""" 3.5 Вставка рисунков. Управление рисунков https://stepik.org/lesson/937437/step/2?unit=943412 Задача: Попробуйте сделать управление объектом, который есть не просто прямоугольник, а, например, рисунок. Зависимости: pygame pillow """ import os import shutil import tempfile import urllib.request from abc import ABC, abstractmethod from contextlib import contextmanager from random import choice, randrange from typing import NamedTuple, Optional import PIL import pygame from PIL import ImageDraw def download_asset(asset, path): """ Загрузка картинок из репозитория """ prefix = "https://gitea.b4tman.ru/temp/py_stepik/raw/branch/master/assets/" print("Качаю картинку", asset, end=" ... ", flush=True) try: urllib.request.urlretrieve(prefix + asset, path) except Exception: print("не смог :(") return False print("скачал!") return True def make_stub_image(path, name): """Создание пустой картинки, на случай если скачать не получилось""" img = PIL.Image.new("RGBA", (200, 200)) draw = ImageDraw.Draw(img) draw.rectangle([(50, 50), (150, 150)], outline="black", width=2) draw.line((50, 50, 150, 150), fill="red", width=2) draw.line((50, 150, 150, 50), fill="red", width=2) draw.text((50, 170), name, fill="blue") img.save(path) @contextmanager def get_assets(names): """Получение соответствия с расположением файлов картинок Размер картинок нужно менять поэтому они всегда сохраняются во временные файлы. """ assets_dir = "assets" files = {} # поиск файлов (загрузка если их нет) и создание временных for asset in names: _, ext = os.path.splitext(asset) temppath = tempfile.mktemp(suffix=ext) filepath = os.path.join(assets_dir, asset) if os.path.isfile(filepath): shutil.copyfile(filepath, temppath) else: if not download_asset(asset, temppath): make_stub_image(temppath, asset) files[asset] = temppath # передача управления yield files # очистка for _, filename in files.items(): try: os.remove(filename) except FileNotFoundError: pass 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 @classmethod def zero(cls): return cls(0, 0) def resize_img(assets: dict, name: str, sz: Coords): """ Изменение размера картинки и сохранение в файл """ img = PIL.Image.open(assets[name]) if img.size != sz: img = img.resize(sz) img.save(assets[name]) def choose_plural(amount, declensions): """Возвращает количество объектов в виде строки например 5 копеек, 1 копейка и т.д. """ a = amount % 100 i = 2 if 10 < a < 20: pass elif a % 10 == 1: i = 0 elif 1 < a % 10 < 5: i = 1 return f"{amount} {declensions[i]}" 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 len(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 key in upd: for i in range(len(maze) - len(key) + 1): for j in range(len(maze[0]) - len(key[0]) + 1): if all( maze[i + k][j : j + len(v)] == list(map(int, v)) for k, v in enumerate(key) ): for k, v in filter(lambda x: x[1], enumerate(upd[key])): 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 GameObject(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["GameObject"] = 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 @property def surface(self) -> pygame.Surface | None: return self._surface or (self.parent.surface if self.parent else 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): if self.parent: if self.parent.surface: if not ( coords.x >= 0 and coords.x + self.rect.width <= self.parent.surface.get_width() and coords.y >= 0 and coords.y + self.rect.height < self.parent.surface.get_height() ): return self.rect.topleft = coords @abstractmethod def draw(self): pass @abstractmethod def handle_event(self, event: pygame.event.Event): pass class Hero(GameObject): """объект главного героя""" def __init__( self, coords: Coords, parent: GameObject, assets: dict | None = None, ): super().__init__(coords, parent, assets) self._surface = pygame.image.load(self.assets["ghost.png"]) self.rect = self.surface.get_rect() self.rect.topleft = coords 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) 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: return super().set_coords(coords) # 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) def handle_event(self, event: pygame.event.Event): delta = 30 if event.type == pygame.KEYDOWN: match event.key: case pygame.K_UP | pygame.K_w: self.coords += Coords(0, -1) * delta case pygame.K_DOWN | pygame.K_s: self.coords += Coords(0, 1) * delta case pygame.K_LEFT | pygame.K_a: self.coords += Coords(-1, 0) * delta case pygame.K_RIGHT | pygame.K_d: self.coords += Coords(1, 0) * delta class WallBlock(GameObject): """объект елемента стены""" def __init__( self, coords: Coords, parent: GameObject, 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 def draw(self): self.parent.surface.blit(self.surface, self.rect) def handle_event(self, event: pygame.event.Event): ... class Walls(GameObject): """объект стен""" def __init__( self, parent: GameObject, 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) -> bool: for block in self.blocks: if block.rect.colliderect(rect): return True return False def handle_event(self, event: pygame.event.Event): for block in self.blocks: block.handle_event(event) class Scene(GameObject): """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): 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 resize_img(self.assets, "brick.png", box_sz) hero_sz = Coords(*map(int, box_sz * 0.8)) resize_img(self.assets, "ghost.png", hero_sz) hero_y_offset = (box_sz.y - hero_sz.y) // 2 + box_sz.y self._surface = pygame.display.set_mode(screen_sz) self.rect = self._surface.get_rect() self.hero = Hero(Coords(0, hero_y_offset), self) resize_img(assets, "bg1k.png", screen_sz) self.background = pygame.image.load(self.assets["bg1k.png"]) self.done = False self.maze = maze_gen(6, 6) self.walls = Walls(self, self.maze, box_sz) print(self.get_exit_rect()) print(self.rect) def get_exit_rect(self) -> pygame.Rect: 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 = self.box_sz return rect def draw(self): if self.done: return self.surface.blit(self.background, self.coords) pygame.draw.rect(self._surface, pygame.Color("#42c53d25"), self.get_exit_rect()) self.hero.draw() self.walls.draw() def handle_event(self, event: pygame.event.Event): if self.done: return if ( event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key in self.exit_keys ): self.done = True if not self.done: self.hero.handle_event(event) def event_loop(self): while not self.done: event = pygame.event.wait() self.handle_event(event) self.draw() pygame.display.flip() def game(assets): pygame.init() screen_sz = Coords(1000, 1000) maze_sz = Coords(6, 6) pygame.display.set_caption("Движение рисунка на Pygame") scene = Scene(assets, screen_sz, maze_sz) scene.event_loop() pygame.quit() def main(): assets = [ "bg1k.png", "ghost.png", "brick.png", ] with get_assets(assets) as assets: game(assets) main()