Example #1
0
    def __init__(self):
        pygame.init()  # Initialize the game engine

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = SCREEN_SIZE
        self.ssize = self.size
        self.blit_offset = (0, 0)

        self.prescreen = pygame.Surface(self.size)
        self.screen = pygame.display.set_mode(self.size)
        self.fullscreen = False

        pygame.display.set_caption("Orez Tactics")

        self.done = False
        self.clock = pygame.time.Clock()
        self.fps_font = pygame.font.Font(None, 16)

        self.screen.fill((0,) * 3)

        self.config = Config()

        self.ui = BattleUI(self)
        self.mousedown = False
Example #2
0
class Main:
    ui_list = {x.name(): x for x in (SkillUI, BattleUI, OverworldUI, TeamUI, ConfigUI, UnitUI)}

    def __init__(self):
        pygame.init()  # Initialize the game engine

        d = pygame.display.Info()
        self.desktop_size = (d.current_w, d.current_h)
        self.size = SCREEN_SIZE
        self.ssize = self.size
        self.blit_offset = (0, 0)

        self.prescreen = pygame.Surface(self.size)
        self.screen = pygame.display.set_mode(self.size)
        self.fullscreen = False

        pygame.display.set_caption("Orez Tactics")

        self.done = False
        self.clock = pygame.time.Clock()
        self.fps_font = pygame.font.Font(None, 16)

        self.screen.fill((0,) * 3)

        self.config = Config()

        self.ui = BattleUI(self)
        self.mousedown = False

    def ui_back(self):
        """ Set the current ui-view to its parent, discarding the current """
        if self.ui.parent is not None:
            self.ui = self.ui.parent

    def push_ui(self, name):
        """ Push the new UI onto the old one. """
        self.ui = Main.ui_list[name](self, self.ui)

    def draw_fps(self):
        self.screen.blit(self.fps_font.render(str(self.clock.get_fps()), False, (0xFF, 0, 0)), (0, 0))

    def toggle_fullscreen(self):
        if self.fullscreen:
            self.screen = pygame.display.set_mode(self.size)
            self.ssize = self.size
            self.blit_offset = (0, 0)
        else:
            self.screen = pygame.display.set_mode(self.desktop_size, pygame.FULLSCREEN | pygame.HWSURFACE)
            scale = min((float(ds) / s) for ds, s in zip(self.desktop_size, self.size))
            self.ssize = map(lambda x: int(x * scale), self.size)
            self.blit_offset = tuple((ds - (scale * s)) / 2 for ds, s in zip(self.desktop_size, self.size))
        self.fullscreen ^= True

    def run(self):
        while not self.done:
            self.clock.tick(60)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.done = True
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.done = True
                    if event.key == pygame.K_F1:
                        self.toggle_fullscreen()
                    self.config.handle_key(event, self.ui)
                elif event.type == pygame.KEYUP:
                    self.ui.keyup(event)
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    self.mousedown = True
                elif event.type == pygame.MOUSEBUTTONUP:
                    self.mousedown = False
                elif event.type == pygame.MOUSEMOTION:
                    pass

            self.ui.keep_moving()
            self.screen.fill((0,) * 3)
            self.prescreen.fill((0,) * 3)
            self.ui.reblit(self.prescreen)
            self.screen.blit(pygame.transform.smoothscale(self.prescreen, self.ssize), self.blit_offset)
            self.draw_fps()
            pygame.display.flip()
        pygame.quit()