Ejemplo n.º 1
0
    def text(self):
        if self.__text is None:
            from Classes.Text import Text

            if (self.startupArguments.isMain
                    and not self.startupArguments.translate):
                self.__text = Text(self.config.language)
            else:
                self.__text = Text('en_EN')

        return self.__text
Ejemplo n.º 2
0
 def num_scroll(self):
     """
     Метод переводящий, цифру положения ползунка в текст, для рендера
     """
     if self.max_num != 0:  # если максимальное значение ползунка не равно 0 (чтобы не было деления на ноль)
         self.num_text = Text(self.num, self.x_scroll + 19, self.y +
                              25)  # и получившееся значение в текст
     else:
         self.num = str(self.min_num)
         self.num_text = Text(str(self.num), self.x_scroll + 19,
                              self.y + 25)
     change_scroll = pygame.event.Event(CHANGE_SCROLL,
                                        num=self.num,
                                        sender=self)
     pygame.event.post(change_scroll)
Ejemplo n.º 3
0
 def __init__(self, x, y, min_num=0, max_num=20, text=None):
     # картинка ползунка:
     self.scroll_image = load_image('scroll.png',
                                    os.path.join(BASE_DIR, 'Images'))
     # картинка поля, по которому катается ползунок:
     self.scrollbar_image = load_image('scrollbar.png',
                                       os.path.join(BASE_DIR, 'Images'), 1)
     self.x = x
     self.y = y
     self.x_scroll = x  # координата х ползунка, сначала равна координате поля
     self.min_num = min_num
     self.max_num = max_num  # максимальное значение ползунка
     self.num_text = False  # текст с циферкой значения ползунка, который выводится под ползунком
     self.MouseOnScroll = False  # ползунок отпущен
     self.rect = self.scroll_image.get_rect()
     self.rect.move_ip(self.x_scroll, self.y)
     self.num = 0  # значение ползунка, по умолчанию 0
     self.num_scroll(
     )  # метод, преобразующий значение ползунка в текст, который потом выводится на экран
     self.text = None  # подпись к ползунку
     if text:
         """
         если объекту передана подпись, то она создается в виде текста над ползунком
         """
         self.text = Text(text, x=self.x, y=self.y - 20)
Ejemplo n.º 4
0
def add_text_message():
    is_login(request.headers)
    body = request.form
    header = request.headers
    return Text.add(header["Id"], body[TextMessageModelVN.ReceiverId],
                    body[TextMessageModelVN.Text],
                    body[TextMessageModelVN.Date],
                    body[TextMessageModelVN.EventId])
Ejemplo n.º 5
0
def bullet_collisions(player, enemy, obstacle_list):
    for bullet in player.get_equipped_primary_weapon().get_bullet_list():
        for obstacle in obstacle_list:
            if bullet.collision([obstacle.get_pos()[0], obstacle.get_pos()[1], obstacle.get_size()[0], obstacle.get_size()[1]]):
                player.get_equipped_primary_weapon().remove_bullet(bullet)
            if bullet.collision([enemy.get_pos()[0], enemy.get_pos()[1], enemy.get_size()[0], enemy.get_size()[1]]):
                damage = bullet.get_damage()
                text_color = black
                if player.get_equipped_primary_weapon().get_crit_chance() > random.randrange(0,100):
                    damage *= player.get_equipped_primary_weapon().get_crit_mult()
                    text_color = purple
                if bullet.collision([enemy.get_pos()[0], enemy.get_pos()[1], enemy.get_size()[0], 30]):
                    damage *= player.get_equipped_primary_weapon().get_headshot_mult()
                    text_color = orange
                enemy.remove_health(damage)
                player.get_equipped_primary_weapon().remove_bullet(bullet)
                damage_text = Text(str(int(damage)), [random.choice([enemy.get_pos()[0] - 50, enemy.get_pos()[0] + enemy.get_size()[0] + 50]), enemy.get_pos()[1] + 10], text_color, 30, "impact", True, 20)
                text_group.append(damage_text)
                if enemy.get_current_health() <= 0:
                    return True
                else:
                    return False
Ejemplo n.º 6
0
def main():
    pg.init()
    clock = pg.time.Clock()
    font = pg.font.Font(os.path.join(data_dir, "Apple_II.ttf"), 16)
    textSurface = font.render("Score", True, (255, 255, 255))
    # Don't know what this does but don't touch it
    if pg.get_sdl_version()[0] == 2:
        pg.mixer.pre_init(44100, 32, 2, 1024)
    pg.init()
    # This might be broken

