forked from wangshub/wechat_jump_game
-
Notifications
You must be signed in to change notification settings - Fork 0
/
wechat_jump_auto_iOS.py
209 lines (167 loc) · 7.22 KB
/
wechat_jump_auto_iOS.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
# -*- coding: utf-8 -*-
"""
# === 思路 ===
# 核心:每次落稳之后截图,根据截图算出棋子的坐标和下一个块顶面的中点坐标,
# 根据两个点的距离乘以一个时间系数获得长按的时间
# 识别棋子:靠棋子的颜色来识别位置,通过截图发现最下面一行大概是一条
直线,就从上往下一行一行遍历,比较颜色(颜色用了一个区间来比较)
找到最下面的那一行的所有点,然后求个中点,求好之后再让 Y 轴坐标
减小棋子底盘的一半高度从而得到中心点的坐标
# 识别棋盘:靠底色和方块的色差来做,从分数之下的位置开始,一行一行扫描,
由于圆形的块最顶上是一条线,方形的上面大概是一个点,所以就
用类似识别棋子的做法多识别了几个点求中点,这时候得到了块中点的 X
轴坐标,这时候假设现在棋子在当前块的中心,根据一个通过截图获取的
固定的角度来推出中点的 Y 坐标
# 最后:根据两点的坐标算距离乘以系数来获取长按时间(似乎可以直接用 X 轴距离)
"""
import os
import shutil
import time
import math
import random
import json
from PIL import Image, ImageDraw
import wda
with open('config.json', 'r') as f:
config = json.load(f)
# Magic Number,不设置可能无法正常执行,请根据具体截图从上到下按需设置
under_game_score_y = config['under_game_score_y']
# 长按的时间系数,请自己根据实际情况调节
press_coefficient = config['press_coefficient']
# 二分之一的棋子底座高度,可能要调节
piece_base_height_1_2 = config['piece_base_height_1_2']
# 棋子的宽度,比截图中量到的稍微大一点比较安全,可能要调节
piece_body_width = config['piece_body_width']
time_coefficient = config['press_coefficient']
# 模拟按压的起始点坐标,需要自动重复游戏请设置成“再来一局”的坐标
swipe = config.get('swipe', {
"x1": 320,
"y1": 410,
"x2": 320,
"y2": 410
})
c = wda.Client()
s = c.session()
screenshot_backup_dir = 'screenshot_backups/'
if not os.path.isdir(screenshot_backup_dir):
os.mkdir(screenshot_backup_dir)
def pull_screenshot():
c.screenshot('1.png')
def jump(distance):
press_time = distance * time_coefficient / 1000
print('press time: {}'.format(press_time))
s.tap_hold(200, 200, press_time)
def backup_screenshot(ts):
"""
为了方便失败的时候 debug
"""
if not os.path.isdir(screenshot_backup_dir):
os.mkdir(screenshot_backup_dir)
shutil.copy('1.png', '{}{}.png'.format(screenshot_backup_dir, ts))
def save_debug_creenshot(ts, im, piece_x, piece_y, board_x, board_y):
draw = ImageDraw.Draw(im)
# 对debug图片加上详细的注释
draw.line((piece_x, piece_y) + (board_x, board_y), fill=2, width=3)
draw.line((piece_x, 0, piece_x, im.size[1]), fill=(255, 0, 0))
draw.line((0, piece_y, im.size[0], piece_y), fill=(255, 0, 0))
draw.line((board_x, 0, board_x, im.size[1]), fill=(0, 0, 255))
draw.line((0, board_y, im.size[0], board_y), fill=(0, 0, 255))
draw.ellipse(
(piece_x - 10, piece_y - 10, piece_x + 10, piece_y + 10),
fill=(255, 0, 0))
draw.ellipse(
(board_x - 10, board_y - 10, board_x + 10, board_y + 10),
fill=(0, 0, 255))
del draw
im.save('{}{}_d.png'.format(screenshot_backup_dir, ts))
