Example #1
0
    def draw(self, screen: Surface, clock: pg.time.Clock) -> Optional[ScreenType]:
        player.handle_keys()

        light_mask = Surface((screen.get_width(), screen.get_height()), flags=SRCALPHA)
        light_mask.fill(Color(0, 0, 0))

        # Draw stuff and fill the light mask with light sources
        map.draw(screen, light_mask)
        player.draw(screen, light_mask)
        screen.blit(light_mask, (0, 0))

        monsters.draw_all(screen)

        clock.tick(60)
        try:
            logic.tick()
        except GameOverEx:
            return DefeatScreen
        except WonEx:
            return EndScreen

        fps = clock.get_fps()
        if fps > 0:
            pg.display.set_caption(f"FPS: {clock.get_fps()}")

        return None
Example #2
0
def in_room(screen: pygame.display, clock: pygame.time.Clock, my_acc: Account, accounts: List[Account], room: Room) -> None:
	ViewHandler.clear_views()
	is_in_room = True
	sent_ready = False

	def game_listener(view):
		nonlocal is_in_room
		nonlocal sent_ready

		if not sent_ready:
			n.send("ready")
			print("Sent ready")
			sent_ready = True

	play = Button(WIDTH / 2 - 150, 50, 300) \
		.set_text("Ready") \
		.set_on_click_listener(game_listener) \
		.set_on_hover_listener(on_hover) \
		.set_on_unhover_listener(on_unhover)

	my_textview = TextView(50, 150, 200).set_text(my_acc.username)

	accounts_display = []  # type: List[TextView]

	for i, acc in enumerate(accounts):  # type: int, Account
		accounts_display.append(TextView(WIDTH / 2, 200 + (i * 50), 300)
		                        .set_text(acc.username))

	while is_in_room:
		data = n.receive()
		if data:
			if type(data) == Account:
				new_account = data
				print("got another acc")
				accounts.append(new_account)
				accounts_display.append(TextView(WIDTH / 2, 200 + ((len(accounts) - 1) * 50), 300)
				                        .set_text(new_account.username))
			elif data == "ready":
				print("Got ready")
				room.running = True
				is_in_room = False
			else:
				print("-----------Weird data!!!!:", data)

		screen.fill(BACKGROUND_COLOR)
		events = pygame.event.get()

		for event in events:
			if event.type == pygame.QUIT:
				is_in_room = False
				pygame.quit()
				break

		ViewHandler.handle_view_events(events)

		ViewHandler.render_views(screen)
		pygame.display.update()
		clock.tick(60)
Example #3
0
 def game_over(self, surf: Surface, screen: Surface, dims: Tuple[int, int],
               clock: pygame.time.Clock) -> None:
     for _ in range(10):
         self.block_positions += 25
         pygame.surfarray.blit_array(surf, self.block_positions)
         surf2 = pygame.transform.scale(surf, dims)
         screen.blit(surf2, (0, 0))
         pygame.display.update()
         clock.tick(4)
Example #4
0
def draw(screen: pygame.Surface, background: pygame.Surface,
         framerate: int, all_sprites: pygame.sprite.Group,
         clock: pygame.time.Clock, grid: Grid, current_time: int,
         grid_visible: bool) -> None:
    screen.blit(background, [0, 0])
    all_sprites.update()
    if grid_visible:
        grid.draw_grid(screen, current_time)
    all_sprites.draw(screen)
    pygame.display.flip()
    clock.tick(framerate)
Example #5
0
def game(screen: pygame.Surface, main_clock: pygame.time.Clock) -> None:
    """
    Main game loop

    Parameters
    ----------

    screen: pygame.Surface
      Screen to display game on

    main_clock: pygame.time.Clock
      Game clock
    """

