Extract hexmap cell into standalone module.
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import collections
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from kivy.graphics.context_instructions import Color
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from kivy.graphics.vertex_instructions import Line
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import kivy.utils
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from kivy.logger import Logger
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from kivy.uix.label import Label
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from kivy.vector import Vector
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MapCoords = collections.namedtuple('MapCoords', ['row', 'col'])
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class HexMapCell(Label):
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def __init__(self, row=0, col=0, **kwargs):
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super(HexMapCell, self).__init__(**kwargs)
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self.coords = MapCoords(row, col)
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self.selected = False
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self.visible_on_map = False
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self.terrain_colour = Color(0, 0, 0, 1)
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self.terrain = ''
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def map_coordinates(self):
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return self.coords.row / 3, self.coords.col / 2
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def map_display_text(self):
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map_x, map_y = self.map_coordinates()
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return "({}, {}) \n {}".format(map_x, map_y, self.terrain)
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def update_pos(self, instance, value):
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# Determine the location of the solid hexagon cell. Needs to be offset from the centre of the hex.
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radius = 2 * self.height
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solid_x = self.x - self.height*2
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solid_y = self.y - self.height*2
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solid_size = (4*self.height, 4*self.height)
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# Resize the outline of the cell.
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self.ell.circle = (self.x, self.y, radius, 0, 360, 6)
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# Resize the actual cell.f
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self.solid.pos = (solid_x, solid_y)
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self.solid.size = solid_size
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self.coord_label.center_x = self.x
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self.coord_label.center_y = self.y
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def on_touch_down(self, touch):
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if super(HexMapCell, self).on_touch_down(touch):
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return False
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coord_x, coord_y = self.map_coordinates()
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if not self.visible_on_map:
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return False
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with self.canvas.after:
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Color(*kivy.utils.get_color_from_hex('#000000'))
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radius = 2 * self.height
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self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
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if not self.collide_with_bounding_circle(touch.x, touch.y):
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return False
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Logger.debug('Selected: ({}, {})'.format(coord_x, coord_y))
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with self.canvas.after:
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if 'button' in touch.profile and touch.button == 'left':
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Color(*kivy.utils.get_color_from_hex('#00FF00'))
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if 'button' in touch.profile and touch.button == 'right':
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# TODO Will refactor to have separate on_touch_up for selected target hex instead.
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Color(*kivy.utils.get_color_from_hex('#FF0000'))
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radius = 2 * self.height
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self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
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self.parent.game.update_selected_cell(self.map_coordinates(), self.terrain_colour)
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return True
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def collide_with_bounding_circle(self, coord_x, coord_y):
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# Register if within bounds of circle that the hex is inscribed in.
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Logger.debug('Detected: ({}, {})'.format(coord_x, coord_y))
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radius = 2 * self.height
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dist = Vector(self.x, self.y).distance((coord_x, coord_y))
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Logger.debug('({}, {}) -> ({}, {})'.format(self.x, self.y, coord_x, coord_y))
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Logger.debug('Dist: {} Diff: {}'.format(dist, dist - radius))
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return dist - radius <= 0
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80
main.py
80
main.py
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@ -1,16 +1,11 @@
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import collections
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import kivy.utils
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import kivy.utils
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from hexmap import HexMapCell
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from kivy import app, properties
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from kivy import app, properties
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from kivy.graphics import Color, Ellipse, Line, Rectangle
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from kivy.graphics import Color, Ellipse, Line, Rectangle
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from kivy.logger import Logger
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from kivy.uix.floatlayout import FloatLayout
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from kivy.uix.floatlayout import FloatLayout
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from kivy.uix.label import Label
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from kivy.uix.label import Label
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from kivy.vector import Vector
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from terrain import Terrains, choose_random_terrain
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from terrain import Terrains, choose_random_terrain
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MapCoords = collections.namedtuple('MapCoords', ['row', 'col'])
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class StrategyGame(FloatLayout):
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class StrategyGame(FloatLayout):
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main_map = properties.ObjectProperty(None)
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main_map = properties.ObjectProperty(None)
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@ -72,79 +67,6 @@ class StrategyGame(FloatLayout):
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return True
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return True
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class HexMapCell(Label):
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def __init__(self, row=0, col=0, **kwargs):
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super(HexMapCell, self).__init__(**kwargs)
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self.coords = MapCoords(row, col)
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self.selected = False
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self.visible_on_map = False
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self.terrain_colour = Color(0, 0, 0, 1)
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self.terrain = ''
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def map_coordinates(self):
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return self.coords.row / 3, self.coords.col / 2
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def map_display_text(self):
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map_x, map_y = self.map_coordinates()
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return "({}, {}) \n {}".format(map_x, map_y, self.terrain)
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def update_pos(self, instance, value):
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# Determine the location of the solid hexagon cell. Needs to be offset from the centre of the hex.
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radius = 2 * self.height
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solid_x = self.x - self.height*2
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solid_y = self.y - self.height*2
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solid_size = (4*self.height, 4*self.height)
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# Resize the outline of the cell.
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self.ell.circle = (self.x, self.y, radius, 0, 360, 6)
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# Resize the actual cell.f
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self.solid.pos = (solid_x, solid_y)
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self.solid.size = solid_size
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self.coord_label.center_x = self.x
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self.coord_label.center_y = self.y
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def on_touch_down(self, touch):
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if super(HexMapCell, self).on_touch_down(touch):
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return False
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coord_x, coord_y = self.map_coordinates()
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if not self.visible_on_map:
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return False
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with self.canvas.after:
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Color(*kivy.utils.get_color_from_hex('#000000'))
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radius = 2 * self.height
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self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
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if not self.collide_with_bounding_circle(touch.x, touch.y):
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return False
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Logger.debug('Selected: ({}, {})'.format(coord_x, coord_y))
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with self.canvas.after:
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if 'button' in touch.profile and touch.button == 'left':
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Color(*kivy.utils.get_color_from_hex('#00FF00'))
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if 'button' in touch.profile and touch.button == 'right':
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# TODO Will refactor to have separate on_touch_up for selected target hex instead.
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Color(*kivy.utils.get_color_from_hex('#FF0000'))
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radius = 2 * self.height
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self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
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self.parent.game.update_selected_cell(self.map_coordinates(), self.terrain_colour)
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return True
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def collide_with_bounding_circle(self, coord_x, coord_y):
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# Register if within bounds of circle that the hex is inscribed in.
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Logger.debug('Detected: ({}, {})'.format(coord_x, coord_y))
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radius = 2 * self.height
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dist = Vector(self.x, self.y).distance((coord_x, coord_y))
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Logger.debug('({}, {}) -> ({}, {})'.format(self.x, self.y, coord_x, coord_y))
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Logger.debug('Dist: {} Diff: {}'.format(dist, dist - radius))
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return dist - radius <= 0
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class StrategyGameApp(app.App):
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class StrategyGameApp(app.App):
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def build(self):
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def build(self):
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return StrategyGame()
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return StrategyGame()
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