komentare überall
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3 changed files with 63 additions and 62 deletions
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@ -30,7 +30,7 @@ class Button():
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text_rect.center = (self.pos[0],
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text_rect.center = (self.pos[0],
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self.pos[1])
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self.pos[1])
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self.screen.blit(text_surface, text_rect)
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self.screen.blit(text_surface, text_rect)
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def check_press(self, mouse):
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def check_hovered(self, mouse):
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if (self.pos[0] - self.größe[0]//2 <= mouse[0] <= self.pos[0] + self.größe[0]//2 and
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if (self.pos[0] - self.größe[0]//2 <= mouse[0] <= self.pos[0] + self.größe[0]//2 and
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self.pos[1] - self.größe[1]//2 <= mouse[1] <= self.pos[1] + self.größe[1]//2):
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self.pos[1] - self.größe[1]//2 <= mouse[1] <= self.pos[1] + self.größe[1]//2):
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return True
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return True
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95
main.py
95
main.py
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@ -37,29 +37,29 @@ def draw_feld(feld, color_key, block_size):
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def verarbeite_feld(feld):
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def verarbeite_feld(feld):
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feldx, feldy = len(feld[0]), len(feld)
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feldx, feldy = len(feld[0]), len(feld) # bekomme feld größe
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feld2 = copy.deepcopy(feld)
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feld2 = copy.deepcopy(feld) # mache neue kopie
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for y in range(len(feld)):
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for y in range(feldy): # spalte
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for x in range(len(feld[0])):
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for x in range(feldx): # zeile
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poschar = feld[y][x]
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poschar = feld[y][x]
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if poschar == "a":
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if poschar == "a": # fals aktuelles checkendes element = "a"
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# uberprüfe unteren block
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# bekomme alle benötigten nachtbaren
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bellow = feld[(y + 1) % feldy][x]
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bellow = feld[(y + 1) % feldy][x]
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bellowr = feld2[(y + 1) % feldy][(x + 1) % feldx]
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bellowr = feld2[(y + 1) % feldy][(x + 1) % feldx]
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bellowl = feld2[(y + 1) % feldy][(x - 1) % feldx]
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bellowl = feld2[(y + 1) % feldy][(x - 1) % feldx]
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direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung
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direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung
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if bellow == " " and not bellow == "#":
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if bellow == " " and not bellow == "#": # checke unten
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feld2[y][x] = feld[(y + 1) % feldy][x]
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feld2[y][x] = feld[(y + 1) % feldy][x]
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feld2[(y + 1) % feldy][x] = feld[y][x]
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feld2[(y + 1) % feldy][x] = feld[y][x]
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elif bellowr == " " and not bellowr == "#":
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elif bellowr == " " and not bellowr == "#" and direction == 1: # checke unten rechts fals richtung nach rechts
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx] # tausche in kopie aktuelle position mit "a"
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x] # tausche in kopie neue position mit bevorigen element
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elif bellowl == " " and not bellowl == "#":
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elif bellowl == " " and not bellowl == "#" and direction == -1: # checke unten links fals richtung nach links
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
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feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
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return feld2
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return feld2 # gib kopie zurück
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def make_feld(size, mode):
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def make_feld(size, mode):
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@ -71,7 +71,12 @@ def make_feld(size, mode):
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feld[y - 1][x] = "#"
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feld[y - 1][x] = "#"
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return feld, x, y
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return feld, x, y
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def remake_feld():
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global feld,feldx,feldy
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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for i, button in enumerate(buttons):
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i += 1
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button.pos = (screensize[0] - 70, button_abstandy * i)
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## klassen
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## klassen
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@ -82,12 +87,12 @@ screensize = pygame.display.get_window_size()
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clock = pygame.time.Clock()
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clock = pygame.time.Clock()
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default_font = pygame.font.SysFont("sans", 14)
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default_font = pygame.font.SysFont("sans", 14)
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display_mode = "border"
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display_mode = "border" # loop oder border # durchfallen oder mit boden
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feld, feldx, feldy = make_feld(20, display_mode)
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feld, feldx, feldy = make_feld(20, display_mode)
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using_element = "a"
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using_element = "a"
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pixelsize = 20
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pixelsize = 20 # größe eines pixels
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button_abstandy = 30
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button_abstandy = 30 # abstand von buttons
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buttons = [
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buttons = [
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 25, 25, "\/"),
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Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 25, 25, "\/"),
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@ -102,75 +107,69 @@ for i, button in enumerate(buttons):
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i += 1
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i += 1
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button.pos = (screensize[0] - 70, button_abstandy * i)
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button.pos = (screensize[0] - 70, button_abstandy * i)
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buttonhovered = [False, False, False, False, False, False]
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buttonhovered = [False, False, False, False, False, False]
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buttons_to_render = 6
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buttons_to_render = 6 # button begrenzung
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dropdown = True
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dropdown = True
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preview_buttonhovered = False
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before_buttonhovered = False
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show_debug = False
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show_debug = False
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running = True
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running = True
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if __name__ == "__main__":
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if __name__ == "__main__":
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while running:
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while running:
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## key managment
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## key managment
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pressed_keys = pygame.key.get_pressed()
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pressed_keys = pygame.key.get_pressed()
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if True in pressed_keys:
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if pressed_keys[pygame.K_ESCAPE]:
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if pressed_keys[pygame.K_ESCAPE]:
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exit()
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exit()
