forked from MDL29/LPH-cubito
305 lines
8.9 KiB
Python
305 lines
8.9 KiB
Python
"""
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Cubito
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"""
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from itertools import count
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from time import sleep
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from cubito import cubetto_forward, cubetto_left, cubetto_right, cubetto_backward
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import arcade
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# import cubito
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# Screen title and size
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SCREEN_TITLE = "Cubito"
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SCREEN_WIDTH = 500
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SCREEN_HEIGHT = 430
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# Margin between mat & screen side
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VERTICAL_MARGIN_PERCENT = 0.10
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HORIZONTAL_MARGIN_PERCENT = 0.10
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# Token size
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TOKEN_SCALE = 0.5
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TOKEN_HEIGHT = 75 * TOKEN_SCALE
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TOKEN_WIDTH = 75 * TOKEN_SCALE
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# Space between tokens
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X_SPACING_TOKEN = TOKEN_WIDTH + TOKEN_WIDTH * HORIZONTAL_MARGIN_PERCENT
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Y_SPACING_TOKEN = TOKEN_HEIGHT + TOKEN_HEIGHT * VERTICAL_MARGIN_PERCENT
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# List of token types
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TOKEN_TYPES = ["FORDWARD", "RIGHT", "LEFT", "PAUSE", "FUNCTION"]
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# Mat size
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MAT_PERCENT_OVERSIZE = 1.25
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MAT_HEIGHT = int(TOKEN_HEIGHT * MAT_PERCENT_OVERSIZE)
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MAT_WIDTH = int(TOKEN_WIDTH * MAT_PERCENT_OVERSIZE)
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# Number of column & row mat
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MAT_COLUMN = 4
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MAT_ROW = 4
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MAT_FUNCTION_ROW = 2
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# Space between mats
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X_SPACING_MAT = MAT_WIDTH + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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Y_SPACING_MAT = MAT_HEIGHT + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Top for mats
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TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Bottom for tokens
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BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Start from left side
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START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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# Mat pos
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X_MAT_POS = START_X + SCREEN_WIDTH / 2
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Y_MAT_POS = TOP_Y
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class Token(arcade.Sprite):
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"""Token sprite"""
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sprite = {
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"FORDWARD": "up",
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"RIGHT": "r",
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"LEFT": "l",
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"FUNCTION": "star_round",
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"PAUSE": "cancel"
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}
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def __init__(self, token_type, scale=1):
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"""Token constructor"""
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# Type of token
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self.type = token_type
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# Get sprite for type of token
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self.image_file_name = (
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":resources:onscreen_controls/shaded_dark/%s.png"
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% self.sprite.get(token_type, "unchecked")
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)
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# Init parent class
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super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
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class Mat(arcade.SpriteSolidColor):
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"""Mat sprite"""
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# Count instance mat classes
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ids = count(0)
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def __init__(self, wigth, height, color=arcade.color.BLEU_DE_FRANCE):
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# Get id from number of instance classes
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self.id = next(self.ids)
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# Init parent class
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super().__init__(wigth, height, color)
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class Mat_function(arcade.SpriteSolidColor):
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"""Mat sprite"""
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# Count instance mat classes
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ids = count(0)
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def __init__(self, wigth, height, color=arcade.color.BLEU_DE_FRANCE):
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# Get id from number of instance classes
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self.id = next(self.ids)
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# Init parent class
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super().__init__(wigth, height, color)
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class Cubito(arcade.Window):
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"""Main application class"""
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def __init__(self):
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# Init parent class
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super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
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# Set background color
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arcade.set_background_color(arcade.color.AIR_SUPERIORITY_BLUE)
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# List of tokens
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self.token_list = None
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# Hold token
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self.held_token = None
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# Origin pos for hold token
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self.held_token_original_position = None
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# List of mats
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self.mat_list = None
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# List of mats function
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self.mat_function_list = None
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def setup(self):
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"""Set up the game"""
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# List of cards we are dragging with the mouse
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self.held_token = None
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self.held_token_original_position = None
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self.mat_list = arcade.SpriteList()
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self.mat_function_list = arcade.SpriteList()
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for y in range(MAT_ROW):
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# Create the top "play" piles
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for x in range(MAT_COLUMN):
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mat = Mat(MAT_WIDTH, MAT_HEIGHT)
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mat.position = (
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X_MAT_POS + X_SPACING_MAT * x,
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Y_MAT_POS - Y_SPACING_MAT * y - 60
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)
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self.mat_list.append(mat)
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self.mat_function_list = arcade.SpriteList()
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for x in range(MAT_COLUMN):
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mat = Mat_function(MAT_WIDTH, MAT_HEIGHT)
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mat.position = (
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X_MAT_POS + X_SPACING_MAT * x,
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Y_MAT_POS - Y_SPACING_MAT * y - 150
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)
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self.mat_function_list.append(mat)
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# Sprite list with all the cards, no matter what pile they are in.
