Poodletooth-iLand/toontown/coghq/LaserGameDrag.py

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3.8 KiB
Python
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2015-03-03 22:10:12 +00:00
from toontown.coghq import LaserGameBase
from direct.distributed import ClockDelta
from direct.task import Task
import random
class LaserGameDrag(LaserGameBase.LaserGameBase):
def __init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid):
LaserGameBase.LaserGameBase.__init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid)
self.setGridSize(6, 6)
self.blankGrid()
self.symbolList = [16, 13, 17]
def win(self):
if not self.finshed:
self.blankGrid()
self.funcSendGrid()
LaserGameBase.LaserGameBase.win(self)
def lose(self):
self.blankGrid()
self.funcSendGrid()
LaserGameBase.LaserGameBase.lose(self)
def startGrid(self):
LaserGameBase.LaserGameBase.startGrid(self)
for column in xrange(0, self.gridNumX):
for row in xrange(0, self.gridNumY):
tile = 0
self.gridData[column][row] = tile
for column in xrange(0, self.gridNumX):
self.gridData[column][self.gridNumY - 1] = 12
for symbol in self.symbolList:
finished = 0
while finished == 0:
numTris = 4
tris = 0
sanity = 1000
if numTris >= 1:
while tris < numTris and sanity:
sanity -= 1
column = random.randint(0, self.gridNumX - 1)
row = random.randint(1, self.gridNumY - 1)
if self.gridData[column][row] == 0:
self.gridData[column][row] = symbol
tris += 1
continue
if self.checkFor3(symbol):
self.clearIndex(symbol)
finished = 0
else:
finished = 1
def hit(self, hitX, hitY, oldx = -1, oldy = -1):
if self.finshed:
return
if oldx >= 0 and oldy >= 0:
if self.gridData[hitX][hitY] == 0:
if self.gridData[oldx][oldy] in self.symbolList:
self.gridData[hitX][hitY] = self.gridData[oldx][oldy]
self.gridData[oldx][oldy] = 0
else:
pass
for index in self.symbolList:
if self.checkFor3(index):
self.clearIndex(index)
if self.checkForWin():
self.win()
else:
self.funcSendGrid()
def checkFor3(self, index):
numInARow = 0
for posX in xrange(0, self.gridNumX):
for posY in xrange(0, self.gridNumY):
if self.gridData[posX][posY] == index:
numInARow += 1
if numInARow >= 3:
return 1
else:
numInARow = 0
numInARow = 0
numInARow = 0
for posY in xrange(0, self.gridNumY):
for posX in xrange(0, self.gridNumX):
if self.gridData[posX][posY] == index:
numInARow += 1
if numInARow >= 3:
return 1
else:
numInARow = 0
numInARow = 0
return 0
def clearIndex(self, index):
for posX in xrange(0, self.gridNumX):
for posY in xrange(0, self.gridNumY):
if self.gridData[posX][posY] == index:
self.gridData[posX][posY] = 0
def checkForClear(self, index):
for posX in xrange(0, self.gridNumX):
for posY in xrange(0, self.gridNumY):
if self.gridData[posX][posY] == index:
return 0
return 1
def checkForWin(self):
for symbol in self.symbolList:
if not self.checkForClear(symbol):
return 0
return 1