Ejemplo n.º 1
0
	def __init__(self):
		menu_data = (
			'Options',
			'New game',
			'How to play',
			'Quit'
		)

		self.menu = NonBlockingPopupMenu(menu_data)
Ejemplo n.º 2
0
vx = .015
vy = .023

radius = .05
dt = 20

## Menu data and functions.
global menu_data
global _surface
menu_data = (
    'Main',
    'Save',
    'Quit',
)

menu = NonBlockingPopupMenu(menu_data)


def handle_menu(e):
    global menu
    print 'Menu event: %s.%d: %s' % (e.name, e.item_id, e.text)
    if e.name is None:
        print 'Hide menu'
        menu.hide()
    elif e.name == 'Main':
        print 'I am in the menu'
        if e.text == 'Save':
            print 'I hit save'
            stddraw.save(_surface)
        elif e.text == 'Quit':
            quit()
Ejemplo n.º 3
0
class GameController(object):

	def __init__(self):
		menu_data = (
			'Options',
			'New game',
			'How to play',
			'Quit'
		)

		self.menu = NonBlockingPopupMenu(menu_data)

	def handle_menu(self, event, game, gameRenderer):

		if event.name is None:
			self.menu.hide()
		elif event.name == 'Options':
			if event.text == 'Quit':
				exit(0)
			elif event.text == 'How to play':
				self.menu.hide()

				game_state = game.state()
				game.reset()

				self.run_tutorial(game, gameRenderer)

				game.reset(game_state)
			elif event.text == 'New game':
				self.menu.hide()
				game.reset()
		
	def make_move(self, hole_moved_indice, game, gameRenderer):

		(switch_players, bead_new_location) = game.move(hole_moved_indice)

		player_hand = game.player_hands[game.current_player-1]

		if switch_players:
			game.switch_players()


		moving_bead = None
		destination = None
		dest_hole = None

		while player_hand.beads:
			moving_bead = player_hand.beads.pop()
			player_hand.bead_count -= 1
			index = bead_new_location.pop(0)
			dest_hole = game.all_holes[index]
			destination = (dest_hole.rect.centerx, dest_hole.rect.centery)
			moving_bead.pos = [player_hand.rect.centerx, player_hand.rect.centery]

			gameRenderer.move_bead_to(game, moving_bead, destination)

			dest_hole.beads.append(moving_bead)
			dest_hole.bead_count += 1

		game.game_over = True

		for (i, hole) in enumerate(game.all_holes):
			if hole.standard:
				if hole.player == game.current_player and hole.bead_count > 0:
					game.game_over = False	
			else:
				if hole.player == 1:
					player_1_score = hole.bead_count
				else:
					player_2_score = hole.bead_count

		if game.game_over:
			if   player_1_score > player_2_score:
				game.winner = 1
			elif player_2_score > player_1_score:
				game.winner = 2
			else:
				game.winner = 0

		gameRenderer.render(game, None, True)


	def run_tutorial(self, game, gameRenderer):

		gameRenderer.tutorial_render(game)
	
		title_font = pygame.font.Font(None, 24)
		title_text = "How to Play Kalah - (click to continue, escape to return to your game)"

		gameRenderer.display_text(title_text, title_font)
		gameRenderer.display_tutorial_text("Each player has six pits and one store")

		pygame.display.flip()

		tutorial_screens = gameRenderer.display_tutorial(game, self)

		while True:
			try:
				for event in pygame.event.get():
					if event.type   == KEYDOWN:
						if event.key == pygame.K_ESCAPE:
							return
					elif event.type == QUIT:
						exit(0)
					elif event.type == MOUSEBUTTONDOWN:
					
						gameRenderer.tutorial_render(game)
						gameRenderer.display_text(title_text, title_font)
				
						tutorial_screens.next()	
				
						pygame.display.flip()
			#catching the end of the generative function display_tutorial
			except StopIteration:
				return


	def run(self, gameRenderer, game):
		#used to indicate when a MOUSEBUTTONUP event should not lead to displaying the menu
		move_just_made = False

		while True:

			gameRenderer.render(game, self.menu, True)

			for event in self.menu.handle_events(pygame.event.get()):

				if event.type == MOUSEBUTTONDOWN:
					move_just_made = False

					for i in xrange(0,14):
						if game.all_holes[i].is_clicked(game.current_player):
							self.make_move(i, game, gameRenderer)
							break

					pos = pygame.mouse.get_pos()

					x = pos[0]
					y = pos[1]

					#We do not want the menu to appear when a click occurs inside the board
					if (x >= 100 and x <= 700) and (y >= 100 and y <= 300):
						move_just_made = True
	
				elif event.type == QUIT:
					exit(0)
		        	elif event.type == MOUSEBUTTONUP and not move_just_made:
        			    	self.menu.show()
		        	elif event.type == USEREVENT:
            				if event.code == 'MENU':
                				self.handle_menu(event, game, gameRenderer)
Ejemplo n.º 4
0
    'Item 1',
    (
        'Things',
        'Item 0',
        'Item 1',
        'Item 2',
        (
            'More Things',
            'Item 0',
            'Item 1',
        ),
    ),
    'Quit',
)

menu = NonBlockingPopupMenu(menu_data)

def handle_menu(e):
    global menu
    print 'Menu event: %s.%d: %s' % (e.name,e.item_id,e.text)
    if e.name is None:
        print 'Hide menu'
        menu.hide()
    elif e.name == 'Main':
        if e.text == 'Quit':
            quit()
    elif e.name == 'Things':
        pass
    elif e.name == 'More Things':
        pass