added a function to render board on the grid (unoptimised !!!)
This commit is contained in:
parent
8a385a75bf
commit
39d44e7ec2
15 changed files with 169 additions and 29 deletions
3
NOTE.md
3
NOTE.md
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@ -8,3 +8,6 @@ A faire :
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Bug :
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Bug :
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- /
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- /
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Autre :
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- Tester sur Linux
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@ -4,6 +4,7 @@ import pyglet
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from source.gui.scene.abc import Scene
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from source.gui.scene.abc import Scene
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from source.gui import widget, texture
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from source.gui import widget, texture
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from source.gui.widget.grid import GameGridAlly, GameGridEnemy
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from source import core
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from source import core
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if TYPE_CHECKING:
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if TYPE_CHECKING:
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@ -30,10 +31,12 @@ class Game(Scene):
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)
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)
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self.grid_ally = self.add_widget(
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self.grid_ally = self.add_widget(
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widget.GameGrid,
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GameGridAlly,
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x=75, y=0.25, width=0.35, height=0.5,
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x=75, y=0.25, width=0.35, height=0.5,
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boats_length=(5, 5, 4, 3, 2),
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style=texture.Grid.Style1,
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style=texture.Grid.Style1,
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rows=8, columns=8,
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rows=8, columns=8,
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@ -43,7 +46,7 @@ class Game(Scene):
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)
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)
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self.grid_enemy = self.add_widget(
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self.grid_enemy = self.add_widget(
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widget.GameGrid,
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GameGridEnemy,
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x=lambda widget: widget.scene.window.width - 75 - widget.width, y=0.25, width=0.35, height=0.5,
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x=lambda widget: widget.scene.window.width - 75 - widget.width, y=0.25, width=0.35, height=0.5,
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@ -160,8 +163,11 @@ class Game(Scene):
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self.batch_button_background.draw()
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self.batch_button_background.draw()
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self.batch_input_background.draw()
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self.batch_input_background.draw()
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self.batch_grid_background.draw()
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# self.batch_grid_background.draw()
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self.batch_grid_line.draw()
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# self.batch_grid_line.draw()
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self.batch_grid_cursor.draw()
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# self.batch_grid_cursor.draw()
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self.batch_label.draw()
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self.batch_label.draw()
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self.grid_ally.draw() # DEBUG
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self.grid_enemy.draw() # DEBUG
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@ -10,8 +10,8 @@ if TYPE_CHECKING:
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class MainMenu(Scene):
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class MainMenu(Scene):
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def __init__(self, window: "Window", *args, **kwargs):
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def __init__(self, window: "Window", **kwargs):
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super().__init__(window, *args, **kwargs)
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super().__init__(window, **kwargs)
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self.batch_button_background = pyglet.graphics.Batch()
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self.batch_button_background = pyglet.graphics.Batch()
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self.batch_label = pyglet.graphics.Batch()
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self.batch_label = pyglet.graphics.Batch()
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@ -11,8 +11,8 @@ if TYPE_CHECKING:
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class RoomJoin(Scene):
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class RoomJoin(Scene):
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def __init__(self, window: "Window", *args, **kwargs):
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def __init__(self, window: "Window", **kwargs):
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super().__init__(window, *args, **kwargs)
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super().__init__(window, **kwargs)
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self.batch_button_background = pyglet.graphics.Batch()
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self.batch_button_background = pyglet.graphics.Batch()
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self.batch_input_background = pyglet.graphics.Batch()
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self.batch_input_background = pyglet.graphics.Batch()
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@ -44,6 +44,9 @@ class Settings(Scene):
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batch=self.batch_checkbox
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batch=self.batch_checkbox
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)
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)
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self.checkbox.add_listener("on_click_release",
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lambda *_: self.window.set_fullscreen(self.checkbox.state))
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self.scroller = self.add_widget(
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self.scroller = self.add_widget(
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widget.Scroller,
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widget.Scroller,
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@ -16,7 +16,7 @@ class Scene(ABC, EventPropagationMixin):
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It can react to any "on_" event from the window.
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It can react to any "on_" event from the window.
