phc: refactor
This commit is contained in:
parent
b425c4d7e6
commit
8c4ec3d4cb
@ -32,6 +32,9 @@ from typing import NamedTuple, Optional
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import pygame
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FONT_NAME = "Arial"
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FPS = 30
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def download_asset(asset, path):
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"""
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@ -59,7 +62,7 @@ def make_stub_image(path, name):
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rect = pygame.Rect(5, 5, 190, 190)
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pygame.draw.rect(img, "black", rect, 3)
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font = pygame.font.SysFont("Arial", 44)
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font = pygame.font.SysFont(FONT_NAME, 44)
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text1 = font.render(name, True, "blue")
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text1_rect = text1.get_rect()
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text1_rect.center = img.get_rect().center
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@ -174,7 +177,7 @@ def maze_gen(row=4, col=4):
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or 1 == maze[r1][c1] == maze[r2][c2]
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)
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]
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if len(nexts):
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if nexts:
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r1, c1, r2, c2 = choice(nexts)
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maze[r1][c1] = maze[r2][c2] = 0
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path.append((r2, c2))
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@ -199,14 +202,14 @@ def maze_gen(row=4, col=4):
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None,
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),
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}
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for key in upd:
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for i in range(len(maze) - len(key) + 1):
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for j in range(len(maze[0]) - len(key[0]) + 1):
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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(
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maze[i + k][j : j + len(v)] == list(map(int, v))
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for k, v in enumerate(key)
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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(upd[key])):
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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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return maze
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@ -222,8 +225,27 @@ class Direction(Enum):
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UP = 3
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DOWN = 4
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def as_coords(self):
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match self:
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case Direction.LEFT:
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return Coords(-1, 0)
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case Direction.RIGHT:
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return Coords(1, 0)
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case Direction.UP:
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return Coords(0, -1)
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case Direction.DOWN:
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return Coords(0, 1)
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class GameObject(ABC):
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class SurfaceWithRect(NamedTuple):
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surface: pygame.Surface
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rect: pygame.Rect
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def draw_to(self, target: pygame.Surface):
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target.blit(self.surface, self.rect)
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class DrawableGameObject(ABC):
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"""обобщение игрового элемента"""
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coords = property(
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@ -233,7 +255,7 @@ class GameObject(ABC):
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def __init__(
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self,
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coords: Coords,
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parent: Optional["GameObject"] = None,
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parent: Optional["DrawableGameObject"] = None,
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assets: dict | None = None,
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):
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self.parent = parent
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@ -265,17 +287,20 @@ class GameObject(ABC):
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def draw(self):
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pass
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def handle_event(self, event: pygame.event.Event):
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class EventHandler(ABC):
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@abstractmethod
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def handle_event(self):
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pass
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class Hero(GameObject):
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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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self,
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coords: Coords,
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parent: GameObject,
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parent: DrawableGameObject,
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assets: dict | None = None,
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):
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super().__init__(coords, parent, assets)
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@ -296,7 +321,7 @@ class Hero(GameObject):
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def _check_collision(self, coords):
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"""Проверка пересечения со стенами"""
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new_rect = self.rect.copy()
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new_rect = self.surface.get_bounding_rect()
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new_rect.topleft = coords
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new_rect.scale_by_ip(0.99, 0.99)
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return self.scene.walls.check_collision(new_rect)
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@ -336,46 +361,25 @@ class Hero(GameObject):
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def flip(self):
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self.looking_right = not self.looking_right
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self._surface = pygame.transform.flip(self.surface, True, False)
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self._surface = pygame.transform.flip(self.surface, flip_x=True, flip_y=False)
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def update_direction(self, direction: Coords):
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if direction.x != 0:
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going_right = direction.x > 0
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def update_direction(self, direction: Direction):
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if direction in (Direction.LEFT, Direction.RIGHT):
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going_right = direction == Direction.RIGHT
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if self.looking_right != going_right:
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self.flip()
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if direction.x < 0:
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new_direction = Direction.LEFT
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elif direction.x > 0:
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new_direction = Direction.RIGHT