    # Set the display mode
    winstyle = 0  # |FULLSCREEN
    bestdepth = pg.display.mode_ok(SCREENRECT.size, winstyle, 32)
    screen = pg.display.set_mode(SCREENRECT.size, winstyle, bestdepth)
    pg.display.set_caption("Nabonkers!")
    icon = load_image('icon.png')
    icon = pg.transform.scale(icon, (32, 32))
    pg.display.set_icon(icon)
    # ------------------------------------------------------------------------------------------------------------------
    nabungaFrames = [
        load_image('nabunga0.png'),
        load_image('nabunga1.png'),
        load_image('nabunga2.png'),
        load_image('nabunga3.png')
    ]
    bonkedFrame = load_image('nabunga_hit.png')
    bonkerFrames = [load_image('bonker0.png'), load_image('bonker1.png')]
    waterFrames = [
        load_image('w0.jpg', False),
        load_image('w1.jpg', False),
        load_image('w2.png')
    ]
    cloudFrame = [load_image('c.jpg', False)]
    Water.frames = waterFrames
    Clouds.frames = cloudFrame
    Nabunga.frames = nabungaFrames
    Nabunga.bonkedFrame = bonkedFrame
    Bonker.frames = bonkerFrames
    map = load_image('map.jpg', False)
    title = load_image('title.jpg', False)
    background = pg.Surface(screen.get_size()).convert()
    background.blit(title, (0, 0))
    background.blit(textSurface, (10, 10))
    screen.blit(background, (0, 0))
    pg.display.flip()
    # ------------------------------------------------------------------------------------------------------------------
    hitSounds = [load_sound('track2.wav'), load_sound('track3.wav')]
    missSound = load_sound('track5.wav')
    # ------------------------------------------------------------------------------------------------------------------
    # Define pop-up coordinates; dimensions for nabunga0.png
    holes = []

    # left top width height
    topBottom = 650
    topTop = 455
    l = 66
    w, h = 32, 37  # of nabunga0
    # bottom row
    for i in range(0, 9, 2):
        left = i * 100 + l
        rect = pg.Rect(left, topBottom, w, h)
        holes.append(rect)
    # top row
    for i in range(1, 8, 2):
        left = i * 100 + l
        rect = pg.Rect(left, topTop, w, h)
        holes.append(rect)

    # len(holes) = 9

    # ------------------------------------------------------------------------------------------------------------------
    nabungas = pg.sprite.Group()
    last_nabunga = pg.sprite.GroupSingle()
    all = pg.sprite.LayeredDirty()
    menu = pg.sprite.Group()
    Nabunga.containers = nabungas
    bonker = Bonker()
    clouds = Clouds(SCREENRECT)
    water = Water()

    titleText = Text(load_image('titleText.png'), 'title')
    subtitleText = Text(load_image('subtitleText.png'), 'subtitle')
    menu.add(titleText)
    menu.add(subtitleText)

    font = pg.font.Font(os.path.join(data_dir, "Apple_II.ttf"), 12)
    score = Text(font, 'score')
    track1, track2, track3 = Text(font, 'track1'), Text(font, 'track2'), \
                             Text(font, 'track3')

    all.add(bonker, layer=bonker.layer)
    all.add(clouds, layer=clouds.layer)
    all.add(water, layer=clouds.layer)
    all.add(score)
    all.add(track1)
    all.add(track2)
    all.add(track3)

    music = load_sound('music2.wav')
    music.play(-1)
    music.set_volume(0.3)
    going = True
    time = 100
    timer2 = time
    gameState = False
    while going:
        escapeState = pg.key.get_pressed()
        if escapeState[pg.K_ESCAPE]:
            going = False
        if escapeState[pg.K_m]:
            music.stop()

        if track1.get_rect().colliderect(bonker.rect):
            if pg.mouse.get_pressed()[0]:
                music.stop()
                music = load_sound('music0.wav')
                music.play(-1)
        if track2.get_rect().colliderect(bonker.rect):
            if pg.mouse.get_pressed()[0]:
                music.stop()
                music = load_sound('music1.wav')
                music.play(-1)
        if track3.get_rect().colliderect(bonker.rect):
            if pg.mouse.get_pressed()[0]:
                music.stop()
                music = load_sound('music2.wav')
                music.play(-1)

        ########################################################################
        if not gameState:
            #menu.update()
            keyState = pg.key.get_pressed()
            if keyState[pg.K_RETURN]:
                gameState = True
                print('pressed enter')
            if titleText.get_rect().collidepoint(pg.mouse.get_pos()):
                print('touching')
                titleText.mouseover()
            if subtitleText.get_rect().collidepoint(pg.mouse.get_pos()):
                print('touching')
                subtitleText.mouseover()
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    going = False
            menu.update()
            screen.blit(background, (0, 0))
            menu.draw(screen)
            pg.display.flip()
        if gameState:
            pg.mouse.set_visible(0)
            all.clear(screen, background)
            all.update()
            background.blit(map, (0, 0))

