LPH-cubito/tablette_arcarde.py

305 lines
8.9 KiB
Python

"""
Cubito
"""
from itertools import count
from time import sleep
from cubito import cubetto_forward, cubetto_left, cubetto_right, cubetto_backward
import arcade
# import cubito
# Screen title and size
SCREEN_TITLE = "Cubito"
SCREEN_WIDTH = 500
SCREEN_HEIGHT = 430
# Margin between mat & screen side
VERTICAL_MARGIN_PERCENT = 0.10
HORIZONTAL_MARGIN_PERCENT = 0.10
# Token size
TOKEN_SCALE = 0.5
TOKEN_HEIGHT = 75 * TOKEN_SCALE
TOKEN_WIDTH = 75 * TOKEN_SCALE
# Space between tokens
X_SPACING_TOKEN = TOKEN_WIDTH + TOKEN_WIDTH * HORIZONTAL_MARGIN_PERCENT
Y_SPACING_TOKEN = TOKEN_HEIGHT + TOKEN_HEIGHT * VERTICAL_MARGIN_PERCENT
# List of token types
TOKEN_TYPES = ["FORDWARD", "RIGHT", "LEFT", "PAUSE", "FUNCTION"]
# Mat size
MAT_PERCENT_OVERSIZE = 1.25
MAT_HEIGHT = int(TOKEN_HEIGHT * MAT_PERCENT_OVERSIZE)
MAT_WIDTH = int(TOKEN_WIDTH * MAT_PERCENT_OVERSIZE)
# Number of column & row mat
MAT_COLUMN = 4
MAT_ROW = 4
MAT_FUNCTION_ROW = 2
# Space between mats
X_SPACING_MAT = MAT_WIDTH + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
Y_SPACING_MAT = MAT_HEIGHT + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Top for mats
TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Bottom for tokens
BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Start from left side
START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
# Mat pos
X_MAT_POS = START_X + SCREEN_WIDTH / 2
Y_MAT_POS = TOP_Y
class Token(arcade.Sprite):
"""Token sprite"""
sprite = {
"FORDWARD": "up",
"RIGHT": "r",
"LEFT": "l",
"FUNCTION": "star_round",
"PAUSE": "cancel"
}
def __init__(self, token_type, scale=1):
"""Token constructor"""
# Type of token
self.type = token_type
# Get sprite for type of token
self.image_file_name = (
":resources:onscreen_controls/shaded_dark/%s.png"
% self.sprite.get(token_type, "unchecked")
)
# Init parent class
super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
class Mat(arcade.SpriteSolidColor):
"""Mat sprite"""
# Count instance mat classes
ids = count(0)
def __init__(self, wigth, height, color=arcade.color.BLEU_DE_FRANCE):
# Get id from number of instance classes
self.id = next(self.ids)
# Init parent class
super().__init__(wigth, height, color)
class Mat_function(arcade.SpriteSolidColor):
"""Mat sprite"""
# Count instance mat classes
ids = count(0)
def __init__(self, wigth, height, color=arcade.color.BLEU_DE_FRANCE):
# Get id from number of instance classes
self.id = next(self.ids)
# Init parent class
super().__init__(wigth, height, color)
class Cubito(arcade.Window):
"""Main application class"""
def __init__(self):
# Init parent class
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set background color
arcade.set_background_color(arcade.color.AIR_SUPERIORITY_BLUE)
# List of tokens
self.token_list = None
# Hold token
self.held_token = None
# Origin pos for hold token
self.held_token_original_position = None
# List of mats
self.mat_list = None
# List of mats function
self.mat_function_list = None
def setup(self):
"""Set up the game"""
# List of cards we are dragging with the mouse
self.held_token = None
self.held_token_original_position = None
self.mat_list = arcade.SpriteList()
self.mat_function_list = arcade.SpriteList()
for y in range(MAT_ROW):
# Create the top "play" piles
for x in range(MAT_COLUMN):
mat = Mat(MAT_WIDTH, MAT_HEIGHT)
mat.position = (
X_MAT_POS + X_SPACING_MAT * x,
Y_MAT_POS - Y_SPACING_MAT * y - 60
)
self.mat_list.append(mat)
self.mat_function_list = arcade.SpriteList()
for x in range(MAT_COLUMN):
mat = Mat_function(MAT_WIDTH, MAT_HEIGHT)
mat.position = (
X_MAT_POS + X_SPACING_MAT * x,
Y_MAT_POS - Y_SPACING_MAT * y - 150
)
self.mat_function_list.append(mat)
