class AboutScene(Scene): back_btn = None about_labels = [] version_label = None def start(self, screen): if not self.already_loaded: self.back_btn = Button( pygame.rect.Rect(10, 10, 60, 40), "Back", { Options.BORDER_WIDTH: 0, Options.BACKGROUND: (20, 61, 89), Options.FOREGROUND: (244, 180, 26), Options.HOVERED_BACKGROUND: (10, 30, 45), Options.FONT: pygame.font.SysFont("Comic Sans MS", 15) }) text_options = { Options.BACKGROUND: (82, 173, 200), Options.FOREGROUND: (20, 61, 89), Options.BORDER_WIDTH: 0 } about_text = [ "This game was made by Ritobroto Mukherjee and", "Shivam Gupta (who has done absolutely nothing)", "as practice for collaboration on a group project." ] y_offset = 0 for line in about_text: lbl = Label( pygame.Rect(10, 300 + y_offset * 30, screen.get_width() - 10, 30), line, text_options) self.about_labels.append(lbl) y_offset += 1 version_text = "PenFight v1.0" self.version_label = Label( pygame.Rect(screen.get_width() / 2 - 25, screen.get_height() - 50, 50, 30), version_text, text_options) self.already_loaded = True def update(self, event): self.back_btn.update(event) if self.back_btn.clicked: Scene.pop_scene() def draw(self, screen): screen.fill((82, 173, 200)) self.back_btn.draw(screen) for elt in self.about_labels + [self.version_label]: elt.draw(screen)
class AboutScene(Scene): back_btn = None about_labels = [] def start(self, screen): if not self.already_loaded: self.back_btn = Button( pygame.rect.Rect(10, 10, 60, 40), "Back", { Options.BORDER_WIDTH: 0, Options.BACKGROUND: (20, 61, 89), Options.FOREGROUND: (244, 180, 26), Options.HOVERED_BACKGROUND: (10, 30, 45), Options.FONT: pygame.font.SysFont("Comic Sans MS", 15) }) about_text = "This game was made by Ritobroto Mukherjee and\n" \ "Shivam Gupta (who has done absolutely nothing yet)\n" \ "as practice for collaboration." y_offset = 0 for line in about_text.splitlines(): self.about_labels.append( Label( pygame.rect.Rect(10, 200 + y_offset * 30, screen.get_width() - 10, 30), line, { Options.BACKGROUND: (82, 173, 200), Options.FOREGROUND: (20, 61, 89), Options.BORDER_WIDTH: 0 })) y_offset += 1 self.already_loaded = True def update(self, event): self.back_btn.update(event) if self.back_btn.clicked: Scene.pop_scene() def draw(self, screen): screen.fill((82, 173, 200)) self.back_btn.draw(screen) for elt in self.about_labels: elt.draw(screen)
class Main(Template): def __init__(self, size): Template.__init__(self, size) self.name = "World Editor 1.1" self.size = size self.block = 32 self.dt = 0. self.empty_tile = pg.image.load("./tiles/Empty_tile_32p.png").convert_alpha() self.map_bg = Map("Background", self, self.size, (120,80), self.block, self.empty_tile) self.map_mg = Map("Middleground", self, self.size, (120,80), self.block, self.empty_tile) self.map_fg = Map("Foreground", self, self.size, (120,80), self.block, self.empty_tile) self.poi_map = Map("POI Map", self, self.size, (120,80), self.block, self.empty_tile) self.poi_menu = Map("POI Menu", self, self.size, (4,1), self.block, self.empty_tile) self.menus = [Map("Menu", self, self.size, (2,14), self.block, self.empty_tile)] self.pal_menu = Menu((128, 40), (0,21)) self.pal_menu.add_buttons(2, ["New", "Pal-1"]) self.pal_menu.set_bg_color(SUBBUTTON_COLOR) self.menu = self.menus[0] self.menu.xy[1] += 20 self.men_list = [] self.sprite_map = self.setup_spritemap() self.sprite_map.xy = [250,0] self.clip = pg.Rect(0,0, self.size[0],self.size[1]) self.c_pos = self.clip.topleft self.show_full_map = False self.show_poi = False self.full_map = None self.current_tile = None self.current_menu = None self.ground_state = None self.right_m_pos = None self.right_m_button = False self.fill = False self.m_pos = None self.m_select_rect = pg.Rect(1,1,1,1) self.menu_button = Button((120, 20), (129,1), "Menu") self.pal_button = Button((128,20), (0,0), "Palette") self.drop_menu = Menu((120, 160), (129, 21)) self.drop_menu.add_buttons(5, ["Save", "Load", "Sprites", "See Map", "Info"]) self.drop_menu.set_bg_color(SUBBUTTON_COLOR) self.load_menu = self.setup_loadmenu() self.floating_text = FloatingText("no text", self.size) self.info_panel = Panel((self.size[0] - self.size[0]/3, self.size[1] - self.size[1]/3), (self.size[0]/6, self.size[1]/6)) self.info_panel.setup_text([self.name, "Made by Aurelio Aguirre", "", "Use WASD to move around.", "Use E to toggle the Foreground.", "Use R to toggle the Middleground.", "Use Q to toggle the Point of Interest map."]) self.setup() self.setup_poi() self.selected_map = self.map_bg self.alternative = ALTERNATIVE_MODE self.enable_alternative_mode() def update(self, dt): self.dt = dt self.map_bg.update(dt) if not self.alternative: self.map_fg.update(dt) self.map_mg.update(dt) self.sprite_map.update(dt) self.menu.update(dt) self.poi_map.update(dt) self.poi_menu.update(dt) self.floating_text.update(dt) if self.drop_menu.buttons[0].active: self.savemap() self.drop_menu.buttons[0].active = False if self.drop_menu.buttons[2].active: self.selected_map = self.sprite_map else: self.selected_map = self.map_bg if not self.alternative: if self.pal_button.active: if self.pal_menu.clickinfo != None: if self.pal_menu.clickinfo == "New": self.new_palette() else: self.switch_palette(text=self.pal_menu.clickinfo) self.pal_menu.clickinfo = None if self.map_bg.clipped: self.map_fg.map.set_clip() self.map_mg.map.set_clip() self.poi_map.map.set_clip() self.map_bg.clipped = False if self.c_pos != self.clip.topleft: self.c_pos = (self.c_pos[0] - self.map_bg.xy[0], self.c_pos[1] - self.map_bg.xy[1]) self.clip.topleft = self.c_pos self.menu_button.update(self.dt) self.mouse_select() def draw(self): self.screen.fill(BLACK) # MAPs # Background self.map_bg.draw(self.screen, self.clip) if not self.alternative: # Middleground if self.ground_state == "MG": self.map_mg.xy = self.map_bg.xy self.map_mg.draw(self.screen, self.clip) # Foreground if self.ground_state == "FG": self.map_fg.xy = self.map_bg.xy self.map_fg.draw(self.screen, self.clip) # POI Map if self.show_poi: self.poi_map.xy = self.map_bg.xy self.poi_map.draw(self.screen, self.clip) # GUI if not self.alternative: self.menu.draw(self.screen) if self.show_poi: self.poi_menu.draw(self.screen) self.menu_button.draw(self.screen) if not self.alternative: self.pal_button.draw(self.screen) if self.menu_button.active: self.drop_menu.draw(self.screen) if self.pal_button.active: self.pal_menu.draw(self.screen) if self.drop_menu.buttons[1].active: self.load_menu.draw(self.screen) if self.drop_menu.buttons[2].active: self.sprite_map.draw(self.screen) if self.right_m_button: screen_rect = self.m_select_rect.copy() screen_rect.x += self.map_bg.xy[0] screen_rect.y += self.map_bg.xy[1] pg.draw.rect(self.screen, WHITE, screen_rect, 1) if self.show_full_map: if self.full_map: self.screen.blit(self.full_map, (0,0)) self.info_panel.draw(self.screen) self.floating_text.draw(self.screen) ########################## Setup methods ####################################### def enable_alternative_mode(self): if self.alternative: bgimage = pg.image.load("./img/CI Main 128.png").convert_alpha() self.map_bg = Map("Static Image", self, self.size, (120,80), 128, bgimage) self.map_bg.setup(BG_COLOR, alt=True) self.alternative = True def setup_loadmenu(self): folder = Path("./save") filelist = [f.basename() for f in folder.files("*.sav")] amount = len(filelist) menu = Menu((240, amount*21), (250, 21)) menu.add_buttons(amount, filelist) menu.set_bg_color(WHITE) return menu def setup(self): self.map_bg.setup(BG_COLOR) self.map_fg.setup(FG_COLOR, 200) self.map_mg.setup(MG_COLOR, 200) self.menu.setup(PAL_COLOR) self.poi_map.setup(POI_MAP, alpha=150) self.poi_menu.setup(POI_MENU) def setup_poi(self): wall = pg.image.load("./tiles/Wall32.png").convert_alpha() door = pg.image.load("./tiles/Door32.png").convert_alpha() poi = pg.image.load("./tiles/POI32.png").convert_alpha() delete = pg.image.load("./tiles/Eliminate32.png").convert_alpha() self.poi_dict = OrderedDict((("Poi Wall", wall), ("Poi Door", door), ("Poi Symbol", poi), ("Delete", delete))) p = [i for i in self.poi_dict.keys()] for num, tile in enumerate(self.poi_menu.group): tile.image = self.poi_dict[p[num]] tile.rect = tile.image.get_rect() tile.rect.topleft = ((self.block*num), 1) tile.filename = p[num] tile.dirty = 1 xplace = self.size[0] - self.block*4 self.poi_menu.xy = [xplace, 1] def setup_spritemap(self): sheet = SpriteSheet("img/magecity_64p.png", 64, (0,0), (8,44)) self.men_list = sum(sheet.image_list, []) length = len(self.men_list) size = (10, int(length/10)) menu = Map("Palette", self, self.size, size, self.block, self.empty_tile) menu.setup(WHITE) for i, tile in enumerate(menu.group): tile.filename = "{}".format(i) tile.image = self.men_list[i] if i+1 >= length: break return menu #################### Key and Mouse Methods ##################################### def key_down(self, key): if key == K_ESCAPE: print("Quitting...") self.game_on == False self.end_game() if key == K_e: if self.ground_state == None or self.ground_state == "MG": self.ground_state = "FG" else: self.ground_state = None if key == K_r: if self.ground_state == None or self.ground_state == "FG": self.ground_state = "MG" else: self.ground_state = None if key == K_q: self.show_poi = not self.show_poi self.current_tile = None if