phantomcastle wasm: control by mouse

This commit is contained in:
Dmitry Belyaev 2024-04-04 23:31:56 +03:00
parent 9482dd6c0d
commit 6ee4776711

View File

@ -65,6 +65,21 @@ class Coords(NamedTuple):
def transform(self, ref: "Coords"): def transform(self, ref: "Coords"):
return self * ref return self * ref
def dir_norm(self):
"""нормализация вектора, но только для получения направления
x, y могут быть только -1, 0, 1
может быть только направление по горизонтали либо по вертикали
либо без направления
"""
src = self
if self.x and self.y:
src = (
self.__class__(self.x, 0)
if abs(self.x) > abs(self.y)
else self.__class__(0, self.y)
)
return self.__class__(*((n > 0) - (n < 0) for n in src))
@classmethod @classmethod
def zero(cls): def zero(cls):
return cls(0, 0) return cls(0, 0)
@ -125,7 +140,10 @@ def maze_gen(row=4, col=4):
for pattern, replacement in upd.items(): for pattern, replacement in upd.items():
for i in range(len(maze) - len(pattern) + 1): for i in range(len(maze) - len(pattern) + 1):
for j in range(len(maze[0]) - len(pattern[0]) + 1): for j in range(len(maze[0]) - len(pattern[0]) + 1):
if all(maze[i + k][j : j + len(v)] == list(map(int, v)) for k, v in enumerate(pattern)): if all(
maze[i + k][j : j + len(v)] == list(map(int, v))
for k, v in enumerate(pattern)
):
for k, v in filter(lambda x: x[1], enumerate(replacement)): for k, v in filter(lambda x: x[1], enumerate(replacement)):
maze[i + k][j : j + len(v)] = list(map(int, v)) maze[i + k][j : j + len(v)] = list(map(int, v))
@ -153,6 +171,18 @@ class Direction(Enum):
case Direction.DOWN: case Direction.DOWN:
return Coords(0, 1) return Coords(0, 1)
@staticmethod
def from_coords(coords: Coords) -> Optional["Direction"]:
match coords.dir_norm():
case Coords(-1, 0):
return Direction.LEFT
case Coords(1, 0):
return Direction.RIGHT
case Coords(0, -1):
return Direction.UP
case Coords(0, 1):
return Direction.DOWN
class SurfaceWithRect(NamedTuple): class SurfaceWithRect(NamedTuple):
surface: pygame.Surface surface: pygame.Surface
@ -165,7 +195,9 @@ class SurfaceWithRect(NamedTuple):
class DrawableGameObject(ABC): class DrawableGameObject(ABC):
"""обобщение игрового элемента""" """обобщение игрового элемента"""
coords = property(lambda self: self.get_coords(), lambda self, c: self.set_coords(c)) coords = property(
lambda self: self.get_coords(), lambda self, c: self.set_coords(c)
)
def __init__( def __init__(
self, self,
@ -221,13 +253,17 @@ class DrawableGameObject(ABC):
pass pass
class KeysHandler(ABC): class EventHandler(ABC):
@abstractmethod @abstractmethod
def handle_keys(self, keys_pressed): def handle_keys(self, keys_pressed):
pass pass
@abstractmethod
def handle_event(self):
pass
class Hero(DrawableGameObject, KeysHandler):
class Hero(DrawableGameObject, EventHandler):
"""объект главного героя""" """объект главного героя"""
def __init__( def __init__(
@ -246,6 +282,7 @@ class Hero(DrawableGameObject, KeysHandler):
self.looking_right = False self.looking_right = False
self._speed = 1 self._speed = 1
self.direction = Direction.RIGHT self.direction = Direction.RIGHT
self.mouse_active = False
# картинка изначально влево, а надо бы начинать со взгляда вправо # картинка изначально влево, а надо бы начинать со взгляда вправо
self.flip() self.flip()
@ -280,7 +317,9 @@ class Hero(DrawableGameObject, KeysHandler):
# проверка колизии # проверка колизии
has_collision = self._check_collision(coords) has_collision = self._check_collision(coords)
if not has_collision: if not has_collision:
return super().set_coords(coords) super().set_coords(coords)
self.scene.coins.collect(self)
return
# уменьшение шага # уменьшение шага
while has_collision and coords != self.coords: while has_collision and coords != self.coords:
@ -290,6 +329,7 @@ class Hero(DrawableGameObject, KeysHandler):
coords = coords_new coords = coords_new
has_collision = self._check_collision(coords) has_collision = self._check_collision(coords)
super().set_coords(coords) super().set_coords(coords)
self.scene.coins.collect(self)
def flip(self): def flip(self):
self.looking_right = not self.looking_right self.looking_right = not self.looking_right
@ -310,7 +350,30 @@ class Hero(DrawableGameObject, KeysHandler):
def move(self, direction: Direction, step: int = 1): def move(self, direction: Direction, step: int = 1):
self.update_direction(direction) self.update_direction(direction)
self.coords += direction.as_coords() * step * self.speed // 3 self.coords += direction.as_coords() * step * self.speed // 3
self.scene.coins.collect(self)
def handle_mouse_event(self, event: pygame.event.Event):
if event.type not in (
pygame.MOUSEBUTTONDOWN,
pygame.MOUSEBUTTONUP,
pygame.MOUSEMOTION,
):
return
match event.type:
case pygame.MOUSEBUTTONDOWN:
self.mouse_active = self.rect.collidepoint(event.pos)