# Sprite list with all the cards, no matter what pile they are in.
self.token_list = arcade.SpriteList()
# Create every token
for j, t in enumerate(TOKEN_TYPES):
for i in range(10):
token = Token(t, TOKEN_SCALE)
token.position = (
START_X + X_SPACING_TOKEN * j,
BOTTOM_Y + X_SPACING_TOKEN * i,
)
self.token_list.append(token)
i += 50
def on_draw(self):
"""Render the screen"""
# Clear the screen
arcade.start_render()
# Draw the mats
self.mat_list.draw()
# Draw the mats function
self.mat_function_list.draw()
# Draw the tokens
self.token_list.draw()
def on_mouse_press(self, x, y, button, key_modifiers):
"""Called when the user presses a mouse button"""
# Get list of token when click
token = arcade.get_sprites_at_point((x, y), self.token_list)
# Check if grab a token
if len(token) > 0:
# Hold the token
self.held_token = token[-1]
# Set original pos for this token
self.held_token_original_position = self.held_token.position
def on_mouse_release(self, x, y, button, modifiers):
"""Called when the user presses a mouse button"""
# If we don't have any tokens, who cares
if self.held_token is None:
return
# Find the closest pile, in case we are in contact with more than one
mat, distance = arcade.get_closest_sprite(self.held_token, self.mat_list)
mat_function, distance = arcade.get_closest_sprite(self.held_token, self.mat_function_list)
reset_position = True
# See if we are in contact with the closest mat
if arcade.check_for_collision(self.held_token, mat):
self.held_token.position = mat.center_x, mat.center_y
# Success, don't reset position of cards
reset_position = False
if arcade.check_for_collision(self.held_token, mat_function):
token, distance = arcade.get_closest_sprite(self.held_token, self.token_list)
if token.type != "FUNCTION":
self.held_token.position = mat_function.center_x, mat_function.center_y
else:
self.held_token.position = self.held_token_original_position
# Success, don't reset position of cards
reset_position = False
# Release on top play pile? And only one card held?
if reset_position:
# Where-ever we were dropped, it wasn't valid. Reset the each card's position
# to its original spot.
self.held_token.position = self.held_token_original_position
# We are no longer holding tokens
self.held_token = None
def on_mouse_motion(self, x, y, dx, dy):
"""Called when the user moves the mouse"""
# If no token hold, pass
if self.held_token is None:
return
self.held_token.center_x += dx
self.held_token.center_y += dy
def on_key_press(self, symbol, modifiers):
"""Called when the user presses key"""
if symbol == arcade.key.L:
token_type_list = []
for i in self.mat_list:
token, distance = arcade.get_closest_sprite(i, self.token_list)
if arcade.check_for_collision(i, token):
token_type_list.append(token.type)
for t in token_type_list:
if t == "FORDWARD":
cubetto_forward()
elif t == "LEFT":
cubetto_left()
elif t == "RIGHT":
cubetto_right()
elif t == "FUNCTION":
for i in self.mat_function_list:
token, distance = arcade.get_closest_sprite(i, self.token_list)
if arcade.check_for_collision(i, token):
token_type_list.append(token.type)
elif t == "PAUSE":
sleep(1)
# Press « R » key
if symbol == arcade.key.R:
print("Restart !")
# Relunch setup methode
self.setup()
# Press « Q » key
if symbol == arcade.key.Q:
print("Good bye !")
# Exit
arcade.exit()
def cubito(self, function=False):
"""Move cubito !"""
def main():
"""Main method"""
window = Cubito()
window.setup()
arcade.run()
if __name__ == "__main__":
main()