Welcome to the Treehouse Community
Want to collaborate on code errors? Have bugs you need feedback on? Looking for an extra set of eyes on your latest project? Get support with fellow developers, designers, and programmers of all backgrounds and skill levels here with the Treehouse Community! While you're at it, check out some resources Treehouse students have shared here.
Looking to learn something new?
Treehouse offers a seven day free trial for new students. Get access to thousands of hours of content and join thousands of Treehouse students and alumni in the community today.
Start your free trialHai Phan
2,442 PointsHelp me fix my game, please!
OK this is my Dungeon game, I wish I can do it by myself but it took me a week and also still not done yet, so I think I need help! The plan is after a certain move, a new monster will appear, so you have to find the door quickly before you get stuck. The problem with my game is after a new monster appears, they didn't move! The only one keeps moving is the first one. So anyone here can help me? I also hope Kenneth Love can teach me more about this game
import os
import random
SMALL_CELLS = [
(0,0),(1,0),(2,0),(3,0),(4,0),
(0,1),(1,1),(2,1),(3,1),(4,1),
(0,2),(1,2),(2,2),(3,2),(4,2),
(0,3),(1,3),(2,3),(3,3),(4,3),
(0,4),(1,4),(2,4),(3,4),(4,4)
]
MEDIUM_CELLS = [
(0,0),(1,0),(2,0),(3,0),(4,0),(5,0),(6,0),(7,0),(8,0),
(0,1),(1,1),(2,1),(3,1),(4,1),(5,1),(6,1),(7,1),(8,1),
(0,2),(1,2),(2,2),(3,2),(4,2),(5,2),(6,2),(7,2),(8,2),
(0,3),(1,3),(2,3),(3,3),(4,3),(5,3),(6,3),(7,3),(8,3),
(0,4),(1,4),(2,4),(3,4),(4,4),(5,4),(6,4),(7,4),(8,4),
(0,5),(1,5),(2,5),(3,5),(4,5),(5,5),(6,5),(7,5),(8,5),
(0,6),(1,6),(2,6),(3,6),(4,6),(5,6),(6,6),(7,6),(8,6),
(0,7),(1,7),(2,7),(3,7),(4,7),(5,7),(6,7),(7,7),(8,7),
(0,8),(1,8),(2,8),(3,8),(4,8),(5,8),(6,8),(7,8),(8,8),
]
LARGE_CELLS = [
(0,0),(1,0),(2,0),(3,0),(4,0),(5,0),(6,0),(7,0),(8,0),(9,0),(10,0),(11,0),(12,0),
(0,1),(1,1),(2,1),(3,1),(4,1),(5,1),(6,1),(7,1),(8,1),(9,1),(10,1),(11,1),(12,1),
(0,2),(1,2),(2,2),(3,2),(4,2),(5,2),(6,2),(7,2),(8,2),(9,2),(10,2),(11,2),(12,2),
(0,3),(1,3),(2,3),(3,3),(4,3),(5,3),(6,3),(7,3),(8,3),(9,3),(10,3),(11,3),(12,3),
(0,4),(1,4),(2,4),(3,4),(4,4),(5,4),(6,4),(7,4),(8,4),(9,4),(10,4),(11,4),(12,4),
(0,5),(1,5),(2,5),(3,5),(4,5),(5,5),(6,5),(7,5),(8,5),(9,5),(10,5),(11,5),(12,5),
(0,6),(1,6),(2,6),(3,6),(4,6),(5,6),(6,6),(7,6),(8,6),(9,6),(10,6),(11,6),(12,6),
(0,7),(1,7),(2,7),(3,7),(4,7),(5,7),(6,7),(7,7),(8,7),(9,7),(10,7),(11,7),(12,7),
(0,8),(1,8),(2,8),(3,8),(4,8),(5,8),(6,8),(7,8),(8,8),(9,8),(10,8),(11,8),(12,8),
(0,9),(1,9),(2,9),(3,9),(4,9),(5,9),(6,9),(7,9),(8,9),(9,9),(10,9),(11,9),(12,9),
(0,10),(1,10),(2,10),(3,10),(4,10),(5,10),(6,10),(7,10),(8,10),(9,10),(10,10),(11,10),(12,10),
(0,11),(1,11),(2,11),(3,11),(4,11),(5,11),(6,11),(7,11),(8,11),(9,11),(10,11),(11,11),(12,11),
(0,12),(1,12),(2,12),(3,12),(4,12),(5,12),(6,12),(7,12),(8,12),(9,12),(10,12),(11,12),(12,12)
]
ALL_MONSTERS = []
ALL_MOVES = []
ALL_VALID_MONSTER_MOVES = []
MOVES = ['A', 'D', 'W', 'S']
def clear_screen():
os.system('cls' if os.name == 'nt' else 'clear')
def get_location():
map_size = input("Pick your map size [Small|Medium|Large] \u261E ")
custom_cells = []
k = 3
if map_size.lower() == "small":
custom_cells = SMALL_CELLS
