
xmax, ymax = size(level.grid)
Point(rand(1:xmax-xd), rand(1:ymax-yd), level.zbase)
end
 
function notyetaroom(level::Level, origin::Point, minx=6, maxx=50, miny=6, maxy=25)
levsize = size(level.grid)
if origin.x < 3 || origin.y < 3
origin = Point(3, 3, origin.z)
end
xmax, ymax = min(maxx, levsize[1] - origin.x), min(maxy, levsize[2] - origin.y)
xsize = rand(minx:xmax)
ysize = rand(miny:ymax)
Room(origin, xsize, ysize)
end
 
function emptypoints(room, level)
vpt = Vector{Point}()
x1, y1, x2, y2 = x1y1x2y2(room)
for x in x1+1:x2-1, y in y1+1:y2-1
if level.grid[x, y] == ' '
push!(vpt, Point(x, y, level.zbase))
end
end
vpt
end
randemptypoint(room, level) = (pts = emptypoints(room, level); isempty(pts) ? room.origin .+ 2 : rand(pts))
 
function addtoroom(item, room, level)
p = randemptypoint(room, level)
addatpoint(item, p, level)
level.grid[p.x, p.y] = item.disp
end
 
function fillroom(room, level, uppossible=true, downpossible=true)
grid = level.grid
x1, y1, x2, y2 = x1y1x2y2(room)
grid[x1:x2, y1:y2] .= ' '
grid[x1:x2, y1] .= obstacles.wall
grid[x1:x2, y2] .= obstacles.wall
grid[x1, y1:y2] .= obstacles.wall
grid[x2, y1:y2] .= obstacles.wall
for _ in 1:Int(floor(defaults.baseluck * 8))
if rand() < defaults.baseluck
val = Int(floor(100.0 * rand() * defaults.baseluck))
addtoroom(Gold(val), room, level)
end
end
if rand() * defaults.baseluck * 10 > 1.0 && uppossible
addtoroom(Ladder(), room, level)
end
if rand() * defaults.baseluck * 15 > 1.0 && downpossible
addtoroom(Pit(), room, level)
end
if rand() * defaults.baseluck * 5 > 1.0
addtoroom(Sledge(), room, level)
end
room
end
 
function permwalls(level)
level.grid[1:end, 1] .= obstacles.permwall
level.grid[1:end, end] .= obstacles.permwall
level.grid[1, 1:end] .= obstacles.permwall
level.grid[end, 1:end] .= obstacles.permwall
end
 
function makeprizeroom(level)
prizeroom = Room(Point(2, 2, level.zbase), defaults.maxroomdim, defaults.maxroomdim)
x1, y1, x2, y2 = x1y1x2y2(prizeroom)
level.grid[x1:x2, y1:y2] .= ' '
level.grid[x1:x2, y1] .= obstacles.permwall
level.grid[x1:x2, y2] .= obstacles.wall
level.grid[x1, y1:y2] .= obstacles.permwall
level.grid[x2, y1:y2] .= obstacles.wall
for _ in 1:Int(floor(defaults.baseluck * 40))
val = Int(floor(5000.0 * rand() * defaults.baseluck))
addtoroom(Gold(val), prizeroom, level)
end
prizeroom
end
 
function makelevel(floorlevel, height=defaults.wallheight, map=defaults.map)
grid = fill(obstacles.wall, windowmaxx, windowmaxy)
rooms = Vector{Room}()
level = Level(map, grid, floorlevel * height, floorlevel, height, rooms, Dict())
if floorlevel == defaults.prizeroomlevel
push!(rooms, makeprizeroom(level))
end
trycount = 0
while trycount < defaults.levelrooms * 5 && length(rooms) < defaults.levelrooms
rm = notyetaroom(level, randorigin(level))
if !overlaps(rm, level)
fillroom(rm, level)
push!(rooms, rm)
end
trycount += 1
end
permwalls(level)
level
end
 
function updateroom(player)
r = nothing
for room in player.location.level.rooms
if inroom(player.location.p, room)
r = room
break
end
end
if r != player.location.room
player.location = Location(player.location.p, r, player.location.level)
end
end
 
