semi-final update: desing + win logic

master
IljaP 2024-04-25 11:21:15 +03:00
parent 1a17d4aa84
commit 2abaddde11
5 changed files with 113 additions and 35 deletions

View File

@ -5,11 +5,9 @@ import settings as s
from screens import Empty_domino
pygame.font.init()
my_font = pygame.font.SysFont('Calibri (Body)', 50)
my_font = pygame.font.SysFont('Calibri (Body)', 37)
# Define a Player object by extending pygame.sprite.Sprite
# The surface drawn on the screen is now an attribute of 'player'
class Domino(pygame.sprite.Sprite):
def __init__(self, x, y, values, index):
super().__init__()
@ -33,6 +31,7 @@ class Domino(pygame.sprite.Sprite):
movement = self.w + 10
i = 0
# передвигаем домино влево, если есть пустые места
for domino in dominos:
if i == 0:
@ -45,16 +44,20 @@ class Domino(pygame.sprite.Sprite):
i += 1
# блит домино с текстом
screen.blit(self.surf, self.rect)
v_up = my_font.render(f"{self.values[0]}", True, (255, 255, 255))
v_down = my_font.render(f"{self.values[1]}", True, (255, 255, 255))
v_up = my_font.render(f"{self.values[0][1]}", True, (255, 255, 255))
v_down = my_font.render(f"{self.values[1][1]}", True, (255, 255, 255))
# screen.blit(v_up,
# (self.rect.x + (self.w / 2), self.rect.y + (self.h / 4)))
screen.blit(v_up,
(self.rect.x + (self.w / 2) - v_up.get_width(), self.rect.y + (self.h / 4) - v_up.get_height()))
(self.rect.x + (self.w / 2) - v_up.get_width()/2, self.rect.y + (self.h / 4) - v_up.get_height()/2))
# print(self.rect.x + (self.w / 2) - v_up.get_width(), self.rect.y + (self.h / 4) - v_up.get_height())
screen.blit(v_down, (
self.rect.x + (self.w / 2) - v_down.get_width(), self.rect.y + (self.h / 4) * 3 - v_down.get_height()))
self.rect.x + (self.w / 2) - v_down.get_width()/2, self.rect.y + (self.h / 4) * 3 - v_down.get_height()/2))
# screen.blit(v_up,
# (310, 16))
@ -66,6 +69,7 @@ class Domino(pygame.sprite.Sprite):
self.surf.fill(self.color)
def update_rotation(self, mouse_x, mouse_y, r_click_time):
# если клинкули правым кликом - переворачиваем домино
if self.rect.x <= mouse_x <= self.rect.x + self.w and self.rect.y <= mouse_y <= self.rect.y + self.h:
# pygame.transform.rotate(self.surf, 90)
self.values = self.values[::-1]
@ -77,6 +81,7 @@ class Domino(pygame.sprite.Sprite):
# check if mouse colide with domino
if self.rect.x <= mouse_new_x <= self.rect.x + self.w and self.rect.y <= mouse_new_y <= self.rect.y + self.h:
# передвижение вместе с мышью
self.rect.x -= mouse_x
self.rect.y -= mouse_y
@ -87,6 +92,7 @@ class Domino(pygame.sprite.Sprite):
elif self.type_pos == "hand":
# проверяем, не находится ли домино за пределами руки (выложили ли домино на стол по правилам?)
self.update_type_pos(hand, group_hand, game, dominos)
# if self.type_pos == "hand":
# self.rect.x = self.start_pos[0]
@ -96,24 +102,26 @@ class Domino(pygame.sprite.Sprite):
def update_type_pos(self, hand, group_hand, game, dominos):
if self.type_pos == "hand":
# если домино за пределами руки
if not hand.rect.colliderect(self.rect):
move = False
for empty in game.empty_group:
# проверяем колизию с пустышками (красными), чтобы на их место поставить домино
for empty in game.empty_group:
# ставим
if empty.rect.colliderect(self.rect):
if empty.pos == "up":
if not game.value_up or game.value_up == self.values[1]:
if not game.value_up or game.value_up == self.values[1][0]:
move = True
elif empty.pos == "down":
if not game.value_down or game.value_down == self.values[0]:
if not game.value_down or game.value_down == self.values[0][0]:
move = True
elif empty.pos == "both":
move = True
# ставим домино на место пустышки, и добавляем в группу объектов игрового стола
if move:
self.surf.fill(self.color)
self.type_pos == "game"
@ -125,20 +133,22 @@ class Domino(pygame.sprite.Sprite):
self.rect.y = empty.rect.y
if empty.pos == "up":
game.value_up = self.values[0]
game.value_up = self.values[0][0]
game.empty_up.rect.y -= game.empty_up.h + 10
elif empty.pos == "down":
game.value_down = self.values[1]
game.value_down = self.values[1][0]
game.empty_down.rect.y += game.empty_down.h + 10
elif empty.pos == "both":
game.value_up = self.values[0]
game.value_down = self.values[1]
game.value_up = self.values[0][0]
game.value_down = self.values[1][0]
game.empty_up = Empty_domino(empty.rect.x, empty.rect.y - (s.DOMINO_W * 1.1 * 2 + 10), "up")
game.empty_up = Empty_domino(empty.rect.x, empty.rect.y - (s.DOMINO_W * 1.1 * 2 + 10),
"up")
game.group.add(game.empty_up)
game.empty_group.add(game.empty_up)
game.empty_down = Empty_domino(empty.rect.x, empty.rect.y + (s.DOMINO_W * 1.1 * 2 + 10), "down")
game.empty_down = Empty_domino(empty.rect.x, empty.rect.y + (s.DOMINO_W * 1.1 * 2 + 10),
"down")
game.group.add(game.empty_down)
game.empty_group.add(game.empty_down)
@ -146,6 +156,7 @@ class Domino(pygame.sprite.Sprite):
# если домино не за пределами руки - возвращаем её на место
else:
self.rect.x = self.start_pos[0]
self.rect.y = self.start_pos[1]

52
main.py
View File

@ -14,6 +14,8 @@ from pygame.locals import (
)
pygame.init()
# инициализируем настроки экрана и домино
SCREEN_WIDTH = s.SCREEN_WIDTH
SCREEN_HEIGHT = s.SCREEN_HEIGHT
DOMINO_W = s.DOMINO_W
@ -21,28 +23,28 @@ DOMINO_H = s.DOMINO_H
# screen = pygame.display.set_mode((0,0),pygame.FULLSCREEN)
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
all_sprites = pygame.sprite.Group()
# создаем группы руки и игры
dominos = pygame.sprite.Group()
group_hand_screen = pygame.sprite.Group()
group_game_screen = pygame.sprite.Group()
game_screen = Game_screen()
all_sprites.add(game_screen)
group_game_screen.add(game_screen)
hand_screen = Hand_screen()
group_hand_screen.add(hand_screen)
all_sprites.add(hand_screen)
get_button = Button()
group_hand_screen.add(get_button)
all_sprites.add(get_button)
x = 100
y = SCREEN_HEIGHT - DOMINO_H / 2 - 25
# print(len(all_sprites))
# стартовая рука
for i in range(6):
values = choice(s.DOMINOS)
domino = Domino(x, y, values, i)
@ -51,7 +53,7 @@ for i in range(6):
dominos.add(domino)
group_hand_screen.add(domino)
all_sprites.add(domino)
pygame.display.flip()
run = True
@ -61,6 +63,7 @@ mouse_down = False
mouse_old_pos = [pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1]]
r_click_cd = 0.2
r_click_time = 0
while run:
for event in pygame.event.get():
@ -87,22 +90,28 @@ while run:
if mouse_down:
move = False
# получаем координаты мыши, и её parvietojums
mouse_new_pos = pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1]
mouse_move = [mouse_old_pos[0] - mouse_new_pos[0], mouse_old_pos[1] - mouse_new_pos[1]]
for domino in group_hand_screen:
if domino.type == "domino":
# если мы навели на домино: меняем её цвет
domino.update_color(pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1])
# передвигаем домино, если кликнули и зажали
if mouse_down == "left":
move = domino.update_pos(move, mouse_move[0], mouse_move[1], mouse_new_pos[0], mouse_new_pos[1],
hand_screen, group_hand_screen, game_screen, dominos)
# если правый клик - переворачиваем домино (переворачиваем ее значения)
elif mouse_down == "right" and time() - r_click_time >= r_click_cd:
r_click_time = domino.update_rotation(mouse_new_pos[0], mouse_new_pos[1], r_click_time)
# если мы кликнули на кнопку, добовляем в руку новые домино
if not move and mouse_down == "left":
values = False
if time() - r_click_time >= r_click_cd and len(dominos) != 0:
r_click_time, values, coor = get_button.active_button(mouse_new_pos[0], mouse_new_pos[1], r_click_time, dominos)
if values:
@ -112,6 +121,7 @@ while run:
else:
game_screen.update_pos(mouse_move[0], mouse_move[1], mouse_new_pos[0], mouse_new_pos[1])
# если мы кликнули на "стол", передвигаем его
else:
for domino in group_hand_screen:
if domino.type == "domino":
@ -121,6 +131,7 @@ while run:
screen.fill((230, 230, 230))
def blit_group(group):
"""блит группы"""
for entity in group:
if entity.type == "domino":
entity.blit_domino(screen, dominos)
@ -137,4 +148,31 @@ while run:
mouse_old_pos = [pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1]]
# print(len(dominos), len(s.DOMINOS))
# если у игрока на руке не осталось фишек, и в колоде тоже, то он побеждает, и программа выходит из while
if len(dominos) <= 0 and len(s.DOMINOS) <= 0:
break
pygame.display.flip()
# экран победы
run = True
while run:
for event in pygame.event.get():
# Did the user hit a key?
if event.type == KEYDOWN:
# Was it the Escape key? If so, stop the loop.
if event.key == K_ESCAPE:
run = False
elif event.type == MOUSEBUTTONDOWN:
run = False
surf = pygame.Surface((500, 200))
color = (255, 50, 50)
surf.fill(color)
rect = surf.get_rect(center=(s.SCREEN_WIDTH/2, s.SCREEN_HEIGHT/2))
screen.blit(surf, rect)
pygame.display.flip()

