Ejemplo n.º 1
0
 def add_resources(self, team, new_resources):
     self.resources[team] = clamp(self.resources[team] + new_resources, 0,
                                  MAX_RESOURCES)
     publish_game_event(EventType.E_RESOURCES_GAINED, {
         'team': team,
         'new_resources': new_resources
     })
Ejemplo n.º 2
0
    def scroll_camera(self):
        map = self.get_manager(Manager.MAP)

        if self.is_active():
            mousex, mousey = pygame.mouse.get_pos()
            # Convert the screen coordinates to the grid coordinates
            self.gx = int(
                clamp((mousex / SETTINGS.get(Setting.SCREEN_SCALE) +
                       self.camera_x) // GRID_WIDTH, 0, map.width - 1))
            self.gy = int(
                clamp((mousey / SETTINGS.get(Setting.SCREEN_SCALE) +
                       self.camera_y) // GRID_HEIGHT, 0, map.height - 1))

        camera_min_gx = self.camera_dest_x // GRID_WIDTH
        camera_min_gy = self.camera_dest_y // GRID_HEIGHT
        camera_max_gx = camera_min_gx + CAMERA_WIDTH // GRID_WIDTH
        camera_max_gy = camera_min_gy + CAMERA_HEIGHT // GRID_HEIGHT

        if self.gx >= camera_max_gx - camera_scroll_border:
            self.camera_dest_x += GRID_WIDTH
        if self.gx <= camera_min_gx + camera_scroll_border:
            self.camera_dest_x -= GRID_WIDTH
        if self.gy >= camera_max_gy - camera_scroll_border:
            self.camera_dest_y += GRID_HEIGHT
        if self.gy <= camera_min_gy + camera_scroll_border:
            self.camera_dest_y -= GRID_HEIGHT

        self.camera_dest_x = clamp(self.camera_dest_x, 0,
                                   map.width * GRID_WIDTH - CAMERA_WIDTH)
        self.camera_dest_y = clamp(self.camera_dest_y, 0,
                                   map.height * GRID_HEIGHT - CAMERA_HEIGHT)

        # Scroll the actual camera position to the destination coords
        if self.camera_x != self.camera_dest_x:
            self.camera_x += (self.camera_dest_x -
                              self.camera_x) / camera_scroll_speed
            if abs(self.camera_x - self.camera_dest_x) <= camera_lock_distance:
                self.camera_x = self.camera_dest_x
        if self.camera_y != self.camera_dest_y:
            self.camera_y += (self.camera_dest_y -
                              self.camera_y) / camera_scroll_speed
            if abs(self.camera_y - self.camera_dest_y) <= camera_lock_distance:
                self.camera_y = self.camera_dest_y
Ejemplo n.º 3
0
def draw_three_digit_number(spr_digit_icons, number, team):
    # Restrict the number to 3 digits
    formatted_number = "{}".format(clamp(number, 0, 999))
    display = pygame.Surface((24, 8), pygame.SRCALPHA, 32)

    x = 16
    digits = [int(digit) for digit in formatted_number]
    digits.reverse()
    for digit in digits:
        if digit != -1:
            display.blit(spr_digit_icons[team][digit], (x, 0))
        x -= 8
    return display
Ejemplo n.º 4
0
    def update_frame(self):
        self.index = self.get_index()

        if self.use_global_animation_frame and not (self.own_frames_for_index and self.index != 0):
            # Use the global frame
            global_frame = AnimatedGameObject.global_animation_frame
            if self.indexed:
                num_frames = self.image.get_height() // self.size - 1
            else:
                num_frames = self.image.get_width() // self.size - 1

            self.current_frame = clamp(global_frame, 0, num_frames)
        else:
            # Tick the image and update the frame
            self.current_frame += self.framerate / TICK_RATE
            if self.current_frame >= self.image.get_width() // self.size:
                self.current_frame = 0
                self.on_animation_reset()
Ejemplo n.º 5
0
 def test_in_bounds(self):
     self.assertEqual(clamp(10, 5, 15), 10)
Ejemplo n.º 6
0
 def test_above_bound(self):
     self.assertEqual(clamp(20, 5, 15), 15)
Ejemplo n.º 7
0
 def test_below_bound(self):
     self.assertEqual(clamp(0, 5, 15), 5)
Ejemplo n.º 8
0
 def get_next_team(self, current_team, direction=1):
     available_teams = self.get_manager(
         Manager.TEAM).all_teams + [Team.NONE]
     return available_teams[clamp(
         available_teams.index(current_team) + direction, 0,
         len(available_teams) - 1)]
Ejemplo n.º 9
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 def get_next_piece_type(self, current_piece_type, direction=1):
     return PieceType(
         clamp(current_piece_type.value + direction, 1,
               len(PieceType) - 1))
Ejemplo n.º 10
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 def get_next_tile_type(self, current_tile_type, direction=1):
     return TileType(
         clamp(current_tile_type.value + direction, 1, len(TileType)))
Ejemplo n.º 11
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 def set_setting(self, setting, new_value):
     self.unsaved_settings[setting] = clamp(new_value, setting_bounds[setting][0], setting_bounds[setting][1])
Ejemplo n.º 12
0
Archivo: menu.py Proyecto: IanPlu/Terra
 def scroll_menu_down(self):
     self.menu_min = clamp(self.menu_min + 1, 0,
                           self.num_options - self.max_displayable_options)
     self.clamp_menu_bounds()
     self.set_cursor_pos_to_mouse_coords()
Ejemplo n.º 13
0
Archivo: menu.py Proyecto: IanPlu/Terra
 def set_cursor_pos_to_mouse_coords(self):
     if self.cursor_in_menu_bounds():
         self.menu_pos = clamp(
             (int(get_pos()[1] / SETTINGS.get(Setting.SCREEN_SCALE)) -
              self.root_y) // 24 + self.menu_min, self.menu_min,
             self.menu_max)
Ejemplo n.º 14
0
Archivo: menu.py Proyecto: IanPlu/Terra
 def clamp_menu_bounds(self):
     self.menu_min = clamp(self.menu_min, 0,
                           self.num_options - self.max_displayable_options)
     self.menu_max = clamp(self.menu_min + self.max_displayable_options, 0,
                           self.num_options)