import pygame from time import time from random import randint import settings as s from screens import Empty_domino from pygame.locals import ( K_UP, K_DOWN, K_LEFT, K_RIGHT, K_ESCAPE, KEYDOWN, QUIT, ) pygame.font.init() my_font = pygame.font.SysFont('Calibri (Body)', 50) # Define a Player object by extending pygame.sprite.Sprite # The surface drawn on the screen is now an attribute of 'player' class Domino(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.type = "domino" self.w = s.DOMINO_W self.h = s.DOMINO_H self.surf = pygame.Surface((self.w, self.h)) self.color = (0, 0, 0) self.select_color = (100, 100, 100) self.surf.fill(self.color) self.rect = self.surf.get_rect(center=(x, y)) self.type_pos = "hand" self.start_pos = (x - self.w / 2, y - self.h / 2) self.values = [randint(0, 6), randint(0, 6)] def blit_domino(self, screen, hand, hand_group): screen.blit(self.surf, self.rect) v_up = my_font.render(f"{self.values[0]}", True, (255, 255, 255)) v_down = my_font.render(f"{self.values[1]}", True, (255, 255, 255)) screen.blit(v_up, (self.rect.x + (self.w / 2) - v_up.get_width(), self.rect.y + (self.h / 4) - v_up.get_height())) # print(self.rect.x + (self.w / 2) - v_up.get_width(), self.rect.y + (self.h / 4) - v_up.get_height()) screen.blit(v_down, ( self.rect.x + (self.w / 2) - v_down.get_width(), self.rect.y + (self.h / 4) * 3 - v_down.get_height())) # screen.blit(v_up, # (310, 16)) def update_color(self, mouse_x, mouse_y): # check if mouse colide with domino if self.rect.x <= mouse_x <= self.rect.x + self.w and self.rect.y <= mouse_y <= self.rect.y + self.h: self.surf.fill(self.select_color) else: self.surf.fill(self.color) def update_rotation(self, mouse_x, mouse_y, r_click_time): if self.rect.x <= mouse_x <= self.rect.x + self.w and self.rect.y <= mouse_y <= self.rect.y + self.h: # pygame.transform.rotate(self.surf, 90) self.values = self.values[::-1] return time() return r_click_time def update_pos(self, move, mouse_x, mouse_y, mouse_new_x, mouse_new_y, hand, group_hand, game): # check if mouse colide with domino if self.rect.x <= mouse_new_x <= self.rect.x + self.w and self.rect.y <= mouse_new_y <= self.rect.y + self.h: self.rect.x -= mouse_x self.rect.y -= mouse_y # self.rect.x = mouse_x # self.rect.y = mouse_y # print(self.rect.x, self.rect.y, mouse_x, mouse_y) return True elif self.type_pos == "hand": self.update_type_pos(hand, group_hand, game) # if self.type_pos == "hand": # self.rect.x = self.start_pos[0] # self.rect.y = self.start_pos[1] return move def update_type_pos(self, hand, group_hand, game): if self.type_pos == "hand": if not hand.rect.colliderect(self.rect): for empty in game.empty_group: if empty.rect.colliderect(self.rect): move = False if empty.pos == "up": if not game.value_up or game.value_up == self.values[1]: move = True elif empty.pos == "down": if not game.value_down or game.value_down == self.values[0]: move = True elif empty.pos == "both": move = True if move: self.type_pos == "game" group_hand.remove(self) game.group.add(self) self.rect.x = empty.rect.x self.rect.y = empty.rect.y if empty.pos == "up": game.value_up = self.values[0] game.empty_up.rect.y -= game.empty_up.h + 10 elif empty.pos == "down": game.value_down = self.values[1] game.empty_down.rect.y += game.empty_down.h + 10 elif empty.pos == "both": game.value_up = self.values[0] game.value_down = self.values[1] game.empty_up = Empty_domino(empty.rect.x, empty.rect.y - (s.DOMINO_W * 1.1 * 2 + 10), "up") game.group.add(game.empty_up) game.empty_group.add(game.empty_up) game.empty_down = Empty_domino(empty.rect.x, empty.rect.y + (s.DOMINO_W * 1.1 * 2 + 10), "down") game.group.add(game.empty_down) game.empty_group.add(game.empty_down) empty.kill() else: self.rect.x = self.start_pos[0] self.rect.y = self.start_pos[1]