forked from MDL29/LPH-cubito
Correction des indentations
This commit is contained in:
parent
e12c7edd4b
commit
0ea8dd5a90
334
gui-arcade.py
334
gui-arcade.py
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@ -66,241 +66,241 @@ START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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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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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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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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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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""" 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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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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self.image_file_name = f":resources:onscreen_controls/shaded_dark/{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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self.image_file_name = f":resources:onscreen_controls/shaded_dark/{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 Cubito(arcade.Window):
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"""Main application class"""
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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.AMAZON)
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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.AMAZON)
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# List of tokens
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self.token_list = None
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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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# 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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# 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 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
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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 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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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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# 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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# 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.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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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, TOKEN_SCALE)
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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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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, TOKEN_SCALE)
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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.AMAZON)
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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 des cases sous les tokens
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start_mat = Start_mat(MAT_HEIGHT, MAT_WIDTH, color=arcade.color.AMAZON)
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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 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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Y_MAT_FUNCTION_START = Y_MAT_START - Y_SPACING_MAT * MAT_ROW
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# Placer les cases fonctions
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Y_MAT_FUNCTION_START = Y_MAT_START - Y_SPACING_MAT * MAT_ROW
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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_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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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_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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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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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 mat
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self.mat_list.draw()
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#Draw the mat
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self.mat_list.draw()
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#Draw the start mat
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self.start_mat_list.draw()
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#Draw the start mat
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self.start_mat_list.draw()
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#Draw the mat function
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self.mat_function_list.draw()
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#Draw the mat function
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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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# 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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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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# 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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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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# 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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# 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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# 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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# Put on top in drawing order
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self.pull_to_top(self.held_token)
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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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# 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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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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self.held_token.position = mat.center_x, mat.center_y
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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 tokens
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reset_position = False
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return reset_position
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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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# 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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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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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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# We are no longer holding tokens
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self.held_token = None
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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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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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# 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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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.S:
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for mat in self.mat_list:
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token, distance = arcade.get_closest_sprite(mat, self.token_list)
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if symbol == arcade.key.S:
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for mat in self.mat_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 == "hamburger":
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for mat_function in self.mat_function_list:
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token_function, distance = arcade.get_closest_sprite(mat_function, 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 == "hamburger":
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for mat_function in self.mat_function_list:
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token_function, distance = arcade.get_closest_sprite(mat_function, self.token_list)
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if arcade.check_for_collision(token_function, mat_function):
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token_type = str(token_function.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 arcade.check_for_collision(token_function, mat_function):
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token_type = str(token_function.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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def cubito(self, function=False):
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"""Move cubito !"""
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...
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def cubito(self, function=False):
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"""Move cubito !"""
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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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"""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()
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main()
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