    GameState.load_level()
    draw_manager = DrawManager(screen)
    collision_manager = CollisionManager()
    input_manager = InputManager()

    running: bool = True
    while running and GameState.player.alive():
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                running = False

        draw_manager.adjust_screen()
        input_manager.handle_input()
        physics_tick(collision_manager)
        collision_manager.check_all_collisions()
        if collision_manager.player_collides_goal():
            # Level completed
            print(f"Level {GameState.level} completed!")
            GameState.next_level()

        draw_manager.draw_all()
        pygame.display.update()
        main_clock.tick(60)

    if not GameState.player.alive():
        GameState.level = 1
        running = True
        while running:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()
                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    running = False
            draw_manager.draw_game_over()
            pygame.display.update()
Example #6
0
    def run_game(self, clock: pg.time.Clock) -> bool:
        """Run the game."""
        run: bool = True
        # Check for events
        for event in pg.event.get():
            if event.type == pg.QUIT:
                run = False
            # Code for slides
            elif event.type == pg.MOUSEBUTTONDOWN:
                pos = pg.mouse.get_pos()
                for s in self.slides:
                    if s.button_rect.collidepoint(pos):
                        s.hit = True
            elif event.type == pg.MOUSEBUTTONUP:
                for s in self.slides:
                    s.hit = False

        # Fill the screen with black to remove old drawings
        self.screen.screen.fill(Colors.BLACK.value)

        # Draw arena
        self.arena.draw(self.screen.screen)

        # Move players
        self.physics.move_players()

        # Draw players
        for p in self.players:
            p.update_health()
            p.draw(self.screen.screen)

        # Draw plots
        for graph in self.graphs:
            graph.draw(self.screen.screen)

        # Move sliders
        for s in self.slides:
            if s.hit:
                pass
                s.move()

        # Draw sliders
        for s in self.slides:
            s.draw(self.screen.screen)

        pg.display.flip()
        clock.tick(60)

        if True in [p.health_bar.health <= 0 for p in self.players]:
            return False

        return run
Example #7
0
def mainloop(screen: pg.Surface, main_clock: pg.time.Clock):
    background_color = "black"
    run = True

    time = 0  # angle for polar-to-cartesian conversion
    r = 100
    wave = []
    circles = 3
    circle_color = (100, 100, 100)

    while run:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                run = False
            elif event.type == pg.KEYDOWN:
                if event.key == pg.K_UP:
                    circles += 1
                elif event.key == pg.K_DOWN:
                    circles -= 1

        screen.fill(background_color)

        x, y = 0, 0
        for i in range(0, circles):
            previous_x = x
            previous_y = y
            n = i * 2 + 1
            radius = r * (4.0 / (n * math.pi))
            x += radius * math.cos(n * time)
            y += radius * math.sin(n * time)

            pg.draw.line(screen, "white", coords(previous_x, previous_y),
                         coords(x, y))
            pg.draw.circle(screen,
                           circle_color,
                           coords(previous_x, previous_y),
                           radius=radius,
                           width=1)

        wave.insert(0, y)
        if len(wave) > 2:
            pg.draw.aalines(
                screen, pg.Color("white"), False,
                [coords(200 + i, wave[i]) for i in range(len(wave))], 1)

        pg.draw.line(screen, pg.Color("white"), coords(x, y),
                     coords(200, wave[0]), 1)

        time -= 0.02
        pg.display.flip()
        main_clock.tick(60)
Example #8
0
def prompt_difficulty(
        displaysurf: pg.surface.Surface,
        clock: pg.time.Clock) -> Tuple[str, Tuple[int, int, int]]:
    """난이도 선택 화면을 구현한다.

    Args:
        displaysurf: init 함수에 의해 반환된 최상위 Surface
        clock: init 함수에 의해 반환된 Clock

    Returns:
        난이도, 난이도에 해당하는 색상을 tuple로 반환한다.    

    """
    allow: Dict[int, Tuple[str, Tuple[int, int, int]]] = {
        ord('e'): ('easy', ct.BLUETRACK),
        ord('n'): ('normal', ct.GREENTRACK),
        ord('h'): ('hard', ct.YELLOW),
        ord('i'): ('insane', ct.REDTRACK),
        ord('x'): ('extra', ct.RED)
    }

    write_text_ct(displaysurf, 60, (ct.WIDTH / 2, ct.HEIGHT * 0.15),
                  'Select difficulty', ct.WHITE)

    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.3), 'e: easy',
                  ct.BLUETRACK)
    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.4),
                  'n: normal', ct.GREENTRACK)
    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.5), 'h: hard',
                  ct.YELLOW)
    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.6),
                  'i: insane', ct.REDTRACK)
    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.7), 'x: extra',
                  ct.RED)

    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.85), 'q: quit',
                  ct.WHITE)

    while True:
        for event in pg.event.get():
            if event.type == pg.QUIT\
               or (event.type == pg.KEYDOWN and event.key == ord('q')):  # 종료
                pg.quit()
                sys.exit()

            if event.type == pg.KEYDOWN and event.key in allow:
                return allow[event.key]

        pg.display.update()
        clock.tick(ct.FPS)
Example #9
0
def result(displaysurf: pg.surface.Surface, clock: pg.time.Clock, diff: str,
           diff_color: Tuple[int, int, int], score: int) -> None:
    """스코어보드를 업데이트하고 출력한다.

