【发布时间】:2019-01-31 07:27:11
【问题描述】:
几个帖子前有人建议我研究 Python 的 Asciimatics 库。我正在尝试解决它,使用:
- 样本 - https://github.com/peterbrittain/asciimatics/tree/master/samples
- 文档 - https://asciimatics.readthedocs.io/en/stable/
然而,由于我是新手,我仍然对其中一些非常基本的东西感到有些困惑。我知道,通过使用效果数组,您可以创建代码层,根据它们在数组中的位置覆盖屏幕上的信息。他们拥有的索引号越小,来自他们的信息就越低(不那么明显)。
以及我想要使用它的代码。目标是将墙和脚印放在顶层,蓝色圆圈放在底部。代码部分工作,所以你仍然可以享受我的可视化:
# 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()
【问题讨论】:
-
不清楚您在这里问什么...您想知道如何将您当前的代码转换为使用 3 种不同的效果 - 墙、脚印和圆圈各一种?
-
好吧,我的代码现在的问题是它的每个视觉部分都在同一层上。因此,每当代码的一部分在其自身之后清除字符时——比如蓝色圆圈用“”覆盖“+”——它也会清除代码不同部分留下的字符。在这种情况下,墙壁的一部分,或由绿点构成的脚印。请查看描述问题的附件照片:imgur.com/a/ECEHff5
-
所以我的问题是,将代码的不同部分分成不同的效果是否有助于保持它们的活力?如果我清除第一效果中的像素,是否也会清除第二效果中的像素?或者它只会清除图层,显示它下面的任何效果?
标签: python-3.x ascii ascii-art