Example #1
0
    def __init__(self, id):
        super().__init__()

        self.ui_manager = UIManager()
        self.id = id

        self.mouse_coords = (-1, -1)
Example #2
0
class FinishView(arcade.View):
    """ View to show instructions """
    def __init__(self):
        super().__init__()
        self.ui_manager = UIManager()
        self.controlador = controller.Controller()

    def on_show(self):
        """ This is run once when we switch to this view """
        arcade.set_background_color(arcade.color.BLEU_DE_FRANCE)

        # Reset the viewport, necessary if we have a scrolling game and we need
        # to reset the viewport back to the start so we can see what we draw.
        arcade.set_viewport(0, self.controlador.SCREEN_WIDTH - 1, 0,
                            self.controlador.SCREEN_HEIGHT - 1)

    def on_draw(self):
        """ Draw this view """
        arcade.start_render()
        """ Set up this view. """
        self.ui_manager.purge_ui_elements()
        backgound_menu = arcade.load_texture('assets/fim_de_jogo.jpg')
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            self.controlador.SCREEN_WIDTH,
                                            self.controlador.SCREEN_HEIGHT,
                                            backgound_menu)

        self.ui_manager.purge_ui_elements()

    def on_mouse_press(self, _x, _y, _button, _modifiers):
        self.window.show_view(self.controlador.init_view())
Example #3
0
class LevelMenu(arcade.View):
    def __init__(self, window, level_manager):
        super().__init__()

        self.window = window

        self.ui_manager = UIManager(window)
        self.level_manager = level_manager

    def setup(self):
        arcade.set_background_color(arcade.color.BLACK)
        for x, level in enumerate(generator_data.level_list):
            level_button = LevelButton(
                level, self.window, self.ui_manager, self.level_manager,
                f'Level {level.lvl_id + 1}:\n {level.lvl_description}',
                175 + (x % 6) * 250, 700 - (150 * (x // 6)), 200, 100)
            level_button.set_style_attrs(font_color=arcade.color.WHITE,
                                         font_color_hover=arcade.color.RED,
                                         font_color_press=arcade.color.WHITE,
                                         bg_color=arcade.color.BLACK,
                                         border_color=arcade.color.RED,
                                         border_color_hover=arcade.color.WHITE,
                                         border_color_press=arcade.color.WHITE)
            self.ui_manager.add_ui_element(level_button)

    def on_show_view(self):
        self.setup()

    def on_draw(self):
        arcade.start_render()

    def on_key_press(self, symbol: int, modifiers: int):
        if symbol == arcade.key.ESCAPE:
            self.ui_manager.purge_ui_elements()
            self.window.show_view(MainMenu(self.window))
Example #4
0
    def __init__(self, window, level_manager):
        super().__init__()

        self.window = window

        self.ui_manager = UIManager(window)
        self.level_manager = level_manager
Example #5
0
class InstruView(arcade.View):
    def __init__(self, card, personagem):
        super().__init__()
        self.ui_manager = UIManager()
        self.controlador = controller.Controller()
        self.card = card
        self.personagem = personagem

    def on_draw(self):
        arcade.start_render()
        self.ui_manager.purge_ui_elements()
        y_slot = self.window.height // 4
        left_column_x = self.window.width // 2
        backgound_instru = arcade.load_texture('assets/instruções.jpg')
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            self.controlador.SCREEN_WIDTH,
                                            self.controlador.SCREEN_HEIGHT,
                                            backgound_instru)

    def on_mouse_press(self, _x, _y, _button, _modifiers):
        if self.card != None:
            choice_view = self.controlador.multi_player(
                'assets/blue', 'assets/yellow')
            choice_view.setup(1)
            self.window.show_view(choice_view)
        else:
            if self.personagem == 1:
                choice_view = self.controlador.single_player('assets/yellow')
                choice_view.setup(1)
                self.window.show_view(choice_view)
            else:
                choice_view = self.controlador.single_player('assets/blue')
                choice_view.setup(1)
                self.window.show_view(choice_view)
Example #6
0
    def __init__(self):
        super().__init__()

        # Initializing UI Manager
        self.ui_manager = UIManager()

        # Setting up button textures
        self.up_button = load_texture(f"{IMAGES_DIR}/gui/up_button.png")
        self.down_button = load_texture(f"{IMAGES_DIR}/gui/down_button.png")
        self.right_button = load_texture(f"{IMAGES_DIR}/gui/right_button.png")
        self.left_button = load_texture(f"{IMAGES_DIR}/gui/left_button.png")
        self.space_bar = load_texture(f"{IMAGES_DIR}/gui/space_bar.png")
        self.lime_button = load_texture(f"{IMAGES_DIR}/gui/lime_button.png")

