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 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 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