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Python Python Collections (2016, retired 2019) Dungeon Game Win or Lose

Steven Tagawa
.a{fill-rule:evenodd;}techdegree seal-36
Steven Tagawa
Python Development Techdegree Graduate 14,438 Points

Somewhat extended dungeon game code

Kenneth suggested posting your final game code here, so I am... I took his advice in the first video, hashing out a bunch of stuff before watching some of the later videos, and where I took a different approach, my code looks a bit different. (For example, I used random.randint to return coordinates rather than using random.sample on a list of all possible coordinates.) I also took Craig's DRY advice and moved as much as possible into functions...which mostly involved me learning how to use the global keyword to modify global variables inside functions. :) I only implemented a couple of extensions—I let the user pick the size of the grid, and I put in a debug mode that can be toggled on and off. Anyway, it appears to all work, so I'm putting it here so others can see that it really can be done. :)

EDIT: The original had a break statement and some continue statements that were superfluous, so I removed them.

import random
import os

# CONSTANT declarations:
EMPTY_CELL = "[ ]"
EXIT = 2

# FUNCTION declarations:

# intro function
def intro():
    global grid_size
    global debug
    debug = False
    print("Welcome to the Python Dungeon!")
    valid = False
    while valid == False:
            response = int(input("Pick a size for your dungeon (5 - 12):  "))
        except ValueError:
            print("That's not a number!  Try again.")
            if response < 5:
                print("That's too small!  Try again.")
            elif response > 12:
                print("That's too big!  Try again.")
                grid_size = response - 1
                valid = True
            # end if
        # end try
    # end while

# set grid function
def create_grid(max_size, default_value):
    grid_list = []
    for y in range(max_size + 1):
        new_row = []
        for x in range(max_size + 1):
    # end for
    return grid_list

# print grid function
def print_grid(grid):
    for y in range(len(grid)):
    # end for

# clear screen function
def clear_screen():
    os.system("cls" if os.name == "nt" else "clear")

# get a single random location function
def get_location(max_range, *args):
    unique = False
    while unique == False:
        new_position = random.randint(0, max_range), random.randint(0, max_range)
        for arg in args:
            if new_position == arg:
                unique = False
                unique = True
            # end if
        # end for
    return new_position

# get a valid move from the player
def get_move(position, max_range):
    global game_over
    global debug
    all_moves = ["UP", "DOWN", "LEFT", "RIGHT"]
    valid_moves = ["UP", "DOWN", "LEFT", "RIGHT"]
    x_position, y_position = position
    if x_position == 0:
    if x_position == max_range:
    if y_position == 0:
    if y_position == max_range:
    # because this list can only be up to four words long, three if statements would do,
    # but this also works for longer lists.
    output = ""
    if len(valid_moves) == 2:
        output = valid_moves[0] + " or " + valid_moves[1]
        for x in range(len(valid_moves) - 2):
            output += valid_moves[x] + ", "
        output += valid_moves[-2] + " or " + valid_moves[-1]
    print("You can move", output)
    valid = False
    while valid == False:
        new_move = input("Where do you want to go? (Enter 'Q' to quit)  >").upper()
        if new_move in all_moves:
            if new_move in valid_moves:
                valid = True
                if new_move == "LEFT":
                    x_position -= 1
                elif new_move == "RIGHT":
                    x_position += 1
                elif new_move == "UP":
                    y_position -= 1
                elif new_move == "DOWN":
                    y_position += 1
                # end if
                print("Ouch, that's a wall!  Try again.")
            # end if
            if new_move == "Q":
                if input("Are you sure you want to give up? (Y/N)  >").upper() == "Y":
                    print("Game Over!  You quit!")
                    valid = True
                    game_over = True
            elif new_move == "DEBUG":
                if not debug:
                    if input("Enter debug mode? (Y/N)  >").upper() == "Y":
                        debug = True
                        input("Debug mode ON.\n(Monster and exit will appear after your next move.)\nPress Enter to continue.")
                    # end if
                    if input("Exit debug mode? (Y/N)  >").upper() == "Y":
                        debug = False
                        input("Debug mode OFF.\n(Monster and exit will no longer appear after your next move.)\nPress Enter to continue.")
                    # end if
                print("That's not a direction!  Try again.")
        # end if
    # end while
    position = x_position, y_position
    return position

# set player in grid function
def set_cell(position, grid, entity):
    position_x, position_y = position
    if entity == PLAYER:
        grid[position_y][position_x] = PLAYER_CELL
    if entity == MONSTER:
        grid[position_y][position_x] = MONSTER_CELL
    if entity == EXIT:
        grid[position_y][position_x] = EXIT_CELL
    # end if

# clear player fron grid function
def clear_cell(position, grid):
    position_x, position_y = position
    grid[position_y][position_x] = EMPTY_CELL

# initialization function
def initialize_game():
    # set game status
    global game_over
    global EXIT_POSITION
    global player_position
    global game_grid
    game_over = False
    # initialize grid
    game_grid = create_grid(grid_size, EMPTY_CELL)  
    # pick random locations for player, exit, monster
    MONSTER_POSITION = get_location(grid_size, None)
    EXIT_POSITION = get_location(grid_size, MONSTER_POSITION)
    player_position = get_location(grid_size, MONSTER_POSITION, EXIT_POSITION)
    # draw player in grid
    set_cell(player_position, game_grid, PLAYER)

# screen print function
def print_screen(position):
    print("You're in the Python Dungeon!")
    player_display_x, player_display_y = position
    print("You are in room [{}, {}]".format(player_display_x + 1, player_display_y + 1))

def check_win_lose(position):
    global game_over
    if position == MONSTER_POSITION:
        set_cell(player_position, game_grid, MONSTER)
        print("You found the monster!\nGame over!  You lost!")
        game_over = True
    elif position == EXIT_POSITION:
        set_cell(player_position, game_grid, EXIT)
        print("You found the exit!\nGame over!  You won!")
        game_over = True
    # end if

def main_loop():
    # main game loop
    global player_position
    global game_over
    while not game_over:
        clear_cell(player_position, game_grid)
        player_position = (get_move(player_position, grid_size))
        # check if user quit here; skip rest of loop if so
        if game_over:
        set_cell(player_position, game_grid, PLAYER)
        if debug:
            set_cell(MONSTER_POSITION, game_grid, MONSTER)
            set_cell(EXIT_POSITION, game_grid, EXIT)
    # end while

def play_again():
    global play
    valid = False
    while valid == False:
        response = input("Play again? (Y/N)  >").upper()
        if response == "Y":
            play = True
            valid = True
        elif response == "N":
            play = False
            valid = True
            print("Sorry, I didn't get that.")
        # end if
    #end while

# --------------------------------------------------------------------------------------------


play = True
while play:
# end while
12,964 Points

Nice game, Steven! :) Plays well!

1 Answer

Good stuff friend! Looks neat!

Steven Tagawa
.a{fill-rule:evenodd;}techdegree seal-36
Steven Tagawa
Python Development Techdegree Graduate 14,438 Points

Thanks! Of course after reading over it again I tweaked it a bit. There were some else: continue statements that were unnecessary because there was no more code to skip. (I had some trouble with the difference between break and continue.)