            if timer2 != 0:
                timer2 -= 1
            else:
                for hole in holes:
                    chance = randint(1, 4)
                    if hole not in OCCUPIED and chance == 1:
                        if last_nabunga:
                            last_nabunga.sprite.state = DOWN
                        n = Nabunga(hole, 40, 0, holes.index(hole), OCCUPIED)
                        OCCUPIED.append(hole)
                        all.add(n, layer=Nabunga.layer)
                        timer2 = time

            hitsMade = 0  # Really means hitMade
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    going = False
                elif event.type == pg.MOUSEBUTTONDOWN:
                    bonker.bonkState = True
                    for nabunga in nabungas:
                        # print(nabunga.name)
                        bonker.bonk(nabunga)
                        hitbox = bonker.rect.inflate(1, 1)
                        if hitbox.colliderect(
                                nabunga.rect) and nabunga.getState() in [
                                    UP, STEADY
                                ]:
                            nabunga.bonk()
                            hitsMade += 1
                            score.increment()
                    if hitsMade > 0:
                        index = randint(0, (len(hitSounds) - 1))
                        hitSounds[index].play()
                    elif hitsMade == 0:
                        missSound.play()
                elif event.type == pg.MOUSEBUTTONUP:
                    bonker.resetBonkState()
                hitsMade = 0

            dirty = all.draw(screen)
            pg.display.update(dirty)

        pg.event.pump()
        clock.tick(40)

    pg.quit()
Ejemplo n.º 7
0
def main_loop(surface):
    global selected_mission, active_mission
    playing = True
    loop_count = 0
    
    player_image_list = [player_standing_img, player_standing_img_reverse, player_crouching_img, player_crouching_img_reverse]
    enemy_image_list = [rioter_standing_img, rioter_standing_img_reverse, rioter_crouching_img, rioter_crouching_img_reverse]
    
    #Create Objects
    weapon = Weapon("AK47", "better than arun", 0, 4, AK47_image, [30,10], 30, 900, 900, 900, 1, 10, 0, 2)
    weapon2 = Weapon("P90", "memes", 3, 3, P90_image, [30,10], 50, 1080, 450, 1080, 2, 20, 30, 2)    
    floor = gameObject([0, HEIGHT * 0.9], [WIDTH, HEIGHT * 0.1], (124,246,123))
    obstacle_group.append(floor)
    obs1 = gameObject([800,floor.get_pos()[1] - 100], [100,100], black)
    obs2 = gameObject([500,floor.get_pos()[1] - 100], [100,100], black)
    obs3 = gameObject([200,floor.get_pos()[1] - 100], [100,100], black)
    player = Player([50, HEIGHT * 0.9 - 150], [65, 150], 35, player_image_list, weapon, 90000, 0)
    player_group.append(player)
    
    #Create Missions
    mission1 = Mission("Madison Field Hospital", "Way too hard for Arun", 3, 1100, player)
    
    mission1.add_cover(obs1)
    mission1.add_cover(obs2)
    mission1.add_cover(obs3)
    
    enemy = Gunner([600,300], [65,150], 40, enemy_image_list, Weapon("AK47", "BLow STUFF UP", 0, 1, AK47_image, [30,10], 30, 800, 900, 900, 2, 10), 10000, 10, 20000, True, "Glass")
    enemy1 = Gunner([400,300], [65,150], 40, enemy_image_list, Weapon("AUG", "BLow STUFF UP", 0, 2, AK47_image, [30,10], 35, 900, 850, 950, 2, 10), 10000, 10)
    enemy2 = Gunner([800,300], [65,150], 40, enemy_image_list, Weapon("MP5", "BLow STUFF UP", 1, 3, P90_image, [30,10], 50, 2000, 700, 1300, 1, 10), 10000, 10)
    enemy3 = Rusher([400,300], [65,150], 40, enemy_image_list, Weapon("XM012", "BLow STUFF UP", 3, 4, XM_image, [30,10], 2, 200, 2000, 80, 3, 10), 10000, 10)
    enemy4 = Rusher([700,300], [65,150], 40, enemy_image_list, Weapon("Sawed Off", "BLow STUFF UP", 3, 1, XM_image, [30,10], 2, 100, 2000, 80, 2, 10), 10000, 10)
    enemy5 = Marksman([900,300], [65,150], 40, enemy_image_list, Weapon("Custom M44", "BLow STUFF UP", 4, 2, AWP_image, [30,10], 10, 200, 25000, 100, 3, 10), 10000, 10, 20000)
    enemy6 = Marksman([800,300], [65,150], 40, enemy_image_list, Weapon("Huntsman Rifle", "BLow STUFF UP", 4, 3, DEAGLE_image, [30,10], 14, 200, 18000, 300, 4, 10), 10000, 10, 20000)
    enemy7 = Marksman([600,300], [65,150], 40, enemy_image_list, Weapon("Custom M34", "BLow STUFF UP", 4, 4, AWP_image, [30,10], 7, 200, 50000, 20, 3, 10), 10000, 10, 20000, True, "Totomosic")
    
    mission1.add_enemy(enemy, 3)
    mission1.add_enemy(enemy1, 1)
    mission1.add_enemy(enemy2, 2)
    mission1.add_enemy(enemy3, 1)
    mission1.add_enemy(enemy4, 1)
    mission1.add_enemy(enemy5, 2)
    mission1.add_enemy(enemy6, 2)
    mission1.add_enemy(enemy7, 3)
    
    selected_mission = mission1
    active_mission = []
    
