Это старая версия документа!
В прошлом эксперименте у нас уже было игровое поле, кладовщик, цели и ящики. Кроме того мы подключили кнопки и кладовщик реагировал на их нажатия. Теперь нам нужно реализовать логику игры, описать ограничения (такие как запрет на прохождение сквозь стены и ящики).
from machine import Pin, SPI from tft import TFT_GREEN _init() machine.freq(160000000) dc = Pin(4, Pin.OUT) cs = Pin(2, Pin.OUT) rst = Pin(5, Pin.OUT) spi = SPI(1, baudrate=40000000, polarity=0, phase=0) tft = TFT_GREEN(128, 160, spi, dc, cs, rst, rotate=0) Map = [ [1,1,0,1,1,1,0,1], [0,1,1,1,1,1,1,0], [1,1,0,0,0,1,1,1], [0,1,0,1,0,1,0,1], [0,1,0,0,0,1,0,1], [1,1,1,1,0,0,0,1], [1,0,0,0,0,0,0,1], [1,0,0,0,1,0,0,1], [1,0,0,0,1,1,1,1], [1,1,1,1,1,0,0,0] ] Gates = [] Boxes = [] class Box: def __init__(self, tft, x, y): self.tft = tft self.x = x self.y = y self.picture = 'box.bmp' self.picture_onGate = 'boxngate.bmp' self.onGate = False self.draw() def draw(self): if (self.onGate): self.tft.draw_bmp(self.x * 16,self.y * 16, self.picture_onGate) else: self.tft.draw_bmp(self.x * 16,self.y * 16, self.picture) def setOnGate(self, state): self.onGate = state def getOnGate(self): return self.onGate def getPos(self): return (self.x, self.y) def setPos(self, x, y): self.x = x self.y = y self.draw() class Gate: def __init__(self, tft, x, y): self.tft = tft self.x = x self.y = y self.picture = 'gate.bmp' self.draw() def draw(self): self.tft.draw_bmp(self.x * 16,self.y * 16, self.picture) def getPos(self): return (self.x, self.y) class Man: def __init__(self, tft, x, y): self.tft = tft self.x = x self.y = y self.picture = 'man.bmp' self.draw() def draw(self): self.tft.draw_bmp(self.x * 16,self.y * 16, self.picture) def getPos(self): return (self.x, self.y) def setPos(self, x, y): self.tft.rect(self.x * 16, self.y * 16, 16, 16, tft.COLOR_BLACK) self.x = x self.y = y self.draw() class Button: def __init__(self, p, pressSate): self.pin = Pin(p, Pin.IN) self.pressSate = pressSate self.oldState = 0 def onPress(self): state = self.pin.value() if state != self.oldState: self.oldState = state if state == self.pressSate: return True return False tft.initr() tft.clear(tft.COLOR_BLACK) x = 0 y = 0 for row in Map: for col in row: if col: tft.draw_bmp(x * 16, y * 16,'brick.bmp') x+=1 x=0 y+=1 Boxes.append(Box(tft, 3,4)) Boxes.append(Box(tft, 4,6)) Boxes.append(Box(tft, 2,7)) Gates.append(Gate(tft, 6,3)) Gates.append(Gate(tft, 6,4)) Gates.append(Gate(tft, 6,5)) man = Man(tft, 5, 6) btnUp = Button(16, 1) btnDown = Button(15, 1) btnLeft = Button(12, 1) btnRight = Button(0, 0) def canMove(x,y): if (Map[y][x]): return False else: return True def feelBox(x,y): for B in Boxes: if B.getPos() == (x,y): return B return False def boxFeelGate(x,y): for G in Gates: if G.getPos() == (x,y): return True return False while True: mPos = man.getPos() newPos = (-1,-1) if btnUp.onPress(): newPos = (mPos[0], mPos[1]-1) newPosNext = (mPos[0], mPos[1]-2) if btnDown.onPress(): newPos = (mPos[0], mPos[1]+1) newPosNext = (mPos[0], mPos[1]+2) if btnLeft.onPress(): newPos = (mPos[0]-1, mPos[1]) newPosNext = (mPos[0]-2, mPos[1]) if btnRight.onPress(): newPos = (mPos[0]+1, mPos[1]) newPosNext = (mPos[0]+2, mPos[1]) if newPos != (-1,-1): B = feelBox(newPos[0], newPos[1]) if B and canMove(newPosNext[0], newPosNext[1]): if boxFeelGate(newPosNext[0], newPosNext[1]): B.setOnGate(True) else: B.setOnGate(False) B.setPos(newPosNext[0], newPosNext[1]) man.setPos(newPos[0], newPos[1]) if not B and canMove(newPos[0], newPos[1]): man.setPos(newPos[0], newPos[1]) for G in Gates: gPos = G.getPos() if not (feelBox(gPos[0], gPos[1])) and gPos != man.getPos(): G.draw() win = 1 for B in Boxes: if (not B.getOnGate()): win = 0 break if (win): tft.draw_bmp(0, 16, 'win.bmp') raise SystemExit