class MarketWindow(Container): """Market Window class """ def __init__(self, width, height, imgloader, player, gamemanager): self.gamemanager = gamemanager self.player = player self.imgloader = imgloader Container.__init__(self, width, height, (200, 50)) # set window alpha self.alphavalue = 250 * 0.95 # items offset for gui buttons self.itemsoffset = [32, 20] # selected item self.selecteditem = None self.showborder = False # Selection count self.count = 1 # Tooltip to draw self.tooltip = [None, None] # Create gui self.create_gui() # hide market at load self.hide() def create_gui(self): """Add images for seeds in market :return: """ print('generate Marketwindow') posx, posy = [0, 0] columns = int(self.width / 64) - 1 # rows = (self.height / 32) - 1 # Background bgimage = self.imgloader["marketbg"] bgimage = Image(bgimage, (0, 0)) self.addwidget(bgimage) # close button closebutton = Button("X", (380, 3), labelsize=15, color=(255, 255, 255)) closebutton.connect("clicked", lambda x: self.hide()) closebutton.connect("onshow", self.on_market_show) self.addwidget(closebutton) # refill watercan waterbuybutton = Button("Refill water (${0!s})". format(WATERREFILLCOST), (10, 30), color=(128, 128, 255)) waterbuybutton.connect("clicked", self.on_water_buy) self.addwidget(waterbuybutton) # Buy farm farmcost = self.gamemanager.getnextfarmcost() self.buyfarm = Button("Buy new farm (${0!s})".format(farmcost), (150, 30), color=(255, 0, 0)) self.buyfarm.connect("clicked", self.on_farm_buy) self.addwidget(self.buyfarm) # Add items gridimg = self.imgloader['grid2'] for seeddef in objects: if seeddef["id"] in OBJECTSNOTINMARKET: continue itemid = seeddef['id'] # add seed image widget img = self.imgloader['object' + str(itemid)] px = 64 * posx + self.itemsoffset[0] py = 32 * posy + self.itemsoffset[1] + 30 # add grid grid = Image(gridimg, (px, py)) self.addwidget(grid) # Add image button imagebutton = Button("", (px, py), bgimage=img) self.addwidget(imagebutton) imagebutton.connect("clicked", self.on_item_select, itemid=itemid) imagebutton.connect("onenter", self.on_mouse_item_enter, itemid=itemid) imagebutton.connect("onleave", self.on_mouse_item_leave, itemid=itemid) # limit posx += 1 if posx >= columns: posx = 0 posy += 1 # Costlabel costlabel = Label("Cost:", (80, 340), size=12, color=(255, 255, 255), align="center") self.addwidget(costlabel) # Cost value self.costvalue = Label("", (110, 340), size=12, color=(200, 200, 50), align="center") self.addwidget(self.costvalue) # Selllabel selllabel = Label("Sell value:", (280, 340), size=12, color=(255, 255, 255), align="center") self.addwidget(selllabel) # Sell value self.sellvalue = Label("", (330, 340), size=12, color=(200, 200, 50), align="center") self.addwidget(self.sellvalue) # Message self.message = Label("", (10, 360), size=12, color=(250, 0, 250), align="left") self.addwidget(self.message) # Selected item icon self.selectedicon = Image(None, (160, 332)) self.addwidget(self.selectedicon) # add buttons self.buybutton = Button("BUY", (60, 375), color=(0, 255, 0), labelsize=13) self.sellbutton = Button("SELL", (300, 375), color=(0, 255, 0), labelsize=13) self.addwidget(self.buybutton) self.addwidget(self.sellbutton) self.buybutton.connect("clicked", self.on_buy_clicked) self.sellbutton.connect("clicked", self.on_sell_clicked) def draw(self, surface): """draw :param surface: :return: """ Container.draw(self, surface) if self.tooltip[0]: self.tooltip[0].draw(surface) def on_market_show(self, widget): """Reset market on show""" self.buybutton.settext("BUY") self.sellbutton.settext("SELL") self.message.settext("") self.selecteditem = None self.selectedicon.image = None self.sellvalue.settext("") self.costvalue.settext("") farmcost = self.gamemanager.getnextfarmcost() self.buyfarm.settext("Buy new farm (${0!s})".format(farmcost)) def get_item_cost(self, itemid): """get item cost :param itemid: :return: """ cost = int(objects[itemid]["price"]) return cost * self.count def get_item_sell_value(self, itemid): """get item sell value :param itemid: :return: """ sellcost = int(self.get_item_cost(itemid) / 8) return sellcost def update_buy_sell_button(self, itemid): """update buy sell button :param itemid: :return: """ have = 0 if self.player.item_in_inventory(itemid): have = self.player.itemscounter[str(itemid)] self.buybutton.settext("BUY x{0!s} (you have {1!s})". format(str(self.count), have)) self.sellbutton.settext("SELL x{0!s} ".format(str(self.count))) def on_item_select(self, widget, itemid): """selected item increase count if the same item selected :param widget: :param itemid: :return: """ if itemid == self.selecteditem: self.count += 1 else: self.count = 1 self.selecteditem = itemid img = self.imgloader["object" + str(self.selecteditem)] # set image self.selectedicon.setimage(img) # update values cost = self.get_item_cost(itemid) self.costvalue.settext(cost) self.sellvalue.settext(self.get_item_sell_value(itemid)) self.update_buy_sell_button(itemid) def on_buy_clicked(self, widget, **data): """buy clicked :param widget: :param data: :return: """ if self.selecteditem is None: return itemid = self.selecteditem cost = self.get_item_cost(itemid) if self.player.money >= cost: self.player.money -= cost self.give_item(self.selecteditem, self.count) self.message.settext("You bought item") self.update_buy_sell_button(itemid) else: self.message.settext("You dont have enought money") def on_sell_clicked(self, widget, **data): """on sel clicked :param widget: :param data: :return: """ if self.selecteditem is None: return itemid = self.selecteditem # remove item if player have it if self.player.item_in_inventory(itemid) \ and self.player.itemscounter[str(itemid)] >= self.count: done = True else: done = False if done: # Remove items for x in xrange(self.count): self.player.remove_item(itemid) # Add money self.player.money += self.get_item_sell_value(itemid) self.message.settext("You sold item") self.update_buy_sell_button(itemid) else: self.message.settext("You don\'t have this item (or not enought)") def on_water_buy(self, widget, **data): """ water buy :param widget: :param data: :return: """ if self.player.watercanuses == 100: self.message.settext("You no need refill") return if self.player.money >= WATERREFILLCOST: self.player.money -= WATERREFILLCOST self.player.watercanuses = 100 self.message.settext("You filled watercan") else: self.message.settext("You dont have money to refill watercan") def give_item(self, itemid, count): """give item :param itemid: :param count: :return: """ for x in xrange(count): self.player.add_item(self.selecteditem) # TOOLTIP def on_mouse_item_enter(self, widget, itemid): """on mouse item enter :param widget: :param itemid: :return: """ seed = objects[itemid] otype = objects.get("type", "object") # Item is seed if otype == "seed": data = [ ["Name", seed["name"]], ["Description", seed["description"]], ["Quantity", str(seed["growquantity"])], ["Grow in", str(seed["growtime"] / 60) + " minutes"], ["Required level", str(seed.get("requiredlevel", 1))], ] # Item is object else: data = [ ["Name", seed["name"]], ["Description", seed["description"]], ["Required level", str(seed.get("requiredlevel", 1))], ] mx, my = pygame.mouse.get_pos() self.tooltip = [Tooltip((mx + 5, my + 5), data), widget] def on_mouse_item_leave(self, widget, itemid): """on mouse item leave :param widget: :param itemid: :return: """ if self.tooltip[1] == widget: self.tooltip = [None, None] def on_farm_buy(self, widget): """on farm buy :param widget: :return: """ farmcost = self.gamemanager.getnextfarmcost() if self.player.money < farmcost: self.message.settext("You dont have money to buy new farm") else: self.player.money -= farmcost self.gamemanager.addfarm() self.message.settext("You bought a new farm") self.on_market_show(None)
class GameWindow(Window): def __init__(self): Window.