Implemented mouse dragging. Still some bugs in single marbles dropping.

This commit is contained in:
2014-06-04 08:44:31 -07:00
parent a0b3a2398b
commit 21d653a99b

View File

@@ -24,6 +24,9 @@ class Game:
MARBLE_WIDTH = 40 MARBLE_WIDTH = 40
MARBLE_HEIGHT = 40 MARBLE_HEIGHT = 40
MARBLE_CENTER_X = 20
MARBLE_CENTER_Y = 20
COLOR_MAGICPINK = (255, 0, 255, 0) COLOR_MAGICPINK = (255, 0, 255, 0)
COLOR_WHITE = (255, 255, 255, 255) COLOR_WHITE = (255, 255, 255, 255)
COLOR_BLACK = (0, 0, 0, 255) COLOR_BLACK = (0, 0, 0, 255)
@@ -35,6 +38,7 @@ class Game:
STATE_SELECTED = 1 << 1 STATE_SELECTED = 1 << 1
STATE_DEAD = 1 << 2 STATE_DEAD = 1 << 2
STATE_PLAYERTOUCHED = 1 << 3 STATE_PLAYERTOUCHED = 1 << 3
STATE_DRAGGING = 1 << 4
M_IDX_MOVES = 0 M_IDX_MOVES = 0
M_IDX_TYPE = 1 M_IDX_TYPE = 1
@@ -137,35 +141,49 @@ class Game:
ri += 1 ri += 1
return return
def __draw_marble__(self, mx, my, marble):
if ( (marble[Game.M_IDX_TYPE]) and (marble[Game.M_IDX_STATE] != Game.STATE_DEAD)):
if self.__hasMarbleState__([mx, my], Game.STATE_DRAGGING):
mpos = pygame.mouse.get_pos()
x = mpos[Game.P_IDX_X] - Game.MARBLE_CENTER_X
y = mpos[Game.P_IDX_Y] - Game.MARBLE_CENTER_Y
else:
x = marble[Game.M_IDX_POS][Game.P_IDX_X]
y = marble[Game.M_IDX_POS][Game.P_IDX_Y]
self.__blitTarget__.blit(self.__marbles__[marble[Game.M_IDX_TYPE]], (x, y))
text = self.__gameFont__.render("{}".format(marble[Game.M_IDX_MOVES]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(right = x + (Game.MARBLE_WIDTH),
top = y)
self.__blitTarget__.blit(text, textpos)
if Game.DEBUG_MODE:
text = self.__gameFont__.render("{}".format(marble[Game.M_IDX_STATE]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(left = x,
bottom = y + Game.MARBLE_HEIGHT)
self.__blitTarget__.blit(text, textpos)
text = self.__gameFont__.render("{},{}".format(mx, my), 1, Game.COLOR_BLACK)
textpos = text.get_rect(centerx = x + (Game.MARBLE_WIDTH/2),
centery = y + (Game.MARBLE_HEIGHT/2))
self.__blitTarget__.blit(text, textpos)
def __draw__(self): def __draw__(self):
self.__display__.fill(Game.COLOR_BLACK) self.__display__.fill(Game.COLOR_BLACK)
self.__blitTarget__.fill(Game.COLOR_MAGICPINK) self.__blitTarget__.fill(Game.COLOR_MAGICPINK)
if not self.__curMap__: if not self.__curMap__:
return return
drawLast = []
ri = 0 ri = 0
for row in self.__curMap__: for row in self.__curMap__:
ci = 0 ci = 0
for col in row: for col in row:
if ( (col[Game.M_IDX_TYPE]) and (col[Game.M_IDX_STATE] != Game.STATE_DEAD)): if self.__hasMarbleState__([ci, ri], Game.STATE_DRAGGING):
x = col[Game.M_IDX_POS][Game.P_IDX_X] drawLast = [ci, ri, col]
y = col[Game.M_IDX_POS][Game.P_IDX_Y] else:
self.__blitTarget__.blit(self.__marbles__[col[Game.M_IDX_TYPE]], (x, y)) self.__draw_marble__(ci, ri, col)
text = self.__gameFont__.render("{}".format(col[Game.M_IDX_MOVES]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(right = x + (Game.MARBLE_WIDTH),
top = y)
self.__blitTarget__.blit(text, textpos)
if Game.DEBUG_MODE:
text = self.__gameFont__.render("{}".format(col[Game.M_IDX_STATE]), 1, Game.COLOR_WHITE)
textpos = text.get_rect(left = x,
bottom = y + Game.MARBLE_HEIGHT)
self.__blitTarget__.blit(text, textpos)
text = self.__gameFont__.render("{},{}".format(ci, ri), 1, Game.COLOR_BLACK)
textpos = text.get_rect(centerx = x + (Game.MARBLE_WIDTH/2),
centery = y + (Game.MARBLE_HEIGHT/2))
self.__blitTarget__.blit(text, textpos)
ci += 1 ci += 1
ri += 1 ri += 1
if drawLast:
self.__draw_marble__(drawLast[0], drawLast[1], drawLast[2])
if self.__selectionRect__ : if self.__selectionRect__ :
self.__blitTarget__.blit( self.__blitTarget__.blit(
@@ -179,21 +197,15 @@ class Game:
return False return False
if self.__selectedMarble__ == [-1, -1]: if self.__selectedMarble__ == [-1, -1]:
return True return True
curx = self.__selectedMarble__[Game.P_IDX_X] left = self.__selectedMarble__[Game.P_IDX_X]
cury = self.__selectedMarble__[Game.P_IDX_Y] top = self.__selectedMarble__[Game.P_IDX_Y]
selectable = [ if ( left > 0 ):
[curx - 1, cury - 1], # -S--- left -= 1
[curx, cury - 1], # --S-- if ( top > 0 ):
[curx + 1, cury - 1], # ---S- top -= 1
[curx - 1, cury], # -SX--
[curx + 1, cury], # --XS- selectable = pygame.Rect(left, top, 3, 3)