key in (K_w, K_UP): self.selected_map.move["up"] = True if key in (K_a, K_LEFT): self.selected_map.move["left"] = True if key in (K_s, K_DOWN): self.selected_map.move["down"] = True if key in (K_d, K_RIGHT): self.selected_map.move["right"] = True def key_up(self, key): if key in (K_w, K_UP): self.selected_map.move["up"] = False if key in (K_a, K_LEFT): self.selected_map.move["left"] = False if key in (K_s, K_DOWN): self.selected_map.move["down"] = False if key in (K_d, K_RIGHT): self.selected_map.move["right"] = False def mouse_down(self, button, pos): not_menu = True if button == 1: # First we check for the unique states, Info Panel and Full Map. if not self.info_panel.display: if not self.show_full_map: # Now we check for menu buttons being clicked, and switch our # not_menu switch if they are. From here the rest is handled by update. if self.menu_button.click(pos): not_menu = False elif self.pal_button.click(pos): not_menu = False if self.menu_button.active: if self.drop_menu.click(pos): not_menu = False if self.pal_button.active: if self.pal_menu.click(pos): not_menu = False # Assuming we are in our main menu we check for the the buttons being clicked. # This part is allowed to happen WHILE maps are also being manipulated. (not_menu is not switched) if self.drop_menu.buttons[1].active: if self.load_menu.click(pos): self.loadmap(self.load_menu.clickinfo) elif self.drop_menu.buttons[3].active: self.show_map() self.drop_menu.buttons[3].active = False elif self.drop_menu.buttons[4].active: self.info_panel.display_panel() self.drop_menu.buttons[4].active = False # Here we look for our Maps. Basically we are moving a tile from one map to another. # We just need to pick the right one, and they should all overwrite each other. # In other words, only one map is active at a time. if not_menu: if self.drop_menu.buttons[2].active: # Tiles are showing. self.find_tile(pos, self.sprite_map, self.menu) elif self.show_poi: # POI Map is up. self.find_tile(pos, self.poi_menu, self.poi_map) elif self.ground_state == "FG": # we are on the Foreground map. self.find_tile(pos, self.menu, self.map_fg) elif self.ground_state == "MG": # We are on the middleground map. self.find_tile(pos, self.menu, self.map_mg) else: # We default to the Background map. self.find_tile(pos, self.menu, self.map_bg) else: # While the full map is up, any left mouse click will deactivate it. self.show_full_map = False else: self.info_panel.click(pos) if button == 3: if not self.show_full_map: self.right_m_button = True self.right_m_pos = pos else: self.take_image(self.full_map) def mouse_up(self, button, pos): if button == 3: self.right_m_button = False self.right_m_pos = pos new_rect = self._invert_rect(self.m_select_rect) if self.show_poi: self.group_select(new_rect, self.poi_map.group) elif self.ground_state == "FG": self.group_select(new_rect, self.map_fg.group) elif self.ground_state == "MG": self.group_select(new_rect, self.map_mg.group) else: self.group_select(new_rect, self.map_bg.group) def mouse_motion(self, button, pos, rel): self.m_pos = pos def mouse_select(self): if self.right_m_button: old_pos = (self.right_m_pos[0] - self.map_bg.xy[0], self.right_m_pos[1] - self.map_bg.xy[1]) new_pos = (self.m_pos[0] - self.map_bg.xy[0], self.m_pos[1] - self.map_bg.xy[1]) self.m_select_rect = pg.Rect(1,1,1,1) xoff, yoff = new_pos[0] - old_pos[0], new_pos[1] - old_pos[1] self.m_select_rect.inflate_ip(xoff, yoff) self.m_select_rect.topleft = old_pos def _invert_rect(self, rect): new_rect = pg.Rect(1,1,1,1) new_rect.size = rect.size if rect.width < 0: new_rect.width *= -1 if rect.height < 0: new_rect.height *= -1 if rect.left > rect.right: new_rect.left = rect.right else: new_rect.left = rect.left if rect.top > rect.bottom: new_rect.top = rect.bottom else: new_rect.top = rect.top return new_rect ###################### Button Activated Methods ################################ def group_select(self, rect, group): for sprite in group: if sprite.rect.colliderect(rect): self.change_tile(sprite) def find_tile(self, pos, menu, bg_map): found = False for tile in menu.group: map_pos = (pos[0] - menu.xy[0], pos[1] - menu.xy[1]) if tile.rect.collidepoint(map_pos): found = True menu.fill = True menu.select_rect(tile.rect) menu.draw_border = True self.current_tile = tile self.current_menu = menu.name if found: break if not found: for tile in bg_map.group: map_pos = (pos[0] - bg_map.xy[0], pos[1] - bg_map.xy[1]) if tile.rect.collidepoint(map_pos): self.change_tile(tile) bg_map.clear_map() return found def change_tile(self, tile): if self.current_tile != None: if self.current_tile.filename != "Delete": tile.filename = self.current_tile.filename tile.image = self.current_tile.image tile.dirty = 1 else: print("Removing Tile!") tile.filename = "Empty_tile" tile.image = self.empty_tile tile.dirty = 1 def new_palette(self): self.menus.append(Map("Menu", self, self.size, (2,14), self.block, self.empty_tile)) self.menus[-1].setup(WHITE) size = self.pal_menu.size self.pal_menu.change_size((size[0], size[1]+20)) num = len(self.menus) self.pal_menu.add_buttons(1, ["Pal-{}".format(num)]) self.switch_palette(ind=-1) def switch_palette(self, ind=None, text=None): if ind: self.menu = self.menus[ind] elif text: self.menu = self.menus[int(text[-1])-1] # <-------This Needs adjustment, needs to differentiate between Layers--------> def show_map(self): full_map = pg.Surface((40*64, 40*64)) for tile in self.map_bg.group: full_map.blit(tile.image, tile.rect.topleft) for tile in self.map_mg.group: if tile.filename != "Empty_tile": full_map.blit(tile.image, tile.rect.topleft) for tile in self.map_fg.group: if tile.filename != "Empty_tile": full_map.blit(tile.image, tile.rect.topleft) self.full_map = pg.transform.smoothscale(full_map, self.size) self.show_full_map = True def take_image(self, surf): folder = Path("./image") amount = len(folder.files("*.jpg")) filename = "{}{}{}{}".format(folder, "/map", amount, ".jpg") pg.image.save(surf, filename) def savemap(self): if not self.alternative: saving = SaveMap() saving.add_map(self.map_bg) saving.add_map(self.map_mg) saving.add_map(self.map_fg) saving.add_map(self.poi_map) saving.write_to_file() else: saving = SaveMap() saving.add_map(self.poi_map) saving.write_to_file() def loadmap(self, filename): load = LoadMap(filename) maplist = [] for m in load.maps.values(): a_map = Map(m["info"]["name"], self, m["info"]["size"], m["info"]["grid"], m["info"]["block"], self.empty_tile) if m["info"]["name"] == "Foreground" or m["info"]["name"] == "Middleground": a_map.setup(m["info"]["color"], 200) elif m["info"]["name"] == "POI Map": a_map.setup(m["info"]["color"], 150) else: a_map.setup(m["info"]["color"]) for t in a_map.group: for i in m["tiles"]: if list(t.rect.topleft) in m["tiles"][i]: t.filename = i if i[0] == "P": t.image = self.poi_dict[i] t.dirty = 1 else: t.image = self.men_list[int(i)] t.dirty = 1 maplist.append(a_map) for j in maplist: if j.name == "Background": self.map_bg = j if j.name == "Middleground": self.map_mg = j if j.name == "Foreground": self.map_fg = j if j.name == "POI Map": self.poi_map = j print("Loading from file...")
class Main(Template): def __init__(self, size): Template.__init__(self, size) self.size = size self.block = 64 self.dt = 0. self.map1 = Map(self.size, (40, 40), self.block, "./tiles/Empty_tile_64p.png") self.map2 = Map(self.size, (40, 40), self.block, "./tiles/Empty_tile_64p.png") self.menu = Map(self.size, (2, 14), self.block, "./tiles/Empty_tile_64p.png") self.menu_list = [] self.palette = self.setup_menu() self.palette.xy = [250, 0] self.clip = pg.Rect(0, 0, self.size[0], self.size[1]) self.c_pos = self.clip.topleft self.current_tile = None self.show_foreground = -1 self.right_m_button = False self.right_m_pos = None self.m_pos = None self.fill = False self.m_select_rect = pg.Rect(1, 1, 1, 1) self.button1 = Button((120, 20), (129, 1), "Menu") self.drop_menu = Menu((120, 160), (129, 21)) self.drop_menu.add_buttons(4, ["Save", "Load", "Palette", "Info"]) self.drop_menu.set_bg_color(CONCRETE) self.load_menu = self.setup_loadmenu() self.floating_text = FloatingText("no text", self.size) self.setup() self.selected_map = self.map1 def update(self, dt): self.dt = dt self.map1.update(dt) self.menu.update(dt) self.palette.update(dt) self.floating_text.update(dt) if self.drop_menu.buttons[0].clicked: self.savemap() self.drop_menu.buttons[0].clicked = False if self.drop_menu.buttons[2].clicked: self.selected_map = self.palette else: self.selected_map = self.map1 if self.map1.clipped: self.map2.map.set_clip() self.map1.clipped = False if self.c_pos != self.clip.topleft: self.c_pos = (self.c_pos[0] - self.map1.xy[0], self.c_pos[1] - self.map1.xy[1]) self.clip.topleft = self.c_pos self.button1.update(self.dt) self.mouse_select() def draw(self): self.screen.fill(BLACK) # MAP # Background self.map1.draw(self.screen, self.clip) # Foreground if self.show_foreground > 0: self.map2.xy = self.map1.xy self.map2.draw(self.screen, self.clip) # GUI self.menu.draw(self.screen, None) self.button1.draw(self.screen) if self.button1.clicked: self.drop_menu.draw(self.screen) if self.drop_menu.buttons[1].clicked: self.load_menu.draw(self.screen) if self.drop_menu.buttons[2].clicked: self.palette.draw(self.screen) if