Example #1
0
    def drawPrices(self):
        x, y = pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1]

        if Tower.clickedMonkeys(x, y) != None:
            monkey = Tower.clickedMonkeys(x, y)
            white = (255, 255, 255)

            priceFontSize = 20
            priceFont = pygame.font.SysFont("myriadpro", priceFontSize)
            price = priceFont.render(
                "Price: $%d" % towerTypes[monkey]["price"], 1, white)

            pricePos = price.get_rect()
            pricePos.center = (890, 405)

            descriptionFontSize = 13
            descriptionFont = pygame.font.SysFont("myriadpro",
                                                  descriptionFontSize)
            desc = descriptionFont.render(towerTypes[monkey]["description"], 1,
                                          white)

            descriptionPos = desc.get_rect()
            descriptionPos.center = (890, 428)

            player.screen.blit(price, pricePos)
            player.screen.blit(desc, descriptionPos)
Example #2
0
def mouse_control(e):
    global mouse_tower, menu_width, cell_size, screen_width, money, towers, display, cells, playfield_w
    if e.type == pygame.MOUSEBUTTONDOWN:
        m_pos = pygame.mouse.get_pos()
        if e.button == 1:
            c = find_cell(m_pos, menu_width, cell_size, screen_width)
            if c != -1:
                if mouse_tower.follow_mouse:
                    if (towers[c].t_num == TowerType.ZEROTOWER.value) and (cells[c].t != Terrain.OBSTRUCTED):
                        if money.can_spend(100):
                            # cells[c].t = Terrain((cells[c].t.value + 1) % (Terrain.__len__()))
                            # towers[c].t_num = (towers[c].t_num + 1) % TowerType.__len__()
                            towers[c] = Tower(c, towers[c].x, towers[c].y, cell_size, mouse_tower.t_num)
                            display.register(towers[c])
                            display.remove(mouse_tower)
                            mouse_tower.follow_mouse = False
                            money.spend(100)
                else:
                    if money.can_spend(towers[c].upgrade_cost):
                        money.spend(towers[c].upgrade_cost)
                        towers[c].upgrade()
                #     for n in find_neighbors(cells[c].identity, len(cells), playfield_w):
                #         cells[n].t = Terrain.OBSTRUCTED
            if c == -1:
                if not mouse_tower.follow_mouse:
                    for item in menu:
                        if item.identity == -1:
                            if item.is_in(m_pos):
                                mouse_tower = Tower(-1, m_pos[0], m_pos[1], cell_size, item.t_num)
                                display.register(mouse_tower)
                                mouse_tower.follow_mouse = True
                else:
                    display.remove(mouse_tower)
                    mouse_tower.follow_mouse = False
Example #3
0
    def test_invalid_move_piece(self):
        from towers import Tower, Rod, Piece, TowerError

        tower = Tower()
        tower.rods = [Rod() for i in range(3)]

        tower.rods[0].pieces = [Piece(3 - i) for i in range(3)]
        tower.rods[1].pieces = [Piece(4)]

        with self.assertRaises(TowerError):
            tower.move_piece(1, 0)
Example #4
0
    def test_get_biggest_size(self):
        from towers import Tower, Rod, Piece
        from towersvisualizer import Visualizer

        tower = Tower()
        tower.rods = [Rod() for i in range(3)]
        tower.rods[1].pieces = [Piece(2), Piece(1)]
        tower.rods[2].pieces = [Piece(3)]

        visualizer = Visualizer(tower)

        self.assertEqual(visualizer._get_biggest_size(), 3)
Example #5
0
    def pressedButton(self, x, y):

        #pressed start button
        if x > 829 and x < 952 and y > 461 and y < 500:
            #only start next level when player just started, or completed level
            if player.spriteBloons == None or len(player.spriteBloons) == 0:
                player.level += 1
                if player.level < 11:
                    player.spriteBloons = Levels.runLevel(player.level)
                else:
                    player.level = 10
                    player.gameWon = True

        #pressed monkey sidebar
        if x > 825 and x < 950 and y > 140 and y < 380:
            #check what monkey you clicked on
            player.selectedTower = Tower.clickedMonkeys(x, y)