    #Extractable Items Menu
    extractable_items_menu = Menu([0,0], [WIDTH - 100, HEIGHT - 100], green, 128, False)
    
    title = Text("Extrable Items", [WIDTH * 0.45, HEIGHT * 0.1], white, 50, "impact")
    divider = gameObject([50, HEIGHT * 0.2], [extractable_items_menu.get_size()[0] - 100, 10], black)

    extract_group = List_Block([WIDTH * 0.07, HEIGHT * 0.27], [WIDTH * 0.4, HEIGHT * 0.5], red, 200, 5, 3)
    list_group.append(extract_group)
    
    pack_menu(extractable_items_menu, [title, divider, extract_group])
    
    #Primary Weapons Menu
    primary_weapons_menu = Menu([0,0], [WIDTH - 100, HEIGHT - 100], orange, 128, False)
    
    inventory_list = List_Block([WIDTH * 0.07, HEIGHT * 0.27], [WIDTH * 0.4, HEIGHT * 0.5], red, 200, 5, 3)
    list_group.append(inventory_list)
    player.add_inventory_item(weapon)
    player.add_inventory_item(weapon2)
    
    weapon_info = Button([WIDTH * 0.55, HEIGHT * 0.27], [WIDTH * 0.3, HEIGHT * 0.5], red, red, 128, [])
    weapon_info.add_text("Name: ", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.2], black, 30, "impact", True, False, [], lambda: player.get_selected_weapon().get_name())
    weapon_info.add_text("DPS: ", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.4], black, 30, "impact", True, False, [], lambda: player.get_selected_weapon().get_dps())
    weapon_info.add_text("Damage: ", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.6], black, 30, "impact", True, False, [], lambda: player.get_selected_weapon().get_damage())
    weapon_info.add_text("RPM: ", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.8], black, 30, "impact", True, False, [], lambda: player.get_selected_weapon().get_firerate())
    
    title = Text("Primary Weapons", [WIDTH * 0.45, HEIGHT * 0.1], white, 50, "impact")
    divider = gameObject([50, HEIGHT * 0.2], [primary_weapons_menu.get_size()[0] - 100, 10], black)
    
    equip_button = Button([WIDTH * 0.51, HEIGHT * 0.78], [WIDTH * 0.1, HEIGHT * 0.05], blue, (0,0,255), 128, [lambda: player.set_equipped_primary_weapon(player.get_selected_weapon())])
    equip_button.add_text("Equip", [equip_button.get_size()[0] / 2, equip_button.get_size()[1] / 2], white, 20, "impact")
    remove_button = Button([WIDTH * 0.62, HEIGHT * 0.78], [WIDTH * 0.16, HEIGHT * 0.05], red, (255,0,0), 128, [lambda: create_confirmation_menu("Are you sure you want to deconstruct the " + player.get_selected_weapon().get_name() + "?", [WIDTH * 0.2, HEIGHT * 0.1], [WIDTH * 0.6, HEIGHT * 0.1], purple, 200, [lambda: remove_list_item(inventory_list, player.get_selected_weapon().get_name()), lambda: player.remove_inventory_item(player.get_selected_weapon())])])
    remove_button.add_text("Deconstruct Item", [remove_button.get_size()[0] / 2, remove_button.get_size()[1] / 2], white, 20, "impact")
    mod_button = Button([WIDTH * 0.79, HEIGHT * 0.78], [WIDTH * 0.1, HEIGHT * 0.05], blue, (0,0,255), 128, [lambda: player.set_equipped_primary_weapon(player.get_selected_weapon())])
    mod_button.add_text("Mod", [mod_button.get_size()[0] / 2, mod_button.get_size()[1] / 2], white, 20, "impact")
    
    back_button = Button([WIDTH * 0.01, HEIGHT * 0.02], [50,20], green, (0,255,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    back_button.add_text("Back", [back_button.get_size()[0] / 2, back_button.get_size()[1] / 2], white, 15, "impact")
    
    pack_menu(primary_weapons_menu, [inventory_list, back_button, title, divider, weapon_info, equip_button, remove_button, mod_button])
    
