I’m working my way through exercise 43, and I’m going through the code step by step, to really try to understand what’s happening under the ‘hood’.
I thought I had most of it down, but then I tried to follow how the the code is executing step by step by inserting print and input functions.
But now I’m really confused as I thought the code just travel vertically and then ‘jump’ from class to class and function to function.
The overall code dosen’t seem to give me any errors when I play the game, so I assume it dosen’t contain too many bugs.
This is the code section I’m currently looking at.
class Map(object):
input('Inside class Map(object)')
scenes = {
'central_corridor':CentralCorridor(),
'laser_weapon_armory':LaserWeaponArmory(),
'the_bridge':TheBridge(),
'escape_pod':EscapePod(),
'death':Death(),
'finished':Finished()
}
input('Map class: before __init__')
def __init__(self, start_scene):
self.start_scene = start_scene
input(f'__init__ DONE. start_scene = {start_scene}' )
input('Map class: before next_scene')
def next_scene(self, scene_name):
self.scene_name = scene_name
#goes to the scene dictionary and uses scene_name as key to return a class name
input('before val')
val = Map.scenes.get(scene_name)
#print(f'$$$$$$$$$ val: {val} ')
return val
input('before opening_scene')
def opening_scene(self):
#self.start_scene is 'central_corridor' because a_map is set to and instane of Map('central_corridor')
#self.next_scene(central_corridor) -> sets scene_name in next_scene function to 'central_corridor'
# returns a class that is CentralCorridor()
print(f"$$$$$$$$$ opening scene return: {self.next_scene(self.start_scene)}, which should be the same as val")
return self.next_scene(self.start_scene)
# Make a_map to an instance of Map and set it with central_corridor as parameter.
#Class map takes self and start_scene as params
input("before a_map")
a_map = Map('central_corridor')
input("After a_map")
This is my shell output:
Inside class Map(object)
Map class: before __init__
Map class: before next_scene
before opening_scene
before a_map
__init__ DONE. start_scene = central_corridor
My first question is why does the code skip my first input("before a_map")
?
Then the code travels through the Map class but seems not to enter any functions.
I at least expected it to go into the __init__
as the Map class was called with ‘central_corridor’ as parameter?
When it has travelled trought the class it goes out of the class and triggers the first input("before a_map")
which it initially jumped, to then go straight into the __init__
function to trigger the input(f'__init__ DONE. start_scene = {start_scene}'.
Why does it go ‘back on itself’ and then straight into the __init__
without triggering input('Map class: before __init__
)’?
Below is my full code:
from sys import exit
from random import randint
from textwrap import dedent
class Engine(object):
def __init__(self, scene_map):
self.scene_map = scene_map
print(f'+++ Inside Engine scene_map = {scene_map}\n')
def play(self):
#through inheritance a_game has inherited all Map methods the opening_scene function can be accesed.
#Current_scene variable is set to whatever is returned from opening_scene.
#current scene is set to a class thats' returned from opening_scene via val and scene list
current_scene = self.scene_map.opening_scene()
print('@@@ play() current_scene:', current_scene, '\n')
#becuase a_game is-a Engine that is-a Map - next scene can be accessed through inheritance and run with 'finished as param'
last_scene = self.scene_map.next_scene('finished')
print('@@@ play() last_scene:', last_scene,'\n')
#Run a while loop aslong as current_scene is not equal to last_scene
print(f"\n{10*'@@@'}\nBefore while loop. \ncurrent_scene: {current_scene}\nlast_scene: {last_scene}")
while current_scene != last_scene:
next_scene_name = current_scene.enter()
current_scene = self.scene_map.next_scene(next_scene_name)
current_scene.enter()
class Scene(object):
def enter(self):
print('this scene is not yet configured')
print('subclass it and implement enter()')
exit(1)
class Death(Scene):
quips = [
"You died. You kinda suck at this",
"Your Mom would be proud...if she were smarter.",
"Such a luser",
"I have a small puppy that's better at this.",
"You're worse than your dad's jokes."
]
def enter(self):
#len(self.quips) --> counts how man items there are in quips list
#ranint[start, end]
#-1 --> becuase the start goes from 0-5 = 6 items. An error will occour when len(0,5) as number 5 does not exist
print(Death.quips[randint(0, len(self.quips)-1)])
exit(1)
class CentralCorridor(Scene):
def enter(self):
#dedent makes sure text is alligned to the left and not tabbed.
print(dedent("""
The Gothons of Planet Percal #25 have invaded your ship and
destroyed your entire crew. You are the last surviving
member and your last mission is to get the neutron destruct
bomb from Weapons Amory, put it in the bridge, and
blow the ship up after getting into an escape pod.
You're running down the central corridor to the Weapons
Armory when a Gothon jumps out, red scaly skin, dark grimy
teeth, and evil clown costume flowing around his hate
filled body. He's blocking the door to the Armory and
about to pull a weapon to blast you.
"""))
action = input("> ")
if action == 'shoot':
print(dedent("""
Quick on the draw you yank out your blaster and fire
it at the Gothon. His clown costume is flowing and
moving around his body, which throws off your aim.
Your laser hits his costume but misses him entirely.
This completely ruins his brand new costume his mother
bought him, which makes him fly into an insane rage
and blast you repeatedly in the face until you are
dead. Then he eats you.
"""))
return 'death'
elif action == 'dodge':
print(dedent("""
Like a world class boxer you dodge, weave, slip and
slide right as the Gothon's blaser crans a laser
past your head. In the middle of your artful dodge
your foot slips and you bang your head on the metal
wall and pass out. You wake up shortly after only to
die as the Gothon stomps on your head and eats you.
