oldschool-toontown/toontown/coghq/LaserGameRoll.py

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Python
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2019-11-02 17:27:54 -05:00
from toontown.coghq import LaserGameBase
from direct.distributed import ClockDelta
from direct.task import Task
import random
class LaserGameRoll(LaserGameBase.LaserGameBase):
def __init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid):
LaserGameBase.LaserGameBase.__init__(self, funcSuccess, funcFail, funcSendGrid, funcSetGrid)
self.setGridSize(5, 5)
self.blankGrid()
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 range(0, self.gridNumX):
for row in range(0, self.gridNumY):
tile = random.choice([
10,
13])
self.gridData[column][row] = tile
for column in range(0, self.gridNumX):
self.gridData[column][self.gridNumY - 1] = 12
def hit(self, hitX, hitY, oldx = -1, oldy = -1):
if self.finshed:
return
if self.gridData[hitX][hitY] == 10:
self.gridData[hitX][hitY] = 13
elif self.gridData[hitX][hitY] == 13:
self.gridData[hitX][hitY] = 10
if self.checkForWin():
self.win()
else:
self.funcSendGrid()
def checkForWin(self):
count1 = 0
count2 = 0
for column in range(0, self.gridNumX):
for row in range(0, self.gridNumY):
if self.gridData[column][row] == 10:
count1 += 1
else:
if self.gridData[column][row] == 13:
count2 += 1
if count1 and count2:
return 0
else:
return 1