help(player=nothing) = push!(lchan,
"n north, s south, w west, e east, d down, u up, i inventory, f roominfo, t take, r drop, q equip, a attack/dig, l aliases")
 
playerdisplayinventory(player) = push!(lchan, "Inventory: $(player.inventory)\nWielding: $(player.wielding)\n")
 
function playerroominfo(player)
txt = ""
if player.location.room == nothing
txt *= "You are between rooms on level $(player.location.level)."
else
if player.location.level.floorlevel == defaults.prizeroomlevel
txt *= "The prize room is on this level!\n"
end
txt *= "You are on level $(player.location.level.floorlevel). You look around the current room.\n"
hasgold, hasladder, haspit, hassledge, hasdiggable = false, false, false, false, false
saytype(t::Gold) = if !hasgold txt *= "There is gold here. "; hasgold = true end
saytype(t::Ladder) = begin txt *= "There is a ladder here. " end
saytype(t::Pit) = begin txt *= "There is a pit here. " end
saytype(t::Sledge) = begin txt *= "There is a sledgehammer here. " end
for (p, v) in player.location.level.content
if inroom(p, player.location.room)
for i in v
saytype(i)
end
end
end
txt *= "\n"
end
push!(lchan, txt)
end
 
function playerequip(player)
for (i, item) in enumerate(player.inventory)
if isequip(item)
yn = queryprompt(yesnoquitmenu, ["Y", "N", "Q"], "Wield $item? (Q to quit menu)")
if yn == "Y"
if iswielding(typeof(item), player)
push!(lchan, "You are already wielding a $(typeof(item)).")
else
push!(player.wielding, item)
deleteat!(player.inventory, i)
end
elseif yn == "Q"
break
end
end
end
end
 
function playerremove(player)
for (i, item) in enumerate(player.wielding)
mainmenu = swapforlastinbox(yesnoquitmenu, vbox)
yn = queryprompt(yesnoquitmenu, ["Y", "N", "Q"], "Remove $item? (Q to quit menu)")
if yn == "Y"
push!(player.inventory, item)
deleteat!(player.wielding, i)
elseif yn == "Q"
break
end
end
for (i, item) in enumerate(player.inventory)
yn = queryprompt(yesnoquitmenu, ["Y", "N", "Q"], "Remove $item? (Q to quit menu)")
if yn == "Y"
if !haskey(player.location.level.content, player.location.p)
player.location.level.content[player.location.p] = Vector{Item}()
end
push!(player.location.level.content[player.location.p], item)
deleteat!(player.inventory, i)
elseif yn == "Q"
break
end
end
end
 
function playertake(player)
function addgold(gitem)
if findfirst(x -> typeof(x) == Gold, player.inventory) == nothing
push!(player.inventory, Gold(0))
end
player.inventory[findall(x -> typeof(x) == Gold,
player.inventory)[1]].value += gitem.value
end
canpickup(i::Gold) = true
canpickup(i::Sledge) = true
canpickup(i::Ladder) = true
canpickup(i::Item) = (push!(lchan, "Cannot pick that up."); false)
takeit(g::Gold) = begin addgold(g); push!(lchan, "You add $(g.value) in gold.") end
takeit(s::Sledge) = begin push!(player.inventory, s); push!(lchan, "You have a sledge.") end
takeit(s::Ladder) = begin push!(player.inventory, s); push!(lchan, "You have a ladder.") end
 
d = player.location.level.content
if player.location.room != nothing && haskey(d, player.location.p)
for _ in 1:length(d[player.location.p])
item = pop!(d[player.location.p])
if canpickup(item)
takeit(item)
else
pushfirst!(d[player.location.p], item)
end
end
if isempty(d[player.location.p])
delete!(d, player.location.p)
player.location.level.grid[player.location.p.x, player.location.p.y] = ' '
else
player.location.level.grid[player.location.p.x, player.location.p.y] =
d[player.location.p][1].disp
end
end
end
 
function exitmap(player)
s = "You exit the game with inventory $(player.inventory), wielding $(player.wielding)."
push!(lchan, s)
println(s)
exit()
end
 
