draw detetection. some optimizing

This commit is contained in:
Vincent Rodley 2025-08-27 10:56:30 +12:00
parent be51abf777
commit 26c88cabab

View File

@ -18,11 +18,6 @@ font = pygame.font.Font("Baloo2-Bold.ttf", 40)
display = pygame.display.set_mode(WINDOW_SIZE) display = pygame.display.set_mode(WINDOW_SIZE)
clock = pygame.time.Clock() clock = pygame.time.Clock()
# variables
tiles = []
menu_manager = MenuManager(display, (30, 30, 40)) # background color
player = "red"
# colorss # colorss
primary_color = (70, 130, 180) # button background primary_color = (70, 130, 180) # button background
hover_color = (51, 102, 145) # button hover hover_color = (51, 102, 145) # button hover
@ -37,8 +32,16 @@ red_tile_hover = (220, 0, 0) # the red that a hovered red tile is
yellow_tile = (255, 255, 0) # the yellow that a yellow tile is yellow_tile = (255, 255, 0) # the yellow that a yellow tile is
yellow_tile_hover = (220, 220, 0) # the yellow that a hovered yellow tile is yellow_tile_hover = (220, 220, 0) # the yellow that a hovered yellow tile is
# variables
tiles = []
menu_manager = MenuManager(display, bg_color) # background color
player = "red"
board_full = False
# menu functions # menu functions
def start_game_func(*_): def start_game_func(*_):
global board_full
board_full = False
create_tiles() create_tiles()
menu_manager.change_menu("game") menu_manager.change_menu("game")
@ -62,18 +65,18 @@ def create_tiles():
x = start_x + c * (TILE_SIZE + TILE_SPACING) x = start_x + c * (TILE_SIZE + TILE_SPACING)
y = start_y + r * (TILE_SIZE + TILE_SPACING) y = start_y + r * (TILE_SIZE + TILE_SPACING)
id = str(c * ROWS + r)
tile = Button( tile = Button(
x, y, TILE_SIZE, TILE_SIZE, str(c * ROWS + r), x, y, TILE_SIZE, TILE_SIZE, "",
tile_color, tile_hover, tile_text, tile_press, None, 30, (str(c * ROWS + r), c, r), tile_color, tile_hover, tile_text, tile_press, None, 30, (id, c, r),
rounding=5 rounding=30
) )
col.append(tile) col.append(tile)
tiles.append(col) tiles.append(col)
def tile_press(tile: Button): def drop_tile(col_index):
global player global player
_, col_index, _ = tile.extra_data # we only care about column
column = tiles[col_index] column = tiles[col_index]
# find the lowest unoccupied tile in this column # find the lowest unoccupied tile in this column
@ -81,7 +84,7 @@ def tile_press(tile: Button):
target_tile = column[r] target_tile = column[r]
# check if already taken (colored by a player) # check if already taken (colored by a player)
if target_tile.color not in (red_tile, yellow_tile): if target_tile.color == tile_color:
# claim this tile for the current player # claim this tile for the current player
target_tile.color = red_tile if player == "red" else yellow_tile target_tile.color = red_tile if player == "red" else yellow_tile
target_tile.hover_color = red_tile_hover if player == "red" else yellow_tile_hover target_tile.hover_color = red_tile_hover if player == "red" else yellow_tile_hover
@ -96,6 +99,28 @@ def tile_press(tile: Button):
# column is full # column is full
print(f"Column {col_index} is full!") print(f"Column {col_index} is full!")
def is_board_full():
global tiles, board_full
for col in tiles:
for row in reversed(range(ROWS)):
target = col[row]
if target.color == tile_color:
return False
return True
def tile_press(tile: Button):
global board_full
id, col_index, row_index = tile.extra_data # we only care about column
drop_tile(col_index)
if is_board_full():
board_full = True
print(f"Draw! The board is full.")
# button stuff # button stuff
width, height = 280, 75 width, height = 280, 75
x = WINDOW_SIZE[0] / 2 - width / 2 x = WINDOW_SIZE[0] / 2 - width / 2
@ -113,6 +138,9 @@ go_back_button = Button(x, y, width, height, "Go back",
primary_color, hover_color, text_color, primary_color, hover_color, text_color,
go_back, "Baloo2-Bold.ttf", 50, rounding=8) go_back, "Baloo2-Bold.ttf", 50, rounding=8)
game_drawn_button = Button(x, y*2-50, width, height, "Go back",
primary_color, hover_color, text_color,
go_back, "Baloo2-Bold.ttf", 50, rounding=8)
# menu handlers # menu handlers
# start # start
@ -134,17 +162,26 @@ def settings_menu_draw():
display.blit(text_surface, text_rect) display.blit(text_surface, text_rect)
go_back_button.draw(display) go_back_button.draw(display)
# game # game
def game_menu_events(event): def game_menu_events(event):
if board_full:
game_drawn_button.handle_event(event)
else:
for col in tiles: for col in tiles:
for tile in col: for tile in col:
tile: Button
tile.handle_event(event) tile.handle_event(event)
def game_menu_draw(): def game_menu_draw():
for col in tiles: for col in tiles:
for tile in col: for tile in col:
tile: Button
tile.draw(display) tile.draw(display)
if board_full:
game_drawn_button.draw(display)
# register the menus # register the menus
menu_manager.register_menu("start", start_menu_events, start_menu_draw) menu_manager.register_menu("start", start_menu_events, start_menu_draw)
menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw) menu_manager.register_menu("settings", settings_menu_events, settings_menu_draw)