        #pressed music button
        if x > Coord.music[0][0] and y < Coord.music[0][1]:
            if y > Coord.music[1][0] and y < Coord.music[1][1]:
                Music.play = not Music.play
                if Music.play == True:
                    pygame.mixer.music.unpause()
                else:
                    pygame.mixer.music.pause()

        #pressed home button
        if x > 840 and x < 872 and y > 538 and y < 568:
            self.splashScreenActive = True

        #place a monkey onto the canvas
        if player.selectedTower != None:
            monkeyName = player.selectedTower
            if player.money < towerTypes[monkeyName]["price"]:
                #you don't have enough money to buy it
                player.selectedTower = None
            else:
                monkey = Tower(player.selectedTower)
                #check if monkey is placed in a "legal" area
                if monkey.legalPlacements(x, y):
                    monkey.rect.center = [x, y]
                    monkey.originalImageRect.center = [x, y]
                    monkey.sellButtonRect.center = [x, y + 50]
                    monkey.upgradeButtonRect.center = [x, y - 50]
                    monkey.drawUpgradePriceRect.center = [x, y - 70]
                    player.towers.add(monkey)
                    player.money -= towerTypes[monkeyName]["price"]
                    player.selectedTower = None  #reset selected tower
Example #6
0
    def test_move_piece(self):
        from towers import Tower, Rod, Piece

        tower = Tower()
        tower.rods = [Rod() for i in range(3)]

        tower.rods[0].pieces = [Piece(3 - i) for i in range(3)]

        tower.move_piece(0, 2)
        self.assertEqual(len(tower.rods[0].pieces), 2)
        self.assertEqual(len(tower.rods[2].pieces), 1)

        tower.move_piece(2, 0)
        self.assertEqual(len(tower.rods[0].pieces), 3)
        self.assertEqual(len(tower.rods[2].pieces), 0)
Example #7
0
    def timerFired(self):
        if player.gameOver == False:

            #creates bullet if monkey is not on cooldown
            for monkey in player.towers:
                if "sniper" in monkey.name:
                    monkey.shootBloons()
                    if monkey.ready:
                        bloon = Tower.furthestBloon(player.spriteBloons)
                        if bloon != None:
                            sniperStrength = towerTypes[monkey.name]["damage"]
                            bloon.updateDamage(sniperStrength, 0,
                                               player.screen)
                else:
                    monkey.shootBloons()

            #updates bullets (make them move toward targets)
            for bullet in player.bullets:
                bullet.update(player.screen)
Example #8
0
 def test_20_discs(self):
     t = Tower()
     self.assertEqual(1048575, t.solve(20, 'A', 'B', 'C'))
Example #9
0
 def test_6_discs(self):
     t = Tower()
     self.assertEqual(63, t.solve(6, 'A', 'B', 'C'))
Example #10
0
 def test_5_discs(self):
     t = Tower()
     self.assertEqual(31, t.solve(5, 'A', 'B', 'C'))
Example #11
0
 def test_4_discs(self):
     t = Tower()
     self.assertEqual(15, t.solve(4, 'A', 'B', 'C'))
Example #12
0
 def test_3_discs(self):
     t = Tower()
     self.assertEqual(7, t.solve(3, 'A', 'B', 'C'))
Example #13
0
    def test_init(self):
        from towers import Tower

        rods = [1, 2, 3]
        tower = Tower(rods)
        self.assertEqual(tower.rods, rods)
Example #14
0
    def run(self):

        clock = pygame.time.Clock()
        screen = pygame.display.set_mode((self.width, self.height))
        # set the title of the window
        pygame.display.set_caption(self.title)

        self.splashScreenActive = True

        # stores all the keys currently being held down
        self._keys = dict()

        # call game-specific initialization
        self.__init__()
        playing = True

        while playing:
            x, y = pygame.mouse.get_pos()[0], pygame.mouse.get_pos()[1]

            if self.splashScreenActive == True:
                self.tutorial = False
                self.initializeSplashScreen()
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        if self.splashScreenMousePressed(event) != None:
                            if self.splashScreenMousePressed(
                                    event) == "tutorial":
                                self.tutorial = True
                                self.tutorialPage = 1
                                self.splashScreenActive = False
                                player.__init__()  #reset player values
                                player.spriteBloons == Levels.runLevel(0)
                            else:
                                map = self.splashScreenMousePressed(event)
                                self.map = pygame.image.load("images/%s.png" %
                                                             map)
                                self.map.convert()
                                player.game = map
                                self.splashScreenActive = False
                                player.__init__()  #reset player values
                                player.spriteBloons == Levels.runLevel(0)
                    elif event.type == QUIT:
                        pygame.quit()
                        sys.exit()

