Ejemplo n.º 1
0
def facility_placement():
    """
       Checks the collision and if the place is free builds the facility at that particular position
    """
    (x,y) = (0,0)
    x,y = pygame.mouse.get_pos()
    gui_buttons.gui_obj.setup_button.enabled = False
    facility_name = threades.buildFacilityPlacementFlag
    
     #Sets the variable to the facility which is to be build
    for i in range(len(model.Facility_Size)):
        if model.Facility_Size[i][0] == facility_name:
            height = model.Facility_Size[i][1]
            width = model.Facility_Size[i][2]
            
            height_temp = threades.resize_pt_y((model.Facility_Size[i][1])*threades.transform_obj.ratio)
            width_temp = threades.resize_pt_x((model.Facility_Size[i][2])*threades.transform_obj.ratio)
            
    #Checking the bounds
    if x > threades.resize_pt_x(930):    
        pygame.mouse.set_pos(threades.resize_pt_x(930),y)
    if y > threades.resize_pt_y(600):
        pygame.mouse.set_pos(x,threades.resize_pt_y(600))
    
    #Creating the rectangle in which the facility is built    
    rect = (x,y,width,height)
    rect_temp = (x,y,width_temp,height_temp)
    rect_obj = pygame.Rect(rect)
    rect_obj_temp = pygame.Rect(rect_temp)
     
    #Checks the collision 
    collide_check = threades.place_facility_collide_check(rect_obj)
    if collide_check:
        color = (205,0,0)
    else:
        color = (205,200,100)
    pygame.draw.rect(threades.screen,color,rect_obj_temp,5)
    
    #Takes action of the user and performs the action
    l,m,r = pygame.mouse.get_pressed()
    if l == 1 and collide_check == False:
        (a,b) = threades.transform_obj.inverse_trans_cordinate((x,y))
        rect_obj_send = pygame.Rect((a,b,width_temp,height_temp))
        PLACING_DATA_LIST = [threades.buildFacilityPlacementFlag,rect_obj_send] 
        threades.build_placed_facility(threades.buildFacilityPlacementFlag,False,PLACING_DATA_LIST)
        threades.set_build_facility_placement_flag()
        gui_buttons.gui_obj.setup_button.enabled = True
    if r == 1:
        threades.set_build_facility_placement_flag()
        gui_buttons.gui_obj.setup_button.enabled = True
Ejemplo n.º 2
0
    def main_menu(self,pause_flag = True, game_save_flag = False):
        ''' Display the starting menu
        '''
        self.init_game_save_flag = game_save_flag
        self.game_save_flag = False
        logo = pygame.image.load(os.path.join('data', 'logo.png')).convert()
        self.ff_logo = pygame.transform.scale(logo,threades.resize_pos((1111,250)))
        threades.screen.fill((0,0,0))
        threades.screen.blit(self.ff_logo,threades.resize_pos((40,50)))

        # Font type
        myfont = pygame.font.Font("font.ttf", threades.resize_pt(17))

        # Creating new button style
        buttonsurf = pygame.image.load(os.path.join('art','button_green.png')).convert_alpha()
        buttonsurf = pygame.transform.scale(buttonsurf, (36, threades.resize_pt_y(40)))
        self.button_style = gui.createButtonStyle(myfont,(0,0,0), buttonsurf,4,1,4,4,1,4,4,1,4,4,1,4)
        

        self.pause_flag = pause_flag
        #Starting new game button
        if self.pause_flag:
            self.start_button1 = gui.Button(position = threades.resize_pos((475,500)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Start New Game1",style = self.button_style)
            self.start_button1.onClick = self.startup_text
 
            self.start_button2 = gui.Button(position = threades.resize_pos((475,850)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Start new Game2",style = self.button_style)
            self.start_button2.onClick = self.startup_text
            
