Merge branch 'master' into decision_trees

# Conflicts:
#	main.py
This commit is contained in:
s452645 2021-05-22 23:57:48 +02:00
commit ad5864c7f8
11 changed files with 418 additions and 175 deletions

296
game.py Normal file
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@ -0,0 +1,296 @@
from random import randint
import project_constants as const
from display_assets import blit_graphics
from searching_algorithms import a_star
from minefield import Minefield
from mine_models.time_mine import TimeMine
from ui.ui_components_manager import UiComponentsManager
from ui.text_box import TextBox
from ui.button import Button
from ui.input_box import InputBox
class Game:
def __init__(self, turn=0, minefield=None, window=None):
# loading game settings
self.window = window if window is not None else const.SCREEN
# setting in game data
self.turn = turn
self.turn_on_which_last_action_was_taken = turn
self.goal = (0, 0)
# assigning minefield and agent to variables
self.minefield = minefield if minefield is not None else Minefield(const.MAP_RANDOM_10x10)
self.initial_minefield = self.minefield.__copy__()
self.agent = self.minefield.agent
self.agent_action = None
self.millisecond_timer = 0
self.delta_time = 0
self.action_timer = 0
self.action_delta_time = 0
# declaring and initializing gui components
# ui_component managers
self.in_game_gui_components_manager = UiComponentsManager()
self.game_over_gui_components_manager = UiComponentsManager()
# in game gui
self.input_box_row = InputBox((0, 0), (0, 0))
self.input_box_column = InputBox((0, 0), (0, 0))
self.button_auto = Button((0, 0), (0, 0))
self.button_random = Button((0, 0), (0, 0))
self.button_ok = Button((0, 0), (0, 0))
# game over screen
self.text_box_game_over = TextBox((0, 0), (0, 0))
self.button_try_again = Button((0, 0), (0, 0))
self.button_close = Button((0, 0), (0, 0))
# draws minefield and agent instances
def draw_minefield(self):
blit_graphics(self.minefield)
self.agent.update_and_draw(self.window, self.action_delta_time, self.minefield)
# draws menu
def run_in_game_menu_overlay(self, mouse_position, events):
# drawing and updating all gui components
self.in_game_gui_components_manager.run_all(self.window, mouse_position, events)
self.in_game_gui_components_manager.switch_selected_objects_with_arrow_keys(mouse_position, events)
# setting random goal if random button is clicked
if self.button_random.is_clicked(mouse_position, events):
self.goal = (randint(0, 9), randint(0, 9))
self.input_box_row.set_texts(user_input=str(self.goal[0]))
self.input_box_column.set_texts(user_input=str(self.goal[1]))
# if any input box is empty don't allow player to run game
self.button_ok.set_flags(is_active=not (self.input_box_row.empty() or self.input_box_column.empty()))
# updating goal if input boxes are filled and highlighting chosen tile destination
if not (self.input_box_row.empty() or self.input_box_column.empty()):
# updating goal
self.goal = (min(9, int(self.input_box_row.get_input())), min(9, int(self.input_box_column.get_input())))
# highlighting chosen tile destination
self.window.blit(const.HIGHLIGHT, const.get_tile_coordinates(self.goal))
# makes agent take next action
def agent_take_next_action(self, action_sequence):
# give agent an action if there is one
self.agent.take_action(self.agent_action)
# check what the next action is going to be
self.agent_action = action_sequence.pop(0)
# start animating agents next action
self.agent.animate(self.agent_action)
# updates in game time and timers
def update_time(self, number_of_seconds_since_last_tick):
self.millisecond_timer += number_of_seconds_since_last_tick / 1000
self.action_timer = self.millisecond_timer / const.TURN_INTERVAL
self.delta_time = number_of_seconds_since_last_tick / 1000
self.action_delta_time = self.delta_time / const.TURN_INTERVAL
# updates number of turns in game
def update_turns(self):
# if one turns time passed: updating number of turns
if self.millisecond_timer >= const.TURN_INTERVAL:
self.turn += 1
self.minefield.next_turn()
# resetting timer
self.millisecond_timer %= const.TURN_INTERVAL
# returns turn number
def get_turn_number(self):
return self.turn
# gets action sequence for agent
def get_action_sequence(self):
return a_star.graphsearch(
initial_state=a_star.State(
row=self.agent.row,
column=self.agent.column,
direction=self.agent.direction
),
minefield=self.minefield,
tox=self.goal[0],
toy=self.goal[1]
)
# initializes attributes before game loop begins
def initialize_before_game_loop(self):
self.agent_action = None
self.millisecond_timer = 0
self.action_timer = 0
self.delta_time = 0
self.action_delta_time = 0
for component in self.in_game_gui_components_manager.selectable_ui_components:
component.set_flags(is_active=False)
# gives agent last action
def agent_take_last_action(self):
self.agent.take_action(self.agent_action)
# cleans up after game loop ends
def cleanup_after_game_loop(self):
self.agent.update_and_draw(self.window, self.action_delta_time, self.minefield)
self.agent.reset_actions()
for comp in self.in_game_gui_components_manager.selectable_ui_components:
comp.set_flags(is_active=True)
if not any([comp.is_selected for comp in self.in_game_gui_components_manager.selectable_ui_components]):