View File

View File

@ -2,6 +2,7 @@ import pygame
import settings as s
from time import time
from random import choice
from json import dumps
# from domino import Domino
@ -9,6 +10,7 @@ pygame.font.init()
my_font = pygame.font.SysFont('Calibri (Body)', 50)
class Hand_screen(pygame.sprite.Sprite):
"""рука игрока"""
def __init__(self):
super().__init__()
self.type = "hand_screen"
@ -22,6 +24,7 @@ class Hand_screen(pygame.sprite.Sprite):
class Button(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.type = "button"
@ -36,7 +39,7 @@ class Button(pygame.sprite.Sprite):
def blit_button(self, screen):
# блит кнопки
screen.blit(self.surf, self.rect)
text = my_font.render(f"{self.text}", True, (255, 255, 255))
@ -46,6 +49,7 @@ class Button(pygame.sprite.Sprite):
def active_button(self, mouse_x, mouse_y, r_click_time, dominos):
# если нажали на кнопку, добавляем домино в руку
if self.rect.x <= mouse_x <= self.rect.x + self.w and self.rect.y <= mouse_y <= self.rect.y + self.h:
# pygame.transform.rotate(self.surf, 90)
x = 110 * len(dominos) - 1
@ -58,6 +62,7 @@ class Button(pygame.sprite.Sprite):
return r_click_time, False, False
class Empty_domino(pygame.sprite.Sprite):
"""пустышка"""
def __init__(self, x, y, pos):
super().__init__()
self.type = "empty domino"

View File

@ -1,4 +1,4 @@
# Define constants for the screen width and height
# Define constants for the screen, dominos
from random import choice
SCREEN_WIDTH = 1200
@ -9,12 +9,36 @@ DOMINO_H = 200
DOMINOS = []
values = range(7)
for v_up in values:
for v_down in values:
if not [v_up, v_down] in DOMINOS and not [v_down, v_up] in DOMINOS:
DOMINOS.append([v_up, v_down])
# for v_up in values:
# for v_down in values:
# if not [v_up, v_down] in DOMINOS and not [v_down, v_up] in DOMINOS:
# DOMINOS.append([v_up, v_down])
for _ in range(10):
DOMINOS.append([[1, '1'], [1, '1']])
print(DOMINOS)
# в каждом по 8
str_values = {
0: ["32*0", "2^2-4", "7-3.5*2", "-5+2.5*2", "0-0+0", "0/43", "False", "[1, 0][1]", "8*(3-3)", "not 3", "6+6-6+6-6-6"],
1: ["0^0", "24/24", "True", "23>4", "1 or 0", "10-1*9", "sqrt(1)", "5^1/5", "7-6", "1!", "36/6^2", "-2+3", "if 'str'", "bool(-3)"],
2: ["2!", "8^0.34", "int(e)", "True+True", "14/7", "sqrt(4)", "sqrt(4)^2", "int('2')", "(1<3)*2", "3-1", "1+1"],
3: ["2!*1.5", "9/3", "round(pi)", "sqrt(9)", "(18/2)^0.5", "True*3", "5-2", "6/2", "3+0^1", "0^0*3", "round(3)"],
4: ["2*2", "3+1*1", "0+4", "int(e)*2", "8/2", "6-3+1", "(8+4)/3", "int('5')-1", "int(float(str(4.9)))", "sqrt(16)"],
5: ["10/2", "25^0.5", "2*5/2", "4!-19", "True*10/2", "3+2", "100/20", "4*1.25", "int(5.839)", "5+5-5+5-5", "2.5*2"],
6: ["3!", "2+2*2", "round(pi)*2", "(if 6>1)*6", "10-4", "24/4", "sqrt(12*3)", "3^2-3", "2*(4-1)", "{1,3,6}[2]"]
}
# for i in range(len(DOMINOS)):
# v_up = choice(str_values[DOMINOS[i][0]])
# str_values[DOMINOS[i][0]].remove(v_up)
# v_down = choice(str_values[DOMINOS[i][1]])
# str_values[DOMINOS[i][1]].remove(v_down)
#
# DOMINOS[i] = [[DOMINOS[i][0], v_up], [DOMINOS[i][1], v_down]]
print(DOMINOS)
# for _ in range(10):
# DOMINOS.append([1, 1])
# print(DOMINOS)