140 lines
5.4 KiB
Python
140 lines
5.4 KiB
Python
from PIL import Image, ImageDraw, ImageFont
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import math as maths
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import logging
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import pygame
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import gameUtils
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import NoPELib
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import random
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import json
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import time
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import os
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def normalDist(difficulty):
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"""
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This function generates a random number between 0-1
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that should be used to get a font with a difficulty
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equal to or less than the number returned.
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"""
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# Create a random number between 0-1
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v = random.randint(-1000, 1000) / 1000
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# Redistribute the number
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v = v**3
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# Shift the number based on game difficulty
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difficulty = difficulty * 1.5 - 0.25
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v += difficulty
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# Cap it to be 0-1 again and return
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return min(max(v, 0), 1)
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class Font:
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def __init__(self, data, fontSize):
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self.font = ImageFont.truetype(os.path.join('./fonts/', data['file']), fontSize)
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self.alphabet = data['alphabet']
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self.difficulty = data['difficulty']
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class Game(gameUtils.Game):
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def __init__(self, *args, **kwargs):
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"""
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Ran when the game starts.
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You have access to the following variables:
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self.surf (pygame.Surface): This is the surface you draw onto.
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self.pm (NoPELib.PlayerManager): This is where your players are stored.
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self.cfg (dict): Everything from the `game.toml` file. You can access it like this: self.details['title']
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"""
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# Don't remove this. It does important things. :3
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super().__init__(*args, **kwargs)
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# A value between 0-1 that defines which fonts the game will use
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self.gameDifficulty = 0
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# The actual text in the captcha, used to check what the user typed
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self.currentCaptchaText = ''
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# The image of the captcha
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self.currentCaptchaImg = ''
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self.fonts = []
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self.Drawsurface = Image.new("RGB",(800,220),(255,255,255))
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# I haven't finished this yet, you might want to create
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# an object or something, I don't know. Keep in mind you
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# have to load all of the font files for use later.
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with open(f'./fonts/fonts.json', 'r') as f:
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for fontData in json.loads(f.read()):
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self.fonts.append(Font(fontData, 100))
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#self.fontList = json.loads(f.read())#loads the fonts from the json (Why the fuck was the variable called 'j' before????)
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#for fontData in j:
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# self.fonts.update()
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def fontsByDifficulty(self, difficulty, width=0.3):
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"""
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Gets a list of fonts that fall within the specified difficulty.
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"""
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return [
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font for font in self.fonts
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if font.difficulty >= difficulty-width and font.difficulty <= difficulty+width
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]
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def createCaptcha(self):
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"""
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Use PIL (https://pillow.readthedocs.io/en/stable/handbook/tutorial.html)
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to draw the fonts, add noise, random shapes, transforms etc. based on
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self.gameDifficulty
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"""
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self.Drawsurface = Image.new("RGB",(800,220),(255,255,255)) # creates a surface to draw the fonts on
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draw = ImageDraw.Draw(self.Drawsurface) # creates an object to let us draw to the surface
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captcha = ''
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capLength = random.randint(3, 6)
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for i in range(capLength):
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x = self.size[0] / (capLength + 3)
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x *= i
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charDiff = normalDist(self.gameDifficulty)
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font = random.choice(self.fontsByDifficulty(charDiff))
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char = random.choice(font.alphabet)
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draw.ellipse((x, 10, x+5, 15), fill = 'blue', outline ='blue')
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draw.text((x, 10), char, font=font.font, fill=(0,0,0)) #actually draws the text
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captcha += char
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print(captcha)
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def onEvent(self, event):
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"""
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Ran when an event is fired.
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Args:
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event (pygame.Event): The event that was fired.
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"""
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_1:
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self.gameDifficulty -= 0.1
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elif event.key == pygame.K_2:
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self.gameDifficulty += 0.1
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elif event.key == pygame.K_3:
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self.createCaptcha()
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print(self.gameDifficulty)
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def update(self):
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"""
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Ran once per frame, put your drawing code and any
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game logic that should be ran once per frame in here.
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"""
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# Don't remove this. It does important things. :3
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super().update()
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#self.textTest = ImageFont.truetype("./fonts/"+self.fonts[2]["file"],200) #loads the font
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self.pygameConvert = pygame.image.fromstring(self.Drawsurface.tobytes(), self.Drawsurface.size, self.Drawsurface.mode) #converts the pillow image to a pygame image
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#no, there wasn't an easier way I could find to achieve this, stab me
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self.surf.fill((0, 0, 0)) #sets the background colour
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self.surf.blit(gameUtils.centre(self.pygameConvert,self.size)) #draws the text to center of the screen
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#TODO: actually scale the text, however, more work needs to be done on the actual function of the game first
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def close(self):
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"""
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Ran when the game closes.
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"""
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pass
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