case pygame.MOUSEBUTTONUP:
self.mouse_active = False
case pygame.MOUSEMOTION if self.mouse_active:
rel = Coords(*event.rel)
direction = Direction.from_coords(rel)
if direction:
self.update_direction(direction)
self.coords += rel
def handle_event(self, event: pygame.event.Event):
if not self.active:
return
self.handle_mouse_event(event)
def handle_keys(self, keys_pressed): def handle_keys(self, keys_pressed):
if not self.active: if not self.active:
@ -351,6 +414,7 @@ class WallBlock(DrawableGameObject):
# уменьшаем размер монетки # уменьшаем размер монетки
sf = Coords(1, 1) sf = Coords(1, 1)
self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf) self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
self._mask = pygame.mask.Mask(self.rect.size, fill=True)
def draw(self): def draw(self):
self.parent.surface.blit(self.surface, self.rect) self.parent.surface.blit(self.surface, self.rect)
@ -438,7 +502,9 @@ class Coins(DrawableGameObject):
continue continue
coin_points = sample(free_points, min(count, len(free_points))) coin_points = sample(free_points, min(count, len(free_points)))
self.coins = [Coin(point.transform(box_sz), self, self.assets) for point in coin_points] self.coins = [
Coin(point.transform(box_sz), self, self.assets) for point in coin_points
]
self.collected_coins = [] self.collected_coins = []
# Надпись, если все монетки собраны # Надпись, если все монетки собраны
@ -487,7 +553,7 @@ class Coins(DrawableGameObject):
self.add_to_collected(coin) self.add_to_collected(coin)
class EndLevelMenu(DrawableGameObject, KeysHandler): class EndLevelMenu(DrawableGameObject, EventHandler):
def __init__(self, scene: DrawableGameObject): def __init__(self, scene: DrawableGameObject):
super().__init__(Coords.zero(), scene, scene.assets) super().__init__(Coords.zero(), scene, scene.assets)
self._surface, self.rect = self._create_end_game_label() self._surface, self.rect = self._create_end_game_label()
@ -557,21 +623,37 @@ class EndLevelMenu(DrawableGameObject, KeysHandler):
self.stats_label = self._create_stats_label() self.stats_label = self._create_stats_label()
self.stats_label.draw_to(self.parent.surface) self.stats_label.draw_to(self.parent.surface)
def request_new_level(self):
self.scene.want_new_level = True
self.scene.done = True
def handle_keys(self, keys_pressed): def handle_keys(self, keys_pressed):
if not self.active: if not self.active:
return return
if keys_pressed[pygame.K_n]: if keys_pressed[pygame.K_n]:
self.parent.want_new_level = True self.request_new_level()
self.parent.done = True
def handle_mouse_event(self, event: pygame.event.Event):
if event.type == pygame.MOUSEBUTTONDOWN and self.keys_hint.rect.collidepoint(
event.pos
):
self.request_new_level()
def handle_event(self, event: pygame.event.Event):
if not self.active:
return
self.handle_mouse_event(event)
class Scene(DrawableGameObject, KeysHandler): class Scene(DrawableGameObject, EventHandler):
"""основной игровой объект""" """основной игровой объект"""
# кнопки для выхода из игры # кнопки для выхода из игры
exit_keys = (pygame.K_ESCAPE, pygame.K_q) exit_keys = (pygame.K_ESCAPE, pygame.K_q)
def __init__(self, assets: dict, screen_sz: Coords, maze_sz: Coords, coins_count: int): def __init__(
self, assets: dict, screen_sz: Coords, maze_sz: Coords, coins_count: int
):
super().__init__(Coords.zero(), None, assets) super().__init__(Coords.zero(), None, assets)
self.maze = maze_gen(*maze_sz) self.maze = maze_gen(*maze_sz)
maze_sz = get_maze_sz(self.maze) maze_sz = get_maze_sz(self.maze)
@ -630,7 +712,9 @@ class Scene(DrawableGameObject, KeysHandler):
self.walls.draw() self.walls.draw()
self.coins.draw() self.coins.draw()
def scale_box(self, surface: pygame.Surface, rect: pygame.Rect, scale_factor: Coords): def scale_box(
self, surface: pygame.Surface, rect: pygame.Rect, scale_factor: Coords
):
rect.size = self.box_sz rect.size = self.box_sz
rect.scale_by_ip(*scale_factor) rect.scale_by_ip(*scale_factor)
surface = pygame.transform.scale(surface, rect.size) surface = pygame.transform.scale(surface, rect.size)
@ -644,10 +728,18 @@ class Scene(DrawableGameObject, KeysHandler):
self.check_level_completed() self.check_level_completed()
self.end.handle_keys(keys_pressed) self.end.handle_keys(keys_pressed)
def handle_event(self, event: pygame.event.Event):
if self.done:
return
self.hero.handle_event(event)
self.check_level_completed()
self.end.handle_event(event)
async def event_loop(self): async def event_loop(self):
clock = pygame.time.Clock() clock = pygame.time.Clock()
while not self.done: while not self.done:
pygame.event.pump() for event in pygame.event.get():
self.handle_event(event)
self.handle_keys(pygame.key.get_pressed()) self.handle_keys(pygame.key.get_pressed())
self.draw() self.draw()
pygame.display.flip() pygame.display.flip()