self.right_m_button: screen_rect = self.m_select_rect.copy() screen_rect.x += self.map1.xy[0] screen_rect.y += self.map1.xy[1] pg.draw.rect(self.screen, WHITE, screen_rect, 1) self.floating_text.draw(self.screen) ########################## Setup methods ####################################### def setup_loadmenu(self): folder = Path("./save") filelist = [f for f in folder.files("*.sav")] amount = len(filelist) menu = Menu((240, amount * 21), (250, 21)) menu.add_buttons(amount, filelist) menu.set_bg_color(CONCRETE) return menu def setup(self): self.map1.setup(TEAL) self.map2.setup(CONCRETE, 200) self.menu.setup(CYAN) def setup_menu(self): sheet = SpriteSheet("./img/magecity_64p.png", 64, (0, 0), (8, 44)) self.menu_list = sum(sheet.image_list, []) length = len(self.menu_list) size = (10, length / 10) menu = Map(self.size, size, self.block, "./tiles/Empty_tile_64p.png") menu.setup(CYAN) i = 1 for tile in menu.group: tile.filename = "maptile{}".format(i) tile.image = self.menu_list[i] if i + 1 >= len(self.menu_list): break else: i += 1 return menu #################### Key and Mouse Methods ##################################### def key_down(self, key): if key == K_ESCAPE: print "Quitting..." self.game_on == False self.end_game() if key == K_e: self.show_foreground *= -1 if key in (K_w, K_UP): self.selected_map.move["up"] = True if key in (K_a, K_LEFT): self.selected_map.move["left"] = True if key in (K_s, K_DOWN): self.selected_map.move["down"] = True if key in (K_d, K_RIGHT): self.selected_map.move["right"] = True def key_up(self, key): if key in (K_w, K_UP): self.selected_map.move["up"] = False if key in (K_a, K_LEFT): self.selected_map.move["left"] = False if key in (K_s, K_DOWN): self.selected_map.move["down"] = False if key in (K_d, K_RIGHT): self.selected_map.move["right"] = False def mouse_down(self, button, pos): not_menu = True if button == 1: if self.button1.click(pos): not_menu = False if self.button1.clicked: if self.drop_menu.click(pos): not_menu = False if self.drop_menu.buttons[1].clicked: if self.load_menu.click(pos): self.loadmap() if not_menu: if self.drop_menu.buttons[2].clicked: self.find_tile(pos, self.palette, self.menu) elif self.show_foreground > 0: self.find_tile(pos, self.menu, self.map2) else: self.find_tile(pos, self.menu, self.map1) if button == 3: self.right_m_button = True self.right_m_pos = pos def mouse_up(self, button, pos): if button == 3: self.right_m_button = False self.right_m_pos = pos new_rect = self._invert_rect(self.m_select_rect) if self.show_foreground < 0: self.group_select(new_rect, self.map1.group) else: self.group_select(new_rect, self.map2.group) def mouse_motion(self, button, pos, rel): self.m_pos = pos def mouse_select(self): if self.right_m_button: old_pos = (self.right_m_pos[0] - self.map1.xy[0], self.right_m_pos[1] - self.map1.xy[1]) new_pos = (self.m_pos[0] - self.map1.xy[0], self.m_pos[1] - self.map1.xy[1]) self.m_select_rect = pg.Rect(1, 1, 1, 1) xoff, yoff = new_pos[0] - old_pos[0], new_pos[1] - old_pos[1] self.m_select_rect.inflate_ip(xoff, yoff) self.m_select_rect.topleft = old_pos def _invert_rect(self, rect): new_rect = pg.Rect(1, 1, 1, 1) new_rect.size = rect.size if rect.width < 0: new_rect.width *= -1 if rect.height < 0: new_rect.height *= -1 if rect.left > rect.right: new_rect.left = rect.right else: new_rect.left = rect.left if rect.top > rect.bottom: new_rect.top = rect.bottom else: new_rect.top = rect.top return new_rect ###################### Button Activated Methods ################################ def group_select(self, rect, group): for sprite in group: if sprite.rect.colliderect(rect): self.change_tile(sprite) def find_tile(self, pos, menu, bg_map): found = False for tile in menu.group: map_pos = (pos[0] - menu.xy[0], pos[1] - menu.xy[1]) if tile.rect.collidepoint(map_pos): found = True menu.fill = True menu.selected = tile self.current_tile = tile if not found: for tile in bg_map.group: map_pos = (pos[0] - bg_map.xy[0], pos[1] - bg_map.xy[1]) if tile.rect.collidepoint(map_pos): self.change_tile(tile) bg_map.clear_map() def change_tile(self, tile): if self.current_tile != None: tile.filename = self.current_tile.filename tile.image = self.current_tile.image tile.dirty = 1 def savemap(self): size = tuple_mult((40, 40), self.block) save = SaveMap("savemap", size, self.block, "./img/magecity_64p.png", self.map1.group, self.map2.group) save.write_to_file() self.floating_text.set_text("Map Saved", True) def loadmap(self): select = None for button in self.load_menu.buttons: if button.clicked: select = button.text if select != None: load = LoadMap(select) self.map1.group = load.bg_group self.map2.group = load.fg_group self.floating_text.set_text("Map Loaded", True)
