from PIL import Image, ImageDraw, ImageFont import math as maths import numpy as np import logging import pygame import gameUtils import NoPELib import random import string import json import time import os # TODO: The current alphabets in the fonts.json file is kinda bullshit # someone should probably play some test rounds and fix the diffuculty issue. # TODO: Re-draw the captcha when a character is complete. alphabet = string.ascii_letters + string.digits + string.punctuation def normalDist(difficulty): """ This function generates a random number between 0-1 that should be used to get a font with a difficulty equal to or less than the number returned. """ # Create a random number between 0-1 v = random.randint(-1000, 1000) / 1000 # Redistribute the number v = v**3 # Shift the number based on game difficulty difficulty = difficulty * 1.5 - 0.25 v += difficulty # Cap it to be 0-1 again and return return min(max(v, 0), 1) def PIL2PG(pilImage: Image) -> pygame.Surface: """ Converts a PIL image to a Pygame surface. """ return pygame.image.fromstring(pilImage.tobytes(), pilImage.size, pilImage.mode) class Font: def __init__(self, data, fontSize): self.path = data['file'] self.font = ImageFont.truetype(os.path.join('./fonts/', data['file']), fontSize) self.alphabet = data['alphabet'] self.difficulty = data['difficulty'] class Captcha: """ Holds and manages the current captcha. """ def __init__(self): self.chars = [] self.fonts = [] self.charIdx = 0 # Holds which character the player is on, # anthing below this index should appear green. def addChar(self, char, font): self.chars.append(char) self.fonts.append(font) def match(self, char): if self.charIdx == len(self.chars): return True, True matches = char.upper() == self.chars[self.charIdx].upper() print(f'{char.upper()} == {self.chars[self.charIdx]}') if matches: self.charIdx += 1 return True, self.charIdx == len(self.chars) else: return False, self.charIdx == len(self.chars) class Game(gameUtils.Game): def __init__(self, *args, **kwargs): """ Ran when the game starts. You have access to the following variables: self.surf (pygame.Surface): This is the surface you draw onto. self.pm (NoPELib.PlayerManager): This is where your players are stored. self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title'] """ # Don't remove this. It does important things. :3 super().__init__(*args, **kwargs) # A value between 0-1 that defines which fonts the game will use self.gameDifficulty = 0 # The actual text in the captcha, used to check what the user typed self.currentCaptcha = None # The image of the captcha self.currentCaptchaImg = pygame.Surface((0, 0)) # Holds when the timer started self.timerStart = 0 # Holds how much time the user has in total (not updated) self.timerLength = 0 self.fonts = [] self.Drawsurface = Image.new("RGB",(800,220),(255,255,255)) # I haven't finished this yet, you might want to create # an object or something, I don't know. Keep in mind you # have to load all of the font files for use later. with open(f'./fonts/fonts.json', 'r') as f: for fontData in json.loads(f.read()): self.fonts.append(Font(fontData, 100)) #self.fontList = json.loads(f.read())#loads the fonts from the json (Why the fuck was the variable called 'j' before????) #for fontData in j: # self.fonts.update() def fontsByDifficulty(self, difficulty, width=0.3): """ Gets a list of fonts that fall within the specified difficulty. """ return [ font for font in self.fonts if font.difficulty >= difficulty-width and font.difficulty <= difficulty+width ] def createCaptcha(self): """ Use PIL (https://pillow.readthedocs.io/en/stable/handbook/tutorial.html) to draw the fonts, add noise, random shapes, transforms etc. based on self.gameDifficulty """ # Create a surface for that captcha drawSurface = Image.new("RGB", (800,220), (255,255,255)) # Create a drawing object draw = ImageDraw.Draw(drawSurface) # Temporarily stores the current captcha text captcha = Captcha() # Get a random cpatcha length capLength = random.randint(3, 6) for i in range(capLength): # Calculate the base X position of this character # TODO: Make this better, I'm not too happy with my implementation here. x = self.size[0] / (capLength + 3) x *= i # Get the selected difficulty for this character charDiff = normalDist(self.gameDifficulty) # Pick a random font based on that difficulty font = random.choice(self.fontsByDifficulty(charDiff)) # Pick a random character char = random.choice(font.alphabet) # Draw the selected character, with the selected font draw.text((x, 10), char, font=font.font, fill=(0,0,0)) # Append the character to the captcha captcha.addChar(char, font) # Store the correct captcha text self.currentCaptcha = captcha # Store the created image self.currentCaptchaImg = PIL2PG(drawSurface) for char, font in zip(captcha.chars, captcha.fonts): print(f'{char}: {font.path}') # Start the timer self.timerStart = time.perf_counter() self.timerLength = random.randint(5, 10) def onEvent(self, event): """ Ran when an event is fired. Args: event (pygame.Event): The event that was fired. """ if event.type == pygame.KEYDOWN: if event.key == pygame.K_F1: self.gameDifficulty -= 0.1 print(self.gameDifficulty) elif event.key == pygame.K_F2: self.gameDifficulty += 0.1 print(self.gameDifficulty) elif event.key == pygame.K_F3: self.createCaptcha() elif event.unicode != '' and event.unicode in alphabet: correct, finished = self.currentCaptcha.match(event.unicode) print(correct) if finished: self.createCaptcha() def update(self): """ Ran once per frame, put your drawing code and any game logic that should be ran once per frame in here. """ self.surf.fill((0, 0, 0)) #sets the background colour self.surf.blit(gameUtils.centre(self.currentCaptchaImg, self.size)) #draws the text to center of the screen #TODO: actually scale the text, however, more work needs to be done on the actual function of the game first if self.timerLength != 0: timeLeft = self.timerLength - (time.perf_counter() - self.timerStart) normalisedTimeLeft = max(timeLeft / self.timerLength, 0) x = round((1-normalisedTimeLeft) * (self.size[0] // 2)) w = normalisedTimeLeft * self.size[0] c = np.round((255, 255*normalisedTimeLeft, 255*normalisedTimeLeft)) pygame.draw.rect(self.surf, c, (x, 0, w, 10)) def close(self): """ Ran when the game closes. """ pass