def render(clickable_mouseover): screen.blit(stage, (0, 0)) world.render() ui.render() if clickable_mouseover is not None: if clickable_mouseover[3] is not None: tooltip.display(clickable_mouseover[3], clickable_mouseover[4]) cursor_image = cursor[2] cursor_rect = cursor_image.get_rect() cursor_rect.center = pygame.mouse.get_pos() screen.blit(cursor[2], cursor_rect) pygame.display.flip()
def game(screen, myConfig, nump, numai): screen_size = screen.get_size() world_height = round(screen_size[1]*0.666) # World uses 2/3 of the screen app = gui.App(screen, background_color=None) aapp = gui.App(screen, background_color = None) aapp.always_render = True app.theme = gui.make_theme(os.path.join("data", "gui")) app.always_render = True end_turn_button = gui.Button(app, (-1, screen_size[1]), "End Turn", "End Turn", widget_pos="bottomleft") whos_turn_label = gui.Label(app, (-1, screen_size[1]), "WT Label", "It is player 1's turn", widget_pos="bottomright") whos_turn_label.theme.label["text-color"] = [255,0,0] whos_turn_label.make_image() if myConfig.fps_counter: fps_label = gui.Label(app, (0, screen_size[1]), "FPS Label", "FPS: ", widget_pos="bottomleft") fps_label.theme.label["text-color"] = [255,0,0] fps_label.make_image() mg = MapGrid(util.make_random_map()) pad_up_button = gui.Button(app, (0, 0), "PAD_UP_BUTTON", "", widget_pos="topleft") pad_up_button.over_width = screen_size[0] pad_up_button.over_height = 15 pad_up_button.make_image() pad_down_button = gui.Button(app, (0, world_height), "PAD_DOWN_BUTTON", "", widget_pos="bottomleft") pad_down_button.over_width = screen_size[0] pad_down_button.over_height = 15 pad_down_button.make_image() pad_left_button = gui.Button(app, (0, pad_up_button.image.get_height()), "PAD_LEFT_BUTTON", "", widget_pos="topleft") pad_left_button.over_width = 15 pad_left_button.over_height = world_height - pad_up_button.image.get_height()*2 pad_left_button.make_image() pad_right_button = gui.Button(app, (screen_size[0], pad_up_button.image.get_height()), "PAD_RIGHT_BUTTON", "", widget_pos="topright") pad_right_button.over_width = 15 pad_right_button.over_height = world_height - pad_up_button.image.get_height()*2 pad_right_button.make_image() pad_height = pad_up_button.image.get_height() pad_width = pad_left_button.image.get_width() aleft = wui.Arrow(aapp, (1, int(world_height/2)), "ArrowLeft", "left") aright = wui.Arrow(aapp, (screen_size[0]-16, int(world_height/2)), "ArrowRight", "right") aup = wui.Arrow(aapp, (int(screen_size[0]/2), 1), "ArrowUp", "up") adown = wui.Arrow(aapp, (int(screen_size[0]/2), world_height-16), "ArrowDown", "down") world_screen = screen.subsurface((pad_width, pad_height, screen_size[0]-pad_width*2, world_height-pad_height*2)) world = World(world_screen, map_grid=mg, background=pygame.image.load(os.path.join("data", "images", "bg1.png")).convert()) controllers = make_map_players(world, nump, numai) world_rect = world.display.get_rect() world_rect.topleft = world.display.get_offset() if myConfig.music: pygame.mixer.music.load(os.path.join('data','music','slowtheme.ogg')) pygame.mixer.music.play(-1) sfx_battle = [pygame.mixer.Sound(os.path.join("data", "sfx", "battle1.ogg")), pygame.mixer.Sound(os.path.join("data", "sfx", "battle2.ogg")), pygame.mixer.Sound(os.path.join("data", "sfx", "battle3.ogg"))] for i in sfx_battle: i.set_volume(myConfig.sound_volume*0.02) sfx_victory = pygame.mixer.Sound(os.path.join("data", "sfx", "victory.ogg")) sfx_defeat = pygame.mixer.Sound(os.path.join("data", "sfx", "defeat.ogg")) sfx_victory.set_volume(myConfig.sound_volume*0.02) sfx_defeat.set_volume(myConfig.sound_volume*0.02) sfx_select = pygame.mixer.Sound(os.path.join("data", "sfx", "select.ogg")) sfx_select.set_volume(myConfig.sound_volume*0.02) picktwo = [] whos_turn = 0 keys_down = set() clock = pygame.time.Clock() zoom_states = [(10, 5), (20, 10), (40, 20), (80, 40)] zoom_state = 0 world_zoom_once = True while 1: clock.tick(600) if myConfig.fps_counter: if not pygame.time.get_ticks() % 10: fps_label.text = "FPS: %i" % clock.get_fps() fps_label.make_image() for event in app.get_events(): if event.type == QUIT: return "QUIT" if event.type == KEYDOWN: if event.key == K_s: a = time.localtime() a = "%s-%s-%s-%s"%(a[1], a[2], a[3], a[4]) pygame.image.save(screen, os.path.join("data", "screenshots", "screenie %s.jpg"%a)) if event.key == K_ESCAPE: a = wui.escape_screen(screen, myConfig) if a == "QUIT" or a == "LEAVE": return a else: pass#we returned to game! if event.key == K_LEFT or K_RIGHT or K_UP or K_DOWN: keys_down.add(event.key) if event.type == KEYUP: try: # Ignore any attempts to remove non-existant keys keys_down.remove(event.key) except KeyError: continue if event.type == MOUSEBUTTONDOWN: if event.button == 1: x = world.get_mouse_terr() if x: if controllers[whos_turn] == "human": picktwo.append(x) if event.button == 4: if zoom_state < 3: zoom_state += 1 world.tile_size = zoom_states[zoom_state] world.update() if event.button == 5: if zoom_state > 0: zoom_state -= 1 world.tile_size = zoom_states[zoom_state] world.update() if event.type == gui.GUI_EVENT: if event.widget == gui.Button: if myConfig.music: sfx_select.play() if event.name == "End Turn": if event.action == gui.GUI_EVENT_CLICK: if controllers[whos_turn] == "human": if myConfig.new_unit_dialog: a = wui.gain_troops(screen, world.players[whos_turn], myConfig) if a == "QUIT": return "QUIT" if a[1]: #don't do again! myConfig.new_unit_dialog = 0 myConfig.save_settings() world.players[whos_turn].end_turn() whos_turn += 1 if whos_turn >= len(world.players): whos_turn = 0 whos_turn_label.text = "It is player %ss turn"%(whos_turn+1) whos_turn_label.theme.label["text-color"] = world.players[whos_turn].color whos_turn_label.make_image() for i in picktwo: i[1].highlighted = False picktwo = [] world.update() if event.type == MOUSEMOTION: if pygame.mouse.get_pressed()[0]: if world_rect.collidepoint(pygame.mouse.get_pos()): world.offset[0] -= event.rel[0] world.offset[1] -= event.rel[1] if world.players[whos_turn].dead: whos_turn += 1 if whos_turn >= len(world.players): whos_turn = 0 whos_turn_label.text = "It is player %ss turn"%(whos_turn+1) whos_turn_label.theme.label["text-color"] = world.players[whos_turn].color whos_turn_label.make_image() if world.one_winner()[0]: finish_label = gui.Label(app, (-1, 375), "Finish Label", "Player %s WON!"%(world.one_winner()[1]+1), widget_pos="center") finish_label.theme.label["text-color"] = world.players[world.one_winner()[1]].color finish_label.theme.label["font"] = pygame.font.Font(None, 45) world.update() world.render() return wui.win_screen(screen, world, myConfig) for i in picktwo: if not i[1].highlighted: # Don't force a re-render if already highlighted i[1].highlighted = True world.update() world.render() #BATTLES! if len(picktwo) == 1: if (picktwo[0][0] != whos_turn) or\ (picktwo[0][1].units == 1) or\ (not picktwo[0][1].can_move): picktwo[0][1].highlighted = False picktwo = [] world.update() if len(picktwo) == 2: if picktwo[0][0] == whos_turn: if (not picktwo[0][1] == picktwo[1][1]) and \ util.connected_mass(picktwo[0][1].terr, picktwo[1][1].terr): if not picktwo[0][0] == picktwo[1][0]: if picktwo[0][1].can_move: if myConfig.attack_dialog: a = wui.do_battle(screen, picktwo, world, myConfig) if