Beispiel #1
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    def startup(self, *items, **kwargs):
        """

        Accepted Keyword Arguments:
            prompt: String used to let user know what value is being inputted (ie "Name?", "IP Address?")

        :param items:
        :param kwargs:
        :return:
        """
        super(InputMenu, self).startup(*items, **kwargs)
        self.input_string = ""

        # area where the input will be shown
        self.text_area = TextArea(self.font, self.font_color, (96, 96, 96))
        self.text_area.animated = False
        self.text_area.rect = pygame.Rect(
            tools.scale_sequence([90, 30, 80, 100]))
        self.sprites.add(self.text_area)

        # prompt
        self.prompt = TextArea(self.font, self.font_color, (96, 96, 96))
        self.prompt.animated = False
        self.prompt.rect = pygame.Rect(tools.scale_sequence([50, 20, 80, 100]))
        self.sprites.add(self.prompt)

        self.prompt.text = kwargs.get("prompt", "")
Beispiel #2
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    def startup(self, *items, **kwargs):
        """

        Accepted Keyword Arguments:
            prompt: String used to let user know what value is being inputted (ie "Name?", "IP Address?")

        :param items:
        :param kwargs:
        :return:
        """
        super(InputMenu, self).startup(*items, **kwargs)
        self.input_string = ""

        # area where the input will be shown
        self.text_area = TextArea(self.font, self.font_color, (96, 96, 96))
        self.text_area.animated = False
        self.text_area.rect = pygame.Rect(tools.scale_sequence([90, 30, 80, 100]))
        self.sprites.add(self.text_area)

        # prompt
        self.prompt = TextArea(self.font, self.font_color, (96, 96, 96))
        self.prompt.animated = False
        self.prompt.rect = pygame.Rect(tools.scale_sequence([50, 20, 80, 100]))
        self.sprites.add(self.prompt)

        self.prompt.text = kwargs.get("prompt", "")
 def build_right_hud():
     hud = self.load_sprite('gfx/ui/combat/hp_player_nohp.png',
                            layer=hud_layer)
     hud.image.blit(text, scale_sequence((12, 4)))
     hud.rect.bottomleft = home.right, home.bottom
     animate(hud.rect, left=home.left)
     return hud
 def build_left_hud():
     hud = self.load_sprite('gfx/ui/combat/hp_opponent_nohp.png',
                            layer=hud_layer)
     hud.image.blit(text, scale_sequence((5, 5)))
     hud.rect.bottomright = 0, home.bottom
     animate(hud.rect, right=home.right)
     return hud
Beispiel #5
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    def startup(self, **kwargs):
        super(MonsterMenuState, self).startup(**kwargs)

        # make a text area to show messages
        self.text_area = TextArea(self.font, self.font_color, (96, 96, 96))
        self.text_area.rect = pygame.Rect(
            tools.scale_sequence([20, 80, 80, 100]))
        self.sprites.add(self.text_area, layer=100)

        # Set up the border images used for the monster slots
        self.monster_slot_border = {}
        self.monster_portrait = pygame.sprite.Sprite()
        self.hp_bar = HpBar()

        # load and scale the monster slot borders
        root = "gfx/ui/monster/"
        border_types = ["empty", "filled", "active"]
        for border_type in border_types:
            filename = root + border_type + "_monster_slot_border.png"
            border = tools.load_and_scale(filename)

            filename = root + border_type + "_monster_slot_bg.png"
            background = tools.load_image(filename)

            window = GraphicBox(border, background, None)
            self.monster_slot_border[border_type] = window

        # TODO: something better than this global, load_sprites stuff
        for monster in self.game.player1.monsters:
            monster.load_sprites()
Beispiel #6
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    def startup(self, **kwargs):
        super(MonsterMenuState, self).startup(**kwargs)

