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doto 2024-02-24 14:30:27 +01:00
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commit 564a434554
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gui-arcade.py Normal file
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"""
Cubito
ressources : https://api.arcade.academy/en/latest/resources.html
"""
import arcade
# import cubito
# Screen title and size
SCREEN_TITLE = "Cubito"
SCREEN_WIDTH = 500*2
SCREEN_HEIGHT = 500*2
# Margin between mat & screen side
VERTICAL_MARGIN_PERCENT = 0.10
HORIZONTAL_MARGIN_PERCENT = 0.10
#Token row
TOKEN_ROW = 10
#Token start
X_TOKEN_START = 50*2
Y_TOKEN_START = 450*2
# Space between tokens
X_SPACING_TOKEN = 90
Y_SPACING_TOKEN = 90
# Token size
TOKEN_SCALE = 0.5*2
TOKEN_HEIGHT = 75 * TOKEN_SCALE
TOKEN_WIDTH = 75 * TOKEN_SCALE
# List of token types
TOKEN_TYPES = ["up", "left", "right", "hamburger"]#, "PAUSE", "FUNCTION"]
#Mat start
X_MAT_START = 250*2
Y_MAT_START = 400*2
# Mat size
MAT_PERCENT_OVERSIZE = 1.25
MAT_HEIGHT = int(TOKEN_HEIGHT * MAT_PERCENT_OVERSIZE)
MAT_WIDTH = int(TOKEN_WIDTH * MAT_PERCENT_OVERSIZE)
# Number of column & row mat
MAT_COLUMN = 4
MAT_ROW = 4
MAT_FUNCTION_ROW = 2
# Space between mats
X_SPACING_MAT = MAT_WIDTH + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
Y_SPACING_MAT = MAT_HEIGHT + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Top for mats
TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Bottom for tokens
BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# Start from left side
START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
class Mat(arcade.SpriteSolidColor):
def __init__(self, height, width, color=arcade.color.AMBER):
super().__init__(width, height, color)
class Token_sprite(arcade.Sprite):
""" Card sprite """
def __init__(self, token_type, scale=1):
""" Card constructor """
# 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")
class Cubito(arcade.Window):
"""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)
# List of tokens
self.token_list = None
# Hold token
self.held_token = None
# Origin pos for hold token
self.held_token_original_position = None
# List of mats
self.mat_list = None
# List of mats function
self.mat_function_list = None
def setup(self):
"""Set up the game"""
# List of tokens we are dragging with the mouse
self.held_tokens = []
# Original location of tokens we are dragging with the mouse in case
# they have to go back.
self.held_token_original_position = []
self.token_list = arcade.SpriteList()
self.mat_list = arcade.SpriteList()
for y in range(TOKEN_ROW):
x = X_TOKEN_START
for token_type in TOKEN_TYPES:
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)
mat = Mat(MAT_HEIGHT, MAT_WIDTH)
mat.position = x, Y_TOKEN_START - Y_SPACING_TOKEN * y
self.mat_list.append(mat)
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)
def on_draw(self):
"""Render the screen"""
# Clear the screen
self.clear()
#Draw the mat
for mat in self.mat_list:
mat.draw()
# Draw the token
for token in self.token_list:
token.draw()
#arcade.start_render()
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)
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)
# Have we clicked on a card?
if len(tokens) > 0:
# Might be a stack of cards, get the top one
primary_token = tokens[-1]
# All other cases, grab the face-up card we are clicking on
self.held_tokens = [primary_token]
# Save the position
self.held_token_original_position = [self.held_tokens[0].position]
# Put on top in drawing order
self.pull_to_top(self.held_tokens[0])
def on_mouse_release(self, x, y, button, modifiers):
"""Called when the user presses a mouse button"""
# 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
# 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
# to its original spot.
for mat_index, token in enumerate(self.held_tokens):
token.position = self.held_token_original_position[mat_index]
# 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"""
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
""" User moves mouse """
# If we are holding cards, move them with the mouse
for token in self.held_tokens:
token.center_x += dx
token.center_y += dy
def on_key_press(self, symbol, modifiers):
"""Called when the user presses key"""
...
def cubito(self, function=False):
"""Move cubito !"""
...
def main():
"""Main method"""
window = Cubito()
window.setup()
arcade.run()
if __name__ == "__main__":
main()

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import PySimpleGUI as sg
import cubito
#python arcad
sg.theme('Dark') # Add a touch of color
# All the stuff inside your window.
choice = ["FORWORD", "RIGHT", "LEFT", "FONCTION"]
#fonctions = [sg.Combo(choice, key="fonction1"), sg.Combo(choice, key="fonction2"), sg.Combo(choice, key="fonction3"), sg.Combo(choice, key="fonction4")]
fonctions = [sg.Combo(choice, key=f"fonction{i}") for i in range(4)]
#combo_box_line = [sg.Combo(choice) for _ in range(4)]
layout = [[sg.Button("run")],
[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
[sg.Combo(choice), sg.Combo(choice), sg.Combo(choice), sg.Combo(choice)],
[sg.Text("Fonction")],
fonctions
]
# Create the Window
window = sg.Window('Window Title', layout)
# Event Loop to process "events" and get the "values" of the inputs
#layout = []
def mouvement(value):
if value == "FORWORD":
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()