    #Inventory menu
    inventory_menu = Menu([0,0], [WIDTH - 100, HEIGHT - 100], (255,200,200), 128, False)
    
    primary_weapons_button = Button([WIDTH * 0.04, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(primary_weapons_menu)])
    primary_weapons_button.add_text("Primary Weapons", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    extract_items_button = Button([WIDTH * 0.04, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(extractable_items_menu)])
    extract_items_button.add_text("Extractable Items", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    mask_armor_button = Button([WIDTH * 0.32, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    mask_armor_button.add_text("Masks", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    chest_armor_button = Button([WIDTH * 0.32, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    chest_armor_button.add_text("Chest Armor", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    backpack_armor_button = Button([WIDTH * 0.6, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    backpack_armor_button.add_text("Backpacks", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    gloves_armor_button = Button([WIDTH * 0.6, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    gloves_armor_button.add_text("Gloves", [primary_weapons_button.get_size()[0] / 2, primary_weapons_button.get_size()[1] / 2], white, 30, "impact")
    
    back_button = Button([WIDTH * 0.01, HEIGHT * 0.02], [50,20], green, (0,255,0), 200, [lambda: main_menu.set_selected_menu(main_menu)])
    back_button.add_text("Back", [back_button.get_size()[0] / 2, back_button.get_size()[1] / 2], white, 15, "impact")
    
    firearms_display = Button([WIDTH * 0.025, HEIGHT * 0.08], [WIDTH * 0.25, HEIGHT * 0.2], red, red, 150, [])
    firearms_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 1.2], white, 20, "impact", True, False, [], lambda: player.get_attributes()[0])
    firearms_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 2], white, 40, "impact", True, False, [], lambda: player.get_equipped_primary_weapon().get_dps())
    stamina_display = Button([WIDTH * 0.325, HEIGHT * 0.08], [WIDTH * 0.25, HEIGHT * 0.2], blue, blue, 150, [])
    stamina_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 1.2], white, 20, "impact", True, False, [], lambda: player.get_attributes()[1])
    stamina_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 2], white, 40, "impact", True, False, [], lambda: player.get_max_health())
    electronics_display = Button([WIDTH * 0.625, HEIGHT * 0.08], [WIDTH * 0.25, HEIGHT * 0.2], green, green, 150, [])
    electronics_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 2], white, 40, "impact", True, False, [], lambda: player.get_attributes()[2] * 10)
    electronics_display.add_text("", [firearms_display.get_size()[0] / 2, firearms_display.get_size()[1] / 1.2], white, 20, "impact", True, False, [], lambda: player.get_attributes()[2])
        
    divider = gameObject([50, HEIGHT * 0.33], [inventory_menu.get_size()[0] - 100, 10], black)
    
    pack_menu(inventory_menu, [back_button, extract_items_button, extractable_items_menu, primary_weapons_button, mask_armor_button, chest_armor_button, backpack_armor_button, gloves_armor_button, firearms_display, stamina_display, electronics_display, divider])
    
    #Mission Menu
    mission_menu = Menu([0,0], [WIDTH - 100, HEIGHT - 100], purple, 128, False)
    
    title = Text("Missions", [WIDTH * 0.45, HEIGHT * 0.1], white, 50, "impact")
    divider = gameObject([50, HEIGHT * 0.2], [primary_weapons_menu.get_size()[0] - 100, 10], black)
    back_button = Button([WIDTH * 0.01, HEIGHT * 0.02], [50,20], green, (0,255,0), 200, [lambda: main_menu.set_selected_menu(main_menu)])
    back_button.add_text("Back", [back_button.get_size()[0] / 2, back_button.get_size()[1] / 2], white, 15, "impact")
    
    play_button = Button([WIDTH * 0.63, HEIGHT * 0.78], [WIDTH * 0.14, HEIGHT * 0.05], red, (255,0,0), 128, [lambda: activate_selected_mission()])
    play_button.add_text("Play Mission", [play_button.get_size()[0] / 2, play_button.get_size()[1] / 2], white, 20, "impact")
    
    mission_info = Button([WIDTH * 0.55, HEIGHT * 0.27], [WIDTH * 0.3, HEIGHT * 0.5], red, red, 128, [])
    mission_info.add_text("", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.2], black, 30, "impact", True, False, [], lambda: selected_mission.get_name())
    mission_info.add_text("", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.4], black, 30, "impact", True, False, [], lambda: selected_mission.get_desc())
    mission_info.add_text("Rec level: ", [weapon_info.get_size()[0] / 2, weapon_info.get_size()[1] * 0.6], black, 30, "impact", True, False, [], lambda: selected_mission.get_level())    
    
    mission_list = List_Block([WIDTH * 0.07, HEIGHT * 0.27], [WIDTH * 0.4, HEIGHT * 0.5], blue, 200, 5, 3)
    list_group.append(mission_list)
    
    pack_menu(mission_menu, [mission_info, mission_list, title, divider, back_button, play_button])
    