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if pressed_keys[pygame.K_PLUS] and not preview_pressed_keys[pygame.K_PLUS]:
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if pressed_keys[pygame.K_PLUS] and not before_pressed_keys[pygame.K_PLUS]:
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pixelsize += 2
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pixelsize += 2
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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remake_feld()
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if pressed_keys[pygame.K_MINUS] and not preview_pressed_keys[pygame.K_MINUS]:
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if pressed_keys[pygame.K_MINUS] and not before_pressed_keys[pygame.K_MINUS]:
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pixelsize -= 2
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pixelsize -= 2
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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remake_feld()
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if pressed_keys[pygame.K_d] and not preview_pressed_keys[pygame.K_d]:
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if pressed_keys[pygame.K_d] and not before_pressed_keys[pygame.K_d]:
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show_debug = not show_debug
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show_debug = not show_debug
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if pressed_keys[pygame.K_SPACE] and not preview_pressed_keys[pygame.K_SPACE]:
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if pressed_keys[pygame.K_SPACE] and not before_pressed_keys[pygame.K_SPACE]:
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if using_element == "a":
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if using_element == "a":
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using_element = "#"
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using_element = "#"
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else:
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else:
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using_element = "a"
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using_element = "a"
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if pressed_keys[pygame.K_r] and not preview_pressed_keys[pygame.K_r]:
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if pressed_keys[pygame.K_r] and not before_pressed_keys[pygame.K_r]:
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if display_mode == "border":
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if display_mode == "border":
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display_mode = "loop"
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display_mode = "loop"
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else:
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else:
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display_mode = "border"
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display_mode = "border"
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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remake_feld()
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for i, button in enumerate(buttons):
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i += 1
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button.pos = (screensize[0] - 70, button_abstandy * i)
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preview_pressed_keys = pressed_keys
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## event managment
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## event managment
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for event in pygame.event.get():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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exit()
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exit()
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if event.type == pygame.WINDOWRESIZED:
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if event.type == pygame.WINDOWRESIZED:
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screensize = pygame.display.get_window_size()
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screensize = pygame.display.get_window_size()
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feld, feldx, feldy = make_feld(pixelsize, display_mode)
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remake_feld()
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for i, button in enumerate(buttons):
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color_key = {"#": (100, 100, 100), "a": (200,200,80)} # element:farbe
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i += 1
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draw_feld(feld, color_key, pixelsize) # male feld mit color_key
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button.pos = (screensize[0] - 70, button_abstandy * i)
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color_key = {"#": (100, 100, 100), "a": (200,200,80)}
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draw_feld(feld, color_key, pixelsize)
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mx, my = pygame.mouse.get_pos()
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mx, my = pygame.mouse.get_pos()
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mousepressed = pygame.mouse.get_pressed()[0]
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mousepressed = pygame.mouse.get_pressed()[0]
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for button in buttons[:buttons_to_render]:
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for button in buttons[:buttons_to_render]: # male jeden button
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button.draw()
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button.draw()
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if mousepressed:
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if mousepressed:
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for i, button in enumerate(buttons[:buttons_to_render]):
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for i, button in enumerate(buttons[:buttons_to_render]):
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if button.check_press((mx, my)):
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# checke alle button ob die maus auf einen ist und schreibe es in die liste buttonhovered
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if button.check_hovered((mx, my)):
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buttonhovered[i] = True
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buttonhovered[i] = True
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else:
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else:
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buttonhovered[i] = False
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buttonhovered[i] = False
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if not True in buttonhovered:
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if not True in buttonhovered: # wenn nicht maus über button
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feld[my // pixelsize][mx // pixelsize] = using_element
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feld[my // pixelsize][mx // pixelsize] = using_element
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if mousepressed and not preview_mousepressed:
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if mousepressed and not before_mousepressed: # einmalklick von maus erfassen
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if buttonhovered[buttona["dropdown"]]:
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if buttonhovered[buttona["dropdown"]]: # falls button "dropdown" mit index von buttona = True
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dropdown = not dropdown
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dropdown = not dropdown
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if dropdown:
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if dropdown:
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buttons_to_render = len(buttons)
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buttons_to_render = len(buttons) # dropdown menü begrenzen indem man nicht alle buttons verarbeitet
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buttons[buttona["dropdown"]].text = "\/"
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buttons[buttona["dropdown"]].text = "\/"
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else:
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else:
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buttons_to_render = 1
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buttons_to_render = 1
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@ -194,10 +193,12 @@ if __name__ == "__main__":
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using_element = "#"
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using_element = "#"
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else:
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else:
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using_element = "a"
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using_element = "a"
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preview_buttonhovered = buttonhovered
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preview_mousepressed = pygame.mouse.get_pressed()[0]
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before_buttonhovered = buttonhovered # bevorige maus und button hover daten erfassen
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feld = verarbeite_feld(feld)
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before_mousepressed = mousepressed
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if show_debug:
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before_pressed_keys = pressed_keys
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feld = verarbeite_feld(feld) # feld neu machen
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if show_debug: # debug text zeichnen
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get_debug_text()
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get_debug_text()
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## bildschirm aktuallisierung
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## bildschirm aktuallisierung
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pygame.display.flip()
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pygame.display.flip()
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