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Yukiru Kannazuki
3,036 PointsDungeon Game Enhanced Issues
So after the dungeon game lesson, I went on to do a couple of things: a. make the dungeon bigger (no issue) b. trail breadcrumbs (issues solved) c. make monster move (big issue(the monster moves according to the player, instead of random, I don't know why)) d. make the monster move 1 or 2 steps(most likely will be solved after previous issue is) e. leave an ending message to keep game open on desktop program reader. (no issue)
So this code is the one I attempted to use, making the monster visible just for debugging purposes, or to show how random it moves, but it sometimes goes invisible, and follows the player:
If you have any advice or could hint me in the direction I need to go, it'd be appreciated.
Most if any problems with spacing here will be due to having to put 4 (may have put more or less) spaces in front of the code.
import random
CELLS = [(0, 0), (0, 1), (0, 2), (0, 3),
(1, 0), (1, 1), (1, 2), (1, 3),
(2, 0), (2, 1), (2, 2), (2, 3),
(3, 0), (3, 1), (3, 2), (3, 3),
(4, 0), (4, 1), (4, 2), (4, 3)]
ONETOTWO = (1,2)
dragon_set_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
def get_locations():
monster = random.choice(CELLS)
door = random.choice(CELLS)
start = random.choice(CELLS)
if monster == door or door == start or start == monster:
return get_locations()
return monster, door, start
def move_player(player, move):
x, y = player
if move == 'LEFT':
y -= 1
elif move == 'RIGHT':
y += 1
elif move == 'UP':
x -= 1
elif move == 'DOWN':
x += 1
return x, y
def move_monster(monster, m_move):
s, t = monster
if m_move == 'LEFT':
t -= random.choice(ONETOTWO)
elif m_move == 'RIGHT':
t += random.choice(ONETOTWO)
elif m_move == 'UP':
s -= random.choice(ONETOTWO)
elif m_move == 'DOWN':
s += random.choice(ONETOTWO)
return s, t
the_player = []
def get_moves(player):
moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# player = (x,y)
if player[1] == 0:
moves.remove('LEFT')
if player[1] == 3:
moves.remove('RIGHT')
if player[0] == 0:
moves.remove('UP')
if player[0] == 4:
moves.remove('DOWN')
return moves
def monster_moves(monster):
m_moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
# monster = (x,y)
if monster[1] == 0:
m_moves.remove('LEFT')
if monster[1] == 3:
m_moves.remove('RIGHT')
if monster[0] == 0:
m_moves.remove('UP')
if monster[0] == 4:
m_moves.remove('DOWN')
return m_moves
def draw_map(player, monster):
print(' _ _ _ _')
tile = '|{}'
for idx, cell in enumerate(CELLS):
if idx in {0, 1, 2, 4, 5, 6, 8, 9, 10, 12, 13, 14, 16, 17, 18}:
if cell == player:
print(tile.format('X'),end='')
elif cell == monster:
print(tile.format('O'),end='')
elif cell in the_player:
print(tile.format('.'),end='')
else:
print(tile.format('_'),end='')
else:
if cell == player:
print(tile.format('X|'))
elif cell == monster:
print(tile.format('O|'),end='')
elif cell in the_player:
print(tile.format('.|'))
else: print(tile.format('_|'))
monster, door, player = get_locations()
print("Welcome to the dungeon!")
while True:
moves = get_moves(player)
print("You are currently in room {}".format(player))
draw_map(player, monster)
print("You can move {}".format(moves))
print("Enter 'QUIT' to ragequit")
move = input("> ")
move = move.upper()
the_player.append(player)
dragon_move = random.choice(dragon_set_moves)
dragon_moves = monster_moves(monster)
if move == 'QUIT':
break
if move in moves:
player = move_player(player, move)
else:
print("** Walls are hard, stop walking into them. **")
continue
if dragon_move in dragon_moves:
monster = move_monster(monster, move)
else:
continue
if player == door:
print("You escaped!")
leave = input("Great job, let's get outta here. ")
break
elif player == monster:
print("You were eaten by the dragon.")
leave = input("Damn, too bad, if you like having your arm chewed off, consider trying again!")
break
3 Answers

Yukiru Kannazuki
3,036 Points*sigh, I was looking for answers to my problem, but thanks to both of you for teaching me a bit :p Good thing, since I found the answer myself just a moment ago. :p

Gordon Reeder
2,521 PointsI also made improvements to the game. To move the monster, I implemented a chase() function which simply looked at the monster and the players positions relative to each other. A simple call to chase(monster, player) is all it took.
def chase(self, prey):
moves = ['LEFT', 'RIGHT', 'UP', 'DOWN']
if self.state == 'active':
if self.position[0] <= prey.position[0]:
moves.remove('LEFT')
if self.position[0] >= prey.position[0]:
moves.remove('RIGHT')
if self.position[1] <= prey.position[1]:
moves.remove('UP')
if self.position[1] >= prey.position[1]:
moves.remove('DOWN')
if len(moves) == 0:
moves.append('HOLD')
return(random.choice(moves))
My version is on Github (username: greeder59). But I gotta warn you, I am a bit further along in the course and it's all been rewritten as Object Oriented Python. But you should still be able to follow it.

Chris Freeman
Treehouse Moderator 68,389 PointsYukiru Senake : You seem to be passing move
to both the player and dragon moves. Replace move
with dragon_move
as below:
``python if dragon_move in dragon_moves: monster = move_monster(monster, dragon_move) #<-- changed to dragon_move else: continue
Chris Freeman
Treehouse Moderator 68,389 PointsChris Freeman
Treehouse Moderator 68,389 PointsIf you add the word python after the triple-backticks, you will get color coded formatting making it much easier to read. Thanks.