Exemple #1
0
    def event(self, event):
        if event.type == pygame.MOUSEBUTTONDOWN:
            for widget in self.widgets:

                # left button
                if event.button == 1:
                    if widget.inbound(Vector2D.tuple(event.pos)):
                        clicked = getattr(widget, 'clicked', None)
                        if callable(clicked):
                            clicked()
Exemple #2
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    def __init__(self, size: Vector2D, info_text: Text, position=Vector2D(0, 20), padding=Vector2D(0, 0)):

        self.size = size
        self.position = position
        self.padding = padding

        self.info_text = info_text
        self.info_text.text = 'Select start'

        self.tilepadding = Vector2D(0, 0)
        screen_size = Vector2D.tuple(pygame.display.get_surface().get_rect().size)
        space = Vector2D(
            screen_size.x - position.x - padding.x,
            screen_size.y - position.y - padding.y
        )

        self.tilesize = Vector2D(
            int((space.x - (self.size.x * self.tilepadding.x)) / self.size.x),
            int((space.y - (self.size.y * self.tilepadding.y)) / self.size.y),
        )

        self.grid = []
        for x in range(size.x):
            l = [0] * size.y
            self.grid.append(l)

        self.tiles = []
        for x in range(size.x):
            l = [None] * size.y
            self.tiles.append(l)

        self.remake_tiles(self.grid)

        self.drawable = Switch(True)

        self.mouse_left_down = Switch(False)
        self.mouse_left_down_type = None

        self.start = None
        self.end = None

        self.algorithm = None

        def onflip(val):
            if self.algorithm.solution_length == -1:
                self.info_text.text = 'No solution found'
                return

            self.info_text.text = 'Running' if val else f'Found solution of length {self.algorithm.solution_length}'

        self.running = Switch(False, onflip=onflip)

        self.misc = {}
Exemple #3
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    def update(self):
        mouse_pos = Vector2D.tuple(pygame.mouse.get_pos())

        for widget in self.widgets:

            mouse_is_over = widget.inbound(mouse_pos)

            if not widget.hover and mouse_is_over:
                widget.enter()

            if widget.hover and not mouse_is_over:
                widget.exit()
Exemple #4
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    def update(self):
        if self.running.get():
            try:
                affected = self.algorithm.next()
                self.update_tiles(affected)
            except StopIteration:
                self.running.set(False)

            # not further actions allowed
            # when algorithms is running
            return
        else:
            # get current mouse position
            mouse_pos = Vector2D.tuple(pygame.mouse.get_pos())

            # get tile in mouse position position
            tile = self.tile(mouse_pos)
            if tile is None:
                return

            # update tile to indicate hover
            if not tile.hover:
                tile.enter()

            # revert previous hover previous hover tile
            try:
                inbound = self.misc['over']
                if tile.position != inbound.position:
                    inbound.exit()
            except KeyError:
                pass

            self.misc['over'] = tile

        keys = pygame.key.get_pressed()
        if keys[pygame.K_LALT]:
            for key in key_map.keys():
                # save
                if keys[key]:
                    value = key_map[key]
                    self.update_grid()
                    self.save(value)
                    break
        else:
            for key in key_map.keys():
                # load
                if keys[key]:
                    value = key_map[key]
                    self.load(value)
                    break
Exemple #5
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    def update(self):
        mouse_pos = Vector2D.tuple(pygame.mouse.get_pos())

        for widget in self.widgets:

            try:
                mouse_is_over = widget.inbound(mouse_pos)
            except NotImplementedError:
                continue

            if not widget.hover and mouse_is_over:
                widget.enter()

            if widget.hover and not mouse_is_over:
                widget.exit()
Exemple #6
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    def update(self):
        if self.running.get():
            try:
                affected = self.algorithm.next()
                self.remake_tiles(affected)
            except StopIteration:
                self.running.set(False)
        else:
            mouse_pos = Vector2D.tuple(pygame.mouse.get_pos())

            for tile in self.all_tiles():
                inbound = tile.inbound(mouse_pos)

                if not tile.hover and inbound:
                    tile.enter()

                if tile.hover and not inbound:
                    tile.exit()
Exemple #7
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    def event(self, event):
        """
        event handler

        :param event: event in consideration
        :return: None
        """
        if event.type == pygame.MOUSEBUTTONDOWN:
            for widget in self.widgets:

                # left button
                if event.button == 1:

                    try:
                        if widget.inbound(Vector2D.tuple(event.pos)):
                            clicked = getattr(widget, 'clicked', None)
                            if callable(clicked):
                                clicked()
                    except NotImplementedError:
                        continue
Exemple #8
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    def tile(self, coord) -> Union[Tile, None]:
        """
        :returns: tile depending on value

        in case of tuple :return: tile in pixel positon (x, y)
        """

        # finding tile
        position = Vector2D.tuple(coord)

        x = (position.y - self.position.y - self.padding.y) / (self.tilesize.y + self.tilepadding.y)
        y = (position.x - self.position.x - self.padding.x) / (self.tilesize.x + self.tilepadding.x)

        ix = math.floor(x)
        iy = math.floor(y)

        # out of bounds
        if ix < 0 or ix >= self.size.x or iy < 0 or iy >= self.size.y:
            return

        return self.tiles[ix][iy]
Exemple #9
0
    def event(self, event):
        if event.type == pygame.KEYUP:
            if event.key == pygame.K_SPACE:
                if not self.drawable.get():
                    easygui.msgbox('Press either Left Ctrl or Left Shift to clear the current grid'
                                   '\nLeft Ctrl: Everything excluding walls'
                                   '\nLeft Shift: Everything including walls', 'Clear grid', ok_button='CLOSE')
                    return

                self.update_grid()

                if self.start is None or self.end is None:
                    easygui.msgbox('Starting point or End point not specified', 'Missing inputs', 'CLOSE')
                    return

                # lock input and start the a* algorithm
                self.drawable.set(False)

                self.algorithm = AStarAlgorithm(self.grid)
                self.running.set(True)

            if event.key == pygame.K_LSHIFT:
                if self.running.get():
                    return

                self.update_grid()
                self.clean_grid([Tile.VISITED, Tile.START, Tile.END, Tile.PATH, Tile.NEIGHBOURS, Tile.WALL])
                self.update_tiles(self.grid)
                self.drawable.set(True)

            if event.key == pygame.K_LCTRL:
                if self.running.get():
                    return

                self.update_grid()
                self.clean_grid([Tile.VISITED, Tile.START, Tile.END, Tile.PATH, Tile.NEIGHBOURS])
                self.update_tiles(self.grid)
                self.drawable.set(True)

        if event.type == pygame.MOUSEBUTTONDOWN:

            # left
            if event.button == 1:
                self.mouse_left_down.set(True)

                if self.drawable.get():
                    # for all tiles check and initiate drawing
                    for tile in self.all_tiles():
                        if tile.inbound(Vector2D.tuple(event.pos)):
                            currentstate = tile.state
                            if currentstate == Tile.WALL:
                                self.mouse_left_down_type = Tile.UNVISITED
                            elif currentstate == Tile.UNVISITED:
                                self.mouse_left_down_type = Tile.WALL

                            if self.mouse_left_down_type is not None:
                                tile.state = self.mouse_left_down_type

            # right
            if event.button == 3:
                if self.drawable.get():

                    if self.start is None or self.end is None:
                        for tile in self.all_tiles():
                            if tile.inbound(Vector2D.tuple(event.pos)):

                                if self.start is None:
                                    self.start = tile
                                    tile.state = Tile.START

                                    self.info_text.text = 'Select end'
                                else:
                                    self.end = tile
                                    tile.state = Tile.END
                                    self.info_text.text = 'Ready'

                    else:
                        print('Start and end has been selected')

        if event.type == pygame.MOUSEBUTTONUP:
            # left
            if event.button == 1:
                self.mouse_left_down.set(False)
                self.mouse_left_down_type = None

        if event.type == pygame.MOUSEMOTION:
            # left
            if self.mouse_left_down.get():

                if self.drawable.get():
                    # for all tiles draw / change state
                    for tile in self.all_tiles():
                        if tile.state == Tile.START or tile.state == Tile.END:
                            continue

                        if tile.inbound(Vector2D.tuple(event.pos)):
                            if self.mouse_left_down_type is not None:
                                tile.state = self.mouse_left_down_type