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"""
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"""
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def __init__(self, window: "Window", *args, **kwargs):
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def __init__(self, window: "Window", **kwargs):
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self.window = window
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self.window = window
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self._widgets: list["Widget"] = list()
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self._widgets: list["Widget"] = list()
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@ -28,17 +28,17 @@ class Scene(ABC, EventPropagationMixin):
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# Widget Managing
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# Widget Managing
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def add_widget(self, widget_class: Type["Widget"], **widget_kwargs):
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def add_widget(self, widget_class: Type["Widget"], priority: int = 0, **widget_kwargs):
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"""
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"""
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Add a widget to the scene.
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Add a widget to the scene.
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:param widget_class: the class of the widget to add.
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:param widget_class: the class of the widget to add.
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:param widget_args: args for the creation of the widget object.
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:param priority: the priority of the widget.
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:param widget_kwargs: kwargs for the creation of the widget object.
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:param widget_kwargs: kwargs for the creation of the widget object.
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:return: the new created widget.
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:return: the new created widget.
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"""
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"""
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widget: "Widget" = widget_class(self, **widget_kwargs)
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widget: "Widget" = widget_class(self, **widget_kwargs)
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self._widgets.append(widget)
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self._widgets.insert(priority, widget)
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return widget
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return widget
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def remove_widget(self, widget: "Widget") -> None:
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def remove_widget(self, widget: "Widget") -> None:
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@ -2,8 +2,15 @@ from . import _image_path
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from .abc import Style
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from .abc import Style
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_image_path = _image_path + "grid/"
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_image_path = _image_path + "grid/"
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_image_boat_path = _image_path + "boat/"
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class Grid:
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class Grid:
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class Style1(Style):
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class Style1(Style):
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background = _image_path + "background.png"
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background = _image_path + "background.png"
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class Boat:
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class Style1(Style):
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body = _image_boat_path + "body.png"
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edge = _image_boat_path + "edge.png"
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broken = _image_boat_path + "broken.png"
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@ -4,4 +4,3 @@ from .Input import Input
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from .Image import Image
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from .Image import Image
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from .Checkbox import Checkbox
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from .Checkbox import Checkbox
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from .Scroller import Scroller
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from .Scroller import Scroller
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from .GameGrid import GameGrid
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115
source/gui/widget/grid/GameGridAlly.py
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115
source/gui/widget/grid/GameGridAlly.py
Normal file
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@ -0,0 +1,115 @@
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from typing import TYPE_CHECKING
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import pyglet
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import numpy as np
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from source.core.enums import Orientation
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from source.gui import texture
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from source.gui.sprite import Sprite
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from source.gui.widget.grid.abc import GameGrid
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from source.core import Board, Boat
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if TYPE_CHECKING:
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from source.gui.scene.abc import Scene
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class GameGridAlly(GameGrid):
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def __init__(self, scene: "Scene", boats_length: tuple[int, ...], **kwargs):
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super().__init__(scene, **kwargs)
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self.orientation = False
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self.boats_length = boats_length # the list of the size of the boats to place
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self.add_listener("on_hover",
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lambda rel_x, rel_y: self.preview_boat(self.get_cell_from_rel(rel_x, rel_y), self.boats_length[0]))
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self.cell_sprites: list["Sprite"] = []
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self.boat_sprites_preview: list["Sprite"] = []
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def draw_board(self, board: Board):
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matrice = board.get_matrice()
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for (y, x), value in np.ndenumerate(matrice):
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if value == 0: continue
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# calcul de la forme et de la rotation de cette cellule du bateau
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rotation = 0
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# body
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if 0 < y < (self.rows-1) and matrice[y-1, x] == matrice[y+1, x] == value: # haut et bas
