Correction des indentations

This commit is contained in:
DotoroIII 2024-03-07 14:16:09 +01:00
parent e12c7edd4b
commit 0ea8dd5a90

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@ -66,241 +66,241 @@ 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)
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)
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)
def __init__(self, height, width, color=arcade.color.AMBER):
super().__init__(width, height, color)
class Token_sprite(arcade.Sprite):
""" Token sprite """
""" Token sprite """
def __init__(self, token_type, scale=1):
# Attributes for token type
self.token_type = token_type
def __init__(self, token_type, scale=1):
# Attributes for token type
self.token_type = token_type
self.image_file_name = f":resources:onscreen_controls/shaded_dark/{self.token_type}.png"
# Call the parent
super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
self.image_file_name = f":resources:onscreen_controls/shaded_dark/{self.token_type}.png"
# Call the parent
super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
class Cubito(arcade.Window):
"""Main application class"""
"""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.AMAZON)
def __init__(self):
# Init parent class
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Set background color
arcade.set_background_color(arcade.color.AMAZON)
# List of tokens
self.token_list = None
# List of tokens
self.token_list = None
# Hold token
self.held_token = None
# Hold token
self.held_token = None
# Origin pos for hold token
self.held_token_original_position = None
# Origin pos for hold token
self.held_token_original_position = None
#List of start mats
self.start_mat_list = None
#List of start mats
self.start_mat_list = None
# List of mats
self.mat_list = None
# List of mats
self.mat_list = None
# List of mats function
self.mat_function_list = None
# List of mats function
self.mat_function_list = None
def setup(self):
"""Set up the game"""
def setup(self):
"""Set up the game"""
# Token we are dragging with the mouse
self.held_token = None
# Token we are dragging with the mouse
self.held_token = None
# Original location of token we are dragging with the mouse in case
# they have to go back.
self.held_token_original_position = None
# Original location of token we are dragging with the mouse in case
# they have to go back.
self.held_token_original_position = None
self.token_list = arcade.SpriteList()
self.mat_list = arcade.SpriteList()
self.start_mat_list = arcade.SpriteList()
self.mat_function_list = arcade.SpriteList()
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
for token_type in TOKEN_TYPES:
#placer les tokens
token = Token_sprite(token_type, TOKEN_SCALE)
token.position = x, Y_TOKEN_START - Y_SPACING_TOKEN * y
x += X_SPACING_TOKEN
self.token_list.append(token)
token.token_type
for y in range(TOKEN_ROW):
x = X_TOKEN_START
for token_type in TOKEN_TYPES:
#placer les tokens
token = Token_sprite(token_type, TOKEN_SCALE)
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
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 des cases sous les tokens
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 principales
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 principales
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 - Y_SPACING_MAT * MAT_ROW
# Placer les cases fonctions
Y_MAT_FUNCTION_START = Y_MAT_START - Y_SPACING_MAT * MAT_ROW
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)
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"""
# Clear the screen
self.clear()
def on_draw(self):
"""Render the screen"""
# Clear the screen
self.clear()
#Draw the mat
self.mat_list.draw()
#Draw the mat
self.mat_list.draw()
#Draw the start mat
self.start_mat_list.draw()
#Draw the start mat
self.start_mat_list.draw()
#Draw the mat function
self.mat_function_list.draw()
#Draw the mat function
self.mat_function_list.draw()
# Draw the token
self.token_list.draw()
# Draw the token
self.token_list.draw()
def pull_to_top(self, token: arcade.Sprite):
""" Pull token to top of rendering order (last to render, looks on-top) """
def pull_to_top(self, token: arcade.Sprite):
""" Pull token to top of rendering order (last to render, looks on-top) """
# Remove, and append to the end
self.token_list.remove(token)
self.token_list.append(token)
# Remove, and append to the end
self.token_list.remove(token)
self.token_list.append(token)
def on_mouse_press(self, x, y, button, key_modifiers):
"""Called when the user presses a mouse button"""
def on_mouse_press(self, x, y, button, key_modifiers):
"""Called when the user presses a mouse button"""
# Get list of tokens we've clicked on
tokens = arcade.get_sprites_at_point((x, y), self.token_list)
# Get list of tokens we've clicked on
tokens = arcade.get_sprites_at_point((x, y), self.token_list)
