80 lines
2.7 KiB
Python
80 lines
2.7 KiB
Python
import pygame
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import workers, towers, ring
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import random
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boxcols=[(90,90,90),(128,0,0),(0,128,0),(0,0,128)]
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class Grid():
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def __init__(self,x,y,spacing,w,h):
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self.x,self.y,self.spacing,self.w,self.h=x,y,spacing,w,h
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self.xe,self.ye=x+spacing*w,y+spacing*h
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self.highlight=None
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self.act=0
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self.menu=None
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self.mx,self.my=0,0
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self.towers=[] # I'll make this a property later
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self.workers=[]
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def cell(self,x,y):
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sx,sy,s,w,h=self.x,self.y,self.spacing,self.w,self.h
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if not (sx<x<sx+s*w and sy<y<sy+s*h): return None
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x-=sx; y-=sy
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return x//s,y//s
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def cell_to_real(self,x,y):
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if not (0<x<self.w and 0<y<self.h): return 0,0,0
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s=self.spacing
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return self.x+s*x,self.y+s*y,s
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def add_tower(self,x,y,*args):
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self.towers.append(towers.Tower(x,y,self,*args))
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self.calc_tower_mean()
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def add_worker(self,behaviour):
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self.workers.append(workers.Worker(int(random.random()*self.spacing*self.w+self.y),int(random.random()*self.spacing*self.h+self.y),behaviour,self))
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def calc_tower_mean(self):
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coords=list(map(lambda x:(x.x,x.y),self.towers))
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x=list(map(lambda x:x[0],coords))
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y=list(map(lambda x:x[1],coords))
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x=sum(x)/len(x); y=sum(y)/len(y)
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mx,my,offset=self.cell_to_real(x,y)
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self.mx,self.my=mx+offset/2,my+offset/2
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def draw(self,screen):
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x,y,s,w,h=self.x,self.y,self.spacing,self.w,self.h
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xe,ye=self.xe,self.ye
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pygame.draw.rect(screen,(90,90,45),(x,y,s*w,s*h))
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for i in range(h+1):
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pygame.draw.line(screen,'black',(x,i*s+y),(xe,i*s+y))
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for i in range(w+1):
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pygame.draw.line(screen,'black',(i*s+x,y),(i*s+x,ye))
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for tower in self.towers: tower.draw(screen)
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if self.highlight is not None:
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hx,hy,_=self.cell_to_real(*self.highlight)
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hl=pygame.Surface((s,s))
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hl.set_alpha(128)
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pygame.draw.rect(hl,boxcols[self.act],(0,0,s,s))
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screen.blit(hl,(hx,hy))
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for worker in self.workers: worker.draw(screen)
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if self.menu: self.menu.draw(screen)
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def update(self,events):
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x,y=pygame.mouse.get_pos()
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if not self.act:
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self.highlight=self.cell(x,y)
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if self.menu: self.menu=None
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elif self.menu is None and self.highlight is not None:
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self.menu=ring.Ring(x,y,self.spacing*2.5,[ring_wrap(self,'cannon',0),ring_wrap(self,'cannon',1),ring_wrap(self,'cannon',2),ring_wrap(self,'cannon',3)],self)
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for event in events:
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if event.type==pygame.KEYUP: self.act=0; continue
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if event.type!=pygame.KEYDOWN: continue
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if event.scancode not in [4,7,22]: continue
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self.act={4:1,22:2,7:3}[event.scancode]
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for tower in self.towers: tower.update(events)
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for worker in self.workers: worker.update(events)
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if self.menu: self.menu.update(events)
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def ring_wrap(grid,ttype,elem):
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def ring_inner(x,y):
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grid.add_tower(*grid.cell(x,y),ttype,elem)
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return ring_inner |