#4:j'ai ajouté la gestion de la matrice

This commit is contained in:
doto 2024-02-24 17:17:43 +01:00
parent f1638d8be2
commit db4d5d6e2f
2 changed files with 82 additions and 22 deletions

View File

@ -36,3 +36,11 @@ def right():
Turn right fonction
"""
turtle.right(90)
def mouvement(value):
if value == "FORWORD":
fordward()
if value == "LEFT":
left()
if value == "RIGHT":
right()

View File

@ -4,7 +4,7 @@ ressources : https://api.arcade.academy/en/latest/resources.html
"""
import arcade
# import cubito
import cubito
# Screen title and size
SCREEN_TITLE = "Cubito"
@ -65,12 +65,19 @@ START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
class Start_mat(arcade.SpriteSolidColor):
def __init__(self, height, width, color=arcade.color.AMBER):
super().__init__(width, height, color)
class Mat(arcade.SpriteSolidColor):
def __init__(self, height, width, color=arcade.color.AMBER):
super().__init__(width, height, color)
class Mat_function(arcade.SpriteSolidColor):
def __init__(self, height, width, color=arcade.color.AMBER):
super().__init__(width, height, color)
class Token_sprite(arcade.Sprite):
""" Card sprite """
@ -106,6 +113,9 @@ class Cubito(arcade.Window):
# Origin pos for hold token
self.held_token_original_position = None
#List of start mats
self.start_mat_list = None
# List of mats
self.mat_list = None
@ -124,9 +134,9 @@ class Cubito(arcade.Window):
self.held_token_original_position = []
self.token_list = arcade.SpriteList()
self.mat_list = arcade.SpriteList()
self.start_mat_list = arcade.SpriteList()
self.mat_function_list = arcade.SpriteList()
for y in range(TOKEN_ROW):
x = X_TOKEN_START
@ -136,19 +146,31 @@ class Cubito(arcade.Window):
token.position = x, Y_TOKEN_START - Y_SPACING_TOKEN * y
x+=X_SPACING_TOKEN
self.token_list.append(token)
token.token_type
#placer des cases sous les tokens
mat = Mat(MAT_HEIGHT, MAT_WIDTH, color=arcade.color.AMAZON)
mat.position = x - X_SPACING_TOKEN, Y_TOKEN_START - Y_SPACING_TOKEN * y
self.mat_list.append(mat)
start_mat = Start_mat(MAT_HEIGHT, MAT_WIDTH, color=arcade.color.AMAZON)
start_mat.position = x - X_SPACING_TOKEN, Y_TOKEN_START - Y_SPACING_TOKEN * y
self.start_mat_list.append(start_mat)
#placer les cases principals
for y in range(MAT_ROW):
for x in range(MAT_COLUMN):
mat = Mat(MAT_HEIGHT, MAT_WIDTH)
mat.position = X_MAT_START + X_SPACING_MAT * x, Y_MAT_START - Y_SPACING_MAT * y
self.mat_list.append(mat)
#placer les cases fonctions
Y_MAT_FUNCTION_START = Y_MAT_START
print(Y_MAT_FUNCTION_START)
for y in range(MAT_FUNCTION_ROW):
for x in range(MAT_COLUMN):
mat = Mat_function(MAT_HEIGHT, MAT_WIDTH, arcade.color.BABY_BLUE)
mat.position = X_MAT_START + X_SPACING_MAT * x, Y_MAT_FUNCTION_START - Y_SPACING_MAT * y
self.mat_function_list.append(mat)
def on_draw(self):
"""Render the screen"""
@ -159,6 +181,14 @@ class Cubito(arcade.Window):
for mat in self.mat_list:
mat.draw()
#Draw the start mat
for start_mat in self.start_mat_list:
start_mat.draw()
#Draw the mat function
for mat_function in self.mat_function_list:
mat_function.draw()
# Draw the token
for token in self.token_list:
token.draw()
@ -199,29 +229,36 @@ class Cubito(arcade.Window):
def on_mouse_release(self, x, y, button, modifiers):
"""Called when the user presses a mouse button"""
def collition(reset_position, list_mat):
# Find the closest mat, in case we are in contact with more than one
mat, distance = arcade.get_closest_sprite(self.held_tokens[0], list_mat)
# See if we are in contact with the closest mat
if arcade.check_for_collision(self.held_tokens[0], mat):
# For each held token, move it to the mat we dropped on
for i, dropped_token in enumerate(self.held_tokens):
# Move cards to proper position
dropped_token.position = mat.center_x, mat.center_y
# Success, don't reset position of tokens
reset_position = False
return reset_position
# If we don't have any tokens, who cares
if len(self.held_tokens) == 0:
return
# Find the closest pile, in case we are in contact with more than one
mat, distance = arcade.get_closest_sprite(self.held_tokens[0], self.mat_list)
reset_position = True
reset_position = collition(reset_position, self.mat_list)
reset_position = collition(reset_position, self.start_mat_list)
# See if we are in contact with the closest mat
if arcade.check_for_collision(self.held_tokens[0], mat):
# For each held token, move it to the mat we dropped on
for i, dropped_token in enumerate(self.held_tokens):
# Move cards to proper position
dropped_token.position = mat.center_x, mat.center_y
# 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
# Where-ever we were dropped, it wasn't valid. Reset the each token's position
# to its original spot.
for mat_index, token in enumerate(self.held_tokens):
token.position = self.held_token_original_position[mat_index]
@ -229,7 +266,6 @@ class Cubito(arcade.Window):
# We are no longer holding tokens
self.held_tokens = []
def on_mouse_motion(self, x, y, dx, dy):
"""Called when the user moves the mouse"""
...
@ -248,10 +284,26 @@ class Cubito(arcade.Window):
self.setup()
print("Restart !")
if symbol == arcade.key.S:
for mat in self.mat_list:
token, distance = arcade.get_closest_sprite(mat, self.token_list)
if arcade.check_for_collision(token, mat):
instruction = str(token.token_type).upper()
if instruction == "UP":
instruction = "FORWORD"
cubito.mouvement(instruction)
print(instruction)
def cubito(self, function=False):
"""Move cubito !"""
...
def main():
"""Main method"""
window = Cubito()