feat: add rotation logic for piece
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@@ -10,24 +10,31 @@ class Piece: # TODO game objects base class / interface?
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def __init__(self, shape, position, color):
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self.color = color
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self.points = self.__get_points(shape, position)
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self.center, self.points = self.__get_points(shape, position)
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def __get_points(self, shape, position):
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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center = ()
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points = []
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for square in shape:
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sub_points = []
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for vertex in square:
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# convert shape vertex into game surface point
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point = [vertex[0] * tile_size + position[0], vertex[1] * tile_size + position[1]]
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sub_points.append(point)
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# store center of gravity
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if len(vertex) > 2 and vertex[2]:
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center = point
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points.append(sub_points)
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return points
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return center, points
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def draw(self, surface):
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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hex_color = ConfigurationManager.configuration["color"]["border"] # TODO Should abstract color call?
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hex_color = ConfigurationManager.configuration["color"]["border"] # TODO Should abstract out color call?
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base_color = pygame.Color(self.color)
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border_color = pygame.Color(hex_color)
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@@ -44,7 +51,13 @@ class Piece: # TODO game objects base class / interface?
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# rotate the piece clockwise
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def rotate(self):
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pass
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for sub_points in self.points:
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for point in sub_points:
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h = point[0] - self.center[0]
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k = point[1] - self.center[1]
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point[0] = k + self.center[0]
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point[1] = (h * -1) + self.center[1]
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# shape attributes
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I_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0), (3, 0), (3, 1), (2, 1)), ((3, 0), (4, 0), (4, 1), (3, 1)))
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I_SHAPE = (((0, 0), (1, 0), (1, 1), (0, 1)), ((1, 0), (2, 0), (2, 1), (1, 1)), ((2, 0, True), (3, 0), (3, 1), (2, 1)), ((3, 0), (4, 0), (4, 1), (3, 1)))
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24
main.py
24
main.py
@@ -24,6 +24,8 @@ def main():
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win_icon = ConfigurationManager.configuration["window"]["icon"]
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win_title = ConfigurationManager.configuration["window"]["title"]
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fps = ConfigurationManager.configuration["engine"]["fps"]
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base_one_color = ConfigurationManager.configuration["color"]["base-1"]
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tile_size = ConfigurationManager.configuration["engine"]["tile-size"]
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screen = pygame.display.set_mode((win_width, win_height))
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clock = pygame.time.Clock()
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@@ -32,7 +34,6 @@ def main():
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pygame.display.set_caption(win_title)
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pygame.display.set_icon(loaded_icon)
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base_one_color = ConfigurationManager.configuration["color"]["base-1"]
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i_piece = Piece(Piece.I_SHAPE, (100, 100), base_one_color)
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is_running = True
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@@ -42,16 +43,17 @@ def main():
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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is_running = False
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keys = pygame.key.get_pressed()
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if keys[pygame.K_LEFT]:
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i_piece.move((-5, 0))
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if keys[pygame.K_RIGHT]:
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i_piece.move((5, 0))
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if keys[pygame.K_UP]:
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i_piece.move((0, -5))
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if keys[pygame.K_DOWN]:
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i_piece.move((0, 5))
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_SPACE:
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i_piece.rotate()
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if event.key == pygame.K_LEFT:
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i_piece.move((-tile_size, 0))
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if event.key == pygame.K_RIGHT:
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i_piece.move((tile_size, 0))
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if event.key == pygame.K_UP:
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i_piece.move((0, -tile_size))
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if event.key == pygame.K_DOWN:
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i_piece.move((0, tile_size))
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draw(screen, [i_piece])
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