mirror of
https://github.com/csd4ni3l/connect-the-current.git
synced 2026-01-01 04:13:41 +01:00
improve performance by using arcade Sprites instead of buttons, add win check and display winning, small fixes and improvements
This commit is contained in:
13
game/cell.py
13
game/cell.py
@@ -13,9 +13,9 @@ def get_opposite(direction):
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elif direction == "b":
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elif direction == "b":
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return "t"
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return "t"
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class Cell(arcade.gui.UITextureButton):
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class Cell(arcade.Sprite):
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def __init__(self, cell_type, left_neighbour, top_neighbour):
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def __init__(self, cell_type, x, y, left_neighbour, top_neighbour):
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super().__init__(texture=TEXTURE_MAP[cell_type, ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross", cell_type == "power_source"])
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super().__init__(TEXTURE_MAP[cell_type, ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross", cell_type == "power_source"], center_x=x, center_y=y)
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self.rotation = ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross"
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self.rotation = ROTATIONS[cell_type][0] if cell_type in ROTATIONS else "cross"
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self.cell_type = cell_type
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self.cell_type = cell_type
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@@ -33,21 +33,18 @@ class Cell(arcade.gui.UITextureButton):
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elif name == "t":
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elif name == "t":
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return self.top_neighbour
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return self.top_neighbour
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def get_connected_neighbours(self):
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def get_connected_neighbours(self, include_houses=False):
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return [
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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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self.get_neighbour(neighbour_direction) for neighbour_direction in NEIGHBOURS[self.rotation]
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if (
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if (
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self.get_neighbour(neighbour_direction) and
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self.get_neighbour(neighbour_direction) and
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self.get_neighbour(neighbour_direction).cell_type != "house" and
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(include_houses or self.get_neighbour(neighbour_direction).cell_type != "house") and
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get_opposite(neighbour_direction) in NEIGHBOURS[self.get_neighbour(neighbour_direction).rotation]
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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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]
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]
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def update_visual(self):
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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 = 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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def next_rotation(self):
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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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current_index = ROTATIONS[self.cell_type].index(self.rotation)
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@@ -1,17 +1,17 @@
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from game.cell import Cell
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from game.cell import Cell
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class House(Cell):
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class House(Cell):
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def __init__(self, left_neighbour, top_neighbour):
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def __init__(self, x, y, left_neighbour, top_neighbour):
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super().__init__("house", left_neighbour, top_neighbour)
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super().__init__("house", x, y, left_neighbour, top_neighbour)
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class PowerSource(Cell):
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class PowerSource(Cell):
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def __init__(self, left_neighbour, top_neighbour):
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def __init__(self, x, y, left_neighbour, top_neighbour):
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super().__init__("power_source", left_neighbour, top_neighbour)
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super().__init__("power_source", x, y, left_neighbour, top_neighbour)
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self.on_click = lambda e: self.next_rotation()
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self.on_click = lambda e: self.next_rotation()
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class PowerLine(Cell):
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class PowerLine(Cell):
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def __init__(self, cell_type, left_neighbour, top_neighbour):
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def __init__(self, cell_type, x, y, left_neighbour, top_neighbour):
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super().__init__(cell_type, left_neighbour, top_neighbour)
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super().__init__(cell_type, x, y, left_neighbour, top_neighbour)
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if not cell_type == "cross":
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if not cell_type == "cross":
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self.on_click = lambda e: self.next_rotation()
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self.on_click = lambda e: self.next_rotation()
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62
game/play.py
62
game/play.py
@@ -1,6 +1,6 @@
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import arcade, arcade.gui, random
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import arcade, arcade.gui
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from utils.constants import button_style
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from utils.constants import button_style, NEIGHBOURS
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from utils.preload import button_texture, button_hovered_texture
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from utils.preload import button_texture, button_hovered_texture
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from collections import deque
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from collections import deque
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@@ -22,9 +22,9 @@ class Game(arcade.gui.UIView):
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
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self.grid_size = int(difficulty.split("x")[0])
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self.grid_size = int(difficulty.split("x")[0])
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self.grid = generate_map(self.grid_size, int((self.grid_size * self.grid_size) / 10), int((self.grid_size * self.grid_size) / 5))
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self.map = generate_map(self.grid_size, int((self.grid_size * self.grid_size) / 10), int((self.grid_size * self.grid_size) / 5))
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self.power_grid = self.anchor.add(arcade.gui.UIGridLayout(horizontal_spacing=0, vertical_spacing=0, row_count=self.grid_size, column_count=self.grid_size))
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self.spritelist = arcade.SpriteList()
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def on_show_view(self):
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def on_show_view(self):
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super().on_show_view()