    Args:
        displaysurf: init 함수에 의해 반환된 최상위 Surface
        clock: init 함수에 의해 반환된 Clock
        diff: prompt_difficulty 함수에 의해 반환된 난이도
        diff_color: prompt_difficulty 함수에 의해 반환된 난이도에 해당하는 색상
        score: game 함수에 의해 반환된 점수

    """
    scorefile: Path = Path.cwd() / ct.SCOREDIR / f"{diff}.pkl"

    scores: List[int] = []

    try:
        scores = pickle.load(scorefile.open("rb"))
    except FileNotFoundError:
        pass

    scores.append(score)
    scores.sort()
    scores.reverse()
    scores = scores[:5]

    pickle.dump(scores, scorefile.open("wb"))

    displaysurf.fill(ct.BLACK)
    write_text_ct(displaysurf, 60, (ct.WIDTH / 2, ct.HEIGHT * 0.15),
                  f'Score ({diff})', diff_color)

    for i, sco in enumerate(scores):
        write_text_ct(displaysurf, 40,
                      (ct.WIDTH / 2, ct.HEIGHT * (0.3 + 0.1 * i)),
                      f'{i + 1}. {sco}', ct.WHITE)

    write_text_ct(displaysurf, 40, (ct.WIDTH / 2, ct.HEIGHT * 0.85),
                  f'Your score: {score}', ct.WHITE)

    while True:
        for event in pg.event.get():
            if event.type == pg.QUIT\
               or (event.type == pg.KEYDOWN and event.key == ord('q')):  # 종료
                pg.quit()
                sys.exit()

        pg.display.update()
        clock.tick(ct.FPS)
Example #10
0
File: draw.py Project: ZRunner/tipe
def general_stats(screen: pygame.Surface, font: pygame.font,
                  clock: pygame.time.Clock, gen_nbr: int, cars_nbr: int,
                  start_time: float):
    """Affiche les informations générales à l'écran

    Ces informations sont constituées des FPS actuels, du numéro de génération, du nombre de
    voitures restantes, et du temps passé depuis le début de la génération.

    Parameters
    ----------
    screen:
        La fenêtre du programme
    font: :mod:`pygame.font`
        La police à utiliser
    clock:
        L'horloge interne de Pygame
    gen_nbr:
        Le numéro de génération
    cars_nbr:
        Le nombre de voitures restantes
    start_time:
        Timestamp du début de la génération
    """
    texts = list()
    bg = SETTINGS.colors['background']
    text_color = SETTINGS.colors['text']
    # FPS
    t = clock.get_rawtime()
    nbr = 0 if t == 0 else round(1000 / t)
    if nbr < 7:
        # color = (255, 0, 0)
        color = SETTINGS.colors['fps-colors'][0]
    elif nbr < 12:
        # color = (255, 153, 0)
        color = SETTINGS.colors['fps-colors'][1]
    else:
        # color = (51, 102, 0)
        color = SETTINGS.colors['fps-colors'][2]
    fps = font.render("FPS: " + str(nbr), True, color, bg)
    texts.append(fps)
    # Generation Nbr
    if gen_nbr is not None:
        generations = font.render("Génération " + str(gen_nbr), True,
                                  text_color, bg)
        texts.append(generations)
    # Alive networks
    if cars_nbr is not None:
        s = "s" if cars_nbr > 1 else ""
        cars = font.render("{0} voiture{1} restante{1}".format(cars_nbr, s),
                           True, text_color, bg)
        texts.append(cars)
    # Elapsed time
    t = round(time.time() - start_time, 2)
    elapsed_time = font.render("Temps : " + str(t), True, text_color, bg)
    texts.append(elapsed_time)
    # Display them all
    x = ceil(10 * SETTINGS.scale_x)
    y = ceil(5 * SETTINGS.scale_y)
    for e, t in enumerate(texts):
        screen.blit(t, (x, y + ceil(e * 15 * SETTINGS.scale_y)))
Example #11
0
 def loop(self, screen: pygame.Surface, clock: pygame.time.Clock) -> None:
     self.loop_pre(screen)
     self.handle_events()
     self.update_screen(screen)
     pygame.display.flip()
     elapsed = clock.tick(config.fps) / 1000.0
     self.loop_post(elapsed)
Example #12
0
def show_power_menu(main_menu_buttons: button.ButtonRenderer, clock: pygame.time.Clock,
                    dsp: pygame.Surface, bg_image: pygame.Surface, font: pygame.font.Font):

