Example #1
0
 def card(self):                     #this draws the card of the property with the respective details on it
     functions.gameDisplay.fill(white, rect = [170,400,200,250])
     lfont = pygame.font.Font('freesansbold.ttf',25)
     functions.text_in_box(self.name,lfont,self.color,170,410,200,30)
     functions.message_to_screen("Cost: $ %d"%self.cost,black,180,460,20)
     functions.message_to_screen("Rent: $ %d"%self.houses[0],black,180,480,20)
     functions.message_to_screen("1st floor: $ %d"%self.houses[1],black,180,500,20)
     functions.message_to_screen("2nd floor: $ %d"%self.houses[2],black,180,520,20)
     functions.message_to_screen("3rd floor: $ %d"%self.houses[3],black,180,540,20)
     functions.message_to_screen("Hotel: $ %d"%self.houses[4],black,180,560,20)
     functions.message_to_screen("Mortgage value: $ %d"%self.mortgage,black,190,600,20)
     pygame.display.update()
Example #2
0
 def rcard(self):                            #this draws the card of the railway when called upon
     functions.gameDisplay.fill(white, rect = [170,400,200,250])
     lfont = pygame.font.Font('freesansbold.ttf',25)
     functions.text_in_box(self.name,lfont,black,170,410,200,30)
     functions.message_to_screen("Cost: $ %d"%self.cost,black,180,460,20)
     functions.message_to_screen("Owned          Rent",black,180,480,20)
     functions.message_to_screen("1 Railway      $2500",black,180,500,20)
     functions.message_to_screen("2 Railway      $5000",black,180,520,20)
     functions.message_to_screen("3 Railway      $10000",black,180,540,20)
     functions.message_to_screen("4 Railway      $20000",black,180,560,20)
     
     pygame.display.update()
Example #3
0
 def card(self):                                     #this sketches the card of the utility when called upon
     functions.gameDisplay.fill(white, rect = [170,400,200,250])
     lfont = pygame.font.Font('freesansbold.ttf',25)
     functions.text_in_box(self.name,lfont,black,170,410,200,30)
     functions.message_to_screen("Cost: $ %d"%self.cost,black,180,460,20)
     functions.message_to_screen("If one utility is owned",black,180,480,20)
     functions.message_to_screen("Rent = 1000*(sum on dice)",black,180,500,20)
     functions.message_to_screen("If both utilities are owned",black,180,520,20)
     functions.message_to_screen("Rent = 3000*(sum on dice)",black,180,540,20)
     
     
     pygame.display.update()
Example #4
0
 def locmaker(self):                                             #this draws the railways at there respective positions on the board
     lfont = pygame.font.Font('freesansbold.ttf',10)
     if self.locx == card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[0,self.locy-card_breadth/2,card_length,card_breadth],1)
         functions.text_in_box(self.name,lfont,black,0,self.locy-card_breadth/2,0.7*card_length,card_breadth)
         functions.gameDisplay.fill(black, rect = [0.7*card_length,self.locy-card_breadth/2,0.3*card_length,card_breadth])
         
     elif self.locx == display_height -  card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[display_height -  card_length,self.locy-card_breadth/2,card_length,card_breadth],1)
         functions.text_in_box(self.name,lfont,black,display_height -  0.7*card_length,self.locy-card_breadth/2,0.7*card_length,card_breadth)
         functions.gameDisplay.fill(black, rect = [display_height -  card_length,self.locy-card_breadth/2,0.3*card_length,card_breadth])
         
     elif self.locy == card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[self.locx-card_breadth/2,0,card_breadth,card_length],1)
         a = self.name.split(' ')
         temp = 0
         for x in a:
             functions.text_in_box(x,lfont,black,self.locx-card_breadth/2,temp,card_breadth,0.35*card_length)
             temp += 0.35*card_length
         functions.gameDisplay.fill(black, rect = [self.locx-card_breadth/2,0.7*card_length,card_breadth,0.3*card_length])
         
     elif self.locy ==  display_height -  card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[self.locx-card_breadth/2,display_height -  card_length,card_breadth,card_length],1)
         functions.text_in_box(self.name,lfont,black,self.locx-card_breadth/2,display_height -  0.7*card_length,card_breadth,0.7*card_length)
         functions.gameDisplay.fill(black, rect = [self.locx-card_breadth/2,display_height -  card_length,card_breadth,0.3*card_length])
         
     pygame.display.update()
Example #5
0
 def locmaker(self):                                         #it creates the respective property on the board 
     lfont = pygame.font.Font('freesansbold.ttf',10)
     if self.locx == card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[0,self.locy-card_breadth/2,card_length,card_breadth],1)
         functions.text_in_box(self.name,lfont,black,0,self.locy-card_breadth/2,0.7*card_length,card_breadth)
         functions.gameDisplay.fill(self.color, rect = [0.7*card_length,self.locy-card_breadth/2,0.3*card_length,card_breadth]) #draws houses on the site depending on the no. of houses
         if  self.no_of_houses >= 1:
             functions.gameDisplay.fill(c1, rect = [0.7*card_length,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses >= 2:
             functions.gameDisplay.fill(c2, rect = [0.7*card_length + 0.3*card_length/4,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses >= 3:
             functions.gameDisplay.fill(c3, rect = [0.7*card_length + 0.6*card_length/4,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses == 4:
             functions.gameDisplay.fill(c4, rect = [0.7*card_length + 0.9*card_length/4,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])    
     elif self.locx == display_height -  card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[display_height -  card_length,self.locy-card_breadth/2,card_length,card_breadth],1)
         functions.text_in_box(self.name,lfont,black,display_height -  0.7*card_length,self.locy-card_breadth/2,0.7*card_length,card_breadth)
         functions.gameDisplay.fill(self.color, rect = [display_height -  card_length,self.locy-card_breadth/2,0.3*card_length,card_breadth])
         if self.no_of_houses >= 1:
             functions.gameDisplay.fill(c1, rect = [display_height -  card_length + 0.9*card_length/4 ,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses >= 2:
             functions.gameDisplay.fill(c2, rect = [display_height -  card_length + 0.6*card_length/4 ,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses >= 3:
             functions.gameDisplay.fill(c3, rect = [display_height -  card_length + 0.3*card_length/4 ,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
         if self.no_of_houses == 4:
             functions.gameDisplay.fill(c4, rect = [display_height -  card_length  ,self.locy-card_breadth/4,0.3*card_length/4,card_breadth/2])
     elif self.locy == card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[self.locx-card_breadth/2,0,card_breadth,card_length],1)
         a = self.name.split(' ')
         temp = 0
         for x in a:
             functions.text_in_box(x,lfont,black,self.locx-card_breadth/2,temp,card_breadth,0.35*card_length)
             temp += 0.35*card_length
         functions.gameDisplay.fill(self.color, rect = [self.locx-card_breadth/2,0.7*card_length,card_breadth,0.3*card_length])
         if self.no_of_houses >= 1:
             functions.gameDisplay.fill(c1, rect = [self.locx-card_breadth/4,0.7*card_length,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses >= 2:
             functions.gameDisplay.fill(c2, rect = [self.locx-card_breadth/4,0.7*card_length + 0.3*card_length/4,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses >= 3:
             functions.gameDisplay.fill(c3, rect = [self.locx-card_breadth/4,0.7*card_length + 0.6*card_length/4,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses == 4:
             functions.gameDisplay.fill(c4, rect = [self.locx-card_breadth/4,0.7*card_length + 0.9*card_length/4,card_breadth/2,0.3*card_length/4])
     elif self.locy ==  display_height -  card_length/2:
         pygame.draw.rect(functions.gameDisplay,black,[self.locx-card_breadth/2,display_height -  card_length,card_breadth,card_length],1)
         functions.text_in_box(self.name,lfont,black,self.locx-card_breadth/2,display_height -  0.7*card_length,card_breadth,0.7*card_length)
         functions.gameDisplay.fill(self.color, rect = [self.locx-card_breadth/2,display_height -  card_length,card_breadth,0.3*card_length])
         if self.no_of_houses >= 1:
             functions.gameDisplay.fill(c1, rect = [self.locx-card_breadth/4,display_height -  card_length + 0.9*card_length/4,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses >= 2:
             functions.gameDisplay.fill(c2, rect = [self.locx-card_breadth/4,display_height -  card_length + 0.6*card_length/4,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses >= 3:
             functions.gameDisplay.fill(c3, rect = [self.locx-card_breadth/4,display_height -  card_length + 0.3*card_length/4,card_breadth/2,0.3*card_length/4])
         if self.no_of_houses == 4:
             functions.gameDisplay.fill(c4, rect = [self.locx-card_breadth/4,display_height -  card_length ,card_breadth/2,0.3*card_length/4])
     pygame.display.update() 
Example #6
0
def railways():  #respectve changes on screen if railways if concersnesd
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary
    if Property.sproperty[
            place].owner != None and key == 0 and player_index != Property.sproperty[
                place].owner:
        Property.sproperty[place].rcard()

        if timer == 8:
            if player.player[
                    Property.sproperty[place].owner].no_of_railways == 1:
                rent = 2500
            if player.player[
                    Property.sproperty[place].owner].no_of_railways == 2:
                rent = 5000
            if player.player[
                    Property.sproperty[place].owner].no_of_railways == 3:
                rent = 10000
            if player.player[
                    Property.sproperty[place].owner].no_of_railways == 4:
                rent = 20000
            player.player[player_index].cash -= rent
            player.player[player_index].total_wealth -= rent
            player.player[Property.sproperty[place].owner].cash += rent
            player.player[Property.sproperty[place].owner].total_wealth += rent
        functions.text_in_box(
            "You paid rent of %r to player %r?" %
            (rent, Property.sproperty[place].owner + 1), __font, orange,
            display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
    if Property.sproperty[place].owner == None and key == 0:
        Property.sproperty[place].rcard()
        functions.text_in_box(
            "Do you want to purchase %r ?" % Property.sproperty[place].name,
            __font, orange, display_height / 2, display_height / 2 - blockh,
            display_height / 2 - card_length, display_height / 2 - card_length)
        Button("YES", display_height * 3 / 4 - card_length / 2 - blockl,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "YeS", red)
        Button("NO", display_height * 3 / 4 - card_length / 2 + blockl / 2,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "no", red)
    if key == 2:
        Property.sproperty[place].rcard()
        functions.text_in_box(
            "Successfully purchased %r" % (Property.sproperty[place].name),
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
Example #7
0
def spcard_displayy(
):  #if playaer lands on utillies then the work happening on screeen
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary
    if Property.sproperty[
            place].owner != None and key == 0 and player_index != Property.sproperty[
                place].owner:
        Property.sproperty[place].card()

        if timer == 8:

            dice_sum = functions.a + functions.b
            if Property.sproperty["electric"].owner == Property.sproperty[
                    "water"].owner:
                rent = 3000 * dice_sum
            else:
                rent = 1000 * dice_sum
            player.player[player_index].cash -= rent
            player.player[player_index].total_wealth -= rent
            player.player[Property.sproperty[place].owner].cash += rent
            player.player[Property.sproperty[place].owner].total_wealth += rent
        functions.text_in_box(
            "You paid rent of %r to player %r?" %
            (rent, Property.sproperty[place].owner + 1), __font, orange,
            display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
    if Property.sproperty[place].owner == None and key == 0:
        Property.sproperty[place].card()
        functions.text_in_box(
            "Do you want to purchase %r ?" % Property.sproperty[place].name,
            __font, orange, display_height / 2, display_height / 2 - blockh,
            display_height / 2 - card_length, display_height / 2 - card_length)
        Button("YES", display_height * 3 / 4 - card_length / 2 - blockl,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "Yes", red)
        Button("NO", display_height * 3 / 4 - card_length / 2 + blockl / 2,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "no", red)
    if key == 2:
        Property.sproperty[place].card()
        functions.text_in_box(
            "Successfully purchased %r" % (Property.sproperty[place].name),
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
Example #8
0
def Prop():  #if player lands on a property
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary
    if Property._property[
            place].owner != None and key == 0 and player_index != Property._property[
                place].owner:
        Property._property[place].card()
        if timer == 8:
            player.player[player_index].cash -= Property._property[
                place].houses[Property._property[place].no_of_houses]
            player.player[player_index].total_wealth -= Property._property[
                place].houses[Property._property[place].no_of_houses]
            player.player[Property._property[place].
                          owner].cash += Property._property[place].houses[
                              Property._property[place].no_of_houses]
            player.player[Property._property[
                place].owner].total_wealth += Property._property[place].houses[
                    Property._property[place].no_of_houses]
        functions.text_in_box(
            "You paid rent of %r to player %r?" %
            (Property._property[place].houses[
                Property._property[place].no_of_houses],
             Property._property[place].owner + 1), __font, orange,
            display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
    if Property._property[place].owner == None and key == 0:
        Property._property[place].card()
        functions.text_in_box(
            "Do you want to purchase %r ?" % Property._property[place].name,
            __font, orange, display_height / 2, display_height / 2 - blockh,
            display_height / 2 - card_length, display_height / 2 - card_length)
        Button("YES", display_height * 3 / 4 - card_length / 2 - blockl,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "yes", red)
        Button("NO", display_height * 3 / 4 - card_length / 2 + blockl / 2,
               display_height * 3 / 4 - card_length / 2 + blockh / 2,
               blockl / 2, blockh, yellow, llblue, "no", red)
    if key == 2:
        Property._property[place].card()
        functions.text_in_box(
            "Successfully purchased %r" % (Property._property[place].name),
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            key = 1
            timer = 8
Example #9
0
def Chance():  #if player lands on chance
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary, chance, timerr
    n = functions.a + functions.b
    if n == 2:
        if timer == 8:
            player.player[player_index].posx = display_height - card_length / 2
            player.player[player_index].posy = display_height - card_length / 2
            cround[player_index] = 40
            round_complete = 1
        functions.text_in_box(
            "Go to our prime location GO and collect your reward money ;)",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0

    if n == 3:
        timer -= 1
        if timer == 0:
            player.player[player_index].posx = card_length + card_breadth / 2
            player.player[player_index].posy = display_height - card_length / 2
            if cround[player_index] > 9:
                cround[player_index] = 49
                round_complete = 1
            else:
                cround[player_index] = 9
        functions.text_in_box(
            "You are given a free trip to Beijing ,Enjoy the delight of it!",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)

        if timer == 0:
            timer = 8
            chance = 0
            working()
    if n == 4:
        if timer == 8:
            player.player[player_index].cash -= 10000
            player.player[player_index].total_wealth -= 10000
        functions.text_in_box(
            "Oops! You broke the window of Mr. William's Car,Pay him $10000",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
    if n == 5:
        if timer == 8:
            player.player[player_index].posx = display_height - card_length / 2
            player.player[player_index].posy = card_length / 2

            cround[player_index] = 30

        functions.text_in_box(
            "How Dare you burst crackers in front of parliament,living in India! Busted!!",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
            working()
    if n == 6:
        timer -= 1
        if timer == 0:
            player.player[player_index].movement(37)
            cround[player_index] = cround[player_index] % 40

        functions.text_in_box("Earthquake expected! Go back three spaces",
                              __font, orange, display_height / 2,
                              display_height / 2,
                              display_height / 2 - card_length,
                              display_height / 2 - card_length)

        if timer == 0:
            timer = 8
            chance = 0
            working()
    if n == 7:
        if timer == 8:
            player.player[player_index].cash -= 30000
            player.player[player_index].total_wealth -= 30000
        functions.text_in_box(
            "Its you birthday,Now give party to your friends...cost $30000",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
    if n == 8:
        if timer == 8:
            player.player[player_index].cash += 40000
            player.player[player_index].total_wealth += 40000
        functions.text_in_box("Congo! You won lottery prize of $40000", __font,
                              orange, display_height / 2, display_height / 2,
                              display_height / 2 - card_length,
                              display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
    if n == 9:
        timer -= 2
        if timer == 0:
            player.player[player_index].posx = card_length + card_breadth / 2
            player.player[player_index].posy = card_length / 2
            if cround[player_index] > 21:
                cround[player_index] = 61
                round_complete = 1
            else:
                cround[player_index] = 21

        functions.text_in_box(
            "You are given a free trip to Delhi ,Enjoy the delight of it!",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)

        if timer == 0:
            timer = 8
            chance = 0
            working()
    if n == 10:
        timer -= 2
        if timer == 0:
            player.player[player_index].posx = card_length / 2
            player.player[
                player_index].posy = display_height - card_length - 1.5 * card_breadth

        functions.text_in_box("Go to Electric Company and feel the shock!",
                              __font, orange, display_height / 2,
                              display_height / 2,
                              display_height / 2 - card_length,
                              display_height / 2 - card_length)

        if timer == 0:
            timer = 8
            chance = 0
            working()
    if n == 11:
        if timer == 8:
            player.player[player_index].cash += 30000
            player.player[player_index].total_wealth += 30000
        functions.text_in_box(
            "You won the first prize as a hotel manager, collect $30000",
            __font, orange, display_height / 2, display_height / 2,
            display_height / 2 - card_length, display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
    if n == 12:
        if timer == 8:
            player.player[player_index].cash -= 20000
            player.player[player_index].total_wealth -= 20000
        functions.text_in_box("Smoking kills! clear your bills , pay $20000",
                              __font, orange, display_height / 2,
                              display_height / 2,
                              display_height / 2 - card_length,
                              display_height / 2 - card_length)
        timer -= 1
        if timer == 0:
            timer = 8
            chance = 0
Example #10
0
def GoToJail():  #if the player lands on gotojail
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary
    if temporary == 1:
        player.player[player_index].released = 0
        temporary = 0
    if key == 0:
        timer -= 2
        functions.text_in_box(
            "Alert! You are caught... BUSTED!", __font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        if timer == 0:
            key = 1
            timer = 8
    if key == 1 or key == 0:
        Button("Pay $5000 and come out",
               card_length + 0.1 * (display_height - 2 * card_length),
               display_height / 2, 0.8 * (display_height - 2 * card_length),
               blockh, yellow, llblue, "pay", red)
        Button("Roll dice for a double",
               card_length + 0.1 * (display_height - 2 * card_length),
               display_height / 2 + 2 * blockh,
               0.8 * (display_height - 2 * card_length), blockh, yellow,
               llblue, "roll_for_double", red)

    if key == 3:
        functions.text_in_box(
            "Roll your dice once", __font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
    if key == 4 and player.player[player_index].released == 1:
        timer -= 2
        functions.text_in_box(
            "Lucky Guy! You are released!", __font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        if timer == 0:
            key = 1
            gotojail = 0
            timer = 8
    if key == 4 and player.player[player_index].released == 0:
        timer -= 2
        functions.text_in_box(
            "Better Luck next time!", __font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        if timer == 0:
            key = 1
            gotojail = 0
            timer = 8
    if key == 5:
        timer -= 2
        functions.text_in_box(
            "You are released after giving a bail of $5000", __font, orange,
            card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        if timer == 0:
            key = 1
            gotojail = 0
            timer = 8
Example #11
0
def drawing():
    #global variables called
    global key, timer, incometax, gotojail, round_complete, cround, rent, railway, temporary, chance, rollonce, endturn, timerr, risk
    functions.gameDisplay.fill(lblue)
    pygame.draw.rect(functions.gameDisplay, white,
                     [0, 0, display_height, display_height])
    functions.addimage('images/image.png', 1100, 150)
    pygame.draw.rect(functions.gameDisplay, black, [
        card_length, card_length, display_height - 2 * card_length,
        display_height - 2 * card_length
    ])
    _font = pygame.font.Font('freesansbold.ttf', 20)

    pygame.draw.rect(functions.gameDisplay, white,
                     [display_height + gaph, gapv, boxb, boxl])
    pygame.draw.rect(functions.gameDisplay, white,
                     [display_height + gaph, boxl + 2 * gapv, boxb, boxl])

    #board sketched
    functions.addimage('images/go.png', display_height - card_length,
                       display_height - card_length)
    functions.addimage('images/gotojail.png', display_height - card_length, 0)
    functions.addimage('images/parking.png', 0, 0)
    functions.addimage('images/jail.png', 0, display_height - card_length)
    functions.addimage('images/chance1.png', card_length + 2 * card_breadth,
                       display_height - card_length)
    functions.addimage('images/chance3.png', display_height - card_length,
                       card_length + 5 * card_breadth)
    functions.addimage('images/chance2.png', card_breadth + card_length, 0)
    functions.addimage('images/commChest1.png', 7 * card_breadth + card_length,
                       display_height - card_length)
    functions.addimage('images/commChest2.png', 0,
                       2 * card_breadth + card_length)
    functions.addimage('images/commChest2.png', display_height - card_length,
                       2 * card_breadth + card_length)
    functions.addimage('images/water.png', 7 * card_breadth + card_length, 0)
    functions.addimage('images/elec.png', 0, 7 * card_breadth + card_length)
    functions.addimage('images/luxury.png', display_height - card_length,
                       7 * card_breadth + card_length)
    functions.addimage('images/income.png', card_length + 5 * card_breadth,
                       display_height - card_length)
    #sketching dice
    functions.text_in_box("Player %r's turn " % (player_index + 1), _font,
                          blue, card_length, card_length,
                          (display_height - 2 * card_length) / 2, blockh)
    if functions.a == 1:
        functions.addimage('images/dice1.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.a == 2:
        functions.addimage('images/dice2.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.a == 3:
        functions.addimage('images/dice3.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.a == 4:
        functions.addimage('images/dice4.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.a == 5:
        functions.addimage('images/dice5.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.a == 6:
        functions.addimage('images/dice6.png', display_height / 2 - 30,
                           card_length + 10)
    if functions.b == 1:
        functions.addimage('images/dice1.png', display_height / 2 + 10,
                           card_length + 10)
    if functions.b == 2:
        functions.addimage('images/dice2.png', display_height / 2 + 10,
                           card_length + 10)
    if functions.b == 3:
        functions.addimage('images/dice3.png', display_height / 2 + 10,
                           card_length + 10)
    if functions.b == 4:
        functions.addimage('images/dice4.png', display_height / 2 + 10,
                           card_length + 10)
    if functions.b == 5:
        functions.addimage('images/dice5.png', display_height / 2 + 10,
                           card_length + 10)
    if functions.b == 6:
        functions.addimage('images/dice6.png', display_height / 2 + 10,
                           card_length + 10)
        #sketching buttons
    Button("ROLL DICE", (display_height - blockl) / 2,
           (display_height / 2 + card_length) / 2 - 1.25 * blockh, blockl,
           blockh, yellow, llblue, "roll", red)
    Button("MORTGAGE", (display_height - blockl - card_length), (+card_length),
           blockl, blockh, red, llblue, "mort", yellow)
    Button("END TURN", (display_height - blockl) / 2,
           (display_height / 2 + card_length) / 2 + 0.25 * blockh, blockl,
           blockh, yellow, llblue, "endturn", red)
    Button("BUILD", (display_height - 3 * blockl) / 2 - 0.2 * blockl,
           (display_height / 2 + card_length) / 2 - 0.5 * blockh, blockl,
           blockh, yellow, llblue, "build", red)
    Button("SELL", (display_height + 1 * blockl) / 2 + 0.2 * blockl,
           (display_height / 2 + card_length) / 2 - 0.5 * blockh, blockl,
           blockh, yellow, llblue, "sell", red)
    #sketching properties on board
    Property._property["delhi"].locmaker()
    Property._property["mumbai"].locmaker()
    Property._property["banglore"].locmaker()
    Property._property["newyork"].locmaker()
    Property._property["washingtondc"].locmaker()
    Property._property["sanfrancisco"].locmaker()
    Property._property["london"].locmaker()
    Property._property["manchester"].locmaker()
    Property._property["oxford"].locmaker()
    Property._property["melbourne"].locmaker()
    Property._property["canberra"].locmaker()
    Property._property["sydney"].locmaker()
    Property._property["tokyo"].locmaker()
    Property._property["osaka"].locmaker()
    Property._property["hiroshima"].locmaker()
    Property._property["beijing"].locmaker()
    Property._property["hongkong"].locmaker()
    Property._property["shanghai"].locmaker()
    Property._property["moscow"].locmaker()
    Property._property["saintpetersburg"].locmaker()
    Property._property["capetown"].locmaker()
    Property._property["durban"].locmaker()
    Property.sproperty["rail1"].locmaker()
    Property.sproperty["rail2"].locmaker()
    Property.sproperty["rail3"].locmaker()
    Property.sproperty["rail4"].locmaker()
    _font_ = pygame.font.Font('freesansbold.ttf', 50)
    #checking if someone reached winning amount
    if player.player[0].total_wealth >= firstpage.p[
            0].winamount or player.player[1].total_wealth >= firstpage.p[
                0].winamount:
        rollonce = 1
        endturn = 1

        if player.player[0].total_wealth >= firstpage.p[0].winamount:
            functions.gameDisplay.fill(black)
            functions.text_in_box(
                "%r Won...Congratulations!!!" % firstpage.p[0].name, _font_,
                orange, card_length,
                (display_height / 2 + card_length) / 2 + 1.25 * blockh,
                display_height - 2 * card_length, display_height / 2 -
                ((display_height / 2 + card_length) / 2 + 1.25 * blockh))

        if player.player[1].total_wealth >= firstpage.p[0].winamount:
            functions.gameDisplay.fill(black)
            functions.text_in_box(
                "%r Won...Congratulations!!!" % firstpage.p[1].name, _font_,
                orange, card_length,
                (display_height / 2 + card_length) / 2 + 1.25 * blockh,
                display_height - 2 * card_length, display_height / 2 -
                ((display_height / 2 + card_length) / 2 + 1.25 * blockh))

    if player.player[0].total_wealth <= 0:
        functions.gameDisplay.fill(black)
        functions.text_in_box(
            "%r Won...Congratulations!!!" % firstpage.p[1].name, _font_,
            orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))

    if player.player[1].total_wealth <= 0:
        functions.gameDisplay.fill(black)
        functions.text_in_box(
            "%r Won...Congratulations!!!" % firstpage.p[0].name, _font_,
            orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
    #checking if someone cash <=0
    if player.player[player_index].cash < 0:
        functions.text_in_box(
            "%r ,You are lack of cash, sell your properties/houses" %
            firstpage.p[player_index].name, _font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        risk = 1
        endturn = 1
    if risk == 1 and player.player[player_index].cash > 0:
        endturn = 0

    if round_complete == 1:
        functions.text_in_box(
            "You Crossed Go , You gained $20000", __font, orange, card_length,
            (display_height / 2 + card_length) / 2 + 1.25 * blockh,
            display_height - 2 * card_length, display_height / 2 -
            ((display_height / 2 + card_length) / 2 + 1.25 * blockh))
        if timerr == 8:
            player.player[player_index].cash += 20000
            player.player[player_index].total_wealth += 20000
            cround[player_index] -= 40
        timerr -= 1
        if timerr == 0:

            round_complete = 0
            timerr = 8


#running different functions based on the call
    if spcard_display == 1:
        spcard_displayy()

    if railway == 1:
        railways()

    if card_display == 1:
        Prop()

    if chance == 1:
        Chance()
    if comm == 1:
        CommChest()

    if incometax == 1:
        if key == 0:
            player.player[player_index].total_wealth = 0.9 * player.player[
                player_index].total_wealth
            player.player[player_index].cash = 0.9 * (
                player.player[player_index].total_wealth * 10 / 9)
            key = 2
        if key == 2:
            timer -= 1
            functions.text_in_box(
                "You paid income tax of %r" %
                (0.1 * (player.player[player_index].total_wealth * 10 / 9)),
                __font, orange, display_height / 2, display_height / 2,
                display_height / 2 - card_length,
                display_height / 2 - card_length)
            if timer == 0:
                incometax = 0
                timer = 8
                key = 1
    elif incometax == 2:
        if key == 0:
            player.player[player_index].total_wealth -= 30000
            player.player[player_index].cash -= 30000
            key = 2
        if key == 2:
            timer -= 1
            functions.text_in_box("You paid luxury tax of $30000", __font,
                                  orange, display_height / 2,
                                  display_height / 2,
                                  display_height / 2 - card_length,
                                  display_height / 2 - card_length)
            if timer == 0:
                incometax = 0
                timer = 8
                key = 1
    player.player[1].draw()
    player.player[0].draw()
    #sketching the players boxes
    for item, tempo in Property._property.items():
        Property._property[item].squares()
    Property.sproperty["electric"].squares()
    Property.sproperty["water"].squares()
    Property.sproperty["rail1"].squares()
    Property.sproperty["rail2"].squares()
    Property.sproperty["rail3"].squares()
    Property.sproperty["rail4"].squares()

    if Property.tflag == 1:
        if Property.temo == Property.sproperty[
                "rail1"] or Property.temo == Property.sproperty[
                    "rail2"] or Property.temo == Property.sproperty[
                        "rail3"] or Property.temo == Property.sproperty[
                            "rail4"]:
            Property.temo.rcard()

        else:
            Property.temo.card()

    if gotojail == 1:
        GoToJail()

    functions.text_in_box(firstpage.p[0].name, _font, maroon,
                          display_height + gaph, gapv, boxb, 0.1 * boxl)
    functions.text_in_box("Cash %r" % player.player[0].cash, _font, maroon,
                          display_height + gaph, gapv + 0.1 * boxl, boxb,
                          0.1 * boxl)
    functions.text_in_box("Net Worth %r" % player.player[0].total_wealth,
                          _font, maroon, display_height + gaph,
                          gapv + 0.9 * boxl, boxb, 0.1 * boxl)
    functions.text_in_box(firstpage.p[1].name, _font, maroon,
                          display_height + gaph, 2 * gapv + boxl, boxb,
                          0.1 * boxl)
    functions.text_in_box("Cash %r" % player.player[1].cash, _font, maroon,
                          display_height + gaph, 2 * gapv + boxl + 0.1 * boxl,
                          boxb, 0.1 * boxl)
    functions.text_in_box("Net Worth %r" % player.player[1].total_wealth,
                          _font, maroon, display_height + gaph,
                          2 * gapv + boxl + 0.9 * boxl, boxb, 0.1 * boxl)

    pygame.display.update()
Example #12
0
def Button(msg, x, y, l, h, ac, ic, function, tc):  #for drawing buttons
    global player_index, place, card_display, spcard_display, railway, rolloncejail, temporary, timer, timerr
    global rollonce, endturn, key, n, incometax, gotojail, cround, round_complete
    pygame.draw.rect(functions.gameDisplay, ic, [x, y, l, h])
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
    if x < mouse[0] < x + l and y < mouse[1] < y + h:
        pygame.draw.rect(functions.gameDisplay, ac, [x, y, l, h])
        if click[0] == 1:  #checking if pressed
            if function == "roll":
                if gotojail == 0 and player.player[
                        player_index].released == 1 and rollonce == 0:  #diff working done based on the button pressed
                    n = functions.rolldice()

                    cround[player_index] += n
                    player.player[player_index].movement(n)
                    rollonce = 1

                    working()

                if gotojail == 1 and player.player[
                        player_index].released == 0 and key == 3 and rolloncejail == 0:
                    n = functions.rolldice()
                    if functions.a == functions.b:
                        player.player[player_index].released = 1
                    rolloncejail = 1
                    key = 4
                    endturn = 0

            if function == "endturn" and endturn == 0:  #if endturn pressed
                if player_index == 0:
                    player_index += 1
                elif player_index == 1:
                    player_index -= 1
                if player.player[player_index].released == 0:
                    gotojail = 1
                rollonce = 0
                card_display = 0
                endturn = 1
                Property.tflag = 0
                spcard_display = 0
                railway = 0
                timer = 8
                timerr = 8

            if function == "yes":
                player.player[player_index].cash -= Property._property[
                    place].cost
                Property._property[place].owner = player_index
                player.player[player_index].properties.append(place)

                key = 2

            if function == "Yes":
                player.player[player_index].cash -= Property.sproperty[
                    place].cost
                Property.sproperty[place].owner = player_index

                key = 2

            if function == "YeS":
                player.player[player_index].cash -= Property.sproperty[
                    place].cost
                Property.sproperty[place].owner = player_index

                player.player[player_index].no_of_railways += 1
                key = 2

            if function == "no":
                card_display = 0
                spcard_display = 0
                railway = 0
            if function == "mort":
                vvalid = 1
                if Property.temo.owner != player_index or Property.temo.no_of_houses > 0:
                    vvalid = 0
                for xplace, tempo in Property._property.items():
                    if Property._property[
                            xplace].country == Property.temo.country:
                        if Property._property[xplace].no_of_houses > 0:
                            vvalid = 0
                            break
                if vvalid == 1:
                    Property.temo.owner = None
                    player.player[player_index].cash += Property.temo.mortgage
                    player.player[
                        player_index].total_wealth += Property.temo.mortgage
                    player.player[
                        player_index].total_wealth -= Property.temo.cost

            if function == "build":
                valid = 1
                if Property.temo.owner != player_index or Property.temo.no_of_houses == 4:
                    valid = 0
                for xplace, tempo in Property._property.items():
                    if Property._property[
                            xplace].country == Property.temo.country:
                        if (
                                Property._property[xplace].no_of_houses <
                                Property.temo.no_of_houses
                        ) or Property._property[xplace].owner != player_index:
                            valid = 0
                            break
                if valid == 1:
                    Property.temo.no_of_houses += 1
                    player.player[player_index].cash -= Property.temo.cost
            if function == "sell":
                valid = 1
                if Property.temo.owner != player_index or Property.temo.no_of_houses == 0:
                    valida = 0
                for xplace, tempo in Property._property.items():
                    if Property._property[
                            xplace].country == Property.temo.country:
                        if (
                                Property._property[xplace].no_of_houses >
                                Property.temo.no_of_houses
                        ) or Property._property[xplace].owner != player_index:
                            valida = 0
                            break
                if valida == 1:
                    Property.temo.no_of_houses -= 1
                    player.player[
                        player_index].cash += 0.5 * Property.temo.cost
            if function == "roll_for_double":
                key = 3
                rolloncejail = 0
            if function == "pay":
                key = 5
                player.player[player_index].cash -= 5000
                player.player[player_index].total_wealth -= 5000
                player.player[player_index].released = 1
                endturn = 0

    _font = pygame.font.Font('freesansbold.ttf', 20)
    functions.text_in_box(msg, _font, tc, x, y, l, h)