821aa2e8a4
tower and game_play dont meet pylint check yet.
249 lines
8.8 KiB
Python
249 lines
8.8 KiB
Python
"""Gameplay screen - map rendering, camera control, tower placement, and enemy waves."""
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import pygame_gui as pgi
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import pygame as pg
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from game.screens.base_screen import BaseScreen
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from game.enemy import Enemy, EnemyGroup
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from game.camera import Camera
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from game.tower import Tower, TowerGroup
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from game.util import pixel_to_tile
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class GamePlay(BaseScreen):
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# pylint: disable=too-many-instance-attributes
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"""The main gameplay screen handling the game loop, input, and rendering.
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Attributes:
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game_surface (pg.Surface): The subsurface used for the game viewport.
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camera (Camera): Controls zoom and pan over the tilemap.
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movment (list[bool]): Movement flags for [left, right, up, down] (WASD).
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selected (Tower | None): The currently selected tower, or ``None``.
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bought (bool): Whether the player is currently placing a tower.
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tile_pos (tuple[int, int] | None): Tile under the mouse cursor, or ``None``.
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enemy_group (EnemyGroup): All active enemies.
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tower_group (TowerGroup): All placed towers.
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"""
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def __init__(self, game):
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super().__init__(game)
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# self.tile_multiplicator = 2.0
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self.width, self.height = pg.display.get_surface().get_size()
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self.game_surface = pg.surface.Surface((int(self.width/4*3),int(self.height/6*5)))
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self.camera = Camera()
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self.center = (self.game_surface.get_width() /2, self.game_surface.get_height() /2)
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self.movment = [False, False, False, False]
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self.selected = None
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self.notunselect = True
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self.map = 'desert'
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self.path = 'assets/maps/' + str(self.map) + '.json'
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try:
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self.game.tilemap.load(self.path)
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except FileNotFoundError:
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print('File not Found')
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self.enemy_group = EnemyGroup()
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self.tower_group = TowerGroup()
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self.enemy = Enemy(self.game, 0.5, 200)
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self.enemy_group.add(self.enemy)
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self.buy_button = pgi.elements.UIButton(
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relative_rect=pg.Rect(
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self.width - 200,
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self.height -250,
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150,
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50
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),
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text="Buy Tower",
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manager=self.game.ui_manager
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)
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self.cancel_button = pgi.elements.UIButton(
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relative_rect=pg.Rect(
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self.width - 200,
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self.height -175,
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150,
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50
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),
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text="Cancel",
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manager=self.game.ui_manager
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)
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self.buy_button.hide()
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self.cancel_button.hide()
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self.bought = False
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self.elements = [
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self.buy_button,
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self.cancel_button
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]
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self.mpos = (0, 0)
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self.tile_pos = None
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self.tile_pos_decimal = (0, 0)
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def process_event(self, event):
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"""Handle mouse clicks, keyboard input, and UI button presses.
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Translates mouse position to tile coordinates, manages tower
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placement and selection, camera movement keys, and zoom controls.
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Args:
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event (pg.event.Event): The pygame event to process.
