phantomcastle: universal version + split
This commit is contained in:
parent
6ee4776711
commit
f0d60d50a8
4
.gitignore
vendored
4
.gitignore
vendored
@ -3,3 +3,7 @@ ext/
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.vscode/
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pygame-wasm/phantomcastle/build/
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pygame-wasm/phantomcastle/assets/
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.venv*/
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__pycache__
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*.pyc
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*.pyo
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@ -9,7 +9,7 @@ assets/%.png: assets $(../../assets/*.png)
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cp ../../$@ assets/
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build/web: Makefile main.py $(assets_files)
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pygbag --width 1000 --height 1000 --can_close 1 --title "Призрачный лабиринт: сокровища небесного замка" --build .
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pygbag --width 1000 --height 1000 --can_close 1 --title "Призрачный лабиринт: сокровища небесного замка" --icon assets/ghost.png --build .
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sed -i -e "s|https://pygame-web.github.io/archives/0.9/|https://b4tman.ru/phantomcastle/pygbag/0.9/|g" build/web/index.html
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sed -i -e "s|en-us|ru-RU|g" build/web/index.html
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91
pygame-wasm/phantomcastle/common.py
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91
pygame-wasm/phantomcastle/common.py
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@ -0,0 +1,91 @@
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from abc import ABC, abstractmethod
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from typing import NamedTuple, Optional
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FONT_NAME = "Arial"
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from sys import platform
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IS_WASM = platform == "emscripten"
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import pygame
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from coords import Coords
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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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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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coords: Coords,
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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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self.rect = pygame.Rect(coords, coords)
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self.assets = assets or (parent.assets if parent else None)
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self._surface = None
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self._mask = None
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def __str__(self):
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return f"{self.__class__.__name__}({self.coords})"
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@property
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def surface(self) -> pygame.Surface | None:
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return self._surface or (self.parent.surface if self.parent else None)
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@property
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def mask(self) -> pygame.Mask | None:
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if not self._mask:
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self._mask = pygame.mask.from_surface(self.surface.convert_alpha())
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return self._mask
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def overlap(self, rect: pygame.Rect, mask: pygame.Mask) -> bool:
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if not self.rect.colliderect(rect):
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return False
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offset = Coords(*self.rect.topleft) - Coords(*rect.topleft)
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overlap = mask.overlap(self.mask, offset)
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return overlap is not None
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@property
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def scene(self):
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return self.parent.scene if self.parent else self
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def get_coords(self) -> Coords:
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return Coords(*self.rect.topleft)
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def set_coords(self, coords: Coords):
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new_rect = self.rect.copy()
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new_rect.topleft = coords
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if self.parent:
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if self.parent.rect:
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if not self.parent.rect.contains(new_rect):
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return
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self.rect = new_rect
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@abstractmethod
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def draw(self):
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pass
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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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91
pygame-wasm/phantomcastle/coords.py
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91
pygame-wasm/phantomcastle/coords.py
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@ -0,0 +1,91 @@
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from enum import Enum
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from typing import NamedTuple, Optional
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class Coords(NamedTuple):
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"""
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Вспомогательный класс для упрощения работы с координатами
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"""
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x: int | float
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y: int | float
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def __add__(self, other):
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if isinstance(other, self.__class__):
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return self.__class__(self.x + other.x, self.y + other.y)
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if isinstance(other, (int, float)):
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return self.__class__(self.x + other, self.y + other)
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return NotImplemented
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def __sub__(self, other):
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if isinstance(other, self.__class__):
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return self.__class__(self.x - other.x, self.y - other.y)
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if isinstance(other, (int, float)):
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return self.__class__(self.x - other, self.y - other)
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return NotImplemented
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def __floordiv__(self, other):
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if isinstance(other, self.__class__):
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return self.__class__(self.x // other.x, self.y // other.y)
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if isinstance(other, (int, float)):
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return self.__class__(self.x // other, self.y // other)
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return NotImplemented
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def __mul__(self, other):
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if isinstance(other, self.__class__):
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return self.__class__(self.x * other.x, self.y * other.y)
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if isinstance(other, (int, float)):
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return self.__class__(self.x * other, self.y * other)
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return NotImplemented
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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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class Direction(Enum):
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LEFT = 1
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RIGHT = 2
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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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@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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5
pygame-wasm/phantomcastle/game/__init__.py
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5
pygame-wasm/phantomcastle/game/__init__.py
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@ -0,0 +1,5 @@
