Example #1
0
 def __init__(self, x, y, screen_size, title, level=0):
     super().__init__(x,
                      y,
                      "assets/ui/upgrades_bar.png",
                      screen_size,
                      convert_alpha=True)
     self.title_text = title
     self.level = level
     self.price = (self.level + 1) * 100
     self.font = pygame.font.SysFont("cambriacambriamath", 32)
     self.title = self.font.render(
         f"{title} ({self.price if self.level < 5 else 'max'})", True,
         (0, 0, 0))
     self.title_pos = [
         x + (self.image.get_width() - self.title.get_width()) // 2, y
     ]
     self.rect.y = y + self.title.get_height() + 10
     self.plus_button = StaticGameObject(x,
                                         y,
                                         "assets/ui/plus_button.png",
                                         screen_size,
                                         convert_alpha=True)
     self.plus_button.set_pos((self.rect.right - self.plus_button.rect.w,
                               y + self.title.get_height() + 11))
     self.colors = ((253, 245, 66), (251, 216, 8), (255, 144, 5),
                    (249, 83, 11), (255, 0, 0))
     if level > 0:
         self.progress_rect = pygame.Rect(
             self.x + 12, self.y + 11,
             20 * self.level + 9 * (self.level - 1), 30)
Example #2
0
class Slider(StaticGameObject):
    """Класс для создания слайдера"""
    def __init__(self, x, y, screen_size):
        super().__init__(x, y, "assets/ui/slider_bg.png", screen_size)
        self.handle = StaticGameObject(self.rect.center[0] - 20, y - 2,
                                       "assets/ui/slider_fg.png", screen_size)
        self.value = 1  # [0; 2]

    def clicked(self, pos: tuple[int, int]):
        return self.handle.collidepoint(pos)

    def process_drag(self, drag: tuple[int, int]):
        if self.x < self.handle.x + drag[
                0] < self.x + self.rect.w - self.handle.rect.w:
            self.handle.set_pos((self.handle.x + drag[0], self.handle.y))
            self.value = (self.handle.rect.center[0] + drag[0] -
                          self.x) / self.rect.w * 2

    def draw(self, win: pygame.Surface):
        win.blit(self.image, self.rect)
        win.blit(self.handle.image, self.handle.rect)

    def set_value(self, new_value: float):
        if 0 <= new_value <= 2:
            self.value = new_value
            x_pos = int(self.rect.w / 2 * new_value + self.handle.rect.w / 2)
            self.handle.set_pos((x_pos, self.handle.y))
Example #3
0
 def __init__(self, display: pygame.Surface, manager, fps=60):
     super(ShopMenu, self).__init__(display, manager, fps)
     self.load_upgrades_levels()
     self.update_sound_volume()
     self.font = pygame.font.SysFont("cambriacambriamath", 32)
     self.menu_button = StaticGameObject(50,
                                         525,
                                         "assets/ui/menu_button.png",
                                         self.size,
                                         convert_alpha=True)
     self.items = ((ShopItem(75,
                             25,
                             self.size,
                             "Magnet",
                             level=self.magnet_level), self.MAGNET_KEY),
                   (ShopItem(75,
                             150,
                             self.size,
                             "Shield",
                             level=self.shield_level), self.SHIELD_KEY),
                   (ShopItem(75,
                             275,
                             self.size,
                             "Hat",
                             level=self.hat_level), self.HAT_KEY),
                   (ShopItem(75,
                             400,
                             self.size,
                             "Jetpack",
                             level=self.jetpack_level), self.JETPACK_KEY),
                   (ShopItem(325,
                             25,
                             self.size,
                             "Damage",
                             level=self.damage_level),
                    self.DAMAGE_KEY), (ShopItem(325,
                                                150,
                                                self.size,
                                                "Reload",
                                                level=self.reload_level),
                                       self.RELOAD_KEY),
                   (ShopItem(325,
                             275,
                             self.size,
                             "Jump",
                             level=self.jump_level),
                    self.JUMP_KEY), (ShopItem(325,
                                              400,
                                              self.size,
                                              "Rocket",
                                              level=self.rocket_level),
                                     self.ROCKET_KEY))
     self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
     self.upgrade_sound = pygame.mixer.Sound(
         "assets/sounds/upgrade_unlock.wav")
     self.background = pygame.image.load("assets/ui/shop_bg.jpg").convert()
     self.click_sound.set_volume(0.4 * self.volume_ratio)
     self.upgrade_sound.set_volume(0.3 * self.volume_ratio)
Example #4
0
class ShopItem(StaticGameObject):
    """Класс для создания предметов магазина"""
    def __init__(self, x, y, screen_size, title, level=0):
        super().__init__(x,
                         y,
                         "assets/ui/upgrades_bar.png",
                         screen_size,
                         convert_alpha=True)
        self.title_text = title
        self.level = level
        self.price = (self.level + 1) * 100
        self.font = pygame.font.SysFont("cambriacambriamath", 32)
        self.title = self.font.render(
            f"{title} ({self.price if self.level < 5 else 'max'})", True,
            (0, 0, 0))
        self.title_pos = [
            x + (self.image.get_width() - self.title.get_width()) // 2, y
        ]
        self.rect.y = y + self.title.get_height() + 10
        self.plus_button = StaticGameObject(x,
                                            y,
                                            "assets/ui/plus_button.png",
                                            screen_size,
                                            convert_alpha=True)
        self.plus_button.set_pos((self.rect.right - self.plus_button.rect.w,
                                  y + self.title.get_height() + 11))
        self.colors = ((253, 245, 66), (251, 216, 8), (255, 144, 5),
                       (249, 83, 11), (255, 0, 0))
        if level > 0:
            self.progress_rect = pygame.Rect(
                self.x + 12, self.y + 11,
                20 * self.level + 9 * (self.level - 1), 30)

    def draw(self, win: pygame.Surface):
        if self.level > 0:
            pygame.draw.rect(win, self.colors[self.level - 1],
                             self.progress_rect)
        win.blit(self.title, self.title_pos)
        win.blit(self.image, self.rect)
        win.blit(self.plus_button.image, self.plus_button.rect)

    def add_level(self):
        if self.level < 5:
            self.level += 1
            self.price = (self.level + 1) * 100
            self.title = self.font.render(
                f"{self.title_text} ({self.price if self.level < 5 else 'max'})",
                True, (0, 0, 0))
            self.title_pos[0] = self.x + (self.image.get_width() -
                                          self.title.get_width()) // 2
            self.progress_rect = pygame.Rect(
                self.x + 12, self.y + 11,
                20 * self.level + 9 * (self.level - 1), 30)

    def clicked(self, position):
        """метод для проверки нажатия на кнопку"""
        return self.plus_button.collidepoint(position)
Example #5
0
 def __init__(self, display, manager, fps):
     super(PauseMenu, self).__init__(display, manager, fps)
     self.background = pygame.image.load("assets/ui/pause_bg.png").convert()
     self.continue_button = StaticGameObject(
         228, 300, "assets/ui/continue_button.png", self.size)
     self.menu_button = StaticGameObject(228, 375,
                                         "assets/ui/menu_button.png",
                                         self.size)
     self.update_sound_volume()
     self.click_sound = pygame.mixer.Sound("assets/sounds/click.wav")
     self.click_sound.set_volume(min(0.6 * self.volume_ratio, 1))
Example #6
0
class MainMenu(GameScene):
    """Класс для создания главного меню (пока пустой)"""
    def __init__(self, display: pygame.Surface, manager, fps=60):
        super(MainMenu, self).__init__(display, manager, fps)
        self.update_sound_volume()
        self.background = pygame.image.load(
            "assets/ui/main_menu_bg.jpg").convert()
        self.play_button = StaticGameObject(400, 125,
                                            "assets/ui/play_button.png",
                                            self.size)
        self.shop_button = StaticGameObject(400, 200,
                                            "assets/ui/shop_button.png",
                                            self.size)
        self.settings_button = StaticGameObject(
            400, 275, "assets/ui/settings_button.png", self.size)
        self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
        self.click_sound.set_volume(0.4 * self.volume_ratio)

    def redraw(self, win):
        win.blit(self.background, (0, 0))
        win.blit(self.play_button.image, self.play_button.rect)
        win.blit(self.shop_button.image, self.shop_button.rect)
        win.blit(self.settings_button.image, self.settings_button.rect)

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                if self.play_button.collidepoint(event.pos):
                    self.manager.load_scene(1)
                    self.click_sound.play()
                    self.close()
                if self.shop_button.collidepoint(event.pos):
                    self.manager.load_scene(4)
                    self.click_sound.play()
                    self.close()
                if self.settings_button.collidepoint(event.pos):
                    self.manager.load_scene(6)
                    self.click_sound.play()
                    self.close()

    def show(self):
        self.update_sound_volume()
        self.click_sound.set_volume(0.4 * self.volume_ratio)
        super().show()
Example #7
0
 def __init__(self, display, manager, fps):
     super().__init__(display, manager, fps)
     self.update_sound_volume()
     self.background = pygame.image.load("assets/ui/shop_bg.jpg").convert()
     self.menu_button = StaticGameObject(50, 525,
                                         "assets/ui/menu_button.png",
                                         self.size)
     self.sliders = (Slider(50, 75, self.size), Slider(50, 195, self.size),
                     Slider(50, 315, self.size))
     self.font = pygame.font.SysFont("cambriacambriamath", 38)
     self.volume_text = self.font.render("Volume", True, (0, 0, 0))
     self.music_text = self.font.render("Music", True, (0, 0, 0))
     self.particles_text = self.font.render("Particles", True, (0, 0, 0))
     self.active_slider = 0
     self.is_drag = False
     self.PARTICLES_KEY = "particles"
     self.VOLUME_KEY = "volume"
     self.MUSIC_KEY = "music"
     self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
     self.click_sound.set_volume(0.4 * self.volume_ratio)
Example #8
0
 def __init__(self, display: pygame.Surface, manager, fps=60):
     super(GameOverMenu, self).__init__(display, manager, fps)
     self.score = 0
     self.highscore = 0
     self.font = pygame.font.SysFont("cambriacambriamath", 40)
     self.sub_font = pygame.font.SysFont("cambriacambriamath", 30)
     self.restart_button = StaticGameObject(228,
                                            230,
                                            "assets/ui/restart_button.png",
                                            self.size,
                                            convert_alpha=True)
     self.menu_button = StaticGameObject(228,
                                         300,
                                         "assets/ui/menu_button.png",
                                         self.size,
                                         convert_alpha=True)
     self.continue_button = StaticGameObject(
         210,
         480,
         "assets/ui/continue_button.png",
         self.size,
         convert_alpha=True)
     self.background = pygame.image.load(
         "assets/ui/game_over_bg.jpg").convert()
     self.revive_dialog = pygame.image.load(
         "assets/ui/revive_dialog.png").convert_alpha()
     self.update_sound_volume()
     self.click_sound = pygame.mixer.Sound("assets/sounds/click.wav")
     self.click_sound.set_volume(min(0.6 * self.volume_ratio, 1))
     self.revive_price = 250
     self.revive_countdown = 5 * self.FPS
     self.revive_happened = False
     self.draw_revive = False
     self.money_collected = 0
Example #9
0
class PauseMenu(GameOverMenu):
    """Класс для создания меню паузы"""
    def __init__(self, display, manager, fps):
        super(PauseMenu, self).__init__(display, manager, fps)
        self.background = pygame.image.load("assets/ui/pause_bg.png").convert()
        self.continue_button = StaticGameObject(
            228, 300, "assets/ui/continue_button.png", self.size)
        self.menu_button = StaticGameObject(228, 375,
                                            "assets/ui/menu_button.png",
                                            self.size)
        self.update_sound_volume()
        self.click_sound = pygame.mixer.Sound("assets/sounds/click.wav")
        self.click_sound.set_volume(min(0.6 * self.volume_ratio, 1))

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                if self.continue_button.collidepoint(event.pos):
                    self.manager.load_scene(3, clear_groups=False)
                    self.close()
                if self.menu_button.collidepoint(event.pos):
                    self.manager.load_scene(0)
                    self.close()

    def redraw(self, win: pygame.Surface):
        win.blit(self.background, (50, 50))
        win.blit(self.continue_button.image, self.continue_button.rect)
        win.blit(self.menu_button.image, self.menu_button.rect)

    def show(self):
        self.update_sound_volume()
        self.click_sound.set_volume(min(0.6 * self.volume_ratio, 1))
        super().show()
Example #10
0
 def __init__(self, display: pygame.Surface, manager, fps=60):
     super(MainMenu, self).__init__(display, manager, fps)
     self.update_sound_volume()
     self.background = pygame.image.load(
         "assets/ui/main_menu_bg.jpg").convert()
     self.play_button = StaticGameObject(400, 125,
                                         "assets/ui/play_button.png",
                                         self.size)
     self.shop_button = StaticGameObject(400, 200,
                                         "assets/ui/shop_button.png",
                                         self.size)
     self.settings_button = StaticGameObject(
         400, 275, "assets/ui/settings_button.png", self.size)
     self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
     self.click_sound.set_volume(0.4 * self.volume_ratio)
Example #11
0
 def __init__(self, x, y, screen_size):
     super().__init__(x, y, "assets/ui/slider_bg.png", screen_size)
     self.handle = StaticGameObject(self.rect.center[0] - 20, y - 2,
                                    "assets/ui/slider_fg.png", screen_size)
     self.value = 1  # [0; 2]
Example #12
0
class SettingsMenu(GameScene):
    """Класс для создания меню настроек"""
    def __init__(self, display, manager, fps):
        super().__init__(display, manager, fps)
        self.update_sound_volume()
        self.background = pygame.image.load("assets/ui/shop_bg.jpg").convert()
        self.menu_button = StaticGameObject(50, 525,
                                            "assets/ui/menu_button.png",
                                            self.size)
        self.sliders = (Slider(50, 75, self.size), Slider(50, 195, self.size),
                        Slider(50, 315, self.size))
        self.font = pygame.font.SysFont("cambriacambriamath", 38)
        self.volume_text = self.font.render("Volume", True, (0, 0, 0))
        self.music_text = self.font.render("Music", True, (0, 0, 0))
        self.particles_text = self.font.render("Particles", True, (0, 0, 0))
        self.active_slider = 0
        self.is_drag = False
        self.PARTICLES_KEY = "particles"
        self.VOLUME_KEY = "volume"
        self.MUSIC_KEY = "music"
        self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
        self.click_sound.set_volume(0.4 * self.volume_ratio)

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                for index, slider in enumerate(self.sliders):
                    if slider.clicked(event.pos):
                        self.is_drag = True
                        self.active_slider = index
                        break
                if self.menu_button.collidepoint(event.pos):
                    self.click_sound.play()
                    self.manager.load_scene(0)
                    self.close()
            if event.type == pygame.MOUSEBUTTONUP and self.is_drag:
                self.is_drag = False
                self.apply_settings(self.sliders[self.active_slider].value)
            if event.type == pygame.MOUSEMOTION and self.is_drag:
                self.sliders[self.active_slider].process_drag(event.rel)

    def redraw(self, win):
        win.blit(self.background, (0, 0))
        win.blit(self.volume_text, (50, 15))
        win.blit(self.music_text, (50, 140))
        win.blit(self.particles_text, (50, 265))
        for slider in self.sliders:
            slider.draw(win)
        win.blit(self.menu_button.image, self.menu_button.rect)

    def apply_settings(self, new_value):
        if self.active_slider == 0:
            self.set_game_value(self.VOLUME_KEY, new_value)
        elif self.active_slider == 1:
            self.set_game_value(self.MUSIC_KEY, new_value)
        elif self.active_slider == 2:
            self.set_game_value(self.PARTICLES_KEY, new_value)

    def show(self):
        for index, key in enumerate(
            (self.VOLUME_KEY, self.MUSIC_KEY, self.PARTICLES_KEY)):
            if (value := self.get_game_value(key)) != -1:
                self.sliders[index].set_value(value)
        self.update_sound_volume()
        self.click_sound.set_volume(0.4 * self.volume_ratio)
        super().show()
Example #13
0
class ShopMenu(GameScene):
    """Класс для создания магазина"""
    def __init__(self, display: pygame.Surface, manager, fps=60):
        super(ShopMenu, self).__init__(display, manager, fps)
        self.load_upgrades_levels()
        self.update_sound_volume()
        self.font = pygame.font.SysFont("cambriacambriamath", 32)
        self.menu_button = StaticGameObject(50,
                                            525,
                                            "assets/ui/menu_button.png",
                                            self.size,
                                            convert_alpha=True)
        self.items = ((ShopItem(75,
                                25,
                                self.size,
                                "Magnet",
                                level=self.magnet_level), self.MAGNET_KEY),
                      (ShopItem(75,
                                150,
                                self.size,
                                "Shield",
                                level=self.shield_level), self.SHIELD_KEY),
                      (ShopItem(75,
                                275,
                                self.size,
                                "Hat",
                                level=self.hat_level), self.HAT_KEY),
                      (ShopItem(75,
                                400,
                                self.size,
                                "Jetpack",
                                level=self.jetpack_level), self.JETPACK_KEY),
                      (ShopItem(325,
                                25,
                                self.size,
                                "Damage",
                                level=self.damage_level),
                       self.DAMAGE_KEY), (ShopItem(325,
                                                   150,
                                                   self.size,
                                                   "Reload",
                                                   level=self.reload_level),
                                          self.RELOAD_KEY),
                      (ShopItem(325,
                                275,
                                self.size,
                                "Jump",
                                level=self.jump_level),
                       self.JUMP_KEY), (ShopItem(325,
                                                 400,
                                                 self.size,
                                                 "Rocket",
                                                 level=self.rocket_level),
                                        self.ROCKET_KEY))
        self.click_sound = pygame.mixer.Sound("assets/sounds/button_press.wav")
        self.upgrade_sound = pygame.mixer.Sound(
            "assets/sounds/upgrade_unlock.wav")
        self.background = pygame.image.load("assets/ui/shop_bg.jpg").convert()
        self.click_sound.set_volume(0.4 * self.volume_ratio)
        self.upgrade_sound.set_volume(0.3 * self.volume_ratio)

    def redraw(self, win):
        win.blit(self.background, (0, 0))
        win.blit(self.menu_button.image, self.menu_button.rect)
        for item, _ in self.items:
            item.draw(win)
        money = self.font.render(f"{self.get_game_value(self.MONEY_KEY)}$",
                                 True, (0, 0, 0))
        win.blit(money, (self.size[0] - money.get_width() - 50, 535))

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                if self.menu_button.collidepoint(event.pos):
                    self.manager.load_scene(0)
                    self.click_sound.play()
                    self.close()
                for item, key in self.items:
                    if item.clicked(event.pos):
                        self.purchase_upgrade(key, item)

    def purchase_upgrade(self, key, item):
        """метод для покупки улучшения"""
        if (money := self.get_game_value(self.MONEY_KEY)) != -1:
            if money >= item.price and item.level < 5:
                self.set_game_value(self.MONEY_KEY, money - item.price)
                item.add_level()
                self.set_game_value(key, item.level)
                self.upgrade_sound.play()
Example #14
0
class GameOverMenu(GameScene):
    """Класс для создание меню после проигрыша"""
    def __init__(self, display: pygame.Surface, manager, fps=60):
        super(GameOverMenu, self).__init__(display, manager, fps)
        self.score = 0
        self.highscore = 0
        self.font = pygame.font.SysFont("cambriacambriamath", 40)
        self.sub_font = pygame.font.SysFont("cambriacambriamath", 30)
        self.restart_button = StaticGameObject(228,
                                               230,
                                               "assets/ui/restart_button.png",
                                               self.size,
                                               convert_alpha=True)
        self.menu_button = StaticGameObject(228,
                                            300,
                                            "assets/ui/menu_button.png",
                                            self.size,
                                            convert_alpha=True)
        self.continue_button = StaticGameObject(
            210,
            480,
            "assets/ui/continue_button.png",
            self.size,
            convert_alpha=True)
        self.background = pygame.image.load(
            "assets/ui/game_over_bg.jpg").convert()
        self.revive_dialog = pygame.image.load(
            "assets/ui/revive_dialog.png").convert_alpha()
        self.update_sound_volume()
        self.click_sound = pygame.mixer.Sound("assets/sounds/click.wav")
        self.click_sound.set_volume(min(0.6 * self.volume_ratio, 1))
        self.revive_price = 250
        self.revive_countdown = 5 * self.FPS
        self.revive_happened = False
        self.draw_revive = False
        self.money_collected = 0

    def redraw(self, win):
        win.blit(self.background, (50, 50))
        highscore = self.font.render(f"Highscore: {self.highscore}", True,
                                     "black")
        current_score = self.font.render(f"Score: {self.score}", True, "black")
        money = self.font.render(f"Money collected: {self.money_collected}",
                                 True, "black")
        win.blit(highscore, ((self.size[0] - highscore.get_width()) // 2, 65))
        win.blit(current_score,
                 ((self.size[0] - current_score.get_width()) // 2, 115))
        win.blit(money, ((self.size[0] - money.get_width()) // 2, 165))
        win.blit(self.restart_button.image, self.restart_button.rect)
        win.blit(self.menu_button.image, self.menu_button.rect)
        if self.draw_revive:
            self.draw_revive_dialog(win)

    def handle_events(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

            if event.type == pygame.MOUSEBUTTONDOWN:
                if self.restart_button.collidepoint(event.pos):
                    self.manager.load_scene(1)
                    self.click_sound.play()
                    self.revive_happened = False
                    self.close()
                if self.menu_button.collidepoint(event.pos):
                    self.manager.load_scene(0)
                    self.click_sound.play()
                    self.revive_happened = False
                    self.close()
                if self.draw_revive and self.continue_button.collidepoint(
                        event.pos):
                    self.manager.load_scene(3)
                    self.update_money(-self.revive_price)
                    self.revive_happened = True
                    self.click_sound.play()
                    self.close()

    def set_score(self, score: int):
        """Метод для установки счета игры"""
        self.score = score
        self.update_highscore(score)

    def update_highscore(self, new_highscore: int):
        """метод для обновления рекорда по окончанию игры"""
        if (score := self.get_game_value(
                self.HIGHSCORE_KEY)) != -1 and new_highscore > score:
            self.set_game_value(self.HIGHSCORE_KEY, new_highscore)
            self.highscore = new_highscore
        else: