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

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, pygame.SRCALPHA)
        self.image.fill(self.color)

    def update(self, dt = 0):
        if dt and self.dead:
            self.color = (
                    self.color[0],
                    self.color[1],
                    self.color[2],
                    self.color[3] - dt/4)
            if self.color[3] <= 0:
                self.kill()
            else:
                self.image.fill(self.color)


class SliceSprite(FieldSprite):
    def __init__(self, area: tuple ):
        super().__init__(area)
        self.color = (255,255,0,255)
        self.image.fill(self.color)
        self.dead = True
        


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) ))

            self.add(SliceSprite( (x2, ay, x3-x2, ah) ))
            return Scaling.area_to_rect((x2, ay, x3-x2, ah))
        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) ))

        self.add(SliceSprite( (ax, y2, aw, y3-y2) ))

        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]
    
    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:
                field.dead = True