        # Setting up 'unpressed' textures of those buttons
        self.up_button_unpressed = load_texture(
            f"{IMAGES_DIR}/gui/up_button_unpressed.png")
        self.down_button_unpressed = load_texture(
            f"{IMAGES_DIR}/gui/down_button_unpressed.png")
        self.right_button_unpressed = load_texture(
            f"{IMAGES_DIR}/gui/right_button_unpressed.png")
        self.left_button_unpressed = load_texture(
            f"{IMAGES_DIR}/gui/left_button_unpressed.png")
        self.space_bar_unpressed = load_texture(
            f"{IMAGES_DIR}/gui/space_bar_unpressed.png")

        # Setting up our background
        self.background = load_texture(
            f"{IMAGES_DIR}/backgrounds/backgroundColorForest.png")
Example #7
0
 def __init__(self, window: arcade.Window):
     super().__init__()
     self.window = window
     self.ui_manager = UIManager(window)
     self.level_stats = generator_data.GeneratorData()
     self.music = True
     self.sounds = True
Example #8
0
class CardView(arcade.View):
    def __init__(self, personagem):
        super().__init__()
        self.ui_manager = UIManager()
        self.controlador = controller.Controller()
        self.personagem = personagem

    def on_show(self):
        """ This is run once when we switch to this view """
        arcade.set_background_color(arcade.color.BLEU_DE_FRANCE)

        # Reset the viewport, necessary if we have a scrolling game and we need
        # to reset the viewport back to the start so we can see what we draw.
        arcade.set_viewport(0, self.controlador.SCREEN_WIDTH - 1, 0,
                            self.controlador.SCREEN_HEIGHT - 1)

    def on_draw(self):
        arcade.start_render()
        self.ui_manager.purge_ui_elements()
        y_slot = self.window.height // 4
        left_column_x = self.window.width // 2
        backgound_cards = arcade.load_texture('assets/cartas_single.jpg')
        arcade.draw_lrwh_rectangle_textured(0, 0,
                                            self.controlador.SCREEN_WIDTH,
                                            self.controlador.SCREEN_HEIGHT,
                                            backgound_cards)

    def on_mouse_press(self, _x, _y, _button, _modifiers):
        single = self.controlador.single_player(self.personagem)
        single.setup(1)
        self.window.show_view(single)
Example #9
0
    def __init__(self, top_bar, app, client, me):
        super().__init__()
        self.city = None
        self.app = app
        self.top_bar = top_bar
        self.client = client
        self.me = me
        self.backup = None
        self.clicked_once = False

        self.ui_manager = UIManager()
        self.buy_city_button = None
        self.buy_goods_button = None
        self.declare_war_button = None
        self.propose_peace_button = None
        self.offer_alliance_button = None
        self.end_alliance_button = None

        self.sidebar_top = self.top_bar.size_y + 0.05
        popup_height = 0.2
        self.city_info = EnemyCityInfo(0.3, popup_height, self.sidebar_top)

        left, right, _, _ = self.city_info.coords_lrtb
        self.center_x = (left + right) / 2
        self.sidebar_width = right - left
        self.sidebar_top += popup_height + 0.025

        self.relative_button_height = 0.075
        self.button_height = int(self.relative_button_height * self.window.height)
        self.sidebar_top += self.relative_button_height / 2
Example #10
0
class MyView(arcade.View):
    def __init__(self, window: arcade.Window):
        super().__init__()

        self.window = window
        self.ui_manager = UIManager(window)

    def on_draw(self):
        arcade.start_render()

    def on_show_view(self):
        arcade.set_background_color(arcade.color.BLACK)
        self.ui_manager.purge_ui_elements()

        button_normal = arcade.load_texture(
            ':resources:gui_basic_assets/red_button_normal.png')
        hovered_texture = arcade.load_texture(
            ':resources:gui_basic_assets/red_button_hover.png')
        pressed_texture = arcade.load_texture(
            ':resources:gui_basic_assets/red_button_press.png')
        self.ui_manager.add_ui_element(
            arcade.gui.UIImageButton(
                center_x=self.window.width // 2,
                center_y=window.height // 2,
                normal_texture=button_normal,
                hover_texture=hovered_texture,
                press_texture=pressed_texture,
                text='UIImageButton',
            ))
Example #11
0
File: main.py Project: fhvck/gui
    def __init__(self):
        super().__init__()

        self.ui_manager = UIManager()

        # One dimensional list of all sprites in the two-dimensional sprite list
        self.grid_sprite_list = arcade.SpriteList()

        # This will be a two-dimensional grid of sprites to mirror the two
        # dimensional grid of numbers. This points to the SAME sprites that are
        # in grid_sprite_list, just in a 2d manner.
        self.grid_sprites = []
        # Create a list of solid-color sprites to represent each grid location
        for row in range(COLUMN_COUNT):
            self.grid_sprites.append([])
            for column in range(ROW_COUNT):
                x = column * (WIDTH + MARGIN) + (WIDTH / 2 + MARGIN)
                y = row * (HEIGHT + MARGIN) + (HEIGHT / 2 + MARGIN)
                sprite = Tile()
                sprite.center_x = x
                sprite.center_y = y
                self.grid_sprite_list.append(sprite)
                self.grid_sprites[row].append(sprite)
        # spawn bots
        for _ in range(enemiesNum+1):
            self.grid_sprites[random.randint(0,ROW_COUNT-1)][random.randint(0,COLUMN_COUNT-1)].to_robot()
        px=random.randint(0,ROW_COUNT-1)
        py=random.randint(0,COLUMN_COUNT-1)
        self.grid_sprites[px][py].to_player()
        self.player=self.grid_sprites[px][py]
        self.player.x=px
        self.player.y=py
Example #12
0
    def __init__(self, top_bar):
        super().__init__()
        self.city = None
        self.building_unit_costs = None
        self.building_building_costs = None
        self.backup = None
        self.clicked_once = False

        self.ui_manager = UIManager()
        self.app = QApplication([])
        self.top_bar = top_bar

        sidebar_top = self.top_bar.size_y + 0.05
        popup_height = 0.6
        self.city_info = CityInfo(0.3, popup_height, sidebar_top)

        left, right, _, _ = self.city_info.coords_lrtb
        center_x = (left + right) / 2
        sidebar_width = right - left
        sidebar_top += popup_height + 0.025

        relative_button_height = 0.075
        button_height = int(relative_button_height * self.window.height)

        sidebar_top += relative_button_height / 2
        self.build_unit_button = BuildUnitFlatButton(
            self, center_x, (1 - sidebar_top) * self.window.height,
            sidebar_width, button_height)

        sidebar_top += relative_button_height + 0.025
        self.build_building_window = BuildBuildingFlatButton(
            self, center_x, (1 - sidebar_top) * self.window.height,
            sidebar_width, button_height)
Example #13
0
 def __init__(self, state, combat_mechanic: CombatMechanic, window):
     super().__init__(window)
     self.state = state
     self.combat_mechanic = combat_mechanic
     self.background_img = None
     self.player = None
     self.ui_manager = UIManager(window)
 def __init__(self, game_view, score: int):
     super().__init__()
     self.initials_input_box: MyInputBox = None
     self.high_score_button: MyFlatButton = None
     self.submitted = False
     self.ui_manager = UIManager()
     self.game_view = game_view
     self.score = score
 def __init__(self):
     super().__init__()
     self.ui_manager = UIManager()
     self.controlador = controller.Controller()
     self.player_1 = Player('assets/blue')
     self.player_2 = Player('assets/yellow')
     self.cards_list = None
     self.text = "Jogador azul escolha carta 0/2"
Example #16
0
 def __init__(self, view, width0, width1, height0, height1):
     super().__init__()
     self.current_view = view
     self.width0 = width0
     self.width1 = width1
     self.height0 = height0
     self.height1 = height1
     self.ui_manager = UIManager()
Example #17
0
    def __init__(self, player_sprite):
        super().__init__()
        self.ui_manager = UIManager(self.window)

        self.height = 720
        self.width = 1280

        self.player_sprite = player_sprite
 def __init__(self, win: arcade.Window):
     super().__init__()
     self.window = win
     self.ui_manager = UIManager(self.window)
     '''self.nameInput = UIInputBox(width=300, height=100,
                            center_x=100, center_y=100)'''
     self.mainMenu = mainMenuButton()
     self.retry = retryButton()
     self.ui_manager.add_ui_element(self.mainMenu)
     self.ui_manager.add_ui_element(self.retry)
Example #19
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 def __init__(self):
     """ Initalize the InstructionView class
     Arguments:
         self (InstructionView): An instance of InstructionView
     contributors:
         Reed Hunsaker
     """
     super().__init__()
     self.ui_manager = UIManager()
     self.texture = arcade.load_texture(constants.INSTRUCTION_BKG)
Example #20
0
    def __init__(self):
        super().__init__()
        self.ui_manager = UIManager()
        self.background = None

        # Variables used to manage our music. See setup() for giving them values.
        self.music_list = []
        self.current_song_index = 0
        self.current_music_player = None
        self.music = None
Example #21
0
 def __init__(self):
     super().__init__()
     self.ui_manager = UIManager()
     self.name = ""
     self.name_input = arcade.gui.UIInputBox(
         center_x = SCREEN_WIDTH/2,
         center_y = SCREEN_HEIGHT/2,
         width = 300,
         height = 40
     )
Example #22
0
    def __init__(self):
        global score

        super().__init__()
        self.ui_manager = UIManager()
        self.window.set_mouse_visible(True)

        arcade.set_background_color(arcade.color.RED)
        score = 0
        self.score_text = None
Example #23
0
    def __init__(self, game_mode, total_time, lives_count):
        """ This is run once when we switch to this view """

        super().__init__()

        self.ui_manager = UIManager()

        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        # Holds the game mode
        self.co_op = game_mode

        # Holds the lives counter
        self.lives_count = lives_count

        # Holds the game time
        self.total_time = total_time

        # Holds the ui_button
        self.write_btn = None

        # True if it is the first time that we click the button
        self.first_time = True

        # Holds the text for the input box label
        self.label = ""

        # Holds the ui_input_box
        self.ui_input_box = None

        # Holds the db connection
        self.database_connection = database_connection()
        self.cursor = self.database_connection.cursor()

        # Hold the records informations
        self.text_0 = ""
        self.text_1 = ""
        self.text_2 = ""
        self.text_3 = ""
        self.text_4 = ""

        # Holds the background
        self.background = None

        # Holds the tuples of the records contained in the file
        self.records = []

        # Game finished sound
        self.gameover_sound = arcade.load_sound("musica/smb_world_clear.wav")

        # Reset the viewport, necessary if we have a scrolling game and we need
        # to reset the viewport back to the start so we can see what we draw.
        arcade.set_viewport(0, SCREEN_WIDTH - 1, 0, SCREEN_HEIGHT - 1)
Example #24
0
 def __init__(self):
     """Initalize the MainView class
     Arguments:
         self (MainView): An instance of MainView
     contributors:
         Reed Hunsaker
         Isabel Aranguren
     """
     super().__init__()
     self.texture = arcade.load_texture(constants.CAMO)
     self.ui_manager = UIManager()
Example #25
0
    def __init__(self, window: arcade.Window):
        super().__init__()

        self.window = window

        self.ui_manager = UIManager(window)
        self.menu_music = None
        self.level_manager = None
        self.custom_settings = None
        self.music = True
        self.sounds = True
Example #26
0
 def __init__(self):
     super().__init__()
     self.ball_list = []
     self.wall_list = []
     self.source = None
     self.isMakingWall = False
     self.wall_start_x = None
     self.wall_start_y = None
     self.edgeAbs = [0.01, 0.01, 0.03, 0.03, 0.04, 0.07]
     self.freq = 125
     self.ui_manager = UIManager()
     arcade.set_background_color(arcade.color.BLACK)
Example #27
0
    def __init__(self):
        arcade.View.__init__(self)
        self.ui_manager = UIManager()

        # Set the working directory (where we expect to find files) to the same
        # directory this .py file is in. You can leave this out of your own
        # code, but it is needed to easily run the examples using "python -m"
        # as mentioned at the top of this program.
        file_path = os.path.dirname(os.path.abspath(__file__))
        os.chdir(file_path)

        self.background = None
Example #28
0
 def __init__(self):
     super().__init__()
     self.ui_manager = UIManager()
     self.start_with_player = StartGameWithPlayerButton(
         SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 50, self)
     self.start_with_bot = StartGameWithBotButton(SCREEN_WIDTH / 2,
                                                  SCREEN_HEIGHT / 2 - 40,
                                                  self)
     self.exit = ExitButton(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 170)
     self.ui_manager.add_ui_element(self.start_with_player)
     self.ui_manager.add_ui_element(self.start_with_bot)
     self.ui_manager.add_ui_element(self.exit)
Example #29
0
    def displayMessageBox(uiManager: UIManager, msg: str):
        """
        Displays a message box with a single 'Ok' button to dismiss

        Args:
            uiManager:  The arcade ui manager to use
            msg: The message to display
        """
        messageBox: UIMessageBox = UIMessageBox(width=300,
                                                height=200,
                                                message_text=msg,
                                                buttons=["Ok"])
        uiManager.add(messageBox)
Example #30
0
def test_handler_removed():
    window = Mock()
    msg = UIManager(window)

    msg.unregister_handlers()

    window.assert_has_calls([
        call.remove_handlers(msg.on_resize, msg.on_update, msg.on_draw,
                             msg.on_mouse_press, msg.on_mouse_release,
                             msg.on_mouse_scroll, msg.on_mouse_motion,
                             msg.on_key_press, msg.on_key_release, msg.on_text,
                             msg.on_text_motion, msg.on_text_motion_select)
    ])