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https://github.com/csd4ni3l/connect-the-current.git
synced 2026-01-01 04:13:41 +01:00
Rename connected to powered, fix power not propagating correctly(spelling errors), add temporary power source texture and power sources themselves, fix power line textures being misaligned
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@@ -3,79 +3,101 @@ import arcade, arcade.gui
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from utils.preload import *
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TEXTURE_MAP = {
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("vertical", True): vertical_connected,
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("vertical", False): vertical_unconnected,
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("line", "vertical", True): vertical_powered,
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("line", "vertical", False): vertical_unpowered,
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("horizontal", True): horizontal_connected,
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("horizontal", False): horizontal_unconnected,
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("line", "horizontal", True): horizontal_powered,
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("line", "horizontal", False): horizontal_unpowered,
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("left_bottom", True): left_bottom_connected,
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("left_bottom", False): left_bottom_unconnected,
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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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("left_top", True): left_top_connected,
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("left_top", False): left_top_unconnected,
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("corner", "left_top", True): left_top_powered,
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("corner", "left_top", False): left_top_unpowered,
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("right_bottom", True): right_bottom_connected,
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("right_bottom", False): right_bottom_unconnected,
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("corner", "right_bottom", True): right_bottom_powered,
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("corner", "right_bottom", False): right_bottom_unpowered,
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("right_top", True): right_top_connected,
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("right_top", False): right_top_unconnected,
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("corner", "right_top", True): right_top_powered,
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("corner", "right_top", False): right_top_unpowered,
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("power_source", "all", True): power_source,
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}
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ROTATIONS = {
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"line": ["vertical", "horizontal"],
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"corner": ["left_top", "right_top", "right_bottom", "left_bottom"]
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"corner": ["right_bottom", "left_bottom", "left_top", "right_top"],
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"power_source": ["all"]
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}
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NEIGHBOURS = {
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"vertical": lambda l, r, t, b: bool((b and b.connected) or (t and t.connected)),
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"horizontal": lambda l, r, t, b: bool((l and l.connected) or (r and r.connected)),
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"left_bottom": lambda l, r, t, b: bool(((l and l.connected) or (b and b.connected))),
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"right_bottom": lambda l, r, t, b: bool(((r and r.connected) or (b and b.connected))),
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"left_top": lambda l, r, t, b: bool(((l and l.connected) or (t and t.connected))),
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"right_top": lambda l, r, t, b: bool(((r and r.connected) or (t and t.connected)))
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"vertical": ["b", "t"],
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"horizontal": ["l", "r"],
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"left_bottom": ["l", "b"],
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"right_bottom": ["r", "b"],
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"left_top": ["l", "t"],
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"right_top": ["r", "t"],
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"all": ["l", "r", "t", "b"]
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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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class PowerLine(arcade.gui.UITextureButton):
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def __init__(self, line_type, left_neighbor, top_neighbour):
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super().__init__(texture=TEXTURE_MAP[ROTATIONS[line_type][0], False])
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def __init__(self, line_type, left_neighbour, top_neighbour):
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super().__init__(texture=TEXTURE_MAP[line_type, ROTATIONS[line_type][0], line_type == "power_source"])
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self.line_type = line_type
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self.rotation = ROTATIONS[line_type][0]
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self.connected = False
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self.powered = self.line_type == "power_source"
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self.left_neighbour, self.top_neighbour = left_neighbor, top_neighbour
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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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self.on_click = lambda e: self.next_rotation()
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self.update()
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self.update_visual()
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def next_rotation(self):
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current_index = ROTATIONS[self.line_type].index(self.rotation)
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if current_index + 1 == len(ROTATIONS[self.line_type]) - 1:
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if current_index + 1 == len(ROTATIONS[self.line_type]):
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self.rotation = ROTATIONS[self.line_type][0]
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else:
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self.rotation = ROTATIONS[self.line_type][current_index + 1]
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self.update()
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self.update_visual()
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def update_neighbours(self):
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if self.rotation == "horizontal":
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self.left_neighbour.update() if self.left_neighbour else None
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self.right_neighbour.update() if self.right_neighbour else None
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elif self.rotation == "vertical":
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self.top_neighbour.update() if self.top_neighbour else None
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self.bottom_neighbour.update() if self.bottom_neighbour else 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 update(self):
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if not self.connected:
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old_connected = self.connected
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self.connected = NEIGHBOURS[self.rotation](self.left_neighbour, self.right_neighbour, self.top_neighbour, self.bottom_neighbour)
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if self.connected != old_connected:
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self.update_neighbours()
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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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self.texture = TEXTURE_MAP[(self.rotation, self.connected)]
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self.texture_hovered = TEXTURE_MAP[(self.rotation, self.connected)]
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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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def update_visual(self):
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self.texture = TEXTURE_MAP[(self.line_type, self.rotation, self.powered)]
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self.texture_hovered = TEXTURE_MAP[(self.line_type, self.rotation, self.powered)]
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self._requires_render = True
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