Files
connect-the-current/game/play.py

137 lines
4.8 KiB
Python

import arcade, arcade.gui
from utils.constants import button_style, NEIGHBOURS
from utils.preload import button_texture, button_hovered_texture
from collections import deque
from game.level_generator import generate_map
from game.cells import *
class Game(arcade.gui.UIView):
def __init__(self, pypresence_client, difficulty):
super().__init__()
self.pypresence_client = pypresence_client
self.pypresence_client.update(state='In Game', start=self.pypresence_client.start_time)
self.difficulty = difficulty
self.cells = []
self.power_sources = []
self.houses = []
self.anchor = self.add_widget(arcade.gui.UIAnchorLayout(size_hint=(1, 1)))
self.grid_size = int(difficulty.split("x")[0])
self.map = generate_map(self.grid_size, int((self.grid_size * self.grid_size) / 10), int((self.grid_size * self.grid_size) / 5))
self.spritelist = arcade.SpriteList()
def on_show_view(self):
super().on_show_view()
self.back_button = arcade.gui.UITextureButton(texture=button_texture, texture_hovered=button_hovered_texture, text='<--', style=button_style, width=100, height=50)
self.back_button.on_click = lambda event: self.main_exit()
self.anchor.add(self.back_button, anchor_x="left", anchor_y="top", align_x=5, align_y=-5)
self.won_label = self.anchor.add(arcade.gui.UILabel(text="You won!", font_size=48), anchor_x="center", anchor_y="center")
self.won_label.visible = False
x = (self.window.width / 2) - (self.grid_size * 64) / 2
y = (self.window.height / 2) + (self.grid_size * 64) / 2
for row in range(self.grid_size):
self.cells.append([])
for col in range(self.grid_size):
left_neighbour = self.cells[row][col - 1] if col > 0 else None
top_neighbour = self.cells[row - 1][col] if row > 0 else None
cell_type = self.map[row][col]
if cell_type in ["line", "corner", "t_junction", "cross"]:
cell = PowerLine(cell_type, x, y, left_neighbour, top_neighbour)
elif cell_type == "power_source":
cell = PowerSource(x, y, left_neighbour, top_neighbour)
self.power_sources.append(cell)
elif cell_type == "house":
cell = House(x, y, left_neighbour, top_neighbour)
self.houses.append(cell)
self.spritelist.append(cell)
self.cells[row].append(cell)
if left_neighbour:
left_neighbour.right_neighbour = cell
if top_neighbour:
top_neighbour.bottom_neighbour = cell
x += 64
x = (self.window.width / 2) - (self.grid_size * 64) / 2
y -= 64
arcade.schedule(self.update_grid, 1 / 8)
def update_grid(self, _):
for row in self.cells:
for power_line in row:
if power_line.cell_type != "power_source":
power_line.powered = False
queue = deque(self.power_sources)
visited = set()
while queue:
current = queue.popleft()
if id(current) in visited:
continue
visited.add(id(current))
current.powered = True
for connected_neighbour in current.get_connected_neighbours():
if id(connected_neighbour) not in visited:
queue.append(connected_neighbour)
for row in self.cells:
for cell in row:
cell.update_visual()
self.check_win()
def check_win(self):
for row in self.cells:
for cell in row:
if cell.cell_type == "power_source":
continue
elif cell.cell_type == "house":
if not len(cell.get_connected_neighbours()) >= 1:
return
else:
continue
if len(cell.get_connected_neighbours(True)) != len(NEIGHBOURS[cell.rotation]):
return
self.won_label.visible = True
self.spritelist.visible = False
arcade.unschedule(self.update_grid)
def on_mouse_press(self, x, y, button, modifiers):
for row in self.cells:
for cell in row:
if cell.cell_type in ["house", "power_source"]:
continue
if cell.rect.point_in_rect((x, y)):
cell.next_rotation()
def on_draw(self):
super().on_draw()
self.spritelist.draw()
def main_exit(self):
from menus.main import Main
self.window.show_view(Main(self.pypresence_client))