def set_button_position(im):
"""
将swipe设置为 `再来一局` 按钮的位置
"""
global swipe_x1, swipe_y1, swipe_x2, swipe_y2
w, h = im.size
left = w / 2
top = 1003 * (h / 1280.0) + 10
swipe_x1, swipe_y1, swipe_x2, swipe_y2 = left, top, left, top
def find_piece_and_board(im):
w, h = im.size
print("size: {}, {}".format(w, h))
piece_x_sum = piece_x_c = piece_y_max = 0
board_x = board_y = 0
scan_x_border = int(w / 8) # 扫描棋子时的左右边界
scan_start_y = 0 # 扫描的起始 y 坐标
im_pixel = im.load()
# 以 50px 步长,尝试探测 scan_start_y
for i in range(under_game_score_y, h, 50):
last_pixel = im_pixel[0, i]
for j in range(1, w):
pixel = im_pixel[j, i]
# 不是纯色的线,则记录scan_start_y的值,准备跳出循环
if pixel != last_pixel:
scan_start_y = i - 50
break
if scan_start_y:
break
print("scan_start_y: ", scan_start_y)
# 从 scan_start_y 开始往下扫描,棋子应位于屏幕上半部分,这里暂定不超过 2/3
for i in range(scan_start_y, int(h * 2 / 3)):
# 横坐标方面也减少了一部分扫描开销
for j in range(scan_x_border, w - scan_x_border):
pixel = im_pixel[j, i]
# 根据棋子的最低行的颜色判断,找最后一行那些点的平均值,这个颜
# 色这样应该 OK,暂时不提出来
if (50 < pixel[0] < 60) \
and (53 < pixel[1] < 63) \
and (95 < pixel[2] < 110):
piece_x_sum += j
piece_x_c += 1
piece_y_max = max(i, piece_y_max)
if not all((piece_x_sum, piece_x_c)):
return 0, 0, 0, 0
piece_x = piece_x_sum / piece_x_c
piece_y = piece_y_max - piece_base_height_1_2 # 上移棋子底盘高度的一半
for i in range(int(h / 3), int(h * 2 / 3)):
last_pixel = im_pixel[0, i]
if board_x or board_y:
break
board_x_sum = 0
board_x_c = 0
for j in range(w):
pixel = im_pixel[j, i]
# 修掉脑袋比下一个小格子还高的情况的 bug
if abs(j - piece_x) < piece_body_width:
continue
# 修掉圆顶的时候一条线导致的小 bug,这个颜色判断应该 OK,暂时不提出来
if abs(pixel[0] - last_pixel[0]) \
+ abs(pixel[1] - last_pixel[1]) \
+ abs(pixel[2] - last_pixel[2]) > 10:
board_x_sum += j
board_x_c += 1
if board_x_sum:
board_x = board_x_sum / board_x_c
# 按实际的角度来算,找到接近下一个 board 中心的坐标 这里的角度应该
# 是 30°,值应该是 tan 30°, math.sqrt(3) / 3
board_y = piece_y - abs(board_x - piece_x) * math.sqrt(3) / 3
if not all((board_x, board_y)):
return 0, 0, 0, 0
return piece_x, piece_y, board_x, board_y
def main():
while True:
pull_screenshot()
im = Image.open("./1.png")
# 获取棋子和 board 的位置
piece_x, piece_y, board_x, board_y = find_piece_and_board(im)
ts = int(time.time())
print(ts, piece_x, piece_y, board_x, board_y)
if piece_x == 0:
return
set_button_position(im)
distance = math.sqrt(
(board_x - piece_x) ** 2 + (board_y - piece_y) ** 2)
jump(distance)
save_debug_creenshot(ts, im, piece_x, piece_y, board_x, board_y)
backup_screenshot(ts)
# 为了保证截图的时候应落稳了,多延迟一会儿,随机值防 ban
time.sleep(random.uniform(1, 1.1))
if __name__ == '__main__':
main()