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from .scene import Scene
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from .hero import Hero
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from .wall import Walls
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from .coins import Coins
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from .endlevelmenu import EndLevelMenu
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108
pygame-wasm/phantomcastle/game/coins.py
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108
pygame-wasm/phantomcastle/game/coins.py
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from random import sample
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import pygame
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from coords import Coords
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from common import DrawableGameObject, FONT_NAME
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from maze import get_maze_sz
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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: 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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self._surface = pygame.image.load(self.assets["coin.png"])
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self.rect = self.surface.get_rect()
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self.rect.topleft = coords
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# уменьшаем размер монетки
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sf = Coords(0.7, 0.7)
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self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
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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(DrawableGameObject):
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"""объект коллекции монеток"""
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def __init__(
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self,
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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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assets: dict | None = None,
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):
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super().__init__(Coords.zero(), parent, assets)
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self.box_sz = box_sz
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self._capacity = count
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free_points = []
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excluded = Coords(0, 1), get_maze_sz(maze) - Coords(1, 2)
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for i, row in enumerate(maze):
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for j, item in enumerate(row):
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p = Coords(j, i)
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if item < 1 and p not in excluded:
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free_points.append(p)
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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 = [
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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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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) -> int:
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return self._capacity
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@property
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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) -> int:
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return self.capacity - self.coins_left
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@property
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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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for coin in self.collected_coins:
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coin.draw()
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for coin in self.coins:
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coin.draw()
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if self.all_collected:
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self.parent.surface.blit(self.done_txt, self.done_txt_rect)
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def add_to_collected(self, coin: Coin):
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last_pos = Coords(10, 10)
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if self.collected_coins:
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last_pos = Coords(*self.collected_coins[-1].rect.topright)
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last_pos -= Coords(coin.rect.width // 2, 0)
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coin.coords = last_pos
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self.collected_coins.append(coin)
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def collect(self, actor: DrawableGameObject):
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mined = [*filter(lambda coin: coin.overlap(actor.rect, actor.mask), 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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97
pygame-wasm/phantomcastle/game/endlevelmenu.py
Normal file
97
pygame-wasm/phantomcastle/game/endlevelmenu.py
Normal file
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import pygame
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from coords import Coords
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from common import DrawableGameObject, EventHandler, FONT_NAME, IS_WASM, SurfaceWithRect
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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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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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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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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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def _create_keys_hint(self) -> SurfaceWithRect:
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"""Совет по кнопкам"""
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hint_text = "Для новой игры нажмите N"
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if not IS_WASM:
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hint_text += ", 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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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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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.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.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 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.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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138
pygame-wasm/phantomcastle/game/hero.py
Normal file
138
pygame-wasm/phantomcastle/game/hero.py
Normal file
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import pygame
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from coords import Coords, Direction
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from common import DrawableGameObject, EventHandler
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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: 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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self._surface = pygame.image.load(self.assets["ghost.png"])
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self.rect = self.surface.get_rect()
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sf = Coords(0.8, 0.8)
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self._surface, self.rect = self.scene.scale_box(self.surface, self.rect, sf)
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self.rect.topleft = coords
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self.active = True
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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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def draw(self):
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self.parent.surface.blit(self.surface, self.rect)
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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.topleft = coords
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return self.scene.walls.check_collision(new_rect, self.mask)
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@property
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def speed(self):
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return max(self._speed, 1)
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||||
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@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)
|
129
pygame-wasm/phantomcastle/game/scene.py
Normal file
129
pygame-wasm/phantomcastle/game/scene.py
Normal file
@ -0,0 +1,129 @@
|
||||
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)
|
55
pygame-wasm/phantomcastle/game/wall.py
Normal file
55
pygame-wasm/phantomcastle/game/wall.py
Normal file
@ -0,0 +1,55 @@
|
||||
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
|
@ -1,6 +1,14 @@
|
||||
"""
|
||||
Игра "Призрачный лабиринт: сокровища небесного замка"
|
||||
версия для сборки в виде WASM (для браузера) игры с помощью pygbag
|
||||
|
||||
Призрак в лабиринте, управление стрелками и WASD, выход Esc или Q.