self.input_box_row.set_is_selected(True)
# returns True if agents should take an action in this turn, or False otherwise
def agent_should_take_next_action(self, action_sequence):
number_of_turns_since_last_action = self.turn - self.turn_on_which_last_action_was_taken
agent_action_cost = 1 if self.agent_action != const.Action.GO else self._get_next_tiles_entering_cost()
if number_of_turns_since_last_action >= agent_action_cost and any(action_sequence):
self.turn_on_which_last_action_was_taken = self.turn
return True
return False
# returns True if agent made all actions he was instructed to do, or False otherwise
def agent_made_all_actions(self, action_sequence):
number_of_turns_since_last_action = self.turn - self.turn_on_which_last_action_was_taken
agent_action_cost = 1 if self.agent_action != const.Action.GO else self._get_next_tiles_entering_cost()
if number_of_turns_since_last_action >= agent_action_cost and not any(action_sequence):
self.turn_on_which_last_action_was_taken = self.turn
return True
return False
# runs game over screen
def run_game_over_screen(self, mouse_position, events):
self.window.fill((255, 255, 255))
self.game_over_gui_components_manager.run_all(self.window, mouse_position, events)
# resetting minefield to the original state
if self.button_try_again.is_clicked(mouse_position, events):
del self.minefield
del self.agent
self.minefield = self.initial_minefield.__copy__()
self.agent = self.initial_minefield.agent
# initializes ui components and assigns them to attributes
def initialize_gui_components(self):
# calculating in game gui coordinates
gui_width = const.V_SIDE_MENU_WIDTH
ib_height, bt_height = const.V_INPUT_BOX_HEIGHT, const.V_BUTTON_HEIGHT
gui_x = const.V_TILE_AREA_WIDTH + 2 * const.V_SCREEN_PADDING + const.V_NUMBER_PADDING
gui_y = const.SCREEN.get_height() / 2 - (2 * ib_height + 2 * bt_height + 30) / 2
# creating in game gui components
self.input_box_row = InputBox(
position=(gui_x, gui_y),
dimensions=(gui_width, ib_height),
text="row",
box_color=(100, 200, 100),
bottom_strip_color=(120, 220, 120),
inner_box_color=(120, 220, 120),
outline_color=(80, 180, 80),
outline_additional_pixel=True,
valid_input_characters="1234567890",
input_centered=True,
clear_input_on_click=True
)
self.input_box_column = InputBox(
position=(gui_x, gui_y + ib_height + 10),
dimensions=(gui_width, ib_height),
text="column",
box_color=(100, 200, 100),
bottom_strip_color=(120, 220, 120),
inner_box_color=(120, 220, 120),
outline_color=(80, 180, 80),
outline_additional_pixel=True,
valid_input_characters="1234567890",
input_centered=True,
clear_input_on_click=True
)
self.button_auto = Button(
position=(gui_x, gui_y + 2 * ib_height + 20),
dimensions=(gui_width, bt_height),
text="auto",
box_color=(100, 200, 100),
outline_color=(80, 180, 80),
outline_additional_pixel=True
)
self.button_random = Button(
position=(gui_x, gui_y + 2 * ib_height + bt_height + 30),
dimensions=(gui_width, bt_height),
text="random",
box_color=(100, 200, 100),
outline_color=(80, 180, 80),
outline_additional_pixel=True
)
self.button_ok = Button(
position=(gui_x, gui_y + 2 * ib_height + 2 * bt_height + 40),
dimensions=(gui_width, bt_height),
text="ok",
box_color=(100, 200, 100),
outline_color=(80, 180, 80),
outline_additional_pixel=True
)
gui_list = [self.input_box_row, self.input_box_column, self.button_auto, self.button_random, self.button_ok]
self.in_game_gui_components_manager = UiComponentsManager(gui_list)
# creating game over gui components
self.text_box_game_over = TextBox(position=(150, 200), dimensions=(500, 100), text="Game Over")
self.button_try_again = Button(position=(350, 350), dimensions=(100, 50), text="Try again")
self.button_close = Button(position=(350, 450), dimensions=(100, 50), text="Close")
gui_list = [self.text_box_game_over, self.button_try_again, self.button_close]
self.game_over_gui_components_manager = UiComponentsManager(gui_list, select_first_item=False)
# returns true if there is a time mine that went out of time
def time_mine_exploded(self):
# auxiliary function that checks if a tile contains a time mine which timer went to 0
for i in range(const.V_GRID_HOR_TILES):
for j in range(const.V_GRID_VER_TILES):
mine = self.minefield.matrix[i][j].mine
if mine is not None and isinstance(mine, TimeMine) and mine.timer <= 0:
return True
return False
# sets all in game components is_active flags to a given value
def set_is_active_flag_for_all_in_game_gui_components(self, is_active):
for component in self.in_game_gui_components_manager.selectable_ui_components:
component.set_flags(is_active=is_active)
# returns cost of entering tile in front of the agent
def _get_next_tiles_entering_cost(self):
row, column = self._get_next_agent_position()
return self.minefield.matrix[row][column].cost.value
# returns position in front of agent
def _get_next_agent_position(self):
# heading either up or down
if self.agent_action == const.Action.GO and self.agent.direction.value % 2 == 0:
return max(0, min(9, self.agent.row + self.agent.direction.value - 1)), self.agent.column
# heading either left or right
else:
return self.agent.row, max(0, min(9, self.agent.column - self.agent.direction.value + 2))