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super().on_show_view()
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@@ -33,24 +33,31 @@ class Game(arcade.gui.UIView):
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self.back_button.on_click = lambda event: self.main_exit()
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self.back_button.on_click = lambda event: self.main_exit()
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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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self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
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self.won_label = self.anchor.add(arcade.gui.UILabel(text="You won!", font_size=48), anchor_x="center", anchor_y="center")
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self.won_label.visible = False
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x = (self.window.width / 2) - (self.grid_size * 64) / 2
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y = (self.window.height / 2) + (self.grid_size * 64) / 2
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for row in range(self.grid_size):
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for row in range(self.grid_size):
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self.cells.append([])
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self.cells.append([])
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for col in range(self.grid_size):
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for col in range(self.grid_size):
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left_neighbour = self.cells[row][col - 1] if col > 0 else None
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left_neighbour = self.cells[row][col - 1] if col > 0 else None
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top_neighbour = self.cells[row - 1][col] if row > 0 else None
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top_neighbour = self.cells[row - 1][col] if row > 0 else None
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cell_type = self.grid[row][col]
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cell_type = self.map[row][col]
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if cell_type in ["line", "corner", "t_junction", "cross"]:
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if cell_type in ["line", "corner", "t_junction", "cross"]:
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cell = PowerLine(cell_type, left_neighbour, top_neighbour)
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cell = PowerLine(cell_type, x, y, left_neighbour, top_neighbour)
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elif cell_type == "power_source":
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elif cell_type == "power_source":
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cell = PowerSource(left_neighbour, top_neighbour)
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cell = PowerSource(x, y, left_neighbour, top_neighbour)
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self.power_sources.append(cell)
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self.power_sources.append(cell)
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elif cell_type == "house":
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elif cell_type == "house":
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cell = House(left_neighbour, top_neighbour)
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cell = House(x, y, left_neighbour, top_neighbour)
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self.houses.append(cell)
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self.houses.append(cell)
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self.power_grid.add(cell, row=row, column=col)
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self.spritelist.append(cell)
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self.cells[row].append(cell)
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self.cells[row].append(cell)
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if left_neighbour:
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if left_neighbour:
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@@ -58,6 +65,10 @@ class Game(arcade.gui.UIView):
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if top_neighbour:
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if top_neighbour:
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top_neighbour.bottom_neighbour = cell
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top_neighbour.bottom_neighbour = cell
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x += 64
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x = (self.window.width / 2) - (self.grid_size * 64) / 2
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y -= 64
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arcade.schedule(self.update_grid, 1 / 8)
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arcade.schedule(self.update_grid, 1 / 8)
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def update_grid(self, _):
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def update_grid(self, _):
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@@ -87,6 +98,39 @@ class Game(arcade.gui.UIView):
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for cell in row:
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for cell in row:
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cell.update_visual()
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cell.update_visual()
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self.check_win()
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def check_win(self):
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for row in self.cells:
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for cell in row:
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if cell.cell_type == "power_source":
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continue
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elif cell.cell_type == "house":
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if not len(cell.get_connected_neighbours()) >= 1:
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return
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else:
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continue
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if len(cell.get_connected_neighbours(True)) != len(NEIGHBOURS[cell.rotation]):
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return
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self.won_label.visible = True
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self.spritelist.visible = False
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arcade.unschedule(self.update_grid)
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def on_mouse_press(self, x, y, button, modifiers):
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for row in self.cells:
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for cell in row:
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if cell.cell_type in ["house", "power_source"]:
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continue
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if cell.rect.point_in_rect((x, y)):
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cell.next_rotation()
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def on_draw(self):
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super().on_draw()
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self.spritelist.draw()
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def main_exit(self):
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def main_exit(self):
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from menus.main import Main
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from menus.main import Main
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@@ -39,6 +39,6 @@ TEXTURE_MAP = {
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("power_source", "cross", True): arcade.load_texture("assets/graphics/power_source.png"),
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("power_source", "cross", True): arcade.load_texture("assets/graphics/power_source.png"),
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("house", "cross", False): button_texture,
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("house", "cross", True): arcade.load_texture("assets/graphics/powered_lines/cross/cross.png"),
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("house", "cross", True): button_texture,
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("house", "cross", False): arcade.load_texture("assets/graphics/unpowered_lines/cross/cross.png"),
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}
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}
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