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form = "body"
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elif 0 < x < (self.columns-1) and matrice[y, x-1] == matrice[y, x+1] == value: # droite et gauche
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form = "body"
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rotation = 90
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# edge
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elif 0 < y and matrice[y-1, x] == value: # haut
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form = "edge"
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elif y < (self.rows-1) and matrice[y+1, x] == value: # bas
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form = "edge"
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rotation = 180
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elif 0 < x and matrice[y, x-1] == value: # gauche
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form = "edge"
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rotation = 90
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elif x < (self.columns-1) and matrice[y, x+1] == value: # droite
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form = "edge"
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rotation = 270
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else: # 1 piece boat
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form = "solo"
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# calcul des décalages à cause de la rotation qui est faite par rapport à l'origine de l'image
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offset_x = 0 if rotation < 180 else self.cell_width
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offset_y = self.cell_height if 90 <= rotation <= 180 else 0
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width = self.cell_width if rotation % 180 == 0 else self.cell_height
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height = self.cell_height if rotation % 180 == 0 else self.cell_width
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s = Sprite(
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img=texture.Grid.Boat.Style1.get(form),
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x=self.x + (x * self.cell_width) + offset_x,
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y=self.y + (y * self.cell_height) + offset_y,
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width=int(width),
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height=int(height),
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)
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s.rotation = rotation
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s.draw()
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def preview_boat(self, cell: tuple[int, int], length: int):
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cell_x, cell_y = cell
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self.boat_sprites_preview = []
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for i in range(length):
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self.boat_sprites_preview.append(
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Sprite(
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img=texture.Grid.Boat.Style1.body,
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x=self.x + (cell_x * self.cell_width) + ((self.cell_width * i) if not self.orientation else 0),
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y=self.y + (cell_y * self.cell_height) + ((self.cell_height * i) if self.orientation else 0),
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width=int(self.cell_width),
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height=int(self.cell_height),
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)
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)
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def swap_orientation(self):
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self.orientation = not self.orientation
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def on_mouse_release(self, x: int, y: int, button: int, modifiers: int):
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super().on_mouse_release(x, y, button, modifiers)
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if button == pyglet.window.mouse.RIGHT: self.swap_orientation()
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def on_draw(self):
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b = Board(rows=self.rows, columns=self.columns)
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b.add_boat(Boat(length=4, orientation=Orientation.VERTICAL), (0, 0))
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b.add_boat(Boat(length=5, orientation=Orientation.HORIZONTAL), (0, 1))
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b.add_boat(Boat(length=2, orientation=Orientation.HORIZONTAL), (0, 6))
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self.draw_board(b)
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for boat_sprite in self.boat_sprites_preview: boat_sprite.draw()
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5
source/gui/widget/grid/GameGridEnemy.py
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5
source/gui/widget/grid/GameGridEnemy.py
Normal file
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from source.gui.widget.grid.abc import GameGrid
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class GameGridEnemy(GameGrid):
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pass
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2
source/gui/widget/grid/__init__.py
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2
source/gui/widget/grid/__init__.py
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@ -0,0 +1,2 @@
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from .GameGridAlly import GameGridAlly
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from .GameGridEnemy import GameGridEnemy
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@ -28,8 +28,8 @@ class GameGrid(BoxWidget):
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**kwargs):
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**kwargs):
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super().__init__(scene, x, y, width, height)
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super().__init__(scene, x, y, width, height)
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self._rows = rows
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self.rows = rows
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self._columns = columns
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self.columns = columns
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self.style = style
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self.style = style
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@ -43,7 +43,7 @@ class GameGrid(BoxWidget):
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0, 0, 0, 0,
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0, 0, 0, 0,
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**dict_filter_prefix("line_", kwargs)
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**dict_filter_prefix("line_", kwargs)
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)
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)
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for _ in range((self._columns - 1) + (self._rows - 1))
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for _ in range((self.columns - 1) + (self.rows - 1))
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]
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]
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self.cursor = pyglet.shapes.Rectangle(
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self.cursor = pyglet.shapes.Rectangle(
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@ -54,8 +54,8 @@ class GameGrid(BoxWidget):
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self.add_listener("on_hover_leave", lambda *_: self.hide_cursor())
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self.add_listener("on_hover_leave", lambda *_: self.hide_cursor())
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self.add_listener("on_hover", self._refresh_cursor)
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self.add_listener("on_hover", self._refresh_cursor)
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self.add_listener("on_click_release",
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lambda rel_x, rel_y, *_: print("click", self.get_cell_from_rel(rel_x, rel_y)))
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self.add_listener("on_click_release", lambda rel_x, rel_y, *_: print("click", self.get_cell_from_rel(rel_x, rel_y)))
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self._refresh_size()
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self._refresh_size()
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@ -72,13 +72,13 @@ class GameGrid(BoxWidget):
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self.background.x, self.background.y = self.xy
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self.background.x, self.background.y = self.xy
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self.background.width, self.background.height = self.size
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self.background.width, self.background.height = self.size
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for column, line in enumerate(self.lines[:self._columns-1], start=1):
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for column, line in enumerate(self.lines[:self.columns - 1], start=1):
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line.x = self.x + self.cell_width * column
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line.x = self.x + self.cell_width * column
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line.x2 = line.x
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line.x2 = line.x
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line.y = self.y
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line.y = self.y
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line.y2 = self.y2
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line.y2 = self.y2
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for row, line in enumerate(self.lines[-self._rows+1:], start=1):
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for row, line in enumerate(self.lines[-self.rows + 1:], start=1):
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line.x = self.x
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line.x = self.x
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line.x2 = self.x2
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line.x2 = self.x2
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line.y = self.y + self.cell_height * row
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line.y = self.y + self.cell_height * row
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@ -87,8 +87,8 @@ class GameGrid(BoxWidget):
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def _refresh_cursor(self, rel_x: int, rel_y: int):
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def _refresh_cursor(self, rel_x: int, rel_y: int):
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cell_x, cell_y = self.get_cell_from_rel(rel_x, rel_y)
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cell_x, cell_y = self.get_cell_from_rel(rel_x, rel_y)
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self.cursor.x = self.x + cell_x * self.width / self._columns
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self.cursor.x = self.x + cell_x * self.width / self.columns
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self.cursor.y = self.y + cell_y * self.height / self._rows
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self.cursor.y = self.y + cell_y * self.height / self.rows
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self.cursor.width, self.cursor.height = self.cell_size
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self.cursor.width, self.cursor.height = self.cell_size
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def hide_cursor(self):
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def hide_cursor(self):
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@ -98,11 +98,11 @@ class GameGrid(BoxWidget):
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@property
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@property
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def cell_width(self) -> float:
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def cell_width(self) -> float:
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return self.width / self._columns
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return self.width / self.columns
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@property
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@property
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def cell_height(self) -> float:
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def cell_height(self) -> float:
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return self.height / self._rows
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return self.height / self.rows
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@property
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@property
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def cell_size(self) -> tuple[float, float]:
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def cell_size(self) -> tuple[float, float]:
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1
source/gui/widget/grid/abc/__init__.py
Normal file
1
source/gui/widget/grid/abc/__init__.py
Normal file
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@ -0,0 +1 @@
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from .GameGrid import GameGrid
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@ -39,16 +39,15 @@ class Window(pyglet.window.Window, EventPropagationMixin): # NOQA
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||||||
self.clear_scene()
|
self.clear_scene()
|
||||||
return self.add_scene(scene_class, *scene_args, **scene_kwargs)
|
return self.add_scene(scene_class, *scene_args, **scene_kwargs)
|
||||||
|
|
||||||
def add_scene(self, scene_class: Type["Scene"], priority: int = 0, *scene_args, **scene_kwargs) -> "Scene":
|
def add_scene(self, scene_class: Type["Scene"], priority: int = 0, **scene_kwargs) -> "Scene":
|
||||||
"""
|
"""
|
||||||
Add a scene of the window.
|
Add a scene of the window.
|
||||||
:scene_class: the class of the scene to add.
|
:scene_class: the class of the scene to add.
|
||||||
:scene_args: args for the creation of the scene object.
|
|
||||||
:scene_kwargs: kwargs for the creation of the scene object.
|
:scene_kwargs: kwargs for the creation of the scene object.
|
||||||
:return: the new created scene.
|
:return: the new created scene.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
scene: "Scene" = scene_class(window=self, *scene_args, **scene_kwargs)
|
scene: "Scene" = scene_class(window=self, **scene_kwargs)
|
||||||
self._scenes.insert(priority, scene)
|
self._scenes.insert(priority, scene)
|
||||||
return scene
|
return scene
|
||||||
|
|
||||||
|
|
|
@ -30,7 +30,7 @@ class Host(Thread):
|
||||||
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s:
|
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s:
|
||||||
s.bind(("", self.port)) # connecte le socket au port indiqué
|
s.bind(("", self.port)) # connecte le socket au port indiqué
|
||||||
|
|
||||||
s.settimeout(5) # defini le timeout à 5 secondes
|
s.settimeout(5) # défini le timeout à 5 secondes
|
||||||
s.listen() # écoute de nouvelle connexion
|
s.listen() # écoute de nouvelle connexion
|
||||||
|
|
||||||
while True:
|
while True:
|
||||||
|
|
Loading…
Reference in a new issue