fixed the game grid preview
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parent
7ab20f4ebe
commit
d34d610b98
6 changed files with 78 additions and 27 deletions
4
NOTE.md
4
NOTE.md
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@ -1,9 +1,9 @@
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A faire :
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- Prévisualisation des bateaux sur la grille avant de placer
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- Ecran de configuration de la partie
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- Nom dans les options
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- Prévisualisation des bateaux sur la grille
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- Faire une scène incluant par défaut les boutons "Retour"
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- Faire une scène incluant par défaut les boutons "Retour" (?)
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- Police d'écriture
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Bug :
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@ -141,6 +141,14 @@ class Board:
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bombs=np.array(json_["bombs"], dtype=np.bool_)
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)
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def __copy__(self):
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return self.__class__(
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rows=self._rows,
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columns=self._columns,
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boats=self._boats.copy(),
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bombs=self._bombs.copy(),
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)
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if __name__ == "__main__":
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board = Board(5)
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@ -1,3 +1,4 @@
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from copy import copy
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from typing import TYPE_CHECKING
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import pyglet
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@ -9,7 +10,7 @@ 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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from source.type import Point2D
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from source.type import Point2D, ColorRGB
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from source.utils import dict_filter_prefix
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if TYPE_CHECKING:
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@ -17,14 +18,21 @@ if TYPE_CHECKING:
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class GameGridAlly(GameGrid):
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def __init__(self, scene: "Scene", boats_length: list[int], **kwargs):
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def __init__(self, scene: "Scene",
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boats_length: list[int],
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preview_color: ColorRGB = (150, 255, 150),
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**kwargs):
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self.cell_sprites: dict[Point2D, "Sprite"] = {}
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super().__init__(scene, **kwargs)
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self.orientation: Orientation = Orientation.HORIZONTAL
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self.boats_length = boats_length # the list of the size of the boats to place
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self.preview_color = preview_color
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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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@ -49,10 +57,11 @@ class GameGridAlly(GameGrid):
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sprite.width = width
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sprite.height = height
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def _refresh_board(self):
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def display_board(self, board: Board, preview: bool = False):
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self.cell_sprites: dict[Point2D, "Sprite"] = {}
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matrice = self.board.get_matrice()
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matrice = board.get_matrice()
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max_boat: int = matrice.max()
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for (y, x), value in np.ndenumerate(matrice):
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if value == 0: continue
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@ -80,6 +89,9 @@ class GameGridAlly(GameGrid):
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)
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sprite.rotation = rotation * 90
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if preview and value == max_boat: # if in preview and it is the latest boat
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sprite.color = self.preview_color # make the image more greenish
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self.cell_sprites[(x, y)] = sprite
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self._refresh_size()
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@ -90,31 +102,58 @@ class GameGridAlly(GameGrid):
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Orientation.VERTICAL
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)
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def place_boat(self, x, y):
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rel_x, rel_y = x - self.x, y - self.y
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cell_x, cell_y = self.get_cell_from_rel(rel_x, rel_y)
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def place_boat(self, cell: Point2D):
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if len(self.boats_length) == 0: return
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try:
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self.board.add_boat(
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Boat(self.boats_length[0], orientation=self.orientation),
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(cell_x, cell_y)
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cell
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)
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except InvalidBoatPosition: pass # if the boat can't be placed, ignore
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else: # if the boat have been placed
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self.boats_length.pop(0) # remove the boat from the list of boat to place
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self.display_board(self.board)
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def preview_boat(self, cell: Point2D):
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if len(self.boats_length) == 0: return
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try:
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preview_board = copy(self.board)
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preview_board.add_boat(
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Boat(self.boats_length[0], orientation=self.orientation),
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cell
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)
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except InvalidBoatPosition:
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return
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else:
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self.boats_length.pop(0)
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self._refresh_board()
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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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if button == pyglet.window.mouse.RIGHT: self.swap_orientation()
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if button == pyglet.window.mouse.LEFT: self.place_boat(x, y)
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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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match button:
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case pyglet.window.mouse.RIGHT:
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self.swap_orientation()
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self.preview_boat(cell)
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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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super().draw()
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for sprite in self.cell_sprites.values():
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sprite.draw()
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self.background.draw()
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for sprite in self.cell_sprites.values(): sprite.draw()
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self.cursor.draw()
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for line in self.lines: line.draw()
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@ -64,7 +64,10 @@ class GameGrid(BoxWidget):
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Return the cell of the grid from a point relative position
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"""
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return int(rel_x / self.cell_width), int(rel_y / self.cell_height)
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return (
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int((rel_x-1) / self.cell_width),
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int((rel_y-1) / self.cell_height)
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)
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# refresh
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@ -1,7 +1,7 @@
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import pyglet.window
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from source.gui.window import Window
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from source.type import Color
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from source.type import ColorRGBA
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class GameWindow(Window): # NOQA
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@ -11,7 +11,7 @@ class GameWindow(Window): # NOQA
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def __init__(self,
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fps_color: Color = (255, 255, 255, 200),
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fps_color: ColorRGBA = (255, 255, 255, 200),
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fps_enable: bool = True,
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*args, **kwargs):
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@ -3,7 +3,8 @@ from typing import Union, Callable, Any
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Point2D = tuple[int, int]
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BBox = tuple[int, int, int, int]
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Percentage = float # a percentage, represented as a number between 0 and 1
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Color = tuple[int, int, int, int]
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ColorRGB = tuple[int, int, int]
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ColorRGBA = tuple[int, int, int, int]
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DistanceFunction = Callable[[Any], int] # a function that return a distance
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# a distance, represented either by a whole number, a percentage or a function
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