__init__(self, (800, 600), (0, 0)) self.lazyscreen = None # Create gamemanager self.gamemanager = GameManager() # timers self.eventstimer = Timer() self.updatetimer = Timer() self.images = ImageLoader(imagesdata) self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12) self.font2 = pygame.font.Font("dejavusansmono.ttf", 18) # Install plugins self.coreplugin = PluginSystem.installPlugin(CorePlugin) self.coreplugin.gamewindow = self # background image bgimg = Image(self.images['background'], (0, 0)) self.addwidget(bgimg) # Create inventory window player = self.gamemanager.getplayer() self.inventorywindow = InventoryWindow(self.images, player) self.inventorywindow.hide() # create market window self.sellwindow = MarketWindow((400, 400), self.images, player, self.gamemanager) self.sellwindow.gamewindow = self # Market button marketbutton = Button("", (800 - 42, 10), bgimage=self.images['marketbutton']) marketbutton.connect("clicked", self.toggle_market) self.addwidget(marketbutton) # Inventory button inventorybutton = Button("", (800 - 42, 52), bgimage=self.images['inventorybutton']) inventorybutton.connect("clicked", self.toggle_inventory) self.addwidget(inventorybutton) # Create help window self.helpwindow = HelpWindow((500, 300)) # Create expbar self.expbar = ExpBar(player) self.addwidget(self.expbar) # labels self.moneylabel = Label("", (400, 5), align="center") self.addwidget(self.moneylabel) # Label for version versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580)) self.addwidget(versionlabel) # Is game running? self.running = False # Farm position offset (to center map) self.farmoffset = (212, 50) # Temp image for farmfield redraw if not modified self.tempfarmimage = None def update(self): """Update farm""" Window.update(self) self.eventstimer.tick() self.updatetimer.tick() # update inventory self.inventorywindow.update() # Update game 20 times per second if self.updatetimer.tickpassed(20): self.gamemanager.update() # update inventory when changed self.update_current_money() if self.inventorywindow.ismodified(): self.recreate_inventory() def update_current_money(self): player = self.gamemanager.getplayer() # Render current money text = "Money: $%s " % player.money self.moneylabel.settext(text) def recreate_inventory(self): self.inventorywindow.create_gui() def handle_farmfield_events(self, event): # Mouse motion mx, my = pygame.mouse.get_pos() player = self.gamemanager.getplayer() # left mouse button if pygame.mouse.get_pressed()[0] == 1: pos = self.get_farmtile_pos_under_mouse() if pos: # Emit toolused event PluginSystem.emit_event("toolused", position=pos, gamemanager=self.gamemanager) # events for tools if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # events for tools for tool in TOOLS: index = TOOLS.index(tool) rect = (10 + 50 * index, 10, 48, 48) if pygame.Rect(rect).collidepoint((mx, my)): farmlib.clicksound.play() player.selectedtool = tool def toggle_market(self, widget): self.inventorywindow.hide() self.sellwindow.togglevisible() def toggle_inventory(self, widget): self.sellwindow.hide() self.inventorywindow.togglevisible() def active_game_events(self, event): player = self.gamemanager.getplayer() if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: player.selectedtool = "harvest" if event.key == pygame.K_2: player.selectedtool = "plant" if event.key == pygame.K_3: player.selectedtool = "watering" if event.key == pygame.K_4: player.selectedtool = "shovel" if event.key == pygame.K_5: player.selectedtool = "pickaxe" if event.key == pygame.K_6: player.selectedtool = "axe" def events(self): """Events handler""" for event in pygame.event.get(): # poll events to market window self.sellwindow.poll_event(event) # poll events to inventory window self.inventorywindow.poll_event(event) # gamewindow events self.poll_event(event) if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # ESC close market window or exit from game if self.sellwindow.visible: self.sellwindow.hide() elif self.inventorywindow.visible: self.inventorywindow.hide() else: self.go_to_main_menu() # Events only for active game if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.active_game_events(event) # Windows toggle buttons if event.key == pygame.K_s: self.toggle_market(None) if event.key == pygame.K_i: self.toggle_inventory(None) self.recreate_inventory() if event.key == pygame.K_m: if farmlib.clicksound.get_volume() == 0.0: farmlib.clicksound.set_volume(1.0) else: farmlib.clicksound.set_volume(0.0) # help window key if event.key == pygame.K_h: self.sellwindow.hide() self.inventorywindow.hide() self.helpwindow.togglevisible() # previous farm key if event.key == pygame.K_z: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid > 0: self.gamemanager.setcurrentfarm(currfarmid - 1) farm = self.gamemanager.getfarm() farm.markmodified() # next