from PIL import Image, ImageDraw, ImageFont import logging import pygame import gameUtils import NoPELib import random import json 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) 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.currentCaptchaText = '' # The image of the captcha self.currentCaptchaImg = '' self.fonts = {} # 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: 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 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 """ pass 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_1: self.gameDifficulty -= 0.1 elif event.key == pygame.K_2: self.gameDifficulty += 0.1 elif event.key == pygame.K_3: self.createCaptcha() print(self.gameDifficulty) def update(self): """ Ran once per frame, put your drawing code and any game logic that should be ran once per frame in here. """ # Don't remove this. It does important things. :3 super().update() self.Drawsurface = Image.new("RGB",(800,220),(255,255,255)) #creates a surface to draw the fonts on self.textTest = ImageFont.truetype("./fonts/"+self.fontList[2]["file"],200) #loads the font self.draw = ImageDraw.Draw(self.Drawsurface) #creates an object to let us draw to the surface self.draw.text((10,10),"Hello", font=self.textTest, fill=(0,0,0)) #actually draws the text self.pygameConvert = pygame.image.fromstring(self.Drawsurface.tobytes(), self.Drawsurface.size, self.Drawsurface.mode) #converts the pillow image to a pygame image #no, there wasn't an easier way I could find to achieve this, stab me self.surf.fill((0, 0, 0)) #sets the background colour self.surf.blit(gameUtils.centre(self.pygameConvert,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 def close(self): """ Ran when the game closes. """ pass