Add mouse selecting to deck

master
En Yi 2019-06-10 14:34:15 +01:00
parent c414d2c562
commit 49fdfe5ef5
1 changed files with 64 additions and 23 deletions

View File

@ -23,6 +23,7 @@ INPUT_SYMBOLS = {"c": 100, "d": 200, "h": 300, "s": 400, "n": 500, "a": 14,
}
BID_SYMBOLS = {"c": 100, "d": 200, "h": 300, "s": 400, "n": 500}
class DeckReveal(Enum):
SHOW_ALL = 1
HIDE_ALL = 2
@ -45,6 +46,8 @@ class Card(pygame.sprite.Sprite):
self.width = width
self.height = height
self.rect = pygame.rect.Rect(x, y, width, height)
self.value = value
self.hidden = hidden
self.parent = parent
@ -70,6 +73,12 @@ class Card(pygame.sprite.Sprite):
def get_pos(self):
return self.x, self.y
def set_pos(self, x, y):
self.x = x
self.y = y
self.rect.x = x
self.rect.y = y
def suit(self):
return get_card_suit(self.value)
@ -83,7 +92,7 @@ class Card(pygame.sprite.Sprite):
class Deck():
def __init__(self, x, y, length, width, spacing, deck_reveal=DeckReveal.SHOW_ALL,
sort_order=DeckSort.ASCENDING, vert_orientation=False, draw_from_last=False):
sort_order=DeckSort.ASCENDING, vert_orientation=False, draw_from_last=False, selectable=False):
super().__init__()
self.x = x
self.y = y
@ -96,6 +105,8 @@ class Deck():
self.vert_orientation = vert_orientation
self.draw_from_last = draw_from_last
self.sort_order = sort_order
self.selectable = selectable
self.selected_card = -1
self.cards = []
@ -107,6 +118,7 @@ class Deck():
self.background = self.background.convert()
self.background.set_colorkey(CLEARCOLOUR)
self.deck_surface = self.background.copy()
self.rect = pygame.rect.Rect(x, y, length, width)
else:
self.background = pygame.Surface((self.width, self.length))
self.background.fill(CLEARCOLOUR)
@ -114,9 +126,13 @@ class Deck():
self.background = self.background.convert()
self.background.set_colorkey(CLEARCOLOUR)
self.deck_surface = self.background.copy()
self.rect = pygame.rect.Rect(x, y, width, length)
self._layer = 1
def set_selectable(self, state):
self.selectable = state
def add_card(self, card, position=0):
# TODO: Add a function to add additional cards, to optimise number of recalculations
card.parent = self
@ -167,30 +183,34 @@ class Deck():
if total_card_length <= self.length:
start_point = (self.length - total_card_length)/2
for (i, card) in enumerate(self.cards):
card.x = start_point + self.default_spacing * i
card.y = (self.width - self.cards[0].height) / 2
x = start_point + self.default_spacing * i
y = (self.width - self.cards[0].height) / 2
card.set_pos(x, y)
else:
adjusted_spacing = (self.length - self.cards[0].width)/(number_of_cards-1)
start_point = 0
for (i, card) in enumerate(self.cards):
card.x = start_point + adjusted_spacing * i
card.y = (self.width - self.cards[0].height) / 2
x = start_point + adjusted_spacing * i
y = (self.width - self.cards[0].height) / 2
card.set_pos(x, y)
else:
total_card_length = self.cards[0].height + self.default_spacing * (number_of_cards-1)
if total_card_length <= self.length:
start_point = (self.length - total_card_length)/2
for (i, card) in enumerate(self.cards):
card.y = start_point + self.default_spacing * i
card.x = (self.width - self.cards[0].width) / 2
y = start_point + self.default_spacing * i
x = (self.width - self.cards[0].width) / 2
card.set_pos(x, y)
else:
adjusted_spacing = (self.length - self.cards[0].height)/(number_of_cards-1)
start_point = 0
for (i, card) in enumerate(self.cards):
card.y = start_point + adjusted_spacing * i
card.x = (self.width - self.cards[0].width)/ 2
y = start_point + adjusted_spacing * i
x = (self.width - self.cards[0].width) / 2
card.set_pos(x, y)
self.update_deck_display()
@ -203,15 +223,15 @@ class Deck():
self.deck_surface.blit(self.background, (0, 0))
if not self.is_empty():
if self.draw_from_last:
for card in reversed(self.cards):
for i, card in enumerate(reversed(self.cards)):
if self.deck_reveal == DeckReveal.SHOW_ALL:
self.deck_surface.blit(card.image, (card.x, card.y))
self.deck_surface.blit(card.image, (card.x, card.y - (i == self.selected_card) * 0.5 * card.y))
elif self.deck_reveal == DeckReveal.HIDE_ALL:
self.deck_surface.blit(card.backimage, (card.x, card.y))
else:
for card in self.cards:
for i, card in enumerate(self.cards):
if self.deck_reveal == DeckReveal.SHOW_ALL:
self.deck_surface.blit(card.image, (card.x, card.y))
self.deck_surface.blit(card.image, (card.x, card.y - (i == self.selected_card) * 0.5 * card.y))
elif self.deck_reveal == DeckReveal.HIDE_ALL:
self.deck_surface.blit(card.backimage, (card.x, card.y))
@ -252,6 +272,26 @@ class Deck():
return True, card_values.index(value)
return False, -1
def get_selected_card(self, pos):
relative_pos_x = pos[0] - self.x
relative_pos_y = pos[1] - self.y
mouse_pos = (relative_pos_x, relative_pos_y)
self.selected_card = -1
if not self.draw_from_last:
for i, card in enumerate(reversed(self.cards)):
if card.rect.collidepoint(mouse_pos):
self.selected_card = len(self.cards) - 1 - i
break
else:
for i, card in enumerate(self.cards):
if card.rect.collidepoint(mouse_pos):
self.selected_card = i
break
self.update_deck_display()
class SpriteSheet(object):
def __init__(self, filename):
@ -378,6 +418,11 @@ class test_screen(view.PygView):
self.test_deck.add_card(all_cards[13])
self.test_deck.add_card(all_cards[35])
self.test_deck.add_card(all_cards[51])
self.test_deck.add_card(all_cards[20])
self.test_deck.add_card(all_cards[21])
self.test_deck.add_card(all_cards[5])
self.left_mouse_down = False
def draw_function(self):
self.screen.blit(self.test_card.image, self.test_card.get_pos())
@ -392,18 +437,14 @@ class test_screen(view.PygView):
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
if event.key == pygame.K_r:
card = self.test_deck.remove_card()
del card
print('remove cards')
if event.key == pygame.K_a:
self.test_deck.add_card(Card(50, 0, 50, 75, random.randint(1, 500), image_data=self.card_img))
print('remove cards')
pass
mouse_clicks = pygame.mouse.get_pressed()
if self.left_mouse_down and not mouse_clicks[0]:
mouse_pos = pygame.mouse.get_pos()
if self.test_deck.rect.collidepoint(mouse_pos):
self.test_deck.get_selected_card(mouse_pos)
milliseconds = self.clock.tick(self.fps)
#self.playtime += milliseconds / 1000.0
self.left_mouse_down = mouse_clicks[0]
self.draw_function()