|
||||
Чтобы пройти уровень, нужно дойти до выхода, желательно собрав все монетки.
|
||||
После прохождения уровня можно начать новый (кнопкой N) или выйти из игры.
|
||||
Также можно управлять мышкой, перетаскивая героя (зажав ЛКМ) и кликая на надпись,
|
||||
для начала новой игры.
|
||||
|
||||
Это универсальная версия. Подходит для сборки в виде WASM (для браузера) игры,
|
||||
с помощью pygbag и для запуска напрямую.
|
||||
|
||||
pip install pygame pygbag
|
||||
потом make (в Linux/WSL)
|
||||
@ -8,15 +16,13 @@
|
||||
|
||||
import asyncio
|
||||
import os
|
||||
from abc import ABC, abstractmethod
|
||||
from contextlib import contextmanager
|
||||
from enum import Enum
|
||||
from random import choice, randrange, sample
|
||||
from typing import NamedTuple, Optional
|
||||
from game import Scene
|
||||
from coords import Coords
|
||||
|
||||
import pygame
|
||||
|
||||
FONT_NAME = "Arial"
|
||||
FPS = 30
|
||||
|
||||
|
||||
@contextmanager
|
||||
@ -26,727 +32,6 @@ def get_assets_direct(names):
|
||||
yield {asset: os.path.join(assets_dir, asset) for asset in names}
|
||||
|
||||
|
||||
class Coords(NamedTuple):
|
||||
"""
|
||||
Вспомогательный класс для упрощения работы с координатами
|
||||
"""
|
||||
|
||||
x: int | float
|
||||
y: int | float
|
||||
|
||||
def __add__(self, other):
|
||||
if isinstance(other, self.__class__):
|
||||
return self.__class__(self.x + other.x, self.y + other.y)
|
||||
if isinstance(other, (int, float)):
|
||||
return self.__class__(self.x + other, self.y + other)
|
||||
return NotImplemented
|
||||
|
||||
def __sub__(self, other):
|
||||
if isinstance(other, self.__class__):
|
||||
return self.__class__(self.x - other.x, self.y - other.y)
|
||||
if isinstance(other, (int, float)):
|
||||
return self.__class__(self.x - other, self.y - other)
|
||||
return NotImplemented
|
||||
|
||||
def __floordiv__(self, other):
|
||||
if isinstance(other, self.__class__):
|
||||
return self.__class__(self.x // other.x, self.y // other.y)
|
||||
if isinstance(other, (int, float)):
|
||||
return self.__class__(self.x // other, self.y // other)
|
||||
return NotImplemented
|
||||
|
||||
def __mul__(self, other):
|
||||
if isinstance(other, self.__class__):
|
||||
return self.__class__(self.x * other.x, self.y * other.y)
|
||||
if isinstance(other, (int, float)):
|
||||
return self.__class__(self.x * other, self.y * other)
|
||||
return NotImplemented
|
||||
|
||||
def transform(self, ref: "Coords"):
|
||||
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
|
||||
def zero(cls):
|
||||
return cls(0, 0)
|
||||
|
||||
|
||||
def maze_gen(row=4, col=4):
|
||||
"""генератор карты
|
||||
взял с коментария
|
||||
https://stepik.org/lesson/502494/step/3?discussion=6527620&unit=494196
|
||||
"""
|
||||
row = max(2 * row + 1, 3)
|
||||
col = max(2 * col + 1, 3)
|
||||
maze = [[2] * col]
|
||||
maze.extend([[2] + [1] * (col - 2) + [2] for _ in range(row - 2)])
|
||||
maze.append(maze[0])
|
||||
|
||||
curr = (randrange(1, len(maze) - 1, 2), randrange(1, len(maze[0]) - 1, 2))
|
||||
path = [curr]
|
||||
maze[curr[0]][curr[1]] = 0
|
||||
|
||||
while path:
|
||||
nexts = [
|
||||
(r1, c1, r2, c2)
|
||||
for r, c in zip((1, 0, -1, 0), (0, 1, 0, -1))
|
||||
if (
|
||||
(r1 := curr[0] + r) is None
|
||||
or (c1 := curr[1] + c) is None
|
||||
or (r2 := curr[0] + 2 * r) is None
|
||||
or (c2 := curr[1] + 2 * c) is None
|
||||
or 1 == maze[r1][c1] == maze[r2][c2]
|
||||
)
|
||||
]
|
||||
if nexts:
|
||||
r1, c1, r2, c2 = choice(nexts)
|
