def returnForUnitPosition(width,height,unitposition,objectsPerWidth):
    if inputcontrol.getMouseOverSquare(width, height, objectsPerWidth) == unitposition+1:
        if (unitposition+1) % objectsPerWidth != 0:
            return True
    elif inputcontrol.getMouseOverSquare(width, height,objectsPerWidth) == unitposition-1:

        if (unitposition) % objectsPerWidth != 0:
            return True
    elif inputcontrol.getMouseOverSquare(width, height,objectsPerWidth) == unitposition+objectsPerWidth:
        return True
    elif inputcontrol.getMouseOverSquare(width, height,objectsPerWidth) == unitposition-objectsPerWidth:
        return True
    else: return False
def returnForUnitPosition(width, height, unitposition, objectsPerWidth):
    if inputcontrol.getMouseOverSquare(width, height,
                                       objectsPerWidth) == unitposition + 1:
        if (unitposition + 1) % objectsPerWidth != 0:
            return True
    elif inputcontrol.getMouseOverSquare(width, height,
                                         objectsPerWidth) == unitposition - 1:

        if (unitposition) % objectsPerWidth != 0:
            return True
    elif inputcontrol.getMouseOverSquare(
            width, height, objectsPerWidth) == unitposition + objectsPerWidth:
        return True
    elif inputcontrol.getMouseOverSquare(
            width, height, objectsPerWidth) == unitposition - objectsPerWidth:
        return True
    else:
        return False
def returnForPositionAvailable(width,height,unitposition,otherposition,objectsPerWidth):
    a = 0
    b = inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)
    if b == unitposition+1:
        if b == otherposition:
            a = 1
    if b == unitposition-1:
        if b == otherposition:
            a = 1
    if b == unitposition+objectsPerWidth:
        if b == otherposition:
            a = 1
    if b == unitposition-objectsPerWidth:
        if b == otherposition:
            a = 1
    if a == 0:
        return True
    elif a == 1:
        return False
def returnForPositionAvailable(width, height, unitposition, otherposition,
                               objectsPerWidth):
    a = 0
    b = inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)
    if b == unitposition + 1:
        if b == otherposition:
            a = 1
    if b == unitposition - 1:
        if b == otherposition:
            a = 1
    if b == unitposition + objectsPerWidth:
        if b == otherposition:
            a = 1
    if b == unitposition - objectsPerWidth:
        if b == otherposition:
            a = 1
    if a == 0:
        return True
    elif a == 1:
        return False
Beispiel #5
0
         if unit[i].selected == True:
             if unit[i].idx == iii:
                 screen.blit(squareSprites.unitSelected,(squares[iii].x,squares[iii].y))
 pygame.display.flip()
 for event in pygame.event.get():
     #Move units
     if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
         for ii, iii in enumerate(unit):
             if globalvars.turn == 0:
                 if unit[ii].selected == True:
                     if functions.returnForUnitPosition(width,height,unit[ii].idx,objectsPerWidth) == True:
                         for inde,i in enumerate(squares):
                             for aa, bb in enumerate(enemyUnit):
                                 if functions.returnForPositionAvailable(width, height, unit[ii].idx, enemyUnit[aa].idx, objectsPerWidth):                                       
                                     i.type = squareSprites.grass
                                     unit[ii].idx = inputcontrol.getMouseOverSquare(width, height,objectsPerWidth)
                                 else: 
                                     if battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].active == False:
                                         battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].active = True
                                         battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer.append(unit[ii])
                                     else:
                                         a = 0
                                         for o in battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer:
                                             if unit[ii] is o:
                                                 a = 1
                                         if a == 0:
                                             battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer.append(unit[ii])
                                             
                                     
 
                             
Beispiel #6
0
 if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
     for ii, iii in enumerate(unit):
         if globalvars.turn == 0:
             if unit[ii].selected == True:
                 if functions.returnForUnitPosition(
                         width, height, unit[ii].idx,
                         objectsPerWidth) == True:
                     for inde, i in enumerate(squares):
                         for aa, bb in enumerate(enemyUnit):
                             if functions.returnForPositionAvailable(
                                     width, height, unit[ii].idx,
                                     enemyUnit[aa].idx,
                                     objectsPerWidth):
                                 i.type = squareSprites.grass
                                 unit[
                                     ii].idx = inputcontrol.getMouseOverSquare(
                                         width, height, objectsPerWidth)
                             else:
                                 if battles[inputcontrol.
                                            getMouseOverSquare(
                                                width, height,
                                                objectsPerWidth
                                            )].active == False:
                                     battles[inputcontrol.
                                             getMouseOverSquare(
                                                 width, height,
                                                 objectsPerWidth
                                             )].active = True
                                     battles[inputcontrol.
                                             getMouseOverSquare(
                                                 width, height,
                                                 objectsPerWidth