refactor(game): add atomic funtions

This commit is contained in:
Kristofers Solo 2023-12-29 18:02:39 +02:00
parent 79c3bee2a3
commit 585ddcd1d0
2 changed files with 39 additions and 16 deletions

1
.gitignore vendored
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@ -159,3 +159,4 @@ cython_debug/
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
#.idea/
debug
.logs/

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@ -1,5 +1,7 @@
import random
from typing import Union
import pygame
from loguru import logger
@ -9,7 +11,7 @@ from .config import Config
from .utils import Direction
def _show_pos(pos: int) -> int:
def _grid_pos(pos: int) -> int:
"""Return the position in the grid."""
return pos // Config.BLOCK_SIZE + 1
@ -36,24 +38,40 @@ class Block(pygame.sprite.Sprite):
def move(self, direction: Direction) -> None:
"""Move the block by `dx` and `dy`."""
dx, dy = direction.value
dx, dy = direction * Config.BLOCK_SIZE
while True:
new_x = self.rect.x + dx * Config.BLOCK_SIZE
new_y = self.rect.y + dy * Config.BLOCK_SIZE
new_x, new_y = self._calc_new_pos(direction)
if not (0 <= new_x <= Config.WIDTH - Config.BLOCK_SIZE and 0 <= new_y <= Config.HEIGHT - Config.BLOCK_SIZE):
# logger.debug(f"Block({id(self)}) stayed at {self} (out of bounds)")
break
if self._is_out_if_bounds(new_x, new_y):
logger.debug(f"Block({id(self)}) stayed at {self.pos()} (out of bounds)")
return
collision = any(block.rect.collidepoint(new_x, new_y) for block in self.groups()[0] if block != self)
if collision:
logger.debug(f"Block({id(self)}) collided with another block, stopped at {self}")
break
if self._has_collision(new_x, new_y):
logger.debug(f"Block({id(self)}) collided with another, stopped at {self.pos()}")
return
self.rect.topleft = new_x, new_y
logger.debug(f"Moving block({id(self)}): {self} => ({_show_pos(new_x)}, {_show_pos(new_y)})")
logger.debug(f"Moving block({id(self)}): {self.pos()} => ({_grid_pos(new_x)}, {_grid_pos(new_y)})")
def _calc_new_pos(self, direction: Direction) -> tuple[int, int]:
"""Calculate the new position of the block."""
dx, dy = direction * Config.BLOCK_SIZE
return self.rect.x + dx, self.rect.y + dy
def _is_out_if_bounds(self, x: int, y: int) -> bool:
"""Return whether the block is out of bounds."""
return not (0 <= x <= Config.WIDTH - Config.BLOCK_SIZE and 0 <= y <= Config.HEIGHT - Config.BLOCK_SIZE)
def _has_collision(self, x: int, y: int) -> bool:
"""Checks whether the block has a collision with any other block."""
return any(block.rect.collidepoint(x, y) for block in self.groups()[0] if block != self)
def _get_collided_block(self) -> Union["Block", None]:
"""Get the block that collides with the given rectangle."""
def _merge(self, other: "Block") -> None:
"""Merge the block with another block."""
def update(self) -> None:
"""Update the block"""
@ -79,19 +97,19 @@ class Block(pygame.sprite.Sprite):
def __add__(self, other: "Block") -> None:
"""Add the value of two blocks and update the current block"""
logger.debug(f"Merging blocks ({id(self)}) and ({id(other)}) => ({id(self)}), {self}")
logger.debug(f"Merging blocks ({id(self)}) and ({id(other)}) => ({id(self)}), {self.pos()}")
self.value += other.value
self.update()
def __iadd__(self, other: "Block") -> None:
"""Add the value of two blocks and updae the current block"""
logger.debug(f"Merging blocks ({id(self)}) and ({id(other)}) => ({id(self)}), {self}")
logger.debug(f"Merging blocks ({id(self)}) and ({id(other)}) => ({id(self)}), {self.pos()}")
self.value += other.value
self.update()
def __repr__(self) -> str:
"""Return a string representation of the block"""
return f"({_show_pos(self.rect.x)}, {_show_pos(self.rect.y)})"
return f"Block({id(self)}): ({self.pos()})"
def __str__(self) -> str:
"""Return a string representation of the block"""
@ -100,3 +118,7 @@ class Block(pygame.sprite.Sprite):
def __hash__(self) -> int:
"""Return a hash of the block"""
return hash((self.rect.x, self.rect.y, self.value))
def pos(self) -> tuple[int, int]:
"""Return the position of the block"""
return _grid_pos(self.rect.x), _grid_pos(self.rect.y)