a == "QUIT": return "QUIT" if a[1]: #don't do again! myConfig.attack_dialog = 0 myConfig.save_settings() a = a[0] else: a = True if a: if myConfig.music: a = random.choice(sfx_battle) a.play() time.sleep(a.get_length()+0.1) x, y = rules.perform_battle(picktwo[0][1], picktwo[1][1]) picktwo[0][1].units -= x picktwo[1][1].units -= y if x > y: if myConfig.music: sfx_defeat.play() else: if myConfig.music: sfx_victory.play() if picktwo[1][1].units == 0: world.players[picktwo[1][0]].territories.remove(picktwo[1][1]) world.players[picktwo[0][0]].territories.append(picktwo[1][1]) picktwo[1][1].player = world.players[picktwo[0][0]] world.world_image = None #force rerender if picktwo[1][1].max_units > picktwo[0][1].units - 1: picktwo[1][1].units = picktwo[0][1].units - 1 picktwo[0][1].units = 1 else: picktwo[1][1].units = picktwo[1][1].max_units picktwo[0][1].units -= picktwo[1][1].units picktwo[0][1].update() picktwo[1][1].update() print "casualties: %s, %s"%(x, y) else: print "attack canceled!" else: print "%s cannot move this turn!"%picktwo[0][1] else: print "player territories - moving units" if picktwo[0][1].can_move: if myConfig.move_dialog: a = wui.move_troops(screen, picktwo, world, myConfig) if a == "QUIT": return "QUIT" if a[1]: #don't do again! myConfig.move_dialog = 0 myConfig.save_settings() a = a[0] else: a = True if a: x = picktwo[0][1].units - 1 if picktwo[1][1].max_units >= picktwo[1][1].units + x: pass else: x = picktwo[1][1].max_units - picktwo[1][1].units picktwo[0][1].units -= x picktwo[1][1].units += x picktwo[0][1].update() picktwo[1][1].update() picktwo[1][1].can_move = False else: pass else: print "%s cannot move this turn!"%picktwo[0][1] else: print "not touching territories" else: print "it is player %ss turn!"%whos_turn for i in picktwo: i[1].highlighted = False world.update() picktwo = [] if not controllers[whos_turn] == "human": end_turn_button.visible = False u = controllers[whos_turn] msg = u.update(whos_turn) # get messages from ai if msg[0] == "battle": u1, u2 = msg[1], msg[2] x, y = rules.perform_battle(u1, u2) u1.units -= x u2.units -= y if u2.units == 0: u2.player.territories.remove(u2) u1.player.territories.append(u2) u2.player = u1.player world.world_image = None #force rerender if u2.max_units > u1.units - 1: u2.units = u1.units - 1 u1.units = 1 else: u2.units = u2.max_units u1.units -= u2.units u1.update() u2.update() if msg[0] == "move": u1, u2 = msg[1], msg[2] x = u1.units - 1 if u2.max_units >= u2.units + x: pass else: x = u2.max_units - u2.units u1.units -= x u2.units += x u1.update() u2.update() u1.can_move = False if msg[0] == "end_turn": controllers[whos_turn].mode = "attack" world.players[whos_turn].end_turn() whos_turn += 1 if whos_turn >= len(world.players): whos_turn = 0 whos_turn_label.text = "It is player %ss turn"%(whos_turn+1) whos_turn_label.theme.label["text-color"] = world.players[whos_turn].color whos_turn_label.make_image() for i in picktwo: i[1].highlighted = False picktwo = [] world.update() else: end_turn_button.visible = True screen.fill((0,0,0)) world.render() for i in world.players: if len(i.territories) == 0: i.dead = True if world_zoom_once: world_zoom_once = False world.tile_size = zoom_states[zoom_state] world.update() if pad_up_button.is_clicked(): world.offset[1] -= SCROLL_SPEED if pad_down_button.is_clicked(): world.offset[1] += SCROLL_SPEED if pad_left_button.is_clicked(): world.offset[0] -= SCROLL_SPEED if pad_right_button.is_clicked(): world.offset[0] += SCROLL_SPEED app.render() aapp.render() pygame.display.flip() if not controllers[whos_turn] == "human": time.sleep(0.1)