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Romain | f2dedb1704 | |
doto | ebf3b9a98e | |
doto | 8307c65bd0 | |
doto | f8a2eb0e5b | |
doto | bd20933b69 | |
doto | 6f604553a1 | |
doto | 9932ecadc5 | |
doto | ac331e151c | |
DotoroIII | b237bd7485 | |
DotoroIII | 2f401aeb71 | |
DotoroIII | cc3897daaf | |
DotoroIII | 58f88c30fe | |
DotoroIII | 917d0d29d6 | |
DotoroIII | 5962061feb | |
DotoroIII | 1b269b048d | |
DotoroIII | 0ea8dd5a90 | |
DotoroIII | e12c7edd4b | |
DotoroIII | ef7c138508 | |
doto | 072697d344 | |
doto | 5b722becea | |
doto | 71e499bb03 | |
doto | f1638d8be2 | |
doto | 564a434554 |
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40
cubito.py
40
cubito.py
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@ -1,29 +1,38 @@
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import turtle
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import os.path
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CURRENT_PATH = os.path.dirname(os.path.realpath(__file__))
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# Cell size
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distance = 90
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# Set background - ocean
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turtle.bgpic("background.png")
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def start():
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# Set background - ocean
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turtle.bgpic(f"{CURRENT_PATH}/background.png")
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# Set turtle cusor
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turtle.pensize(10)
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turtle.pencolor("gray")
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turtle.color("red", "lightgreen")
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turtle.shape("turtle")
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turtle.shapesize(2)
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# Set turtle cusor
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turtle.pensize(10)
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turtle.pencolor("gray")
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turtle.color("red", "lightgreen")
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turtle.shape("turtle")
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turtle.shapesize(2)
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# Goto to first cell
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turtle.penup()
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turtle.goto(-225,225)
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turtle.pendown()
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# Goto to first cell
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turtle.penup()
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turtle.goto(-225,225)
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#turtle.pendown()
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def fordward():
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"""
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Forward fonction
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"""
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print(f"x : {turtle.xcor()}, y : {turtle.ycor()}")
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turtle.forward(distance)
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if turtle.xcor() > 226 or turtle.xcor() < -226:
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turtle.backward(distance)
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if turtle.ycor() > 226 or turtle.ycor() < -226:
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turtle.backward(distance)
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def left():
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"""
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@ -36,3 +45,10 @@ def right():
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Turn right fonction
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"""
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turtle.right(90)
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def reset():
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turtle.clearscreen()
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start()
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start()
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@ -0,0 +1,336 @@
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"""
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Cubito
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ressources : https://api.arcade.academy/en/latest/resources.html
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"""
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import arcade
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import cubito
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import os.path
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SCREEN_MULTILPLIER = 2
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SCREEN_MULTILPLIER /= 4
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# Screen title and size
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SCREEN_TITLE = "Cubito"
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SCREEN_WIDTH = int(2000* SCREEN_MULTILPLIER)
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SCREEN_HEIGHT = int(2000* SCREEN_MULTILPLIER)
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#Token row
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TOKEN_ROW = 8
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# Token size
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TOKEN_HEIGHT = int(160 * SCREEN_MULTILPLIER)
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TOKEN_WIDTH = int(160 * SCREEN_MULTILPLIER)
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# Token scale
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HELD_TOKEN_SCALE_MULTILPLIER = 1.4
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# Space between tokens
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X_SPACING_TOKEN = int(45*SCREEN_MULTILPLIER + TOKEN_WIDTH)
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Y_SPACING_TOKEN = int(45*SCREEN_MULTILPLIER + TOKEN_HEIGHT)
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# Token start
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X_TOKEN_START = int(108*SCREEN_MULTILPLIER + TOKEN_WIDTH / 2)
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Y_TOKEN_START = int(1618*SCREEN_MULTILPLIER + TOKEN_HEIGHT / 2)
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# List of token types
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TOKEN_TYPES = ["up", "left", "right", "function"]
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#Mat start
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X_MAT_START = int(1072 * SCREEN_MULTILPLIER)
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Y_MAT_START = int(1648 * SCREEN_MULTILPLIER)
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X_MAT_FUNCTION_START = X_MAT_START
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Y_MAT_FUNCTION_START = int(510 * SCREEN_MULTILPLIER)
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# Mat size
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MAT_HEIGHT = int(200 * SCREEN_MULTILPLIER)
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MAT_WIDTH = int(200 * SCREEN_MULTILPLIER)
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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 = int(MAT_WIDTH + 30 * SCREEN_MULTILPLIER)
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Y_SPACING_MAT = int(MAT_WIDTH + 30 * SCREEN_MULTILPLIER)
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# Image
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X_START_MAIN_MAT_IMAGE = 1415 * SCREEN_MULTILPLIER
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Y_START_MAIN_MAT_IMAGE = 1304 * SCREEN_MULTILPLIER
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X_START_FUNCTION_MAT_IMAGE = X_START_MAIN_MAT_IMAGE
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Y_START_FUNCTION_MAT_IMAGE = 393 * SCREEN_MULTILPLIER
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# Couleur
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BACKGROUND_COLOR = (133, 100, 100)
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CURRENT_PATH = os.path.dirname(os.path.realpath(__file__))
