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https://github.com/csd4ni3l/shatterstack.git
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Add controller support
This commit is contained in:
72
game/play.py
72
game/play.py
@@ -1,9 +1,8 @@
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import os, arcade, arcade.gui, random, math, json, time
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import os, arcade, arcade.gui, random, json, time
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from game.sprites import Shape
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from utils.constants import SHAPES, CELL_SIZE, ROWS, COLS, OUTLINE_WIDTH, COLORS, COMBO_TIME, button_style
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from utils.preload import button_texture, button_hovered_texture, click_sound, break_sound
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class Game(arcade.gui.UIView):
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def __init__(self, pypresence_client):
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super().__init__()
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@@ -52,34 +51,6 @@ class Game(arcade.gui.UIView):
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from menus.main import Main
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self.window.show_view(Main())
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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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super().on_show_view()
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@@ -104,6 +75,43 @@ class Game(arcade.gui.UIView):
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self.window.set_mouse_visible(False)
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def on_stick_motion(self, controller, name, value):
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if name == "leftstick":
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value *= 10
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self.on_mouse_motion(self.mouse_shape.x + value.x, self.mouse_shape.y + value.y, value.x, value.y)
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def on_button_press(self, controller, name):
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if name == "a":
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self.on_mouse_press(self.mouse_shape.x, self.mouse_shape.y, arcade.MOUSE_BUTTON_LEFT, 0)
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elif name == "start":
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self.main_exit()
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def on_mouse_motion(self, x, y, dx, dy):
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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((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 setup_grid(self):
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for row in range(ROWS):
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self.occupied[row] = {}
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@@ -223,8 +231,8 @@ class Game(arcade.gui.UIView):
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def on_mouse_press(self, x: int, y: int, button: int, modifiers: int) -> bool | None:
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super().on_mouse_press(x, y, button, modifiers)
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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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grid_col = int((x - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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grid_row = int((y - self.start_y + (CELL_SIZE / 2)) // (CELL_SIZE + OUTLINE_WIDTH))
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if self.can_place_shape:
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if self.settings_dict.get("sfx", True):
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