fixed a bug where the board inverted the rows and columns
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6eb8d2452d
commit
bda12c3cc1
3 changed files with 15 additions and 20 deletions
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@ -25,7 +25,7 @@ class Board:
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self._boats: dict[Boat, Point2D] = {} if boats is None else boats
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# position that have been shot by a bomb
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self._bombs: np.array = np.ones((self._columns, self._rows), dtype=np.bool_) if bombs is None else bombs
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self._bombs: np.array = np.ones((self._rows, self._columns), dtype=np.bool_) if bombs is None else bombs
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def __repr__(self) -> str:
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return f"<{self.__class__.__name__} width={self._columns}, height={self._rows}>"
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@ -113,7 +113,7 @@ class Board:
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"""
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:return: the boat represented as a matrice
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"""
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board = np.zeros((self._columns, self._rows), dtype=np.ushort)
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board = np.zeros((self._rows, self._columns), dtype=np.ushort)
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for index, (boat, position) in enumerate(self._boats.items(), start=1):
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# Paste the boat into the board at the correct position.
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@ -21,6 +21,7 @@ class Game(Scene):
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self.batch_grid_background = pyglet.graphics.Batch()
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self.batch_grid_line = pyglet.graphics.Batch()
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self.batch_grid_cursor = pyglet.graphics.Batch()
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self.batch_grid_boat = pyglet.graphics.Batch()
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self.background = self.add_widget(
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widget.Image,
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@ -43,6 +44,7 @@ class Game(Scene):
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background_batch=self.batch_grid_background,
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line_batch=self.batch_grid_line,
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cursor_batch=self.batch_grid_cursor,
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boat_batch=self.batch_grid_boat,
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)
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self.grid_enemy = self.add_widget(
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@ -163,11 +165,11 @@ class Game(Scene):
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self.batch_button_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_line.draw()
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# self.batch_grid_cursor.draw()
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self.batch_grid_background.draw()
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self.batch_grid_boat.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_label.draw()
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self.grid_ally.draw() # DEBUG
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self.grid_enemy.draw() # DEBUG
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@ -40,9 +40,13 @@ class GameGridAlly(GameGrid):
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self.board = Board(rows=self.rows, columns=self.columns)
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self.orientation: Orientation = Orientation.HORIZONTAL
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self._cell_kwargs = dict_filter_prefix("cell_", kwargs)
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self._boat_kwargs = dict_filter_prefix("boat_", kwargs)
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self.add_listener("on_click_release", self.on_click_release)
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self.add_listener("on_hover", lambda rel_x, rel_y: self.preview_boat(self.get_cell_from_rel(rel_x, rel_y)))
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# refresh
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def _refresh_size(self):
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super()._refresh_size()
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@ -91,7 +95,7 @@ class GameGridAlly(GameGrid):
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sprite = Sprite(
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img=texture.Grid.Boat.Style1.get(form),
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**self._cell_kwargs
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**self._boat_kwargs
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)
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sprite.rotation = rotation * 90
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@ -136,10 +140,7 @@ class GameGridAlly(GameGrid):
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except InvalidBoatPosition: self.display_board(self.board) # if the boat can't be placed, ignore
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else: self.display_board(preview_board, preview=True)
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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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rel_x, rel_y = x - self.x, y - self.y
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def on_click_release(self, rel_x: int, rel_y: int, button: int, modifiers: int):
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cell = self.get_cell_from_rel(rel_x, rel_y)
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match button:
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@ -150,14 +151,6 @@ class GameGridAlly(GameGrid):
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case pyglet.window.mouse.LEFT:
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self.place_boat(cell)
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def on_mouse_motion(self, x: int, y: int, dx: int, dy: int):
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super().on_mouse_motion(x, y, dx, dy)
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rel_x, rel_y = x - self.x, y - self.y
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cell = self.get_cell_from_rel(rel_x, rel_y)
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self.preview_boat(cell)
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def draw(self):
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self.background.draw()
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for sprite in self.cell_sprites.values(): sprite.draw()
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