Ejemplo n.º 1
0
    def __init__(self):
        """Initialise the game, and create game resources"""
        pygame.init(
        )  #This initialises background settings that Pygame needs to work properly
        self.settings = Settings()

        #self.screen = pygame.display.set_mode((0,0), pygame.FULLSCREEN) These settings are for fullscreen mode
        #self.settings.screen_width = self.screen.get_rect().width        but have been commented out as i prefer
        #self.settings.screen_height = self.screen.get_rect().height       windowed mode

        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height
             ))  #This creates a display window for the game
        pygame.display.set_caption("Alien Invasion")

        #Create an instance to store game statistics
        #  and create a scoreboard
        self.stats = GameStats(self)
        self.sb = Scoreboard(self)

        self.ship = Ship(self)  #Make an instance of ship
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()  #This is a group for the fleet of aliens

        #Make play button
        self.play_button = Button(self, "Play")

        #Set the background colour
        self.bg_colour = (
            230, 230, 230
        )  #Colours defined by a mix of RGB this mixes equal of all
Ejemplo n.º 2
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 def create_buttons(self):
     self.start_button = Button(rect=(STARTBTN_X, BTN_Y2, 100, 50),
                                color=STARTBTNCOL1,
                                hover_color=STARTBTNCOL2,
                                text='Start',
                                function=self.start_button_function)
     self.pause_button = Button(rect=(PAUSEBTN_X, BTN_Y2, 100, 50),
                                color=PAUSEBTNCOL1,
                                hover_color=PAUSEBTNCOL2,
                                text='Pause',
                                function=self.pause_button_function)
     self.next_button = Button(rect=(NEXTBTN_X, BTN_Y2, 100, 50),
                               color=PAUSEBTNCOL1,
                               hover_color=PAUSEBTNCOL2,
                               text='>',
                               function=self.next_button_function)
     self.reset_button = Button(rect=(NEXTBTN_X + 125, BTN_Y2, 100, 50),
                                color=PAUSEBTNCOL1,
                                hover_color=PAUSEBTNCOL2,
                                text='Reset',
                                function=self.reset_button_function)
     self.new_array_button = Button(rect=(NEXTBTN_X + 250, BTN_Y2, 100, 50),
                                    color=PAUSEBTNCOL1,
                                    hover_color=PAUSEBTNCOL2,
                                    text='New Array',
                                    function=self.new_array_function)
Ejemplo n.º 3
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 def __init__(self):
     pygame.init()
     self.player = Player(settings.screen, self)
     self.ball = Ball(settings.screen, self.player)
     self.go_button = Button(settings.screen)
     self.go = False
     self.level = settings.get_level()[0]
Ejemplo n.º 4
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    def __init__(self, score_val, player_name):
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        pygame.init()
        pygame.mouse.set_visible(True)
        self.running = True
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.gameover_buttons = []
        self.gameover_buttons.append(
            Button('Assets/UI/restart.png', 'Assets/UI/restart_1.png', 206,
                   425, 6))
        self.gameover_buttons.append(
            Button('Assets/UI/home.png', 'Assets/UI/home_1.png', 296, 425, 7))
        self.game_over_font = pygame.font.Font('SigmarOne.ttf', 55)
        self.game_over_tag = self.game_over_font.render(
            "GAME OVER", True, (255, 255, 255))
        self.player_name = player_name

        self.obtained_score_font = pygame.font.Font('SigmarOne.ttf', 30)
        self.obtained_score_tag = self.obtained_score_font.render(
            "SCORE: " + str(score_val), True, (255, 255, 255))
        self.score_tag_rect = self.obtained_score_tag.get_rect()
        self.score_tag_rect.center = (275, 310)
        self.score_tag_rect.y = 320

        # sound effects: MOVE IT TO UTIL FILE LATER
        self.click_sound = pygame.mixer.Sound('Assets/music/clicked.wav')
        self.hover_sound = pygame.mixer.Sound('Assets/music/hover.wav')
        mixer.music.load('Assets/music/game_over_music.wav')
        mixer.music.play()

        # save high score to file and then sort the file
        self.save_score(player_name, score_val)
        sort_file()

        self.game_loop()
Ejemplo n.º 5
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 def __init__(self):
     self.size = self.width, self.height = 640, 640
     self.fill_clr = pygame.Color(0, 97, 100)
     self.txt_clr = pygame.Color(255, 255, 255)
     self.watch = True
     self.b_w, self.b_h = 128, 50
     self.back_button = Button('Назад', 24, 24, self.b_w, self.b_h)
     self.offset, self.ac_hei, self.leng = 60, 80, 500
     self.aff_one = 100
     ach_cod = []
     self.score = 0
     self.real_got = []
     with open("dostig.txt", encoding="utf-8") as ac:
         ach_cod = str(ac.read())  # чтение из файла сохранения
         ach_cod = ach_cod.split(',')
     for i in range(1, len(ach_cod)):  # Вывод достижений
         if ach_cod[i] == 'T':
             if i == 1:
                 self.real_got.append('Начало положено. '
                                      '(Запустить игру, +10)')
                 self.score += 10
             if i == 2:
                 self.real_got.append('Путь к развитию. '
                                      '(Получена неплохая концовка, +150)')
                 self.score += 150
             if i == 3:
                 self.real_got.append('Восход. '
                                      '(Получена лучшая концовка, +300)')
                 self.score += 300
             if i == 4:
                 self.real_got.append('Пучина греха. '
                                      '(Получена худшая концовка, +100)')
                 self.score += 100
Ejemplo n.º 6
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    def __init__(self,name):
        Screen.__init__(self,name)
        self.titleImage = pygame.image.load("Media/ChapFCS-title.gif").convert()
        self.titlePosition = ((self.screen.get_width()-self.titleImage.get_width())/2,
                              (self.screen.get_height()/4))
        self.tablePosition = (100,175)

        self.screen.fill([0,0,0])             # just black, no graphic background image

        self.ButtonNW = self.buttons(bgcolor = (0,0,255), callback=self.systemOptions,
                                     **Button.standardButton("NW",["System","Options"],self.screen))
        self.ButtonNE = self.buttons(bgcolor = (0,0,255), callback=self.matchOptions,
                                     **Button.standardButton("NE",["Field","Options"],self.screen))
        self.ButtonSE = self.buttons(bgcolor = (0,0,255), callback=self.about,
                                     **Button.standardButton("SE","About",self.screen))
        self.ButtonS = self.buttons(bgcolor = (255,255,255), callback=self.nextMatch, lcolor = (0,0,0),
                                     **Button.standardButton("S",["Next","Match"],self.screen))


        self.dataTable = self.tables(fontsize=20,font="monospace")

        self.dataTable.addData("Field Name: ",align="right")
        self.dataTable.addData(Settings.fieldName, bold=True, name="fieldName",bgcolor=(50,50,50),callback=self.setFieldName)
        self.dataTable.endRow()
        self.dataTable.addData("Next Match: ", align="right")
        self.dataTable.addData(Settings.matchNumber,name="match",callback=self.setMatchNumber,bold=True)
        self.dataTable.endRow()

        # put out the title
        self.screen.blit(self.titleImage,self.titlePosition)
        self.dataTable.position = self.tablePosition
Ejemplo n.º 7
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    def __init__(self):
        """Initialize the game, and create game ressources."""
        pygame.init()
        self.settings = Settings()
        self.clock = pygame.time.Clock()

        # # Switch the comments on these blocks for fullscreen or window screen
        # self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
        # self.settings.screen_width = self.screen.get_rect().width
        # self.settings.screen_height = self.screen.get_rect().height

        self.screen = pygame.display.set_mode(
            (self.settings.screen_width, self.settings.screen_height))
        pygame.display.set_caption('COVID Invasion')

        # Create an instance to store game statistics
        #   and create a scoreboard
        self.stats = GameStats(self)
        self.scoreboard = Scoreboard(self)

        self.ship = Ship(self)
        self.bullets = pygame.sprite.Group()
        self.aliens = pygame.sprite.Group()

        self._create_fleet()

        self.play_button = Button(self, 'Play')
Ejemplo n.º 8
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    def __init__(self,name,globalName,mode,title,color):
        Screen.__init__(self,name)

        self.ButtonS = self.buttons(bgcolor = (0,0,255), callback=self.done,
                                     **Button.standardButton("S","Done",self.screen))
        self.ButtonNW = self.buttons(bgcolor = (0,0,255), callback=self.cancel,
                                     **Button.standardButton("NW","Cancel",self.screen))

        self.ButtonNE = self.buttons(bgcolor = (0,0,255), callback=self.up, upCallback=self.release,
                                     holdCallback = self.holdCountUp, rotation = 180,
                                     **removeKey(Button.standardButton("NE","V",self.screen),'rotation'))

        self.ButtonSE = self.buttons(bgcolor = (0,0,255), callback=self.down, upCallback=self.release,
                                     holdCallback = self.holdCountDown,
                                     **Button.standardButton("SE","V",self.screen))
        self.ButtonSW = self.buttons(bgcolor = (255,0,0), callback=self.permenance,
                                     **Button.standardButton("SW","Permenance",self.screen))

        self.globalName = globalName
        self.mode = mode
        self.color = color
        self.title = title
        self.heldCountUp = False
        self.heldCountDown = False
        self.heldLastTime = datetime.datetime.now()
        self.needsUpdate = True
        self.PT = True
Ejemplo n.º 9
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	def _themes_menu(self):
		screen = self.screen
		action = None
		buttons = []
		ypos = 100
		for theme_name in THEMES:
			button = Button(theme_name)
			button.setCords((self.screen.get_width()/2) - (self.start_button.rect.width/2), ypos)
			buttons.append(button)
			ypos += 100
		
