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)
Ejemplo n.º 6
0
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