            #Resume saved level button if a game is saved
            if self.init_game_save_flag == True:
                self.resume_saved_level_button = gui.Button(position = threades.resize_pos((475,430)),size = threades.resize_pos((250,50)), parent = desktop2, text = "Resume Saved Game",style =self.button_style)
                self.resume_saved_level_button.onClick = self.resume_saved_level

            
        else:
            self.resume_button = gui.Button(position = threades.resize_pos((475,500)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Resume Game",style = self.button_style)
            self.resume_button.onClick = self.resume
            
            #Save Game Button
            if proceduralFlow.storyboard_level != 1:
                self.save_button = gui.Button(position = threades.resize_pos((475,430)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Save Current Level",style = self.button_style)
                self.save_button.onClick = self.save_current_level

        
        self.controls_button = gui.Button(position = threades.resize_pos((475,640)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Controls",style = self.button_style)
        self.exit_button = gui.Button(position = threades.resize_pos((475,710)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Exit",style = self.button_style)
        self.instructions_button = gui.Button(position = threades.resize_pos((475,570)), size = threades.resize_pos((250,50)), parent = desktop2, text = "Guide",style = self.button_style)
        self.about_us_button = gui.Button(position = threades.resize_pos((1000,20)), size = threades.resize_pos((150,40)), parent = desktop2, text = "About Us",style = self.button_style)
        
                                      

        self.controls_button.onClick = self.controls
        self.exit_button.onClick = safe_exit
        
        self.instructions_button.onClick = self.instructionsWindow
        self.about_us_button.onClick = self.aboutUsWindow

        self.run = True
Ejemplo n.º 3
0
def facility_placement():
    (x,y) = (0,0)
    x,y = pygame.mouse.get_pos()
    gui_buttons.gui_obj.setup_button.enabled = False
    facility_name = threades.buildFacilityPlacementFlag
    
    for i in range(len(model.Facility_Size)):
        if model.Facility_Size[i][0] == facility_name:
            height = model.Facility_Size[i][1]
            width = model.Facility_Size[i][2]
            
            height_temp = threades.resize_pt_y((model.Facility_Size[i][1])*threades.transform_obj.ratio)
            width_temp = threades.resize_pt_x((model.Facility_Size[i][2])*threades.transform_obj.ratio)
            
    
    if x > threades.resize_pt_x(930):    
        pygame.mouse.set_pos(threades.resize_pt_x(930),y)
    if y > threades.resize_pt_y(600):
        pygame.mouse.set_pos(x,threades.resize_pt_y(600))
    
    x -= width_temp/2
    y -= height_temp/2
    rect = (x,y,width,height)
    rect_temp = (x,y,width_temp,height_temp)
    rect_obj = pygame.Rect(rect)
    rect_obj_temp = pygame.Rect(rect_temp)
     
    collide_check = threades.place_facility_collide_check(rect_obj)
    if collide_check:
        color = (205,0,0)
    else:
        color = (205,200,100)
    pygame.draw.rect(threades.screen,color,rect_obj_temp,5)
    
    l,m,r = pygame.mouse.get_pressed()
    if l == 1 and collide_check == False:
        (a,b) = threades.transform_obj.inverse_trans_cordinate((x,y))
        rect_obj_send = pygame.Rect((a,b,width_temp,height_temp))
        PLACING_DATA_LIST = [threades.buildFacilityPlacementFlag,rect_obj_send] 
        threades.build_placed_facility(threades.buildFacilityPlacementFlag,False,PLACING_DATA_LIST)
        threades.set_build_facility_placement_flag()
        gui_buttons.gui_obj.setup_button.enabled = True
    if r == 1:
        threades.set_build_facility_placement_flag()
        gui_buttons.gui_obj.setup_button.enabled = True
Ejemplo n.º 4
0
    def main_menu(self,pause_flag = True, game_save_flag = False):
        self.init_game_save_flag = game_save_flag
        self.game_save_flag = False
        if threades.game_save_flag:
            self.init_game_save_flag = True
        logo = pygame.image.load(os.path.join('data', 'logo.png')).convert()
        self.ff_logo = pygame.transform.scale(logo,threades.resize_pos((1128,171)))
        threades.screen.fill((0,0,0))
        threades.screen.blit(self.ff_logo,threades.resize_pos((40,90)))