		while True:	
			for event in pygame.event.get():
				if event.type == MOUSEBUTTONDOWN:	
					mouse_pos = pygame.mouse.get_pos()
					for button in buttons:
						if button.is_pressed(mouse_pos):
							self.theme = button.text.lower()
							self._set_theme()
							fname = self._config_file('theme.config')
							with open(fname, 'w') as theme_config:								
								theme_config.write(self.theme)
							return
				if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
					return False							
			screen.blit(self.background, (0,0))	
			for button in buttons:
				screen.blit(button.image, button.rect)
			pygame.display.flip()
			self.clock.tick(TARGET_FPS)			
Ejemplo n.º 10
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class Game():
    def __init__(self):
        pygame.init()
        self.player = Player(settings.screen, self)
        self.ball = Ball(settings.screen, self.player)
        self.go_button = Button(settings.screen)
        self.go = False
        self.level = settings.get_level()[0]

    def loop(self):
        functions.check_events(self.player, self.ball, self.go, self)
        settings.screen.fill(settings.background_color)
        self.player.update()
        self.ball.update(self.level, self.player)
        if self.go:
            self.go_button.blitme()
        functions.update_level(self.level)
        pygame.display.flip()

    def game_over(self):
        self.ball.paused = True
        self.player.paused = True
        self.go = True

    def restart(self):
        self.player = Player(settings.screen, self)
        self.ball = Ball(settings.screen, self.player)
        self.go = False
        self.level = settings.get_level()[0]
Ejemplo n.º 11
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 def __init__(self, button_pin, event_start, event_stop,
              white_lamp_controller, semaphore_mode):
     Thread.__init__(self)
     self.button = Button(button_pin)
     self.event_start = event_start
     self.event_stop = event_stop
     self.white_lamp_controller = white_lamp_controller
     self.semaphore_mode = semaphore_mode
Ejemplo n.º 12
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def load_buttons():
    dummy_file_path = os.path.join(os.getcwd(), "audio", "dummy.wav")
    for idx in range(64):
        file_path = os.path.join(os.getcwd(), "audio", samples_list[idx])
        try:
            buttons[idx] = Button(idx, file_path, False)
        except FileNotFoundError:
            buttons[idx] = Button(idx, dummy_file_path, False)
Ejemplo n.º 13
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 def __init__(self):
     pyxel.init(180, 120, caption="Keymusic Py", scale=4)
     self.keys = [
         Button([11, 3], [20, 100], 4, [0, 1, "A2"], pyxel.KEY_A),
         Button([10, 9], [40, 100], 4, [1, 2, "B2"], pyxel.KEY_S),
         Button([12, 5], [60, 100], 4, [2, 3, "C2"], pyxel.KEY_F),
         Button([15, 14], [80, 100], 4, [3, 4, "D2"], pyxel.KEY_G),
     ]
     pyxel.run(self.update, self.draw)
Ejemplo n.º 14
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 def __init__(self):
     Screen.__init__(self,"TeamAssign")
     self.ButtonNW = self.buttons(bgcolor = (100,100,0), callback=self.reboot,
                                  **Button.standardButton("NW","Reboot",self.screen))
     self.ButtonSW = self.buttons(bgcolor = (0,0,255), callback=self.setup,
                                  **Button.standardButton("SW","Yes",self.screen))
     self.ButtonNE = self.buttons(bgcolor = (0,0,255), callback=self.matchSetup,
                                  **Button.standardButton("NE",["Match","Setup"],self.screen))
     self.ButtonSE = self.buttons(bgcolor = (0,0,255), callback=self.quit,
                                  **Button.standardButton("SE","Quit",self.screen))
Ejemplo n.º 15
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 def __init__(self,name):
     Screen.__init__(self,name)
     self.ButtonNW = self.buttons(bgcolor = (0,0,255), callback=self.systemOptions,
                                  **Button.standardButton("NW",["System","Options"],self.screen))
     self.ButtonSW = self.buttons(bgcolor = (0,0,255), callback=self.setup,
                                  **Button.standardButton("SW","Setup",self.screen))
     self.ButtonNE = self.buttons(bgcolor = (0,0,255), callback=self.matchSetup,
                                  **Button.standardButton("NE",["Match","Options"],self.screen))
     self.ButtonSE = self.buttons(bgcolor = (0,0,255), callback=self.quit,
                                  **Button.standardButton("SE","Quit",self.screen))
Ejemplo n.º 16
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 def init_buttons(self):
     self.all_buttons.append(
         Button('Assets/UI/play.png', 'Assets/UI/play_1.png', 175, 250, 1))
     self.all_buttons.append(
         Button('Assets/UI/options.png', 'Assets/UI/options_1.png', 150,
                500, 2))
     self.all_buttons.append(
         Button('Assets/UI/highscore.png', 'Assets/UI/highscore_1.png', 150,
                600, 3))
     self.all_buttons.append(
         Button('Assets/UI/exit.png', 'Assets/UI/exit_1.png', 150, 700, 4))
Ejemplo n.º 17
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    def draw_ui(self):
        self.buttons = []
        astar_button = Button(0, 3, 40, 100, DISPLAY, WHITE,
                      (150, 150, 150), "RUN A*", self.handle_astar, 25)
        dijkstra_button = Button(WIDTH-153, 3, 40, 150, DISPLAY, WHITE,
                      (150, 150, 150), "RUN DIJKSTRA", self.handle_dijkstra, 25)

        # self.buttons.append(astar_button, dijkstra_button)
        self.buttons.extend((astar_button, dijkstra_button))
        for button in self.buttons:
            button.create()
Ejemplo n.º 18
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    def __init__(self,name,match):
        Screen.__init__(self,name)

        self.match = match        
        self.match.fakeTeams()
        
        self.tablePosition = (130,10)
        self.trashcanpic = pygame.image.load("Media/trashCan2.png").convert()
        self.trashcanpic = pygame.transform.scale(self.trashcanpic, (37,50))
        self.refreshpic = pygame.image.load("Media/refresh.png").convert()
        self.refreshpic = pygame.transform.scale(self.refreshpic, (50,50))

        self.cb1 = (150,150,150)
        self.cb2 = (50,50,50)
        self.sideBlue = (150,150,255)
        self.sideRed = (255,150,150)

        self.roboSel = None                   #  the index into the Table of robots
#        self.trashList = []
        self.AssignButtonPressed = None        #This is set to one of NW NE SW SE or NOne
        self.assignedTeams = { "NW":None, "NE":None, "SW":None, "SE":None }

        self.screen.fill([0,0,0])             # just black, no graphic background image
        self.Button = dict()
        self.Button["NW"] = self.buttons(bgcolor = (0,0,255), callback=self.teamAssign,rock = "NW",fontsize = 25,
                                     **Button.standardButton("NW",self.assignedTeams["NW"],self.screen))
        self.Button["NE"] = self.buttons(bgcolor = (255,0,0), callback=self.teamAssign,rock = "NE",fontsize = 25,
                                     **Button.standardButton("NE",self.assignedTeams["NE"],self.screen))
        self.Button["SW"] = self.buttons(bgcolor = (0,0,255), callback=self.teamAssign,rock = "SW",fontsize = 25,
                                     **Button.standardButton("SW",self.assignedTeams["SW"],self.screen))
        self.Button["SE"] = self.buttons(bgcolor = (255,0,0), callback=self.teamAssign,rock = "SE",fontsize = 25,
                                     **Button.standardButton("SE",self.assignedTeams["SE"],self.screen))
        self.ButtonS = self.buttons(bgcolor = (255,255,255), callback=self.done, lcolor = (0,0,0),
                                     **Button.standardButton("S","Done",self.screen))
        self.ButtonDel = self.buttons(graphic = self.trashcanpic, callback = self.trashButton,rock = "DelButton",
                                      size=(37,50), position=(130,270), rotation=0,labels=["",""])
        self.ButtonRef = self.buttons(graphic = self.refreshpic, callback = self.refresh,rock = "RefreshButton",
                                      size=(50,50), position=(300,270), rotation=0,labels=["",""])
        self.createSides()

        self.sWidth = self.screen.get_width()
        self.sHeight = self.screen.get_height()
        self.boxHeight = self.sWidth/9
        self.boxWidth = self.sHeight/3
        self.one = "1"
        self.two = "2"
        self.myfont = pygame.font.SysFont("monospace", 30)
        self.myfont.set_bold(True)
        self.N1 = self.myfont.render(self.one,1,(255,255,255))
        self.N2 = self.myfont.render(self.two,1,(255,255,255))
        self.screen.blit(self.N1,(self.boxWidth/2-10,self.boxHeight+10))
        self.screen.blit(self.N2,(self.boxWidth/2-10,self.sHeight-(self.boxHeight+40)))        
        self.screen.blit(self.N1,(self.sWidth-(self.boxWidth/2)-10,self.boxHeight+10))
        self.screen.blit(self.N2,(self.sWidth-(self.boxWidth/2)-10,self.sHeight-(self.boxHeight+40)))        
Ejemplo n.º 19
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 def __init__(self,name):
     Screen.__init__(self,name)
     self.ButtonNW = self.buttons(bgcolor = (255,0,0), callback=self.button1,
                                  **Button.standardButton("NW",["Button","1"],self.screen))
     self.ButtonSW = self.buttons(bgcolor = (255,0,0), callback=self.button2,
                                  **Button.standardButton("SW",["Button","2"],self.screen))
     self.ButtonNE = self.buttons(bgcolor = (255,0,0), callback=self.button3,
                                  **Button.standardButton("NE",["Button","3"],self.screen))
     self.ButtonSE = self.buttons(bgcolor = (255,0,0), callback=self.button4,
                                  **Button.standardButton("SE",["Button","4"],self.screen))
     self.ButtonS = self.buttons(bgcolor = (255,0,0), callback=self.quit,
                                  **Button.standardButton("S","Quit",self.screen))
Ejemplo n.º 20
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    def get_game_board(self):
        game_board = []
        for y in range(self.board_height):
            game_board.append([])
            for x in range(self.board_length):
                button = Button(self.length_offset + self.tile_length * x,
                                self.height_offset + self.tile_height * y,
                                self.tile_length, self.tile_height)
                button.highlight_color = (230, 230, 230)
                game_board[y].append(Square(None, button))

