phantomcastle: universal version + split

This commit is contained in:
2024-04-06 13:30:07 +03:00
parent 6ee4776711
commit f0d60d50a8
12 changed files with 806 additions and 729 deletions

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from .scene import Scene
from .hero import Hero
from .wall import Walls
from .coins import Coins
from .endlevelmenu import EndLevelMenu

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from random import sample
import pygame
from coords import Coords
from common import DrawableGameObject, FONT_NAME
from maze import get_maze_sz
class Coin(DrawableGameObject):
"""объект монетки"""
def __init__(
self,
coords: Coords,
parent: DrawableGameObject,
assets: dict | None = None,
):
super().__init__(coords, parent, assets)
self._surface = pygame.image.load(self.assets["coin.png"])
self.rect = self.surface.get_rect()
self.rect.topleft = coords
# уменьшаем размер монетки
sf = Coords(0.7, 0.7)
self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
def draw(self):
self.parent.surface.blit(self.surface, self.rect)
@property
def bounding_rect(self) -> pygame.Rect:
new_rect = self.surface.get_bounding_rect()
new_rect.center = self.rect.center
return new_rect
class Coins(DrawableGameObject):
"""объект коллекции монеток"""
def __init__(
self,
parent: DrawableGameObject,
maze: list[list[int]],
box_sz: Coords,
count: int,
assets: dict | None = None,
):
super().__init__(Coords.zero(), parent, assets)
self.box_sz = box_sz
self._capacity = count
free_points = []
excluded = Coords(0, 1), get_maze_sz(maze) - Coords(1, 2)
for i, row in enumerate(maze):
for j, item in enumerate(row):
p = Coords(j, i)
if item < 1 and p not in excluded:
free_points.append(p)
continue
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.collected_coins = []
# Надпись, если все монетки собраны
font = pygame.font.SysFont(FONT_NAME, 30)
text = "Все монетки собраны!"
self.done_txt = font.render(text, 1, "#050366e3")
self.done_txt_rect = self.done_txt.get_rect()
self.done_txt_rect.topleft = Coords(10, 10)
@property
def capacity(self) -> int:
return self._capacity
@property
def coins_left(self) -> int:
return len(self.coins)
@property
def coins_collected(self) -> int:
return self.capacity - self.coins_left
@property
def all_collected(self) -> int:
return self.coins_left == 0
def draw(self):
for coin in self.collected_coins:
coin.draw()
for coin in self.coins:
coin.draw()
if self.all_collected:
self.parent.surface.blit(self.done_txt, self.done_txt_rect)
def add_to_collected(self, coin: Coin):
last_pos = Coords(10, 10)
if self.collected_coins:
last_pos = Coords(*self.collected_coins[-1].rect.topright)
last_pos -= Coords(coin.rect.width // 2, 0)
coin.coords = last_pos
self.collected_coins.append(coin)
def collect(self, actor: DrawableGameObject):
mined = [*filter(lambda coin: coin.overlap(actor.rect, actor.mask), self.coins)]
for coin in mined:
self.coins.remove(coin)
self.add_to_collected(coin)

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import pygame
from coords import Coords
from common import DrawableGameObject, EventHandler, FONT_NAME, IS_WASM, SurfaceWithRect
class EndLevelMenu(DrawableGameObject, EventHandler):
def __init__(self, scene: DrawableGameObject):
super().__init__(Coords.zero(), scene, scene.assets)
self._surface, self.rect = self._create_end_game_label()
self.win_image = self._create_win_image()
self.win_label = self._create_win_label()
self.keys_hint = self._create_keys_hint()
self.stats_label = None
self.active = False
def _create_end_game_label(self) -> SurfaceWithRect:
"""Надпись завершения игры"""
font = pygame.font.SysFont(FONT_NAME, 70)
text = "Конец игры!"
surface = font.render(text, 1, "#1b10a8c4")
rect = surface.get_rect()
rect.center = Coords(*self.parent.rect.center) + Coords(0, 38)
return SurfaceWithRect(surface, rect)
def _create_keys_hint(self) -> SurfaceWithRect:
"""Совет по кнопкам"""
hint_text = "Для новой игры нажмите N"
if not IS_WASM:
hint_text += ", для выхода Q"
font_hint = pygame.font.SysFont(FONT_NAME, 27)
surface = font_hint.render(hint_text, 1, "#24053da4")
rect = surface.get_rect()
rect.center = self.parent.rect.center
rect = rect.move(Coords(0, 220))
return SurfaceWithRect(surface, rect)
def _create_win_label(self) -> SurfaceWithRect:
"""Надпись для хорошего финала"""
font = pygame.font.SysFont(FONT_NAME, 33)
text = "Все монетки собраны!"
surface = font.render(text, 1, "#96081ba4")
rect = surface.get_rect()
rect.center = self.parent.rect.center
rect.move_ip(Coords(0, -200))
return SurfaceWithRect(surface, rect)
def _create_win_image(self) -> SurfaceWithRect:
"""Картинка для хорошего финала"""
surface = pygame.image.load(self.scene.assets["win.png"])
rect = surface.get_rect()
rect.center = self.parent.rect.center
return SurfaceWithRect(surface, rect)
def _create_stats_label(self) -> SurfaceWithRect:
"""Общая статистика игры"""
stats_text = f"Всего пройдено уровней: {self.scene.total_levels}, собрано монет: {self.scene.total_coins}"
stats_font = pygame.font.SysFont(FONT_NAME, 27)
surface = stats_font.render(stats_text, 1, "#031f03a4")
rect = surface.get_rect()
rect.center = Coords(*self.scene.rect.center) + Coords(0, 350)
return SurfaceWithRect(surface, rect)
def draw(self):
if not self.active:
return
if self.scene.coins.all_collected:
self.win_image.draw_to(self.parent.surface)
self.win_label.draw_to(self.parent.surface)
self.parent.surface.blit(self.surface, self.rect)
self.keys_hint.draw_to(self.parent.surface)
# статистика
if self.stats_label is None:
self.stats_label = self._create_stats_label()
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):
if not self.active:
return
if keys_pressed[pygame.K_n]:
self.request_new_level()
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)

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import pygame
from coords import Coords, Direction
from common import DrawableGameObject, EventHandler
class Hero(DrawableGameObject, EventHandler):
"""объект главного героя"""
def __init__(
self,
coords: Coords,
parent: DrawableGameObject,
assets: dict | None = None,
):
super().__init__(coords, parent, assets)
self._surface = pygame.image.load(self.assets["ghost.png"])
self.rect = self.surface.get_rect()
sf = Coords(0.8, 0.8)
self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
self.rect.topleft = coords
self.active = True
self.looking_right = False
self._speed = 1
self.direction = Direction.RIGHT
self.mouse_active = False
# картинка изначально влево, а надо бы начинать со взгляда вправо
self.flip()
def draw(self):
self.parent.surface.blit(self.surface, self.rect)
def _check_collision(self, coords):
"""Проверка пересечения со стенами"""
new_rect = self.rect.copy()
new_rect.topleft = coords
return self.scene.walls.check_collision(new_rect, self.mask)
@property
def speed(self):
return max(self._speed, 1)
@speed.setter
def speed(self, value):
self._speed = min(value, 15)
def _reduce_step(self, coords):
"""Уменьшение шага движения, с целью подойти вплотную к стене"""
delta = coords - self.coords
dx, dy = 0, 0
if abs(delta.x) > 1:
dx = 1 * (delta.x < 0 or -1)
if abs(delta.y) > 1:
dy = 1 * (delta.y < 0 or -1)
return coords + Coords(dx, dy)
def set_coords(self, coords: Coords):
# проверка колизии
has_collision = self._check_collision(coords)
if not has_collision:
super().set_coords(coords)
self.scene.coins.collect(self)
return
# уменьшение шага
while has_collision and coords != self.coords:
coords_new = self._reduce_step(coords)
if coords_new == coords:
return # не могу уменьшить шаг
coords = coords_new
has_collision = self._check_collision(coords)
super().set_coords(coords)
self.scene.coins.collect(self)
def flip(self):
self.looking_right = not self.looking_right
self._surface = pygame.transform.flip(self.surface, flip_x=True, flip_y=False)
def update_direction(self, direction: Direction):
if direction in (Direction.LEFT, Direction.RIGHT):
going_right = direction == Direction.RIGHT
if self.looking_right != going_right:
self.flip()
if direction != self.direction:
self.speed = 0
self.direction = direction
else:
self.speed += 1
def move(self, direction: Direction, step: int = 1):
self.update_direction(direction)
self.coords += direction.as_coords() * step * self.speed // 3
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):
if not self.active:
return
wide, short = 3, 1
if keys_pressed[pygame.K_UP]:
self.move(Direction.UP, wide)
if keys_pressed[pygame.K_DOWN]:
self.move(Direction.DOWN, wide)
if keys_pressed[pygame.K_LEFT]:
self.move(Direction.LEFT, wide)
if keys_pressed[pygame.K_RIGHT]:
self.move(Direction.RIGHT, wide)
if keys_pressed[pygame.K_w]:
self.move(Direction.UP, short)
if keys_pressed[pygame.K_s]:
self.move(Direction.DOWN, short)
if keys_pressed[pygame.K_a]:
self.move(Direction.LEFT, short)
if keys_pressed[pygame.K_d]:
self.move(Direction.RIGHT, short)

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import asyncio
import pygame
from maze import maze_gen, get_maze_sz
from coords import Coords
from common import DrawableGameObject, EventHandler, IS_WASM
from game.hero import Hero
from game.wall import Walls
from game.coins import Coins
from game.endlevelmenu import EndLevelMenu
class Scene(DrawableGameObject, EventHandler):
"""основной игровой объект"""
# кнопки для выхода из игры
exit_keys = (pygame.K_ESCAPE, pygame.K_q)
def __init__(
self,
assets: dict,
screen_sz: Coords,
maze_sz: Coords,
coins_count: int,
fps: int,
):
super().__init__(Coords.zero(), None, assets)
self.maze = maze_gen(*maze_sz)
maze_sz = get_maze_sz(self.maze)
box_sz = screen_sz // get_maze_sz(self.maze)
self.box_sz = box_sz
self._surface = pygame.display.set_mode(screen_sz)
self.surface.fill("white")
self.rect = self.surface.get_rect()
self.background = pygame.image.load(self.assets["bg1k.png"])
self.background = pygame.transform.scale(self.background, self.rect.size)
self.total_levels, self.total_coins = 0, 0
hero_sz = Coords(*map(int, box_sz * 0.8))
hero_y_offset = (box_sz.y - hero_sz.y) // 2 + box_sz.y
self.hero = Hero(Coords(0, hero_y_offset), self)
self.done = False
self.level_completed = False
self.maze = maze_gen(6, 6)
self.walls = Walls(self, self.maze, box_sz)
self.coins = Coins(self, self.maze, box_sz, coins_count)
self.end = EndLevelMenu(self)
self.end.active = False
self.want_new_level = False
self.exit_rect = self.get_exit_rect()
self.fps = fps
def get_exit_rect(self) -> pygame.Rect:
# находим клетку в которой будет выход с карты
maze_sz = get_maze_sz(self.maze)
coords = (maze_sz - Coords(1, 2)) * self.box_sz
rect = pygame.Rect(coords, coords)
rect.width, rect.height = 1, self.box_sz.y
return rect.move((self.box_sz.x, 0))
def check_level_completed(self):
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:
return
self.surface.fill("white")
self.surface.blit(self.background, self.coords)
if self.level_completed:
self.end.draw()
else:
self.hero.draw()
self.walls.draw()
self.coins.draw()
def scale_box(
self, surface: pygame.Surface, rect: pygame.Rect, scale_factor: Coords
):
rect.size = self.box_sz
rect.scale_by_ip(*scale_factor)
surface = pygame.transform.scale(surface, rect.size)
return surface, rect
def handle_keys(self, keys_pressed):
if self.done:
return
if not self.done:
self.hero.handle_keys(keys_pressed)
self.check_level_completed()
self.end.handle_keys(keys_pressed)
def handle_exit(self, event: pygame.event.Event):
if IS_WASM:
return
if (
event.type == pygame.QUIT
or event.type == pygame.KEYDOWN
and event.key in self.exit_keys
):
self.done = True
def handle_event(self, event: pygame.event.Event):
self.handle_exit(event)
if self.done:
return
self.hero.handle_event(event)
self.check_level_completed()
self.end.handle_event(event)
async def event_loop(self):
clock = pygame.time.Clock()
while not self.done:
for event in pygame.event.get():
self.handle_event(event)
self.handle_keys(pygame.key.get_pressed())
self.draw()
pygame.display.flip()
await asyncio.sleep(0)
clock.tick(self.fps)

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import pygame
from coords import Coords
from common import DrawableGameObject
class WallBlock(DrawableGameObject):
"""объект элемента стены"""
def __init__(
self,
coords: Coords,
parent: DrawableGameObject,
assets: dict | None = None,
):
super().__init__(coords, parent, assets)
self._surface = pygame.image.load(self.assets["brick.png"])
self.rect = self.surface.get_rect()
self.rect.topleft = coords
# уменьшаем размер монетки
sf = Coords(1, 1)
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):
self.parent.surface.blit(self.surface, self.rect)
class Walls(DrawableGameObject):
"""объект стен"""
def __init__(
self,
parent: DrawableGameObject,
maze: list[list[int]],
box_sz: Coords,
assets: dict | None = None,
):
super().__init__(Coords.zero(), parent, assets)
self.box_sz = box_sz
self.blocks = [
WallBlock(Coords(j, i).transform(box_sz), self, self.assets)
for i, row in enumerate(maze)
for j, item in enumerate(row)
if item > 0
]
def draw(self):
for block in self.blocks:
block.draw()
def check_collision(self, rect: pygame.Rect, mask: pygame.Mask) -> bool:
for block in self.blocks:
if block.overlap(rect, mask):
return True
return False