phantomcastle wasm: control by mouse
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9482dd6c0d
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@ -65,6 +65,21 @@ class Coords(NamedTuple):
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def transform(self, ref: "Coords"):
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return self * ref
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def dir_norm(self):
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"""нормализация вектора, но только для получения направления
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x, y могут быть только -1, 0, 1
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может быть только направление по горизонтали либо по вертикали
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либо без направления
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"""
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src = self
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if self.x and self.y:
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src = (
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self.__class__(self.x, 0)
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if abs(self.x) > abs(self.y)
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else self.__class__(0, self.y)
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)
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return self.__class__(*((n > 0) - (n < 0) for n in src))
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@classmethod
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def zero(cls):
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return cls(0, 0)
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@ -125,7 +140,10 @@ def maze_gen(row=4, col=4):
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for pattern, replacement in upd.items():
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for i in range(len(maze) - len(pattern) + 1):
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for j in range(len(maze[0]) - len(pattern[0]) + 1):
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if all(maze[i + k][j : j + len(v)] == list(map(int, v)) for k, v in enumerate(pattern)):
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if all(
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maze[i + k][j : j + len(v)] == list(map(int, v))
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for k, v in enumerate(pattern)
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):
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for k, v in filter(lambda x: x[1], enumerate(replacement)):
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maze[i + k][j : j + len(v)] = list(map(int, v))
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@ -153,6 +171,18 @@ class Direction(Enum):
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case Direction.DOWN:
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return Coords(0, 1)
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@staticmethod
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def from_coords(coords: Coords) -> Optional["Direction"]:
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match coords.dir_norm():
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case Coords(-1, 0):
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return Direction.LEFT
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case Coords(1, 0):
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return Direction.RIGHT
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case Coords(0, -1):
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return Direction.UP
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case Coords(0, 1):
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return Direction.DOWN
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class SurfaceWithRect(NamedTuple):
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surface: pygame.Surface
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@ -165,7 +195,9 @@ class SurfaceWithRect(NamedTuple):
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class DrawableGameObject(ABC):
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"""обобщение игрового элемента"""
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coords = property(lambda self: self.get_coords(), lambda self, c: self.set_coords(c))
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coords = property(
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lambda self: self.get_coords(), lambda self, c: self.set_coords(c)
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)
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def __init__(
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self,
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@ -221,13 +253,17 @@ class DrawableGameObject(ABC):
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pass
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class KeysHandler(ABC):
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class EventHandler(ABC):
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@abstractmethod
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def handle_keys(self, keys_pressed):
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pass
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@abstractmethod
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def handle_event(self):
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pass
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class Hero(DrawableGameObject, KeysHandler):
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class Hero(DrawableGameObject, EventHandler):
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"""объект главного героя"""
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def __init__(
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@ -246,6 +282,7 @@ class Hero(DrawableGameObject, KeysHandler):
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self.looking_right = False
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self._speed = 1
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self.direction = Direction.RIGHT
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self.mouse_active = False
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# картинка изначально влево, а надо бы начинать со взгляда вправо
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self.flip()
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@ -280,7 +317,9 @@ class Hero(DrawableGameObject, KeysHandler):
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# проверка колизии
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has_collision = self._check_collision(coords)
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if not has_collision:
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return super().set_coords(coords)
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super().set_coords(coords)
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self.scene.coins.collect(self)
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return
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# уменьшение шага
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while has_collision and coords != self.coords:
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@ -290,6 +329,7 @@ class Hero(DrawableGameObject, KeysHandler):
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coords = coords_new
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has_collision = self._check_collision(coords)
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super().set_coords(coords)
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self.scene.coins.collect(self)
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def flip(self):
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self.looking_right = not self.looking_right
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@ -310,7 +350,30 @@ class Hero(DrawableGameObject, KeysHandler):
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def move(self, direction: Direction, step: int = 1):
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self.update_direction(direction)
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self.coords += direction.as_coords() * step * self.speed // 3
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self.scene.coins.collect(self)
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def handle_mouse_event(self, event: pygame.event.Event):
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if event.type not in (
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pygame.MOUSEBUTTONDOWN,
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pygame.MOUSEBUTTONUP,
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pygame.MOUSEMOTION,
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):
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return
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match event.type:
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case pygame.MOUSEBUTTONDOWN:
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self.mouse_active = self.rect.collidepoint(event.pos)
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case pygame.MOUSEBUTTONUP:
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self.mouse_active = False
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case pygame.MOUSEMOTION if self.mouse_active:
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rel = Coords(*event.rel)
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direction = Direction.from_coords(rel)
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if direction:
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self.update_direction(direction)
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self.coords += rel
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def handle_event(self, event: pygame.event.Event):
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if not self.active:
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return
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self.handle_mouse_event(event)
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def handle_keys(self, keys_pressed):
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if not self.active:
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@ -351,6 +414,7 @@ class WallBlock(DrawableGameObject):
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# уменьшаем размер монетки
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sf = Coords(1, 1)
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self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
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self._mask = pygame.mask.Mask(self.rect.size, fill=True)
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def draw(self):
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self.parent.surface.blit(self.surface, self.rect)
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@ -438,7 +502,9 @@ class Coins(DrawableGameObject):
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continue
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coin_points = sample(free_points, min(count, len(free_points)))
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self.coins = [Coin(point.transform(box_sz), self, self.assets) for point in coin_points]
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self.coins = [
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Coin(point.transform(box_sz), self, self.assets) for point in coin_points
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]
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self.collected_coins = []
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# Надпись, если все монетки собраны
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@ -487,7 +553,7 @@ class Coins(DrawableGameObject):
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self.add_to_collected(coin)
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class EndLevelMenu(DrawableGameObject, KeysHandler):
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class EndLevelMenu(DrawableGameObject, EventHandler):
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def __init__(self, scene: DrawableGameObject):
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super().__init__(Coords.zero(), scene, scene.assets)
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self._surface, self.rect = self._create_end_game_label()
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@ -557,21 +623,37 @@ class EndLevelMenu(DrawableGameObject, KeysHandler):
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self.stats_label = self._create_stats_label()
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self.stats_label.draw_to(self.parent.surface)
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def request_new_level(self):
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self.scene.want_new_level = True
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self.scene.done = True
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def handle_keys(self, keys_pressed):
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if not self.active:
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return
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if keys_pressed[pygame.K_n]:
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self.parent.want_new_level = True
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self.parent.done = True
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self.request_new_level()
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def handle_mouse_event(self, event: pygame.event.Event):
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if event.type == pygame.MOUSEBUTTONDOWN and self.keys_hint.rect.collidepoint(
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event.pos
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):
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self.request_new_level()
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def handle_event(self, event: pygame.event.Event):
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if not self.active:
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return
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self.handle_mouse_event(event)
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class Scene(DrawableGameObject, KeysHandler):
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class Scene(DrawableGameObject, EventHandler):
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"""основной игровой объект"""
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# кнопки для выхода из игры
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exit_keys = (pygame.K_ESCAPE, pygame.K_q)
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def __init__(self, assets: dict, screen_sz: Coords, maze_sz: Coords, coins_count: int):
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def __init__(
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self, assets: dict, screen_sz: Coords, maze_sz: Coords, coins_count: int
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):
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super().__init__(Coords.zero(), None, assets)
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self.maze = maze_gen(*maze_sz)
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maze_sz = get_maze_sz(self.maze)
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@ -630,7 +712,9 @@ class Scene(DrawableGameObject, KeysHandler):
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self.walls.draw()
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self.coins.draw()
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def scale_box(self, surface: pygame.Surface, rect: pygame.Rect, scale_factor: Coords):
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def scale_box(
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self, surface: pygame.Surface, rect: pygame.Rect, scale_factor: Coords
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):
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rect.size = self.box_sz
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rect.scale_by_ip(*scale_factor)
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surface = pygame.transform.scale(surface, rect.size)
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@ -644,10 +728,18 @@ class Scene(DrawableGameObject, KeysHandler):
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self.check_level_completed()
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self.end.handle_keys(keys_pressed)
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def handle_event(self, event: pygame.event.Event):
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if self.done:
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return
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self.hero.handle_event(event)
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self.check_level_completed()
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self.end.handle_event(event)
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async def event_loop(self):
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clock = pygame.time.Clock()
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while not self.done:
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pygame.event.pump()
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for event in pygame.event.get():
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self.handle_event(event)
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self.handle_keys(pygame.key.get_pressed())
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self.draw()
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pygame.display.flip()
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