        return game_board
Ejemplo n.º 21
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 def __init__(self,name):
     Screen.__init__(self,name)
     self.ButtonNW = self.buttons(bgcolor = (255,0,0), callback=self.buttontest,
                                  **Button.standardButton("NW",["Button","Test"],self.screen))
     self.ButtonSW = self.buttons(bgcolor = (255,0,0), callback=self.networktest,
                                  **Button.standardButton("SW",["Network","Test"],self.screen))
     self.ButtonNE = self.buttons(bgcolor = (255,0,0), callback=self.audiotest,
                                  **Button.standardButton("NE",["Audio","Test"],self.screen))
     self.ButtonSE = self.buttons(bgcolor = (255,0,0), callback=self.bletests,
                                  **Button.standardButton("SE",["Bluetooth","Tests"],self.screen))
     self.ButtonS = self.buttons(bgcolor = (255,255,255), callback=self.quit,lcolor=(0,0,0),
                                  **Button.standardButton("S","Done",self.screen))
Ejemplo n.º 22
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    def __init__(self, x, y, identity):
        self.pieces = 0
        self.color = ""
        self.identity = identity
        self.x = x
        self.y = y

        if 24 > identity > 11:
            self.button = Button(x, 500, 56, 383)
        else:
            if identity == 24 or identity == 25:
                self.button = Button(x, y, 56, 383)
            else:
                self.button = Button(x, y, 900 - x, 900 - y)
Ejemplo n.º 23
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    def __init__(self,name):
        Screen.__init__(self,name)


        self.ButtonNW = self.buttons(bgcolor = (255,0,0), callback=self.mode1broadcast,
                                     **Button.standardButton("NW",["Broadcast","Mode 0"],self.screen))
        self.ButtonSW = self.buttons(bgcolor = (255,0,0), callback=self.stopbroadcast,
                                     **Button.standardButton("SW","STOP",self.screen))
        self.ButtonNE = self.buttons(bgcolor = (255,0,0), callback=self.connection,
                                     **Button.standardButton("NE",["Connection","Test"],self.screen))
        self.ButtonSE = self.buttons(bgcolor = (255,0,0), callback=self.mode2broadcast,
                                     **Button.standardButton("SE",["Broadcast","Mode 1"],self.screen))
        self.ButtonS = self.buttons(bgcolor = (255,255,255), callback=self.done,lcolor=(0,0,0),
                                     **Button.standardButton("S","Done",self.screen))
Ejemplo n.º 24
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def end_game(_mouse_x, _mouse_y):
    if game.look_for_winner() == 3:
        text_endgame = 'draw'
    else:
        text_endgame = 'player {} wins'.format(game.look_for_winner())
    czcionka = pygame.font.SysFont("comicsans", 70)
    text_render_endgame = czcionka.render(text_endgame, True, (0, 0, 0))
    screen.fill(bg_green)
    screen.blit(text_render_endgame, (500, 300))
    pygame.display.update
    close_button = Button((0, 255, 255), 375, 300, 100, 60, 'xkill')
    while running:
        if close_button.is_over(_mouse_x, _mouse_y):
            terminate_game()
Ejemplo n.º 25
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    def __init__(self,name):
        Screen.__init__(self,name)

        self.tablePosition = (20,150)

        self.screen.fill([0,0,0])             # just black, no graphic background image

        self.ButtonNW = self.buttons(bgcolor = (0,0,255), callback=self.setTimes,
                                     **Button.standardButton("NW",["Times &","Match #"],self.screen))
        self.ButtonNE = self.buttons(bgcolor = (0,0,255), callback=self.remoteControl,
                                     **Button.standardButton("NE",["Remote","Control"],self.screen))
        self.ButtonSW = self.buttons(bgcolor = (0,0,255), callback=self.setFieldName,
                                     **Button.standardButton("SW",["Field","Name"],self.screen))
        self.ButtonS = self.buttons(bgcolor = (255,255,255), callback=self.done,lcolor = (0,0,0),
                                     **Button.standardButton("S","Done",self.screen))
Ejemplo n.º 26
0
def run_game():
    # Initialize pygame, settings, and screen object.
    pygame.init()
    ai_settings = Settings()
    screen = pygame.display.set_mode(
        (ai_settings.screen_width, ai_settings.screen_height))
    pygame.display.set_caption("almykivasion!!!")

    play_button = Button(ai_settings, screen, "Play")

    # Create an instance to store game statistics and create a scoreboard.
    stats = GameStats(ai_settings)
    sb = Scoreboard(ai_settings, screen, stats)

    # Make a ship, a group of bullets, and a group of aliens.
    ship = Ship(ai_settings, screen)
    bullets = Group()
    aliens = Group()
    gf = GameFunctions(ai_settings, screen, stats, sb, ship, aliens, bullets,
                       play_button)

    # Create the fleet of aliens.
    gf.create_fleet()

    # Start the main loop for the game.
    while True:
        gf.check_events()

        if stats.game_active:
            ship.update()
            gf.update_bullets()
            gf.update_aliens()

        gf.update_screen()
Ejemplo n.º 27
0
    def __init__(self):
        Screen.__init__(self,"fieldNumberScreen")

        self.screen.fill([0,0,0])             # just black, no graphic background image

        self.buttonHeight = self.height/3
        self.buttonPadding = self.width/25

        self.matchImage, self.autoImage, self.teleopImage, self.endGameImage = self.numberImages(self.buttonHeight)
        self.buttonWidth = self.matchImage.get_width()
        self.matchPos, self.autoPos, self.teleopPos, self.endGamePos = self.numberPositions(self.buttonHeight,
                                                                                            self.buttonWidth,
                                                                                            self.buttonPadding)
        
        self.matchButton = self.buttons((self.buttonWidth,self.buttonHeight),self.matchPos,
                                        graphic=self.matchImage, callback=self.editMatchNumber)
        self.autoButton = self.buttons((self.buttonWidth,self.buttonHeight),self.autoPos,
                                       graphic=self.autoImage, callback=self.editAutoNumber)
        self.teleopButton = self.buttons((self.buttonWidth,self.buttonHeight),self.teleopPos,
                                         graphic=self.teleopImage, callback=self.editTeleopNumber)
        self.endGameButton = self.buttons((self.buttonWidth,self.buttonHeight),self.endGamePos,
                                          graphic=self.endGameImage, callback=self.editEndGameNumber)

        self.ButtonS = self.buttons(bgcolor = (0,0,255), callback=self.done,
                                     **Button.standardButton("S","Done",self.screen))
Ejemplo n.º 28
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 def add_buttons(cls, *button_ids):
     for button in button_ids:
         cls.buttons[button] = Button(button,
                                       cls.button_blank,
                                       (0, 0),
                                       button)
         print(cls.buttons)
Ejemplo n.º 29
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    def __init__(self, player_name):
        #  declare variables for UI navigation
        # load UI images and background images

        os.environ['SDL_VIDEO_CENTERED'] = '1'
        pygame.init()
        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.player_name = player_name
        self.running = True
        self.start_img = load_image('Assets/background/start.png')
        self.instructions_img = load_image(
            'Assets/background/instructions.png')
        self.instruction_window = False
        self.all_buttons = []
        self.next_button = []
        self.next_button.append(
            Button('Assets/UI/next.png', 'Assets/UI/next_1.png', 476, 775, 5))
        self.init_buttons()

        # sound effects
        self.click_sound = pygame.mixer.Sound('Assets/music/clicked.wav')
        self.hover_sound = pygame.mixer.Sound('Assets/music/hover.wav')

        # fonts to display player name
        font = pygame.font.Font('SigmarOne.ttf', 20)
        self.player_name_tag = font.render(self.player_name, True,
                                           (255, 255, 255))

        self.game_loop()
Ejemplo n.º 30
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	def init(self):
		flags = 0
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'
			WINSIZE = 480, 800
		else:
			WINSIZE = 0, 0
			flags |= pygame.FULLSCREEN
		pygame.init()	
		mixer.init()
		
