Exemple #1
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 def __init__(self, font_dict, surf_wid, surf_hgt):
     Menu.__init__(self, font_dict, surf_wid, surf_hgt)
     
     
     self.title = TextDisplay(self.fonts["stencil_50"], "Pool")
     self.title_size = self.title.get_message().get_size()
     self.title_x = (self.surf_wid - self.title_size[0])//2
     self.title_y = self.surf_hgt // 4
     
     self.play = TextDisplay(self.fonts["stencil_30"], "Play")
     self.play_size = self.play.get_message().get_size()
     self.play_x = (self.surf_wid - self.play_size[0])//2
     self.play_y = self.surf_hgt *2// 5
     
     self.about = TextDisplay(self.fonts["stencil_30"], "About")
     self.about_size = self.about.get_message().get_size()
     self.about_x = (self.surf_wid - self.about_size[0])//2
     self.about_y = self.surf_hgt //2
     
     self.quit = TextDisplay(self.fonts["stencil_30"], "Quit")
     self.quit_size = self.quit.get_message().get_size()
     self.q_x = (self.surf_wid - self.quit_size[0])//2
     self.q_y = self.surf_hgt *3 // 5
     
     self.title.display()
     self.play.display()
     self.about.display()
     self.quit.display()
     
     self.hiscores = font_dict["stencil_30"].render("Hi-Scores", False, (255,0,0))
Exemple #2
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    def __init__(self, font_dict, surf_wid, surf_hgt):
        Menu.__init__(self, font_dict, surf_wid, surf_hgt)

        self.game_rules = self.initialize_instructions(
            "resources/how_to_play.txt")

        self.about = TextDisplay(self.fonts["stencil_30"], "About")
        self.about_size = self.about.get_message().get_size()
        self.about_x = (self.surf_wid - self.about_size[0]) // 2
        self.about_y = self.surf_hgt // 6

        self.author = TextDisplay(
            self.fonts["century_15"],
            "Pool is a game by Alex Tuck, made with Python and the pygame module"
        )
        self.author_size = self.author.get_message().get_size()
        self.author_x = (self.surf_wid - self.author_size[0]) // 2
        self.author_y = self.surf_hgt // 4

        self.how_to_play = TextDisplay(self.fonts["stencil_30"], "How to Play")
        self.htp_size = self.how_to_play.get_message().get_size()
        self.htp_x = (self.surf_wid - self.htp_size[0]) // 2
        self.htp_y = self.surf_hgt // 3

        self.exit = TextDisplay(self.fonts["stencil_20"], "Exit to Main Menu")
        self.exit_size = self.exit.get_message().get_size()
        self.exit_x = (self.surf_wid - self.exit_size[0]) // 2
        self.exit_y = self.surf_hgt * 3 // 5

        self.about.display()
        self.author.display()
        self.how_to_play.display()
        self.exit.display()
Exemple #3
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    def initialize_instructions(self, file_name):
        '''
        Create texDisplay objects for the games instructions
        '''
        instructions = open(file_name, 'r')

        game_rules = []

        for line in instructions:
            if line == "###\n":  #Denotes end of instructions
                break
            line = line.rstrip()
            text = TextDisplay(self.fonts["century_15"], line)
            text.display()
            game_rules.append(text)

        instructions.close()

        return game_rules
Exemple #4
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class EndMenu(Menu):
    '''
    Menu displayed at the end of the game
    '''
    def __init__(self, font_dict, surf_wid, surf_hgt, score):
        Menu.__init__(self, font_dict, surf_wid, surf_hgt)

        self.game_over = TextDisplay(self.fonts["stencil_50"], "Game Over")
        self.go_size = self.game_over.get_message().get_size()
        self.go_x = (self.surf_wid - self.go_size[0]) // 2
        self.go_y = self.surf_hgt // 4

        self.new_score = score
        self.low_score = self.get_low_score()

        self.play_again = TextDisplay(self.fonts["stencil_30"], "Play Again")
        self.pa_size = self.play_again.get_message().get_size()
        self.pa_x = (self.surf_wid - self.pa_size[0]) // 2
        self.pa_y = self.surf_hgt * 2 // 5

        self.quit = TextDisplay(self.fonts["stencil_30"], "Quit")
        self.q_size = self.quit.get_message().get_size()
        self.q_x = (self.surf_wid - self.q_size[0]) // 2
        self.q_y = self.surf_hgt // 2