[curx - 1, cury + 1], # -S--- return selectable.collidepoint(x, y)
[curx, cury + 1], # --S--
[curx + 1, cury + 1] # ---S-
]
if [x, y] not in selectable:
return False
return True
def __flipMarbles__(self, m1, m2, force=False): def __flipMarbles__(self, m1, m2, force=False):
# Skip empty (black) marbles # Skip empty (black) marbles
@@ -253,6 +265,43 @@ class Game:
Game.MARBLE_HEIGHT) Game.MARBLE_HEIGHT)
self.__addMarbleState__(pos, Game.STATE_SELECTED) self.__addMarbleState__(pos, Game.STATE_SELECTED)
def __mouseReleased__(self, event):
mouse_x = event.pos[Game.P_IDX_X]
mouse_y = event.pos[Game.P_IDX_Y]
marble_x = ( (mouse_x - self.__curMapRect__.left) / Game.MARBLE_WIDTH)
marble_y = ( (mouse_y - self.__curMapRect__.top) / Game.MARBLE_HEIGHT)
if ( ( not self.__curMapRect__.collidepoint((mouse_x, mouse_y))) or
(self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0 ) ):
print "Player clicked outside the map or on an empty square"
if self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] == Game.STATE_SELECTED :
self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] = Game.STATE_NONE
self.__delMarbleState__(self.__selectedMarble__, Game.STATE_DRAGGING)
self.__setSelectedMarble__([-1, -1])
self.__selectionRect__ = None
return
if event.button == 1:
if self.__hasMarbleState__(self.__selectedMarble__,
Game.STATE_DRAGGING):
print "Player released and was dragging"
self.__delMarbleState__([self.__selectedMarble__[Game.P_IDX_X],
self.__selectedMarble__[Game.P_IDX_Y]],
Game.STATE_DRAGGING)
flipMarble = self.__selectedMarble__
if not self.__canSelectMarble__(marble_x, marble_y):
self.__setSelectedMarble__([-1, -1])
return
self.__setSelectedMarble__([-1, -1])
self.__flipMarbles__(flipMarble, [marble_x, marble_y])
self.__setGroupState__()
else:
print "Player clicked and released but was not dragging"
self.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
self.__setGroupState__()
return
def __mouseClicked__(self, event): def __mouseClicked__(self, event):
mouse_x = event.pos[Game.P_IDX_X] mouse_x = event.pos[Game.P_IDX_X]
mouse_y = event.pos[Game.P_IDX_Y] mouse_y = event.pos[Game.P_IDX_Y]
@@ -261,26 +310,14 @@ class Game:
if ( ( not self.__curMapRect__.collidepoint((mouse_x, mouse_y))) or if ( ( not self.__curMapRect__.collidepoint((mouse_x, mouse_y))) or
(self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0 ) ): (self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0 ) ):
if self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] == Game.STATE_SELECTED : # We can't drag empty space or space outside the map
self.__curMap__[self.__selectedMarble__[Game.P_IDX_Y]][self.__selectedMarble__[Game.P_IDX_X]][2] = Game.STATE_NONE
self.__setSelectedMarble__([-1, -1])
self.__selectionRect__ = None
return return
if self.__curMap__[marble_y][marble_x][Game.M_IDX_TYPE] == 0:
return False if not self.__canSelectMarble__(marble_x, marble_y):
if event.button == 1: return
self.__setSelectedMarble__([marble_x, marble_y]) self.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED) self.__addMarbleState__([marble_x, marble_y], Game.STATE_DRAGGING)
self.__setGroupState__() self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
elif event.button in [2, 3]:
if not self.__canSelectMarble__(marble_x, marble_y):
return
self.__delMarbleState__(self.__selectedMarble__, Game.STATE_SELECTED)
self.__flipMarbles__(self.__selectedMarble__, [marble_x, marble_y])
self.__setSelectedMarble__([marble_x, marble_y])
self.__addMarbleState__([marble_x, marble_y], Game.STATE_PLAYERTOUCHED)
self.__setGroupState__()
return
def __setGroupState__(self, zap=False): def __setGroupState__(self, zap=False):
groups = { groups = {
@@ -383,8 +420,9 @@ class Game:
self.__setMap__(maps[self.__mapIndex__]) self.__setMap__(maps[self.__mapIndex__])
self.__setSelectedMarble__([-1, -1]) self.__setSelectedMarble__([-1, -1])
elif event.type == pygame.MOUSEBUTTONDOWN:
elif event.type == pygame.MOUSEBUTTONUP:
self.__mouseClicked__(event) self.__mouseClicked__(event)
elif event.type == pygame.MOUSEBUTTONUP:
self.__mouseReleased__(event)
pygame.display.update() pygame.display.update()
return return