Make cells modular, add crosses and t junctions and houses which have example texture and dont work yet, improve code quality, fix cell texture not being the same when pressed
BIN
assets/graphics/powered_lines/cross/cross.png
Normal file
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After Width: | Height: | Size: 314 B |
BIN
assets/graphics/powered_lines/t_junction/left_right_bottom.png
Normal file
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After Width: | Height: | Size: 271 B |
BIN
assets/graphics/powered_lines/t_junction/left_right_top.png
Normal file
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After Width: | Height: | Size: 257 B |
BIN
assets/graphics/powered_lines/t_junction/top_bottom_left.png
Normal file
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After Width: | Height: | Size: 269 B |
BIN
assets/graphics/powered_lines/t_junction/top_bottom_right.png
Normal file
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After Width: | Height: | Size: 276 B |
BIN
assets/graphics/unpowered_lines/cross/cross.png
Normal file
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After Width: | Height: | Size: 292 B |
BIN
assets/graphics/unpowered_lines/t_junction/left_right_bottom.png
Normal file
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After Width: | Height: | Size: 251 B |
BIN
assets/graphics/unpowered_lines/t_junction/left_right_top.png
Normal file
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After Width: | Height: | Size: 244 B |
BIN
assets/graphics/unpowered_lines/t_junction/top_bottom_left.png
Normal file
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After Width: | Height: | Size: 258 B |
BIN
assets/graphics/unpowered_lines/t_junction/top_bottom_right.png
Normal file
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After Width: | Height: | Size: 259 B |
62
game/cell.py
Normal file
@@ -0,0 +1,62 @@
|
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import arcade, arcade.gui
|
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|
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from utils.constants import ROTATIONS, NEIGHBOURS
|
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from utils.preload import TEXTURE_MAP
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|
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def get_opposite(direction):
|
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if direction == "l":
|
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return "r"
|
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elif direction == "r":
|
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return "l"
|
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elif direction == "t":
|
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return "b"
|
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elif direction == "b":
|
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return "t"
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|
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class Cell(arcade.gui.UITextureButton):
|
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def __init__(self, cell_type, left_neighbour, top_neighbour):
|
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super().__init__(texture=TEXTURE_MAP[cell_type, ROTATIONS[cell_type][0], cell_type == "power_source"])
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|
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self.rotation = ROTATIONS[cell_type][0]
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self.cell_type = cell_type
|
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self.powered = False
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self.left_neighbour, self.top_neighbour = left_neighbour, top_neighbour
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self.right_neighbour, self.bottom_neighbour = None, None
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def get_neighbour(self, name):
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if name == "l":
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return self.left_neighbour
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elif name == "r":
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return self.right_neighbour
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elif name == "b":
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return self.bottom_neighbour
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elif name == "t":
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return self.top_neighbour
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def get_connected_neighbours(self):
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return [
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self.get_neighbour(neighbour_direction) for neighbour_direction in NEIGHBOURS[self.rotation]
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if (
|
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self.get_neighbour(neighbour_direction) and
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get_opposite(neighbour_direction) in NEIGHBOURS[self.get_neighbour(neighbour_direction).rotation]
|
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)
|
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]
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def update_value(self):
|
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self.powered = any([neighbour.powered for neighbour in self.get_connected_neighbours()])
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|
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def update_visual(self):
|
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self.texture = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)]
|
