Files
maturaarbeit/src/GUI.py
2026-06-10 14:41:00 +02:00

127 lines
4.2 KiB
Python

import os
from time import sleep
from typing import override
import pygame
from src.algorithms.wfc import WFCSolver
from src.algorithms.bruteforce import BruteForceSolver
from src.net import NetGame
# pyright: reportUnusedCallResult=false, reportAny=false
LEFT_TURN = pygame.USEREVENT + 1
RIGHT_TURN = pygame.USEREVENT + 2
LOCK = pygame.USEREVENT + 3
class PieceSprite(pygame.sprite.Sprite):
image: pygame.Surface
rect: pygame.Rect
x: int
y: int
def __init__(self, x: int, y: int) -> None:
super().__init__()
self.image = pygame.Surface((28, 28))
self.rect = self.image.get_rect()
self.rect.x = 30 * x + 1
self.rect.y = 30 * y + 1
self.x = x
self.y = y
@override
def update(self, game: NetGame, events: list[pygame.event.Event]):
piece = game.get_piece(self.x, self.y)
image = pygame.image.load(
os.path.join("assets", f"{piece.type}.bmp")
).convert_alpha()
image = pygame.transform.rotate(image, -90 * int(piece.direction))
if piece.locked:
self.image.fill("#a0a0a0")
else:
self.image.fill("#ffffff")
self.image.blit(image, (0, 0))
for event in events:
if event.type == pygame.MOUSEBUTTONUP:
if not self.rect.collidepoint(*event.pos):
continue
if event.button == 1:
pygame.event.post(
pygame.event.Event(LEFT_TURN, {"x": self.x, "y": self.y})
)
elif event.button == 2:
pygame.event.post(
pygame.event.Event(LOCK, {"x": self.x, "y": self.y})
)
elif event.button == 3:
pygame.event.post(
pygame.event.Event(RIGHT_TURN, {"x": self.x, "y": self.y})
)
class NetGUI:
game: NetGame
window: pygame.Surface
pieceSprites: pygame.sprite.Group[
PieceSprite # pyright: ignore[reportInvalidTypeArguments]
]
def __init__(self, width: int, height: int):
self.game = NetGame(width, height)
pygame.init()
self.window = pygame.display.set_mode((width * 30, height * 30))
self.window.fill("#ffffff")
pygame.display.set_caption("Net")
self.pieceSprites = pygame.sprite.Group()
for x in range(width):
for y in range(height):
self.pieceSprites.add(PieceSprite(x, y))
def update_display(self, events: list[pygame.event.Event]):
self.pieceSprites.update(self.game, events)
for sprite in self.pieceSprites:
self.window.blit(sprite.image, sprite.rect)
pygame.display.flip()
def run_game(self):
current_solver = None
display_solver = False
step_solver = False
while not self.game.solved():
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
raise SystemExit
elif event.type == LEFT_TURN:
self.game.turn_ccw(event.x, event.y)
elif event.type == RIGHT_TURN:
self.game.turn_cw(event.x, event.y)
elif event.type == LOCK:
self.game.lock(event.x, event.y)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_b:
current_solver = BruteForceSolver(self.game).solve()
elif event.key == pygame.K_d:
display_solver = not display_solver
elif event.key == pygame.K_s:
step_solver = not step_solver
elif event.key == pygame.K_w:
current_solver = WFCSolver(self.game).solve()
if current_solver:
try:
_ = next(current_solver)
except StopIteration:
current_solver = None
if step_solver:
_ = input()
if (not current_solver) or display_solver:
self.update_display(events)
sleep(2)
NetGUI(5, 5).run_game()