komentare überall

This commit is contained in:
Michael S. 2024-02-25 11:35:01 +01:00
parent 183be3d5b3
commit 401201aba3
3 changed files with 63 additions and 62 deletions

Binary file not shown.

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@ -30,7 +30,7 @@ class Button():
text_rect.center = (self.pos[0],
self.pos[1])
self.screen.blit(text_surface, text_rect)
def check_press(self, mouse):
def check_hovered(self, mouse):
if (self.pos[0] - self.größe[0]//2 <= mouse[0] <= self.pos[0] + self.größe[0]//2 and
self.pos[1] - self.größe[1]//2 <= mouse[1] <= self.pos[1] + self.größe[1]//2):
return True

121
main.py
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@ -37,29 +37,29 @@ def draw_feld(feld, color_key, block_size):
def verarbeite_feld(feld):
feldx, feldy = len(feld[0]), len(feld)
feld2 = copy.deepcopy(feld)
for y in range(len(feld)):
for x in range(len(feld[0])):
feldx, feldy = len(feld[0]), len(feld) # bekomme feld größe
feld2 = copy.deepcopy(feld) # mache neue kopie
for y in range(feldy): # spalte
for x in range(feldx): # zeile
poschar = feld[y][x]
if poschar == "a":
# uberprüfe unteren block
if poschar == "a": # fals aktuelles checkendes element = "a"
# bekomme alle benötigten nachtbaren
bellow = feld[(y + 1) % feldy][x]
bellowr = feld2[(y + 1) % feldy][(x + 1) % feldx]
bellowl = feld2[(y + 1) % feldy][(x - 1) % feldx]
direction = random.choice([-1, 1]) # Zufällige Auswahl der Richtung
if bellow == " " and not bellow == "#":
if bellow == " " and not bellow == "#": # checke unten
feld2[y][x] = feld[(y + 1) % feldy][x]
feld2[(y + 1) % feldy][x] = feld[y][x]
elif bellowr == " " and not bellowr == "#":
feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
elif bellowr == " " and not bellowr == "#" and direction == 1: # checke unten rechts fals richtung nach rechts
feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx] # tausche in kopie aktuelle position mit "a"
feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x] # tausche in kopie neue position mit bevorigen element
elif bellowl == " " and not bellowl == "#":
elif bellowl == " " and not bellowl == "#" and direction == -1: # checke unten links fals richtung nach links
feld2[y][x] = feld[(y + 1) % feldy][(x + direction) % feldx]
feld2[(y + 1) % feldy][(x + direction) % feldx] = feld[y][x]
return feld2
return feld2 # gib kopie zurück
def make_feld(size, mode):
@ -71,7 +71,12 @@ def make_feld(size, mode):
feld[y - 1][x] = "#"
return feld, x, y
def remake_feld():
global feld,feldx,feldy
feld, feldx, feldy = make_feld(pixelsize, display_mode)
for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
## klassen
@ -82,12 +87,12 @@ screensize = pygame.display.get_window_size()
clock = pygame.time.Clock()
default_font = pygame.font.SysFont("sans", 14)
display_mode = "border"
display_mode = "border" # loop oder border # durchfallen oder mit boden
feld, feldx, feldy = make_feld(20, display_mode)
using_element = "a"
pixelsize = 20
button_abstandy = 30
pixelsize = 20 # größe eines pixels
button_abstandy = 30 # abstand von buttons
buttons = [
Button(screen, (200, 200, 200), (screensize[0] - 70, 50), 25, 25, "\/"),
@ -102,75 +107,69 @@ for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
buttonhovered = [False, False, False, False, False, False]
buttons_to_render = 6
buttons_to_render = 6 # button begrenzung
dropdown = True
preview_buttonhovered = False
before_buttonhovered = False
show_debug = False
running = True
if __name__ == "__main__":
while running:
## key managment
pressed_keys = pygame.key.get_pressed()
if True in pressed_keys:
if pressed_keys[pygame.K_ESCAPE]:
exit()
if pressed_keys[pygame.K_PLUS] and not before_pressed_keys[pygame.K_PLUS]:
pixelsize += 2
remake_feld()
if pressed_keys[pygame.K_MINUS] and not before_pressed_keys[pygame.K_MINUS]:
pixelsize -= 2
remake_feld()
if pressed_keys[pygame.K_d] and not before_pressed_keys[pygame.K_d]:
show_debug = not show_debug
if pressed_keys[pygame.K_SPACE] and not before_pressed_keys[pygame.K_SPACE]:
if using_element == "a":
using_element = "#"
else:
using_element = "a"
if pressed_keys[pygame.K_r] and not before_pressed_keys[pygame.K_r]:
if display_mode == "border":
display_mode = "loop"
else:
display_mode = "border"
remake_feld()
if pressed_keys[pygame.K_ESCAPE]:
exit()
if pressed_keys[pygame.K_PLUS] and not preview_pressed_keys[pygame.K_PLUS]:
pixelsize += 2
feld, feldx, feldy = make_feld(pixelsize, display_mode)
if pressed_keys[pygame.K_MINUS] and not preview_pressed_keys[pygame.K_MINUS]:
pixelsize -= 2
feld, feldx, feldy = make_feld(pixelsize, display_mode)
if pressed_keys[pygame.K_d] and not preview_pressed_keys[pygame.K_d]:
show_debug = not show_debug
if pressed_keys[pygame.K_SPACE] and not preview_pressed_keys[pygame.K_SPACE]:
if using_element == "a":
using_element = "#"
else:
using_element = "a"
if pressed_keys[pygame.K_r] and not preview_pressed_keys[pygame.K_r]:
if display_mode == "border":
display_mode = "loop"
else:
display_mode = "border"
feld, feldx, feldy = make_feld(pixelsize, display_mode)
for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
preview_pressed_keys = pressed_keys
## event managment
for event in pygame.event.get():
if event.type == pygame.QUIT:
exit()
if event.type == pygame.WINDOWRESIZED:
screensize = pygame.display.get_window_size()
feld, feldx, feldy = make_feld(pixelsize, display_mode)
for i, button in enumerate(buttons):
i += 1
button.pos = (screensize[0] - 70, button_abstandy * i)
color_key = {"#": (100, 100, 100), "a": (200,200,80)}
draw_feld(feld, color_key, pixelsize)
remake_feld()
color_key = {"#": (100, 100, 100), "a": (200,200,80)} # element:farbe
draw_feld(feld, color_key, pixelsize) # male feld mit color_key
mx, my = pygame.mouse.get_pos()
mousepressed = pygame.mouse.get_pressed()[0]
for button in buttons[:buttons_to_render]:
for button in buttons[:buttons_to_render]: # male jeden button
button.draw()
if mousepressed:
for i, button in enumerate(buttons[:buttons_to_render]):
if button.check_press((mx, my)):
# checke alle button ob die maus auf einen ist und schreibe es in die liste buttonhovered
if button.check_hovered((mx, my)):
buttonhovered[i] = True
else:
buttonhovered[i] = False
if not True in buttonhovered:
if not True in buttonhovered: # wenn nicht maus über button
feld[my // pixelsize][mx // pixelsize] = using_element
if mousepressed and not preview_mousepressed:
if buttonhovered[buttona["dropdown"]]:
if mousepressed and not before_mousepressed: # einmalklick von maus erfassen
if buttonhovered[buttona["dropdown"]]: # falls button "dropdown" mit index von buttona = True
dropdown = not dropdown
if dropdown:
buttons_to_render = len(buttons)
buttons_to_render = len(buttons) # dropdown menü begrenzen indem man nicht alle buttons verarbeitet
buttons[buttona["dropdown"]].text = "\/"
else:
buttons_to_render = 1
@ -194,10 +193,12 @@ if __name__ == "__main__":
using_element = "#"
else:
using_element = "a"
preview_buttonhovered = buttonhovered
preview_mousepressed = pygame.mouse.get_pressed()[0]
feld = verarbeite_feld(feld)
if show_debug:
before_buttonhovered = buttonhovered # bevorige maus und button hover daten erfassen
before_mousepressed = mousepressed
before_pressed_keys = pressed_keys
feld = verarbeite_feld(feld) # feld neu machen
if show_debug: # debug text zeichnen
get_debug_text()
## bildschirm aktuallisierung
pygame.display.flip()