if map_size.lower() == "medium":
custom_cells = MEDIUM_CELLS
if map_size.lower() == "large":
custom_cells = LARGE_CELLS
return random.sample(custom_cells, k), custom_cells
def move_player(player, move):
x, y = player
if move == "A":
x -= 1
if move == "D":
x += 1
if move == "W":
y -= 1
if move == "S":
y += 1
return x, y
def move_monster(monster, move):
x, y = monster
if move[0] == "A":
x -= 1
if move[0] == "D":
x += 1
if move[0] == "W":
y -= 1
if move[0] == "S":
y += 1
return x, y
def get_moves_monster(monster, custom_cells):
moves_monster = ['A', 'D', 'W', 'S']
x, y = monster
if custom_cells == SMALL_CELLS:
right_limit = 4
if x == 0:
moves_monster.remove("A")
elif x == right_limit:
moves_monster.remove("D")
if y == 0:
moves_monster.remove("W")
elif y == right_limit:
moves_monster.remove("S")
return moves_monster
if custom_cells == MEDIUM_CELLS:
right_limit = 8
if x == 0:
moves_monster.remove("A")
elif x == right_limit:
moves_monster.remove("D")
if y == 0:
moves_monster.remove("W")
elif y == right_limit:
moves_monster.remove("S")
return moves_monster
if custom_cells == LARGE_CELLS:
right_limit = 12
if x == 0:
moves_monster.remove("A")
elif x == right_limit:
moves_monster.remove("D")
if y == 0:
moves_monster.remove("W")
elif y == right_limit:
moves_monster.remove("S")
return moves_monster
def get_moves_player(player, custom_cells):
moves_player = ['A', 'D', 'W', 'S']
x, y = player
if custom_cells == SMALL_CELLS:
right_limit = 4
if x == 0:
moves_player.remove("A")
elif x == right_limit:
moves_player.remove("D")
elif y == 0:
moves_player.remove("W")
elif y == right_limit:
moves_player.remove("S")
return moves_player
if custom_cells == MEDIUM_CELLS:
right_limit = 8
if x == 0:
moves_player.remove("A")
elif x == right_limit:
moves_player.remove("D")
elif y == 0:
moves_player.remove("W")
elif y == right_limit:
moves_player.remove("S")
return moves_player
if custom_cells == LARGE_CELLS:
right_limit = 12
if x == 0:
moves_player.remove("A")
elif x == right_limit:
moves_player.remove("D")
elif y == 0:
moves_player.remove("W")
elif y == right_limit:
moves_player.remove("S")
return moves_player
def draw_map(player, custom_cells):
global ALL_MONSTERS
if custom_cells == SMALL_CELLS:
tile = "{} "
for cell in custom_cells:
x, y = cell
if x < 4:
line_end = ""
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
else:
line_end = "\n"
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
print(output, end=line_end)
if custom_cells == MEDIUM_CELLS:
tile = "{} "
for cell in custom_cells:
x, y = cell
if x < 8:
line_end = ""
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
else:
line_end = "\n"
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
print(output, end=line_end)
if custom_cells == LARGE_CELLS:
tile = "{} "
for cell in custom_cells:
x, y = cell
if x < 12:
line_end = ""
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
else:
line_end = "\n"
if cell == player:
output = tile.format("\U0001F3C3")
elif cell in ALL_MONSTERS:
output = tile.format("\U0001F47F")
else:
output = tile.format("\u2589")
print(output, end=line_end)
def new_monster(custom_cells, player):
global ALL_MOVES, ALL_MONSTERS
if custom_cells == SMALL_CELLS:
if len(ALL_MOVES) == 0:
print("** New monster will appear in 3 moves **")
elif len(ALL_MOVES) % 3 == 1:
print("** New monster will appear in 2 moves **")
elif len(ALL_MOVES) % 3 == 2:
print("** New monster will appear in 1 moves **")
elif len(ALL_MOVES) % 3 == 0:
print("** New monster will appear in 3 moves **")
seq = custom_cells.copy()
seq.remove(player)
random_monster = random.choice(seq)
ALL_MONSTERS.append(random_monster)
return ALL_MONSTERS
if custom_cells == MEDIUM_CELLS:
if len(ALL_MOVES) == 0:
print("** New monster will appear in 5 moves **")
elif len(ALL_MOVES) % 5 == 1:
print("** New monster will appear in 4 moves **")
elif len(ALL_MOVES) % 5 == 2:
print("** New monster will appear in 3 moves **")
elif len(ALL_MOVES) % 5 == 3:
print("** New monster will appear in 2 moves **")
elif len(ALL_MOVES) % 5 == 4:
print("** New monster will appear in 1 moves **")
elif len(ALL_MOVES) % 5 == 0:
print("** New monster will appear in 5 moves **")
seq = custom_cells.copy()
seq.remove(player)
random_monster = random.choice(seq)
ALL_MONSTERS.append(random_monster)
return ALL_MONSTERS
if custom_cells == LARGE_CELLS:
if len(ALL_MOVES) == 0:
print("** New monster will appear in 7 moves **")
elif len(ALL_MOVES) % 7 == 1:
print("** New monster will appear in 6 moves **")
elif len(ALL_MOVES) % 7 == 2:
print("** New monster will appear in 5 moves **")
elif len(ALL_MOVES) % 7 == 3:
print("** New monster will appear in 4 moves **")
elif len(ALL_MOVES) % 7 == 4:
print("** New monster will appear in 3 moves **")
elif len(ALL_MOVES) % 7 == 5:
print("** New monster will appear in 2 moves **")
elif len(ALL_MOVES) % 7 == 6:
print("** New monster will appear in 1 moves **")
elif len(ALL_MOVES) % 7 == 0:
print("** New monster will appear in 7 moves **")
seq = custom_cells.copy()
seq.remove(player)
random_monster = random.choice(seq)
ALL_MONSTERS.append(random_monster)
return ALL_MONSTERS
def monster_moves_update(custom_cells):
global ALL_VALID_MONSTER_MOVES
for monster in ALL_MONSTERS:
valid_moves = get_moves_monster(monster, custom_cells)
ALL_VALID_MONSTER_MOVES.append(valid_moves)
return ALL_VALID_MONSTER_MOVES
def monsters_location_update():
global ALL_MONSTERS, ALL_VALID_MONSTER_MOVES
i = 0
for monster in ALL_MONSTERS:
monster_move = random.choice(ALL_VALID_MONSTER_MOVES[i])
monster = move_monster(monster, monster_move)
ALL_MONSTERS[i] = monster
i += 1
return ALL_MONSTERS
def game_loop():
global ALL_MOVES, ALL_MONSTERS, ALL_VALID_MONSTER_MOVES
location, custom_cells = get_location()
monster, door, player = location
playing = True
ALL_MONSTERS.append(monster)
while playing:
draw_map(player, custom_cells)
valid_player_moves = get_moves_player(player, custom_cells)
valid_monster_moves = get_moves_monster(monster, custom_cells)
print("You're currently in room {}".format(player))
print("You can move {} by entering {}".format(", ".join(["Right", "Left", "Up", "Down"]),", ".join(["A", "D", "W", "S"])))
print("Enter Q to quit")
player_move = input(">> ")
player_move = player_move.upper()
ALL_MOVES.append(player_move)
clear_screen()
# Check for input
for move in valid_player_moves:
valid_moves = set()
valid_moves.add(move)
if player_move in valid_player_moves:
player = move_player(player, player_move)
new_monster(custom_cells, player)
monster_moves_update(custom_cells)
monsters_location_update()
if player in ALL_MONSTERS:
print("** The monster got you!")