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self.texture_hovered = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)]
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self.texture_pressed = TEXTURE_MAP[(self.cell_type, self.rotation, self.powered)]
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self._requires_render = True
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|
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def next_rotation(self):
|
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current_index = ROTATIONS[self.cell_type].index(self.rotation)
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if current_index + 1 == len(ROTATIONS[self.cell_type]):
|
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self.rotation = ROTATIONS[self.cell_type][0]
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else:
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self.rotation = ROTATIONS[self.cell_type][current_index + 1]
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|
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self.update_visual()
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17
game/cells.py
Normal file
@@ -0,0 +1,17 @@
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from game.cell import Cell
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class House(Cell):
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def __init__(self, left_neighbour, top_neighbour):
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super().__init__("house", left_neighbour, top_neighbour)
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class PowerSource(Cell):
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def __init__(self, left_neighbour, top_neighbour):
|
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super().__init__("power_source", left_neighbour, top_neighbour)
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self.on_click = lambda e: self.next_rotation()
|
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|
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class PowerLine(Cell):
|
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def __init__(self, cell_type, left_neighbour, top_neighbour):
|
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super().__init__(cell_type, left_neighbour, top_neighbour)
|
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|
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if not cell_type == "cross":
|
||||
self.on_click = lambda e: self.next_rotation()
|
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40
game/play.py
@@ -5,7 +5,7 @@ from utils.preload import button_texture, button_hovered_texture
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|
||||
from collections import deque
|
||||
|
||||
from game.power_line import PowerLine
|
||||
from game.cells import *
|
||||
|
||||
class Game(arcade.gui.UIView):
|
||||
def __init__(self, pypresence_client, difficulty):
|
||||
@@ -15,8 +15,9 @@ class Game(arcade.gui.UIView):
|
||||
self.pypresence_client.update(state='In Game', start=self.pypresence_client.start_time)
|
||||
|
||||
self.difficulty = difficulty
|
||||
self.power_lines = []
|
||||
self.cells = []
|
||||
self.power_sources = []
|
||||
self.houses = []
|
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|
||||
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
|
||||
self.grid_size = list(map(int, difficulty.split("x")))
|
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@@ -30,31 +31,36 @@ class Game(arcade.gui.UIView):
|
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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
|
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|
||||
for row in range(self.grid_size[0]):
|
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self.power_lines.append([])
|
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self.cells.append([])
|
||||
for col in range(self.grid_size[1]):
|
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left_neighbour = self.power_lines[row][col - 1] if col > 0 else None
|
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top_neighbour = self.power_lines[row - 1][col] if row > 0 else None
|
||||
left_neighbour = self.cells[row][col - 1] if col > 0 else None
|
||||
top_neighbour = self.cells[row - 1][col] if row > 0 else None
|
||||
|
||||
line_type = random.choice(["line", "corner", "power_source"])
|
||||
power_line = PowerLine(line_type, left_neighbour, top_neighbour)
|
||||
cell_type = random.choice(["line", "corner", "t_junction", "cross", "power_source", "house"])
|
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|
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if line_type == "power_source":
|
||||
self.power_sources.append(power_line)
|
||||
if cell_type in ["line", "corner", "t_junction", "cross"]:
|
||||
cell = PowerLine(cell_type, left_neighbour, top_neighbour)
|
||||
elif cell_type == "power_source":
|
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cell = PowerSource(left_neighbour, top_neighbour)
|
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self.power_sources.append(cell)
|
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elif cell_type == "house":
|
||||
cell = House(left_neighbour, top_neighbour)
|
||||
self.houses.append(cell)
|
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|
||||
self.power_grid.add(power_line, row=row, column=col)
|
||||
self.power_lines[row].append(power_line)
|
||||
self.power_grid.add(cell, row=row, column=col)
|
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self.cells[row].append(cell)
|
||||
|
||||
if left_neighbour:
|
||||
left_neighbour.right_neighbour = power_line
|
||||
left_neighbour.right_neighbour = cell
|
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if top_neighbour:
|
