import os import pygame from random import randrange from display import Scaling, INTERNAL_WIDTH, INTERNAL_HEIGHT DEBUG = os.getenv("DEBUG") class FieldSprite(pygame.sprite.Sprite): def __init__(self, area: tuple): super().__init__() self.color = (0,255,0,255) self.dead = False self.area = area self.rect = Scaling.area_to_rect(self.area) self.image = pygame.Surface(self.rect.size) self.image.fill(self.color) class SliceSprite(FieldSprite): def __init__(self, area: tuple ): super().__init__(area) self.color = (255,255,255,255) self.image.fill(self.color) self.timeout = 300 self.dead = True def update(self, dt = 0): if dt: self.timeout -= dt self.color = ( (randrange(0,300) < self.timeout) * 255, (randrange(0,300) < self.timeout) * 255, (randrange(0,300) < self.timeout) * 255, 255) if self.timeout <= 0: self.kill() else: self.image.fill(self.color) class ExplodedField(FieldSprite): def __init__(self, area: tuple): super().__init__(area) self.dead = True self.color = (255,255,255,255) self.image.fill(self.color) self.direction = ( Scaling.factor * (500 - randrange(1000)), Scaling.factor * (500 - randrange(1000))) def update(self, dt = 0, **kwargs): if dt: self.rect = pygame.Rect( self.rect.x + self.direction[0] * dt, self.rect.y + self.direction[1] * dt, self.rect.w, self.rect.h) self.direction = ( self.direction[0] * 0.95, self.direction[1] * 0.95 + 0.3) if (self.rect.x > Scaling.resolution[0] or self.rect.y > Scaling.resolution[1]): self.kill() class Field(pygame.sprite.LayeredUpdates): initial_area = (320_000, 220_000) def __init__(self, stats = None): super().__init__() self.add(FieldSprite( (0, 0, *__class__.initial_area) )) self.area_full = __class__.initial_area[0] * __class__.initial_area[1] self.stats = stats 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.stats.percent = 100 * self.calculate_current_area() / self.area_full if DEBUG: print(f"FIELD: {self.stats.percent}") def slice( self, pos: tuple, direction: bool, thickness: int) -> pygame.Rect: """ Slice one area into two areas """ # Slicing hits the area? 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.area overlap.remove(self) # create new areas if there is any space if direction: x1 = ax x2 = pos[0] - thickness x3 = pos[0] + thickness x4 = ax + aw if x2 > x1: self.add(FieldSprite( (x1, ay, x2-x1, ah) )) if x4 > x3: self.add(FieldSprite( (x3, ay, x4-x3, ah) )) area = x2, ay, x3-x2, ah else: y1 = ay y2 = pos[1] - thickness y3 = pos[1] + thickness y4 = ay + ah if y2 > y1: self.add(FieldSprite( (ax, y1, aw, y2-y1) )) if y4 > y3: self.add(FieldSprite( (ax, y3, aw, y4-y3) )) area = ax, y2, aw, y3-y2 self.explode(area) zap_spite = SliceSprite(area) self.add(zap_spite) return zap_spite def active_sprites(self): """ Returns all sprites that are not dead """ return [s for s in self.sprites() if not s.dead] def explode(self, area): sx, sy, w, h = area for x in range(int(sx),int(sx+w),8_000): for y in range(int(sy),int(sy+h),8_000): self.add(ExplodedField((x,y,4_000,4_000))) def kill_if_not_colliding(self, sprites): """ If there is empty fields that are not yet dead kill them """ for field in self.active_sprites(): for enemy in sprites: if enemy.rect.colliderect(field.rect): break else: self.explode(field.area) field.remove(self) self.stats.field_count=len(self.active_sprites())