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class Start_mat(arcade.SpriteSolidColor):
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def __init__(self, height, width, color=arcade.color.AMBER):
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super().__init__(width, height, color)
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class Mat(arcade.SpriteSolidColor):
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def __init__(self, height, width, color=arcade.color.AMBER):
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super().__init__(width, height, color)
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class Mat_function(arcade.SpriteSolidColor):
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def __init__(self, height, width, color=arcade.color.AMBER):
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super().__init__(width, height, color)
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class Token_sprite(arcade.Sprite):
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""" Token sprite """
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def __init__(self, token_type, scale=1):
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# Attributes for token type
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self.token_type = token_type
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scale *= SCREEN_MULTILPLIER
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self.image_file_name = f"{CURRENT_PATH}/Img/token/{self.token_type}.png"
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# Call the parent
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super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
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class Image(arcade.Sprite):
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def __init__(self, file_name, scale=1):
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self.image_file_name = f"{CURRENT_PATH}/Img/{file_name}"
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scale *= SCREEN_MULTILPLIER
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# Call the parent
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super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
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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__(int(SCREEN_WIDTH), int(SCREEN_HEIGHT), SCREEN_TITLE)
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# Set background color
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arcade.set_background_color(BACKGROUND_COLOR)
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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 start mats
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self.start_mat_list = 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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# List of mats
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self.image_list = None
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def setup(self):
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"""Set up the game"""
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# Token we are dragging with the mouse
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self.held_token = None
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# Original location of token we are dragging with the mouse in case
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# they have to go back.
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self.held_token_original_position = None
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self.token_list = arcade.SpriteList()
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self.mat_list = arcade.SpriteList()
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self.start_mat_list = arcade.SpriteList()
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self.mat_function_list = arcade.SpriteList()
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self.image_list = arcade.SpriteList()
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for y in range(TOKEN_ROW):
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x = X_TOKEN_START
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for token_type in TOKEN_TYPES:
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#placer les tokens
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token = Token_sprite(token_type)
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token.position = x, Y_TOKEN_START - Y_SPACING_TOKEN * y
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x += X_SPACING_TOKEN
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self.token_list.append(token)
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token.token_type
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#placer des cases sous les tokens
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start_mat = Start_mat(MAT_HEIGHT, MAT_WIDTH, color=arcade.color.BEIGE)
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start_mat.position = x - X_SPACING_TOKEN, Y_TOKEN_START - Y_SPACING_TOKEN * y
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self.start_mat_list.append(start_mat)
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# Placer les cases principales
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for y in range(MAT_ROW):
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for x in range(MAT_COLUMN):
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mat = Mat(MAT_HEIGHT, MAT_WIDTH)
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mat.position = X_MAT_START + X_SPACING_MAT * x, Y_MAT_START - Y_SPACING_MAT * y
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self.mat_list.append(mat)
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# Placer les cases fonctions
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for y in range(MAT_FUNCTION_ROW):
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for x in range(MAT_COLUMN):
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mat = Mat_function(MAT_HEIGHT, MAT_WIDTH, arcade.color.BABY_BLUE)
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mat.position = X_MAT_FUNCTION_START + X_SPACING_MAT * x, Y_MAT_FUNCTION_START - Y_SPACING_MAT * y
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self.mat_function_list.append(mat)
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# Placer les images
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image = Image(file_name="case/Principal.png", scale=1)
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image.position = X_START_MAIN_MAT_IMAGE, Y_START_MAIN_MAT_IMAGE
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self.image_list.append(image)
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image = Image(file_name="case/Fonction.png", scale=1)
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image.position = X_START_FUNCTION_MAT_IMAGE, Y_START_FUNCTION_MAT_IMAGE
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self.image_list.append(image)
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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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self.clear()
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#Draw the images
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self.image_list.draw()
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#Draw the mat
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# self.mat_list.draw()
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# self.start_mat_list.draw()
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# self.mat_function_list.draw()
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# Draw the token
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self.token_list.draw()
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def pull_to_top(self, token: arcade.Sprite):
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""" Pull token to top of rendering order (last to render, looks on-top) """
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# Remove, and append to the end
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self.token_list.remove(token)
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self.token_list.append(token)
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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 tokens we've clicked on
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tokens = arcade.get_sprites_at_point((x, y), self.token_list)
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# Have we clicked on a token?