223
main.py
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@ -1,34 +1,10 @@
# libraries
import pygame
from pyglet.gl import * # for blocky textures
import random
# other files of this project
from game import Game
import project_constants as const
import minefield as mf
from mines.mine_models.time_mine import TimeMine
import algorithms.searching_algorithms.a_star as a_star
from display_assets import blit_graphics
def _get_next_agent_position(action, agent):
# counting next agents terrain tile
# heading either up or down
if const.Direction(agent.direction).value % 2 == 0 and action == const.Action.GO:
next_row = min(9, agent.row + const.Direction(agent.direction).value - 1)
next_column = agent.column
# heading either left or right
else:
next_row = agent.row
next_column = min(9, agent.column - const.Direction(agent.direction).value + 2)
return next_row, next_column
from project_constants import HIGHLIGHT, INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON
from ui.ui_components_list import UiComponentsList
from ui.text_box import TextBox
from ui.button import Button
def main():
@ -42,29 +18,18 @@ def main():
# FPS clock
clock = pygame.time.Clock()
# in-game turn number
turn = 0
last_turn = 0
# create an instance of Minefield, pass necessary data
minefield = mf.Minefield(const.MAP_RANDOM_10x10)
# getting agent's instance
agent = minefield.agent
# creating some auxiliary functions
def is_quit_button_pressed(_events):
return any([_event.type == pygame.QUIT for _event in _events])
# setting flags for program
running = True
in_menu = True
is_game_over = False
# creating list storing all ui components
ui_components_list = UiComponentsList([INPUT_ROW, INPUT_COLUMN, RANDOM_BUTTON, OK_BUTTON])
# initializing goal position
row, column = 0, 0
# drawing map so black screen doesn't appear
blit_graphics(minefield)
# create and initialize_gui_components game instance
game = Game()
game.initialize_gui_components()
while running:
@ -75,162 +40,104 @@ def main():
while running and in_menu:
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
running = False
# checking if game should stop running
running = not is_quit_button_pressed(events)
# graphics (from display_assets)
blit_graphics(minefield)
# drawing minefield and agent instances
game.draw_minefield()
agent.update_and_draw(const.SCREEN, 0, minefield)
# drawing gui overlay
game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
# drawing gui
ui_components_list.run_all(const.SCREEN, pygame.mouse.get_pos(), events)
# ticking to maintain good fps number
clock.tick(const.V_FPS)
# highlighting chosen tile destination (if exists)
if not(INPUT_ROW.empty() or INPUT_COLUMN.empty()):
row = min(9, int(INPUT_ROW.get_input()))
column = min(9, int(INPUT_COLUMN.get_input()))
const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((row, column)))
# updating graphics
# updating window graphics
pygame.display.flip()
ui_components_list.switch_selected_objects_with_arrow_keys(events, pygame.mouse.get_pos())
OK_BUTTON.set_flags(is_active=(not(INPUT_ROW.empty() or INPUT_COLUMN.empty())))
if OK_BUTTON.is_clicked(pygame.mouse.get_pos(), events) or OK_BUTTON.enter_pressed(events):
in_menu = False
if RANDOM_BUTTON.is_clicked(pygame.mouse.get_pos(), events) or RANDOM_BUTTON.enter_pressed(events):
INPUT_ROW.set_texts(user_input=str(random.randint(0, 9)))
INPUT_COLUMN.set_texts(user_input=str(random.randint(0, 9)))
clock.tick(const.V_FPS)
# if ok button is clicked then leave menu section
in_menu = not game.button_ok.is_clicked(pygame.mouse.get_pos(), events)
# ========================== #
# ==== BEFORE GAME LOOP ==== #
# ========================== #
if running:
for component in ui_components_list.selectable_ui_components:
component.set_flags(is_active=False)
# getting action sequence for agent
action_sequence = game.get_action_sequence()
action_sequence = a_star.graphsearch(
initial_state=a_star.State(
row=minefield.agent.position[0],
column=minefield.agent.position[1],
direction=minefield.agent.direction),
minefield=minefield, tox=row, toy=column)
# initializing variables
in_game_timer = 0
action = None
action_cost = 1
next_row, next_column = agent.row, agent.column
