Beispiel #1
0
 def __init__(self):
     super(ATMScreen, self).__init__()
     self.use_music_handler = False
     self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     self.next = "lobby"
     self.states = {
         "MAINMENU": ATMMenu(),
         "DEPOSIT": DepositScreen(),
         "WITHDRAWAL": WithdrawalScreen(),
         "ADVANCE": AdvanceScreen(),
         "ACCOUNTSCREEN": AccountScreen(),
         "MESSAGESCREEN": MessageScreen()
     }
     self.state_name = "MAINMENU"
     self.state = self.states[self.state_name]
     self.frame = prepare.GFX["atm_frame"]
     topleft = self.screen_rect.left, self.screen_rect.bottom - 88
     self.cash_icon = MoneyIcon(topleft, (195, 88))
Beispiel #2
0
class GutsState(object):
    font = prepare.FONTS["Saniretro"]
    deal_sounds = [prepare.SFX["cardshove{}".format(x)] for x in (1, 3, 4)]
    flip_sounds = [prepare.SFX["cardplace{}".format(x)] for x in (2, 3, 4)]
    cha_ching = prepare.SFX["coins"]
    screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
    money_icon = MoneyIcon((0, screen_rect.bottom - 75))
    draw_group = pg.sprite.Group()
    move_animations = pg.sprite.Group()
    advisor = Advisor(draw_group, move_animations)
    advisor.active = True
    advisor_back = prepare.GFX["advisor_back"]
    advisor_front = prepare.GFX["advisor_front"]
    advisor_back_dim = prepare.GFX["advisor_back_dim"]
    advisor_front_dim = prepare.GFX["advisor_front_dim"]
    advisor_active = True
    window = None

    def __init__(self):
        self.done = False
        self.quit = False
        self.next = None
        rect = self.advisor_back.get_rect().union(
            self.advisor_front.get_rect())
        self.advisor_button = Button(rect, call=self.toggle_advisor)
        self.buttons = ButtonGroup()
        pos = (self.screen_rect.right - (NeonButton.width + 10),
               self.screen_rect.bottom - (NeonButton.height + 10))
        lobby_button = NeonButton(pos,
                                  "Lobby",
                                  self.back_to_lobby,
                                  None,
                                  self.buttons,
                                  bindings=[pg.K_ESCAPE])
        self.animations = pg.sprite.Group()

    def warn(self, *args):
        warning = "Exiting the game will abandon the current pot!"
        GutsState.window = WarningWindow(self.screen_rect.center, warning,
                                         self.leave)

    def notice(self, msg):
        GutsState.window = NoticeWindow(self.screen_rect.center, msg)

    def back_to_lobby(self, *args):
        if self.game.pot:
            self.warn()
        else:
            self.leave()

    def leave(self):
        self.quit = True
        self.advisor.empty()

    def toggle_advisor(self, *args):
        GutsState.advisor_active = not GutsState.advisor_active

    def draw_advisor(self, surface):
        if self.advisor_active:
            surface.blit(self.advisor_back, (0, 0))
            self.draw_group.draw(surface)
            surface.blit(self.advisor_front, (0, 0))
        else:
            surface.blit(self.advisor_back_dim, (0, 0))
            surface.blit(self.advisor_front_dim, (0, 0))

    def general_update(self, dt, mouse_pos):
        if self.window:
            self.window.update(mouse_pos)
            if self.window.done:
                GutsState.window = None
        else:
            self.advisor_button.update(mouse_pos)
            self.animations.update(dt)
            self.buttons.update(mouse_pos)
            self.money_icon.update(self.game.player.cash)
            self.advisor_button.update(mouse_pos)
            if self.advisor_active:
                self.move_animations.update(dt)
            self.game.update()

    def startup(self, game):
        self.game = game

    def update(self, dt, scale):
        pass

    def get_event(self, event):
        pass

    def draw(self, surface):
        pass

    def play_deal_sound(self):
        choice(self.deal_sounds).play()

    def play_flip_sound(self):
        choice(self.flip_sounds).play()

    def play_stay_sound(self):
        choice(self.stay_sounds).play()

    def play_pass_sound(self):
        choice(self.fold_sounds).play()