forked from MDL29/LPH-cubito
271 lines
6.8 KiB
Python
271 lines
6.8 KiB
Python
"""
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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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# Screen title and size
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SCREEN_TITLE = "Cubito"
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SCREEN_WIDTH = 500*2
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SCREEN_HEIGHT = 500*2
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# Margin between mat & screen side
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VERTICAL_MARGIN_PERCENT = 0.10
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HORIZONTAL_MARGIN_PERCENT = 0.10
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#Token row
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TOKEN_ROW = 10
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#Token start
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X_TOKEN_START = 50*2
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Y_TOKEN_START = 450*2
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# Space between tokens
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X_SPACING_TOKEN = 90
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Y_SPACING_TOKEN = 90
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# Token size
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TOKEN_SCALE = 0.5*2
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TOKEN_HEIGHT = 75 * TOKEN_SCALE
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TOKEN_WIDTH = 75 * TOKEN_SCALE
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# List of token types
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TOKEN_TYPES = ["up", "left", "right", "hamburger"]#, "PAUSE", "FUNCTION"]
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#Mat start
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X_MAT_START = 250*2
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Y_MAT_START = 400*2
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# Mat size
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MAT_PERCENT_OVERSIZE = 1.25
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MAT_HEIGHT = int(TOKEN_HEIGHT * MAT_PERCENT_OVERSIZE)
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MAT_WIDTH = int(TOKEN_WIDTH * MAT_PERCENT_OVERSIZE)
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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 = MAT_WIDTH + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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Y_SPACING_MAT = MAT_HEIGHT + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Top for mats
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TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Bottom for tokens
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BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
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# Start from left side
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START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
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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 Token_sprite(arcade.Sprite):
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""" Card sprite """
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def __init__(self, token_type, scale=1):
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""" Card constructor """
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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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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__(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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# 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 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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def setup(self):
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"""Set up the game"""
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# List of tokens we are dragging with the mouse
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self.held_tokens = []
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# Original location of tokens 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 = []
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self.token_list = arcade.SpriteList()
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self.mat_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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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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mat = Mat(MAT_HEIGHT, MAT_WIDTH)
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mat.position = x, Y_TOKEN_START - Y_SPACING_TOKEN * y
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self.mat_list.append(mat)
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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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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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for mat in self.mat_list:
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mat.draw()
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# Draw the token
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for token in self.token_list:
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token.draw()
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#arcade.start_render()
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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 card?
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if len(tokens) > 0:
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# Might be a stack of cards, get the top one
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primary_token = tokens[-1]
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# All other cases, grab the face-up card we are clicking on
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self.held_tokens = [primary_token]
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# Save the position
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self.held_token_original_position = [self.held_tokens[0].position]
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# Put on top in drawing order
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self.pull_to_top(self.held_tokens[0])
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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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# If we don't have any tokens, who cares
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if len(self.held_tokens) == 0:
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return
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# Find the closest pile, in case we are in contact with more than one
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mat, distance = arcade.get_closest_sprite(self.held_tokens[0], self.mat_list)
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reset_position = True
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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_tokens[0], mat):
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# For each held token, move it to the mat we dropped on
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for i, dropped_token in enumerate(self.held_tokens):
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# Move cards to proper position
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dropped_token.position = mat.center_x, mat.center_y
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# Success, don't reset position of cards
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reset_position = False
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# Release on top play pile? And only one card held?
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if reset_position:
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# Where-ever we were dropped, it wasn't valid. Reset the each card's position
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# to its original spot.
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for mat_index, token in enumerate(self.held_tokens):
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token.position = self.held_token_original_position[mat_index]
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# We are no longer holding tokens
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self.held_tokens = []
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def on_mouse_motion(self, x, y, dx, dy):
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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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""" User moves mouse """
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# If we are holding cards, move them with the mouse
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for token in self.held_tokens:
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token.center_x += dx
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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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...
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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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if __name__ == "__main__":
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main() |