Beispiel #1
0
    def __init__(self):
        super(Menu, self).__init__()

        screen_size = app.App.get_surface().get_size()

        # Calculate the button size's according to the screen resolution
        button_size = (screen_size[0] * 10 // 100, screen_size[0] * 10 // 100)

        # Create the UI elements
        self._uiElements += [
            s.Button(  # The start button
                (screen_size[0] // 2 - button_size[0] * 2,
                 screen_size[1] // 2 + button_size[1] // 2 + 9),
                (button_size[0] * 4, int(button_size[1] * 0.5)),
                (0, 255, 0),
                text="START",
                font_size=50,
            ),
            s.
            HudText(  # Just displays the text "SPACE SHOOTY SHOOTY" on the screen
                (screen_size[0] // 2 - button_size[0] * 2,
                 screen_size[1] // 2 - button_size[1] * 2 - 40),
                (button_size[0] * 4, button_size[1]), (255, 0, 0),
                text="SPACE SHOOTY SHOOTY",
                font_size=150,
                text_centered=True),
            s.Button(  # Back to main menu button
                (screen_size[0] // 2 - button_size[0] * 2,
                 screen_size[1] // 2 + button_size[1] + 18),
                (button_size[0] * 4, int(button_size[1] * 0.5)),
                (110, 110, 100),
                text="BACK TO MENU",
                font_size=50,
            )
        ]

        # Set the onclick methods for the buttons
        self._uiElements[0].set_on_mouse_click(
            lambda: app.App.set_current_scene(Game()))  # Start's the game
        self._uiElements[2].set_on_mouse_click(
            lambda: app.App.set_current_scene(s.MainMenu()
                                              ))  # Goes back to main menu

        self._generateMouseClickMapping()

        # Varaible to keep track of the starting level
        self._starting_level = 0
Beispiel #2
0
    def _end(self):
        """
        The function that gets called when the game ends
        """
        # Set the game as over
        self._game_over = True

        # Add in the UI elements for the game over state
        screen_size = app.App.get_surface().get_size()
        button_size = (screen_size[1] // 10 * 2, screen_size[1] // 10)

        self._uiElements += [
            s.
            Button(  # This is just to have a back drop behind all the newly added ui elements
                (int(screen_size[0] // 2 - screen_size[0] * 0.6 // 2),
                 int(screen_size[1] // 2 - screen_size[1] * 0.8 // 2)),
                (int(screen_size[0] * 0.6), int(screen_size[1] * 0.8)),
                (110, 110, 110)),
            s.HudText(  # Displays "GAME OVER"
                (screen_size[0] // 2, screen_size[1] // 4), (0, 0),
                (255, 0, 0),
                "GAME OVER",
                150,
                text_centered=True),
            s.Button(  # Button that will return to the main menu
                (screen_size[0] // 2 - button_size[0] - 40,
                 (screen_size[1] + button_size[1]) // 2),
                button_size, (255, 0, 0),
                text="Main Menu",
                text_color=(255, 255, 255),
                font_size=35),
            s.Button(  # Button that will return to the level selection menu
                (screen_size[0] // 2 + 40,
                 (screen_size[1] + button_size[1]) // 2),
                button_size, (255, 0, 0),
                text="Play Again",
                text_color=(255, 255, 255),
                font_size=35)
        ]

        self._uiElements[-2].set_on_mouse_click(
            lambda: app.App.set_current_scene(s.MainMenu()))
        self._uiElements[-1].set_on_mouse_click(
            lambda: app.App.set_current_scene(s.SnakeMenu()))
        # Since some buttons are added to the screen
        # Generate the mouse click mapping
        self._generateMouseClickMapping()
Beispiel #3
0
    def __init__(self):
        super(BaseGame, self).__init__()

        self._gameObjects = []

        self._pause = False
        screen_size = app.App.get_surface().get_size()