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"""
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#calculate tile position from mouse position
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self.mpos = pg.mouse.get_pos()
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game_rect = self.game_surface.get_rect(topleft=(0, self.height / 6))
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if game_rect.collidepoint(self.mpos):
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local_mpos = (
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self.mpos[0] - game_rect.x,
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self.mpos[1] - game_rect.y
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)
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world_pos = self.camera.screen_to_world(local_mpos)
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self.tile_pos_decimal = pixel_to_tile(world_pos, self.game.tilemap.tile_size)
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self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
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else:
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self.tile_pos = None
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if event.type == pgi.UI_BUTTON_PRESSED:
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if event.ui_element == self.buy_button:
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self.bought = True
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# self.tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon')
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if event.ui_element == self.cancel_button:
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self.bought = False
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self.tile_pos = (int(self.tile_pos_decimal[0]), int(self.tile_pos_decimal[1]))
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if event.type == pg.MOUSEBUTTONDOWN:
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if self.tile_pos is not None:
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if event.button == 1:
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self.selected = self.select_turret(self.tile_pos)
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self.clear_selection()
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if self.selected is not None:
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print(f'selected: {self.selected}')
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self.selected.selected = True
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print(f'{self.selected}')
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if self.bought:
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if self.game.tilemap.placeable(self.tile_pos):
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if not any(tw.tile_pos == self.tile_pos for tw in self.tower_group):
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tower = Tower(self.game, self.mpos, self.tile_pos, 'cannon', 40)
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self.tower_group.add(tower)
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self.bought = False
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if event.button == 3:
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for tower in self.tower_group:
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if tower.tile_pos == self.tile_pos:
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tower.kill()
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if event.type == pg.KEYDOWN:
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if event.key == pg.K_a:
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self.movment[0] = True
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if event.key == pg.K_d:
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self.movment[1] = True
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if event.key == pg.K_w:
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self.movment[2] = True
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if event.key == pg.K_s:
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self.movment[3] = True
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if event.key == pg.K_q:
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self.camera.zoom_offset(self.center, -0.25)
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if event.key == pg.K_e:
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self.camera.zoom_offset(self.center ,0.25)
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if event.type == pg.KEYUP:
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if event.key == pg.K_a:
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self.movment[0] = False
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if event.key == pg.K_d:
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self.movment[1] = False
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if event.key == pg.K_w:
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self.movment[2] = False
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if event.key == pg.K_s:
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self.movment[3] = False
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def update(self, dt):
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"""Update enemies, towers, and camera position.
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Args:
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dt (float): Time elapsed since the last frame in seconds.
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"""
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self.enemy_group.update()
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self.tower_group.update(self.enemy_group)
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self.camera.move(
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(self.movment[1] - self.movment[0]) * 2, (self.movment[3] - self.movment[2]) * 2
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)
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def draw(self, surface):
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"""Render the tilemap, enemies, towers, and tower placement preview.
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Args:
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surface (pg.Surface): The main window surface to draw onto.
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"""
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self.game_surface.fill((40, 40, 40))
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# self.map_surface.fill((40, 40, 40))
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self.game.tilemap.render_game(self.game_surface, self.camera)
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self.enemy_group.render(self.game_surface, self.camera)
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self.tower_group.render(self.game_surface, self.camera)
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if self.bought:
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if self.game.tilemap.placeable(self.tile_pos):
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self.game_surface.blit(
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pg.transform.scale2x(self.game.assets["cannon"]),
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(
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self.mpos[0] - (self.game.tilemap.tile_size //2),
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self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6)
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)
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)
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else:
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self.game_surface.blit(
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pg.transform.scale2x(self.game.assets["red_cannon"]),
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(self.mpos[0] - (self.game.tilemap.tile_size //2),
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self.mpos[1] - (self.game.tilemap.tile_size //2 + self.height/6))
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)
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surface.blit(self.game_surface, (0, self.height/6))
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def select_turret(self, tile_pos):
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"""Return the tower at tile_pos, or ``None`` if the tile is empty.
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Args:
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tile_pos (tuple[int, int]): Grid position to check.
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Returns:
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Tower | None: The tower occupying that tile, or ``None``.
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"""
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for tower in self.tower_group:
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if (tile_pos[0], tile_pos[1]) == (tower.tile_pos[0], tower.tile_pos[1]):
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return tower
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return None
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def clear_selection(self):
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"""Deselect all towers."""
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for tower in self.tower_group:
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tower.selected = False
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#private helpers jsut within class (planned not sure yet)
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def _remove_tower_at(self, tile_pos):
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"""Remove the tower at tile_pos on right click, if one exists.
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Args:
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tile_pos (tuple[int, int]): Grid position to remove from.
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"""
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def _handle_keydown(self, key):
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"""Set movement flags and trigger zoom on key press.
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Args:
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key (int): pygame key constant.
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"""
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def _handle_keyup(self, key):
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"""Clear movement flags on key release.
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Args:
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key (int): pygame key constant.
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"""
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