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""" field.field - The playing area or slices, lazer of explosions of it """
import os
from random import randrange, choice
import pygame
from sliceitoff.display import Scaling, CGA_COLORS
from sliceitoff.text import LetterSprite
DEBUG = os.getenv("DEBUG")
class FieldSprite(pygame.sprite.Sprite):
""" Playing area consist of these sprites """
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):
""" Flashing rectangle like lazer """
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, **kwargs):
""" Just pick a randon color every update from cga palette """
# pylint: disable = unused-argument
# explosion arg is given, but no use in SliceSprite
if dt:
self.timeout -= dt
self.color = choice(CGA_COLORS)
if self.timeout <= 0:
self.kill()
else:
self.image.fill(self.color)
class Field(pygame.sprite.LayeredUpdates):
""" group that contains all pieces of field """
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):
""" calculates sum of areas of all fields """
return sum( s.area[2]*s.area[3] for s in self.active_sprites() )
def update(self, **kwargs):
""" just force explosion on """
super().update(explode = True, **kwargs)
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
overlap_area = overlap.area
overlap.remove(self)
slicer = self.vertical_slicer if direction else self.horizontal_slicer
# create new areas if there is any space
area = slicer(pos, overlap_area, thickness)
self.explode(area)
zap_spite = SliceSprite(area)
self.add(zap_spite)
return zap_spite
def vertical_slicer(self, pos, area, thickness):
""" slices area in 3 parts vertically. returns lazer area """
ax, ay, aw, ah = area
t2 = pos[0] - thickness
t3 = pos[0] + thickness
t4 = ax + aw
if t2 > ax:
self.add(FieldSprite( (ax, ay, t2-ax, ah) ))
if t4 > t3:
self.add(FieldSprite( (t3, ay, t4-t3, ah) ))
return (t2, ay, t3-t2, ah)
def horizontal_slicer(self, pos, area, thickness):
""" slices area in 3 parts horizontally. returns lazer area """
ax, ay, aw, ah = area
t2 = pos[1] - thickness
t3 = pos[1] + thickness
t4 = ay + ah
if t2 > ay:
self.add(FieldSprite( (ax, ay, aw, t2-ay) ))
if t4 > t3:
self.add(FieldSprite( (ax, t3, aw, t4-t3) ))
return (ax, t2, aw, t3-t2)
def active_sprites(self):
""" Returns all sprites that are not dead """
return [s for s in self.sprites() if not s.dead]
def active_rects(self):
""" Returns active areas as rects """
return [s.rect for s in self.sprites() if not s.dead]
def explode(self, area):
""" Make area full of explogind letters """
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(LetterSprite(
('8x8', 8_000, 0xf),
randrange(0,0x100),
Scaling.scale_to_display((x,y)) ))
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())
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