        # Create the _pause menu
        button_size = (screen_size[1] // 10 * 2, screen_size[1] // 10)
        self._pauseMenuUiElements = [
            s.
            Button(  # This is just to have a back drop behind all the newly added ui elements
                (int(screen_size[0] // 2 - screen_size[0] * 0.6 // 2),
                 int(screen_size[1] // 2 - screen_size[1] * 0.8 // 2)),
                (int(screen_size[0] * 0.6), int(screen_size[1] * 0.8)),
                (110, 110, 110)),
            s.HudText(  # Displays "PAUSE"
                (screen_size[0] // 2, screen_size[1] // 4), (0, 0),
                (255, 0, 0),
                "PAUSE",
                150,
                text_centered=True),
            s.Button(  # Button that will return to the main menu
                (screen_size[0] // 2 - button_size[0] - 40,
                 (screen_size[1] + button_size[1]) // 2),
                button_size, (255, 0, 0),
                text="Main Menu",
                text_color=(255, 255, 255),
                font_size=35),
            s.Button(  # Button that will unpause the game
                (screen_size[0] // 2 + 40,
                 (screen_size[1] + button_size[1]) // 2),
                button_size, (255, 0, 0),
                text="Continue",
                text_color=(255, 255, 255),
                font_size=35)
        ]

        self._pauseMenuUiElements[2].set_on_mouse_click(
            lambda: app.App.set_current_scene(s.MainMenu()))
        self._pauseMenuUiElements[3].set_on_mouse_click(
            lambda: self.toggle_pause())
def main():
    #setting up main loop flag and fps tick variable
    clock = pg.time.Clock()
    running = True

    #setting up scenes variable, starting with the menu
    activeScene = scenes.MainMenu(screen)
    activeScene.render()

    while running:
        for event in pg.event.get():

            if event.type == pg.QUIT:
                running = False
            elif event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE:
                running = False
            else:
                activeScene.process_event(event)

        activeScene = activeScene.next

        pg.display.flip()
        clock.tick(30)
Beispiel #5
0
'''.strip().split('\n')

pygame.init()

try:

    # SIZE = width, height = 1600, 900
    # FLAGS = pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.NOFRAME
    SIZE = width, height = 1920, 1080
    FLAGS = pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.NOFRAME

    pygame.display.set_caption(TITLE)

    scene_manager = scenes.SceneManager(Display(SIZE, FLAGS))
    scenes.MainMenu(scene_manager).init()
    scenes.Game(scene_manager).init()
    scenes.TextWall(ABOUT_TEXT, scene_manager).init('about')
    scenes.WinScreen("Player 1 wins!", colors.RED, scene_manager).init('win1')
    scenes.WinScreen("Player 2 wins!", colors.GREEN,
                     scene_manager).init('win2')
    scenes.WinScreen("It's a tie!", colors.BLACK, scene_manager).init('tie')

    scene_manager.run('MainMenu')
    # scene_manager.run('Game')
    # scene_manager.run('tie')

finally:

    pygame.quit()
Beispiel #6
0
clock = pygame.time.Clock()

font_name = pygame.font.match_font('arial')


def draw_text(surf, text, size, x, y):
    font = pygame.font.Font(font_name, size)
    text_surface = font.render(text, True, GREEN)
    text_rect = text_surface.get_rect()
    text_rect.midtop = (x, y)
    text_rect.center = (x, y)
    surf.blit(text_surface, text_rect)


scene_manager = scenes.SceneManager(screen)
scene_manager.new_scene(scenes.MainMenu(screen, scene_manager))

te = TextInput((100, 200), 30, 100, scene_manager.scene,
               {'color': (123, 18, 76), 'bd_color': (255, 255, 255), 'bd_width': 1})

running = True
while running:
    clock.tick(FPS)
    screen.fill(BLACK)

    aa = pygame.event.get()
    scene_manager.next_step(aa)

    for i in aa:
        te.check_event(i)
    te.render(screen)
Beispiel #7
0
import scenes

if __name__ == "__main__":
    play = scenes.MainMenu()
    play.run()