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top_neighbour.bottom_neighbour = power_line
|
||||
top_neighbour.bottom_neighbour = cell
|
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|
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arcade.schedule(self.update_grid, 1 / 10)
|
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arcade.schedule(self.update_grid, 1 / 8)
|
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|
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def update_grid(self, _):
|
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for row in self.power_lines:
|
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for row in self.cells:
|
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for power_line in row:
|
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if power_line.line_type != "power_source":
|
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if power_line.cell_type != "power_source":
|
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power_line.powered = False
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queue = deque(self.power_sources)
|
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@@ -74,7 +80,7 @@ class Game(arcade.gui.UIView):
|
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if id(connected_neighbour) not in visited:
|
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queue.append(connected_neighbour)
|
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|
||||
for row in self.power_lines:
|
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for row in self.cells:
|
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for power_line in row:
|
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power_line.update_visual()
|
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|
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|
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@@ -1,104 +0,0 @@
|
||||
import arcade, arcade.gui
|
||||
|
||||
from utils.preload import *
|
||||
|
||||
TEXTURE_MAP = {
|
||||
("line", "vertical", True): vertical_powered,
|
||||
("line", "vertical", False): vertical_unpowered,
|
||||
|
||||
("line", "horizontal", True): horizontal_powered,
|
||||
("line", "horizontal", False): horizontal_unpowered,
|
||||
|
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("corner", "left_bottom", True): left_bottom_powered,
|
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("corner", "left_bottom", False): left_bottom_unpowered,
|
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|
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("corner", "left_top", True): left_top_powered,
|
||||
("corner", "left_top", False): left_top_unpowered,
|
||||
|
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("corner", "right_bottom", True): right_bottom_powered,
|
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("corner", "right_bottom", False): right_bottom_unpowered,
|
||||
|
||||
("corner", "right_top", True): right_top_powered,
|
||||
("corner", "right_top", False): right_top_unpowered,
|
||||
|
||||
("power_source", "all", True): power_source,
|
||||
}
|
||||
|
||||
ROTATIONS = {
|
||||
"line": ["vertical", "horizontal"],
|
||||
"corner": ["right_bottom", "left_bottom", "left_top", "right_top"],
|
||||
"power_source": ["all"]
|
||||
}
|
||||
|
||||
NEIGHBOURS = {
|
||||
"vertical": ["b", "t"],
|
||||
"horizontal": ["l", "r"],
|
||||
"left_bottom": ["l", "b"],
|
||||
"right_bottom": ["r", "b"],
|
||||
"left_top": ["l", "t"],
|
||||
"right_top": ["r", "t"],
|
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"all": ["l", "r", "t", "b"]
|
||||
}
|
||||
|
||||
def get_opposite(direction):
|
||||
if direction == "l":
|
||||
return "r"
|
||||
elif direction == "r":
|
||||
return "l"
|
||||
|
||||
elif direction == "t":
|
||||
return "b"
|
||||
elif direction == "b":
|
||||
return "t"
|
||||
|
||||
class PowerLine(arcade.gui.UITextureButton):
|
||||
def __init__(self, line_type, left_neighbour, top_neighbour):
|
||||
super().__init__(texture=TEXTURE_MAP[line_type, ROTATIONS[line_type][0], line_type == "power_source"])
|
||||
|
||||
self.line_type = line_type
|
||||
self.rotation = ROTATIONS[line_type][0]
|
||||
self.powered = self.line_type == "power_source"
|
||||
|
||||
self.left_neighbour, self.top_neighbour = left_neighbour, top_neighbour
|
||||
self.right_neighbour, self.bottom_neighbour = None, None
|
||||
|
||||
self.on_click = lambda e: self.next_rotation()
|
||||
|
||||
self.update_visual()
|
||||
|
||||
def next_rotation(self):
|
||||
current_index = ROTATIONS[self.line_type].index(self.rotation)
|
||||
|
||||
if current_index + 1 == len(ROTATIONS[self.line_type]):
|
||||
self.rotation = ROTATIONS[self.line_type][0]
|
||||
else:
|
||||
self.rotation = ROTATIONS[self.line_type][current_index + 1]
|
||||
|
||||
self.update_visual()
|
||||
|
||||
def get_neighbour(self, name):
|
||||
if name == "l":
|
||||
return self.left_neighbour
|
||||
elif name == "r":
|
||||
return self.right_neighbour
|
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elif name == "b":
|
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return self.bottom_neighbour
|
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elif name == "t":
|
||||
return self.top_neighbour
|
||||
|
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def get_connected_neighbours(self):
|
||||
return [
|
||||
self.get_neighbour(neighbour_direction) for neighbour_direction in NEIGHBOURS[self.rotation]
|
||||
if (
|
||||
self.get_neighbour(neighbour_direction) and
|
||||
get_opposite(neighbour_direction) in NEIGHBOURS[self.get_neighbour(neighbour_direction).rotation]
|
||||
)
|
||||
]
|
||||
|
||||
def update_value(self):
|
||||
self.powered = any([neighbour.powered for neighbour in self.get_connected_neighbours()])
|
||||
