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https://github.com/duckduckdoof/miniopolis.git
synced 2025-03-15 00:51:20 +00:00
Updated placement logic
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parent
d2e217ae9f
commit
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6 changed files with 121 additions and 22 deletions
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@ -34,6 +34,7 @@ CROPS_RES = RES + "crops.png"
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LOGGER_RES = RES + "logger.png"
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HYDRO_RES = RES + "hydropower.png"
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FACTORY_RES = RES + "factory.png"
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JUNCTION_RES = RES + "connector.png"
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# Maps dir + map presets
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MAPS = "maps/"
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@ -9,7 +9,8 @@ Internal logic for the game world.
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# IMPORTS -----------------------------------------------------------
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import arcade
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from game_config import *
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from lib.game_config import *
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from lib.tiles import *
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# CLASSES -----------------------------------------------------------
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@ -22,14 +23,81 @@ class GameLogic:
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self.scene = scene
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self.resources = starting_resources
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def place_structure(self, x, y):
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def place_structure(self, struct_type, x, y):
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"""
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Game logic for placing a structure, if valid.
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"""
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pass
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# First check and see if we already have a structure there.
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s_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_STRUCTURES])
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if len(s_tiles) == 1:
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return "Structure already in this space."
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# Get the centered location of the tile chosen
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# We use the environment layer instead to determine if placement
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# is legal.
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e_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_ENVIRONMENT])
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if len(e_tiles) == 1:
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env_tile_type = e_tiles[0].properties['type']
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c_x, c_y = e_tiles[0].center_x, e_tiles[0].center_y
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# Determine what sprite object to place
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if struct_type == LOGGER:
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if env_tile_type == TREES:
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logger_sprite = LoggerTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, logger_sprite)
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return ""
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else:
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return "Logger must be placed on trees tile."
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elif struct_type == CROPS:
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if env_tile_type == GROUND:
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crops_sprite = CropsTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, crops_sprite)
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return ""
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else:
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return "Crops must be placed on a ground tile."
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elif struct_type == HYDROPOWER:
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if env_tile_type == WATER:
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hydro_sprite = HyroPowerTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, hydro_sprite)
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return ""
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else:
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return "Hydro Power must be placed on a water tile."
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elif struct_type == HOUSING:
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if env_tile_type == GROUND:
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housing_sprite = HousingTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, housing_sprite)
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return ""
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else:
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return "Housing must be placed on a ground tile."
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elif struct_type == MINER:
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if env_tile_type == IRON:
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miner_sprite = MinerTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, miner_sprite)
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return ""
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else:
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return "Miner must be placed on an iron tile."
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elif struct_type == FACTORY:
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if env_tile_type == GROUND:
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factory_sprite = FactoryTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, factory_sprite)
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return ""
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else:
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return "Factory must be placed on a ground tile."
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elif struct_type == JUNCTION:
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if env_tile_type == GROUND:
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junction_sprite = JunctionTile(c_x, c_y)
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self.scene.add_sprite(LAYER_STRUCTURES, junction_sprite)
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return ""
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else:
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return "Junctions must be placed on a ground tile."
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else:
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return ""
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def delete_structure(self, x, y):
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"""
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Game logic for deleting a structure, if valid.
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"""
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pass
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s_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_STRUCTURES])
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if len(s_tiles) == 1:
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struct_sprites = self.scene[LAYER_STRUCTURES]
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struct_sprites.remove(s_tiles[0])
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25
lib/tiles.py
25
lib/tiles.py
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@ -9,7 +9,7 @@ Contains all classes of tiles used in miniopolis
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# IMPORTS -----------------------------------------------------------
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import arcade
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from game_config import *
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from lib.game_config import *
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# CLASSES -----------------------------------------------------------
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@ -20,7 +20,7 @@ class HousingTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "HousingTile"
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self.properties["type"] = HOUSING
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self.center_x = x
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self.center_y = y
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@ -31,7 +31,7 @@ class LoggerTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "LoggerTile"
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self.properties["type"] = LOGGER
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self.center_x = x
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self.center_y = y
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@ -42,7 +42,7 @@ class CropsTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "CropsTile"
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self.properties["type"] = CROPS
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self.center_x = x
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self.center_y = y
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@ -53,7 +53,7 @@ class HyroPowerTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "HydroPowerTile"
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self.properties["type"] = HYDROPOWER
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self.center_x = x
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self.center_y = y
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@ -64,7 +64,7 @@ class MinerTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "MinerTile"
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self.properties["type"] = MINER
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self.center_x = x
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self.center_y = y
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@ -75,6 +75,17 @@ class FactoryTile(arcade.Sprite):
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = "FactoryTile"
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self.properties["type"] = FACTORY
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self.center_x = x
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self.center_y = y
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class JunctionTile(arcade.Sprite):
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def __init__(self, x, y):
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self.image_file_name = JUNCTION_RES
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super().__init__(self.image_file_name, TILE_SCALE)
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# Set custom properties
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self.properties["type"] = JUNCTION
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self.center_x = x
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self.center_y = y
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@ -45,7 +45,7 @@
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 12, 12, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 12, 12, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 8, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 8, 12, 12, 9, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -42,7 +42,7 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,12,12,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,12,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,8,12,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,8,12,12,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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@ -52,6 +52,9 @@ class GameBoard(arcade.Window):
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self.pressed_key = None
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self.build_mode = ""
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# Errors
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self.error_msg = ""
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# Render text for the game
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self.structs_text = arcade.Text(
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"STRUCTURES: [L]ogger [C]rops [W]ater Power [H]ousing [M]iner [F]actory [J]unction",
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@ -71,7 +74,13 @@ class GameBoard(arcade.Window):
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)
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self.mode_text = arcade.Text(
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f"MODE: {self.build_mode}",
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start_x=TEXT_X, start_y=TEXT_Y - 4*TEXT_Y_WIDTH
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start_x=TEXT_X, start_y=TEXT_Y - 4*TEXT_Y_WIDTH,
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color=arcade.color.YELLOW
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)
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self.error_text = arcade.Text(
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f"{self.error_msg}",
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start_x=TEXT_X, start_y=TEXT_Y - 5*TEXT_Y_WIDTH,
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color=arcade.color.RED_ORANGE
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)
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# Initialize the Game Logic class
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@ -105,21 +114,21 @@ class GameBoard(arcade.Window):
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def on_mouse_release(self, x, y, button, modifiers):
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if self.pressed_key == arcade.key.X:
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self.game_logic.delete_structure(x, y)
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res = self.game_logic.delete_structure(x, y)
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elif self.pressed_key == arcade.key.L:
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self.game_logic.place_structure(LOGGER, x, y)
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res = self.game_logic.place_structure(LOGGER, x, y)
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elif self.pressed_key == arcade.key.C:
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self.game_logic.place_structure(CROPS, x, y)
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res = self.game_logic.place_structure(CROPS, x, y)
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elif self.pressed_key == arcade.key.W:
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self.game_logic.place_structure(HYDROPOWER, x, y)
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res = self.game_logic.place_structure(HYDROPOWER, x, y)
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elif self.pressed_key == arcade.key.H:
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self.game_logic.place_structure(HOUSING, x, y)
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res = self.game_logic.place_structure(HOUSING, x, y)
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elif self.pressed_key == arcade.key.M:
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self.game_logic.place_structure(MINER, x, y)
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res = self.game_logic.place_structure(MINER, x, y)
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elif self.pressed_key == arcade.key.F:
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self.game_logic.place_structure(FACTORY, x, y)
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res = self.game_logic.place_structure(FACTORY, x, y)
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elif self.pressed_key == arcade.key.J:
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self.game_logic.place_structure(JUNCTION, x, y)
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res = self.game_logic.place_structure(JUNCTION, x, y)
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else:
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# Checking structure tile type
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s_tiles = arcade.get_sprites_at_point((x,y), self.scene[LAYER_STRUCTURES])
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@ -135,6 +144,13 @@ class GameBoard(arcade.Window):
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else:
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self.selected_env_tile = GROUND
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# Display error if placement was invalid
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self.error_msg = res
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# Reset key mode
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self.pressed_key = None
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self.build_mode = ""
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def on_draw(self):
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"""
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Screen rendering
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@ -158,6 +174,9 @@ class GameBoard(arcade.Window):
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self.mode_text.text = f"MODE: {self.build_mode}"
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self.mode_text.draw()
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self.error_text.text = f"{self.error_msg}"
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self.mode_text.draw()
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# MAIN --------------------------------------------------------------
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def main():
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