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self.token_list = arcade.SpriteList()
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# Create every token
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for j, t in enumerate(TOKEN_TYPES):
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for i in range(10):
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token = Token(t, TOKEN_SCALE)
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token.position = (
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START_X + X_SPACING_TOKEN * j,
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BOTTOM_Y + X_SPACING_TOKEN * i,
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)
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self.token_list.append(token)
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i += 50
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def on_draw(self):
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"""Render the screen"""
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# Clear the screen
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arcade.start_render()
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# Draw the mats
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self.mat_list.draw()
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# Draw the mats function
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self.mat_function_list.draw()
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# Draw the tokens
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self.token_list.draw()
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def on_mouse_press(self, x, y, button, key_modifiers):
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"""Called when the user presses a mouse button"""
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# Get list of token when click
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token = arcade.get_sprites_at_point((x, y), self.token_list)
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# Check if grab a token
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if len(token) > 0:
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# Hold the token
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self.held_token = token[-1]
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# Set original pos for this token
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self.held_token_original_position = self.held_token.position
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def on_mouse_release(self, x, y, button, modifiers):
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"""Called when the user presses a mouse button"""
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# If we don't have any tokens, who cares
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if self.held_token is None:
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return
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# Find the closest pile, in case we are in contact with more than one
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mat, distance = arcade.get_closest_sprite(self.held_token, self.mat_list)
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mat_function, distance = arcade.get_closest_sprite(self.held_token, self.mat_function_list)
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reset_position = True
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# See if we are in contact with the closest mat
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if arcade.check_for_collision(self.held_token, mat):
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self.held_token.position = mat.center_x, mat.center_y
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# Success, don't reset position of cards
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reset_position = False
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if arcade.check_for_collision(self.held_token, mat_function):
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token, distance = arcade.get_closest_sprite(self.held_token, self.token_list)
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if token.type != "FUNCTION":
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self.held_token.position = mat_function.center_x, mat_function.center_y
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else:
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self.held_token.position = self.held_token_original_position
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# Success, don't reset position of cards
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reset_position = False
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# Release on top play pile? And only one card held?
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if reset_position:
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# Where-ever we were dropped, it wasn't valid. Reset the each card's position
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# to its original spot.
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self.held_token.position = self.held_token_original_position
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# We are no longer holding tokens
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self.held_token = None
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def on_mouse_motion(self, x, y, dx, dy):
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"""Called when the user moves the mouse"""
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# If no token hold, pass
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if self.held_token is None:
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return
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self.held_token.center_x += dx
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self.held_token.center_y += dy
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def on_key_press(self, symbol, modifiers):
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"""Called when the user presses key"""
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if symbol == arcade.key.L:
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token_type_list = []
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for i in self.mat_list:
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token, distance = arcade.get_closest_sprite(i, self.token_list)
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if arcade.check_for_collision(i, token):
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token_type_list.append(token.type)
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for t in token_type_list:
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if t == "FORDWARD":
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cubetto_forward()
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elif t == "LEFT":
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cubetto_left()
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elif t == "RIGHT":
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cubetto_right()
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elif t == "FUNCTION":
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for i in self.mat_function_list:
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token, distance = arcade.get_closest_sprite(i, self.token_list)
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if arcade.check_for_collision(i, token):
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token_type_list.append(token.type)
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elif t == "PAUSE":
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sleep(1)
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# Press « R » key
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if symbol == arcade.key.R:
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print("Restart !")
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# Relunch setup methode
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self.setup()
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# Press « Q » key
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if symbol == arcade.key.Q:
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print("Good bye !")
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# Exit
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arcade.exit()
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def cubito(self, function=False):
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"""Move cubito !"""
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def main():
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"""Main method"""
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window = Cubito()
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window.setup()
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arcade.run()
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if __name__ == "__main__":
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main() |