dy = -1 viewport.update(elapsed, dx, dy) create_landmass_button.update(elapsed, mouse.get_pos(), any(mouse.get_pressed())) finalize_button.update(elapsed, mouse.get_pos(), any(mouse.get_pressed())) unfinalize_button.update(elapsed, mouse.get_pos(), any(mouse.get_pressed())) reset_land_button.update(elapsed, mouse.get_pos(), any(mouse.get_pressed())) screen.fill((0, 0, 0)) viewport.draw(screen) create_landmass_button.draw(screen) finalize_button.draw(screen) unfinalize_button.draw(screen) reset_land_button.draw(screen) if is_creating_landmass: draw.circle(screen, (255, 0, 0), mouse.get_pos(), 5) elif is_setting_landmass_distance: converted_origin = viewport.deconvert_mouse_pos(land_mass_origin) mouse_pos = mouse.get_pos() distance = ((mouse_pos[0] - converted_origin[0])**2 + (mouse_pos[1] - converted_origin[1])**2)**0.5 draw.circle(screen, (255, 0, 0), converted_origin, 5) draw.circle(screen, (255, 0, 0), converted_origin, max(5, int(distance)), 2)
class Main(Template): def __init__(self, size): Template.__init__(self, size) self.size = size self.block = 64 self.dt = 0. self.map1 = Map(self.size, (40,40), self.block, "./tiles/Empty_tile_64p.png") self.map2 = Map(self.size, (40,40), self.block, "./tiles/Empty_tile_64p.png") self.menu = Map(self.size, (2,14), self.block, "./tiles/Empty_tile_64p.png") self.menu_list = [] self.palette = self.setup_menu() self.palette.xy = [250,0] self.clip = pg.Rect(0,0, self.size[0],self.size[1]) self.c_pos = self.clip.topleft self.current_tile = None self.show_foreground = -1 self.right_m_button = False self.right_m_pos = None self.m_pos = None self.fill = False self.m_select_rect = pg.Rect(1,1,1,1) self.button1 = Button((120, 20), (129,1), "Menu") self.drop_menu = Menu((120, 160), (129, 21)) self.drop_menu.add_buttons(4, ["Save", "Load", "Palette", "Info"]) self.drop_menu.set_bg_color(CONCRETE) self.load_menu = self.setup_loadmenu() self.floating_text = FloatingText("no text", self.size) self.setup() self.selected_map = self.map1 def update(self, dt): self.dt = dt self.map1.update(dt) self.menu.update(dt) self.palette.update(dt) self.floating_text.update(dt) if self.drop_menu.buttons[0].clicked: self.savemap() self.drop_menu.buttons[0].clicked = False if self.drop_menu.buttons[2].clicked: self.selected_map = self.palette else: self.selected_map = self.map1 if self.map1.clipped: self.map2.map.set_clip() self.map1.clipped = False if self.c_pos != self.clip.topleft: self.c_pos = (self.c_pos[0] - self.map1.xy[0], self.c_pos[1] - self.map1.xy[1]) self.clip.topleft = self.c_pos self.button1.update(self.dt) self.mouse_select() def draw(self): self.screen.fill(BLACK) # MAP # Background self.map1.draw(self.screen, self.clip) # Foreground if self.show_foreground > 0: self.map2.xy = self.map1.xy self.map2.draw(self.screen, self.clip) # GUI self.menu.draw(self.screen, None) self.button1.draw(self.screen) if self.button1.clicked: self.drop_menu.draw(self.screen) if self.drop_menu.buttons[1].clicked: self.load_menu.draw(self.screen) if self.drop_menu.buttons[2].clicked: self.palette.draw(self.screen) if self.right_m_button: screen_rect = self.m_select_rect.copy() screen_rect.x += self.map1.xy[0] screen_rect.y += self.map1.xy[1] pg.draw.rect(self.screen, WHITE, screen_rect, 1) self.floating_text.draw(self.screen) ########################## Setup methods ####################################### def setup_loadmenu(self): folder = Path("./save") filelist = [f for f in folder.files("*.sav")] amount = len(filelist) menu = Menu((240, amount*21), (250, 21)) menu.add_buttons(amount, filelist) menu.set_bg_color(CONCRETE) return menu def setup(self): self.map1.setup(TEAL) self.map2.setup(CONCRETE, 200) self.menu.setup(CYAN) def setup_menu(self): sheet = SpriteSheet("./img/magecity_64p.png", 64, (0,0), (8,44)) self.menu_list = sum(sheet.image_list, []) length = len(self.menu_list) size = (10, length/10) menu = Map(self.size, size, self.block, "./tiles/Empty_tile_64p.png") menu.setup(CYAN) i = 1 for tile in menu.group: tile.filename = "maptile{}".format(i) tile.image = self.menu_list[i] if i+1 >= len(self.menu_list): break else: i += 1 return menu #################### Key and Mouse Methods ##################################### def key_down(self, key): if key == K_ESCAPE: print "Quitting..." self.game_on == False self.end_game() if key == K_e: self.show_foreground *= -1 if key in (K_w, K_UP): self.selected_map.move["up"] = True if key in (K_a, K_LEFT): self.selected_map.move["left"] = True if key in (K_s, K_DOWN): self.selected_map.move["down"] = True if