Beispiel #1
0
    def loop(self, screen):
        img_manager.draw_rect(screen, Vector2(), Rect(Vector2(),engine.get_screen_size()),self.bg_color)
        snd_manager.update_music_status()
        """
        if CONST.render == 'kivy':
            for layer in self.objects:
                for img in layer:
                    #set img pos outside the screen
                    if isinstance(img, AnimImage):
                        for kivy_img in img.anim.img_indexes:
                            kivy_img.x = -engine.get_screen_size().x
                            kivy_img.y = -engine.get_screen_size().y
        """
        '''Event
        If mouse_click on element, execute its event, of not null'''
        if self.show_mouse:
            show_mouse()
            mouse_pos, pressed = get_mouse()
            if pressed[0] and not self.click:
                event = None
                self.click = True
                for layer in self.objects:
                    for image in layer:
                        if image.check_click(mouse_pos, self.screen_pos):
                            event = image.event
                if event:
                    event.execute()
            elif not pressed[0]:
                self.click = False



        if not self.lock:
            physics_manager.loop()


        '''Show images'''
        if self.player and self.player.anim:
            self.screen_pos = self.player.anim.get_screen_pos()
        remove_image = []
        for i, layer in enumerate(self.objects):
            if i == 2:
                NetworkGamestate.loop(self, screen)
            for j, img in enumerate(layer):
                img.loop(screen, self.screen_pos)
                if img.remove:
                    remove_image.append(img)
        for r in remove_image:
            self.objects[i].remove(r)

        '''GUI'''
        GUI.loop(self, screen)

        '''Editor'''
        if CONST.debug:
            Editor.loop(self, screen, self.screen_pos)
Beispiel #2
0
    def loop(self, screen):
        """Loop of the GUI part of the Gamestate"""

        '''Event
        If mouse_click on element, execute its event, of not null'''
        if self.show_mouse:
            show_mouse()
            mouse_pos, pressed = get_mouse()
            if pressed[0] and not self.gui_click:
                event = None
                self.gui_click = True
                if not self.dialog:
                    for layer in self.objects:
                        for image in layer:
                            if image.check_click(mouse_pos, self.screen_pos):
                                event = image.event
                else:
                    if self.dialog_text2.time >= self.dialog_text2.gradient:
                        if len(self.answers_image) == 0:
                            self.dialog = False
                            self.dialog_event.answer()
                        for i, answer_image in enumerate(self.answers_image):

                            if answer_image.check_click(mouse_pos, self.screen_pos):
                                self.dialog = False
                                self.dialog_event.answer(self.answers_text[i].text)
                                break
                    else:
                        self.dialog_text.end_gradient()
                        self.dialog_text2.end_gradient()

                if event:
                    event.execute()
            elif not pressed[0]:
                self.gui_click = False
        '''Dialog'''
        if self.dialog and self.dialog_text and not self.editor:
            show_mouse()
            if self.dialog_text.time >= self.dialog_text.gradient:
                for button in self.answers_image:
                    '''show answers'''
                    button.loop(screen, self.screen_pos)
                for answer in self.answers_text:
                    answer.loop(screen, self.screen_pos)
            self.dialog_box.loop(screen, self.screen_pos)
            self.dialog_text.loop(screen, self.screen_pos)
            if self.dialog_text.time >= self.dialog_text.gradient:
                self.dialog_text2.loop(screen, self.screen_pos)
Beispiel #3
0
    def loop(self, screen,screen_pos):
        if not (self.editor_click or not get_button('editor')):
            self.editor = not self.editor
            self.lock = self.editor
            self.editor_click = True
            if self.editor:
                log("Editor mode activate")
            else:
                self.current_selected = None
        if not get_button('editor'):
            self.editor_click = False
        if self.editor:
            show_mouse()

        mouse_pos, pressed = get_mouse()
        if not self.editor:
            return

        self.gui_editor_mode.loop(screen,screen_pos)

        '''Save Level'''
        if self.save_clicked:
            self.gui_saved.loop(screen,screen_pos)
        if get_button('save') and not self.save_clicked:
            save_level(self)
            self.save_clicked = True
        elif not get_button('save'):
            self.save_clicked = False

        '''Left click,
        select a object and move it'''
        if not get_button('box'):
            self.new_obj = None
            if pressed[0] and not self.mouse_clicked[0]:
                '''Set current_selected'''
                self.current_selected = None
                for layer in self.objects:
                    for image in layer:
                        if not image.screen_relative and image.check_click(mouse_pos, self.screen_pos):
                            log("Current_object is: " + str(image))
                            self.current_selected = image
                            self.obj_init_pos = self.current_selected.pos
                            self.mouse_init_pos = mouse_pos + self.screen_pos
                self.mouse_clicked = (1, self.mouse_clicked[1], self.mouse_clicked[2])
            elif pressed[0] and self.mouse_clicked[0]:
                '''Move the current object'''
                if self.current_selected is not None:
                    self.current_selected.set_pos(self.obj_init_pos, mouse_pos + self.screen_pos - self.mouse_init_pos)
        else:
            """Create a static physic with CTRL-left mouse"""
            if pressed[0] and not self.mouse_clicked[0]:
                self.mouse_clicked = (1, self.mouse_clicked[1], self.mouse_clicked[2])
                self.new_obj = GameObject()
                self.new_obj.pos = mouse_pos + self.screen_pos
                self.objects[4].append(self.new_obj)
            elif self.mouse_clicked[0]:
                self.new_obj.size = mouse_pos + self.screen_pos - self.new_obj.pos
                if not pressed[0]:
                    """Create a static physics body"""
                    self.new_obj.body = add_static_object(self.new_obj, self.new_obj.pos+self.new_obj.size/2)
                    add_static_box(self.new_obj.body, Vector2(), self.new_obj.size/2, data=11)
                self.new_obj.update_rect()


        if not pressed[0] and self.mouse_clicked[0]:
            self.mouse_clicked = (0, self.mouse_clicked[1], self.mouse_clicked[2])

        if self.current_selected:
            self.gui_current_selected.change_text(str(self.current_selected.__class__)+" "+str(self.current_selected.id)
                                                  +" "+str(self.current_selected.angle))
            self.gui_current_selected.loop(screen, screen_pos)

        '''Size scale'''
        scale_x = get_button("scale_x_up")-get_button("scale_x_down")
        scale_y = get_button("scale_y_up")-get_button("scale_y_down")

        if self.current_selected:
            self.current_selected.scale(scale_x,scale_y)
        '''Angle'''
        angle = get_button("angle_up")-get_button("angle_down")
        if self.current_selected:
            self.current_selected.set_angle(self.current_selected.angle+angle)