|
||||
def update_visual(self):
|
||||
self.texture = TEXTURE_MAP[(self.line_type, self.rotation, self.powered)]
|
||||
self.texture_hovered = TEXTURE_MAP[(self.line_type, self.rotation, self.powered)]
|
||||
self._requires_render = True
|
||||
@@ -3,6 +3,30 @@ from arcade.types import Color
|
||||
from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle
|
||||
from arcade.gui.widgets.slider import UISliderStyle
|
||||
|
||||
ROTATIONS = {
|
||||
"line": ["vertical", "horizontal"],
|
||||
"corner": ["right_bottom", "left_bottom", "left_top", "right_top"],
|
||||
"t_junction": ["top_bottom_right", "left_right_bottom", "top_bottom_left", "left_right_top"],
|
||||
"cross": ["cross"],
|
||||
"power_source": ["cross"],
|
||||
"house": ["cross"]
|
||||
}
|
||||
|
||||
NEIGHBOURS = {
|
||||
"vertical": ["b", "t"],
|
||||
"horizontal": ["l", "r"],
|
||||
"left_bottom": ["l", "b"],
|
||||
"right_bottom": ["r", "b"],
|
||||
"left_top": ["l", "t"],
|
||||
"right_top": ["r", "t"],
|
||||
"top_bottom_right": ["t", "b", "r"],
|
||||
"top_bottom_left": ["t", "b", "l"],
|
||||
"left_right_bottom": ["l", "r", "b"],
|
||||
"left_right_top": ["l", "r", "t"],
|
||||
"cross": ["l", "r", "t", "b"]
|
||||
}
|
||||
|
||||
|
||||
menu_background_color = (30, 30, 47)
|
||||
log_dir = 'logs'
|
||||
discord_presence_id = 1435687634960777266
|
||||
|
||||
@@ -3,18 +3,42 @@ import arcade.gui, arcade
|
||||
button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png"))
|
||||
button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png"))
|
||||
|
||||
vertical_powered = arcade.load_texture("assets/graphics/powered_lines/line/vertical.png")
|
||||
horizontal_powered = arcade.load_texture("assets/graphics/powered_lines/line/horizontal.png")
|
||||
left_bottom_powered = arcade.load_texture("assets/graphics/powered_lines/corner/left_bottom.png")
|
||||
left_top_powered = arcade.load_texture("assets/graphics/powered_lines/corner/left_top.png")
|
||||
right_bottom_powered = arcade.load_texture("assets/graphics/powered_lines/corner/right_bottom.png")
|
||||
right_top_powered = arcade.load_texture("assets/graphics/powered_lines/corner/right_top.png")
|
||||
TEXTURE_MAP = {
|
||||
("line", "vertical", True): arcade.load_texture("assets/graphics/powered_lines/line/vertical.png"),
|
||||
("line", "vertical", False): arcade.load_texture("assets/graphics/unpowered_lines/line/vertical.png"),
|
||||
|
||||
("line", "horizontal", True): arcade.load_texture("assets/graphics/powered_lines/line/horizontal.png"),
|
||||
("line", "horizontal", False): arcade.load_texture("assets/graphics/unpowered_lines/line/horizontal.png"),
|
||||
|
||||
vertical_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/line/vertical.png")
|
||||
horizontal_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/line/horizontal.png")
|
||||
left_bottom_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/corner/left_bottom.png")
|
||||
left_top_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/corner/left_top.png")
|
||||
right_bottom_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/corner/right_bottom.png")
|
||||
right_top_unpowered = arcade.load_texture("assets/graphics/unpowered_lines/corner/right_top.png")
|
||||
("corner", "left_bottom", True): arcade.load_texture("assets/graphics/powered_lines/corner/left_bottom.png"),
|
||||
("corner", "left_bottom", False): arcade.load_texture("assets/graphics/unpowered_lines/corner/left_bottom.png"),
|
||||
|
||||
("corner", "left_top", True): arcade.load_texture("assets/graphics/powered_lines/corner/left_top.png"),
|
||||
("corner", "left_top", False): arcade.load_texture("assets/graphics/unpowered_lines/corner/left_top.png"),
|
||||
|
||||
("corner", "right_bottom", True): arcade.load_texture("assets/graphics/powered_lines/corner/right_bottom.png"),
|
||||
("corner", "right_bottom", False): arcade.load_texture("assets/graphics/unpowered_lines/corner/right_bottom.png"),
|
||||
|
||||
("corner", "right_top", True): arcade.load_texture("assets/graphics/powered_lines/corner/right_top.png"),
|
||||
("corner", "right_top", False): arcade.load_texture("assets/graphics/unpowered_lines/corner/right_top.png"),
|
||||
|
||||
power_source = arcade.load_texture("assets/graphics/power_source.png")
|
||||
("t_junction", "left_right_bottom", True): arcade.load_texture("assets/graphics/powered_lines/t_junction/left_right_bottom.png"),
|
||||
("t_junction", "left_right_bottom", False): arcade.load_texture("assets/graphics/unpowered_lines/t_junction/left_right_bottom.png"),
|
||||
|
||||
("t_junction", "left_right_top", True): arcade.load_texture("assets/graphics/powered_lines/t_junction/left_right_top.png"),
|
||||
("t_junction", "left_right_top", False): arcade.load_texture("assets/graphics/unpowered_lines/t_junction/left_right_top.png"),
|
||||
|
||||
("t_junction", "top_bottom_left", True): arcade.load_texture("assets/graphics/powered_lines/t_junction/top_bottom_left.png"),
|
||||
("t_junction", "top_bottom_left", False): arcade.load_texture("assets/graphics/unpowered_lines/t_junction/top_bottom_left.png"),
|
||||
|
||||
("t_junction", "top_bottom_right", True): arcade.load_texture("assets/graphics/powered_lines/t_junction/top_bottom_right.png"),
|
||||
("t_junction", "top_bottom_right", False): arcade.load_texture("assets/graphics/unpowered_lines/t_junction/top_bottom_right.png"),
|
||||
|
||||
("cross", "cross", True): arcade.load_texture("assets/graphics/powered_lines/cross/cross.png"),
|
||||
("cross", "cross", False): arcade.load_texture("assets/graphics/unpowered_lines/cross/cross.png"),
|
||||
|
||||
("power_source", "cross", True): arcade.load_texture("assets/graphics/power_source.png"),
|
||||
|
||||
("house", "cross", False): button_texture,
|
||||
("house", "cross", True): button_texture,
|
||||
}
|
||||
|
||||