    in_menu = True

    power_buttons = button.ButtonRenderer(True)
    power_buttons.buttons.append(button.Button("Shutdown", WIDTH / 2, HEIGHT * (3/8), font))
    power_buttons.buttons.append(button.Button("Reboot", WIDTH / 2, HEIGHT * (5 / 8), font))
    power_buttons.active_button = 0

    power_buttons.buttons[0].on_click = lambda: os.system("sudo shutdown -h now")
    power_buttons.buttons[1].on_click = lambda: os.system("sudo shutdown -r now")

    power_buttons.snap_position()

    while in_menu:
        clicked = False
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                in_menu = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    in_menu = False
                if event.key == pygame.K_RETURN:
                    clicked = True
            if event.type == pygame.JOYBUTTONDOWN:
                if inputsys.joystick_count:
                    if inputsys.joy_in.get_button(INPUT_OK_BUTTON):
                        clicked = True
                    elif inputsys.joy_in.get_button(INPUT_BACK_BUTTON):
                        in_menu = False

        power_buttons.update(clicked)

        dsp.fill((0, 0, 0))
        dsp.blit(bg_image, (0, 0))

        main_menu_buttons.draw(dsp, font)

        grey_screen(dsp)

        power_buttons.draw(dsp, font)

        pygame.display.update()
        clock.tick(FPS)
Example #13
0
def update_thread(fps: float, clock: pygame.time.Clock):
    '''
	This loop runs on a seperate thread, and controls the internal game logic
	Currently, this should run at around 500 fps
	'''
    fps_controller = FPSController(fps)

    global done
    while not done:
        s_time = time.time()

        b.drive(pygame.key.get_pressed())
        b.update_loc()

        e_time = time.time()
        work_time = e_time - s_time

        fps_controller.sleep(work_time, clock.get_fps())
        clock.tick(1000)
Example #14
0
def draw_thread(fps: float, clock: pygame.time.Clock):
    '''
	This loop controls the graphics in the game, and runs on the main thread
	Should run at 60 FPS
	'''
    fps_controller = FPSController(fps)

    global done
    while not done:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
        s_time = time.time()

        pygame.draw.rect(screen, (255, 255, 255), (0, 0, w, h))
        b.draw(screen)
        pygame.display.flip()

        e_time = time.time()
        work_time = e_time - s_time

        fps_controller.sleep(work_time, clock.get_fps())

        clock.tick(1000)
Example #15
0
def intro(screen: pygame.Surface, clock: pygame.time.Clock,
          draw_callable: typing.Callable[[], None]) -> None:
    # make title screen
    title = pygame.Surface((settings.WIDTH, settings.HEIGHT))
    title.blit(get_grass(settings.WIDTH, settings.HEIGHT), (0, 0))
    title.blit(get_dirt(int(settings.WIDTH * 0.8), int(settings.HEIGHT * 0.8)),
               (int(settings.WIDTH * 0.1), int(settings.HEIGHT * 0.1)))
    title_text = settings.TITLE_FONT.render("Cultivate", True,
                                            pygame.Color("0x875ddd"))
    title.blit(
        title_text,
        pygame.Rect(settings.WIDTH // 2 - title_text.get_rect().w // 2,
                    settings.HEIGHT // 2 - title_text.get_rect().h // 2,
                    title_text.get_rect().w,
                    title_text.get_rect().h))

    # draw title screen and wait for 1 second
    screen.blit(title, (0, 0))
    pygame.display.flip()
    game_wait(clock, 0.5)