		# Map the back button to the escape key.
		if ANDROID:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_b)

		self.clock = pygame.time.Clock()			
		if not ANDROID:
			self.icon = pygame.image.load(get_resource('android-icon.png'))
			pygame.display.set_icon(self.icon)
		screen = self.screen = pygame.display.set_mode(WINSIZE, flags)
		self.width, self.height = screen.get_width(), screen.get_height()		
		pygame.display.set_caption('Mazenum')
		
		self.score_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 25)
		self.completed_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 40)
		
		self.start_button = Button("Start game")
						
		self.playboard = PlayBoard(screen, 
				self.COLUMNS, self.ROWS, self.header_height)
		self._set_background()
		self.is_game_over = False						
Ejemplo n.º 31
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class ButtonController(Thread):
    def __init__(self, button_pin, event_start, event_stop,
                 white_lamp_controller, semaphore_mode):
        Thread.__init__(self)
        self.button = Button(button_pin)
        self.event_start = event_start
        self.event_stop = event_stop
        self.white_lamp_controller = white_lamp_controller
        self.semaphore_mode = semaphore_mode

    def invert_start_stop_state(self):
        if self.event_start.isSet():
            self.event_start.clear()
            self.event_stop.set()
        else:
            self.event_start.set()
            self.event_stop.clear()

    def run(self):
        while True:
            duration = self.button.wait_for_pressure()
            # print("Pressure detected")
            if duration >= SEMAPHORE_MODE_SWITCH_THRESHOLD:
                self.semaphore_mode.invert()
                self.white_lamp_controller.blink_twice()
                # print("Semaphore mode inverted")
            else:
                self.invert_start_stop_state()
Ejemplo n.º 32
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    def __init__(self,name):
        Screen.__init__(self,name)

        self.screen.fill([0,0,0])             # just black, no graphic background image

        # go ahead and calculate the time display/buttons

        self.buttonHeight = self.height/3
        self.buttonPadding = self.width/25

        self.matchImage, self.autoImage, self.teleopImage, self.endGameImage = self.numberImages(self.buttonHeight)
        self.buttonWidth = self.matchImage.get_width()
        self.matchPos, self.autoPos, self.teleopPos, self.endGamePos = self.numberPositions(self.buttonHeight,
                                                                                            self.buttonWidth,
                                                                                            self.buttonPadding)
        
        self.matchButton = self.buttons((self.buttonWidth,self.buttonHeight),self.matchPos,
                                        graphic=self.matchImage, callback=self.editMatchNumber,gpio=HARDWARE.button.NW)
        self.autoButton = self.buttons((self.buttonWidth,self.buttonHeight),self.autoPos,
                                       graphic=self.autoImage, callback=self.editAutoNumber,gpio=HARDWARE.button.SW)
        self.teleopButton = self.buttons((self.buttonWidth,self.buttonHeight),self.teleopPos,
                                         graphic=self.teleopImage, callback=self.editTeleopNumber,gpio=HARDWARE.button.NE)
        self.endGameButton = self.buttons((self.buttonWidth,self.buttonHeight),self.endGamePos,
                                          graphic=self.endGameImage, callback=self.editEndGameNumber,gpio=HARDWARE.button.SE)

        self.ButtonS = self.buttons(bgcolor = (0,0,255), callback=self.done,
                                     **Button.standardButton("S","Done",self.screen))
Ejemplo n.º 33
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 def get_search_actions(self, resource, context):
     search_button = Button(access=True,
                            resource=resource,
                            context=context,
                            css='button-search',
                            title=MSG(u'Search'))
     return [search_button]
Ejemplo n.º 34
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class AcceptInvitation(ConfirmSubscription):

    title = MSG(u"Invitation")
    description = MSG(
        u'By accepting the invitation you will receive an email every time'
        u' this resource is modified.')
    actions = [Button(access=True, title=MSG(u'Accept invitation'))]
Ejemplo n.º 35
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 def __init__(self, screen):
     self.running = True
     self.screen = screen
     self.state = "title screen"
     self.score = 0
     self.cycle_alpha = cycle([*range(0, 256, 2)] + [*range(0, 256, 2)][::-1])
     self.player = Player(self)
     self.clock = pygame.time.Clock()
     self.banner = pygame.transform.scale2x(pygame.image.load("assets/banner.png"))
     self.all_monsters = pygame.sprite.Group()
     self.SpawnMonsterEvent = pygame.USEREVENT + 1
     self.play_button = Button("assets/playbutton.png", (300, 280))
     self.title_background = pygame.image.load("assets/background.png").convert()
     self.play_button.image = pygame.transform.scale2x(self.play_button.image).convert_alpha()
     self.read_lvl(1)
     self.lvl_background = self.map.screen.convert()
     self.background = self.title_background
Ejemplo n.º 36
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def game_over_state():
    # set display caption
    pygame.display.set_caption("Play Again?")

    # button position
    center_x = (window_width - button_width) // 2
    center_y = text_padding

    # restart.display_text_box(game_window, center_x, center_y)
    restart_button = Button(color="white",
                            x=center_x,
                            y=center_y,
                            text="restart")
    restart_button.draw_button(game_window)
    pygame.display.update()

    # clock tick
    pygame.time.Clock().tick(1) // 1000

    # display update
    pygame.display.update()

    while True:
        # catch different events
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                pygame.display.quit()
                sys.exit()

            elif event.type == pygame.MOUSEBUTTONUP:
                # left click
                if event.button == 1:
                    x, y = event.dict["pos"]

                    # check for restart
                    if restart_button.get_button_rectangle().collidepoint(
                            x, y):
                        # clear the game window
                        game_window.fill(colors["black"])

                        # goto bast state
                        base_state()
Ejemplo n.º 37
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 def __init__(self,name):
     self.name = name
     self.screen = pygame.display.get_surface().copy()
     self.width = self.screen.get_width()
     self.height = self.screen.get_height()
     Screen.screenList.append(self)
     self.buttons = Button.clone(name)    # these are the buttons for THIS screen
     self.tables = Table.clone(name)      # these are the tables for THIS screen
     self.title = None
Ejemplo n.º 38
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class StartScreen(GameState):
    """State to handle update and and render logic when the
        start screen is active
    """

    bgr = pygame.image.load(os.path.join(constants.ASSETS, 'start_screen_bgr.png'))
    buttons = {}
    buttons['play'] = Button('play_button', 
                             pygame.image.load(os.path.join(constants.ASSETS, 'play_button.png')))
    visibles = []
    switch_to_states = []


    @classmethod
    def __init__(cls):
        cls.buttons['play'].pos = [((constants.screen_width / 2) 
                                     - (cls.buttons['play'].sprite.get_width() / 2)),
                                    (constants.screen_height / 2)]
        cls.buttons['play'].rect = pygame.Rect(cls.buttons['play'].pos,
                                               (cls.buttons['play'].rect.width,
                                                cls.buttons['play'].rect.height))
        asdf = [cls.buttons['play'].sprite, cls.buttons['play'].pos]
        cls.visibles.append(asdf)

    @classmethod
    def update(cls):
        cls.switch_to_states = []

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
                pygame.display.quit()
                raise SystemExit

            # Check if a button has been clicked            
            if event.type == pygame.MOUSEBUTTONDOWN:
                pos = pygame.mouse.get_pos()
                for button in cls.buttons.values():
                    if button.rect.collidepoint(pos):
                        print(button.id)
                        if button.id == 'play_button':
                            #cls.switch_to_states.append('roster_edit')
                            return 'roster_edit'
                    else:
                        print("not clicked")            

    @classmethod
    def draw(cls, game_win):
        game_win.blit(cls.bgr, (0, 0))

        for i in cls.visibles:
            game_win.blit(i[0], i[1])

    @classmethod
    def on_enter(cls):
        pass        
Ejemplo n.º 39
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 def set_roster_buttons(cls):
     """Creates buttons for each creature in the player's roster
     """
     i = 0
     for name in player.player1.roster_ids:
         cls.roster_buttons.append(Button(name,
                                          player.player1.get_roster_thumbs(name),
                                          pos=cls.thumb_positions[i],
                                          text=name))
         i += 1
Ejemplo n.º 40
0
    def make(cls, items):
        cls.buttons = {}
        i = 0
        for item in items:
            cls.buttons[item] = Button(item, 
                                       cls.button_blank, 
                                       pos=(cls.pos[0], cls.pos[1] + (i * cls.button_height)),
                                       text=item)
            i += 1

        cls.show = True
Ejemplo n.º 41
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def device_choice_screen(_mouse_x, _mouse_y):
    """Obsługa ekranu z pytaniem czy gra się z urządzeniem do rozdawania kart"""
    _ard_conn = None
    button_yes = Button((0, 255, 255), 375, 300, 100, 60, 'Tak')
    button_no = Button((255, 0, 0), 575, 300, 100, 60, 'Nie')
    if button_yes.is_over(_mouse_x, _mouse_y):
        screen.fill(bg_green)
        # try:
        #     _ard_conn = ArduinoConnection('COM2')
        #     _color_model, _value_model = tensorflow_load_models()
        #     return True, _ard_conn
        # except SerialException:
        #     add_text(text_no_device, 300, 500)
    if button_no.is_over(_mouse_x, _mouse_y):
        screen.fill(bg_green)
        return False, _ard_conn
    add_text(text_device_choice, 300, 150)
    button_yes.draw(screen)
    button_no.draw(screen)
    return None, _ard_conn
Ejemplo n.º 42
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    def __init__(self,name):
        Screen.__init__(self,name)

        self.ButtonS = self.buttons(bgcolor = (255,0,0), callback=self.quit,
                                     **Button.standardButton("S","Quit",self.screen))

        self.str = "The Chap FCS is a project created by Chap Research,\nat Westlake High School, in Austin, Texas. The project was created by Arnhav Iyengar, Jacob Rothfus, Lewis Jones, and Eric Rothfus, in association with FRC Team 2468, Team Appreciate. This system was made to promote fariness and safety in the FTC competition, by creating a consistant, and easy way to start and stop all the robots in a match."
        self.target = 1
        self.str2 = ""
        self.x = 10
        self.y = 75
Ejemplo n.º 43
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    def __init__(self, name):
        Screen.__init__(self, name)
        self.screen.fill([0, 0, 0])
        self.redraw = True
        self._setTitle("Audio Test")

        self.soundFX = pygame.mixer.Sound(os.path.join("Media", "StartAuto.wav"))
        self.myfont = pygame.font.SysFont("impact", 50)
        self.label = self.myfont.render("Playing Sound", 1, (255, 255, 255))

        print("This is working")

        self.ButtonSW = self.buttons(
            bgcolor=(255, 0, 0), callback=self.play, **Button.standardButton("SW", ["Play", "Sound"], self.screen)
        )
        self.ButtonS = self.buttons(
            bgcolor=(255, 255, 255),
            callback=self.done,
            lcolor=(0, 0, 0),
            **Button.standardButton("S", "Done", self.screen)
        )
Ejemplo n.º 44
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    def __init__(self, screen, stats):
        """Init a menu"""
        self.screen = screen
        self.screen_rect = screen.get_rect()

