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path: root/src/sliceitoff/field/field.py
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import os
import pygame
from random import randrange

from display import Scaling, INTERNAL_WIDTH, INTERNAL_HEIGHT
from stats import Stats

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):
        super().__init__()
        self.add(FieldSprite( (0, 0, *__class__.initial_area) ))
        self.area_full = __class__.initial_area[0] * __class__.initial_area[1]

    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 """
        Stats.percent = 100 * self.calculate_current_area() / self.area_full
        if DEBUG:
            print(f"FIELD: {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)
        Stats.field_count=len(self.active_sprites())