    # scroll title screen for 3 seconds
    scroll_frames = settings.FPS * 1
    dy = settings.HEIGHT // scroll_frames
    y = 0
    while y > -settings.HEIGHT:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit(0)

        draw_callable()
        screen.blit(title, (0, y))
        pygame.display.flip()

        y -= dy
        clock.tick(settings.FPS)
    def parse_events(self, clock: pygame.time.Clock):
        """
        parse a keystoke event
        Args:
            clock: pygame clock

        Returns:
            Tuple bool, and vehicle control
            boolean states whether quit is pressed. VehicleControl by default has throttle = 0, steering =
        """
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                return False, VehicleControl()
        self._parse_vehicle_keys(pygame.key.get_pressed(), clock.get_time())
        return True, VehicleControl(throttle=self.throttle,
                                    steering=self.steering)
Example #17
0
def game(displaysurf: pg.surface.Surface, clock: pg.time.Clock, diff: str,
         diff_color: Tuple[int, int, int]) -> int:
    """게임의 메인 로직을 실행한다.

    Args:
        displaysurf: init 함수에 의해 반환된 최상위 Surface
        clock: init 함수에 의해 반환된 Clock
        diff: prompt_difficulty 함수에 의해 반환된 난이도
        diff_color: prompt_difficulty 함수에 의해 반환된 난이도에 해당하는 색상

    Returns:
        게임 결과(점수)

    """

    screenrect = displaysurf.get_rect()  # 게임 영역 설정

    groupdict: Dict[str, pg.sprite.Group] = dict()  # 그룹 불러오기
    groupdict = {
        'bullet': pg.sprite.Group(),
        'player': pg.sprite.Group(),
        'enemy': pg.sprite.Group(),
        'danmaku': pg.sprite.Group()
    }

    spritedict: Dict[str, Element] = dict()

    parser = Parser(screenrect, groupdict, spritedict)  # 패턴 구문분석

    spritedict['player'] = parser.load('assets/player.json')
    groupdict['player'].add(spritedict['player'])  # 플레이어 추가

    loadeddict = loadfiles(diff)  # 패턴 파일 로드
    sounddict = loadsounds()

    _frame: int = 0
    frame: int = 0
    score: int = ct.INITIALSCORE
    limittime: float = ct.LIMITTIME
    onon: int = 0  # 변수 결정

    pg.mixer.Sound.play(sounddict['bgm'])

    while True:  # 게임 구동기
        _frame += 1  # 시간 증가
        frame += 1

        if frame == limittime // 1 and onon == 0:  # 게임 중 적 생성 시간일 때
            enemychoose(groupdict['enemy'], parser, loadeddict)  # 적 생성
            frame = 0  # 적 생성 시간 초기화
            if limittime > ct.OVERLIMIT:
                limittime -= ct.LIMITREDUCE  # 적 생성 주기 단축
            else:
                onon = 1  # 게임 종료 시간

        if onon == 1:  # 게임 끝
            if frame == ct.OVERTIME:
                return score

        for event in pg.event.get():
            groupdict['player'].update(event=event)  # 객체 위치 이동
            if event.type == pg.QUIT:  # 종료 버튼
                pg.quit()
                sys.exit()

        displaysurf.fill(ct.BLACK)  # 배경 색
        if pg.sprite.groupcollide(groupdict['player'], groupdict['danmaku'],
                                  False, False):
            score -= 1  # 부딫혔을 때 충돌 카운트 +1
            pg.mixer.Sound.play(sounddict['gothit'])

        # 쏜 총이 적 맞았을 때 적 kill
        pg.sprite.groupcollide(groupdict['bullet'], groupdict['enemy'], False,
                               True)

        enemyn = len(groupdict['enemy'])
        for key in groupdict:
            groupdict[key].update()  # 모든 객체 위치 업데이트
            groupdict[key].draw(displaysurf)
        # 적이 자연적으로 죽을 경우 페널티
        score -= ct.PENALTY * (enemyn - len(groupdict['enemy']))

        write_text(displaysurf, 60, (20, 20), f"{score}", ct.WHITE)
        write_text_rt(displaysurf, 60, (ct.WIDTH - 20, 20), diff, diff_color)

        pg.display.update()
        clock.tick(ct.FPS)  # 시간 업데이트