        # Set parameters
        self.width = 800
        self.height = 500
        self.bg_color = (30, 30, 30)
        self.text_color = (255, 255, 255)
        self.font = pygame.font.SysFont(None, 48)
        self.rect = pygame.Rect(0, 0, self.width, self.height)
        self.rect.center = self.screen_rect.center

        self.prep_msg(stats)

        if stats.game_ended:
            self.prep_msg(stats)

        # Create Play button
        self.play_button = Button(screen, stats)
        self.controls_button = Button(screen, stats)
Ejemplo n.º 45
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    def init_buttons(self):
        button_length = self.surface.get_size()[0] * 0.21
        button_height = self.surface.get_size()[1] * 0.35
        x_space = self.surface.get_size()[0] * 0.03
        y_space = self.surface.get_size()[1] * 0.05
        text_mult = 0.17

        self.maze_button = Button((button_length * 0 + x_space * 1), y_space,
        button_length, button_height, text="Generate maze")
        self.path_button = Button((button_length * 1 + x_space * 2), y_space,
        button_length, button_height, text="Find path")
        self.animate_button = Button((button_length * 0 + x_space), button_height + y_space * 2,
        button_length, button_height, text="Animate")
        self.buttons = [self.maze_button, self.path_button, self.animate_button]

        for button in self.buttons:
            button.main_color = WHITE
            button.highlight_color = LIGHT_GREY
            button.set_text(text_size=button_length * text_mult)

        self.animate_button.main_color = GREEN
        self.animate_button.highlight_color = DARK_GREEN
Ejemplo n.º 46
0
class CSV_AddRow(RowForm):

    title = MSG(u'Add Row')
    icon = 'new.png'
    actions = [Button(access=True, css='button-ok', title=MSG(u'Add'))]

    def action(self, resource, context, form):
        row = [form[name] for name, title in resource.get_columns()]
        row = resource.handler.add_row(row)
        # Ok
        message = INFO(u'New row added.')
        goto = ';edit_row?index=%s' % row.number
        return context.come_back(message, goto=goto)
Ejemplo n.º 47
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	def init(self):
		flags = 0
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'
			WINSIZE = 480, 800
		else:
			WINSIZE = 0, 0
			flags |= pygame.FULLSCREEN
		pygame.init()	
		if USE_MIXER:
			mixer.init()
		
		# Map the back button to the escape key.
		if ANDROID:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

		self.clock = pygame.time.Clock()			
		if not (ANDROID or PYTHON4ANDROID):
			self.icon = pygame.image.load(get_resource('android-icon.png'))
			pygame.display.set_icon(self.icon)
		screen = self.screen = pygame.display.set_mode(WINSIZE, flags)
		self.width, self.height = screen.get_width(), screen.get_height()
		pygame.display.set_caption('Popzi')

		if USE_MIXER:
			self.pop_sound = mixer.Sound(get_resource("sfx/pop.ogg"))
		
		self.score_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 25)
		self.completed_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 40)
		
		self.start_button = Button("Start game")				
		self.themes_button = Button("Select theme")
						
		self.playboard = PlayBoard(screen, 
				self.COLUMNS, self.ROWS, self.header_height)
		
		self._read_theme_config()
Ejemplo n.º 48
0
def welcome_main():
    # x,y represent the size of screen
    x = 620
    y = 1000
    pyg.init()
    screen = pyg.display.set_mode((x, y))   # screen is what is displayed
    pyg.display.set_caption('Fruit Ninja')

    # Places background image on screen
    background_image = pyg.image.load("fruit_ninja.jpeg").convert()
    screen.blit(background_image, [0, 0])
    pyg.display.flip()
    
    # Makes a button to play game
    play_button = Button()
    play = play_button.create_button(screen,(205,133,63), (x/4),300,(x/2) ,(y/5) , 0, "Play!", (255,255,255))
    playpos = play.get_rect()
    screen.blit(play, playpos)
    pyg.display.flip()
    
    # Make a button to see the rules of game
    rules_button = Button()
    rule = rules_button.create_button(screen,(205,133,63), (x/4), (3*y/5), (x/2), (y/5), 0, "Rules", (255,255,255))
    rulespos = rule.get_rect()  
    screen.blit(rule, rulespos)
    pyg.display.flip()
    
    # Sets all keys and buttons that need to be pressed
    while True:
        pyg.init()
        for event in pyg.event.get():
            if event.type == QUIT:
                pyg.quit()
            
            elif event.type == MOUSEBUTTONDOWN:
                mouse_pos = pyg.mouse.get_pos()
                if rules_button.pressed(mouse_pos):
                    rules.rules_main()
                if play_button.pressed(mouse_pos):
                    pyg.quit()
                    test2.test_main()
                pyg.quit()
Ejemplo n.º 49
0
class HelloWorld:

   def __init__(self):
      print "init'ing menu"
      self.init_menu()
      print "init'ing inputs"
      self.init_inputs()
      print "init'ing gui"
      self.init_gui()
      self.state = WAITING

   def init_inputs(self):
      self.prev_joystick_state = NONE
      self.prev_button_state = UNPRESSED
      self.joystick = Joystick()
      self.button   = Button()

   def init_menu(self):
      self.conf = Configurator()
      self.menu = self.conf.build_main_menu()
      self.curr_choice = 0

   def init_gui(self):
      # create a new window
      self.window = gtk.Window(gtk.WINDOW_TOPLEVEL)

      screen = self.window.get_screen()
      self.width = screen.get_width()
      self.height= screen.get_height()
      self.window.resize(self.width, self.height)
    
      # This packs the button into the window (a GTK container).
      self.lay = gtk.Layout()
      self.lay.set_size(self.width*2, self.height)
      self.window.add(self.lay)

      self.vbox = gtk.VBox()
      self.vbox.set_size_request(self.width, self.height)

      self.lay.put(self.vbox, 0, 0)

      self.update_menu()
      self.update_choice()

      self.lay.show()

      self.update_choice()
    
      self.window.show()

      self.pos = 0
      gobject.timeout_add(30, self.state_machine_tick)

   ##def animate_callback(self):
      ##self.pos = (self.pos + 4)
      ##self.lay.move(self.vbox, self.pos, 0)
      ##self.window.queue_draw()
      ##return self.pos < (self.width/2)

   def state_machine_tick(self):
      if self.state == WAITING:
         button_state   = self.button.read()
         joystick_state = self.joystick.read()
         self.handle_input(button_state, joystick_state)
      if self.state == SLIDING:
         # TODO - slide tick in direction
         pass
      return True
   
   def handle_input(self, button, joystick):
      if button == PRESSED:
         if self.prev_button_state == UNPRESSED:

            # TODO - do we pour directly from the menu or have some
            # kind of details page?

            if self.menu.is_leaf():
               print "POURING DRINK!!! %s" % self.menu.key
            else:
               # Same as right joystick
               self.menu = self.menu.choice(self.curr_choice)
               self.curr_choice = 0
               self.update_menu()

      # ignore joystick if button pressed
      elif self.prev_joystick_state == NONE:
         if   joystick == UP   and not self.menu.is_leaf():
            self.curr_choice = max(0, self.curr_choice - 1)
         elif joystick == DOWN and not self.menu.is_leaf():
            self.curr_choice = min(len(self.menu.choices) - 1, self.curr_choice + 1)
         elif joystick == RIGHT:
            if not self.menu.is_leaf():
               self.menu = self.menu.choice(self.curr_choice)
               self.curr_choice = 0
               self.update_menu()
         elif joystick == LEFT:
            self.menu = self.menu.back()
            self.curr_choice = 0
            self.update_menu()

         if joystick != NONE:
            self.update_choice()

      self.prev_joystick_state = joystick
      self.prev_button_state   = button

   
   def update_menu(self):
      self.vbox.hide()

      for child in self.vbox.get_children():
         self.vbox.remove(child)

      try:
         choices = self.menu.choices
      except AttributeError:
         choices = (self.menu.key,)

      for choice in choices:
         b = gtk.Button("<span size='44000'>%s</span>"
            % gobject.markup_escape_text(str(choice)))
         b.child.set_use_markup(True)
         self.vbox.add(b)
         b.show()

   
      self.vbox.show()


   def update_choice(self):
      print "self.curr_choice is now", self.curr_choice
      for i, child in enumerate(self.vbox.get_children()):
         # TODO - there must be a better way of setting this no?
         for state in (gtk.STATE_NORMAL, gtk.STATE_PRELIGHT):
            if i == self.curr_choice:
               child.modify_fg(state, gtk.gdk.color_parse("#000000"))
               child.modify_bg(state, gtk.gdk.color_parse("#FCFF3D"))
            else:
               child.modify_fg(state, gtk.gdk.color_parse("#555555"))
               child.modify_bg(state, gtk.gdk.color_parse("#CCCCCC"))
      self.vbox.queue_draw()



   def main(self):
      # All PyGTK applications must have a gtk.main(). Control ends here
      # and waits for an event to occur (like a key press or mouse event).
      gtk.main()
Ejemplo n.º 50
0
class Game:
	COLUMNS = 8
	ROWS = 12