# =================== #
# ==== GAME LOOP ==== #
# =================== #
# initializing game attributes before the game loop
game.initialize_before_game_loop()
# =================== #
# ==== GAME LOOP ==== #
# =================== #
while running and not in_menu and not is_game_over:
events = pygame.event.get()
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# checking if game should stop running
running = not is_quit_button_pressed(events)
# FPS control
clock.tick(const.V_FPS)
delta_time = clock.get_time() / 1000
action_delta_time = delta_time / const.ACTION_INTERVAL
# graphics (from display_assets)
blit_graphics(minefield)
const.SCREEN.blit(HIGHLIGHT, const.get_tile_coordinates((row, column)))
# getting time since last tick
time = clock.get_time()
agent.update_and_draw(const.SCREEN, action_delta_time, minefield)
# drawing minefield and agent instances
game.draw_minefield()
# drawing ui components so they don't "disappear"
ui_components_list.draw_all(const.SCREEN, pygame.mouse.get_pos())
# drawing inactive gui components so they don't "disappear"
game.run_in_game_menu_overlay(pygame.mouse.get_pos(), events)
game.set_is_active_flag_for_all_in_game_gui_components(False)
# updating graphics
pygame.display.flip()
# update turn
if in_game_timer >= const.ACTION_INTERVAL:
in_game_timer %= const.ACTION_INTERVAL
turn += 1
minefield.next_turn()
action_cost = 1 if action != const.Action.GO else minefield.matrix[next_row][next_column].cost.value
game.update_time(time)
game.update_turns()
# make the next move from sequence of actions
if turn - last_turn >= action_cost and any(action_sequence):
last_turn = turn
if game.agent_should_take_next_action(action_sequence):
# give agent next action
game.agent_take_next_action(action_sequence)
agent.take_action(action)
action = action_sequence.pop(0)
agent.animate(action)
next_row, next_column = _get_next_agent_position(action, agent)
elif turn - last_turn >= action_cost:
agent.take_action(action)
agent.update_and_draw(const.SCREEN, delta_time, minefield)
agent.reset_actions()
# reset values after the game loop
if game.agent_made_all_actions(action_sequence):
# clean up after game loop
game.agent_take_last_action()
game.cleanup_after_game_loop()
# reset in_menu flag
in_menu = True
if not any([x.is_selected for x in ui_components_list.ui_components]):
INPUT_ROW.set_is_selected(True)
is_game_over = game.time_mine_exploded()
for component in ui_components_list.selectable_ui_components:
component.set_flags(is_active=True)
in_game_timer += delta_time
for x in minefield.matrix:
for y in x:
if y.mine is not None:
if isinstance(y.mine, TimeMine):
if y.mine.timer == 0:
is_game_over = True
# temporarily disabling game over screen
# TODO temporarily disabling game over screen
# if you want to enable game over comment line below
is_game_over = False
while running and is_game_over:
clock.tick(const.V_FPS)
const.SCREEN.fill((255, 255, 255))
tb = TextBox(position=(150, 200), dimensions=(500, 100), text="Game Over")
cont = Button(position=(350, 350), dimensions=(100, 50), text="Try again")
close = Button(position=(350, 450), dimensions=(100, 50), text="Close")
ev = pygame.event.get()
if close.is_clicked(pygame.mouse.get_pos(), ev):
running = False
if cont.is_clicked(pygame.mouse.get_pos(), ev):
minefield = mf.Minefield(const.MAP_RANDOM_10x10)
agent = minefield.agent
in_menu = True
is_game_over = False
for component in ui_components_list.selectable_ui_components:
component.set_flags(is_active=True)
cont.draw(const.SCREEN, pygame.mouse.get_pos())
close.draw(const.SCREEN, pygame.mouse.get_pos())
tb.draw(const.SCREEN)
pygame.display.flip()
events = pygame.event.get()
# is_game_over = False
clock.tick(const.V_FPS)
# runs game over screen
game.run_game_over_screen(pygame.mouse.get_pos(), events)
# checking if game should stop running
running = not is_quit_button_pressed(events) \
and not game.button_close.is_clicked(pygame.mouse.get_pos(), events)
# resetting is_game_over variable if player tries again
if game.button_try_again.is_clicked(pygame.mouse.get_pos(), events):
game.cleanup_after_game_loop()
is_game_over = False
in_menu = True
# updating graphics
pygame.display.flip()
if __name__ == "__main__":

