py_stepik/pygame-wasm/phantomcastle/game/scene.py

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import asyncio
import pygame
from maze import maze_gen, get_maze_sz
from coords import Coords
from common import DrawableGameObject, EventHandler, IS_WASM
from game.hero import Hero
from game.wall import Walls
from game.coins import Coins
from game.endlevelmenu import EndLevelMenu
from sound import BackgroundSound
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"]).convert_alpha()
self.background = pygame.transform.scale(self.background, self.rect.size)
double_bg = pygame.Surface((screen_sz.x * 2, screen_sz.y))
double_bg.blit(self.background, (0, 0))
double_bg.blit(self.background, (screen_sz.x, 0))
self.background = double_bg
self.bg_shift = 0
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
self.sound = BackgroundSound(self.assets["bg.ogg"])
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.blit(self.background, (-self.bg_shift, 0))
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
if event.type == pygame.KEYDOWN and event.key == pygame.K_m:
self.sound.toggle_mute()
self.hero.handle_event(event)
self.check_level_completed()
self.end.handle_event(event)
async def event_loop(self):
self.sound.play()
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()
self.bg_shift = (self.bg_shift + 1) % self.rect.width
pygame.display.flip()
await asyncio.sleep(0)
clock.tick(self.fps)