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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