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game_functions.py
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game_functions.py
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import sys
from button import Button
import pygame
def check_events(model, ai_settings, screen):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_down_event(model, ai_settings, screen)
elif event.type == pygame.MOUSEBUTTONUP:
ai_settings.pressed = [False, False, False]
ai_settings.is_upped = True
def mouse_down_event(model, ai_settings, screen):
pressed_array = pygame.mouse.get_pressed()
for index in range(len(pressed_array)):
if pressed_array[index]:
if index == 0:
ai_settings.pressed = [True, False, False]
if mouse_rect(ai_settings, screen):
x, y, kind, rotate = mouse_rect(ai_settings, screen)
layer = model[ai_settings.floor_number]
if (x, y, kind, rotate) in layer:
pass
elif kind == 4:
for brick in layer:
if brick[0] == x and brick[1] == y:
layer.pop(layer.index(brick))
else:
layer.append((x, y, kind, rotate))
model[ai_settings.floor_number] = layer
elif index == 1:
ai_settings.pressed = [False, True, False]
ai_settings.mouse_state = -1
elif index == 2:
ai_settings.pressed = [False, False, True]
ai_settings.mouse_state = -1
def update_screen(ai_settings, screen, model, botton_group):
screen.fill(ai_settings.bg_color)
for i in range(1, 22):
pygame.draw.line(screen, ai_settings.RED, [361+30*i, 9], [361+30*i, 609], 1)
pygame.draw.line(screen, ai_settings.RED, [391, -21+30*i], [991, -21+30*i], 1)
draw_model(ai_settings, screen, model)
mouse_rect(ai_settings, screen)
botton_group.update()
pygame.display.update()
def draw_model(ai_settings, screen, model):
color_index = [ai_settings.BLUE, ai_settings.PURPLE, ai_settings.GREEN]
gray_color_index = [ai_settings.GREY, ai_settings.GREY, ai_settings.BLACK]
brick_info = [[60, 30], [30, 30], [30, 30]]
layer_number = len(model)
if layer_number == 1 or ai_settings.floor_number == 0:
for brick in model[0]:
color = color_index[brick[2]]
shape = brick_info[brick[2]]
if brick[3] == 1:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[1], shape[0])
else:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[0], shape[1])
pygame.draw.rect(screen, color, rect_info, 0)
elif layer_number >= 2:
last_layer = model[ai_settings.floor_number - 1]
active_layer = model[ai_settings.floor_number]
for brick in last_layer:
color = gray_color_index[brick[2]]
shape = brick_info[brick[2]]
if brick[3] == 1:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[1], shape[0])
else:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[0], shape[1])
pygame.draw.rect(screen, color, rect_info, 0)
for brick in active_layer:
color = color_index[brick[2]]
shape = brick_info[brick[2]]
if brick[3] == 1:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[1], shape[0])
else:
rect_info = (brick[0] * 30 + 361, brick[1] * 30 - 21, shape[0], shape[1])
pygame.draw.rect(screen, color, rect_info, 0)
def mouse_rect(ai_settings, screen):
point_x, point_y = pygame.mouse.get_pos()
if 391 < point_x < 991 and 9 < point_y < 609:
x = int((point_x - 361)/30)
y = int((point_y - 9)/30 + 1)
if ai_settings.mouse_state == 0:
draw_model(ai_settings, screen, [[(x, y, 0, ai_settings.rotate)]])
return x, y, 0, ai_settings.rotate
elif ai_settings.mouse_state == 1:
draw_model(ai_settings, screen, [[(x, y, 1, ai_settings.rotate)]])
return x, y, 1, ai_settings.rotate
elif ai_settings.mouse_state == 2:
draw_model(ai_settings, screen, [[(x, y, 2, ai_settings.rotate)]])
return x, y, 2, ai_settings.rotate
elif ai_settings.mouse_state == 3:
draw_model(ai_settings, screen, [[(x, y, 0, ai_settings.rotate)]])
return x, y, 0, ai_settings.rotate
elif ai_settings.mouse_state == 4:
return x, y, 4, 4
else:
return False
def button_maker(ai_settings, screen, button_group):
button_texts = ["Last", "Next", "Delete", "Finish", "Long", "Short", "Thick", "other"]
button_positions = [[20, 52.25], [20, 206.75], [20, 361.25], [20, 515.75],
[205, 52.25], [205, 206.75], [205, 361.25], [205, 515.75]]
functions = [5, 6, 4, 7, 0, 1, 2, 3]
for i in range(8):
button = Button(ai_settings, screen, button_texts[i], button_positions[i], functions[i])
button_group.add(button)
return button_group
def function_controller(ai_settings, model):
if ai_settings.mouse_state == 5:
if ai_settings.floor_number >= 1:
ai_settings.floor_number -= 1
ai_settings.mouse_state = -1
elif ai_settings.mouse_state == 6:
layer_number = len(model)
if ai_settings.floor_number > layer_number-2:
model.append([])
ai_settings.floor_number += 1
ai_settings.mouse_state = -1
elif ai_settings.mouse_state == 7:
pass