phantomcastle: universal version + split
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129
pygame-wasm/phantomcastle/game/scene.py
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129
pygame-wasm/phantomcastle/game/scene.py
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import asyncio
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import pygame
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from maze import maze_gen, get_maze_sz
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from coords import Coords
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from common import DrawableGameObject, EventHandler, IS_WASM
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from game.hero import Hero
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from game.wall import Walls
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from game.coins import Coins
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from game.endlevelmenu import EndLevelMenu
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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__(
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self,
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assets: dict,
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screen_sz: Coords,
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maze_sz: Coords,
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coins_count: int,
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fps: 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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box_sz = screen_sz // get_maze_sz(self.maze)
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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.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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self.done = False
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self.level_completed = False
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self.maze = maze_gen(6, 6)
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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 = 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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self.fps = fps
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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 = 1, self.box_sz.y
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return rect.move((self.box_sz.x, 0))
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def check_level_completed(self):
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level_completed = self.exit_rect.colliderect(self.hero.rect)
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if level_completed and not self.level_completed:
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self.total_coins += self.coins.coins_collected
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self.total_levels += 1
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self.end.active = True
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self.hero.active = False
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self.level_completed = True
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def draw(self):
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if self.done:
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return
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self.surface.fill("white")
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self.surface.blit(self.background, self.coords)
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if self.level_completed:
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self.end.draw()
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else:
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self.hero.draw()
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self.walls.draw()
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self.coins.draw()
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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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return surface, rect
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def handle_keys(self, keys_pressed):
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if self.done:
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return
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if not self.done:
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self.hero.handle_keys(keys_pressed)
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self.check_level_completed()
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self.end.handle_keys(keys_pressed)
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def handle_exit(self, event: pygame.event.Event):
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if IS_WASM:
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return
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if (
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event.type == pygame.QUIT
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or event.type == pygame.KEYDOWN
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and event.key in self.exit_keys
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):
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self.done = True
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def handle_event(self, event: pygame.event.Event):
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self.handle_exit(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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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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await asyncio.sleep(0)
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clock.tick(self.fps)
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