||||
maze[r1][c1] = maze[r2][c2] = 0
|
||||
path.append((r2, c2))
|
||||
else:
|
||||
curr = path.pop()
|
||||
|
||||
upd = {
|
||||
("22", "20"): (None, "00"),
|
||||
("02", "22"): ("00", None),
|
||||
("11101", "00101", "11111", "10100", "10111"): (
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
"10001",
|
||||
None,
|
||||
),
|
||||
("10111", "10100", "11111", "00101", "11101"): (
|
||||
None,
|
||||
"10001",
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
),
|
||||
}
|
||||
for pattern, replacement in upd.items():
|
||||
for i in range(len(maze) - len(pattern) + 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)
|
||||
):
|
||||
for k, v in filter(lambda x: x[1], enumerate(replacement)):
|
||||
maze[i + k][j : j + len(v)] = list(map(int, v))
|
||||
|
||||
return maze
|
||||
|
||||
|
||||
def get_maze_sz(maze: list[list[int]]) -> Coords:
|
||||
return Coords(len(maze[0]), len(maze))
|
||||
|
||||
|
||||
class Direction(Enum):
|
||||
LEFT = 1
|
||||
RIGHT = 2
|
||||
UP = 3
|
||||
DOWN = 4
|
||||
|
||||
def as_coords(self):
|
||||
match self:
|
||||
case Direction.LEFT:
|
||||
return Coords(-1, 0)
|
||||
case Direction.RIGHT:
|
||||
return Coords(1, 0)
|
||||
case Direction.UP:
|
||||
return Coords(0, -1)
|
||||
case Direction.DOWN:
|
||||
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):
|
||||
surface: pygame.Surface
|
||||
rect: pygame.Rect
|
||||
|
||||
def draw_to(self, target: pygame.Surface):
|
||||
target.blit(self.surface, self.rect)
|
||||
|
||||
|
||||
class DrawableGameObject(ABC):
|
||||
"""обобщение игрового элемента"""
|
||||
|
||||
coords = property(
|
||||
lambda self: self.get_coords(), lambda self, c: self.set_coords(c)
|
||||
)
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
coords: Coords,
|
||||
parent: Optional["DrawableGameObject"] = None,
|
||||
assets: dict | None = None,
|
||||
):
|
||||
self.parent = parent
|
||||
self.rect = pygame.Rect(coords, coords)
|
||||
self.assets = assets or (parent.assets if parent else None)
|
||||
self._surface = None
|
||||
self._mask = None
|
||||
|
||||
def __str__(self):
|
||||
return f"{self.__class__.__name__}({self.coords})"
|
||||
|
||||
@property
|
||||
def surface(self) -> pygame.Surface | None:
|
||||
return self._surface or (self.parent.surface if self.parent else None)
|
||||
|
||||
@property
|
||||
def mask(self) -> pygame.Mask | None:
|
||||
if not self._mask:
|
||||
self._mask = pygame.mask.from_surface(self.surface.convert_alpha())
|
||||
return self._mask
|
||||
|
||||
def overlap(self, rect: pygame.Rect, mask: pygame.Mask) -> bool:
|
||||
if not self.rect.colliderect(rect):
|
||||
return False
|
||||
|
||||
offset = Coords(*self.rect.topleft) - Coords(*rect.topleft)
|
||||
overlap = mask.overlap(self.mask, offset)
|
||||
return overlap is not None
|
||||
|
||||
@property
|
||||
def scene(self):
|
||||
return self.parent.scene if self.parent else self
|
||||
|
||||
def get_coords(self) -> Coords:
|
||||
return Coords(*self.rect.topleft)
|
||||
|
||||
def set_coords(self, coords: Coords):
|
||||
new_rect = self.rect.copy()
|
||||
new_rect.topleft = coords
|
||||
if self.parent:
|
||||
if self.parent.rect:
|
||||
if not self.parent.rect.contains(new_rect):
|
||||
return
|
||||
self.rect = new_rect
|
||||
|
||||
@abstractmethod
|
||||
def draw(self):
|
||||
pass
|
||||
|
||||
|
||||
class EventHandler(ABC):
|
||||
@abstractmethod
|
||||
def handle_keys(self, keys_pressed):
|
||||
pass
|
||||
|
||||
@abstractmethod
|
||||
def handle_event(self):
|
||||
