diff options
Diffstat (limited to 'src/sliceitoff/field/field.py')
-rw-r--r-- | src/sliceitoff/field/field.py | 33 |
1 files changed, 14 insertions, 19 deletions
diff --git a/src/sliceitoff/field/field.py b/src/sliceitoff/field/field.py index 842b07a..9e04b4f 100644 --- a/src/sliceitoff/field/field.py +++ b/src/sliceitoff/field/field.py @@ -47,17 +47,15 @@ class Field(pygame.sprite.LayeredUpdates): super().__init__() self.add(FieldSprite( (0, 0, *__class__.initial_area) )) self.area_full = __class__.initial_area[0] * __class__.initial_area[1] - self.area_current = self.area_full - - def update_area(self): + def calculate_current_area(self): + return sum( s.area[2]*s.area[3] for s in self.active_sprites() ) + + def update_stats(self): """ calculates remaining area and remaining percentage """ - self.area_current = sum( s.area[2]*s.area[3] for s in self.sprites() ) - Stats.percent = 100 * self.area_current / self.area_full + Stats.percent = 100 * self.calculate_current_area() / self.area_full if DEBUG: - print( - f"FIELD: {self.area_full}/{self.area_current}, " - f"{Stats.percent}") + print(f"FIELD: {Stats.percent}") def slice( self, @@ -67,13 +65,16 @@ class Field(pygame.sprite.LayeredUpdates): """ Slice one area into two areas """ # Slicing hits the area? - overlap = self.get_sprites_at(Scaling.scale_to_display(pos)) - if not overlap: + for overlap in self.get_sprites_at(Scaling.scale_to_display(pos)): + if not overlap.dead: + break + else: return None + # Save the area information and remove the sprite - ax, ay, aw, ah = overlap[0].area - overlap[0].remove(self) + ax, ay, aw, ah = overlap.area + overlap.remove(self) # create new areas if there is any space if direction: @@ -86,7 +87,6 @@ class Field(pygame.sprite.LayeredUpdates): self.add(FieldSprite( (x1, ay, x2-x1, ah) )) if x4 > x3: self.add(FieldSprite( (x3, ay, x4-x3, ah) )) - self.update_area() self.add(SliceSprite( (x2, ay, x3-x2, ah) )) return Scaling.area_to_rect((x2, ay, x3-x2, ah)) @@ -102,12 +102,11 @@ class Field(pygame.sprite.LayeredUpdates): self.add(SliceSprite( (ax, y2, aw, y3-y2) )) - self.update_area() return Scaling.area_to_rect((ax, y2, aw, y3-y2)) def active_sprites(self): """ Returns all sprites that are not dead """ - return (s for s in self.sprites() if not s.dead) + return [s for s in self.sprites() if not s.dead] def kill_if_not_colliding(self, sprites): """ If there is empty fields that are not yet dead kill them """ @@ -117,7 +116,3 @@ class Field(pygame.sprite.LayeredUpdates): break else: field.dead = True - -# def update(self, dt): -# """---""" -
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