	# Top header for score
	header_height = 60	
		
	
	def __init__(self):
		random.seed()
		self.draw_count = 0
		
	def init(self):
		flags = 0
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'
			WINSIZE = 480, 800
		else:
			WINSIZE = 0, 0
			flags |= pygame.FULLSCREEN
		pygame.init()	
		mixer.init()
		
		# Map the back button to the escape key.
		if ANDROID:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_b)

		self.clock = pygame.time.Clock()			
		if not ANDROID:
			self.icon = pygame.image.load(get_resource('android-icon.png'))
			pygame.display.set_icon(self.icon)
		screen = self.screen = pygame.display.set_mode(WINSIZE, flags)
		self.width, self.height = screen.get_width(), screen.get_height()		
		pygame.display.set_caption('Mazenum')
		
		self.score_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 25)
		self.completed_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 40)
		
		self.start_button = Button("Start game")
						
		self.playboard = PlayBoard(screen, 
				self.COLUMNS, self.ROWS, self.header_height)
		self._set_background()
		self.is_game_over = False						

	def start(self, debug=False):		
		self.score = 0
		self.is_game_over = False
		self.level = 1
		self._start_level(DEBUG)
		
	def _start_level(self, debug=False):
		self.playboard.start(self.level)
		self.is_level_complete = False		
			
	def _config_file(self, fname):
		""" Return full filename for a config file based on the platform """
		if ANDROID:
			full_fname = fname
		else:
			config_dir = os.getenv('XDG_CONFIG_HOME', expanduser('~/.config'))
			config_dir = join(config_dir, 'mazenum')
			if not exists(config_dir):
				os.makedirs(config_dir, 0750)
			full_fname = join(config_dir, fname)
		return full_fname

	def _check_high_scores(self):
		""" Check if the current score is an high score.
			Update the highscore if required."""
		# Read the higshcore file and check min fields are found
		high_score_fn = self._config_file('highscore.list')
		hs_list = self._high_scores = []
		if exists(high_score_fn):
			with open(high_score_fn, 'r') as hs_file:
				for line in hs_file.readlines():
					fields = line.strip('\r\n').split(';')
					if len(fields) == 3:
						hs_list.append(fields)		
		# Search our score position
		score_pos = len(hs_list)
		for i in range(len(hs_list)):
			if self.score >= int(hs_list[i][0]):
				score_pos = i
				break
		
		# If we have a score pos, rebuild the score table and save it
		if score_pos < 10 :
			lower_scores = hs_list[score_pos:]	
			higher_scores = hs_list[:score_pos]			
								 
			hs_list = higher_scores+[[str(self.score), str(self.level), str(date.today())]]+lower_scores
			hs_list = hs_list[:10]
			self._high_scores = hs_list

			with open(high_score_fn+'.new', 'w') as hs_file:
				for score in self._high_scores:
					hs_file.write(';'.join(score)+"\n")
			if exists(high_score_fn):
				os.unlink(high_score_fn)
			os.rename(high_score_fn+".new", high_score_fn)		
			
		self.score_pos = score_pos
				
		
	def menu(self):
		screen = self.screen
		self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), 100)
		action = None
		while True:			
			for event in pygame.event.get():
				if event.type == MOUSEBUTTONDOWN:	
					mouse_pos = pygame.mouse.get_pos()
					if self.start_button.is_pressed(event.pos):
						self.run()
						self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), 100)
				if event.type == QUIT or (event.type == KEYDOWN and 
						event.key in [K_ESCAPE, pygame.K_b]):
					return False							
			screen.blit(self.background, (0, 0))
			screen.blit(self.start_button.image, self.start_button.rect)
			pygame.display.flip()
			self.clock.tick(TARGET_FPS)

	def _set_background(self):
		WINSIZE = self.width, self.height
		fn = join('gfx', 'background.jpg')
		background = pygame.image.load(get_resource(fn))							
		self.background = pygame.transform.scale(background, (WINSIZE))
		self.playboard.set_background(self.background)
				
	def run(self):
		# The target frames per second is used to "sleep" the main loop between
		# screen redraws
		
		self.start()		
		# The Main Event Loop
		while self._check_events():				 
			self._draw()
			self.clock.tick(TARGET_FPS)

	def _check_events(self):		
		playboard = self.playboard
		events = pygame.event.get()    
		# Android-specific:
		if ANDROID and android.check_pause():
			android.wait_for_resume()		    
		# Handle events
		for e in events:	
			if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
				return False
			elif e.type == KEYDOWN and e.key == pygame.K_b:
				if self.is_game_over:
					return False
				else:
					self.is_game_over = True
					self._check_high_scores()
			elif e.type == MOUSEBUTTONDOWN:					
				if self.is_level_complete:
					self.level += 1
					self._start_level()
				elif self.is_game_over and e.type == MOUSEBUTTONDOWN:
					if self.start_button.is_pressed(e.pos):
						self.start()
				else:
					self._on_touch(e.pos)									
		return True

	def _on_touch(self, pos):
		""" A position was touched """
		touch_pos = self.playboard.get_board_pos(pos)
		if not touch_pos: # Out of the board
			return 
		touch_x, touch_y = touch_pos
		# Revert last played ?
		if touch_pos == self.playboard.get_last_pos() and \
			len(self.playboard._play_path) > 1:
				self.playboard.remove_last()
				if touch_pos in self.playboard.touched_goals:
					self.playboard.touched_goals.remove(touch_pos)
				return			
		current_x, current_y = self.playboard.get_last_pos()
		
		# Ignore touches which are not adjacent
		if abs(touch_x - current_x) > 1 or abs(touch_y - current_y) > 1:
			return 
		current_value = self.playboard.get_piece((current_x, current_y))
		touch_value = self.playboard.get_piece(touch_pos)
		diff = touch_value - current_value if touch_value < 10 else touch_value
		if not diff in (1, -8): # Ignore non consecutive sequence -8=1-9
			return
		self.score += 1
		self.playboard.place_at((touch_x, touch_y))
		if touch_pos in self.playboard.goals:
			self.playboard.touched_goals.append(touch_pos)
			if len(self.playboard.touched_goals) == len(self.playboard.goals):
				self.is_level_complete = True		
		
	def _draw(self):
		screen = self.screen
		self.draw_count += 1

		if self.draw_count == 1:
			self.first_draw = time.clock()

		self.playboard.draw(screen)		
	
		# Header
		screen.blit(self.background, (0,0), (0, 0, self.width, self.header_height))
				
		# Score text
		text = self.score_font.render(' Score: %d ' % self.score, True, 
			THECOLORS["white"])		
		screen.blit(text, (10,0))
		
		# Level text
		text = self.score_font.render(' Level: %d ' % self.level, True, 
			THECOLORS["white"])		
		screen.blit(text, (self.width-text.get_width()-5,0))
		
		# Level progress box
		#rect = pygame.Rect(20, 3+text.get_height(), self.width-40, 20)						
		#rectangle(screen, rect, THECOLORS["white"])
		
		# Level progress indicator (fill)
		#filled = (float(self.level_score)/self.level_score_goal)*(self.width-40)
		#white_rect = pygame.Rect(20, 3+text.get_height(), filled, 20)
		#black_rect = pygame.Rect(20+filled, 3+text.get_height(), self.width-40-filled, 20)
		#screen.fill(THECOLORS["white"], white_rect)
		#screen.fill(THECOLORS["black"], black_rect)
		#rectangle(screen, rect, THECOLORS["white"])
							
		# Game over label when required
		if self.is_game_over:
			text = self.score_font.render(' GAME OVER ', True, THECOLORS["yellow"], THECOLORS["red"])		
			screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), self.header_height + 20))

			#high score table
			i = 0
			ypos = self.header_height + 10 + text.get_height() + 30
			
			for score in self._high_scores:
				if i == self.score_pos:
					fg_color = THECOLORS["black"]
					bg_color = THECOLORS["white"]
				else:
					fg_color = THECOLORS["white"]
					bg_color = THECOLORS["gray"]
				text = self.score_font.render('  %6s - Level %2s (%s)  ' % (score[0], score[1], score[2]), True
					, fg_color, bg_color)
				screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), ypos))
				ypos += text.get_height()+10
				i += 1
			
			ypos += 20
			self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), ypos)
			screen.blit(self.start_button.image, self.start_button.rect)
							
		if self.is_level_complete and not self.is_game_over:
			text = self.completed_font.render(' LEVEL COMPLETED ', True, THECOLORS["blue"], THECOLORS["yellow"])		
			screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), self.height/2-text.get_height()/2))
			
		pygame.display.flip()
		
		if DEBUG and self.draw_count == 100:
			print "Playboard draw CPU time=", time.clock()-self.first_draw
			self.draw_count = 0
Ejemplo n.º 51
0
class Game:
	COLUMNS = 10
	ROWS = 16