"""))
return 'death'
elif action == 'tell a joke':
print(dedent("""
Lucky for you they made you learn Gothon insults in
the academy. You tell the one Gothon joke you know:
Lbhe zbgure vf fb sng, jura fur fvgf nebhaq gur ubhfr,
fur fvgf nebhaq gur ubhfr. The Gothon stops tries
not to laugh, then busts out laughing and can't move.
While he is laughing you run up and shoot him square in
the head putting him down, then jump through the
Weapon Armory door.
"""))
return 'laser_weapon_armory'
else:
print("DOES NOT COMPUTE!")
return 'central_corridor'
class LaserWeaponArmory(Scene):
def enter(self):
print(dedent("""
You do a dive roll into the Weapon Armory, crouch and scan
the room for more Gothons that might be hiding. It's dead
quiet, too quit. you stand up and run to the far side of
the room and find the neutron bomb in its container.
There's a keypad lock on the box and you need the code to
get the bomb out. If you get the code wrong 10 times then
the lock closes forever and you can't get the bomb. Then
code is 3 digits.
"""))
code = f"{randint(1,9)}{randint(1,9)}{randint(1,9)}"
#print(f"Code:[{code}]")
guess = input("[Keypad]> ")
guesses = 0
while guess != code and guesses <10:
print("BZZZZZZZD")
guesses +=1
#print(f"Guess no: {guesses}")
guess = input("[Keypad]> ")
if guess == code:
print(dedent("""
The container clicks open and the seal breaks, letting
gas out. You grab the neutron bomb and run as fast as
you can to the bridge where you must place it in the right spot
"""))
return "the_bridge"
else:
print(dedent("""
The lock buzzes on last time and then you hear a
sickening melting sound as the mechanism is fused
together. You decide to sit there, and finally the
Gothons blow up the ship from their ship and you die.
"""))
return('death')
class TheBridge(Scene):
def enter(self):
print(dedent("""
You burst onto the Bridge with the netron destruct bomb
under your arm and surprise 5 Gothons who are trying to
take control of the ship. Each of them has an even uglier
clown costume than the last. They haven't pulled their
weapons out yet, as they see the active bomb under your
arm and don't want to set it off.
"""))
action= input('> ')
if action == "throw the bomb":
print(dedent("""
In a panic you throw the bomb at the group of Gothons
and make a leap for the door. Right as you drop it a
Gothon shoots you right in the back killing you. As
you die you see another Gothon frantically try to
disarm the bomb. You die knowing they will probably
blow up when it goes off.
"""))
return 'death'
elif action == "slowly place the bomb":
print(dedent("""
You point your blaster at the bomb under your arm and
the Gothons put their hands up and start to sweat.
You inch backward to the door, open it, and then
carefully place the bomb on the floor, pointing your
blaster at it. You then jump back through the door,
punch the close button and blast the lock so the
Gothons can't get out. Now that the bomb is placed
you run to the escape pod to get off this tin can.
"""))
return'escape_pod'
else:
print("DOES NOT COMPUTE")
return "the_bridge"
class EscapePod(Scene):
def enter(self):
print(dedent("""
You rush through the ship desperately trying to make it to
the escape pod before the whole ship explodes. It seems
like hardly any Gothons are on the ship, so your run is
clear of interference. You get to the chamber with the
escape pods, and now need to pick one to take. Some of
them could be damaged but you don't have time to look.
There's 5 pods, which one do you take?
"""))
good_pod = randint(1,5)
print(good_pod)
guess = input("[pod #]> ")
if int(guess) != good_pod:
print(dedent(f"""
You jump into {guess} and hit the eject button.
The pod escapes out into the void of space, then
implodes as the hull ruptures, crushing your body into
jam jelly.
"""))
return 'death'
else:
print(dedent("""
You jump into pod {guess} and hit the eject button.
The pod easily slides out into space heading to the
planet below. As it flies the planet, you look
back and see your ship implode then explode like a
bright star, taking out the Gothon ship at the same
time. You won!
"""))
return "finished"
class Finished(Scene):
def enter(self):
print("You won! Good job.")
return 'finished'
class Map(object):
input('Inside class Map(object)')
scenes = {
'central_corridor':CentralCorridor(),
'laser_weapon_armory':LaserWeaponArmory(),
'the_bridge':TheBridge(),
'escape_pod':EscapePod(),
'death':Death(),
'finished':Finished()
}
input('Map class: before __init__')
def __init__(self, start_scene):
self.start_scene = start_scene
input(f'__init__ DONE. start_scene = {start_scene}' )
input('Map class: before next_scene')
def next_scene(self, scene_name):
self.scene_name = scene_name
#goes to the scene dictionary and uses scene_name as key to return a class name
input('before val')
val = Map.scenes.get(scene_name)
#print(f'$$$$$$$$$ val: {val} ')
return val
input('before opening_scene')
def opening_scene(self):
#self.start_scene is 'central_corridor' because a_map is set to and instane of Map('central_corridor')
#self.next_scene(central_corridor) -> sets scene_name in next_scene function to 'central_corridor'
# returns a class that is CentralCorridor()
print(f"$$$$$$$$$ opening scene return: {self.next_scene(self.start_scene)}, which should be the same as val")
return self.next_scene(self.start_scene)
# Make a_map to an instance of Map and set it with central_corridor as parameter.
#Class map takes self and start_scene as params
input("before a_map")
a_map = Map('central_corridor')
input("After a_map")
# Make a_game and instance of Engine using a_map as parameter
# a_game is-a Engine that is-a Map
# a_game inherits everything that in a_map (class Map())
a_game = Engine(a_map)
#in a_game take run the function called play
a_game.play()