Add some features
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45ec86040b
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from enum import Enum
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class FieldMode(Enum):
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Placing = 0
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Friendly = 1
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Enemy = 2
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from enum import Enum
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class ShootResult(Enum):
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Empty = 0
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Damaged = 1
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Killed = 2
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Undefined = -1
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197
HNS/MB/main.py
197
HNS/MB/main.py
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@ -1,7 +1,11 @@
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from tkinter import *
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from tkinter import *
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from ShootResult import ShootResult
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from FieldMode import FieldMode
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field_size = 10
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field_size = 10
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mode = 0
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mode = FieldMode.Placing
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ship_size = 4
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ship_direction = 0
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empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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empty_field = [' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ',
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@ -21,7 +25,100 @@ enemy_field = list(empty_field)
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buttons = []
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buttons = []
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def shoot(field, row, col):
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if row < 0 or row > field_size - 1:
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return ShootResult.Undefined
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if col < 0 or col > field_size - 1:
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return ShootResult.Undefined
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index = row * field_size + col
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value = (field[index]).strip()
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if value == '':
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field[index] = '0'
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return ShootResult.Empty
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elif value == '1':
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field[index] = '\\'
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return ShootResult.Damaged
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return ShootResult.Undefined
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def set_ship(field, row, col, size, direction):
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def set_ship(field, row, col, size, direction):
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# 0. Проверка стартовой точки (находится ли в поле)
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if row < 0 or row > field_size - 1:
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return
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if col < 0 or col > field_size - 1:
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return
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# 1. Нахождение стартовой точки
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index = row * field_size + col
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# 2. Определяем направление и в зависимости от него
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# 2.1 Если вниз - то сравниваем размер поля (field_size=10) - row и size (field_size - row > size или row + size < field_size)
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if direction == 0:
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if field_size - row < size:
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# 3. Если не помещается, то корабль не ставим
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return
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# 4. А если помещается - ставим корабль, т.е. (row,col) до (row+size,col) заполняем единичками
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for r in range(row, row + size):
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index = r * field_size + col
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field[index] = '1'
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# 2.2 Если вправо - то сравниваем field_size - col и size (field_size - col > size или col + size < field_size)
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if direction == 1:
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if field_size - col < size:
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# 3. Если не помещается, то корабль не ставим
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return
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# 4. А если помещается - ставим корабль, т.е. (row,col) до (row,col+size) заполняем единичками
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for c in range(col, col + size):
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index = row * field_size + c
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field[index] = '1'
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def draw_field(window, field):
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for r in range(0, field_size):
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for c in range(0, field_size):
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btn = Button(window, text="", bg='white', width=5, height=2)
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btn.grid(column=c, row=r)
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btn.bind('<Enter>', lambda e, row=r, col=c: button_hover(my_field, row, col))
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btn.bind('<Button-1>', lambda e, x=r, y=c: button_action(my_field, x, y))
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btn.bind('<Button-3>', rotate_ship)
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buttons.append(btn)
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def rotate_ship(e):
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global ship_direction
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if ship_direction == 0:
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ship_direction = 1
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else:
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ship_direction = 0
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def button_hover(field, row, col):
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clear_placing(field)
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place_ship(field, row, col, ship_size, ship_direction)
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colorize(field)
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def clear_placing(field):
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for r in range(0, field_size):
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for c in range(0, field_size):
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index = r*field_size+c
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if field[index] == 'p':
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field[index] = ''
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def place_ship(field, row, col, size, direction):
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blocked = False
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if row < 0 or row > field_size - 1:
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if row < 0 or row > field_size - 1:
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return
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return
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@ -29,54 +126,98 @@ def set_ship(field, row, col, size, direction):
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return
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return
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if direction == 0:
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if direction == 0:
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if row + size > field_size:
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if field_size - row < size:
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return
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return
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for r in range(row, row + size):
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for r in range(row, row + size):
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index = r * field_size + col
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if check_blocked(field, r, col):
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field[index] = '1'
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blocked = True
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break
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if not blocked:
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for r in range(row, row + size):
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field[r * field_size + col] = 'p'
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if direction == 1:
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if direction == 1:
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if col + size > field_size - 1:
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if field_size - col < size:
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return
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return
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for c in range(col, col + size):
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for c in range(col, col + size):
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index = row * field_size + c
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if check_blocked(field, row, c):
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field[index] = '1'
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blocked = True
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break
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if not blocked:
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for c in range(col, col + size):
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field[row * field_size + c] = 'p'
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def draw_field(window, field):
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def check_blocked(field, row, col):
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for row in range(0, field_size):
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for r in range(row-1, row+2):
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for col in range(0, field_size):
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for c in range(col-1, col+2):
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index = row * field_size + col
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if r < 0 or r > field_size - 1:
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bg = 'lightgray'
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continue
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if mode == 1:
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if c < 0 or c > field_size - 1:
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btn = Button(window, text="", bg=bg, width=5, height=2, command=lambda i=index: colorize(i, field))
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continue
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else:
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if field[index] == '1':
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bg = 'pink'
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btn = Button(window, text="", bg=bg, width=5, height=2)
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btn.grid(column=col, row=row)
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if (field[r*field_size + c]).strip() != '':
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buttons.append(btn)
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return True
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return False
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def colorize(index, field):
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def colorize(field):
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bg = 'black'
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for r in range(0, field_size):
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if field[index] == '1':
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for c in range(0, field_size):
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bg = 'red'
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index = r*field_size+c
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buttons[index].configure(bg=bg)
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btn = buttons[index]
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bg = 'white'
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if field[index] == '1':
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bg = 'pink'
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elif field[index] == '\\':
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bg = 'red'
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elif field[index] == '0':
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bg = 'black'
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elif field[index] == 'p':
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bg = 'blue'
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btn.configure(bg=bg)
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def button_action(field, row, col):
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if mode == FieldMode.Enemy:
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shoot(field, row, col)
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colorize(field)
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elif mode == FieldMode.Friendly:
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colorize(field)
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elif mode == FieldMode.Placing:
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set_ship(field, row, col, ship_size, ship_direction)
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def keypress_handler(e):
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global ship_size
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if e.keysym in '1234':
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ship_size = int(e.keysym)
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window = Tk()
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window = Tk()
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window.title("Ship Craft!")
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window.title("Ship Craft!")
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window.geometry('450x410')
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window.geometry('450x410')
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window.bind_all('<KeyPress>', keypress_handler)
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set_ship(my_field, 1, 1, 4, 1)
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#set_ship(my_field, 1, 1, 4, 1)
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set_ship(my_field, 0, 6, 3, 0)
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#set_ship(my_field, 0, 6, 3, 0)
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set_ship(my_field, 9, 9, 1, 0)
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#set_ship(my_field, 9, 9, 1, 0)
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#set_ship(my_field, 0, 0, 1, 0)
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#set_ship(my_field, 9, 0, 1, 0)
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#set_ship(my_field, 9, 2, 4, 1)
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draw_field(window, my_field)
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draw_field(window, my_field)
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colorize(my_field)
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window.mainloop()
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window.mainloop()
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@ -43,23 +43,28 @@ def create_shape(json):
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def generate_shape():
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def generate_shape():
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max_length = 100
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types = list(ShapeType)
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types = list(ShapeType)
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rnd = random.randint(1, len(types) - 1)
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colors = list(ShapeColor)
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shape_type = types[rnd]
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type_index = random.randint(1, len(types) - 1)
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shape_type = types[type_index]
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if shape_type == ShapeType.Circle:
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if shape_type == ShapeType.Circle:
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obj = Circle(rnd)
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obj = Circle(random.randint(1, 100))
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elif shape_type == ShapeType.Square:
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elif shape_type == ShapeType.Square:
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obj = Square(rnd)
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obj = Square(random.randint(1, 100))
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elif shape_type == ShapeType.Rectangle:
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elif shape_type == ShapeType.Rectangle:
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obj = Rectangle(rnd, rnd)
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obj = Rectangle(random.randint(1, 100), random.randint(1, 100))
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else:
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else:
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raise TypeError(f'Происходит что-то непонятное')
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raise TypeError(f'Происходит что-то непонятное')
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obj.color = ShapeColor.Unknown
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color_index = random.randint(0, len(colors) - 1)
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obj.color = colors[color_index]
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return obj
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return obj
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@ -91,8 +96,3 @@ shape_list = filter_shapes(shape_list, 20)
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shape_list.append(generate_shape())
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shape_list.append(generate_shape())
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python_to_json(shape_list, 'shapes.json')
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python_to_json(shape_list, 'shapes.json')
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