        # make a text area to show messages
        self.text_area = TextArea(self.font, self.font_color, (96, 96, 96))
        self.text_area.rect = pygame.Rect(tools.scale_sequence([20, 80, 80, 100]))
        self.sprites.add(self.text_area, layer=100)

        # Set up the border images used for the monster slots
        self.monster_slot_border = {}
        self.monster_portrait = pygame.sprite.Sprite()
        self.hp_bar = HpBar()

        # load and scale the monster slot borders
        root = "gfx/ui/monster/"
        border_types = ["empty", "filled", "active"]
        for border_type in border_types:
            filename = root + border_type + "_monster_slot_border.png"
            border = tools.load_and_scale(filename)

            filename = root + border_type + "_monster_slot_bg.png"
            background = tools.load_image(filename)

            window = GraphicBox(border, background, None)
            self.monster_slot_border[border_type] = window

        # TODO: something better than this global, load_sprites stuff
        for monster in self.game.player1.monsters:
            monster.load_sprites()
Beispiel #7
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def scaled_image_loader(filename, colorkey, **kwargs):
    """ pytmx image loader for pygame

    Modified to load images at a scaled size

    :param filename:
    :param colorkey:
    :param kwargs:
    :return:
    """
    if colorkey:
        colorkey = pygame.Color('#{0}'.format(colorkey))

    pixelalpha = kwargs.get('pixelalpha', True)

    # load the tileset image
    image = pygame.image.load(filename)

    # scale the tileset image to match game scale
    scaled_size = tools.scale_sequence(image.get_size())
    image = pygame.transform.scale(image, scaled_size)

    def load_image(rect=None, flags=None):
        if rect:
            # scale the rect to match the scaled image
            rect = tools.scale_rect(rect)
            try:
                tile = image.subsurface(rect)
            except ValueError:
                logger.error('Tile bounds outside bounds of tileset image')
                raise
        else:
            tile = image.copy()

        if flags:
            tile = handle_transformation(tile, flags)

        tile = smart_convert(tile, colorkey, pixelalpha)
        return tile

    return load_image
Beispiel #8
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def scaled_image_loader(filename, colorkey, **kwargs):
    """ pytmx image loader for pygame

    Modified to load images at a scaled size

    :param filename:
    :param colorkey:
    :param kwargs:
    :return:
    """
    if colorkey:
        colorkey = pygame.Color('#{0}'.format(colorkey))

    pixelalpha = kwargs.get('pixelalpha', True)

    # load the tileset image
    image = pygame.image.load(filename)

    # scale the tileset image to match game scale
    scaled_size = tools.scale_sequence(image.get_size())
    image = pygame.transform.scale(image, scaled_size)

    def load_image(rect=None, flags=None):
        if rect:
            # scale the rect to match the scaled image
            rect = tools.scale_rect(rect)
            try:
                tile = image.subsurface(rect)
            except ValueError:
                logger.error('Tile bounds outside bounds of tileset image')
                raise
        else:
            tile = image.copy()

        if flags:
            tile = handle_transformation(tile, flags)

        tile = smart_convert(tile, colorkey, pixelalpha)
        return tile

    return load_image
def scale_area(area):
    return pygame.Rect(tools.scale_sequence(area))
Beispiel #10
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def scale_area(area):
    return pygame.Rect(tools.scale_sequence(area))
Beispiel #11
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 def build_right_hud():
     hud = self.load_sprite('gfx/ui/combat/hp_player_nohp.png', layer=hud_layer)
     hud.image.blit(text, scale_sequence((12, 4)))
     hud.rect.bottomleft = home.right, home.bottom
     animate(hud.rect, left=home.left)
     return hud
Beispiel #12
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 def build_left_hud():
     hud = self.load_sprite('gfx/ui/combat/hp_opponent_nohp.png', layer=hud_layer)
     hud.image.blit(text, scale_sequence((5, 5)))
     hud.rect.bottomright = 0, home.bottom
     animate(hud.rect, right=home.right)
     return hud