pass
|
||||
|
||||
|
||||
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)
|
||||
|
||||
|
||||
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
|
||||
|
||||
|
||||
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)
|
||||
|
||||
|
||||
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"
|
||||
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)
|
||||
|
||||
|
||||
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
|
||||
):
|
||||
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()
|
||||
|
||||
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_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):
|
||||
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(30)
|
||||
|
||||
|
||||
async def game(assets):
|
||||
screen_sz = Coords(1000, 1000)
|
||||
maze_sz = Coords(6, 6)
|
||||
@ -757,7 +42,7 @@ async def game(assets):
|
||||
total_coins = 0
|
||||
want_new_level = True
|
||||
while want_new_level:
|
||||
scene = Scene(assets, screen_sz, maze_sz, coins_count)
|
||||
scene = Scene(assets, screen_sz, maze_sz, coins_count, FPS)
|
||||
scene.total_levels, scene.total_coins = total_levels, total_coins
|
||||
await scene.event_loop()
|
||||
|
||||
@ -765,6 +50,8 @@ async def game(assets):
|
||||
total_levels = scene.total_levels
|
||||
total_coins = scene.total_coins
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
async def main():
|
||||
pygame.init()
|
||||
|
72
pygame-wasm/phantomcastle/maze.py
Normal file
72
pygame-wasm/phantomcastle/maze.py
Normal file
@ -0,0 +1,72 @@
|
||||
from random import choice, randrange
|
||||
|
||||
from coords import Coords
|
||||
|
||||
|
||||
def maze_gen(row=4, col=4):
|
||||
"""генератор карты
|
||||
взял с коментария
|
||||
https://stepik.org/lesson/502494/step/3?discussion=6527620&unit=494196
|
||||
"""
|
||||
row = max(2 * row + 1, 3)
|
||||
col = max(2 * col + 1, 3)
|
||||
maze = [[2] * col]
|
||||
maze.extend([[2] + [1] * (col - 2) + [2] for _ in range(row - 2)])
|
||||
maze.append(maze[0])
|
||||
|
||||
curr = (randrange(1, len(maze) - 1, 2), randrange(1, len(maze[0]) - 1, 2))
|
||||
path = [curr]
|
||||
maze[curr[0]][curr[1]] = 0
|
||||
|
||||
while path:
|
||||
nexts = [
|
||||
(r1, c1, r2, c2)
|
||||
for r, c in zip((1, 0, -1, 0), (0, 1, 0, -1))
|
||||
if (
|
||||
(r1 := curr[0] + r) is None
|
||||
or (c1 := curr[1] + c) is None
|
||||
or (r2 := curr[0] + 2 * r) is None
|
||||
or (c2 := curr[1] + 2 * c) is None
|
||||
or 1 == maze[r1][c1] == maze[r2][c2]
|
||||
)
|
||||
]
|
||||
if nexts:
|
||||
r1, c1, r2, c2 = choice(nexts)
|
||||
maze[r1][c1] = maze[r2][c2] = 0
|
||||
path.append((r2, c2))
|
||||
else:
|
||||
curr = path.pop()
|
||||
|
||||
upd = {
|
||||
("22", "20"): (None, "00"),
|
||||
("02", "22"): ("00", None),
|
||||
("11101", "00101", "11111", "10100", "10111"): (
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
"10001",
|
||||
None,
|
||||
),
|
||||
("10111", "10100", "11111", "00101", "11101"): (
|
||||
None,
|
||||
"10001",
|
||||
None,
|
||||
None,
|
||||
None,
|
||||
),
|
||||
}
|
||||
for pattern, replacement in upd.items():
|
||||
for i in range(len(maze) - len(pattern) + 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)
|
||||
):
|
||||
for k, v in filter(lambda x: x[1], enumerate(replacement)):
|
||||
maze[i + k][j : j + len(v)] = list(map(int, v))
|
||||
|
||||
return maze
|
||||
|
||||
|
||||
def get_maze_sz(maze: list[list[int]]) -> Coords:
|
||||
return Coords(len(maze[0]), len(maze))
|
Loading…
Reference in New Issue
Block a user