def createHowToAppleTypes(window): sprites = [ common.createTitle("Apple Types", y=common.WINDOW_HEIGHT / 12), common.createCenteredImage("apple_types") ] drawer.drawList(sprites, window) return sprites
def createHowToObjectives(window): sprites = [ common.createTitle("Objectives"), common.createCenteredImage("objectives") ] drawer.drawList(sprites, window) return sprites
def createHowToControls(window): sprites = [ common.createTitle("Controls"), common.createCenteredImage("controls") ] drawer.drawList(sprites, window) return sprites
def createHowToPlayMenu(window): '''Creates the GUI for the "how to play" menu''' sprites = [common.createTitle("How To Play")] drawer.drawList(sprites, window) guiY = common.WINDOW_HEIGHT / 10 + 50 controlsSprites, \ controlsButton = button.create(guiY, "Controls", window) guiY += button.HEIGHT * 2 objectivesSprites, \ objectivesButton = button.create(guiY, "Objectives", window) guiY += button.HEIGHT * 2 appleTypesSprites, \ appleTypesButton = button.create(guiY, "Apple Types", window) #This is a list of sprites that have no purpose but to be shown, hence stored in a list #for ease of undrawing. sprites += objectivesSprites + controlsSprites + appleTypesSprites return sprites, controlsButton, objectivesButton, appleTypesButton
def runMenuState(window, control): '''Says it on the tin''' titleText = common.createTitle(common.GAME_NAME, window) sprites, \ playButton, \ howToPlayButton, \ highscoreButton, \ exitButton = createFrontMenuButtons(window) bg = common.createCenteredImage("menu_bg") bg.draw(window) menu_top = common.createCenteredImage("menu_top") menu_top.draw(window) apples = [] for i in range(50): addApple(apples, window) def displayMenu(guiCreateFunction=None): drawer.undrawList([titleText] + sprites) showMenu(window, control, apples, guiCreateFunction) if window.closed: return True drawer.drawList([titleText] + sprites, window) return False start = time.time() while control["state"] == states.STATE_MENU and not window.closed: key = common.getKeyPress(window) point = window.checkMouse() elapsed = common.calculateTime(start) if button.isButtonPressed(point, playButton, window): common.switchState(window, control, states.STATE_PLAYING) elif button.isButtonPressed(point, howToPlayButton, window): drawer.undrawList([titleText] + sprites) displayHowToPlayMenu(window, control, apples) if window.closed: break drawer.drawList([titleText] + sprites, window) elif button.isButtonPressed(point, highscoreButton, window): if displayMenu(highscores.createHighscoresDisplay): break elif button.isButtonPressed(point, exitButton, window): common.switchState(window, control, states.EXIT) updateApples(apples, window) #make it so the title is ALWAYS on front drawer.redrawSprite(menu_top, window) drawer.redrawList([titleText] + sprites, window) gfx.update(common.UPDATE_SPEED) drawer.undrawList([titleText, bg, menu_top] + sprites + apples)
def createHighscoresDisplay(window): '''Creation of the GUI for the highscores screen''' highscores = getScoresList() sprites = [] #Create title bar sprites.append(common.createTitle("Highscores")) colours = ["gray90", "cornsilk4"] * (len(highscores) // 2 + 1) for i in range(len(highscores) + 1): rank = str(i) name = str(highscores[i - 1][0]) score = str(highscores[i - 1][1]) y = i * 20 + 100 + 10 createBackgroundRect(sprites, y, colours[i]) if i == 0: addHighscoreTitles(sprites, y) continue addField(sprites, name, rank, score, y) if i + 1 == 26: #Maximum of 25 highscore fields can be displayed break drawer.drawList(sprites, window) return sprites
def runMainGame(window, control): '''The main function handling the actual gameplay of the game''' '''Also a shamefully long function :( ''' #Draw background image background = common.createCenteredImage("game_background") background.draw(window) treeTop = common.createCenteredImage("tree_top") treeTop.draw(window) #Set up score score = 0 lives = 10 scoreDisplay, livesDisplay, statSprites = createStatsDisplay(window) #Set up player playerXVel = 0.0 playerAABB = aabb.create(500.0, 500.0, 60.0, 45.0) playerSprite = player.createAndroid(window) #Create tiles tileSprites, \ isTilesActive = tiles.createTiles(window) NUM_TILES = len(tileSprites) #Create apple list x = appleFuncs.getRandomAppleXPosition() apples = [appleFuncs.makeDefaultApple(x, 0, window)] projectiles = [] projectilesDirections = [] def updateScore(delta): nonlocal score score += delta scoreDisplay.setText("Score: " + str(score)) def updateLives(delta): nonlocal lives lives += delta livesDisplay.setText("Lives: " + str(lives)) #Begin timer startTime = time.time() elapsed = 0 isGamePaused = False gamePausedDisplay = common.createTitle("Paused - Press E to exit", colour="red", y=tiles.BASE_HEIGHT / 2) #Main loop section for the playing state while lives > 0 and not common.shouldExit(window, control): #Create data for this frame elapsed = common.calculateTime(startTime) playerMinX = playerAABB["x"] playerMaxX = playerAABB["x"] + playerAABB["w"] key = common.getKeyPress(window) #Handle game pausing if key == "p": isGamePaused = not isGamePaused if isGamePaused: gamePausedDisplay.draw(window) else: gamePausedDisplay.undraw() #Game logic itself if not isGamePaused: #Player input playerXVel = player.handleInput(key, playerXVel) playerXVel = player.clampVelocity(playerXVel) if (playerFire(window, playerSprite, projectiles, projectilesDirections, score)): updateScore(-1) #Fix for a glitch causing player to get stuck tileIndex = math.floor(playerSprite[1].getCenter().x / tiles.TILE_SIZE) if not isTilesActive[tileIndex]: isTilesActive[tileIndex] = True tileSprites[tileIndex].draw(window) #Update players, apples, and then projectiles playerXVel = player.tryCollideEdges(playerXVel, playerMinX, playerMaxX, isTilesActive) player.movePlayer(playerSprite, playerXVel) playerAABB["x"] += playerXVel tryAddMoreApples(apples, elapsed, window) deltaLives, deltaScore = updateApples(apples, playerMinX, isTilesActive, tileSprites, window) updateScore(deltaScore) updateLives(deltaLives) projectile.update(projectiles, projectilesDirections, apples) #Redraw fore-ground drawer.redrawSprite(treeTop, window) drawer.redrawList(statSprites, window) else: #is paused if key == "e": break gfx.update(common.UPDATE_SPEED * 2) #End of the game/ Game over drawer.undrawList(apples + projectiles + playerSprite + statSprites + [background]) tiles.undraw(tileSprites, isTilesActive) return score, elapsed