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elif direction.y < 0:
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new_direction = Direction.UP
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elif direction.y > 0:
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new_direction = Direction.DOWN
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if new_direction != self.direction:
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if direction != self.direction:
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self.speed = 0
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self.direction = new_direction
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self.direction = direction
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else:
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self.speed += 1
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def move(self, direction: Coords, step: int = 1):
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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 * step * self.speed // 3
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self.coords += direction.as_coords() * step * self.speed // 3
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self.scene.coins.collect(self.rect)
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def move_left(self, step: int = 1):
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self.move(Coords(-1, 0), step)
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def move_right(self, step: int = 1):
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self.move(Coords(1, 0), step)
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def move_up(self, step: int = 1):
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self.move(Coords(0, -1), step)
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def move_down(self, step: int = 1):
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self.move(Coords(0, 1), step)
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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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@ -384,30 +388,30 @@ class Hero(GameObject):
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if event.type == pygame.KEYDOWN:
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match event.key:
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case pygame.K_UP:
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self.move_up(wide)
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self.move(Direction.UP, wide)
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case pygame.K_DOWN:
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self.move_down(wide)
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self.move(Direction.DOWN, wide)
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case pygame.K_LEFT:
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self.move_left(wide)
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self.move(Direction.LEFT, wide)
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case pygame.K_RIGHT:
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self.move_right(wide)
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self.move(Direction.RIGHT, wide)
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case pygame.K_w:
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self.move_up(short)
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self.move(Direction.UP, short)
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case pygame.K_s:
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self.move_down(short)
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self.move(Direction.DOWN, short)
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case pygame.K_a:
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self.move_left(short)
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self.move(Direction.LEFT, short)
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case pygame.K_d:
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self.move_right(short)
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self.move(Direction.RIGHT, short)
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class WallBlock(GameObject):
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class WallBlock(DrawableGameObject):
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"""объект элемента стены"""
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def __init__(
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self,
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coords: Coords,
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parent: GameObject,
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parent: DrawableGameObject,
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assets: dict | None = None,
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):
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super().__init__(coords, parent, assets)
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@ -422,12 +426,12 @@ class WallBlock(GameObject):
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self.parent.surface.blit(self.surface, self.rect)
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class Walls(GameObject):
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class Walls(DrawableGameObject):
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"""объект стен"""
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def __init__(
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self,
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parent: GameObject,
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parent: DrawableGameObject,
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maze: list[list[int]],
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box_sz: Coords,
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assets: dict | None = None,
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@ -452,13 +456,13 @@ class Walls(GameObject):
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return False
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class Coin(GameObject):
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class Coin(DrawableGameObject):
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"""объект монетки"""
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def __init__(
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self,
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coords: Coords,
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parent: GameObject,
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parent: DrawableGameObject,
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assets: dict | None = None,
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):
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super().__init__(coords, parent, assets)
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@ -472,13 +476,19 @@ class Coin(GameObject):
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def draw(self):
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self.parent.surface.blit(self.surface, self.rect)
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@property
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def bounding_rect(self) -> pygame.Rect:
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new_rect = self.surface.get_bounding_rect()
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new_rect.center = self.rect.center
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return new_rect
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class Coins(GameObject):
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class Coins(DrawableGameObject):
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"""объект коллекции монеток"""
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def __init__(
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self,
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parent: GameObject,
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parent: DrawableGameObject,
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maze: list[list[int]],
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box_sz: Coords,
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count: int,
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@ -504,26 +514,26 @@ class Coins(GameObject):
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self.collected_coins = []
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# Надпись, если все монетки собраны
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font = pygame.font.SysFont("Arial", 30)
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font = pygame.font.SysFont(FONT_NAME, 30)
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text = "Все монетки собраны!"