	# Top header for score
	header_height = 60
	
	# List of bubles being poped (count, position, piece_id)
	theme = "fruits"	
	
	def __init__(self):
		random.seed()
		self.draw_count = 0
		
	def init(self):
		flags = 0
		if not ANDROID:
			os.environ['SDL_VIDEO_CENTERED'] = '1'
			WINSIZE = 480, 800
		else:
			WINSIZE = 0, 0
			flags |= pygame.FULLSCREEN
		pygame.init()	
		if USE_MIXER:
			mixer.init()
		
		# Map the back button to the escape key.
		if ANDROID:
			android.init()
			android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)

		self.clock = pygame.time.Clock()			
		if not (ANDROID or PYTHON4ANDROID):
			self.icon = pygame.image.load(get_resource('android-icon.png'))
			pygame.display.set_icon(self.icon)
		screen = self.screen = pygame.display.set_mode(WINSIZE, flags)
		self.width, self.height = screen.get_width(), screen.get_height()
		pygame.display.set_caption('Popzi')

		if USE_MIXER:
			self.pop_sound = mixer.Sound(get_resource("sfx/pop.ogg"))
		
		self.score_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 25)
		self.completed_font = pygame.font.Font(get_resource(join("fonts", "FreeSans.ttf")), 40)
		
		self.start_button = Button("Start game")				
		self.themes_button = Button("Select theme")
						
		self.playboard = PlayBoard(screen, 
				self.COLUMNS, self.ROWS, self.header_height)
		
		self._read_theme_config()
		
		
	def _read_theme_config(self):
		fname = self._config_file('theme.config')
		# Set the theme from the config file
		try:
			with open(fname, 'r') as theme_config:											
				config_theme = theme_config.read()
				if config_theme and isdir(join('gfx', 'themes', config_theme)):
					self.theme = config_theme
		except IOError:
			pass

		self._set_theme()
		
			
	def start(self):
		self.level = 1
		self.score = self.level_score = self.remaining_score = 0
		self.is_game_over = False
		self.drop_row_interval = 10
		self.level = 1
		self._start_level(DEBUG)
		self.screen.blit(self.background, (0, 0))

		
	def _start_level(self, debug=False):		
		self.level_score = self.remaining_score
		# Keep remaining score
		self.is_level_complete = False
		level = self.level
		
		# Adjust game settings based on the level
		self.drop_row_interval = 11 - self.level 
		if self.drop_row_interval < 1:
			self.drop_row_interval = 1	
		starting_rows = 4+self.level
		if starting_rows > 10:
			starting_rows = 10
		self.level_score_goal = 100*level
		
		# Restart board
		self.playboard.start()
		if debug:
			for c in range(self.COLUMNS):
				for r in range(self.ROWS):
					self.playboard.set_piece(c, r, (c % 5)+1)
		else:
			for row in range(0, starting_rows):
				self.playboard.insert_row(row, self.level > 2 )
		# Start timers
		if not debug:
			pygame.time.set_timer(INSERT_ROW_EVENT, self.drop_row_interval*1000)
		pygame.time.set_timer(FALLING_MOVE_EVENT, FALLING_INTERVAL)
		
			
	def _config_file(self, fname):
		""" Return full filename for a config file based on the platform """
		if ANDROID:
			full_fname = fname
		else:
			config_dir = os.getenv('XDG_CONFIG_HOME', expanduser('~/.config'))
			config_dir = join(config_dir, 'popzi')
			if not exists(config_dir):
				os.makedirs(config_dir, 0750)
			full_fname = join(config_dir, fname)
		return full_fname

	def _check_high_scores(self):
		""" Check if the current score is an high score.
			Update the highscore if required."""
		# Read the higshcore file and check min fields are found
		high_score_fn = self._config_file('highscore.list')
		hs_list = self._high_scores = []
		if exists(high_score_fn):
			with open(high_score_fn, 'r') as hs_file:
				for line in hs_file.readlines():
					fields = line.strip('\r\n').split(';')
					if len(fields) == 3:
						hs_list.append(fields)		
		# Search our score position
		score_pos = len(hs_list)
		for i in range(len(hs_list)):
			if self.score >= int(hs_list[i][0]):
				score_pos = i
				break
		
		# If we have a score pos, rebuild the score table and save it
		if score_pos < 10 :
			lower_scores = hs_list[score_pos:]	
			higher_scores = hs_list[:score_pos]			
								 
			hs_list = higher_scores+[[str(self.score), str(self.level), str(date.today())]]+lower_scores
			hs_list = hs_list[:10]
			self._high_scores = hs_list

			with open(high_score_fn+'.new', 'w') as hs_file:
				for score in self._high_scores:
					hs_file.write(';'.join(score)+"\n")
			if exists(high_score_fn):
				os.unlink(high_score_fn)
			os.rename(high_score_fn+".new", high_score_fn)		
			
		self.score_pos = score_pos
				
		
	def menu(self):
		screen = self.screen
		self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), 100)
		self.themes_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), 100+(self.start_button.rect.height*2))		
		action = None
		while True:	
			for event in pygame.event.get():
				if event.type == MOUSEBUTTONDOWN:	
					mouse_pos = pygame.mouse.get_pos()
					if self.start_button.is_pressed(mouse_pos):
						self.run()
						self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), 100)
					if self.themes_button.is_pressed(mouse_pos):
						self._themes_menu()						
				if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
					return False										
			screen.blit(self.background, (0, 0))
			screen.blit(self.start_button.image, self.start_button.rect)
			screen.blit(self.themes_button.image, self.themes_button.rect)
			pygame.display.flip()
			self.clock.tick(TARGET_FPS)

	def _set_theme(self):
		WINSIZE = self.width, self.height
		fn = join('gfx', 'themes', self.theme , 'background.jpg')
		background = pygame.image.load(get_resource(fn))							
		self.background = pygame.transform.scale(background, (WINSIZE))
		surfaces = self._load_pieces()
		self.playboard.set_surfaces(surfaces)
		self.playboard.set_background(self.background)
		
	def _themes_menu(self):
		screen = self.screen
		action = None
		buttons = []
		ypos = 100
		for theme_name in THEMES:
			button = Button(theme_name)
			button.setCords((self.screen.get_width()/2) - (self.start_button.rect.width/2), ypos)
			buttons.append(button)
			ypos += 100
		
		while True:	
			for event in pygame.event.get():
				if event.type == MOUSEBUTTONDOWN:	
					mouse_pos = pygame.mouse.get_pos()
					for button in buttons:
						if button.is_pressed(mouse_pos):
							self.theme = button.text.lower()
							self._set_theme()
							fname = self._config_file('theme.config')
							with open(fname, 'w') as theme_config:								
								theme_config.write(self.theme)
							return
				if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
					return False							
			screen.blit(self.background, (0,0))	
			for button in buttons:
				screen.blit(button.image, button.rect)
			pygame.display.flip()
			self.clock.tick(TARGET_FPS)			
		
	def run(self):
		# The target frames per second is used to "sleep" the main loop between
		# screen redraws
		
		self.start()		
		# The Main Event Loop
		while self._check_events():				 
			self._draw()
			self.clock.tick(TARGET_FPS)

	def _check_events(self):		
		playboard = self.playboard
		events = pygame.event.get()    
		# Android-specific:
		if ANDROID and android.check_pause():
			android.wait_for_resume()		    
		# Handle events
		for e in events:	
			self.playboard.check_event(e)
			if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
				return False
			elif e.type == MOUSEBUTTONDOWN:
				if self.is_game_over:
					if self.start_button.is_pressed(e.pos):
						self.start()
					return True
				# Level completed only accepts touch after a 2 seconds wait
				elif self.is_level_complete:
					if time.time() - self.level_complete_time > 2:					
						self.level += 1
						self._start_level()
					return True					
				x,y = e.pos
				board_x, board_y = self.playboard.get_board_pos(e.pos)
				if board_x < 0 or board_y < 0 or \
					board_x > self.COLUMNS-1 or board_y > self.ROWS-1 :
					board_x = board_y = None
				else:						
					piece_id = self.playboard.get_piece(board_x, board_y)
					if piece_id == -1: # Zap
						matching_group = self.playboard.get_zap_group(board_x, board_y, [])
					else:
						matching_group = playboard.get_same_adjacent(board_x, board_y)
					matching_count = len(matching_group)
					if matching_count > 1:
						if USE_MIXER:
							self.pop_sound.play()
						# Update score
						score = matching_count
						if matching_count > 4:
							score += 10
						elif matching_count > 6:
							score += 20
						self.score += score							
						self.level_score += score
						for x,y  in matching_group:
							piece_id = self.playboard.get_piece(x, y)
							self.playboard.add_popping([5, (x,y), piece_id])							
						playboard.remove(matching_group)
						playboard.remove_vertical_gaps()
						# Level is complete
						self.remaining_score = self.level_score - self.level_score_goal
						if self.remaining_score >= 0:							
							pygame.time.set_timer(INSERT_ROW_EVENT, 0)
							pygame.time.set_timer(FALLING_MOVE_EVENT, 0)
							self.level_score = self.level_score_goal	
							self.is_level_complete = True
							self.level_complete_time = time.time()
					else:
						# Penalize massive touchers, drop on touch
						#candidate_pos = []
						#for c in range(self.playboard.columns):
							# If there is a piece on the first row the game is over
						#	if self.playboard.get_piece(c, 0) == 0:	
						#		candidate_pos.append(c)
						#if candidate_pos:
						#	c = randint(0, len(candidate_pos)-1)
						if self.playboard.get_piece(board_x, 0) == 0:
							playboard.add_falling_piece(board_x, 0)
			elif e.type == INSERT_ROW_EVENT:
				for c in range(self.playboard.columns):
					# If there is a piece on the first row the game is over
					if self.playboard.get_piece(c, 0) != 0:
						pygame.time.set_timer(INSERT_ROW_EVENT, 0)
						pygame.time.set_timer(FALLING_MOVE_EVENT, 0)						
						self.is_game_over = True
						self._check_high_scores()
						break
				if not self.is_game_over:
					self.playboard.insert_row(with_special=self.level > 2)
			elif e.type == FALLING_MOVE_EVENT:
				touch_down = self.playboard.falling_move(FALLING_SPEED)
				# Decrease visible time count for popping pieces
		return True
								
	def _draw(self):
		screen = self.screen
		self.draw_count += 1

		if self.draw_count == 1:
			self.first_draw = time.clock()

		self.playboard.draw(screen)		

		# Score text
		text = self.score_font.render(' Score: %d ' % self.score, True, 
			THECOLORS["white"], THECOLORS["black"])		
		screen.blit(text, (10,0))
		
		# Level text
		text = self.score_font.render(' Level: %d ' % self.level, True, 
			THECOLORS["white"], THECOLORS["black"])		
		screen.blit(text, (self.width-text.get_width()-5,0))
		
		# Level progress box
		rect = pygame.Rect(20, 3+text.get_height(), self.width-40, 20)						
		rectangle(screen, rect, THECOLORS["white"])
		
		# Level progress indicator (fill)
		filled = (float(self.level_score)/self.level_score_goal)*(self.width-40)
		white_rect = pygame.Rect(20, 3+text.get_height(), filled, 20)
		black_rect = pygame.Rect(20+filled, 3+text.get_height(), self.width-40-filled, 20)
		screen.fill(THECOLORS["white"], white_rect)
		screen.fill(THECOLORS["black"], black_rect)
		rectangle(screen, rect, THECOLORS["white"])
							
		# Game over label when required
		if self.is_game_over:
			text = self.score_font.render(' GAME OVER ', True, THECOLORS["yellow"], THECOLORS["red"])		
			screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), self.header_height + 20))

			#high score table
			i = 0
			ypos = self.header_height + 10 + text.get_height() + 30
			for score in self._high_scores:
				if i == self.score_pos:
					fg_color = THECOLORS["black"]
					bg_color = THECOLORS["white"]
				else:
					fg_color = THECOLORS["white"]
					bg_color = THECOLORS["black"]
				text = self.score_font.render('  %6s - Level %2s (%s)  ' % (score[0], score[1], score[2]), True
					, fg_color, bg_color)
				screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), ypos))
				ypos += text.get_height()+10
				i += 1
			ypos += 20
			self.start_button.setCords((screen.get_width()/2) - (self.start_button.rect.width/2), ypos)
			screen.blit(self.start_button.image, self.start_button.rect)
							
		if self.is_level_complete:
			text = self.completed_font.render(' LEVEL COMPLETED ', True, THECOLORS["blue"], THECOLORS["yellow"])		
			screen.blit(text, ((screen.get_width()/2) - (text.get_width()/2), self.height/2-text.get_height()/2))
			
		pygame.display.flip()
		
		if DEBUG and self.draw_count == 100:
			print "Playboard draw CPU time=", time.clock()-self.first_draw
			self.draw_count = 0

	def _load_pieces(self):
		""" Load pieces image files """		
		pieces = []
		for n in range(5):
			fn = join('gfx', 'themes', self.theme, 'piece-%d.png' % (n+1))
			piece = pygame.image.load(get_resource(fn))
			pieces.append(piece)			
			
		return pieces
Ejemplo n.º 52
0
pygame.mixer.music.load(bg_music_file)
started_playing = False
def play_music():
    global started_playing
    if not started_playing:
        pygame.mixer.music.play()
        started_playing = True
    else:
        pygame.mixer.music.unpause()

def pause_music():
    pygame.mixer.music.pause()

plink_btn = Button("click for sound",
             (screen_rect.centerx, screen_rect.centery), mysound.play,
             20, colors["green"], colors["black"], colors["gray"], 5)
music_play_btn = Button("play music",
             (screen_rect.centerx, screen_rect.centery+25), play_music,
             20, colors["green"], colors["black"], colors["gray"], 5)
music_pause_btn = Button("pause music",
             (screen_rect.centerx, screen_rect.centery+50), pause_music,
             20, colors["green"], colors["black"], colors["gray"], 5)

while not game_exit:

    # handle inputs
    for evt in pygame.event.get():
        if evt.type == pl.QUIT:
            game_exit = True
        if evt.type == pl.MOUSEBUTTONUP:
Ejemplo n.º 53
0
 def init_inputs(self):
    self.prev_joystick_state = NONE
    self.prev_button_state = UNPRESSED
    self.joystick = Joystick()
    self.button   = Button()
	def setUp(self):

		self.event = Event()
		self.button = Button(push=self.event.push, hold=self.event.hold, release=self.event.release)
class TestButton(TestCase):

	"""
	Test buttons for each state
	"""

	# run before each test
	def setUp(self):

		self.event = Event()
		self.button = Button(push=self.event.push, hold=self.event.hold, release=self.event.release)

	def tearDown(self):
		"""
		Prevents further evaluation in timer thread by setting state to RELEASE (initial state)
		"""

		self.button.state = State.RELEASE

	def test_from_init_to_push(self):

		"""
		Check transition from INIT to PUSH.

		Trigger action for PUSH.
		"""

		self.button.set_state_push()
		self.assertEqual(self.button.state, State.PUSH)
		self.assertEqual(self.event.action, State.PUSH)

	def test_from_init_to_hold(self):

		"""
		Check transition from INIT to HOLD.

		No action expected, state shall not be updated.
		"""

		self.button.set_state_hold()
		self.assertNotEqual(self.button.state, State.HOLD)
		self.assertIsNone(self.event.action)

	def test_from_init_to_release(self):

		"""
		Check transition from INIT to RELEASE.

		No action expected.
		"""

		self.button.set_state_release()
		self.assertEqual(self.button.state, State.RELEASE)
		self.assertIsNone(self.event.action)

	def test_from_push_to_push(self):

		"""
		Check transition from PUSH to PUSH.

		This might happen if signals get lost, etc, hence no action expected?
		"""

		self.button.state = State.PUSH
		self.button.set_state_push()
		self.assertEqual(self.button.state, State.PUSH)
		self.assertIsNone(self.event.action)

	def test_from_push_to_hold(self):

		"""
		Check transition from PUSH to HOLD.

		trigger action for HOLD.
		"""

		self.button.state = State.PUSH
		self.button.set_state_hold()
		self.assertEqual(self.button.state, State.HOLD)
		self.assertEqual(self.event.action, State.HOLD)

	def test_from_push_to_release(self):

		"""
		Check transition from PUSH to RELEASE.

		trigger action for RELEASE.
		"""

		self.button.state = State.PUSH
		self.button.set_state_release()
		self.assertEqual(self.button.state, State.RELEASE)
		self.assertEqual(self.event.action, State.RELEASE)

	def test_from_hold_to_push(self):

		"""
		Check transition from HOLD to PUSH.

		This might happen if signals get lost, etc. State transition is not
		allowed; hence state is not updated and no action is expected.
		"""

		self.button.state = State.HOLD
		self.button.set_state_push()
		self.assertEqual(self.button.state, State.HOLD)
		self.assertIsNone(self.event.action)

	def test_from_hold_to_hold(self):

		"""
		Check transition from HOLD to HOLD.

		This might happen if a button broadcasting state itself on the IBUS, hence
		action for HOLD is expected.
		"""

		self.button.state = State.HOLD
		self.button.set_state_hold()
		self.assertEqual(self.button.state, State.HOLD)
		self.assertEqual(self.event.action, State.HOLD)

	def test_from_hold_to_release(self):

		"""
		Check transition from HOLD to RELEASE.

		No action is expected - since we have executed an action for HOLD.
		"""

		self.button.state = State.HOLD
		self.button.set_state_release()
		self.assertEqual(self.button.state, State.RELEASE)
		self.assertIsNone(self.event.action)

	def test_from_release_to_push(self):

		"""
		Check transition from RELEASE to PUSH.

		This is the most common case - execute action for PUSH.
		"""

		self.button.state = State.RELEASE
		self.button.set_state_push()
		self.assertEqual(self.button.state, State.PUSH)
		self.assertEqual(self.event.action, State.PUSH)

	def test_from_release_to_hold(self):

		"""
		Check transition from RELEASE to HOLD.

		This might occur if signal for PUSH is lost, but receiving state HOLD
		from the IBUS.

		This is an error-state, state transition is not allowed; hence no action
		shall be executed and state is not updated.
		"""

		self.button.state = State.RELEASE
		self.button.set_state_hold()
		self.assertEqual(self.button.state, State.RELEASE)
		self.assertIsNone(self.event.action)

	def test_from_release_to_release(self):

		"""
		Check transition from RELEASE to RELEASE.

		This is an error-state, and might occur if signal is lost, etc.

		no action is expected.
		"""

		self.button.state = State.RELEASE
		self.button.set_state_release()
		self.assertEqual(self.button.state, State.RELEASE)
		self.assertIsNone(self.event.action)