    #MAIN Menu
    main_menu = Menu([50,50], [WIDTH - 100, HEIGHT - 100], blue, 128, False)
    
    author = Text("Jordan Morrison's", [WIDTH * 0.35, HEIGHT * 0.15], orange, 20, "impact")
    title = Text("The Multiplication", [WIDTH * 0.45, HEIGHT * 0.2], white, 50, "impact")
    divider = gameObject([50, HEIGHT * 0.3], [main_menu.get_size()[0] - 100, 10], black)
    
    close_button = Button([main_menu.get_size()[0] - 60, 10], [50,20], red, (255,0,0), 200, [lambda: main_menu.set_show(False), lambda: weapon_hud.set_show(True)])
    close_button.add_text("X", [25,10], white, 20, "tahoma")
    
    inventory_menu_button = Button([WIDTH * 0.32, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    inventory_menu_button.add_text("Inventory", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    inventory_menu_button.add_text("0/", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 1.2], white, 20, "impact", True, False, [], lambda: player.get_inventory_capacity())
    settings_menu_button = Button([WIDTH * 0.32, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    settings_menu_button.add_text("Settings", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    abilities_menu_button = Button([WIDTH * 0.04, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    abilities_menu_button.add_text("Abilities", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    missions_menu_button = Button([WIDTH * 0.6, HEIGHT * 0.6], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(mission_menu)])
    missions_menu_button.add_text("Missions", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    DZ_menu_button = Button([WIDTH * 0.04, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: main_menu.set_selected_menu(inventory_menu)])
    DZ_menu_button.add_text("Dark Zone", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    blank_menu_button = Button([WIDTH * 0.6, HEIGHT * 0.37], [WIDTH * 0.25, HEIGHT * 0.2], red, (255,0,0), 200, [lambda: print_credits()])
    blank_menu_button.add_text("Credits", [inventory_menu_button.get_size()[0] / 2, inventory_menu_button.get_size()[1] / 2], white, 30, "impact")
    
    pack_menu(main_menu, [inventory_menu, mission_menu, extractable_items_menu, primary_weapons_menu, author, title, divider, close_button, inventory_menu_button, settings_menu_button, abilities_menu_button, missions_menu_button, DZ_menu_button, blank_menu_button])
    menu_group.append(main_menu)
    
    #Weapon HUD Menu
    weapon_hud = Menu([WIDTH * 0.7, HEIGHT * 0.1], [WIDTH * 0.25, HEIGHT * 0.15], red, 200)
    weapon_hud.add_border()
    
    health_segment_1 = Loading_Bar([weapon_hud.get_size()[0] * 0.08, weapon_hud.get_size()[1] * 0.1], [75, 20], (0,255,0), black, 200, 255, 2, True, [], [lambda: player.get_current_health(), lambda: player.get_max_health() / 3.0])
    health_segment_2 = Loading_Bar([weapon_hud.get_size()[0] * 0.37, weapon_hud.get_size()[1] * 0.1], [76, 20], (0,255,0), black, 200, 255, 2, True, [], [lambda: player.get_current_health() - player.get_max_health() / 3.0, lambda: player.get_max_health() / 3.0])
    health_segment_3 = Loading_Bar([weapon_hud.get_size()[0] * 0.66, weapon_hud.get_size()[1] * 0.1], [75, 20], (0,255,0), black, 200, 255, 2, True, [], [lambda: player.get_current_health() - player.get_max_health() * 2 / 3.0, lambda: player.get_max_health() / 3.0])
    
    weapon_name_text = Text("", [weapon_hud.get_size()[0] * 0.3, weapon_hud.get_size()[1] * 0.55], white, 20, "impact", True, False, [], lambda: player.get_equipped_primary_weapon().get_name())
    weapon_type_text = Text("", [weapon_hud.get_size()[0] * 0.3, weapon_hud.get_size()[1] * 0.8], yellow, 20, "impact", True, False, [], lambda: number_to_text(player.get_equipped_primary_weapon().get_type(), type_dict))
    weapon_ammo_text = Text("", [weapon_hud.get_size()[0] * 0.7, weapon_hud.get_size()[1] * 0.55], white, 20, "impact", True, False, [], lambda: player.get_equipped_primary_weapon().get_current_ammo())
    weapon_max_ammo_text = Text("", [weapon_hud.get_size()[0] * 0.7, weapon_hud.get_size()[1] * 0.8], white, 20, "impact", True, False, [], lambda: player.get_equipped_primary_weapon().get_total_ammo())
    
    pack_menu(weapon_hud, [weapon_name_text, weapon_type_text, weapon_ammo_text, weapon_max_ammo_text, health_segment_1, health_segment_2, health_segment_3])
    menu_group.append(weapon_hud)
    