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self.done_txt = font.render(text, 1, "#050366e3")
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self.done_txt_rect = self.done_txt.get_rect()
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self.done_txt_rect.topleft = Coords(10, 10)
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@property
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def capacity(self):
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def capacity(self) -> int:
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return self._capacity
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@property
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def coins_left(self):
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def coins_left(self) -> int:
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return len(self.coins)
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@property
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def coins_collected(self):
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def coins_collected(self) -> int:
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return self.capacity - self.coins_left
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@property
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def all_collected(self):
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def all_collected(self) -> int:
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return self.coins_left == 0
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def draw(self):
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@ -543,48 +553,81 @@ class Coins(GameObject):
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self.collected_coins.append(coin)
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def collect(self, rect: pygame.Rect):
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mined = [*filter(lambda coin: coin.rect.colliderect(rect), self.coins)]
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mined = [*filter(lambda coin: coin.bounding_rect.colliderect(rect), self.coins)]
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for coin in mined:
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self.coins.remove(coin)
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self.add_to_collected(coin)
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class EndLevel(GameObject):
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def __init__(self, scene: GameObject):
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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.image = pygame.image.load(scene.assets["win.png"])
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self._surface, self.rect = self._create_end_game_label()
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self.win_image = self._create_win_image()
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self.win_label = self._create_win_label()
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self.keys_hint = self._create_keys_hint()
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self.stats_label = None
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self.active = False
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# надпись завершения игры
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font = pygame.font.SysFont("Arial", 70)
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def _create_end_game_label(self) -> SurfaceWithRect:
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"""Надпись завершения игры"""
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font = pygame.font.SysFont(FONT_NAME, 70)
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text = "Конец игры!"
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self._surface = font.render(text, 1, "#1b10a8c4")
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self.rect = self._surface.get_rect()
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self.rect.center = self.parent.rect.center
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surface = font.render(text, 1, "#1b10a8c4")
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rect = surface.get_rect()
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rect.center = Coords(*self.parent.rect.center) + Coords(0, 38)
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return SurfaceWithRect(surface, rect)
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# совет по кнопкам
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hint = "Для новой игры нажмите N, для выхода Q"
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font_hint = pygame.font.SysFont("Arial", 27)
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self.hint = font_hint.render(hint, 1, "#24053da4")
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self.hint_rect = self.hint.get_rect()
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self.hint_rect.center = self.parent.rect.center
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self.hint_rect = self.hint_rect.move(Coords(0, 300))
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def _create_keys_hint(self) -> SurfaceWithRect:
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"""Совет по кнопкам"""
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hint_text = "Для новой игры нажмите N, для выхода Q"
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font_hint = pygame.font.SysFont(FONT_NAME, 27)
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surface = font_hint.render(hint_text, 1, "#24053da4")
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rect = surface.get_rect()
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rect.center = self.parent.rect.center
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rect = rect.move(Coords(0, 220))
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return SurfaceWithRect(surface, rect)
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# Надпись для хорошего финала
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def _create_win_label(self) -> SurfaceWithRect:
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"""Надпись для хорошего финала"""
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font = pygame.font.SysFont(FONT_NAME, 33)
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text = "Все монетки собраны!"
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self.goodtxt = font_hint.render(text, 1, "#96081ba4")
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self.goodtxt_rect = self.goodtxt.get_rect()
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self.goodtxt_rect.center = self.parent.rect.center
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self.goodtxt_rect = self.goodtxt_rect.move(Coords(0, -100))
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surface = font.render(text, 1, "#96081ba4")
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rect = surface.get_rect()
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rect.center = self.parent.rect.center
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rect.move_ip(Coords(0, -200))
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return SurfaceWithRect(surface, rect)
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def _create_win_image(self) -> SurfaceWithRect:
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"""Картинка для хорошего финала"""
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surface = pygame.image.load(self.scene.assets["win.png"])
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rect = surface.get_rect()
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rect.center = self.parent.rect.center
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return SurfaceWithRect(surface, rect)
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def _create_stats_label(self) -> SurfaceWithRect:
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"""Общая статистика игры"""
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stats_text = f"Всего пройдено уровней: {self.scene.total_levels}, собрано монет: {self.scene.total_coins}"
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stats_font = pygame.font.SysFont(FONT_NAME, 27)
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surface = stats_font.render(stats_text, 1, "#031f03a4")
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rect = surface.get_rect()
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rect.center = Coords(*self.scene.rect.center) + Coords(0, 350)
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return SurfaceWithRect(surface, rect)
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def draw(self):
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if not self.active:
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return
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if self.scene.coins.all_collected:
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self.parent.surface.blit(self.image, self.rect)
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self.parent.surface.blit(self.goodtxt, self.goodtxt_rect)
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self.win_image.draw_to(self.parent.surface)
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self.win_label.draw_to(self.parent.surface)
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self.parent.surface.blit(self.surface, self.rect)
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self.parent.surface.blit(self.hint, self.hint_rect)
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self.keys_hint.draw_to(self.parent.surface)
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# статистика
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if self.stats_label is None:
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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 handle_event(self, event: pygame.event.Event):
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if not self.active:
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@ -595,7 +638,7 @@ class EndLevel(GameObject):
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self.parent.done = True
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class Scene(GameObject):
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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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@ -612,10 +655,12 @@ class Scene(GameObject):
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self.box_sz = box_sz
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self._surface = pygame.display.set_mode(screen_sz)
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self.surface.fill("white")
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self.rect = self._surface.get_rect()
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self.rect = self.surface.get_rect()
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self.background = pygame.image.load(self.assets["bg1k.png"])
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self.background = pygame.transform.scale(self.background, self.rect.size)
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self.total_levels, self.total_coins = 0, 0
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hero_sz = Coords(*map(int, box_sz * 0.8))
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hero_y_offset = (box_sz.y - hero_sz.y) // 2 + box_sz.y
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self.hero = Hero(Coords(0, hero_y_offset), self)
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@ -626,31 +671,27 @@ class Scene(GameObject):
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self.walls = Walls(self, self.maze, box_sz)
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self.coins = Coins(self, self.maze, box_sz, coins_count)
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self.end = EndLevel(self)
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self.end = EndLevelMenu(self)
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self.end.active = False
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self.want_new_level = False
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self.exit_rect = self.get_exit_rect()
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# #для тестирования экрана конца уровня
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# self.hero.coords = Coords(*self.exit_rect.topleft) + Coords(
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# -self.box_sz.x // 2, 5
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# )
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def get_exit_rect(self) -> pygame.Rect:
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# находим клетку в которой будет выход с карты
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maze_sz = get_maze_sz(self.maze)
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coords = (maze_sz - Coords(1, 2)) * self.box_sz
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rect = pygame.Rect(coords, coords)
|
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rect.width, rect.height = self.box_sz
|
||||
# уменьшаем размер клетки и перемещаем её вправо
|
||||
rect.width = self.box_sz.x // 4
|
||||
rect = rect.move(Coords(self.box_sz.x // 2, 0))
|
||||
return rect
|
||||
rect.width, rect.height = 1, self.box_sz.y
|
||||
return rect.move((self.box_sz.x, 0))
|
||||
|
||||
def check_level_completed(self):
|
||||
self.level_completed = self.exit_rect.colliderect(self.hero.rect)
|
||||
if self.level_completed:
|
||||
level_completed = self.exit_rect.colliderect(self.hero.rect)
|
||||
if level_completed and not self.level_completed:
|
||||
self.total_coins += self.coins.coins_collected
|
||||
self.total_levels += 1
|
||||
self.end.active = True
|
||||
self.hero.active = False
|
||||
self.level_completed = True
|
||||
|
||||
def draw(self):
|
||||
if self.done:
|
||||
@ -694,7 +735,7 @@ class Scene(GameObject):
|
||||
self.handle_event(event)
|
||||
self.draw()
|
||||
pygame.display.flip()
|
||||
clock.tick(30)
|
||||
clock.tick(FPS)
|
||||
|
||||
|
||||
def game(assets):
|
||||
@ -703,25 +744,31 @@ def game(assets):
|
||||
coins_count = 10
|
||||
pygame.display.set_caption("Призрачный лабиринт: сокровища небесного замка")
|
||||
|
||||
total_levels = 0
|
||||
total_coins = 0
|
||||
want_new_level = True
|
||||
while want_new_level:
|
||||
scene = Scene(assets, screen_sz, maze_sz, coins_count)
|
||||
scene.total_levels, scene.total_coins = total_levels, total_coins
|
||||
scene.event_loop()
|
||||
|
||||
want_new_level = scene.want_new_level
|
||||
total_levels = scene.total_levels
|
||||
total_coins = scene.total_coins
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
def main():
|
||||
pygame.init()
|
||||
assets = [
|
||||
required_assets = [
|
||||
"bg1k.png",
|
||||
"ghost.png",
|
||||
"brick.png",
|
||||
"win.png",
|
||||
"coin.png",
|
||||
]
|
||||
with get_assets(assets) as assets:
|
||||
with get_assets(required_assets) as assets:
|
||||
game(assets)
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user