import pygame import settings as s class Hand_screen(pygame.sprite.Sprite): def __init__(self): super().__init__() self.type = "hand_screen" self.w = s.SCREEN_WIDTH self.h = s.DOMINO_H * 1.5 self.color = (141, 111, 100) self.surf = pygame.Surface((self.w, self.h)) self.surf.fill(self.color) self.pos = (0, s.SCREEN_HEIGHT - self.h) self.rect = self.surf.get_rect(center=(self.pos[0] + s.SCREEN_WIDTH / 2, self.pos[1] + self.h / 2)) class Empty_domino(pygame.sprite.Sprite): def __init__(self, x, y, pos): super().__init__() self.type = "domino" self.w = s.DOMINO_W * 1.1 self.h = s.DOMINO_H * 1.1 self.surf = pygame.Surface((self.w, self.h)) self.color = (100, 10, 10) self.surf.fill(self.color) self.rect = self.surf.get_rect(center=(x + self.w / 2, y + self.h / 2)) self.pos = pos class Game_screen(pygame.sprite.Sprite): def __init__(self): super().__init__() self.type = "game_screen" self.w = s.SCREEN_WIDTH * 10 self.h = s.SCREEN_HEIGHT * 10 self.color = (230, 0, 230) self.surf = pygame.Surface((self.w, self.h)) self.surf.fill(self.color) self.rect = self.surf.get_rect(center=(0, 0)) self.group = pygame.sprite.Group() self.group.add(self) self.empty_group = pygame.sprite.Group() empty_up = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2 - (s.DOMINO_W * 1.1 * 2 + 10), "up") empty_down = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2 + (s.DOMINO_W * 1.1 * 2 + 10), "down") empty_both = Empty_domino(s.SCREEN_WIDTH / 2, s.SCREEN_HEIGHT / 2, "both") self.emptys = [empty_up, empty_down, empty_both] self.group.add(empty_both) self.empty_group.add(empty_both) self.value_up = None self.value_down = None self.empty_up = empty_both self.empty_down = empty_both def blit_g_screen(self, screen): # add_empty() for entity in self.group: screen.blit(entity.surf, entity.rect) def update_pos(self, mouse_x, mouse_y, mouse_new_x, mouse_new_y): # 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: for entity in self.group: entity.rect.x -= mouse_x entity.rect.y -= mouse_y