mirror of
https://github.com/csd4ni3l/shatterstack.git
synced 2026-01-01 12:33:48 +01:00
Add shape highlight and put combos in score label
This commit is contained in:
107
game/play.py
107
game/play.py
@@ -23,6 +23,10 @@ class Game(arcade.gui.UIView):
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self.start_x = self.window.width / 2 - (COLS * (CELL_SIZE + OUTLINE_WIDTH)) / 2 + (CELL_SIZE / 2)
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self.start_y = self.window.height - (ROWS * (CELL_SIZE + OUTLINE_WIDTH)) - (CELL_SIZE / 2)
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self.shape_center_x = 0
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self.shape_center_y = 0
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self.can_place_shape = True
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self.empty_grid = {}
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if os.path.exists("data.json"):
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with open("data.json", "r") as file:
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@@ -50,6 +54,30 @@ class Game(arcade.gui.UIView):
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def on_mouse_motion(self, x, y, dx, dy):
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super().on_mouse_motion(x, y, dx, dy)
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grid_col = math.ceil((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = math.ceil((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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self.can_place_shape = True
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tile_positions = []
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for offset_col, offset_row in SHAPES[self.shape_to_place]:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]:
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self.can_place_shape = False
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break
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tile_positions.append((tile_row, tile_col))
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self.shape_center_x = self.start_x + grid_col * (CELL_SIZE + OUTLINE_WIDTH)
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self.shape_center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH)
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for row in range(ROWS):
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for col in range(COLS):
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if self.empty_grid[row][col]:
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self.empty_grid[row][col].color = (*self.shape_color[:-1], 170) if self.can_place_shape and (row, col) in tile_positions else arcade.color.GRAY
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self.mouse_shape.update(self.shape_to_place, self.shape_color, x, y)
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def on_show_view(self):
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@@ -79,40 +107,23 @@ class Game(arcade.gui.UIView):
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def setup_grid(self):
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for row in range(ROWS):
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self.occupied[row] = {}
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self.empty_grid[row] = {}
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for col in range(COLS):
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self.occupied[row][col] = 0
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center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
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center_y = self.start_y + row * (CELL_SIZE + OUTLINE_WIDTH)
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self.shape_list.append(arcade.SpriteSolidColor(
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tile = arcade.SpriteSolidColor(
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width=CELL_SIZE,
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height=CELL_SIZE,
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color=arcade.color.GRAY,
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center_x=center_x,
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center_y=center_y
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))
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)
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self.shape_list.append(tile)
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def check_occupation(self, grid_col, grid_row):
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can_place = True
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center_x, center_y = 0, 0
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if 0 <= grid_row < ROWS and 0 <= grid_col < COLS:
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for offset_col, offset_row in SHAPES[self.shape_to_place]:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]:
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can_place = False
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break
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center_x = self.start_x + grid_col * (CELL_SIZE + OUTLINE_WIDTH)
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center_y = self.start_y + grid_row * (CELL_SIZE + OUTLINE_WIDTH)
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else:
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can_place = False
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return can_place, center_x, center_y
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self.empty_grid[row][col] = tile
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def check_collisions(self):
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for row_idx, row in self.occupied.items():
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@@ -122,6 +133,18 @@ class Game(arcade.gui.UIView):
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for col in range(COLS):
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self.occupied[row_idx][col] = 0
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center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
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center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH)
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tile = arcade.SpriteSolidColor(
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width=CELL_SIZE,
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height=CELL_SIZE,
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color=arcade.color.GRAY,
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center_x=center_x,
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center_y=center_y
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)
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self.shape_list.append(tile)
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self.empty_grid[row_idx][col] = tile
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self.score += 25 + (10 * self.combo)
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break_sound.play()
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@@ -137,6 +160,18 @@ class Game(arcade.gui.UIView):
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for row_idx in range(ROWS):
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self.occupied[row_idx][col] = 0
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center_x = self.start_x + col * (CELL_SIZE + OUTLINE_WIDTH)
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center_y = self.start_y + row_idx * (CELL_SIZE + OUTLINE_WIDTH)
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tile = arcade.SpriteSolidColor(
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width=CELL_SIZE,
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height=CELL_SIZE,
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color=arcade.color.GRAY,
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center_x=center_x,
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center_y=center_y
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)
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self.shape_list.append(tile)
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self.empty_grid[row_idx][col] = tile
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self.score += 25 + (10 * self.combo)
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break_sound.play()
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@@ -146,7 +181,7 @@ class Game(arcade.gui.UIView):
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def update_game(self):
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self.check_collisions()
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self.score_label.text = f"Score: {self.score}"
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self.score_label.text = f"Score: {self.score}" + (f" Combo: X{self.combo}" if self.combo else "")
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if self.score > self.high_score:
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self.high_score = self.score
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@@ -155,18 +190,20 @@ class Game(arcade.gui.UIView):
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if time.perf_counter() - self.last_combo >= COMBO_TIME:
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self.combo = 0
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if self.combo > 1:
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self.combo_label.text = f"Combo X{self.combo}"
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self.combo_label.visible = True
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else:
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self.combo_label.visible = False
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self.check_game_over()
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def check_game_over(self):
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for grid_row in range(ROWS):
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for grid_col in range(COLS):
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can_place, *_ = self.check_occupation(grid_col, grid_row)
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can_place = True
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for offset_col, offset_row in SHAPES[self.shape_to_place]:
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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if not (0 <= tile_row < ROWS and 0 <= tile_col < COLS) or self.occupied[tile_row][tile_col]:
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can_place = False
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if can_place:
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return
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@@ -189,13 +226,11 @@ class Game(arcade.gui.UIView):
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grid_col = math.ceil((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = math.ceil((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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can_place, center_x, center_y = self.check_occupation(grid_col, grid_row)
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if can_place:
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if self.can_place_shape:
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if self.settings_dict.get("sfx", True):
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click_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
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shape = Shape(center_x, center_y, self.shape_to_place, self.shape_color, self.shape_list)
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shape = Shape(self.shape_center_x, self.shape_center_y, self.shape_to_place, self.shape_color, self.shape_list)
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self.shapes.append(shape)
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n = 0
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@@ -204,6 +239,8 @@ class Game(arcade.gui.UIView):
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tile_col = grid_col + offset_col
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tile_row = grid_row + offset_row
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self.occupied[tile_row][tile_col] = shape.tiles[n]
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self.shape_list.remove(self.empty_grid[tile_row][tile_col])
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self.empty_grid[tile_row][tile_col] = None
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n += 1
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