play_again = input("Play again? [Y/N]")
if play_again.lower() != "n":
ALL_MONSTERS.clear()
ALL_MOVES.clear()
ALL_VALID_MONSTER_MOVES.clear()
game_loop()
else:
playing = False
clear_screen()
if player == door:
print("** You escaped! Congratualation!")
play_again = input("Play again? [Y/N]")
if play_again.lower() != "n":
ALL_MONSTERS.clear()
ALL_MOVES.clear()
ALL_VALID_MONSTER_MOVES.clear()
game_loop()
else:
playing = False
clear_screen()
elif player_move in {'A', 'D', 'W', 'S'} - valid_moves:
player_move = input("** Don't run to the wall!!")
elif player_move.upper() == 'Q':
print("** See you next time!**")
playing = False
elif player_move.upper() not in ['A', 'D', 'W', 'S', 'Q']:
print("** Please enter a valid move!")
else:
if input("Play again? [Y/N] >> ").lower() != "n":
game_loop()
else:
playing = False
clear_screen()
print("Welcome to the Dungeon!")
input("Press Enter to start >>")
clear_screen()
game_loop()
1 Answer
Chris Freeman
Treehouse Moderator 68,457 PointsCan you describe the bug you are seeing? Some items I noticed:
- "A" is moving Left, "D" is moving right. This differs from directions
- On my screen, the map characters are wider for the icons vs the grid. I added a temp space to the grid to fix the spacing.
- Some functions return values, but the calling statement makes no use of the return value.
-
valid_monster_moves
assigned by not used - in
get_moves_player
useif
and notelif
because if in a corner, only one of the two into-a-wall moves is removed. - as monster moves, the old position of the monster doesn't seem to get removed from the monster locations
Hope these help as a start. Good luck!
Hai Phan
2,442 PointsHai Phan
2,442 PointsThanks for the answer, Sir. My problem is when a new monster appears, it just stands still, only first monster keep moving. And when I play for a while, the first one disappears! I've tested many time but still didn't find the error. Anyway, your answer helps me a lot
Chris Freeman
Treehouse Moderator 68,457 PointsChris Freeman
Treehouse Moderator 68,457 PointsI found two additional errors.
return
statement inmonster_location_update()
, line 319, is indented too far making the update loop stop after the first monster.monster_moves_update()
, the globalALL_VALID_MONSTER_MOVES
gets new monster moves appended but the old moves are not removed. This makes the list grow very long, but only the unchanging moves at the beginning of the list are repeatedly used. Try adding the line:ALL_VALID_MONSTER_MOVES = []
Hai Phan
2,442 PointsHai Phan
2,442 PointsI've fixed and tested these things alone. The monster_moves_update seems like doesn't work. I expect the ALL_VALID_MONSTER_MOVES will change after the function is called, but it doesn't, although ALL_MONSTERS was changed. Is there something I've done wrong Sir?
Chris Freeman
Treehouse Moderator 68,457 PointsChris Freeman
Treehouse Moderator 68,457 PointsIt seems to be working ok. I added a few more print statements and got the following result: