doric-engine/main.py

154 lines
6.1 KiB
Python

import collections
import kivy.utils
from kivy import app, properties
from kivy.graphics import Color, Ellipse, Line, Rectangle
from kivy.logger import Logger
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.vector import Vector
from terrain import Terrains, choose_random_terrain
MapCoords = collections.namedtuple('MapCoords', ['row', 'col'])
class StrategyGame(FloatLayout):
main_map = properties.ObjectProperty(None)
status = properties.ObjectProperty(None)
map_rows = properties.NumericProperty(0)
map_cols = properties.NumericProperty(0)
def __init__(self, **kwargs):
super(StrategyGame, self).__init__(**kwargs)
number_of_regions = self.map_rows * self.map_cols
for region in xrange(0, number_of_regions):
row = region / self.map_cols
col = region % self.map_cols
# Add hex cells to make up the map.
hex_cell = HexMapCell(row, col)
hex_cell.disabled = True
self.main_map.add_widget(hex_cell)
# Add overlay conditionally.
if (row % 6 == 1 and col % 2 == 1) or (row % 6 == 4 and col % 2 == 0) and (col > 0):
hex_cell.disabled = False
hex_cell.visible_on_map = True
# Determine the location of the solid hexagon cell. Needs to be offset from the centre of the hex.
radius = 2 * hex_cell.height
solid_x = hex_cell.x - hex_cell.height*2
solid_y = hex_cell.y - hex_cell.height*2
solid_size = (4*hex_cell.height, 4*hex_cell.height)
with hex_cell.canvas.after:
# Pick a random terrain for each hex.
hex_cell.terrain = choose_random_terrain()
# Create the solid background of the hexagon, from the bottom left coordinate of the hex.
hex_cell.terrain_colour = kivy.utils.get_color_from_hex(Terrains[hex_cell.terrain]['color'])
Color(*hex_cell.terrain_colour)
hex_cell.solid = Ellipse(pos=(solid_x, solid_y), size=solid_size, segments=6)
# Create the outline of hexagon, based off the centre of the hex.
Color(*kivy.utils.get_color_from_hex('#000000'))
hex_cell.ell = Line(circle=(hex_cell.x, hex_cell.y, radius, 0, 360, 6), width=2)
Color(0, 0, 0, 1)
hex_cell.coord_label = Label(
text=hex_cell.map_display_text(),
center_x=hex_cell.x,
center_y=hex_cell.y)
# Bind the cell code so as to update its position and size when the parent widget resizes.
hex_cell.bind(pos=hex_cell.update_pos, size=hex_cell.update_pos)
def update_selected_cell(self, coords, terrain_colour, *args):
self.status.text = 'Coords: ({}, {})'.format(coords[0], coords[1])
with self.status.canvas.before:
Color(*terrain_colour)
Rectangle(pos=self.status.pos, size=self.status.size)
return True
class HexMapCell(Label):
def __init__(self, row=0, col=0, **kwargs):
super(HexMapCell, self).__init__(**kwargs)
self.coords = MapCoords(row, col)
self.selected = False
self.visible_on_map = False
self.terrain_colour = Color(0, 0, 0, 1)
self.terrain = ''
def map_coordinates(self):
return self.coords.row / 3, self.coords.col / 2
def map_display_text(self):
map_x, map_y = self.map_coordinates()
return "({}, {}) \n {}".format(map_x, map_y, self.terrain)
def update_pos(self, instance, value):
# Determine the location of the solid hexagon cell. Needs to be offset from the centre of the hex.
radius = 2 * self.height
solid_x = self.x - self.height*2
solid_y = self.y - self.height*2
solid_size = (4*self.height, 4*self.height)
# Resize the outline of the cell.
self.ell.circle = (self.x, self.y, radius, 0, 360, 6)
# Resize the actual cell.f
self.solid.pos = (solid_x, solid_y)
self.solid.size = solid_size
self.coord_label.center_x = self.x
self.coord_label.center_y = self.y
def on_touch_down(self, touch):
if super(HexMapCell, self).on_touch_down(touch):
return False
coord_x, coord_y = self.map_coordinates()
if not self.visible_on_map:
return False
with self.canvas.after:
Color(*kivy.utils.get_color_from_hex('#000000'))
radius = 2 * self.height
self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
if not self.collide_with_bounding_circle(touch.x, touch.y):
return False
Logger.debug('Selected: ({}, {})'.format(coord_x, coord_y))
with self.canvas.after:
if 'button' in touch.profile and touch.button == 'left':
Color(*kivy.utils.get_color_from_hex('#00FF00'))
if 'button' in touch.profile and touch.button == 'right':
# TODO Will refactor to have separate on_touch_up for selected target hex instead.
Color(*kivy.utils.get_color_from_hex('#FF0000'))
radius = 2 * self.height
self.ell = Line(circle=(self.x, self.y, radius, 0, 360, 6), width=2)
self.parent.game.update_selected_cell(self.map_coordinates(), self.terrain_colour)
return True
def collide_with_bounding_circle(self, coord_x, coord_y):
# Register if within bounds of circle that the hex is inscribed in.
Logger.debug('Detected: ({}, {})'.format(coord_x, coord_y))
radius = 2 * self.height
dist = Vector(self.x, self.y).distance((coord_x, coord_y))
Logger.debug('({}, {}) -> ({}, {})'.format(self.x, self.y, coord_x, coord_y))
Logger.debug('Dist: {} Diff: {}'.format(dist, dist - radius))
return dist - radius <= 0
class StrategyGameApp(app.App):
def build(self):
return StrategyGame()
if __name__ == '__main__':
StrategyGameApp().run()