# Have we clicked on a token?
if len(tokens) > 0:
# Have we clicked on a token?
if len(tokens) > 0:
# Might be a stack of tokens, get the top one
primary_token = tokens[-1]
# Might be a stack of tokens, get the top one
primary_token = tokens[-1]
# All other cases, grab the token we are clicking on
self.held_token = primary_token
# Save the position
self.held_token_original_position = self.held_token.position
# Put on top in drawing order
self.pull_to_top(self.held_token)
# All other cases, grab the token we are clicking on
self.held_token = primary_token
# Save the position
self.held_token_original_position = self.held_token.position
# Put on top in drawing order
self.pull_to_top(self.held_token)
def on_mouse_release(self, x, y, button, modifiers):
"""Called when the user presses a mouse button"""
def collision(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_token, list_mat)
def on_mouse_release(self, x, y, button, modifiers):
"""Called when the user presses a mouse button"""
def collision(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_token, list_mat)
# 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
# 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 tokens
reset_position = False
return reset_position
# Success, don't reset position of tokens
reset_position = False
return reset_position
# If we don't have any tokens, who cares
if self.held_token == None:
return
# If we don't have any tokens, who cares
if self.held_token == None:
return
reset_position = True
reset_position = collision(reset_position, self.mat_list)
reset_position = collision(reset_position, self.start_mat_list)
reset_position = collision(reset_position, self.mat_function_list)
reset_position = True
reset_position = collision(reset_position, self.mat_list)
reset_position = collision(reset_position, self.start_mat_list)
reset_position = collision(reset_position, self.mat_function_list)
if reset_position:
# Where-ever we were dropped, it wasn't valid. Reset the each token's position
# to its original spot.
self.held_token.position = self.held_token_original_position
if reset_position:
# Where-ever we were dropped, it wasn't valid. Reset the each token'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
# We are no longer holding tokens
self.held_token = None
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
"""Called when the user moves the mouse"""
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
"""Called when the user moves the mouse"""
# If we are holding token, move it with the mouse
if self.held_token != None:
self.held_token.center_x += dx
self.held_token.center_y += dy
# If we are holding token, move it with the mouse
if self.held_token != None:
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.R:
self.setup()
cubito.reset()
print("Restart !")
def on_key_press(self, symbol, modifiers):
"""Called when the user presses key"""
if symbol == arcade.key.R:
self.setup()
cubito.reset()
print("Restart !")
if symbol == arcade.key.S:
for mat in self.mat_list:
token, distance = arcade.get_closest_sprite(mat, self.token_list)
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):
token_type = str(token.token_type)
if token_type == "up":
cubito.fordward()
if token_type == "left":
cubito.left()
if token_type == "right":
cubito.right()
if token_type == "hamburger":
for mat_function in self.mat_function_list:
token_function, distance = arcade.get_closest_sprite(mat_function, self.token_list)
if arcade.check_for_collision(token, mat):
token_type = str(token.token_type)
if token_type == "up":
cubito.fordward()
if token_type == "left":
cubito.left()
if token_type == "right":
cubito.right()
if token_type == "hamburger":
for mat_function in self.mat_function_list:
token_function, distance = arcade.get_closest_sprite(mat_function, self.token_list)
if arcade.check_for_collision(token_function, mat_function):
token_type = str(token_function.token_type)
if token_type == "up":
cubito.fordward()
if token_type == "left":
cubito.left()
if token_type == "right":
cubito.right()
if arcade.check_for_collision(token_function, mat_function):
token_type = str(token_function.token_type)
if token_type == "up":
cubito.fordward()
if token_type == "left":
cubito.left()
if token_type == "right":
cubito.right()
def cubito(self, function=False):
"""Move cubito !"""
...
def cubito(self, function=False):
"""Move cubito !"""
...
def main():
"""Main method"""
window = Cubito()
window.setup()
arcade.run()
"""Main method"""
window = Cubito()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
main()