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@ -10,6 +10,7 @@ class Minefield:
self.turn = 0
self.agent = ag.Agent(const.MAP_RANDOM_10x10)
self.json_path = json_path
# open JSON with minefield info
json_gen = jg.JsonGenerator()
@ -45,16 +46,30 @@ class Minefield:
if mine is not None and isinstance(mine, TimeMine):
mine.timer = max(0, mine.starting_time - int(self.turn / 4))
def disarm_mine(self, x, y):
tile = self.matrix[x][y]
mine = tile.mine
mine.disarm()
# ================ #
# === MOVEMENT === #
# ================ #
# check if sapper's destination is accessible
# If Agent comes upon a tile with a mine his starting position shall be reestablished
def is_valid_move(self, target_row: int, target_column: int):
@staticmethod
def is_valid_move(target_row: int, target_column: int):
if 0 <= target_row < const.V_GRID_VER_TILES \
and 0 <= target_column < const.V_GRID_HOR_TILES \
and self.matrix[target_row][target_column].mine is None:
and 0 <= target_column < const.V_GRID_HOR_TILES:
return True
return False
# ============= #
# === OTHER === #
# ============= #
# method that allows copying classes instance
def __copy__(self):
copy = Minefield(self.json_path)
return copy

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@ -11,4 +11,6 @@ class ChainedMine(Mine):
super().__init__(position, active)
def disarm(self):
if (self.predecessor.active == False):
super().disarm()
pass

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@ -16,4 +16,4 @@ class Mine(ABC):
@abstractmethod
def disarm(self):
pass
self.active = False

View File

@ -7,4 +7,4 @@ class StandardMine(Mine):
super().__init__(position, active)
def disarm(self):
pass
super().disarm()

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@ -9,4 +9,4 @@ class TimeMine(Mine):
super().__init__(position, active)
def disarm(self):
pass
super().disarm()