        # Font type
        myfont = pygame.font.Font("font.ttf", threades.resize_pt(17))

        # Creating new button style
        buttonsurf = pygame.image.load(os.path.join('art','button_green.png')).convert_alpha()
        buttonsurf = pygame.transform.scale(buttonsurf, (36, threades.resize_pt_y(40)))
        self.button_style = gui.createButtonStyle(myfont,(0,0,0), buttonsurf,4,1,4,4,1,4,4,1,4,4,1,4)
        self.pause_flag = pause_flag
        if self.pause_flag:
            self.start_button = gui.Button(position = threades.resize_pos((475,500)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.start_new_game[0],style = self.button_style) 
            self.start_button.onClick = self.select_save_or_new_game
            #Resume saved level button if a game is saved
            if self.init_game_save_flag == True:
                self.resume_saved_level_button = gui.Button(position = threades.resize_pos((475,430)),size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.resume_saved_game[0],style =self.button_style)
                self.resume_saved_level_button.onClick = self.select_save_or_new_game

            
        else:
            self.resume_button = gui.Button(position = threades.resize_pos((475,430)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.resume_game[0],style = self.button_style)
            self.resume_button.onClick = self.resume
            
            self.start_game_again_button = gui.Button(position = threades.resize_pos((475,500)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.start_game_again[0],style = self.button_style) 
	    self.start_game_again_button.onClick = self.storyboardWindow
            
            #Save Game Button
            if proceduralFlow.storyboard_level != 1:
                self.save_button = gui.Button(position = threades.resize_pos((475,360)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.save_current_level[0],style = self.button_style)
                self.save_button.onClick = self.save_current_level
            



        self.controls_button = gui.Button(position = threades.resize_pos((475,640)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.control_button_text[0],style = self.button_style)
        self.exit_button = gui.Button(position = threades.resize_pos((475,710)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.exit_button_text[0],style = self.button_style)
        self.instructions_button = gui.Button(position = threades.resize_pos((475,570)), size = threades.resize_pos((250,50)), parent = desktop2, text = model.text_file.instructions_window_text[0],style = self.button_style)
        self.about_us_button = gui.Button(position = threades.resize_pos((1000,20)), size = threades.resize_pos((150,40)), parent = desktop2, text = model.text_file.about_button_text[0],style = self.button_style)
        
                                      
        self.controls_button.onClick = self.controls
        self.exit_button.onClick = safe_exit
        
        self.instructions_button.onClick = self.instructionsWindow
        self.about_us_button.onClick = self.aboutUsWindow

        self.run = True
Ejemplo n.º 5
0
def main():

    global panel
    global chat_screen
    global level_setting
    
    # Displaying the WFP logo
    intro_thread = threading.Thread(target = load_images.load_images, args=[])
    intro_thread.start()
    # Loading and starting the sound play
    GameSounds.objMusic.start_music()
    
    level_setting=level_change.change_level()
    pause_screen()

    intro_thread.join()
    threades.initialize_facilities()

    #surface_middle = pygame.transform.scale(surface3,threades.resize_pos((1200,560)))
    
    # Processing regarding the storyboard
    proceduralFlow.openStoryBoardFile()
    storyboardObj = proceduralFlow.storyboardFlow()
    proceduralFlow.openStoryBoardFile()

    gui_buttons.initialize_gui()

    threades.screen.fill((0,0,0))
    panel = display_panel.display_panel()
    animation_obj = threades.Animation()
    animation_obj.update()
    # Starting of the threads
    update_thread = threading.Thread(target = threades.update_turn, args=[]).start()
    message_thread = threading.Thread(target = message_window, args=[]).start()
    mouse_flag = False
    chat_screen=chat.chat()
        
    model.game_controller.reset_time()
    # The main infinite loop
    while True:
        #clock.tick()
        model.game_controller.update_level_time()
        

        mouse_flag = False
            
        (x,y) = (0,0)
        x,y = pygame.mouse.get_pos()
        
        if ((x < threades.new_screen_size[0]) and (x > (threades.new_screen_size[0]-60))):
            threades.transform_obj.move_free((0,0))
            
        if (x < 60 and x > 0):
            threades.transform_obj.move_free((0,0))
            
        if (y < threades.resize_pt_y(900)) and (y > threades.resize_pt_y(840)):
            threades.transform_obj.move_free((0,0))
            
        if ((y < threades.resize_pt_y(60)) and (y > threades.resize_pt_y(0))):
            threades.transform_obj.move_free((0,0))
            
        if (x > threades.resize_pt_x(0)) and (x < threades.resize_pt_x(600)) and (y > threades.resize_pt_y(845)) and (y < threades.resize_pt_y(900)):
            mouse_flag = True
            
        pygame.display.set_caption('FoodForce2')

        for e in gui.setEvents(pygame.event.get()):
            event_handling(e)

        
        #pygame.draw.rect(threades.screen,(209,169,106),threades.resize_rect((0,40,1200,560)))
        animation_obj.update()


        # Claculate indicators again
        threades.calculate_indicators_starting()
        
        #For middle surface
        #surface_middle = pygame.transform.scale(surface3,threades.resize_pos((1200,560)))
        #threades.screen.blit(surface_middle,threades.resize_pos((0,40)))

        

        
        rects_list = get_update_region()
        panel.update()
        
        if (threades.total_update_flag or threades.map_update_flag or threades.facilities_update_flag or threades.panel_update_flag or panel.res.money_flag):
            threades.desktop.update()
            threades.desktop.draw()
        
        pygame.display.update(rects_list)

        model.iteration_time = clock.tick()
        model.global_time += model.iteration_time
        storyboardObj.flow()
Ejemplo n.º 6
0
def main():
    for arg in sys.argv[1:]:
	process(arg)
    select_lang()
    global panel
    global chat_screen
    global level_setting
    global message_thread
    cursor = pygame.cursors.load_xbm(os.path.join('art', 'ff2_cursor.xbm'),os.path.join('art', 'ff2_cursor-mask.xbm'))
    #print cursor
    pygame.mouse.set_cursor(cursor[0],cursor[1],cursor[2],cursor[3])
    # Displaying the WFP logo
    intro_thread = threading.Thread(target = load_images.load_images, args=[])
    intro_thread.start()
    # Loading and starting the sound play
    threades.audio.play_music(False,'soundtrack')
    
    threades.check_saved_game_level()
    model.game_controller.reset_time()
    gui_buttons.initialize_gui()
    pause_screen()
    intro_thread.join()
    
    proceduralFlow.storyboard_level = threades.current_level
    if threades.current_level != 1:
        load_resume_game()
    else:
	threades.load_initial_facilities()
        data_file = os.path.join('storyboards',str(model.storyboard_file),'data','data1.pkl')
        model.init_cons(data_file)
        model.init_obj()
        threades.initialize_facilities(True)
        proceduralFlow.openStoryBoardFile() 

     
    # loading the correct data file

    #gui_buttons.initialize_gui()

    threades.screen.fill((0,0,0))
    #panel = display_panel.display_panel()
    panel.change_labels()
    animation_obj = threades.Animation()
    animation_obj.update()
    # Starting of the threads
    #print update_thread
    message_thread = threading.Thread(target = message_window, args=[])
    message_thread.start()
    mouse_flag = False
    chat_screen=chat.chat()
    #print 'i was here'
    clock = pygame.time.Clock()
    threades.total_update_flag = True
    # The main infinite loop
    while True:
        time_passed = clock.tick()
        model.game_controller.update_level_time(threades.update_thread_pause)
        threades.update_turn(time_passed)
        animation_obj.update()

        mouse_flag = False
            
        (x,y) = (0,0)
        x,y = pygame.mouse.get_pos()
        
        if not gui_buttons.gui_obj.get_win_flag():
            if len(threades.buildFacilityPlacementFlag):
                facility_placement()               
            if (x > (threades.resize_pt_x(890)) and x < threades.resize_pt_x(930)) and y< threades.resize_pt_y(600):
                threades.transform_obj.move_free((-10,0))
                
            if x < threades.resize_pt_x(60) and y< threades.resize_pt_y(600):
                threades.transform_obj.move_free((10,0))
                
            if  y > threades.resize_pt_y(560) and y< threades.resize_pt_y(600) and x < threades.resize_pt_x(930):
                threades.transform_obj.move_free((0,-10))
                
            if y < threades.resize_pt_y(60) and x < threades.resize_pt_x(930) and x < threades.resize_pt_x(930):
                threades.transform_obj.move_free((0,10))
                
            if (x > threades.resize_pt_x(0)) and (x < threades.resize_pt_x(600)) and (y > threades.resize_pt_y(845)) and (y < threades.resize_pt_y(900)):
                mouse_flag = True
                
        pygame.display.set_caption('FoodForce2')

        for e in gui.setEvents(pygame.event.get()):
            event_handling(e)

        
        

        # Calculate the values of the indicators
        threades.calculate_indicators_starting()
        
               

        
        rects_list = get_update_region()
        panel.update()
        
        if (threades.total_update_flag or threades.map_update_flag or threades.facilities_update_flag or threades.panel_update_flag or panel.res.money_flag):
            threades.desktop.update()
            threades.desktop.draw()
        
        pygame.display.update(rects_list)

        model.iteration_time = time_passed
        model.global_time += model.iteration_time
        storyboardObj.flow()
        gui_buttons.instruction_off_flag = False
Ejemplo n.º 7
0
    def storyboardWindow(self,button = None):
        global select_flag
	self.remove_buttons()
        
        self.lightgreen_color = (0,80,0)
        self.green_color = (0,150,0)
        self.black_color = (0,0,0)
        myfont1 = pygame.font.Font('font.ttf',threades.resize_pt(50))
	
        myfont = pygame.font.Font("font.ttf", threades.resize_pt(20))
        buttonsurf = pygame.image.load(os.path.join('art','button_green.png')).convert_alpha()
        buttonsurf = pygame.transform.scale(buttonsurf, (38, threades.resize_pt_y(50)))
        self.button_style_2 = gui.createButtonStyle(myfont,(0,0,0), buttonsurf,4,1,4,4,1,4,4,1,4,4,1,4)
	
        win_style = gui.defaultWindowStyle.copy()
        win_style['font'] = myfont1
        win_style['font-color'] = self.green_color
        win_style['bg-color'] = self.black_color
        win_style['border-color'] =self.black_color
        
        position_win = threades.resize_pos((150.0,270.0))
        size_win = threades.resize_pos((900.0,650.0))
        
        myfont2 = pygame.font.Font('font.ttf',threades.resize_pt(20))
        labelstylecopy = gui.defaultLabelStyle.copy()
        labelstylecopy['font'] = myfont2
        labelstylecopy['font-color'] = self.green_color
        labelstylecopy['border-width'] = 1
        labelstylecopy['border-color'] = (0,0,0)
        labelstylecopy['autosize']=True
        labelstylecopy['wordwrap']=False
        
        op_image = pygame.image.load(os.path.join("art","optionbox_green.png")).convert_alpha()
        op_style = gui.createOptionBoxStyle(gui.defaultFont, op_image, 12, (255,255,255),(100,100,100), autosize = True)
       
        op_style['font'] = myfont2
        op_style['font-color'] = self.green_color
        op_style['normal'] = True
        op_style['autosize'] = True
        op_style['word wrap'] = False
        self.op_style = op_style
        
        
        
        self.win = gui.Window(position = position_win,size = size_win,parent = desktop2,style = win_style,text = model.text_file.storyboard_window_text[0], closeable = False,shadeable = False,moveable = False )
	self.win.onClose = self.main_menu
        vertical_dist = 150.0     #for the position of optionboxes
	vertical_dist_photo = 120.0
        storyboard_list_file = open('storyboard_list.pkl')
        
        for i in range(pickle.load(storyboard_list_file)):
            storyboard_name = pickle.load(storyboard_list_file)
            if select_flag == True or os.path.exists(os.path.join('storyboards',str(storyboard_name[1]),'save_game.pkl')):
		self.image = pygame.image.load(os.path.join('storyboards',str(storyboard_name[1]),'intro_image.png')).convert_alpha()
		self.image = pygame.transform.scale(self.image, threades.resize_pos((150,120)))
		finalSurface = pygame.surface.Surface(threades.resize_pos((150,150))).convert_alpha()
		finalSurface.blit(self.image,threades.resize_pos((10,10)))
		self.win.surf.blit(finalSurface,threades.resize_pos((160,vertical_dist_photo)))
                self.item = gui.Button(position = threades.resize_pos((450.0,vertical_dist),(900.0,600.0),self.win.size),size = threades.resize_pos((290,50)),parent = self.win,text = str(storyboard_name[1]),style = self.button_style_2)
                self.item.onClick = self.select_storyboard
                vertical_dist = vertical_dist + 180
		vertical_dist_photo = vertical_dist_photo  + 180
    
		
        self.skip_button = gui.Button(position = threades.resize_pos((180,490),(900.0,600.0),self.win.size), size = threades.resize_pos((110,30),(900.0,600.0),self.win.size), parent = self.win, text = model.text_file.skip_text[0],style = self.button_style)
        self.skip_button.onClick = self.close_win

        logo =  pygame.image.load(os.path.join('data', 'logo.png')).convert()
        ff_logo = pygame.transform.scale(logo,threades.resize_pos((1128,171)))
        self.storyboard_menu_run = True
        while self.storyboard_menu_run:
            pygame.display.set_caption('FoodForce2')
            threades.screen.fill((0,0,0))
            threades.screen.blit(ff_logo,threades.resize_pos((40,90)))
            for e in gui.setEvents(pygame.event.get()):
                if e.type == KEYDOWN:
                    if e.key == 27:  # For escape key
                        self.storyboard_menu_run = False
                        self.win.close()
                    
                if model.FLAG_XO:
                    if e.type==mesh.CONNECT :
                        game_sharing.sharing_handler(e.type,None,'')
                    #sharing_thread = threading.Thread(target = game_sharing.sharing_handler, args=[e.type,None,'']).start()
                    elif e.type==mesh.PARTICIPANT_ADD or e.type==mesh.PARTICIPANT_REMOVE :
                        game_sharing.sharing_handler(e.type,e.handle,'')
                    #sharing_thread = threading.Thread(target = game_sharing.sharing_handler, args=[e.type,e.handle,'']).start()
                    elif e.type==mesh.MESSAGE_MULTI or e.type==mesh.MESSAGE_UNI :
                        game_sharing.sharing_handler(e.type,e.handle,e.content)
                    #sharing_thread = threading.Thread(target = game_sharing.sharing_handler, args=[e.type,e.handle,e.content]).start()
            desktop2.update()
            desktop2.draw()
            pygame.display.update()
Ejemplo n.º 8
0
    def startup_text(self,button = None):
        ''' Displays the startup text
        '''

        self.remove_buttons()
        threades.screen.fill((255,255,255))
        hunger_map = pygame.image.load(os.path.join('data', 'Wfpwork.png')).convert()
        hunger_map =  pygame.transform.scale(hunger_map,threades.new_screen_size)
        threades.screen.blit(hunger_map,threades.resize_pos((0,0)))

        color_brown = (255,214,150)
        # gui.Window custom style
        myfont = pygame.font.Font("font.ttf", threades.resize_pt(28))
        win_style = gui.defaultWindowStyle.copy()
        win_style['font'] = myfont
        win_style['font-color'] = color_brown
        win_style['bg-color'] = (0,0,0)
        win_style['border-color'] = color_brown
        position_win =threades.resize_pos((200.0,50.0))
        size_win =threades.resize_pos((800.0,600.0))
        win = gui.Window(position = position_win, size = size_win, parent = desktop2, text = " FOODFORCE II : ESCAPING POVERTY  " ,style = win_style,shadeable = False, closeable = False,moveable = False)
        self.startup_text_run = True
        win.surf.set_alpha(100)
        myfont2 = pygame.font.Font("font.ttf",threades.resize_pt(19))
        labelstyle1 = gui.defaultLabelStyle.copy()
        labelstyle1['border-width'] = 0
        labelstyle1['wordwrap'] = True
        labelstyle1['autosize'] = False
        labelstyle1['font'] = myfont2
        labelstyle1['font-color'] = color_brown

        counter = 0
        label = gui.Label(position = threades.resize_pos((10.0,130.0),(800.0,600.0),win.size),size = threades.resize_pos((780.0,460.0),(800.0,600.0),win.size), parent = win, text = '', style = labelstyle1)
        
        button_style = gui.defaultButtonStyle.copy()
        button_style['font'] = myfont2

        self.skip_button = gui.Button(position = threades.resize_pos((600,550),(800.0,600.0),win.size), size = threades.resize_pos((150,30),(800.0,600.0),win.size), parent = win, text = "  Skip  ",style = button_style)
        self.skip_button.onClick = self.turnoff_startup_run
        model.global_time = 0
        
        #One time show of the background image
        threades.screen.fill((255,255,255))
        threades.screen.blit(hunger_map,threades.resize_pos((0,0)))
        pygame.display.flip()
        #sleep(5)
        first_display = True
        model.global_time = 0
        while self.startup_text_run:

            label.text =  texts.trailer_text[counter]
            for e in gui.setEvents(pygame.event.get()):
                if e.type == pygame.QUIT:
                    safe_exit()
                if e.type == KEYDOWN:
                    if e.key == 27:  # For escape key
                        self.startup_text_run = False
                    if e.key == K_RETURN:
                        counter += 1
            
            if model.global_time >= 5000:
                first_display = False                
                model.global_time = 0
                counter += 1
            if not first_display:
                
                threades.screen.fill((255,255,255))
                threades.screen.blit(hunger_map,threades.resize_pos((0,0)))
                desktop2.update()
                desktop2.draw()
                pygame.display.flip()
                
            if counter == len(texts.trailer_text):
                self.startup_text_run = False
            
            
            
        
            model.iteration_time = clock.tick()
            model.global_time += model.iteration_time
        win.close()
        

        # Creating gui to select which storyboard to start
        
        self.sbWin = gui.Window(position = position_win, size = size_win, parent = desktop2, text = " FOODFORCE II : Choose Storyboard  " ,style = win_style,shadeable = False, closeable = False,moveable = False)

        self.sbWin.surf.fill((0,0,0,170))
        
        # creating custom style for option box
        op_style = gui.defaultOptionBoxStyle.copy()
        op_style['font'] = myfont2
        op_style['font-color'] = color_brown
        op_style['autosize'] = True
        op_style['word wrap'] = False
        position_optionbox = threades.resize_pos((200.0,150.0),(800.0,600.0),size_win)        
        self.storyboard1 = gui.OptionBox(position = position_optionbox, parent = self.sbWin, style = op_style, text = 'Storyboard1')
        self.storyboard2 = gui.OptionBox(position = self.sbWin.nextPosition(threades.resize_pt_y(10)), parent = self.sbWin, style = op_style, text = 'Storyboard2')
        