            elif self.tutorial == True:
                self.map = pygame.image.load("images/slide%d.png" %
                                             self.tutorialPage).convert()
                player.screen.blit(self.map, (0, 0))
                self.drawPlayerStats()
                self.drawPrices()
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        if self.tutorialPage == 7:
                            self.tutorial = False
                            self.splashScreenActive = True
                        else:
                            self.tutorialPage += 1
                    elif event.type == QUIT:
                        pygame.quit()
                        sys.exit()

            elif player.gameOver == True:
                self.lost = pygame.image.load("images/lost.png").convert()
                player.screen.blit(self.lost, (0, 0))
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        if x > 223 and x < 723:
                            if y > 343 and y < 410:
                                #go back to splash screen
                                player.gameOver = False
                                self.splashScreenActive = True
                    elif event.type == QUIT:
                        pygame.quit()
                        sys.exit()

            elif player.gameWon == True:
                self.won = pygame.image.load("images/won.png").convert()
                player.screen.blit(self.won, (0, 0))
                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        if x > 223 and x < 723:
                            if y > 343 and y < 410:
                                #go back to splash screen
                                player.gameWon = False
                                self.splashScreenActive = True
                    elif event.type == QUIT:
                        pygame.quit()
                        sys.exit()

            else:
                self.initializeMap()
                self.timerFired()
                self.moveBloons(player.spriteBloons)

                if player.selectedTower != None:
                    monkeyName = player.selectedTower
                    if player.money >= towerTypes[monkeyName]["price"]:
                        monkeyName = player.selectedTower
                        monkey = Tower(monkeyName)
                        legal = monkey.legalPlacements(x, y)
                        monkey.drawMonkeyAndRange(legal, x, y)

                for monkey in player.towers:
                    if monkey.selected == True:
                        monkey.drawRangeAndSell(player.screen)

                for event in pygame.event.get():
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        self.mousePressed(event)
                    elif event.type == KEYDOWN:
                        if event.key == K_ESCAPE:
                            #press "esc" key to deselect a tower
                            player.selectedTower = None
                    elif event.type == QUIT:
                        pygame.quit()
                        sys.exit()

                if player.spriteBloons == None or len(
                        player.spriteBloons) == 0:
                    pass

                self.redrawAll()
                self.drawPrices()
                player.checkGameOver(player.spriteBloons)
                player.checkGameWon(player.spriteBloons)

            pygame.display.flip()
            clock.tick(self.fps)

        pygame.quit()
Example #15
0
 def test_1_disc(self):
     t = Tower()
     self.assertEqual(1, t.solve(1, 'A', 'B', 'C'))
Example #16
0
 def test_2_discs(self):
     t = Tower()
     self.assertEqual(3, t.solve(2, 'A', 'B', 'C'))
Example #17
0
        cells[192].pos(), cells[207].pos(), cells[222].pos(), cells[223].pos(),
        cells[224].pos()
        ]  # a collection of tuples (x, y) for enemies to follow
# for i in range(len(cells)):
#     if cells[i].t == Terrain.PATH:
#         path.append((cells[i].x, cells[i].y))
#         if i+ playfield_w < len(cells):
#             if cells[i+1].t != Terrain.PATH:
#                 i += playfield_w

# towers have their own list that mirrors cells, can't place in path cells
towers = []
for i in range(len(cells)):
    c = cells[i]
    if c.t == Terrain.PATH:
        towers.append(Tower(i, c.x, c.y, cell_size, TowerType.PATH.value))  # users can't replace this
        #display.register(towers[len(towers) - 1])
    else:
        towers.append(Tower(i, c.x, c.y, cell_size, TowerType.ZEROTOWER.value))  # users can replace this
        #display.register(towers[len(towers) - 1])

# enemies
enemies = []

# menu objects for buying and placing
# position should be relative to cell_size
menu = []
# 0-1 ; Title
menu.append(Textbox((6, 6), dark(red), font, "Neon Tower Defence"))
display.register(menu[0])
menu.append(Textbox((5, 5), text_color, font, "Neon Tower Defence"))