691 lines
23 KiB
Python
691 lines
23 KiB
Python
"""
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Игра "Призрачный лабиринт: сокровища небесного замка"
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версия для сборки в виде WASM (для браузера) игры с помощью pygbag
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pip install pygame pygbag
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потом make (в Linux/WSL)
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"""
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import asyncio
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import os
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from abc import ABC, abstractmethod
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from contextlib import contextmanager
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from enum import Enum
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from random import choice, randrange, sample
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from typing import NamedTuple, Optional
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import pygame
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FONT_NAME = "Arial"
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@contextmanager
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def get_assets_direct(names):
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"""передача файлов картинок 1 в 1"""
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assets_dir = "assets"
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yield {asset: os.path.join(assets_dir, asset) for asset in names}
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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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@classmethod
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def zero(cls):
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return cls(0, 0)
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def maze_gen(row=4, col=4):
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"""генератор карты
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взял с коментария
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https://stepik.org/lesson/502494/step/3?discussion=6527620&unit=494196
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"""
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row = max(2 * row + 1, 3)
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col = max(2 * col + 1, 3)
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maze = [[2] * col]
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maze.extend([[2] + [1] * (col - 2) + [2] for _ in range(row - 2)])
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maze.append(maze[0])
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curr = (randrange(1, len(maze) - 1, 2), randrange(1, len(maze[0]) - 1, 2))
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path = [curr]
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maze[curr[0]][curr[1]] = 0
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while path:
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nexts = [
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(r1, c1, r2, c2)
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for r, c in zip((1, 0, -1, 0), (0, 1, 0, -1))
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if (
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(r1 := curr[0] + r) is None
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or (c1 := curr[1] + c) is None
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or (r2 := curr[0] + 2 * r) is None
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or (c2 := curr[1] + 2 * c) is None
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or 1 == maze[r1][c1] == maze[r2][c2]
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)
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]
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if nexts:
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r1, c1, r2, c2 = choice(nexts)
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maze[r1][c1] = maze[r2][c2] = 0
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path.append((r2, c2))
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else:
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curr = path.pop()
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upd = {
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("22", "20"): (None, "00"),
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("02", "22"): ("00", None),
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("11101", "00101", "11111", "10100", "10111"): (
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None,
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None,
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None,
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"10001",
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None,
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),
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("10111", "10100", "11111", "00101", "11101"): (
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None,
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"10001",
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None,
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None,
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None,
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),
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}
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for pattern, replacement in upd.items():
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for i in range(len(maze) - len(pattern) + 1):
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for j in range(len(maze[0]) - len(pattern[0]) + 1):
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if all(maze[i + k][j : j + len(v)] == list(map(int, v)) for k, v in enumerate(pattern)):
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for k, v in filter(lambda x: x[1], enumerate(replacement)):
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maze[i + k][j : j + len(v)] = list(map(int, v))
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return maze
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def get_maze_sz(maze: list[list[int]]) -> Coords:
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return Coords(len(maze[0]), len(maze))
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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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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(lambda self: self.get_coords(), lambda self, c: self.set_coords(c))
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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 KeysHandler(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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class Hero(DrawableGameObject, KeysHandler):
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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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# 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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@speed.setter
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def speed(self, value):
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self._speed = min(value, 15)
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def _reduce_step(self, coords):
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"""Уменьшение шага движения, с целью подойти вплотную к стене"""
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delta = coords - self.coords
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dx, dy = 0, 0
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if abs(delta.x) > 1:
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dx = 1 * (delta.x < 0 or -1)
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if abs(delta.y) > 1:
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dy = 1 * (delta.y < 0 or -1)
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return coords + Coords(dx, dy)
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def set_coords(self, coords: Coords):
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# проверка колизии
