def test_patch_flip(self): tetris_array_top = [1, 0] tetris_array_mid = [1, 1] tetris_array_bot = [1, 0] tetris_array = [tetris_array_top, tetris_array_mid, tetris_array_bot] tetris = Patch(2, tetris_array, 2, 3, 0) tetris_array_flip_top = [0, 1] tetris_array_flip_mid = [1, 1] tetris_array_flip_bot = [0, 1] tetris_array_flipped = [ tetris_array_flip_top, tetris_array_flip_mid, tetris_array_flip_bot ] self.assertEqual(tetris.shape, tetris_array) self.assertEqual(tetris.orientation, tetris_array) tetris.flip() self.assertEqual(tetris.shape, tetris_array) self.assertEqual(tetris.orientation, tetris_array_flipped) l_array_top = [1, 0] l_array_mid = [1, 0] l_array_bot = [1, 1] l_array = [l_array_top, l_array_mid, l_array_bot] l_patch = Patch(1, l_array, 2, 3, 0) l_array_flip_top = [0, 1] l_array_flip_mid = [0, 1] l_array_flip_bot = [1, 1] l_array_flipped = [ l_array_flip_top, l_array_flip_mid, l_array_flip_bot ] self.assertEqual(l_patch.shape, l_array) self.assertEqual(l_patch.orientation, l_array) l_patch.flip() self.assertEqual(l_patch.shape, l_array) self.assertEqual(l_patch.orientation, l_array_flipped)
def mainloop(self): time_track_x = (self.WIDTH - (self.WIDTH / 3) - 1) piece_list_x = (self.WIDTH - (self.WIDTH / 6)) track_scroll_y = 0 piece_scroll_y = 0 highlighted_patch_idx = 0 selected_patch = None selected_patch_row = 0 selected_patch_col = 0 #current phase of a turn phase = MovePhase.BUYPHASE while self.running: if self.model.p1_turn(): player = self.model.p1 other_player = self.model.p2 else: player = self.model.p2 other_player = self.model.p1 #Don't do any more processing if the game is over #if self.model.game_over(): # self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col) #else: mouse_x, mouse_y = pygame.mouse.get_pos() #EVENT HANDLING #p1 is the human player if self.model.p1_turn() or phase == MovePhase.SPECIAL_PLACEPHASE: for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: #if mouse is hovering the time track, scroll the time track if (mouse_x >= time_track_x and mouse_x < piece_list_x): if event.button == 4: track_scroll_y = min(track_scroll_y + 30, 0) if event.button == 5: track_scroll_y = max(track_scroll_y - 30, -self.HEIGHT * 8) #if mouse is hovering the patch list, scroll the patch list if (mouse_x >= piece_list_x): if event.button == 4: piece_scroll_y = min(piece_scroll_y + 30, 0) if event.button == 5: piece_scroll_y = max(piece_scroll_y - 30, -self.HEIGHT * 4) if event.type == pygame.KEYUP: #if in the buy phase up/down arrows should change the selected pice if phase == MovePhase.BUYPHASE: if event.key == pygame.K_DOWN: if highlighted_patch_idx < 2: highlighted_patch_idx += 1 if event.key == pygame.K_UP: if highlighted_patch_idx > 0: highlighted_patch_idx -= 1 if event.key == pygame.K_RETURN: #if the patch is purchasable by the current player, enter placement mode if self.model.can_buy(highlighted_patch_idx): selected_patch = self.model.patch_list[ highlighted_patch_idx] phase = MovePhase.PLACEPHASE if event.key == pygame.K_TAB: #check for 1x1 placement passed_patch, passed_econ = self.model.jump() if passed_patch: phase = MovePhase.SPECIAL_PLACEPHASE selected_patch = Patch(34, [[1]], 0, 0, 0) if phase == MovePhase.PLACEPHASE or phase == MovePhase.SPECIAL_PLACEPHASE: #if phase == MovePhase.PLACEPHASE: if event.key == pygame.K_UP: if selected_patch_row > 0: selected_patch_row -= 1 if event.key == pygame.K_DOWN: if selected_patch_row < 8: selected_patch_row += 1 if event.key == pygame.K_LEFT: if selected_patch_col > 0: selected_patch_col -= 1 if event.key == pygame.K_RIGHT: if selected_patch_col < 8: selected_patch_col += 1 if event.key == pygame.K_SPACE: selected_patch.rotate_cw() if event.key == pygame.K_w or event.key == pygame.K_s: selected_patch.flip() if event.key == pygame.K_RSHIFT or event.key == pygame.K_LSHIFT: if self.model.can_place( selected_patch, selected_patch_row, selected_patch_col): #if in placephase, buy the patch to advance to next phase if phase == MovePhase.PLACEPHASE: #check for 1x1 placement self.model.place_patch( player, self.model. patch_list[highlighted_patch_idx], selected_patch_row, selected_patch_col) passed_patch, passed_econ = self.model.buy_patch( highlighted_patch_idx) if passed_patch: phase = MovePhase.SPECIAL_PLACEPHASE selected_patch = Patch( 34, [[1]], 0, 0, 0) else: phase = MovePhase.BUYPHASE #else in special place phase, phase ends when piece is placed (dont need to buy) else: self.model.place_patch( other_player, selected_patch, selected_patch_row, selected_patch_col) phase = MovePhase.BUYPHASE if event.type == pygame.QUIT: self.running = False #AI turn else: for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False turn = self.ai.choose_turn_hand_craft(self.model) if isinstance(turn, BuyTurn): #TEMPORARY HANDLING FOR IF THE PIECE CANT BE PLACED, NEED NEW SOLUTION FOR THIS if not self.ai.can_place( self.model.patch_list[turn.patch_idx], self.model.p2.quilt): passes_patch, passes_econ = player.will_pass_tile( other_player.position - player.position + 1, self.model.time_track) turn = JumpTurn(passes_patch, passes_econ) else: row, col, patch_orientation = self.ai.choose_placement( self.model.patch_list[turn.patch_idx], self.model.p2.quilt) self.model.place_patch(player, patch_orientation, row, col) #place 1x1 patch passed_patch, passed_econ = turn.run(self.model, None) if passed_patch: row, col, patch_orientation = self.ai.choose_placement( Patch(34, [[1]], 0, 0, 0), self.model.p2.quilt) self.model.place_patch(player, Patch(34, [[1]], 0, 0, 0), row, col) #RENDERING self.view.render(self.model, phase, track_scroll_y, piece_scroll_y, highlighted_patch_idx, selected_patch, selected_patch_row, selected_patch_col) pygame.quit()