def spriSel(click): rows = (180, 260) columns = (187.5, 312.5) red = Vector(columns[0], rows[0]) green = Vector(columns[1], rows[0]) blue = Vector(columns[0], rows[1]) yell = Vector(columns[1], rows[1]) imgWidth = 125 imgHeight = 160 if (abs(click.getY() - rows[0])) < imgHeight / 2: if abs(click.getX() - (red.copy().getX())) < imgWidth / 2: Mouse.spriteSel2 = Mouse.spriteSel1 Mouse.spriteSel1 = True Mouse.spriteSelection = [0, 0] elif abs(click.getX() - (green.copy().getX())) < imgWidth / 2: Mouse.spriteSel2 = Mouse.spriteSel1 Mouse.spriteSel1 = True Mouse.spriteSelection = [1, 0] elif (abs(click.getY() - rows[1])) < imgHeight / 2: if abs(click.getX() - (blue.copy().getX())) < imgWidth / 2: Mouse.spriteSel2 = Mouse.spriteSel1 Mouse.spriteSel1 = True Mouse.spriteSelection = [0, 1] elif abs(click.getX() - (yell.copy().getX())) < imgWidth / 2: Mouse.spriteSel2 = Mouse.spriteSel1 Mouse.spriteSel1 = True Mouse.spriteSelection = [1, 1]
def multiplayer(click): centerY = 235 buttonWidth = 120 multi = Vector(150, centerY) solo = Vector(350, centerY) if ((abs(click.getY() - centerY)) < 85): if abs(click.getX() - (multi.copy().getX())) < buttonWidth / 2: Ai.level = 0 Mouse.multiNoSel = True elif abs(click.getX() - (solo.copy().getX())) < buttonWidth / 2: Ai.level = 1 Mouse.multiNoSel = True
def mainMenuButtons(click): radius = 36 red = Vector(246, 74) yel = Vector(246, 157) gre = Vector(246, 240) cenToClick = click.copy().subtract( red.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball quit(0) cenToClick = click.copy().subtract( yel.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball Master.instructions() cenToClick = click.copy().subtract( gre.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball # Master.gameLoop() Master.modeSelect()
def gameMenuButtons(click): #Red, yel and green correspond to the position of the buttons displayed during the game radius = 20 red = Vector(30, 40) yel = Vector(80, 40) gre = Vector(130, 40) cenToClick = click.copy().subtract( red.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball quit(0) cenToClick = click.copy().subtract( yel.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball Master.instructions() cenToClick = click.copy().subtract( gre.copy()) # dist between centre of ball and click if (cenToClick.length() <= radius): # check click is in ball # Master.gameLoop() Master.menu()
def lvlSelect(click): spriteWidth = 100 spriteHeight = 170 centerY = 235 lvl1 = Vector(1 * spriteWidth, centerY) lvl2 = Vector(2 * spriteWidth, centerY) lvl3 = Vector(3 * spriteWidth, centerY) lvl4 = Vector(4 * spriteWidth, centerY) if ((abs(click.getY() - centerY)) < spriteHeight / 2): if abs(click.getX() - (lvl1.copy().getX())) < spriteWidth / 2: Ai.level = 1 Mouse.levelSel = True elif abs(click.getX() - (lvl2.copy().getX())) < spriteWidth / 2: Ai.level = 2 Mouse.levelSel = True elif abs(click.getX() - (lvl3.copy().getX())) < spriteWidth / 2: Ai.level = 3 Mouse.levelSel = True elif abs(click.getX() - (lvl4.copy().getX())) < spriteWidth / 2: Ai.level = 4 Mouse.levelSel = True