    #HUD Menu
    hud = Menu([0,0], [0,0], BG_COLOR, 0)
    
    xp_bar = Loading_Bar([WIDTH / 1.9, HEIGHT * 0.05], [WIDTH * 0.35, HEIGHT * 0.03], purple, black, 255, 255, 2, True, [], [lambda: player.get_xp(), lambda: player.get_xp_list()[player.get_level()]])
    level_text = Text("", [WIDTH * 0.935, HEIGHT * 0.065], black, 30, "impact", True, False, [], lambda: player.get_level())
    weapon_hud_close_button = Button([weapon_hud.get_pos()[0] + weapon_hud.get_size()[0], weapon_hud.get_pos()[1]], [WIDTH * 0.0252, WIDTH * 0.0252], blue, (0,0,255), 128, [lambda: weapon_hud.toggle_show()])
    toggle_text = Text("^", [weapon_hud.get_pos()[0] + weapon_hud.get_size()[0] * 0.65, weapon_hud.get_pos()[1]], black, 15, "tahoma")
    
    pack_menu(hud, [xp_bar, level_text, weapon_hud_close_button, toggle_text])
    menu_group.append(hud)
    
    update_list_block(inventory_list, player.get_inventory_list(), [player.set_selected_weapon])
    update_list_block(mission_list, [mission1], [set_selected_mission])
    
    while playing:
    
        mouse_pos = pygame.mouse.get_pos()
        mouse_pressed = pygame.mouse.get_pressed()
        
        #Logic
        #Update Menus
        weapon_hud.set_pos([WIDTH * 0.6, xp_bar.get_pos()[1] + xp_bar.get_size()[1]])
        toggle_text.set_pos([weapon_hud.get_pos()[0] + weapon_hud.get_size()[0] + WIDTH * 0.01251, weapon_hud.get_pos()[1] + WIDTH * 0.01251])
        weapon_hud_close_button.set_pos([weapon_hud.get_pos()[0] + weapon_hud.get_size()[0], weapon_hud.get_pos()[1]])
        
        if main_menu.get_show():
            weapon_hud.set_show(False)
        
        if weapon_hud.get_show():
            toggle_text.set_text("v")
        else:
            toggle_text.set_text("^")
                
        for person in player_group:
            test_collisions(person, obstacle_group)
            if person.get_xp() >= person.get_xp_list()[person.get_level()]:
                player_level_up = pygame.USEREVENT + 1
                player_level_up_event = pygame.event.Event(player_level_up, person=person)
                pygame.event.post(player_level_up_event)
            
        for mission in active_mission:
            if mission.get_active():
                for enemy in mission.get_enemies():
                    test_collisions(enemy, obstacle_group)
                    test_collisions(enemy, mission.get_covers())
                test_collisions(player, mission.get_covers())
                
        for extraction in extraction_group:
            if player.collision([extraction.get_pos()[0] - 10, extraction.get_pos()[1] - 10, 20, 20]):
                for item in player.get_extracted_items():
                    player.add_inventory_item(item)   
                    player.remove_extracted_item(item)
                
        if player.get_update_inv():
            update_list_block(inventory_list, player.get_inventory_list(), [player.set_selected_weapon])    
            player.set_update_inv(False)  
            
        for drop in drop_group:
            if player.collision([drop.get_pos()[0], drop.get_pos()[1], drop.get_size()[0], drop.get_size()[1]]):
                for item in drop.get_items():
                    player.add_extracted_item(item)
                drop_group.remove(drop)
                update_list_block(extract_group, player.get_extracted_items(), [])
         
        #Bullet Detection     
        #Detection for enemies associated with a mission                  
        for mission in active_mission:
            if mission.get_active():
                for enemy in mission.get_enemies():
                    if bullet_collisions(player, enemy, mission.get_covers()):
                        if random.randrange(0,enemy.get_equipped_primary_weapon().get_rank() + 1) == 0:
                            drop = Drop([enemy.get_pos()[0] + 10, enemy.get_pos()[1] - 300], [enemy.get_size()[0] - 10, enemy.get_size()[1] + 300], enemy.get_equipped_primary_weapon().get_color(), 100, [enemy.get_equipped_primary_weapon()], 1800)
                            drop_group.append(drop)
                        mission.remove_enemy(enemy)
                        player.add_xp((enemy.get_level() + 1) * 10)
                    bullet_collisions(enemy, player, mission.get_covers())
                    
        #Detection for enemies with no association to missions
        for enemy in enemy_group:
            if bullet_collisions(player, enemy, obstacle_group):
                if random.randrange(0,enemy.get_equipped_primary_weapon().get_rank() + 1) == 0:
                    drop = Drop([enemy.get_pos()[0] + 10, enemy.get_pos()[1] - 300], [enemy.get_size()[0] - 10, enemy.get_size()[1] + 300], enemy.get_equipped_primary_weapon().get_color(), 100, [enemy.get_equipped_primary_weapon()], 1800)
                    drop_group.append(drop)
                enemy_group.remove(enemy)
            bullet_collisions(enemy, player, obstacle_group)
                                                   