farm key if event.key == pygame.K_x: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid < farmcount - 1: self.gamemanager.setcurrentfarm(currfarmid + 1) farm = self.gamemanager.getfarm() farm.markmodified() # others events if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.handle_farmfield_events(event) def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images ) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen) def get_farmtile_pos_under_mouse(self): """Get FarmTile position under mouse""" mx, my = pygame.mouse.get_pos() mx -= 150 + 32 + self.farmoffset[0] my -= self.farmoffset[1] xx, yy = self.screen2iso(mx, my) if xx < 0 or yy < 0 or xx > 11 or yy > 11: return None else: xx = min(12 - 1, xx) yy = min(12 - 1, yy) return (xx, yy) def get_farmobject_under_cursor(self): """Get Seed under mouse cursor""" pos = self.get_farmtile_pos_under_mouse() if pos: return self.farm.get_farmobject(pos[0], pos[1]) return None def iso2screen(self, x, y): xx = (x - y) * (64 / 2) yy = (x + y) * (32 / 2) return xx, yy def screen2iso(self, x, y): x = x / 2 xx = (y + x) / (32) yy = (y - x) / (32) return xx, yy def go_to_main_menu(self): self.deinit() from farmlib.menuwindow import MenuWindow self.parent.set_active_screen(MenuWindow()) self.parent.inmenu = True self.parent.ingame = False def init(self): self.running = True # Load game result = self.gamemanager.loadgame() if not result: self.gamemanager.start_new_game() print("No save game found. Starting new one") # Forward time to match gametime self.gamemanager.timeforward() def deinit(self): # stop game self.running = False self.gamemanager.savegame()
def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images ) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen)
class MarketWindow(Container): def __init__(self, size, imgloader, player, gamemanager): self.gamemanager = gamemanager self.player = player self.imgloader = imgloader Container.__init__(self, size, (200, 50)) # set window alpha self.alphavalue = 250 * 0.95 # items offset for gui buttons self.itemsoffset = [32, 20] # selected item self.selecteditem = None self.showborder = False # Selection count self.count = 1 # Tooltip to draw self.tooltip = [None, None] # Create gui self.create_gui() # hide market at load self.hide() def create_gui(self): # Add images for seeds in market posx, posy = [0, 0] columns = (self.width / 64) - 1 #rows = (self.height / 32) - 1 # Background bgimage = self.imgloader["marketbg"] bgimage = Image(bgimage, (0, 0)) self.addwidget(bgimage) # close button closebutton = Button("X", (380, 3), labelsize=15, color=(255, 255, 255)) closebutton.connect("clicked", lambda x: self.hide()) closebutton.connect("onshow", self.on_market_show) self.addwidget(closebutton) # refill watercan waterbuybutton = Button("Refill water ($%s)" % WATERREFILLCOST, (10, 30), color=(128, 128, 255)) waterbuybutton.connect("clicked", self.on_water_buy) self.addwidget(waterbuybutton) # Buy farm farmcost = self.gamemanager.getnextfarmcost() self.buyfarm = Button("Buy new farm ($%s)" % farmcost, (150, 30), color=(255, 0, 0)) self.buyfarm.connect("clicked", self.on_farm_buy) self.addwidget(self.buyfarm) # Add items gridimg = self.imgloader['grid2'] for seeddef in objects: if seeddef["id"] in OBJECTSNOTINMARKET: continue itemid = seeddef['id'] # add seed image widget img = self.imgloader['object' + str(itemid)] px = 64 * posx + self.itemsoffset[0] py = 32 * posy + self.itemsoffset[1] + 30 # add grid grid = Image(gridimg, (px, py)) self.addwidget(grid) # Add image button imagebutton = Button("", (px, py), bgimage=img) self.addwidget(imagebutton) imagebutton.connect("clicked", self.on_item_select, itemid=itemid) imagebutton.connect("onenter", self.on_mouse_item_enter, itemid=itemid) imagebutton.connect("onleave", self.on_mouse_item_leave, itemid=itemid) # limit posx += 1 if posx >= columns: posx = 0 posy += 1 # Costlabel costlabel = Label("Cost:", (80, 340), size=12, color=(255, 255, 255), align="center") self.addwidget(costlabel) # Cost value self.costvalue = Label("", (110, 340), size=12, color=(200, 200, 50), align="center") self.addwidget(self.costvalue) # Selllabel selllabel = Label("Sell value:", (280, 340), size=12, color=(255, 