key in (K_d, K_RIGHT): self.selected_map.move["right"] = True def key_up(self, key): if key in (K_w, K_UP): self.selected_map.move["up"] = False if key in (K_a, K_LEFT): self.selected_map.move["left"] = False if key in (K_s, K_DOWN): self.selected_map.move["down"] = False if key in (K_d, K_RIGHT): self.selected_map.move["right"] = False def mouse_down(self, button, pos): not_menu = True if button == 1: if self.button1.click(pos): not_menu = False if self.button1.clicked: if self.drop_menu.click(pos): not_menu = False if self.drop_menu.buttons[1].clicked: if self.load_menu.click(pos): self.loadmap() if not_menu: if self.drop_menu.buttons[2].clicked: self.find_tile(pos, self.palette, self.menu) elif self.show_foreground > 0: self.find_tile(pos, self.menu, self.map2) else: self.find_tile(pos, self.menu, self.map1) if button == 3: self.right_m_button = True self.right_m_pos = pos def mouse_up(self, button, pos): if button == 3: self.right_m_button = False self.right_m_pos = pos new_rect = self._invert_rect(self.m_select_rect) if self.show_foreground < 0: self.group_select(new_rect, self.map1.group) else: self.group_select(new_rect, self.map2.group) def mouse_motion(self, button, pos, rel): self.m_pos = pos def mouse_select(self): if self.right_m_button: old_pos = (self.right_m_pos[0] - self.map1.xy[0], self.right_m_pos[1] - self.map1.xy[1]) new_pos = (self.m_pos[0] - self.map1.xy[0], self.m_pos[1] - self.map1.xy[1]) self.m_select_rect = pg.Rect(1,1,1,1) xoff, yoff = new_pos[0] - old_pos[0], new_pos[1] - old_pos[1] self.m_select_rect.inflate_ip(xoff, yoff) self.m_select_rect.topleft = old_pos def _invert_rect(self, rect): new_rect = pg.Rect(1,1,1,1) new_rect.size = rect.size if rect.width < 0: new_rect.width *= -1 if rect.height < 0: new_rect.height *= -1 if rect.left > rect.right: new_rect.left = rect.right else: new_rect.left = rect.left if rect.top > rect.bottom: new_rect.top = rect.bottom else: new_rect.top = rect.top return new_rect ###################### Button Activated Methods ################################ def group_select(self, rect, group): for sprite in group: if sprite.rect.colliderect(rect): self.change_tile(sprite) def find_tile(self, pos, menu, bg_map): found = False for tile in menu.group: map_pos = (pos[0] - menu.xy[0], pos[1] - menu.xy[1]) if tile.rect.collidepoint(map_pos): found = True menu.fill = True menu.selected = tile self.current_tile = tile if not found: for tile in bg_map.group: map_pos = (pos[0] - bg_map.xy[0], pos[1] - bg_map.xy[1]) if tile.rect.collidepoint(map_pos): self.change_tile(tile) bg_map.clear_map() def change_tile(self, tile): if self.current_tile != None: tile.filename = self.current_tile.filename tile.image = self.current_tile.image tile.dirty = 1 def savemap(self): size = tuple_mult((40,40), self.block) save = SaveMap("savemap", size, self.block, "./img/magecity_64p.png", self.map1.group, self.map2.group) save.write_to_file() self.floating_text.set_text("Map Saved", True) def loadmap(self): select = None for button in self.load_menu.buttons: if button.clicked: select = button.text if select != None: load = LoadMap(select) self.map1.group = load.bg_group self.map2.group = load.fg_group self.floating_text.set_text("Map Loaded", True)
sprite=sprites[12]) timerUI = SimpleText((topMenuHeight, 0, topMenuHeight, topMenuHeight), "%.3f" % timer.getTime(), 60) flagCountUI = SimpleText((topMenuHeight * 6, 0, topMenuHeight, topMenuHeight), "%d" % (numMines - numFlags), 60, RED) firstClick = True # first discovery generates the field mouseHold = False run = True while run: screen.fill(BEIGE) mouseX, mouseY = mouse.get_pos() hoveredTile = getHovered() resetButton.draw() timer.update() timerUI.update("%.3f" % timer.getTime()) timerUI.draw() flagCountUI.update("%d" % (numMines - numFlags)) flagCountUI.draw() for x in range(gridW): for y in range(gridH): tiles[x][y].draw() for e in event.get(): if e.type == MOUSEBUTTONDOWN: if e.button == 1: # LMB mouseHold = True elif e.button == 3: # RMB
class PenSelectScene(Scene): header = None back_btn = None select_btn = None purchase_btn = None name_text = None density_text = None restitution_text = None description_lines = [] coins_image = None coins_text = None pen_images = [] visible_pen_images = [] left_btn, right_btn = None, None center_pos = None pen_index = 0 def start(self, screen): if not self.already_loaded: PenData.load_all_pens(Resources.get("all_pens")) width = screen.get_width() height = screen.get_height() self.back_btn = Button( pygame.Rect(10, 10, 60, 40), "Back", { Options.BORDER_WIDTH: 0, Options.BACKGROUND: (20, 61, 89), Options.FOREGROUND: (244, 180, 26), Options.HOVERED_BACKGROUND: (10, 30, 45), Options.FONT: pygame.font.SysFont("Comic Sans MS", 15) }) label_options = { Options.BACKGROUND: (20, 61, 89), Options.FOREGROUND: (244, 180, 26), Options.BORDER_WIDTH: 0, } self.header = Label(pygame.Rect(width / 2 - 200, 10, 400, 30), "Select your weapon!", label_options) self.coins_text = Label( pygame.Rect(width - 110, height - 55, 100, 40), "0", label_options) label_options = { Options.BACKGROUND: (82, 173, 200), Options.FOREGROUND: (20, 61, 89), Options.BORDER_WIDTH: 0, Options.FONT: pygame.font.SysFont("Comic Sans MS", 18) } self.density_text = Label(pygame.Rect(width / 5, 110, 100, 20), "Density: ", label_options) self.restitution_text = Label(pygame.Rect(width / 5, 130, 100, 20), "Restitution: ", label_options) self.name_text = Label( pygame.Rect(width / 2 - 45, height - 125, 90, 50), "", label_options) self.description_lines = [ Label(pygame.Rect(width * 2 / 3, 100 + i * 25, 100, 20), "", label_options) for i in range(0, 3) ] self.coins_image = Image( pygame.Rect(width - 175, height - 60, 50, 50), Resources.get("coin"), {Options.BACKGROUND: (82, 173, 200)}) btn_options = { Options.BORDER_WIDTH: 0, Options.BACKGROUND: (20, 61, 89), Options.FOREGROUND: (244, 180, 26), Options.HOVERED_BACKGROUND: (10, 30, 45), Options.FONT: pygame.font.SysFont("Comic Sans MS", 25) } self.left_btn = Button(pygame.Rect(10, height / 2 - 20, 20, 30), "<", btn_options) self.right_btn = Button( pygame.Rect(width - 30, height / 2 - 20, 20, 30), ">", btn_options) self.select_btn = Button( pygame.Rect(width / 2 - 45, height - 75, 90, 50), "Select", btn_options) self.purchase_btn = Button( pygame.Rect(width / 2 - 125, height - 75, 250, 40), "", btn_options) self.center_pos = pygame.Rect(width / 2 - 50, height / 2 - 50, 100, 100) for pen in PenData.all_pens: self.pen_images.append( Image(self.center_pos, Resources.get(pen.image_file), {Options.BACKGROUND: (82, 173, 200)})) self.already_loaded = True self.reposition_images() self.update_shop_data() self.reset_coin_text() def update(self, event): for elt in (self.back_btn, self.left_btn, self.right_btn): elt.update(event) cur_pen = PenData.all_pens[self.pen_index] if cur_pen.name in Account.current_account.pens: self.select_btn.update(event) if self.select_btn.clicked: PenData.current_pen = cur_pen Scene.push_scene(6) else: self.purchase_btn.set_enabled( Account.current_account.money >= cur_pen.cost) self.purchase_btn.update(event) if self.purchase_btn.clicked: Account.current_account.purchase_pen(cur_pen) self.reset_coin_text() if self.back_btn.clicked: Scene.pop_scene() if self.left_btn.clicked or self.right_btn.clicked: if self.left_btn.clicked: self.pen_index -= 1 self.reposition_images() elif self.right_btn.clicked: self.pen_index += 1 self.reposition_images() self.update_shop_data() def reposition_images(self): self.visible_pen_images.clear() if self.pen_index > 0: img = self.pen_images[self.pen_index - 1] self.visible_pen_images.append(img) img.rect = self.center_pos.copy().move(-300, 40) self.visible_pen_images.append(self.pen_images[self.pen_index]) self.pen_images[self.pen_index].rect = self.center_pos if self.pen_index < len(self.pen_images) - 1: img = self.pen_images[self.pen_index + 1] self.visible_pen_images.append(img) img.rect = self.center_pos.copy().move(300, 40) self.left_btn.set_enabled(self.pen_index > 0) self.right_btn.set_enabled(self.pen_index < len(self.pen_images) - 1) def reset_coin_text(self): self.coins_text.text = str(Account.current_account.money) self.coins_text.recreate() def update_shop_data(self): cur_pen = PenData.all_pens[self.pen_index] self.name_text.text = cur_pen.name self.name_text.recreate() self.density_text.text = f"Density: {cur_pen.density}" self.density_text.recreate() self.restitution_text.text = f"Restitution: {cur_pen.restitution}" self.restitution_text.recreate() line_index = 0 for line in cur_pen.description: self.description_lines[line_index].text = line self.description_lines[line_index].recreate() line_index += 1 if cur_pen.name not in Account.current_account.pens: self.purchase_btn.text = f"Purchase for {cur_pen.cost}" self.purchase_btn.recreate() def draw(self, screen): screen.fill((82, 173, 200)) for elt in (self.header, self.back_btn, self.left_btn, self.right_btn, self.name_text, self.coins_image, self.coins_text, self.density_text, self.restitution_text): elt.draw(screen) for line in self.description_lines: line.draw(screen) if PenData.all_pens[ self.pen_index].name in Account.current_account.pens: self.select_btn.draw(screen) else: self.purchase_btn.draw(screen) for img in self.visible_pen_images: img.draw(screen)