        #Event Handling
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
                
            if event.type == player_level_up:
                event.person.set_level(event.person.get_level() + 1)
                event.person.set_xp(event.person.get_xp() - event.person.get_xp_list()[event.person.get_level() - 1])
                
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_a:
                    player.set_vel([-2, player.get_vel()[1]])
                if event.key == pygame.K_d:
                    player.set_vel([2, player.get_vel()[1]])
                if event.key == pygame.K_w:
                    player.jump(12)
                if event.key == pygame.K_LCTRL:
                    player.set_crouching(True)
                if event.key == pygame.K_SPACE:
                    player.set_shooting(True)
                if event.key == pygame.K_r:
                    player.force_reload()
                if event.key == pygame.K_e:
                    test_extraction = Extraction(player, [player.get_pos()[0],300], [WIDTH,HEIGHT], 90, 25)
                    extraction_group.append(test_extraction)
                
                if event.key == pygame.K_p:
                    main_menu.toggle_show()
                if event.key == pygame.K_ESCAPE:
                    main_menu.set_selected_menu(main_menu)
                    main_menu.set_show(False)
                    weapon_hud.set_show(True)
                
            if event.type == pygame.KEYUP:
                if event.key == pygame.K_a:
                    player.set_vel([0, player.get_vel()[1]])
                if event.key == pygame.K_d:
                    player.set_vel([0, player.get_vel()[1]])
                if event.key == pygame.K_LCTRL:
                    player.set_crouching(False)
                if event.key == pygame.K_SPACE:
                    player.set_shooting(False)
                    
            if event.type == pygame.MOUSEBUTTONDOWN:
                for list_block in list_group:
                    if mouse_pos[0] > list_block.get_pos()[0] and mouse_pos[0] < list_block.get_pos()[0] + list_block.get_size()[0]:
                        if mouse_pos[1] > list_block.get_pos()[1] and mouse_pos[1] < list_block.get_pos()[1] + list_block.get_size()[1]:
                            if event.button == 4:
                                list_block.scroll_list(-1)
                            if event.button == 5:
                                list_block.scroll_list(1)
                                     
        #Update Display
        surface.fill(BG_COLOR)
        
        pygame.draw.circle(surface, (0,0,0), [int(WIDTH * 0.935), int(HEIGHT * 0.065)], int(WIDTH * 0.03 + 5))
        pygame.draw.circle(surface, (255,153,153), [int(WIDTH * 0.935), int(HEIGHT * 0.065)], int(WIDTH * 0.03))
        
        floor.update()
        floor.draw(surface)
        
        if len(conf_menu_group) > 1:
            conf_menu_group.pop()
        for menu in conf_menu_group:
            if menu.get_response():
                conf_menu_group.remove(menu)
                
        if len(extraction_group) > 1:
            extraction_group.pop()
        for extraction in extraction_group:
            if extraction.update():
                extraction_group.remove(extraction)
            extraction.draw(surface)
            
        for drop in drop_group:
            if drop.update():
                drop_group.remove(drop)
            drop.draw(surface)
        
        process_object_group(active_mission, surface)
        process_object_group(player_group, surface)
        process_object_group(enemy_group, surface)
        cover_group = []
        for obstacle in obstacle_group:
            if obstacle != floor:
                cover_group.append(obstacle)
        for enemy in enemy_group:
            enemy.AI(cover_group, player)
        process_object_group(timer_group, surface)
        process_object_group(text_group, surface)
        process_object_group(obstacle_group, surface)
        process_object_group(button_group, surface)
        process_object_group(menu_group, surface)
        process_object_group(conf_menu_group, surface)
                
        pygame.display.update()
        clock.tick(Updates_per_second)
        
        loop_count += 1
Ejemplo n.º 8
0
    def PrintError(*args, **kwargs):
        pass

    def PrintNotice(*args, **kwargs):
        pass

    def PrintStack(skip=0):
        pass

    def PrintTraceback(msg=None, skip=0, source=None, excInfo=None):
        pass

    config = Config()
    debugLevel = config.logDebug
    colour = Colour()
    text = Text('en_US')
    actionThread = ActionThread()
    eventThread = EventThread()
    pluginManager = PluginManager()
    scheduler = Scheduler()

    def TriggerEvent(suffix, payload=None, prefix="Main", source=eg):
        pass

    def TriggerEnduringEvent(suffix, payload=None, prefix="Main", source=eg):
        pass

    from WinApi.SendKeys import SendKeysParser
    SendKeys = SendKeysParser()

    PluginClass = PluginBase