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if len(tokens) > 0:
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# Might be a stack of tokens, get the top one
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primary_token = tokens[-1]
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# All other cases, grab the token we are clicking on
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self.held_token = primary_token
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# Save the position
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self.held_token_original_position = self.held_token.position
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# Expand the size of token
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self.held_token.scale *= HELD_TOKEN_SCALE_MULTILPLIER
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# Put on top in drawing order
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self.pull_to_top(self.held_token)
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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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def collision(reset_position, list_mat):
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# Find the closest mat, in case we are in contact with more than one
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mat, distance = arcade.get_closest_sprite(self.held_token, list_mat)
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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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# Reduce the size of token
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self.held_token.scale /= HELD_TOKEN_SCALE_MULTILPLIER
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# Center the token
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self.held_token.position = mat.center_x, mat.center_y
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# Success, don't reset position of tokens
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reset_position = False
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return reset_position
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# If we don't have any tokens, who cares
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if self.held_token == None:
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return
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reset_position = True
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reset_position = collision(reset_position, self.mat_list)
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reset_position = collision(reset_position, self.start_mat_list)
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reset_position = collision(reset_position, self.mat_function_list)
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if reset_position:
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# Where-ever we were dropped, it wasn't valid. Reset the each token'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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# Reduce the size of token
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self.held_token.scale /= HELD_TOKEN_SCALE_MULTILPLIER
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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: float, y: float, dx: float, dy: float):
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"""Called when the user moves the mouse"""
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# If we are holding token, move it with the mouse
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if self.held_token != None:
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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.R:
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self.setup()
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cubito.reset()
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print("Restart !")
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if symbol == arcade.key.Q:
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arcade.exit()
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if symbol == arcade.key.S:
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self.cubito()
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def cubito(self, function=False):
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"""Move cubito !"""
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if function:
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list = self.mat_function_list
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else:
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list = self.mat_list
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for mat in list:
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token, distance = arcade.get_closest_sprite(mat, self.token_list)
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if arcade.check_for_collision(token, mat):
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token_type = str(token.token_type)
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if token_type == "up":
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cubito.fordward()
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if token_type == "left":
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cubito.left()
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if token_type == "right":
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cubito.right()
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if token_type == "function":
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if function:
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return
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else:
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self.cubito(function=True)
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||||
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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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||||
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if __name__ == "__main__":
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main()
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@ -0,0 +1,51 @@
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import PySimpleGUI as sg
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import cubito
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#python arcad
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||||
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sg.theme('Dark') # Add a touch of color
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# All the stuff inside your window.
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choice = ["FORWORD", "RIGHT", "LEFT", "FONCTION"]
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#fonctions = [sg.Combo(choice, key="fonction1"), sg.Combo(choice, key="fonction2"), sg.Combo(choice, key="fonction3"), sg.Combo(choice, key="fonction4")]
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fonctions = [sg.Combo(choice, key=f"fonction{i}") for i in range(4)]
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#combo_box_line = [sg.Combo(choice) for _ in range(4)]
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layout = [[sg.Button("run")],
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[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
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[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
|
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[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
|
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[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
|
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[sg.Text("Fonction")],
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fonctions
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]
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||||
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||||
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||||
# Create the Window
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||||
window = sg.Window('Window Title', layout)
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||||
# Event Loop to process "events" and get the "values" of the inputs
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||||
|
||||
#layout = []
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||||
|
||||
def mouvement(value):
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||||
if value == "FORWORD":
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||||
cubito.fordward()
|
||||
if value == "LEFT":
|
||||
cubito.left()
|
||||
if value == "RIGHT":
|
||||
cubito.right()
|
||||
|
||||
while True:
|
||||
event, values = window.read()
|
||||
if event == sg.WIN_CLOSED:
|
||||
break
|
||||
if event == "run":
|
||||
for key, value in values.items():
|
||||
if "fonction" not in str(key):
|
||||
mouvement(value)
|
||||
if value == "FONCTION":
|
||||
for key_f, value_f in values.items():
|
||||
if "fonction" in str(key_f):
|
||||
mouvement(value_f)
|
||||
|
||||
window.close()
|
Reference in New Issue