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@ -22,7 +22,7 @@ V_NAME_OF_WINDOW = "MineFusion TM"
DIR_ASSETS = os.path.join("resources", "assets")
V_FPS = 60
ACTION_INTERVAL = 0.3 # interval between two actions in seconds
TURN_INTERVAL = 0.3 # interval between two turns in seconds
V_TILE_SIZE = 60
V_GRID_VER_TILES = 10 # vertical (number of rows)
@ -84,6 +84,7 @@ class Terrain(Enum):
CONCRETE = 2
GRASS = 5
MUD = 8
MINE = 500
# =============== #
@ -164,6 +165,11 @@ INPUT_ROW = InputBox(
position=(_gui_x, _gui_y),
dimensions=(_gui_width, _ib_height),
text="row",
box_color=(100, 200, 100),
bottom_strip_color=(120, 220, 120),
inner_box_color=(120, 220, 120),
outline_color=(80, 180, 80),
outline_additional_pixel=True,
valid_input_characters="1234567890",
input_centered=True,
clear_input_on_click=True
@ -172,6 +178,11 @@ INPUT_COLUMN = InputBox(
position=(_gui_x, _gui_y + _ib_height + 10),
dimensions=(_gui_width, _ib_height),
text="column",
box_color=(100, 200, 100),
bottom_strip_color=(120, 220, 120),
inner_box_color=(120, 220, 120),
outline_color=(80, 180, 80),
outline_additional_pixel=True,
valid_input_characters="1234567890",
input_centered=True,
clear_input_on_click=True
@ -179,12 +190,18 @@ INPUT_COLUMN = InputBox(
RANDOM_BUTTON = Button(
position=(_gui_x, _gui_y + 2 * _ib_height + 20),
dimensions=(_gui_width, _bt_height),
text="random"
text="random",
box_color=(100, 200, 100),
outline_color=(80, 180, 80),
outline_additional_pixel=True
)
OK_BUTTON = Button(
position=(_gui_x, _gui_y + 2 * _ib_height + _bt_height + 30),
dimensions=(_gui_width, _bt_height),
text="ok"
text="ok",
box_color=(100, 200, 100),
outline_color=(80, 180, 80),
outline_additional_pixel=True
)

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@ -6,7 +6,9 @@ from project_constants import Terrain
# It is used in Tile.cost (giving the value to the tile)
def assume_cost(terrain_type):
def assume_cost(terrain_type, mine):
if mine is not None:
return Terrain.MINE
if terrain_type == "CONCRETE":
return Terrain.CONCRETE
elif terrain_type == "GRASS":
@ -19,6 +21,6 @@ class Tile:
def __init__(self, position, terrain_type=None, mine=None):
self.position = position
self.terrain_type = terrain_type
self.cost = assume_cost(terrain_type)
self.cost = assume_cost(terrain_type, mine)
# mine is an instance of Mine class
self.mine = mine

View File

@ -25,10 +25,10 @@ class InputBox(Button):
input_box_position=None,
input_box_dimensions=None,
user_input="",
valid_input_characters="abcdefghijklmnoprstuwxyz1234567890",
valid_input_characters="abcdefghijklmnoprstuwxyz1234567890 ",
box_color=(195, 195, 195),
input_box_color=(225, 245, 245),
writing_highlight_color=(150, 255, 255),
writing_highlight_color=(200, 255, 255),
inner_box_color=(205, 205, 205),
bottom_strip_color=(180, 180, 180),
font=pygame.font.get_default_font(),
@ -179,6 +179,7 @@ class InputBox(Button):
# is not active
else:
input_box_color = self.ib_inactive_color
text_background_color = self.ib_inactive_color
# drawing inner (upper) box
pygame.draw.rect(window,

View File

@ -3,13 +3,15 @@ from ui.button import Button
from ui.input_box import InputBox
class UiComponentsList:
class UiComponentsManager:
selected = 0
def __init__(self, ui_components=None, select_first_item=True):
self.ui_components = list()
self.selectable_ui_components = list()
if ui_components is not None:
self.ui_components = ui_components
self.selectable_ui_components = list()
for component in ui_components:
self.selectable_ui_components.append(component) if issubclass(component.__class__, Button) else 0
@ -17,7 +19,8 @@ class UiComponentsList:
else:
self.ui_components = list()
self.selectable_ui_components[0].set_is_selected(select_first_item)
if any(self.selectable_ui_components):
self.selectable_ui_components[0].set_is_selected(select_first_item)
def run_all(self, window, mouse_position, events):
for component in filter(lambda x: x not in self.selectable_ui_components, self.ui_components):
@ -36,7 +39,7 @@ class UiComponentsList:
for component in self.selectable_ui_components:
component.draw(window, mouse_position)
def switch_selected_objects_with_arrow_keys(self, events, mouse_position):
def switch_selected_objects_with_arrow_keys(self, mouse_position, events):
for event in events:
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: