Example #1
0
    def drawscoretable(self):
        scores = self.beatmaps[self.current_beatmap].scores
        if len(scores) > 0:
            percent = int((sum(scores) / (len(scores)*2))*10) / 10.0

            misses = 0
            okays = 0
            goods = 0
            perfects = 0
            for s in scores:
                if s == variables.miss_value:
                    misses += 1
                elif s == variables.ok_value:
                    okays += 1
                elif s == variables.good_value:
                    goods += 1
                elif s == variables.perfect_value:
                    perfects += 1

            tabletext = str(percent) + "%   perfects: " + str(perfects) + \
                "  goods: " + str(goods) + "  okays: " + str(okays) + \
                "  misses: " + str(misses) + "  total: " + str(len(scores))

            tablepic = getTextPic(
                tabletext, variables.gettextsize(), variables.WHITE)
            tabley = variables.height-tablepic.get_height()
            tablerect = Rect((variables.width-tablepic.get_width())/2,
                             tabley, tablepic.get_width(), tablepic.get_height())

            variables.screen.blit(tablepic, tablerect)
            variables.dirtyrects.append(tablerect)
Example #2
0
        def drawmid(y, mheight, color):
            x = self.pos[0] + middleofnoteoffset
            if mheight > 0:
                if self.shape() == "square":
                    pygame.draw.rect(variables.screen, color, [x, y, width, mheight], borderwidth)
                elif self.shape() == "triangle":
                    fourthx = width/4
                    pygame.draw.polygon(variables.screen, color,
                                        [[x+3*fourthx, y], [x+fourthx, y], [x, y + mheight/2],
                                         [x+fourthx, y+mheight], [x+3*fourthx, y+mheight], [x+width, y + mheight/2]],
                                        borderwidth)
                elif self.shape() == "round":
                    ellipsesurface = pygame.Surface((width, mheight), pygame.SRCALPHA)
                    pygame.draw.ellipse(ellipsesurface, color,
                                        [0, -20, width, mheight+40],
                                        borderwidth)
                    variables.screen.blit(ellipsesurface, [x, y])

                # draw the multiplier if it is not 1
                if self.scoremultiplier != 1:
                    scorepic = getTextPic("x" + str(self.scoremultiplier), variables.gettextsize(), variables.WHITE)
                    variables.screen.blit(scorepic, (x, y + mheight/2 - variables.gettextsize()/2))
                    
                # now draw pink line if it is an accidental
                if self.accidentalp:
                    pygame.draw.rect(variables.screen, variables.PINK, [x+width/4, y, width/2, mheight]) # don't change border width
Example #3
0
    def draw(self, ison=False):
        if ison:
            rectcolor = variables.BLUE
        else:
            rectcolor = variables.BLUEGREY

        if self.iscentered:
            xpos = self.x*variables.width - self.width()/2
            ypos = self.y*variables.height - self.height()/2
        else:
            xpos = self.x*variables.width
            ypos = self.y*variables.height

        textpic = getTextPic(self.text, self.size*variables.height)

        textpadding = (self.width() - textpic.get_width()) / 2
        ypadding = (self.height() - textpic.get_height()) / 2
        padding = variables.getbuttonpadding()

        nopadding = Rect(xpos, ypos, self.width(), self.height())
        drawrect = Rect(nopadding.x+padding, nopadding.y+padding,
                        nopadding.width-2*padding, nopadding.height-2*padding)

        pygame.draw.rect(variables.screen, rectcolor, nopadding)
        pygame.draw.rect(variables.screen, variables.BLUEWHITE, drawrect)

        variables.screen.blit(textpic, [xpos + textpadding, ypos+ypadding])

        # just always update screen
        variables.dirtyrects.append(pygame.Rect(
            xpos-1, ypos-1, self.width()+2, self.height()+2))
Example #4
0
    def drawscoretable(self):
        scores = self.beatmaps[self.current_beatmap].scores
        if len(scores) > 0:
            percent = int((sum(scores) / (len(scores)*2))*10) / 10.0

            misses = 0
            okays = 0
            goods = 0
            perfects = 0
            for s in scores:
                if s == variables.miss_value:
                    misses += 1
                elif s == variables.ok_value:
                    okays += 1
                elif s == variables.good_value:
                    goods += 1
                elif s == variables.perfect_value:
                    perfects += 1

            tabletext = str(percent) + "%   perfects: " + str(perfects) + \
            "  goods: " + str(goods) + "  okays: " + str(okays) + \
            "  misses: " + str(misses) + "  total: " + str(len(scores))
            
            tablepic = getTextPic(tabletext, variables.gettextsize(), variables.WHITE)
            tabley = variables.height-tablepic.get_height()
            tablerect = Rect((variables.width-tablepic.get_width())/2, tabley, tablepic.get_width(), tablepic.get_height())
            
            variables.screen.blit(tablepic, tablerect)
            variables.dirtyrects.append(tablerect)
Example #5
0
    def drawcombo(self):
        currentb = self.beatmaps[self.current_beatmap]
        totalcombo = self.getcombo()
        if totalcombo >= 10:
            combocolor = difficultytocolor(
                ((totalcombo-9)/variables.numofrounds)/len(currentb.originalnotes))
            # find combo height based on the last time it was increased
            comboheight = variables.gettextsize()
            deltatcombo = variables.settings.current_time-currentb.timeoflastcomboaddition
            # threshhold in millis for making the resizing text animation
            comboanimthreshhold = 100
            if deltatcombo < comboanimthreshhold:
                comboheight *= 1 + (1 - deltatcombo/comboanimthreshhold)*0.5

            playerpicandrect = self.getplayerpicandrect()

            combopic = getTextPic(
                "COMBO: " + str(totalcombo), comboheight, combocolor)
            combox = variables.width-combopic.get_width()
            combodif = combox-(variables.width-playerpicandrect[1].width)
            if combodif > 0:
                combox = combox-combodif/2
            comborect = Rect(
                combox, playerpicandrect[1].y-comboheight*1.5, combopic.get_width(), combopic.get_height())
            variables.screen.blit(combopic, comborect)
            variables.dirtyrects.append(comborect)
Example #6
0
        def drawmid(y, mheight, color):
            x = p[0] + middleofnoteoffset
            if mheight > 0:
                if self.shape() == "square":
                    pygame.draw.rect(variables.screen, color, [x, y, width, mheight], borderwidth)
                elif self.shape() == "triangle":
                    fourthx = width/4
                    pygame.draw.polygon(variables.screen, color,
                                        [[x+3*fourthx, y], [x+fourthx, y], [x, y + mheight/2],
                                         [x+fourthx, y+mheight], [x+3*fourthx, y+mheight], [x+width, y + mheight/2]],
                                        borderwidth)
                elif self.shape() == "round":
                    ellipsesurface = pygame.Surface((width, mheight), pygame.SRCALPHA)
                    pygame.draw.ellipse(ellipsesurface, color,
                                        [0, -20, width, mheight+40],
                                        borderwidth)
                    variables.screen.blit(ellipsesurface, [x, y])

                # draw the multiplier if it is not 1
                if self.scoremultiplier != 1:
                    scorepic = getTextPic("x" + str(self.scoremultiplier), variables.gettextsize(), variables.WHITE)
                    variables.screen.blit(scorepic, (x, y + mheight/2 - variables.gettextsize()/2))
                    
                # now draw pink line if it is an accidental
                if self.accidentalp:
                    pygame.draw.rect(variables.screen, variables.PINK, [x+width/4, y, width/2, mheight]) # don't change border width
Example #7
0
def drawmenu(time, settings, screen):
    title = getTextPic("polar invaders",
                       screen.get_height() / 8,
                       color=(255, 255, 255))
    titlerect = title.get_rect()
    titlerect.center = (screen.get_width() / 2, 0)
    titlerect.top = screen.get_height() / 5

    score = getTextPic("high score: : " + str(settings.getgamedata(gamename)),
                       screen.get_height() / 12,
                       color=(255, 255, 255))
    scorerect = score.get_rect()
    scorerect.center = (screen.get_width() / 2, 0)
    scorerect.top = screen.get_height() / 2

    screen.blit(title, titlerect)
    screen.blit(score, scorerect)
Example #8
0
 def drawname(self):
     promptstring = self.nameprompts[self.option]
     extrabuttonwidth = variables.getmenutextxoffset() / 4
     if self.nameprompts[self.option] == "Confirm difficulty level ":
         reccomendedtext = getTextPic("The reccomended difficulty for new players is 0.", variables.gettextsize(), variables.beginningprompttextcolor)
         variables.screen.blit(reccomendedtext, [variables.width/2 - reccomendedtext.get_width()/2,
                                                 variables.gettextsize()*0])
         self.yesno.draw()
         promptstring = promptstring + str(self.tempdifficulty) + "?"
     
     textpic = getTextPic(promptstring, variables.gettextsize(), variables.beginningprompttextcolor)
     
     typestring = self.namestring
     typecolor = variables.BLACK
     if self.option == 2:
         typestring = str(self.tempdifficulty)
         typecolor = difficultytocolor(self.tempdifficulty/20.0)
             
     typepic = getTextPic(typestring, variables.gettextsize(), typecolor)
     variables.screen.blit(textpic, [variables.width/2 - textpic.get_width()/2, variables.gettextsize()*1.5])
     variables.screen.blit(typepic, [variables.width/2 - typepic.get_width()/2, variables.gettextsize()*2.5])
Example #9
0
 def drawname(self):
     promptstring = self.nameprompts[self.option]
     extrabuttonwidth = variables.getmenutextxoffset() / 4
     if self.nameprompts[self.option] == "Confirm difficulty level ":
         reccomendedtext = getTextPic("The reccomended difficulty for new players is 0.", variables.gettextsize(), variables.beginningprompttextcolor)
         variables.screen.blit(reccomendedtext, [variables.width/2 - reccomendedtext.get_width()/2,
                                                 variables.gettextsize()*0])
         self.yesno.draw()
         promptstring = promptstring + str(self.tempdifficulty) + "?"
     
     textpic = getTextPic(promptstring, variables.gettextsize(), variables.beginningprompttextcolor)
     
     typestring = self.namestring
     typecolor = variables.BLACK
     if self.option == 2:
         typestring = str(self.tempdifficulty)
         typecolor = difficultytocolor(self.tempdifficulty/20.0)
             
     typepic = getTextPic(typestring, variables.gettextsize(), typecolor)
     variables.screen.blit(textpic, [variables.width/2 - textpic.get_width()/2, variables.gettextsize()*1.5])
     variables.screen.blit(typepic, [variables.width/2 - typepic.get_width()/2, variables.gettextsize()*2.5])
Example #10
0
 def drawsun(self, screen):
     sunh = screen.get_height() * 1 / 15
     sunpic = getpicbyheight("sun3", sunh)
     texth = sunh * 2 / 3
     textpic = getTextPic(" " + str(self.sun) + " ", texth)
     boxrect = Rect(
         screen.get_width() - textpic.get_width() - sunpic.get_width(),
         screen.get_height() - sunh,
         textpic.get_width() + sunpic.get_width(), sunh)
     screen.fill(variables.GREY, boxrect)
     screen.blit(sunpic, boxrect)
     screen.blit(textpic, (boxrect.x + sunpic.get_width(), boxrect.y +
                           (sunh - texth) / 2))
Example #11
0
 def drawmessage(self):
     if self.message != None:
         if variables.settings.current_time - self.messagetime > 1000:
             self.message = None
     
     # blit message on top
     if self.message != None:
         if self.message == "saved!":
             icon = getTextPic("saved", variables.gettextsize(), variables.WHITE)
             srect = Rect(0, variables.height-icon.get_height(), icon.get_width(), icon.get_height())
             variables.screen.blit(icon, [srect.x, srect.y])
             variables.dirtyrects.append(srect)
         else:
             graphics.drawthismessage(self.message)
Example #12
0
    def drawmessage(self):
        if self.message != None:
            if variables.settings.current_time - self.messagetime > 1000:
                self.message = None
        
        # blit message on top
        if self.message != None:
            if self.message == "saved!":
                icon = getTextPic("saved", variables.gettextsize(), variables.WHITE)
                srect = Rect(0, variables.height-icon.get_height(), icon.get_width(), icon.get_height())

                variables.screen.fill(variables.BLACK, srect)
                variables.screen.blit(icon, srect)
                variables.dirtyrects.append(srect)
            else:
                graphics.drawthismessage(self.message)
Example #13
0
    def gettextpic(self, i, keylist):
        if i > len(keylist)-1:
            return None
        else:
            if i == len(keylist)-1:
                textstring = keylist[i]
            elif i == 0:
                textstring = keylist[i]
            elif keylist[i] == None:
                textstring = "none"
            elif type(keylist[i]) == str:
                textstring = keylist[i]
            else:
                textstring = pygame.key.name(keylist[i])

            textpic = getTextPic(textstring, variables.gettextsize(), variables.WHITE)
            return textpic
Example #14
0
    def gettextpic(self, i, keylist):
        if i > len(keylist) - 1:
            return None
        else:
            if i == len(keylist) - 1:
                textstring = keylist[i]
            elif i == 0:
                textstring = keylist[i]
            elif keylist[i] == None:
                textstring = "none"
            elif type(keylist[i]) == str:
                textstring = keylist[i]
            else:
                textstring = pygame.key.name(keylist[i])

            textpic = getTextPic(textstring, variables.gettextsize(),
                                 variables.WHITE)
            return textpic
Example #15
0
 def drawmain(self):
     extrabuttonwidth = variables.getmenutextxoffset() / 4
     
     opics = []
     optionnames = self.options()
     for o in optionnames:
         textpic = getTextPic(o, variables.gettextsize(), variables.WHITE)
         opics.append(textpic)
         
     xoffset = variables.getmenutextxoffset()
     
     for x in range(len(opics)):
         textpic = opics[x]
         
         if self.mainmenup:
             xoffset = int(variables.width / 2 - (textpic.get_width() / 2))
         pygame.draw.rect(variables.screen, variables.BLACK,
                          pygame.Rect(xoffset-extrabuttonwidth,
                                      (x + 1) * variables.getmenutextyspace(),
                                      textpic.get_width() + 2*extrabuttonwidth,
                                      textpic.get_height()))
         variables.screen.blit(textpic,
                               [xoffset, (x + 1) * variables.getmenutextyspace()])
         
     dotxoffset = variables.getmenutextxoffset()
     dotwidth = variables.getmenutextxoffset() * 1/3
     if self.mainmenup:
         dotxoffset = int(variables.width / 2 - (opics[self.option].get_width() / 2))
     pygame.draw.rect(variables.screen, variables.WHITE,
                      [dotxoffset - dotwidth,
                       (self.option + 1) * variables.getmenutextyspace(),
                       dotwidth,
                       dotwidth])
     
     if self.mainmenup:
         enemywidth = self.enemyanimation.pic_width(variables.height/5)
         self.enemyanimation.draw_topright(variables.screen,
                                           variables.height/5,
                                           topoffset = (len(opics) + 1) * variables.getmenutextyspace(),
                                           rightoffset = int(variables.width/2 - enemywidth/2))
Example #16
0
 def drawmain(self):
     extrabuttonwidth = variables.getmenutextxoffset() / 4
     
     opics = []
     optionnames = self.options()
     for o in optionnames:
         textpic = getTextPic(o, variables.gettextsize(), variables.WHITE)
         opics.append(textpic)
         
     xoffset = variables.getmenutextxoffset()
     
     for x in range(len(opics)):
         textpic = opics[x]
         
         if self.mainmenup:
             xoffset = int(variables.width / 2 - (textpic.get_width() / 2))
         pygame.draw.rect(variables.screen, variables.BLACK,
                          pygame.Rect(xoffset-extrabuttonwidth,
                                      (x + 1) * variables.getmenutextyspace(),
                                      textpic.get_width() + 2*extrabuttonwidth,
                                      textpic.get_height()))
         variables.screen.blit(textpic,
                               [xoffset, (x + 1) * variables.getmenutextyspace()])
         
     dotxoffset = variables.getmenutextxoffset()
     dotwidth = variables.getmenutextxoffset() * 1/3
     if self.mainmenup:
         dotxoffset = int(variables.width / 2 - (opics[self.option].get_width() / 2))
     pygame.draw.rect(variables.screen, variables.WHITE,
                      [dotxoffset - dotwidth,
                       (self.option + 1) * variables.getmenutextyspace(),
                       dotwidth,
                       dotwidth])
     
     if self.mainmenup:
         enemywidth = self.enemyanimation.pic_width(variables.height/5)
         self.enemyanimation.draw_topright(variables.screen,
                                           variables.height/5,
                                           topoffset = (len(opics) + 1) * variables.getmenutextyspace(),
                                           rightoffset = int(variables.width/2 - enemywidth/2))
Example #17
0
 def getfeedbackpic(self, index):
     color = variables.WHITE
     if self.feedbackcolor[index] != None:
         color = self.feedbackcolor[index]
     s = self.feedback[index]
     rotatep = False
     if s == "miss":
         s = "MISS"
         rotatep = True
     elif s == "ok":
         rotatep = True
         s = "OK"
     elif s == "good":
         s = "GOOD"
         rotatep = True
     elif s == "perfect":
         s = "PERFECT"
         rotatep = True
     pic = graphics.getTextPic(s, variables.gettextsize(), color)
     if rotatep:
         pic = pygame.transform.rotate(pic, -45)
     return pic
Example #18
0
 def getfeedbackpic(self, index):
     color = variables.WHITE
     if self.feedbackcolor[index] != None:
         color = self.feedbackcolor[index]
     s = self.feedback[index]
     rotatep = False
     if s == "miss":
         s = "MISS"
         rotatep = True
     elif s == "ok":
         rotatep = True
         s = "OK"
     elif s == "good":
         s = "GOOD"
         rotatep = True
     elif s == "perfect":
         s = "PERFECT"
         rotatep = True
     pic = graphics.getTextPic(s, variables.gettextsize(), color)
     if rotatep:
         pic = pygame.transform.rotate(pic, -45)
     return pic
Example #19
0
def ondraw(time, settings, screen):

    screen.fill((0, 0, 0))
    for i in range(len(polargame.starValues)):
        pygame.draw.rect(screen, polargame.starValues[i][0],
                         polargame.starValues[i][1], 0)
    for bullet in polargame.eBullets:
        bullet.display(screen)
    for enemy in polargame.enemies:
        enemy.display(screen)
    for bullet in polargame.pBullets:
        bullet.display(screen)

    polargame.count += polargame.animationSpeed * polargame.dTime

    if polargame.mainBoost:
        drawboostimg(screen, mainBooster[int(polargame.count) % 4], "main")

    if polargame.rightBoost:
        drawboostimg(screen, rightBooster[int(polargame.count) % 4], "right")

    if polargame.leftBoost:
        drawboostimg(screen, leftBooster[int(polargame.count) % 4], "left")

    text = getTextPic("score:  " + str(polargame.score) + "   health:  " +
                      str(polargame.pHealth),
                      int(variables.gettextsize() * 0.6),
                      color=(255, min(max(0, polargame.pHealth * 255 / 30),
                                      255),
                             min(max(0, polargame.pHealth * 255 / 30), 255)))
    textrect = text.get_rect()
    textrect.center = (polargame.width / 2, 0)
    textrect.top = 0
    screen.blit(text, textrect)
    if polargame.gamestate == "menu":
        drawmenu(time, settings, screen)

    variables.dirtyupdateall()
Example #20
0
    def drawcombo(self):
        currentb=self.beatmaps[self.current_beatmap]
        totalcombo = self.getcombo()
        if totalcombo >= 10:
            combocolor = difficultytocolor(((totalcombo-9)/variables.numofrounds)/len(currentb.originalnotes))
            # find combo height based on the last time it was increased
            comboheight = variables.gettextsize()
            deltatcombo = variables.settings.current_time-currentb.timeoflastcomboaddition
            # threshhold in millis for making the resizing text animation
            comboanimthreshhold = 100
            if deltatcombo < comboanimthreshhold:
                comboheight *= 1 + (1 - deltatcombo/comboanimthreshhold)*0.5

            playerpicandrect = self.getplayerpicandrect()
                
            combopic = getTextPic("COMBO: " + str(totalcombo), comboheight, combocolor)
            combox = variables.width-combopic.get_width()
            combodif = combox-(variables.width-playerpicandrect[1].width)
            if combodif > 0:
                combox = combox-combodif/2
            comborect = Rect(combox, playerpicandrect[1].y-comboheight*1.5, combopic.get_width(), combopic.get_height())
            variables.screen.blit(combopic, comborect)
            variables.dirtyrects.append(comborect)
Example #21
0
    def draw(self, ison = False):
        if ison:
            rectcolor = variables.GREEN
        else:
            rectcolor = variables.WHITE
            
        if self.iscentered:
            xpos = self.x*variables.width - self.width()/2
            ypos = self.y*variables.height - self.height()/2
        else:
            xpos = self.x*variables.width
            ypos = self.y*variables.height
            
        textpic = getTextPic(self.text, self.size*variables.height)

        textpadding = (self.width() - textpic.get_width()) / 2


        variables.screen.fill(rectcolor, [xpos, ypos, self.width(), self.height()])
        variables.screen.blit(textpic, [xpos + textpadding, ypos])
        
        # just always update screen
        variables.dirtyrects.append(pygame.Rect(xpos, ypos, self.width(), self.height()))
Example #22
0
    def drawline(self, keytype, ypos, selectedoption = None):
        title = getTextPic(keytype + "-", variables.gettextsize(), variables.WHITE)
        variables.screen.blit(title, (variables.getmenutextxoffset(), ypos))
        keylist = ["-"] + self.workingcopy.keydict[keytype] + ["+"]
        
        i = self.bindingscroll
        currentx = variables.getmenutextxoffset()*2 + title.get_width()
        while i < len(keylist):
            textpic = self.gettextpic(i, keylist)
            
            if i == selectedoption:
                self.drawdot(currentx)
                # handle scrolling for next frame
                if currentx + textpic.get_width() > variables.width:
                    self.bindingscroll += 1
            
            
            variables.screen.blit(textpic, (currentx, ypos))
            currentx += variables.getmenutextxoffset()+textpic.get_width()
                
            i += 1

        if self.bindingoption < self.bindingscroll:
            self.bindingscroll -= 1
Example #23
0
    def drawline(self, keytype, ypos, selectedoption=None):
        title = getTextPic(keytype + "-", variables.gettextsize(),
                           variables.WHITE)
        variables.screen.blit(title, (variables.getmenutextxoffset(), ypos))
        keylist = ["-"] + self.workingcopy.keydict[keytype] + ["+"]

        i = self.bindingscroll
        currentx = variables.getmenutextxoffset() * 2 + title.get_width()
        while i < len(keylist):
            textpic = self.gettextpic(i, keylist)

            if i == selectedoption:
                self.drawdot(currentx)
                # handle scrolling for next frame
                if currentx + textpic.get_width() > variables.width:
                    self.bindingscroll += 1

            variables.screen.blit(textpic, (currentx, ypos))
            currentx += variables.getmenutextxoffset() + textpic.get_width()

            i += 1

        if self.bindingoption < self.bindingscroll:
            self.bindingscroll -= 1
Example #24
0
    def draw(self):
        if self.current_beatmap<len(self.beatmaps):
            currentb = self.beatmaps[self.current_beatmap]
        else:
            currentb = None
        h = variables.height
        w = variables.width
        b = h * 13 / 16
        p = classvar.player
        # background
        variables.screen.fill(variables.BLACK)

        # draw enemy first
        if self.state != "dance":
            self.enemy.animation.reset() # if not dancing, use first frame
            

        # draw enemy
        self.enemy.animation.draw_topright(variables.screen, enemypic_height())
            
        playerpicandrect = self.getplayerpicandrect()
        

        # draw the player
        if self.state == "dance":
            # draw the special animation behind the player
            self.drawspecialmove()
        variables.screen.blit(playerpicandrect[0], playerpicandrect[1])

        if currentb != None:
            # now draw the combo if necessary
            self.drawcombo()

        if self.enemy.animation.updatealwaysbattle:
            self.updatescreenforenemy()
        
        # draw beatmap
        if self.state == "dance":
            self.beatmaps[self.current_beatmap].draw()
        elif self.state == "attacking":
            self.beatmaps[self.current_beatmap].draw_pads()

        if self.state == "choose":
            # enemy name
            enemyname = variables.font.render("LV " + str(self.enemy.lv) + " " + self.enemy.name + " appears!", 0,
                                              variables.WHITE)
            enemynamescaled = sscale(enemyname)
            variables.screen.blit(enemynamescaled, [w / 2 - (enemynamescaled.get_width() / 2), h / 2])

            self.battlechoice.draw()
            
            # draw the wave above the battlechoice
            wavex = self.battlechoice.buttons[-2].x * variables.width
            # the height of the wave
            waveamp = (self.battlechoice.buttons[-2].height()*3/4) * 0.5
            
            wavelen = self.battlechoice.buttons[-2].width()*3/4
            wavey = self.battlechoice.buttons[-2].y*variables.height-waveamp
            loopbuffer = play_sound.all_tones[variables.settings.soundpack].loopbuffers[0]
            skiplen = (len(loopbuffer)/25)/wavelen
            drawwave(loopbuffer, skiplen, wavex, wavey, waveamp, wavelen, (255,255,255))

            # draw the scale above battlechoice
            firstscalex = self.battlechoice.buttons[-1].x * variables.width
            scalex = firstscalex
            scaley = self.battlechoice.buttons[-1].y*variables.height - self.battlechoice.buttons[-1].height()
            scaleintervals = play_sound.scales[self.getscalename()]
            for i in scaleintervals:
                tpic = getTextPic(str(i)+" ", variables.gettextsize(), variables.WHITE)
                variables.screen.blit(tpic, (scalex, scaley))
                scalex += tpic.get_width()
            variables.dirtyrects.append(Rect(firstscalex, scaley, scalex-firstscalex, self.battlechoice.buttons[-1].height()))

        elif self.state == "lose" or self.state == "win":

            # button
            if self.state == "win":
                conttext = "continue"
                # button coordinates are multipliers of screen width and height
                continuebutton = Button(1 / 2, b/h, conttext, variables.gettextsize()/h)
                continuebutton.iscentered = True
                continuebutton.draw(True)
            else:
                self.retrychoice.draw()

            # text
            text = None
            if self.state == "lose":
                text = variables.font.render("you lost...", 0, variables.WHITE)
            else:
                text = variables.font.render("you win!", 0, variables.WHITE)
            textscaled = sscale(text)
            variables.screen.blit(textscaled, [w / 2 - (textscaled.get_width() / 2), h / 2])
            self.drawscoretable()

        
        elif self.state == "exp" or self.state == "got exp":
            text = "continue"
            # continue button
            continuebutton = Button(1 / 2, b/h, text, variables.gettextsize()/h)
            continuebutton.iscentered = True
            continuebutton.draw(True)

            # text
            text = variables.font.render("EXP", 0, variables.WHITE)
            textscaled = sscale(text)
            exppos = [w / 2 - (textscaled.get_width() / 2), h / 3]
            variables.screen.blit(textscaled, exppos)
            variables.dirtyrects.append(Rect(exppos[0], exppos[1], textscaled.get_width(), textscaled.get_height()))
            text = variables.font.render("Lv " + str(classvar.player.lv()), 0, variables.WHITE)
            textscaled = sscale(text)
            lvpos = [0, h / 3 - textscaled.get_height()]
            variables.screen.blit(textscaled, lvpos)
            variables.dirtyrects.append(Rect(lvpos[0], lvpos[1], textscaled.get_width(), textscaled.get_height()))

            # exp bar
            percentofbar = stathandeling.percentoflevel(p.exp)
            barrect = Rect(0, h/2, w*percentofbar, h/18)
            variables.screen.fill(variables.BLUE, barrect)
            variables.dirtyrects.append(barrect)

            # level up text
            if self.state == "got exp" and stathandeling.explv(self.oldexp) < stathandeling.explv(self.newexp):
                text = variables.font.render(variables.settings.bearname + "'s dance level increased.", 0, variables.GREEN)
                textscaled = sscale(text)
                coordinates = [w / 2 - (textscaled.get_width() / 2), h / 3 - textscaled.get_height()]
                variables.screen.blit(textscaled,
                                      coordinates)
                variables.dirtyrects.append(Rect(coordinates[0], coordinates[1], textscaled.get_width(), textscaled.get_height()))

            self.drawscoretable()

        # player health bar
        playermaxh = stathandeling.max_health(p.lv())
        healthh = h * (1 / 18)
        enemyhealthh = h * (1 / 50)
        
        epich = enemypic_height()
        epicw = self.enemy.animation.pic_width(epich)
        percenthealthlefte = self.enemy.health / stathandeling.max_health(self.enemy.lv)
        healthbarcolor = variables.GREEN
        if p.health != playermaxh:
            percenthealthleft = p.health / playermaxh
            barrect = Rect(w - epicw, epich, epicw * (1 - percenthealthleft),enemyhealthh)
            variables.screen.fill(healthbarcolor, barrect)
            variables.dirtyrects.append(barrect)
        if not percenthealthlefte == 1:
            barrect = Rect(0, h-healthh, w*(1-percenthealthlefte), healthh)
            variables.screen.fill(healthbarcolor, barrect)
            variables.dirtyrects.append(barrect)
        # if they did not miss any in the last beatmap
        if (self.damage_multiplier > variables.perfect_value and self.state == "attacking"):
            punscaled = variables.font.render("PERFECT!", 0, variables.WHITE)
            ptext = sscale_customfactor(punscaled, 1.5)
            coordinates = [(variables.width / 2) - (ptext.get_width() / 2) - epich, variables.getpadypos() - ptext.get_height() - 10]
            variables.screen.blit(ptext, coordinates)
            variables.dirtyrects.append(Rect(coordinates[0], coordinates[1], ptext.get_width(), ptext.get_height()))
Example #25
0
 def width(self):
     if self.screenwidthoverride == None:
         textpic = getTextPic(self.text, self.size*variables.height)
         return textpic.get_width() + variables.getbuttonpadding()*2
     else:
         return self.screenwidthoverride * variables.width
Example #26
0
 def linepic(self, index):
     return getTextPic(self.dialogue[index], variables.gettextsize(), variables.WHITE)
Example #27
0
    def draw(self):
        options = self.getoptionlist()
        if self.state == "main":

            onscreen = options[self.scroll:self.scroll+self.linesperscreen()]
            for i in range(len(onscreen)):
                ypos = i * variables.getmenutextyspace()
                keytype = onscreen[i]
                # if it is not a binding
                if not keytype in self.workingcopy.keydict:
                    title = getTextPic(keytype, variables.gettextsize(), variables.WHITE)
                    variables.screen.blit(title, (variables.getmenutextxoffset(), ypos))
                    # draw dot
                    if i == self.option-self.scroll and keytype != "mode":
                        self.drawdot(variables.getmenutextxoffset())

                    if keytype == "volume":
                        for x in range(int(self.workingcopy.volume*10)):
                            xpos = variables.getmenutextxoffset() + variables.gettextsize()*x + title.get_width()
                            variables.screen.fill(variables.BLUE, (xpos + variables.gettextsize()/4, ypos + variables.gettextsize()/4,
                                                                   variables.gettextsize()*(3/4), variables.gettextsize()*(3/4)))
                    elif keytype == "mode":
                        xpos = variables.getmenutextxoffset()*2 + title.get_width()
                        i = 0
                        for t in self.windowmodes:
                            if i == self.bindingoption:
                                if options[self.option] == "mode":
                                    self.drawdot(xpos, ypos)
                            pic = getTextPic(t, variables.gettextsize(), variables.WHITE)
                            variables.screen.blit(pic, (xpos, ypos))
                            if self.workingcopy.windowmode == t:
                                pygame.draw.rect(variables.screen, variables.BLUE, (xpos-2, ypos+2, pic.get_width()+4, pic.get_height()+2), 2)
                            xpos += variables.getmenutextxoffset() + pic.get_width()
                            i += 1
                    elif keytype in self.toggleoptions:
                        xpos = variables.getmenutextxoffset()*2 + title.get_width()
                        text = "off"
                        if getattr(self.workingcopy, self.toggleoptionsvars[self.toggleoptions.index(keytype)]):
                            text = "on"
                        pic = getTextPic(text, variables.gettextsize(), variables.WHITE)
                        variables.screen.blit(pic, (xpos, ypos))
                        if self.workingcopy.autosavep:
                            pygame.draw.rect(variables.screen, variables.BLUE, (xpos-2, ypos+2, pic.get_width()+4, pic.get_height()+2), 1)
                else:
                    if i == self.option-self.scroll:
                        self.drawline(keytype, ypos, selectedoption = self.bindingoption)
                    else:
                        self.drawline(keytype, ypos)
                        
        elif self.state == "keychange":
            text = getTextPic("Press a key to bind to " + options[self.option], variables.gettextsize(), variables.WHITE)
            variables.screen.blit(text, (variables.width/2 - text.get_width()/2, variables.height/2 - text.get_height()/2))

        elif self.state == "confirm":
            text = getTextPic("Continue with these settings?", variables.gettextsize(), variables.WHITE)
            variables.screen.blit(text, (variables.width/2 - text.get_width()/2, variables.height/2 - variables.gettextsize()*2))
            counter = getTextPic(str(self.confirmsecondsleft()), variables.gettextsize(), variables.WHITE)
            variables.screen.blit(counter, (variables.width/2 - counter.get_width()/2, variables.height/2 - variables.gettextsize()/2))

            yesnoy = variables.height/2 + variables.gettextsize()*2
            yes = getTextPic("yes", variables.gettextsize(), variables.WHITE)
            yesx = variables.width/2 - yes.get_width() - variables.getmenutextxoffset()
            variables.screen.blit(yes, (yesx, yesnoy))

            no = getTextPic("no", variables.gettextsize(), variables.WHITE)
            nox = variables.width/2 + no.get_width() + variables.getmenutextxoffset()
            variables.screen.blit(no, (nox, yesnoy))

            # draw dot next to yes
            if self.confirmoption == 0:
                self.drawdot(yesx, yesnoy)
            elif self.confirmoption == 1:
                self.drawdot(nox, yesnoy)
Example #28
0
    def draw(self):
        if self.current_beatmap < len(self.beatmaps):
            currentb = self.beatmaps[self.current_beatmap]
        else:
            currentb = None
        h = variables.height
        w = variables.width
        b = h * 13 / 16
        p = classvar.player
        # background
        if variables.battle_background != None:
            variables.screen.blit(variables.battle_background, (0, 0))
        else:
            variables.screen.fill(variables.BLACK)

        # draw enemy first
        if self.state != "dance":
            self.enemy.animation.reset()  # if not dancing, use first frame

        # draw enemy
        self.enemy.animation.draw_topright(variables.screen, enemypic_height())

        playerpicandrect = self.getplayerpicandrect()

        # draw the player
        if self.state == "dance":
            # draw the special animation behind the player
            self.drawspecialmove()
        variables.screen.blit(playerpicandrect[0], playerpicandrect[1])

        if currentb != None:
            # now draw the combo if necessary
            self.drawcombo()

        if self.enemy.animation.updatealwaysbattle:
            self.updatescreenforenemy()

        # draw beatmap
        if self.state == "dance":
            self.beatmaps[self.current_beatmap].draw()
        elif self.state == "attacking":
            self.beatmaps[self.current_beatmap].draw_pads()

        if self.state == "choose":
            # enemy name
            enemyname = variables.font.render("LV " + str(self.enemy.lv) + " " + self.enemy.name + " appears!", 0,
                                              variables.WHITE)
            enemynamescaled = sscale(enemyname)
            variables.screen.blit(
                enemynamescaled, [w / 2 - (enemynamescaled.get_width() / 2), h / 2])

            self.battlechoice.draw()

            # draw the wave above the battlechoice
            wavex = self.battlechoice.buttons[-2].x * variables.width
            # the height of the wave
            waveamp = (self.battlechoice.buttons[-2].height()*3/4) * 0.5

            wavelen = self.battlechoice.buttons[-2].width()*3/4
            wavey = self.battlechoice.buttons[-2].y*variables.height-waveamp
            loopbuffer = play_sound.all_tones[variables.settings.soundpack].loopbuffers[0]
            skiplen = (len(loopbuffer)/25)/wavelen
            drawwave(variables.screen, loopbuffer, skiplen, wavex,
                     wavey, waveamp, wavelen, (255, 255, 255))

            # draw the scale above battlechoice
            firstscalex = self.battlechoice.buttons[-1].x * variables.width
            scalex = firstscalex
            scaley = self.battlechoice.buttons[-1].y*variables.height - self.battlechoice.buttons[-1].height()
            scaleintervals = play_sound.scales[self.getscalename()]
            for i in scaleintervals:
                tpic = getTextPic(str(i)+" ", variables.gettextsize(), variables.WHITE)
                variables.screen.blit(tpic, (scalex, scaley))
                scalex += tpic.get_width()
            variables.dirtyrects.append(Rect(firstscalex, scaley, scalex-firstscalex, self.battlechoice.buttons[-1].height()))

        elif self.state == "lose" or self.state == "win":

            # button
            if self.state == "win":
                conttext = "continue"
                # button coordinates are multipliers of screen width and height
                continuebutton = Button(1 / 2, b/h, conttext, variables.gettextsize()/h)
                continuebutton.iscentered = True
                continuebutton.draw(True)
            else:
                self.retrychoice.draw()

            # text
            text = None
            if self.state == "lose":
                text = variables.font.render("you lost...", 0, variables.WHITE)
            else:
                text = variables.font.render("you win!", 0, variables.WHITE)
            textscaled = sscale(text)
            variables.screen.blit(textscaled, [w / 2 - (textscaled.get_width() / 2), h / 2])

        
        elif self.state == "exp" or self.state == "got exp":
            text = "continue"
            # continue button
            continuebutton = Button(1 / 2, b/h, text, variables.gettextsize()/h)
            continuebutton.iscentered = True
            continuebutton.draw(True)

            # text
            text = variables.font.render("EXP", 0, variables.WHITE)
            textscaled = sscale(text)
            exppos = [w / 2 - (textscaled.get_width() / 2), h / 3]
            variables.screen.blit(textscaled, exppos)
            variables.dirtyrects.append(Rect(exppos[0], exppos[1], textscaled.get_width(), textscaled.get_height()))
            text = variables.font.render("Lv " + str(classvar.player.lv()), 0, variables.WHITE)
            textscaled = sscale(text)
            lvpos = [0, h / 3 - textscaled.get_height()]
            variables.screen.blit(textscaled, lvpos)
            variables.dirtyrects.append(Rect(lvpos[0], lvpos[1], textscaled.get_width(), textscaled.get_height()))

            # exp bar
            percentofbar = stathandeling.percentoflevel(p.exp)
            barrect = Rect(0, h/2, w*percentofbar, h/18)
            variables.screen.fill(variables.BLUE, barrect)
            variables.dirtyrects.append(barrect)

            # level up text
            if self.state == "got exp" and stathandeling.explv(self.oldexp) < stathandeling.explv(self.newexp):
                text = variables.font.render(variables.settings.bearname + "'s dance level increased.", 0, variables.GREEN)
                textscaled = sscale(text)
                coordinates = [w / 2 - (textscaled.get_width() / 2), h / 3 - textscaled.get_height()]
                variables.screen.blit(textscaled,
                                      coordinates)
                variables.dirtyrects.append(Rect(coordinates[0], coordinates[1], textscaled.get_width(), textscaled.get_height()))

            self.drawscoretable()

        # player health bar
        playermaxh = stathandeling.max_health(p.lv())
        healthh = h * (1 / 18)
        enemyhealthh = h * (1 / 50)
        
        epich = enemypic_height()
        epicw = self.enemy.animation.pic_width(epich)
        percenthealthlefte = self.enemy.health / stathandeling.max_health(self.enemy.lv)
        healthbarcolor = variables.GREEN
        if p.health != playermaxh:
            percenthealthleft = p.health / playermaxh
            barrect = Rect(w - epicw, epich, epicw * (1 - percenthealthleft),enemyhealthh)
            variables.screen.fill(healthbarcolor, barrect)
            variables.dirtyrects.append(barrect)
        if not percenthealthlefte == 1:
            barrect = Rect(0, h-healthh, w*(1-percenthealthlefte), healthh)
            variables.screen.fill(healthbarcolor, barrect)
            variables.dirtyrects.append(barrect)
        # if they did not miss any in the last beatmap
        if (self.damage_multiplier > variables.perfect_value and self.state == "attacking"):
            punscaled = variables.font.render("PERFECT!", 0, variables.WHITE)
            ptext = sscale_customfactor(punscaled, 1.5)
            coordinates = [(variables.width / 2) - (ptext.get_width() / 2) - epich, variables.getpadypos() - ptext.get_height() - 10]
            variables.screen.blit(ptext, coordinates)
            variables.dirtyrects.append(Rect(coordinates[0], coordinates[1], ptext.get_width(), ptext.get_height()))

        if self.state == "lose" or self.state == "win" or self.state == "exp" or self.state == "got exp":
            self.drawscoretable()
Example #29
0
 def width(self):
     if self.screenwidthoverride == None:
         textpic = getTextPic(self.text, self.size*variables.height)
         return textpic.get_width() + variables.getbuttonpadding()
     else:
         return self.screenwidthoverride * variables.width
Example #30
0
    def draw(self):
        options = self.getoptionlist()
        if self.state == "main":

            onscreen = options[self.scroll:self.scroll + self.linesperscreen()]
            for i in range(len(onscreen)):
                ypos = i * variables.getmenutextyspace()
                keytype = onscreen[i]
                # if it is not a binding
                if not keytype in self.workingcopy.keydict:
                    title = getTextPic(keytype, variables.gettextsize(),
                                       variables.WHITE)
                    variables.screen.blit(
                        title, (variables.getmenutextxoffset(), ypos))
                    # draw dot
                    if i == self.option - self.scroll and keytype != "mode":
                        self.drawdot(variables.getmenutextxoffset())

                    if keytype == "volume":
                        for x in range(int(self.workingcopy.volume * 10)):
                            xpos = variables.getmenutextxoffset(
                            ) + variables.gettextsize() * x + title.get_width(
                            )
                            variables.screen.fill(
                                variables.BLUE,
                                (xpos + variables.gettextsize() / 4,
                                 ypos + variables.gettextsize() / 4,
                                 variables.gettextsize() *
                                 (3 / 4), variables.gettextsize() * (3 / 4)))
                    elif keytype == "mode":
                        xpos = variables.getmenutextxoffset(
                        ) * 2 + title.get_width()
                        i = 0
                        for t in self.windowmodes:
                            if i == self.bindingoption:
                                if options[self.option] == "mode":
                                    self.drawdot(xpos, ypos)
                            pic = getTextPic(t, variables.gettextsize(),
                                             variables.WHITE)
                            variables.screen.blit(pic, (xpos, ypos))
                            if self.workingcopy.windowmode == t:
                                pygame.draw.rect(
                                    variables.screen, variables.BLUE,
                                    (xpos - 2, ypos + 2, pic.get_width() + 4,
                                     pic.get_height() + 2), 2)
                            xpos += variables.getmenutextxoffset(
                            ) + pic.get_width()
                            i += 1
                    elif keytype in self.toggleoptions:
                        xpos = variables.getmenutextxoffset(
                        ) * 2 + title.get_width()
                        text = "off"
                        if getattr(
                                self.workingcopy, self.toggleoptionsvars[
                                    self.toggleoptions.index(keytype)]):
                            text = "on"
                        pic = getTextPic(text, variables.gettextsize(),
                                         variables.WHITE)
                        variables.screen.blit(pic, (xpos, ypos))
                        if self.workingcopy.autosavep:
                            pygame.draw.rect(
                                variables.screen, variables.BLUE,
                                (xpos - 2, ypos + 2, pic.get_width() + 4,
                                 pic.get_height() + 2), 1)
                else:
                    if i == self.option - self.scroll:
                        self.drawline(keytype,
                                      ypos,
                                      selectedoption=self.bindingoption)
                    else:
                        self.drawline(keytype, ypos)

        elif self.state == "keychange":
            text = getTextPic("Press a key to bind to " + options[self.option],
                              variables.gettextsize(), variables.WHITE)
            variables.screen.blit(
                text, (variables.width / 2 - text.get_width() / 2,
                       variables.height / 2 - text.get_height() / 2))

        elif self.state == "confirm":
            text = getTextPic("Continue with these settings?",
                              variables.gettextsize(), variables.WHITE)
            variables.screen.blit(
                text, (variables.width / 2 - text.get_width() / 2,
                       variables.height / 2 - variables.gettextsize() * 2))
            counter = getTextPic(str(self.confirmsecondsleft()),
                                 variables.gettextsize(), variables.WHITE)
            variables.screen.blit(
                counter, (variables.width / 2 - counter.get_width() / 2,
                          variables.height / 2 - variables.gettextsize() / 2))

            yesnoy = variables.height / 2 + variables.gettextsize() * 2
            yes = getTextPic("yes", variables.gettextsize(), variables.WHITE)
            yesx = variables.width / 2 - yes.get_width(
            ) - variables.getmenutextxoffset()
            variables.screen.blit(yes, (yesx, yesnoy))

            no = getTextPic("no", variables.gettextsize(), variables.WHITE)
            nox = variables.width / 2 + no.get_width(
            ) + variables.getmenutextxoffset()
            variables.screen.blit(no, (nox, yesnoy))

            # draw dot next to yes
            if self.confirmoption == 0:
                self.drawdot(yesx, yesnoy)
            elif self.confirmoption == 1:
                self.drawdot(nox, yesnoy)
Example #31
0
 def linepic(self, index):
     return getTextPic(self.dialogue[index], variables.gettextsize(),
                       variables.WHITE)