improved stepping mode

master
Simon Pirkelmann 2021-09-06 09:00:00 +02:00
parent 4c3c3f973e
commit bbb341ea56
1 changed files with 17 additions and 18 deletions

View File

@ -183,7 +183,7 @@ class Program:
self.prg_counter = 0
self.screen_rect = None
def step(self):
def step(self, state='running'):
cmd = self.cmds[self.prg_counter]
self.prg_counter += 1
@ -208,17 +208,6 @@ class Program:
else:
print("color not matching -> skipping command")
# get all events
ev = pygame.event.get()
# proceed events
for event in ev:
# handle MOUSEBUTTONUP
if event.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
if pos[0] >= 325 and pos[0] <= 400 and pos[1] >= 600 and pos[1] <= 650:
print(f"clicked at pos = {pos}")
self.state = 'input'
# update state for new robot position
if (not (0 <= self.robot.x < self.board.tiles.shape[1])) or not (0 <= self.robot.y < self.board.tiles.shape[0]):
# robot leaves the board -> GAME OVER
@ -235,7 +224,7 @@ class Program:
return 'won'
# by default we continue in the running state
return 'running'
return state
def render(self, scale_fac, prg_counter_override=None):
"""Render the current program. This will render all commands and highlight the next command to execute
@ -298,6 +287,7 @@ class Game:
self.won_text = myfont.render('YOU WON', False, GREEN)
self.run_text = myfont.render('RUN', False, tuple(BLACK))
self.stop_text = myfont_small.render('STOP', False, tuple(BLACK))
self.step_text = myfont_small.render('STEP', False, tuple(BLACK))
# save initial state
self.initial_pos = (self.robot.x, self.robot.y, self.robot.orientation)
@ -357,6 +347,9 @@ class Game:
elif self.state == 'running':
btn_surf.fill(tuple(RED))
btn_surf.blit(self.stop_text, (0, 10))
elif self.state == 'stepping':
btn_surf.fill(tuple(YELLOW))
btn_surf.blit(self.step_text, (0, 10))
self.screen.blit(btn_surf, self.btn_rect)
# render messages
@ -400,6 +393,8 @@ class Game:
self.state = 'input'
elif self.state == 'input':
self.state = 'running'
elif self.state == 'stepping':
self.state = self.prg.step(self.state)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_x:
if not self.beamer_mode:
@ -414,15 +409,17 @@ class Game:
# switch to normal mode
os.environ['SDL_VIDEO_WINDOW_POS'] = '0, 0'
self.scale_fac = 125
self.screen = pygame.display.set_mode((self.board.tiles.shape[1] * self.scale_fac,
self.board.tiles.shape[0] * self.scale_fac + 5 * self.scale_fac))
self.screen = pygame.display.set_mode((int(self.board.tiles.shape[1] * self.scale_fac * 1.1),
int((self.board.tiles.shape[0] + 2) * self.scale_fac * 1.2)))
self.beamer_mode = False
elif event.key == pygame.K_r:
# run program
self.state = 'running'
elif event.key == pygame.K_s:
self.state = 'manual'
self.prg.step()
if self.state != 'stepping':
self.state = 'stepping'
else:
self.state = self.prg.step(self.state)
return self.state
def reset(self):
@ -445,7 +442,9 @@ class Game:
self.state = self.reset()
elif self.state == 'quit':
running = False
elif self.state == 'manual':
elif self.state == 'stepping':
pass
elif self.state == 'game_over' or self.state == 'won':
pass
else:
print("unknown state")