mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 13:12:30 -06:00
117 lines
No EOL
3.8 KiB
Python
Executable file
117 lines
No EOL
3.8 KiB
Python
Executable file
from toontown.coghq import LaserGameBase
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from direct.distributed import ClockDelta
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from direct.task import Task
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import random
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class LaserGameDrag(LaserGameBase.LaserGameBase):
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def __init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid):
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LaserGameBase.LaserGameBase.__init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid)
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self.setGridSize(6, 6)
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self.blankGrid()
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self.symbolList = [16, 13, 17]
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def win(self):
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if not self.finshed:
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self.blankGrid()
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self.funcSendGrid()
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LaserGameBase.LaserGameBase.win(self)
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def lose(self):
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self.blankGrid()
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self.funcSendGrid()
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LaserGameBase.LaserGameBase.lose(self)
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def startGrid(self):
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LaserGameBase.LaserGameBase.startGrid(self)
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for column in xrange(0, self.gridNumX):
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for row in xrange(0, self.gridNumY):
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tile = 0
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self.gridData[column][row] = tile
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for column in xrange(0, self.gridNumX):
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self.gridData[column][self.gridNumY - 1] = 12
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for symbol in self.symbolList:
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finished = 0
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while finished == 0:
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numTris = 4
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tris = 0
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sanity = 1000
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if numTris >= 1:
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while tris < numTris and sanity:
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sanity -= 1
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column = random.randint(0, self.gridNumX - 1)
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row = random.randint(1, self.gridNumY - 1)
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if self.gridData[column][row] == 0:
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self.gridData[column][row] = symbol
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tris += 1
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continue
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if self.checkFor3(symbol):
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self.clearIndex(symbol)
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finished = 0
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else:
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finished = 1
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def hit(self, hitX, hitY, oldx = -1, oldy = -1):
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if self.finshed:
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return
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if oldx >= 0 and oldy >= 0:
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if self.gridData[hitX][hitY] == 0:
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if self.gridData[oldx][oldy] in self.symbolList:
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self.gridData[hitX][hitY] = self.gridData[oldx][oldy]
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self.gridData[oldx][oldy] = 0
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else:
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pass
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for index in self.symbolList:
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if self.checkFor3(index):
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self.clearIndex(index)
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if self.checkForWin():
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self.win()
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else:
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self.funcSendGrid()
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def checkFor3(self, index):
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numInARow = 0
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for posX in xrange(0, self.gridNumX):
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for posY in xrange(0, self.gridNumY):
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if self.gridData[posX][posY] == index:
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numInARow += 1
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if numInARow >= 3:
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return 1
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else:
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numInARow = 0
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numInARow = 0
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numInARow = 0
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for posY in xrange(0, self.gridNumY):
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for posX in xrange(0, self.gridNumX):
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if self.gridData[posX][posY] == index:
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numInARow += 1
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if numInARow >= 3:
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return 1
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else:
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numInARow = 0
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numInARow = 0
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return 0
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def clearIndex(self, index):
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for posX in xrange(0, self.gridNumX):
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for posY in xrange(0, self.gridNumY):
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if self.gridData[posX][posY] == index:
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self.gridData[posX][posY] = 0
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def checkForClear(self, index):
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for posX in xrange(0, self.gridNumX):
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for posY in xrange(0, self.gridNumY):
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if self.gridData[posX][posY] == index:
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return 0
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return 1
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def checkForWin(self):
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for symbol in self.symbolList:
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if not self.checkForClear(symbol):
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return 0
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return 1 |