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has_collision = self._check_collision(coords)
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if not has_collision:
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return super().set_coords(coords)
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# уменьшение шага
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while has_collision and coords != self.coords:
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coords_new = self._reduce_step(coords)
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if coords_new == coords:
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return # не могу уменьшить шаг
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coords = coords_new
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has_collision = self._check_collision(coords)
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super().set_coords(coords)
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def flip(self):
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self.looking_right = not self.looking_right
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self._surface = pygame.transform.flip(self.surface, flip_x=True, flip_y=False)
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def update_direction(self, direction: Direction):
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if direction in (Direction.LEFT, Direction.RIGHT):
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going_right = direction == Direction.RIGHT
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if self.looking_right != going_right:
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self.flip()
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if direction != self.direction:
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self.speed = 0
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self.direction = direction
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else:
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self.speed += 1
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def move(self, direction: Direction, step: int = 1):
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self.update_direction(direction)
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self.coords += direction.as_coords() * step * self.speed // 3
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self.scene.coins.collect(self)
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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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wide, short = 3, 1
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if keys_pressed[pygame.K_UP]:
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self.move(Direction.UP, wide)
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if keys_pressed[pygame.K_DOWN]:
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self.move(Direction.DOWN, wide)
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if keys_pressed[pygame.K_LEFT]:
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self.move(Direction.LEFT, wide)
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if keys_pressed[pygame.K_RIGHT]:
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self.move(Direction.RIGHT, wide)
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if keys_pressed[pygame.K_w]:
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self.move(Direction.UP, short)
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if keys_pressed[pygame.K_s]:
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self.move(Direction.DOWN, short)
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if keys_pressed[pygame.K_a]:
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self.move(Direction.LEFT, short)
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if keys_pressed[pygame.K_d]:
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self.move(Direction.RIGHT, short)
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class WallBlock(DrawableGameObject):
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"""объект элемента стены"""
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def __init__(
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self,
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coords: Coords,
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parent: 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["brick.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(1, 1)
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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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class Walls(DrawableGameObject):
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"""объект стен"""
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def __init__(
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self,
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parent: DrawableGameObject,
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maze: list[list[int]],
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box_sz: Coords,
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assets: dict | None = None,
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):
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super().__init__(Coords.zero(), parent, assets)
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self.box_sz = box_sz
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self.blocks = [
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WallBlock(Coords(j, i).transform(box_sz), self, self.assets)
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for i, row in enumerate(maze)
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for j, item in enumerate(row)
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if item > 0
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]
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def draw(self):
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for block in self.blocks:
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block.draw()
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def check_collision(self, rect: pygame.Rect, mask: pygame.Mask) -> bool:
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for block in self.blocks:
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if block.overlap(rect, mask):
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return True
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return False
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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 = [Coin(point.transform(box_sz), self, self.assets) for point in coin_points]
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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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class EndLevelMenu(DrawableGameObject, KeysHandler):
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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"
|
||
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 handle_keys(self, keys_pressed):
|
||
if not self.active:
|
||
return
|
||
if keys_pressed[pygame.K_n]:
|
||
self.parent.want_new_level = True
|
||
self.parent.done = True
|
||
|
||
|
||
class Scene(DrawableGameObject, KeysHandler):
|
||
"""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)
|
||
|
||
async def event_loop(self):
|
||
clock = pygame.time.Clock()
|
||
while not self.done:
|
||
pygame.event.pump()
|
||
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)
|
||
coins_count = 10
|
||
pygame.display.set_caption("Призрачный лабиринт: сокровища небесного замка")
|
||
|
||
total_levels = 0
|
||
total_coins = 0
|
||
want_new_level = True
|
||
while want_new_level:
|
||
scene = Scene(assets, screen_sz, maze_sz, coins_count)
|
||
scene.total_levels, scene.total_coins = total_levels, total_coins
|
||
await scene.event_loop()
|
||
|
||
want_new_level = scene.want_new_level
|
||
total_levels = scene.total_levels
|
||
total_coins = scene.total_coins
|
||
|
||
|
||
async def main():
|
||
pygame.init()
|
||
required_assets = [
|
||
"bg1k.png",
|
||
"ghost.png",
|
||
"brick.png",
|
||
"win.png",
|
||
"coin.png",
|
||
]
|
||
with get_assets_direct(required_assets) as assets:
|
||
await game(assets)
|
||
|
||
|
||
asyncio.run(main())
|