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60 lines
2.3 KiB
Python
60 lines
2.3 KiB
Python
import arcade, arcade.gui
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from utils.constants import ROTATIONS, NEIGHBOURS
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from utils.preload import TEXTURE_MAP
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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 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] if cell_type in ROTATIONS else "cross", cell_type == "power_source"])
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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.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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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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)
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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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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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self.update_visual() |