forked from MDL29/LPH-cubito
modification de cubito
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9010c8dae4
commit
92bcc3b468
11
cubito.py
11
cubito.py
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@ -19,20 +19,25 @@ turtle.goto(-225,225)
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turtle.pendown()
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def fordward():
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def FORDWARD():
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"""
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Forward fonction
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"""
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turtle.forward(distance)
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def left():
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def LEFT():
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"""
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Turn left fonction
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"""
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turtle.left(90)
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def right():
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def RIGHT():
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"""
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Turn right fonction
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"""
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turtle.right(90)
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def PAUSE() :
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"""
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Pause fonction
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"""
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@ -4,7 +4,7 @@ Cubito
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import arcade
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import random
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# import cubito
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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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@ -27,16 +27,7 @@ Y_SPACING_TOKEN = TOKEN_HEIGHT + TOKEN_HEIGHT * VERTICAL_MARGIN_PERCENT
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# List of token types
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TOKEN_TYPES = ["FORDWARD", "RIGHT", "LEFT", "PAUSE", "FUNCTION"]
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RAINBOW_COLORS = [
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arcade.color.ELECTRIC_CRIMSON,
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arcade.color.FLUORESCENT_ORANGE,
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arcade.color.ELECTRIC_YELLOW,
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arcade.color.ELECTRIC_GREEN,
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arcade.color.ELECTRIC_CYAN,
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arcade.color.MEDIUM_ELECTRIC_BLUE,
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arcade.color.ELECTRIC_INDIGO,
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arcade.color.ELECTRIC_PURPLE,
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]
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COLOR_MAT = arcade.color.AO
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# Mat size
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MAT_PERCENT_OVERSIZE = 1.25
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@ -61,15 +52,23 @@ 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 Token(arcade.Sprite):
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""" Card sprite """
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def __init__(self, scale=1):
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token_image = {"FORDWARD" : ":resources:onscreen_controls/shaded_dark/up.png",
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"RIGHT" : ":resources:onscreen_controls/shaded_dark/right.png",
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"LEFT" : ":resources:onscreen_controls/shaded_dark/left.png",
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"PAUSE" : ":resources:onscreen_controls/shaded_dark/pause_square.png",
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"FUNCTION" : ":resources:onscreen_controls/shaded_dark/hamburger.png",
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}
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def __init__(self, type_token,scale=0.5):
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""" Card constructor """
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# Image to use for the sprite when face up
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self.image_file_name = ":resources:onscreen_controls/shaded_dark/up.png"
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self.type_token = type_token
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self.image_file_name = Token.token_image[type_token]
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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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@ -117,19 +116,26 @@ class Cubito(arcade.Window):
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"""Set up the game"""
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self.token_list = arcade.SpriteList()
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for i in range(3):
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token = Token()
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for i in range(9):
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token = Token(type_token=TOKEN_TYPES[i%5])
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token.position = START_X, BOTTOM_Y
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self.token_list.append(token)
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# List of cards we are dragging with the mouse
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self.held_tokens = []
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self.mat_list = arcade.SpriteList()
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for i in range(3):
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for j in range(3):
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mat = Mat(MAT_HEIGHT, MAT_WIDTH, RAINBOW_COLORS[random.randint(0, 7)])
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for j in range(4):
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for i in range(4):
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mat = Mat(MAT_HEIGHT, MAT_WIDTH, COLOR_MAT)
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mat.position = START_X + 50*i, TOP_Y - 50*j
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self.mat_list.append(mat)
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self.mat_function_list = arcade.SpriteList()
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for j in range(4) :
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for i in range(2) :
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mat_function = Mat(MAT_HEIGHT, MAT_WIDTH, COLOR_MAT)
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mat_function.position = START_X + 50*i, TOP_Y - 50*j
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self.mat_function_list.append(mat_function)
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# Original location of cards we are dragging with the mouse in case
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# they have to go back.
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@ -141,6 +147,7 @@ class Cubito(arcade.Window):
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arcade.start_render()
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self.mat_list.draw()
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self.token_list.draw()
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self.mat_function_list()
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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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@ -158,11 +165,33 @@ class Cubito(arcade.Window):
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# Save the position
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self.held_tokens_original_position = [self.held_tokens[0].position]
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def on_mouse_release(self, x, y, button, modifiers):
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def on_mouse_release(self, x : float, y : float , button : int, modifiers : int):
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"""Called when the user presses a mouse button"""
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# If we don't have any cards, 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 pile
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if arcade.check_for_collision(self.held_tokens[0], mat):
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# For each held card, move it to the pile 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_tokens_original_position[mat_index]
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# We are no longer holding cards
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self.held_tokens = []
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@ -177,6 +206,19 @@ class Cubito(arcade.Window):
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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.L :
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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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print(token.type_token)
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if token.type_token == "FORDWARD" :
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cubito.FORDWARD()
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if token.type_token == "LEFT" :
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cubito.LEFT()
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if token.type_token == "RIGHT" :
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cubito.RIGHT()
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if token.type_token == "PAUSE" :
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cubito.PAUSE()
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def cubito(self, function=False):
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"""Move cubito !"""
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