def __init__(self): self.menuStage = 0 # Current menu state. self.rollingStarfield = 0 # Pixel index for the background starfield. self.starField = pygame.image.load( os.path.join('Graphics_Assets', 'cloud.png')) self.musicState = False # Prepare starfield for blitting. self.starFieldScaled = pygame.transform.scale(self.starField, (g.width, g.height)) # Main Menu Graphics self.menuGraphic = pygame.image.load( os.path.join('Graphics_Assets', 'intro5.png')) # Prepare menu graphic for blitting self.menuGraphicScaled = pygame.transform.scale( self.menuGraphic, (g.width, g.height)) # Positional buttons for the screen options. self.newGame = buttons.Button(int( (g.height / 200) * 10), int((g.width / 320) * 113), (int( (g.width / 320) * 35), int((g.height / 200) * 153))) self.intro = buttons.Button(int( (g.height / 200) * 10), int((g.width / 320) * 96), (int( (g.width / 320) * 54), int((g.height / 200) * 173))) self.quitGame = buttons.Button(int( (g.height / 200) * 10), int((g.width / 320) * 88), (int( (g.width / 320) * 168), int((g.height / 200) * 173))) self.loadGame = buttons.Button(int( (g.height / 200) * 10), int((g.width / 320) * 105), (int( (g.width / 320) * 168), int((g.height / 200) * 153)))
def run(self): g.init() g.journal = self.journal if not self.journal: utils.load() self.best = g.best else: g.best = self.best buttons.Button('reset', (g.sx(15.6), g.yc), True) buttons.Button('new', (g.sx(18.8), g.yc), True) self.board = tra.Board() self.board.setup() if self.journal: # Sugar only a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm', 'my_cursor_mask.xbm') pygame.mouse.set_cursor(a, b, c, d) going = True while going: g.mx, g.my = pygame.mouse.get_pos() # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type == pygame.QUIT: if not self.journal: utils.save() going = False elif event.type == pygame.MOUSEMOTION: g.redraw = True if self.canvas <> None: self.canvas.grab_focus() elif event.type == pygame.MOUSEBUTTONDOWN: g.redraw = True if event.button == 2: # centre button if not self.journal: g.version_display = not g.version_display if event.button == 1: g.glow_ms = None g.red_ms = None bu = buttons.check() if bu != '': self.do_button(bu) else: self.board.click() elif event.type == pygame.KEYDOWN: self.do_key(event.key) g.redraw = True if not going: break self.update() #self.board.setup(); g.redraw=True### if g.redraw: self.display() if g.version_display: utils.version_display() pygame.display.flip() g.redraw = False if g.score > g.best: g.best = g.score self.best = g.best tf = False if pygame.mouse.get_focused(): tf = True pygame.mouse.set_visible(tf) g.clock.tick(40)
def buttons_setup(self): cy=g.sy(19.8) buttons.Button('new',(g.sx(30),cy),caption='new game') buttons.Button('replay',(g.sx(2),cy),caption='replay') cx=g.sx(26) buttons.Button('try',(cx,g.sy(8.5)),caption='try') buttons.Button('clear',(cx,g.sy(13)),caption='clear') buttons.Button('help',(g.sx(30),g.sy(3.3)),caption='help')
def run(self): g.init() if not self.journal: utils.load() self.tess_n = g.tess_n self.max_n = g.max_n else: g.tess_n = self.tess_n g.max_n = self.max_n self.tessl = tess.Tess(g.tesses[g.tess_n - 1]) dx = g.sy(2.4) bx = g.sx(16) - dx / 2 by = g.sy(20.2) buttons.Button("back", (bx, by), True) bx += dx buttons.Button("fd", (bx, by), True) bx = g.sx(16) by = g.sy(11) buttons.Button("solve", (bx, by), True) if self.journal: # Sugar only a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm', 'my_cursor_mask.xbm') pygame.mouse.set_cursor(a, b, c, d) going = True while going: # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type == pygame.QUIT: if not self.journal: utils.save() going = False elif event.type == pygame.MOUSEMOTION: g.redraw = True elif event.type == pygame.MOUSEBUTTONDOWN: g.redraw = True if event.button == 2: # centre button if not self.journal: g.version_display = not g.version_display break bu = '' if not self.tessl.carrying: bu = buttons.check() if bu <> '': self.do_button(bu) else: self.tessl.click() self.tessl.update() if g.redraw: self.display() if g.version_display: utils.version_display() pygame.display.flip() g.redraw = False tf = False if pygame.mouse.get_focused(): tf = True pygame.mouse.set_visible(tf) g.clock.tick(40)
def buttons_setup(self): cx=g.sx(30.5) cy=g.sy(1.6); dy=g.sy(3) for i in range(1,5): buttons.Button(str(i),(cx,cy)) cy+=dy buttons.Button('reset',(cx,g.sy(17.5))) buttons.Button('new',(cx,g.sy(20.5))) self.score_cxy=(cx,g.sy(14)); self.smiley_cxy=(g.sx(3),g.sy(20.5))
def buttons_setup(self): dx = g.sy(2.4) bx = g.sx(16) - dx by = g.sy(20.2) buttons.Button("back", (bx, by), True) bx += dx buttons.Button("toc", (bx, by), True) bx += dx buttons.Button("fd", (bx, by), True)
def buttons_setup(self): cx=g.sx(30.25); cy=g.sy(6.5); dy=g.sy(2) buttons.Button('save',(cx,cy)); cy+=dy y1=cy; cy+=2*dy buttons.Button('load',(cx,cy)); cy+=dy y2=cy; cy+=2*dy buttons.Button('clear',(cx,cy)); cy+=dy self.save_c=(cx,y1); self.load_c=(cx,y2) if g.saves_n==0: buttons.off('load') self.load_d=g.sy(.5) # half size of number for clicking
def __init__(self): self.state = 0 self.internalState = 0 self.online = False self.initOnline = False self.buttons = [ buttons.Button([pyxel.width / 2, 80], [100, 10], [12, 5, 1], ['ENTRENAMIENTO LOCAL', 6]), # LOCAL buttons.Button([pyxel.width / 2 - pyxel.width / 4, 100], [70, 10], [12, 5, 1], ['CREAR SERVIDOR', 6]), # CLIENT buttons.Button([pyxel.width / 2 + pyxel.width / 4, 100], [80, 10], [12, 5, 1], ['UNIRSE A SERVIDOR', 6]), # SERVER ] self.returnButton = buttons.Button([25, 10], [50, 10], [7, 0, 0], ['VOLVER', 13]) self.connectButton = buttons.Button([pyxel.width / 2, 110], [80, 10], [3, 1, 1], ['UNIRSE A SERVIDOR', 11]) self.hostButton = buttons.Button([pyxel.width / 2, 110], [80, 10], [9, 1, 1], ['CREAR SERVIDOR', 10]) self.addrInput = KeyboardInput('192.168.') self.addrBox = buttons.Button([pyxel.width / 2, 65], [100, 10], [7, 0, 0], [self.addrInput.storage, 3]) self.portInput = KeyboardInput('8000') self.portBox = buttons.Button([pyxel.width / 2, 95], [100, 10], [7, 0, 0], [self.portInput.storage, 3]) self.nameInput = KeyboardInput('player') self.nameBox = buttons.Button([pyxel.width / 2, 35], [100, 10], [7, 0, 0], [self.nameInput.storage, 3]) self.player = player.Player(5, 3, (pyxel.width / 2), (pyxel.height / 2), 1) self.otherPlayer = player.Player(5, 3, (pyxel.width / 2), (pyxel.height / 2), 1, True)
def buttons_setup(self): x = g.sx(3.5) y = g.sy(19) dx = g.sy(5) g.arrows_xy = (x + g.sy(5), y - g.sy(1.9)) g.score_c = (x, y) x += dx # since we dropped '0' for i in range(1, 5): buttons.Button(str(i), (x, y)) x += dx buttons.Button('new', (x, y))
def run(self): g.init() self.rects=rects.Rects() if not self.journal: utils.load() else: g.level=self.level self.slider=slider.Slider(g.sx(16),g.sy(20.5),10,utils.GREEN) self.new1() bx=g.sx(29.5); by=g.sy(12) buttons.Button("cyan",(bx,by),True) by=g.sy(16) buttons.Button("black",(bx,by),True) if self.journal: # Sugar only a,b,c,d=pygame.cursors.load_xbm('my_cursor.xbm','my_cursor_mask.xbm') pygame.mouse.set_cursor(a,b,c,d) going=True while going: # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type==pygame.QUIT: if not self.journal: utils.save() going=False elif event.type == pygame.MOUSEMOTION: g.redraw=True elif event.type == pygame.MOUSEBUTTONDOWN: g.redraw=True if event.button==2: # centre button if not self.journal: g.version_display=not g.version_display; break bu=buttons.check() if bu<>'': self.button(bu); break if self.slider.mouse(): self.new1(); break if self.rects.click(): if not g.magic_show: if self.rects.correct(): g.score+=g.level; g.magic_show=True buttons.off("black") if not going: break if g.redraw: self.display() if g.version_display: utils.version_display() pygame.display.flip() g.redraw=False tf=False if pygame.mouse.get_focused(): tf=True pygame.mouse.set_visible(tf) g.clock.tick(40) # be ready for xo quit at any time self.level=g.level
def run(self): g.init() if not self.journal: utils.load(); self.level=g.level else: g.level=self.level x=g.sx(26); y=g.sy(11.2) buttons.Button("new",(x,y)) x=g.sx(4); y=g.sy(10); dx=g.sy(4) buttons.Button("back",(x,y)); x+=dx buttons.Button("plus",(x,y)); x+=dx buttons.Button("times",(x,y)); x+=dx buttons.Button("equals",(x,y)) self.slider=slider.Slider(g.sx(20.5),g.sy(20.5),10,utils.GREEN) if self.journal: # Sugar only a,b,c,d=pygame.cursors.load_xbm('my_cursor.xbm','my_cursor_mask.xbm') pygame.mouse.set_cursor(a,b,c,d) self.level1() # initial animation going=True while going: self.level=g.level # Pump GTK messages. while gtk.events_pending(): gtk.main_iteration() # Pump PyGame messages. for event in pygame.event.get(): if event.type==pygame.QUIT: if not self.journal: utils.save() going=False elif event.type == pygame.MOUSEMOTION: g.redraw=True elif event.type == pygame.MOUSEBUTTONDOWN: g.redraw=True if event.button==2: # centre button if not self.journal: g.version_display=not g.version_display; break bu=buttons.check() if bu=='': if not self.check_numbers(): if self.slider.mouse(): self.level1() else: self.do_button(bu) # eg do_button('plus') if not going: break if g.redraw: self.display() if g.version_display: utils.version_display() pygame.display.flip() g.redraw=False tf=False if pygame.mouse.get_focused(): tf=True pygame.mouse.set_visible(tf) g.clock.tick(40)
def buttons_setup(self): d = g.d + g.space x = g.xc y = g.y0 + d dy = d buttons.Button('reset', (x, y), True) y += dy buttons.Button('new', (x, y), True) y += dy g.yc = y + d + d # for count if g.count == 0: buttons.off('new') if g.started == 0: buttons.off('reset') # turned on when tile placed by sud.click()
def buttons_setup(self): cx = g.sx(3.7) cy = g.sy(16.4) dx = g.sy(3.6) dy = g.sy(3.3) buttons.Button('cls', (cx, cy)) cx += dx buttons.Button('run', (cx, cy)) cx -= dx cy += dy buttons.Button('grid', (cx, cy)) cx += dx buttons.Button('hide', (cx, cy))
def buttons_setup(self): cx = g.sx(29.5) cy = g.sy(5) dy = g.sy(3) buttons.Button('cyan', (cx, cy)) cy += dy buttons.Button('green', (cx, cy)) cy += dy buttons.Button('red', (cx, cy)) cy += dy buttons.Button('reset', (cx, cy)) cy += dy buttons.Button('one', (cx, cy)) cy += dy if g.pattern == 1: buttons.off('one')
def __init__(self): """Initialize the settings""" self.game_active = True self.settings = settings.Settings() self.screen_width = self.settings.WIDTH self.screen_height = self.settings.HEIGHT self.bg_color = self.settings.bg_color self.click = False self.current_color = (0, 0, 0) self.current_size = 5 # initialize the screen self.screen = pygame.display.set_mode( (self.screen_width, self.screen_height)) pygame.display.set_caption("Paint!") # initialize different buttons self.color_buttons = [] self.initialize_color_buttons() self.size_buttons = [] self.initialize_size_buttons() self.eraser = buttons.Button(self, self.settings.WIDTH / 2, self.settings.HEIGHT / 2) self.eraser_on = False # initialize the pen self.drawings = pygame.sprite.Group()
def buttons_setup(self): cy=g.sy(5.8); dx=g.sy(4.87); dy=g.sy(7.1); n=1 for r in range(3): cx=g.sx(3.82) for c in range(6): buttons.Button(str(n),(cx,cy),colour='yellow') buttons.off(str(n)) cx+=dx; n+=1 cy+=dy cx,cy=g.sx(29),g.h-g.sy(7.2); dy=g.sy(3.5) buttons.Button('menu',(cx,cy)) buttons.Button('help',(g.sy(3),cy)); cy+=dy buttons.Button('new',(cx,cy),colour='cyan') g.bw=(g.sy(3),cy) k=g.sy(3); g.star_c=[(k+g.offset,k),(g.w-k+g.offset,k)] self.menu()
def __init__(self): self.PIN1 = 16 self.b = buttons.Button(self.PIN1, cb=self.set_btn_evt) self.lcd = i2c_lcd.lcd(0x3f) self.lcd.lcd_clear() self.lcd_mq = Queue() self.lcd_evt = Event()
def addButton(self, height, width, x, y, returnValue): self.buttons.append( (returnValue, buttons.Button(int((g.height / 200) * height), int((g.width / 320) * width), (int( (g.width / 320) * x), int( (g.height / 200) * y)))))
def buttons_setup(self): if self.sugar: self.tick_button.set_sensitive(False) self.back_button.set_sensitive(False) return dx = g.sy(4) cx = g.sx(16) - 1.5 * dx cy = g.sy(15) buttons.Button('new', (cx, cy)) cx += dx buttons.Button('tick', (cx, cy)) cx += dx buttons.off('tick') buttons.Button('back', (cx, cy)) cx += dx buttons.off('back') buttons.Button('help', (cx, cy))
def __init__(self, player_count): self.turn = 0 self.players = [] self.game_display = pygame.display.set_mode(var.resolution, pygame.HWSURFACE) pygame.display.set_caption("Risk") for i in range(player_count): self.players.append(areas.Player(self, i)) menu_back = pygame.image.load("menukuvat/menumap.png").convert() self.menu_back = pygame.transform.scale( menu_back, (var.gameWidth, var.gameHeight)) self.game_display.blit(self.menu_back, (0, 0)) pygame.mixer.music.load("music/emergence_menu.wav") pygame.mixer.music.play(loops=-1) load_progress = 0 load_button = but.Button(self, int(var.gameWidth / 2), int(var.gameHeight / 2), "Loading " + str(load_progress) + " %", "menukuvat/nonvisible.png", 150, 60, color=(100, 150, 100)) t1 = t.time() load_button.draw() pygame.display.update() #some state variables file_names = [] self.territories = [] #first the names of the pictures and then load the pictures file_names.extend( ["karttapalat/" + name for name in os.listdir("karttapalat/")]) for i in range(len(file_names)): picture = pygame.image.load( "karttapalat/" + file_names[i].split("/")[-1]).convert_alpha() picture = pygame.transform.scale(picture, (var.gameWidth, var.gameHeight)) mask = pygame.mask.from_surface(picture, 127) self.territories.append(areas.Territory(0, 0, i, mask, self)) if (self.territories[-1].territory_number + 1) % 10 == 0: load_progress += 25 load_button.update("Loading " + str(load_progress) + " %") self.game_display.blit(self.menu_back, (0, 0)) load_button.draw() pygame.display.update(load_button.rect) print(t.time() - t1) self.selected_territory = None self.selected_enemy = None self.start_phase = True self.reinforcement_phase = False
def initialize_color_buttons(self): """initialize the color choice buttons""" colors = ['black', 'red', 'blue', 'green', 'white'] for i in range(0, len(colors)): self.color_buttons.append( buttons.Button( self, self.screen_width / 2 + (self.settings.b_width + 5) * i, 3 * self.screen_height / 4)) self.color_buttons[i].set_color(colors[i])
def loadGame(self, position, color): self.loadGame_button = buttons.Button(self.window, position, self.dimension_button, color, writing='Load Game') #Keeps track of button self.buttons_in_use.append(self.loadGame_button)
def exit(self, position, color): self.exit_button = buttons.Button(self.window, position, self.dimension_button, color, writing='Exit') #Keeps track of button self.buttons_in_use.append(self.exit_button)
def initialize_size_buttons(self): """Initializes the size choice buttons""" sizes = ['small', 'medium', 'large'] for i in range(len(sizes)): self.size_buttons.append( buttons.Button( self, self.screen_width / 2 + (self.settings.b_width + 5) * i, 3 * self.screen_height / 4 + self.settings.b_height + 5)) self.size_buttons[i].set_size(sizes[i], self)
def displayVictory(self): winner = self.territories[0].owner quit_notice = but.Button(self, int(var.gameWidth / 2), int(var.gameHeight / 2), "Player " + str(winner.number + 1) + " wins!", "menukuvat/nonvisible.png", 150, 60) quit_notice.draw() pygame.display.update() while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit()
def __init__(self, playerShip): self.ironSeed = playerShip self.thePlanet = "Placeholder" self.systemState = 14 self.planetCommsStage = 0 # Setup/interaction stage. self.musicState = False # Graphics related self.planetCommsInterface = pygame.image.load(os.path.join('Graphics_Assets', 'com.png')) self.planetCommsInterfaceScaled = pygame.transform.scale(self.planetCommsInterface, (g.width, g.height)) self.planetCommsInterfaceScaled.set_colorkey(g.WHITE) # ! # There are rather a lot of alien backgrounds, so we will # Use an array to store them. self.alienBackground = [] self.loadBackgrounds() # The alien textures are much the same. self.alienTextures = [] self.loadAlienTextures() # Alien graphics as an array of arrays. self.aliens = [] # With the alien textures, they appear to almost be unique per alien # in terms of available elements, sizes etc. # It will necessary to create an alien texture format tab delimited # file with some semblance of formatting along the lines of: # Alien Type # Graphic, frame amount # co-ordinate 1 etc. # Keep repeating until EOA, then next alien entry. # Create individual graphical elements. # Define button positions scaled from a 320x200 screen. # Note: expect this to be very buggy! Placeholder class in effect. # Button positions and handler objects. # Positional buttons for the screen options. self.exit = buttons.Button(int((g.height/200)*9), int((g.width/320)*16), (int((g.width/320)*310), int((g.height/200)*152)))
def bu_setup(self): self.bu = {'N': None, 'S': None, 'E': None, 'W': None, 'X': None} x0 = g.sx(23.2) y0 = g.sy(15.8) dx = g.sy(2.2) dy = dx for v in 'NSEWX': if v == 'N': x = x0 y = y0 - dy if v == 'S': x = x0 y = y0 + dy if v == 'E': x = x0 + dx y = y0 if v == 'W': x = x0 - dx y = y0 if v == 'X': x = x0 y = y0 self.bu[v] = buttons.Button(v, (x, y), True) buttons.Button('new', (g.sx(30), g.sy(20)), True)
def buttons_setup(self): cx=g.sx(1.8); cy=g.sy(18.8); dx=g.sy(3.2); dy=g.sy(2) buttons.Button('green',(cx,cy)); cx+=dx buttons.Button('yellow',(cx,cy)); cx+=dx buttons.Button('cream',(cx,cy)); cx+=dx buttons.Button('cyan',(cx,cy)) self.load_c=cx,cy+dy; cx+=dx; self.load_d=g.sy(.5) buttons.Button('orange',(cx,cy)) self.save_c=cx,cy+dy; cx+=dx buttons.Button('help',(g.sx(27.77),g.sy(2.8)))
def popup(filename, x, y): # eg data/1a.txt - x,y is the button posn layout = Layout(g.w - 2 * g.offset, g.h, (255, 255, 220)) maxx, maxy = render(layout, filename) border = g.sy(.15) b2 = 2 * border surf = pygame.Surface((maxx + b2, maxy + b2)) surf.fill(utils.MAGENTA) surf.blit(layout.surf, (border, border), (0, 0, maxx, maxy)) bu = buttons.Button("yellow", (x + g.offset, y), False) dy = bu.up.get_height() y += dy / 4 if (x + maxx + b2) > layout.w: x = layout.w - maxx - b2 if (y + maxy + b2) > g.screen.get_height(): y = g.screen.get_height() - maxy - b2 g.popups.append((bu, filename, surf, x + g.offset, y)) return dy
def buttons_setup(self): cx1 = g.sx(1.5) cy1 = g.sy(1.5) cx2 = g.sx(32) - g.sy(1.5) cy2 = g.sy(19.8) buttons.Button('clear', (cx1, cy1), caption='clear', colour='yellow') buttons.Button('try', (cx2, cy2), caption='try', colour='yellow') buttons.Button('minus', (cx1, cy2), caption='dash', colour='yellow') buttons.Button('space', (cx1 + g.sy(3), cy2), caption='space', colour='yellow') buttons.Button('replay', (cx2, cy1), caption='replay', colour='yellow') dx = g.sy(2.4) bx = g.sx(16) - dx by = g.sy(20.2) buttons.Button('bk', (bx, by), True) bx += dx buttons.Button('blue', (bx, by), True) bx += dx buttons.Button('fd', (bx, by), True) buttons.Button('back', (g.sx(2), g.sy(18)), True) buttons.off(('fd', 'blue', 'bk', 'back'))