function newlevel(player, levelsdown, startup=false)
oldlevel = player.location.level.floorlevel
newlevel = oldlevel + levelsdown
if newlevel < 1
exitmap(player)
else
level = makelevel(newlevel)
room = rand(level.rooms)
point = randemptypoint(room, level)
player.location = Location(point, room, level)
playerroominfo(player)
end
player
end
 
function playerup(player)
if haskey(player.location.level.content, player.location.p) &&
hastype(Skylight, player.location.p, player.location.level) &&
iswielding(Ladder, player)
deleteat!(player.wielding, findfirst(i -> typeof(i) == Ladder, player.wielding))
push!(lchan, "You have to leave your ladder behind.")
newlevel(player, -1)
else
push!(lchan, "You need to wield a ladder while at a skylight to go upwards.")
end
end
 
function playerdown(player)
if haskey(player.location.level.content, player.location.p) &&
hastype(Pit, player.location.p, player.location.level)
newlevel(player, 1)
else
push!(lchan, "You can only move downwards at a Pit in the floor.")
end
end
 
function playerdig(player)
movedirs = Dict("N" => [-1, 0], "W" => [0, -1], "S" => [1, 0], "E" => [0, 1])
if !iswielding(Sledge, player)
push!(lchan, "You need to be wielding a Sledge.")
return
end
direc = queryprompt(directionmenu, ["N", "S", "E", "W", "U", "D"], "Direction?")
if direc == "U"
if rand() < defaults.baseluck
addatpoint(Skylight(), player.location.p, player.location.level)
player.location.level.grid[player.location.p.x, player.location.p.y] = '^'
push!(lchan, "There is now a hole in the ceiling above you.")
end
elseif direc == "D"
if rand() < defaults.baseluck
addatpoint(Pit(), player.location.p, player.location.level)
player.location.level.grid[player.location.p.x, player.location.p.y] = '_'
push!(lchan, "There is now a pit in the floor at your feet.")
end
else
goalp = Point(player.location.p.x + movedirs[direc][1], player.location.p.y +
movedirs[direc][2], player.location.p.z)
if player.location.level.grid[goalp.x, goalp.y] == obstacles.wall
if rand() < defaults.baseluck
if defaults.fastdig
depth = 0
for i in 1:div(leveldim, 10)
p = Point(player.location.p.x + movedirs[direc][1] * i,
player.location.p.y + movedirs[direc][2] * i, player.location.p.z)
if player.location.level.grid[p.x, p.y] == obstacles.wall
player.location.level.grid[p.x, p.y] = ' '
depth += 1
end
end
if depth > 3
push!(lchan, "Boom! Your sledgehammer's attack on this wall is amazing.")
end
else
player.location.level.grid[goalp.x, goalp.y] = ' '
end
end
elseif player.location.level.grid[goalp.x, goalp.y] == obstacles.permwall
push!(lchan, "This kind of wall cannot be removed.")
end
end
end
 
function playermove(player, dx, dy)
goalp = Point(player.location.p.x + dx, player.location.p.y + dy, player.location.p.z)
if player.location.level.grid[goalp.x, goalp.y] in obstacles
push!(lchan, "Something is in the way.")
else
player.location = Location(goalp, player.location.room, player.location.level)
end
end
playerN(player) = playermove(player, -1, 0)
playerW(player) = playermove(player, 0, -1)
playerS(player) = playermove(player, 1, 0)
playerE(player) = playermove(player, 0, 1)
 
function makeplayer(newlevel=1)
level = makelevel(newlevel)
room = rand(level.rooms)
point = randemptypoint(room, level)
player = Agent(Location(point, room, level))
playerroominfo(player)
player
end
 
const usercommands = Dict("N" => playerN, "S" => playerS, "E" => playerE, "W" => playerW,
"U" => playerup, "D" => playerdown, "I" => playerdisplayinventory,
"F" => playerroominfo, "T" => playertake, "R" => playerremove,
"Q" => playerequip, "A" => playerdig, "L" => aliasing, "H" => help)
 
function rungame()
startchannelconsumers()
player = makeplayer()
while true
updateroom(player)
displayroom(player)
choice = queryprompt(mainmenu, keys(usercommands))
usercommands[choice](player)
end
end
 
rungame()</syntaxhighlight>
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