255, 255), align="center") self.addwidget(selllabel) # Sell value self.sellvalue = Label("", (330, 340), size=12, color=(200, 200, 50), align="center") self.addwidget(self.sellvalue) # Message self.message = Label("", (10, 360), size=12, color=(250, 0, 250), align="left") self.addwidget(self.message) # Selected item icon self.selectedicon = Image(None, (160, 332)) self.addwidget(self.selectedicon) # add buttons self.buybutton = Button("BUY", (60, 375), color=(0, 255, 0), labelsize=13) self.sellbutton = Button("SELL", (300, 375), color=(0, 255, 0), labelsize=13) self.addwidget(self.buybutton) self.addwidget(self.sellbutton) self.buybutton.connect("clicked", self.on_buy_clicked) self.sellbutton.connect("clicked", self.on_sell_clicked) def draw(self, surface): Container.draw(self, surface) if self.tooltip[0]: self.tooltip[0].draw(surface) def on_market_show(self, widget): """Reset market on show""" self.buybutton.settext("BUY") self.sellbutton.settext("SELL") self.message.settext("") self.selecteditem = None self.selectedicon.image = None self.sellvalue.settext("") self.costvalue.settext("") farmcost = self.gamemanager.getnextfarmcost() self.buyfarm.settext("Buy new farm ($%s)" % farmcost) def get_item_cost(self, itemid): cost = int(objects[itemid]["price"]) return cost * self.count def get_item_sell_value(self, itemid): sellcost = int(self.get_item_cost(itemid) / 8) return sellcost def update_buy_sell_button(self, itemid): have = 0 if self.player.item_in_inventory(itemid): have = self.player.itemscounter[str(itemid)] self.buybutton.settext("BUY x%s (you have %s)" % (str(self.count), have)) self.sellbutton.settext("SELL x%s " % str(self.count)) def on_item_select(self, widget, itemid): # increase count if the same item selected if itemid == self.selecteditem: self.count += 1 else: self.count = 1 self.selecteditem = itemid img = self.imgloader["object" + str(self.selecteditem)] # set image self.selectedicon.setimage(img) # update values cost = self.get_item_cost(itemid) self.costvalue.settext(cost) self.sellvalue.settext(self.get_item_sell_value(itemid)) self.update_buy_sell_button(itemid) def on_buy_clicked(self, widget, **data): if self.selecteditem is None: return itemid = self.selecteditem cost = self.get_item_cost(itemid) if self.player.money >= cost: self.player.money -= cost self.give_item(self.selecteditem, self.count) self.message.settext("You bought item") self.update_buy_sell_button(itemid) else: self.message.settext("You dont have enought money") def on_sell_clicked(self, widget, **data): if self.selecteditem is None: return itemid = self.selecteditem # remove item if player have it if self.player.item_in_inventory(itemid) \ and self.player.itemscounter[str(itemid)] >= self.count: done = True else: done = False if done: # Remove items for x in xrange(self.count): self.player.remove_item(itemid) # Add money self.player.money += self.get_item_sell_value(itemid) self.message.settext("You sold item") self.update_buy_sell_button(itemid) else: self.message.settext("You don\'t have this item (or not enought)") def on_water_buy(self, widget, **data): if self.player.watercanuses == 100: self.message.settext("You no need refill") return if self.player.money >= WATERREFILLCOST: self.player.money -= WATERREFILLCOST self.player.watercanuses = 100 self.message.settext("You filled watercan") else: self.message.settext("You dont have money to refill watercan") def give_item(self, itemid, count): for x in xrange(count): self.player.add_item(self.selecteditem) # TOOLTIP def on_mouse_item_enter(self, widget, itemid): seed = objects[itemid] otype = objects.get("type", "object") #Item is seed if otype == "seed": data = [ ["Name", seed["name"]], ["Description", seed["description"]], ["Quantity", str(seed["growquantity"])], ["Grow in", str(seed["growtime"] / 60) + " minutes"], ["Required level", str(seed.get("requiredlevel", 1))], ] #Item is object else: data = [ ["Name", seed["name"]], ["Description", seed["description"]], ["Required level", str(seed.get("requiredlevel", 1))], ] mx, my = pygame.mouse.get_pos() self.tooltip = [Tooltip((mx + 5, my + 5), data), widget] def on_mouse_item_leave(self, widget, itemid): if self.tooltip[1] == widget: self.tooltip = [None, None] def on_farm_buy(self, widget): farmcost = self.gamemanager.getnextfarmcost() if self.player.money < farmcost: self.message.settext("You dont have money to buy new farm") else: self.player.money -= farmcost self.gamemanager.addfarm() self.message.settext("You bought a new farm") self.on_market_show(None)
class GameWindow(Window): def __init__(self): Window.__init__(self, (800, 600), (0, 0)) self.lazyscreen = None # Create gamemanager self.gamemanager = GameManager() # timers self.eventstimer = Timer() self.updatetimer = Timer() self.images = ImageLoader(imagesdata) self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12) self.font2 = pygame.font.Font("dejavusansmono.ttf", 18) # Install plugins self.coreplugin = PluginSystem.installPlugin(CorePlugin) self.coreplugin.gamewindow = self # background image bgimg = Image(self.images['background'], (0, 0)) self.addwidget(bgimg) # Create inventory window player = self.gamemanager.getplayer() self.inventorywindow = InventoryWindow(self.images, player) self.inventorywindow.hide() # create market window self.sellwindow = MarketWindow((400, 400), self.images, player, self.gamemanager) self.sellwindow.gamewindow = self # Market button marketbutton = Button("", (800 - 42, 10), bgimage=self.images['marketbutton']) marketbutton.connect("clicked", self.toggle_market) self.addwidget(marketbutton) # Inventory button inventorybutton = Button("", (800 - 42, 52), bgimage=self.images['inventorybutton']) inventorybutton.connect("clicked", self.toggle_inventory) self.addwidget(inventorybutton) # Create help window self.helpwindow = HelpWindow((500, 300)) # Create expbar self.expbar = ExpBar(player) self.addwidget(self.expbar) # labels self.moneylabel = Label("", (400, 5), align="center") self.addwidget(self.moneylabel) # Label for version versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580)) self.addwidget(versionlabel) # Is game running? self.running = False # Farm position offset (to center map) self.farmoffset = (212, 50) # Temp image for farmfield redraw if not modified self.tempfarmimage = None def update(self): """Update farm""" Window.update(self) self.eventstimer.tick() self.updatetimer.tick() # update inventory self.inventorywindow.update() # Update game 20 times per second if self.updatetimer.tickpassed(20): self.gamemanager.update() # update inventory when changed self.update_current_money() if self.inventorywindow.ismodified(): self.recreate_inventory() def update_current_money(self): player = self.gamemanager.getplayer() # Render current money text = "Money: $%s " % player.money self.moneylabel.settext(text) def recreate_inventory(self): self.inventorywindow.create_gui() def handle_farmfield_events(self, event): # Mouse motion mx, my = pygame.mouse.get_pos() player = self.gamemanager.getplayer() # left mouse button if pygame.mouse.get_pressed()[0] == 1: pos = self.get_farmtile_pos_under_mouse() if pos: # Emit toolused event PluginSystem.emit_event("toolused", position=pos, gamemanager=self.gamemanager) # events for tools if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # events for tools for tool in TOOLS: index = TOOLS.index(tool) rect = (10 + 50 * index, 10, 48, 48) if pygame.Rect(rect).collidepoint((mx, my)): farmlib.clicksound.play() player.selectedtool = tool def toggle_market(self, widget): self.inventorywindow.hide() self.sellwindow.togglevisible() def toggle_inventory(self, widget): self.sellwindow.hide() self.inventorywindow.togglevisible() def active_game_events(self, event): player = self.gamemanager.getplayer() if event.type == pygame.KEYDOWN: if event.key == pygame.K_1: player.selectedtool = "harvest" if event.key == pygame.K_2: player.selectedtool = "plant" if event.key == pygame.K_3: player.selectedtool = "watering" if event.key == pygame.K_4: player.selectedtool = "shovel" if event.key == pygame.K_5: player.selectedtool = "pickaxe" if event.key == pygame.K_6: player.selectedtool = "axe" def events(self): """Events handler""" for event in pygame.event.get(): # poll events to market window self.sellwindow.poll_event(event) # poll events to inventory window self.inventorywindow.poll_event(event) # gamewindow events self.poll_event(event) if event.type == pygame.QUIT: self.running = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: # ESC close market window or exit from game if self.sellwindow.visible: self.sellwindow.hide() elif self.inventorywindow.visible: self.inventorywindow.hide() else: self.go_to_main_menu() # Events only for active game if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.active_game_events(event) # Windows toggle buttons if event.key == pygame.K_s: self.toggle_market(None) if event.key == pygame.K_i: self.toggle_inventory(None) self.recreate_inventory() if event.key == pygame.K_m: if farmlib.clicksound.get_volume() == 0.0: farmlib.clicksound.set_volume(1.0) else: farmlib.clicksound.set_volume(0.0) # help window key if event.key == pygame.K_h: self.sellwindow.hide() self.inventorywindow.hide() self.helpwindow.togglevisible() # previous farm key if event.key == pygame.K_z: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid > 0: self.gamemanager.setcurrentfarm(currfarmid - 1) farm = self.gamemanager.getfarm() farm.markmodified() # next farm key if event.key == pygame.K_x: farmcount = self.gamemanager.getfarmcount() currfarmid = self.gamemanager.getcurrentfarmid() if currfarmid < farmcount - 1: self.gamemanager.setcurrentfarm(currfarmid + 1) farm = self.gamemanager.getfarm() farm.markmodified() # others events if not self.sellwindow.visible and \ not self.inventorywindow.visible: self.handle_farmfield_events(event) def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen) def get_farmtile_pos_under_mouse(self): """Get FarmTile position under mouse""" mx, my = pygame.mouse.get_pos() mx -= 150 + 32 + self.farmoffset[0] my -= self.farmoffset[1] xx, yy = self.screen2iso(mx, my) if xx < 0 or yy < 0 or xx > 11 or yy > 11: return None else: xx = min(12 - 1, xx) yy = min(12 - 1, yy) return (xx, yy) def get_farmobject_under_cursor(self): """Get Seed under mouse cursor""" pos = self.get_farmtile_pos_under_mouse() if pos: return self.farm.get_farmobject(pos[0], pos[1]) return None def iso2screen(self, x, y): xx = (x - y) * (64 / 2) yy = (x + y) * (32 / 2) return xx, yy def screen2iso(self, x, y): x = x / 2 xx = (y + x) / (32) yy = (y - x) / (32) return xx, yy def go_to_main_menu(self): self.deinit() from farmlib.menuwindow import MenuWindow self.parent.set_active_screen(MenuWindow()) self.parent.inmenu = True self.parent.ingame = False def init(self): self.running = True # Load game result = self.gamemanager.loadgame() if not result: self.gamemanager.start_new_game() print("No save game found. Starting new one") # Forward time to match gametime self.gamemanager.timeforward() def deinit(self): # stop game self.running = False self.gamemanager.savegame()
def redraw(self, screen): """Redraw screen""" Window.draw(self, screen) # Draw gamewindow self.draw(screen) farm = self.gamemanager.getfarm() player = self.gamemanager.getplayer() # avoid temp farm image to be None if not self.tempfarmimage or farm.ismodified(): # Draw farmfield self.tempfarmimage = render_field(screen, self.images, farm, self.farmoffset) # Blit farmfield screen.blit(self.tempfarmimage, (0, 0)) # draw rain if farm.raining and self.updatetimer.tickpassed(2): render_rain(screen) x = random.randint(0, 12) y = random.randint(0, 12) farm.water(x, y) drawnearcursor = not self.sellwindow.visible # Draw tools and selected tool rectangle draw_tools(screen, player.selectedtool, player.selecteditem, self.images, drawnearcursor=drawnearcursor) # draw watercanuses uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240)) uses.settext(str(player.watercanuses)) uses.repaint() uses.draw(screen) if not self.sellwindow.visible and \ not self.inventorywindow.visible: mx, my = pygame.mouse.get_pos() # Draw help window self.helpwindow.draw(screen) # draw notify window if mouse under seed pos = self.get_farmtile_pos_under_mouse() if pos: farmtile = farm.get_farmtile(pos[0], pos[1]) farmobject = farmtile['object'] render_seed_notify(screen, self.notifyfont, mx + 5, my + 5, farmobject, farmtile, self.images) # draw selected seed if player.selecteditem != None: draw_selected_seed(screen, player.selecteditem, self.images) # draw inventory self.inventorywindow.draw(screen) # redraw sell window self.sellwindow.draw(screen)