        # Creating a button style
        button_style = gui.defaultButtonStyle.copy()
        button_style['font'] = myfont2
        
        self.select_button = gui.Button(position = threades.resize_pos((600,550),(800.0,600.0),size_win), size = threades.resize_pos((150,30),(800.0,600.0),size_win), parent = self.sbWin, text = "  Select  ",style = button_style)
        self.select_button.onClick = self.set_selected_storyboard
Ejemplo n.º 9
0
def main():

    global panel
    global chat_screen
    global level_setting
    global update_thread
    global message_thread
    
    cursor = pygame.cursors.load_xbm(os.path.join('art', 'ff2_cursor.xbm'),os.path.join('art', 'ff2_cursor-mask.xbm'))
    #print cursor
    pygame.mouse.set_cursor(cursor[0],cursor[1],cursor[2],cursor[3])
    # Displaying the WFP logo
    intro_thread = threading.Thread(target = load_images.load_images, args=[])
    intro_thread.start()
    # Loading and starting the sound play
    #level_setting=level_change.change_level()
    
    #Checks the level on which 	he user is
    threades.current_level = threades.check_saved_game_level()
    
    
    #Resets the time
    model.game_controller.reset_time()
    
    #Initialises and creates the starting screen and pauses the game until the user gives an input
    pause_screen()
    #Lets the initial thread started to get completed
    intro_thread.join()
    
    
        
    
    proceduralFlow.storyboard_level = threades.current_level
    
     #Takes action according to the level
    if threades.current_level != 1:
        load_resume_game()
    else:
        threades.initialize_facilities(True)
        proceduralFlow.openStoryBoardFile()

     
    # Processing regarding the storyboard
    
    storyboardObj = proceduralFlow.storyboardFlow()
    
    gui_buttons.initialize_gui()

    threades.screen.fill((0,0,0))
    panel = display_panel.display_panel()
    animation_obj = threades.Animation()
    animation_obj.update()
    # Starting of the threads
    update_thread = threading.Thread(target = threades.update_turn, args=[])
    update_thread.start()
    #print update_thread
    message_thread = threading.Thread(target = message_window, args=[])
    message_thread.start()
    mouse_flag = False
    chat_screen=chat.chat()
        
    
    # The main infinite loop
    while True:
        #clock.tick()
        model.game_controller.update_level_time(threades.update_thread_pause)
        
        animation_obj.update()


        mouse_flag = False
            
        (x,y) = (0,0)
        x,y = pygame.mouse.get_pos()
        
        if len(threades.buildFacilityPlacementFlag):
            facility_placement()               
        if (x > (threades.resize_pt_x(890)) and x < threades.resize_pt_x(930)):
            threades.transform_obj.move_free((-10,0))
            
        if x < threades.resize_pt_x(60) :
            threades.transform_obj.move_free((10,0))
            
        if  y > threades.resize_pt_y(560) and y< threades.resize_pt_y(600):
            threades.transform_obj.move_free((0,-10))
            
        if y < threades.resize_pt_y(60):
            threades.transform_obj.move_free((0,10))
            
        if (x > threades.resize_pt_x(0)) and (x < threades.resize_pt_x(600)) and (y > threades.resize_pt_y(845)) and (y < threades.resize_pt_y(900)):
            mouse_flag = True
            
        pygame.display.set_caption('FoodForce2')

        for e in gui.setEvents(pygame.event.get()):
            event_handling(e)

        
        

        # Calculate the values of the indicators
        threades.calculate_indicators_starting()
        
               

        #updating the region
        rects_list = get_update_region()
        panel.update()
        
        if (threades.total_update_flag or threades.map_update_flag or threades.facilities_update_flag or threades.panel_update_flag or panel.res.money_flag):
            threades.desktop.update()
            threades.desktop.draw()
        
        pygame.display.update(rects_list)

        #updates the time
        model.iteration_time = clock.tick()
        model.global_time += model.iteration_time
        
        #Calls the function which decides which action to be taken
        storyboardObj.flow()