        #Determines if a new low score was set
        if self.new_score < self.low_score:
            self.ls_message = TextDisplay(
                self.fonts["stencil_30"],
                "New low score: " + str(self.new_score))
            self.ls_size = self.ls_message.get_message().get_size()
            self.ls_x = (self.surf_wid - self.ls_size[0]) // 2
            self.ls_y = self.surf_hgt * 2 // 3

        else:
            self.ls_message = TextDisplay(self.fonts["stencil_30"],
                                          "Low score: " + str(self.low_score))
            self.ls_size = self.ls_message.get_message().get_size()
            self.ls_x = (self.surf_wid - self.ls_size[0]) // 2
            self.ls_y = self.surf_hgt * 2 // 3

        self.exit = TextDisplay(self.fonts["stencil_20"], "Exit to Main Menu")
        self.exit_size = self.exit.get_message().get_size()
        self.exit_x = (self.surf_wid - self.exit_size[0]) // 2
        self.exit_y = self.surf_hgt * 4 // 5

        self.game_over.display()
        self.play_again.display()
        self.quit.display()
        self.ls_message.display()
        self.exit.display()

        self.set_low_score()

    def draw(self, display_surface):

        self.game_over.draw(display_surface, (self.go_x, self.go_y))
        self.play_again.draw(display_surface, (self.pa_x, self.pa_y))
        self.quit.draw(display_surface, (self.q_x, self.q_y))
        self.ls_message.draw(display_surface, (self.ls_x, self.ls_y))
        self.exit.draw(display_surface, (self.exit_x, self.exit_y))

    def update(self, time, event_queue):
        '''
        Update color of menu options
        '''
        mouse_pos = ms.get_pos()

        self.update_color(mouse_pos, self.play_again, self.pa_x, self.pa_y,
                          self.pa_size)
        self.update_color(mouse_pos, self.quit, self.q_x, self.q_y,
                          self.q_size)
        self.update_color(mouse_pos, self.exit, self.exit_x, self.exit_y,
                          self.exit_size)

        return False

    def on_event(self, event, event_queue):

        if event.type == MOUSEBUTTONDOWN:

            mouse_pos = ms.get_pos()

            if self.check_click(mouse_pos, self.pa_x, self.pa_y, self.pa_size):
                event_queue.put("POP")
                event_queue.put("POP")
                event_queue.put("PUSH_TABLE")

            if self.check_click(mouse_pos, self.q_x, self.q_y, self.q_size):
                event_queue.put("QUIT")

            if self.check_click(mouse_pos, self.exit_x, self.exit_y,
                                self.exit_size):
                event_queue.put("POP")
                event_queue.put("POP")

        return False

    def get_low_score(self):
        '''
        Read through how_to_play.txt to find low score
        '''
        file = open("resources/how_to_play.txt", "r")

        line = None

        #Read file to seperation string between the rules and the low score
        while line != "###\n":
            line = file.readline()

        low_score = file.readline().rstrip()

        file.close()

        return int(low_score)

    def set_low_score(self):
        '''
        Modify how_to_play_txt with new low score
        '''
        original = open("resources/how_to_play.txt", "r")
        new_file = open("resources/temp.txt", "w")

        for line in original:
            if line != "###\n":
                new_file.write(line)
            else:
                new_file.write(line)
                break

        new_file.write(str(self.new_score))

        original.close()
        new_file.close()

        os.remove("resources/how_to_play.txt")
        os.rename("resources/temp.txt", "resources/how_to_play.txt")
Exemple #5
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    def __init__(self, font_dict, surf_wid, surf_hgt, score):
        Menu.__init__(self, font_dict, surf_wid, surf_hgt)

        self.game_over = TextDisplay(self.fonts["stencil_50"], "Game Over")
        self.go_size = self.game_over.get_message().get_size()
        self.go_x = (self.surf_wid - self.go_size[0]) // 2
        self.go_y = self.surf_hgt // 4

        self.new_score = score
        self.low_score = self.get_low_score()

        self.play_again = TextDisplay(self.fonts["stencil_30"], "Play Again")
        self.pa_size = self.play_again.get_message().get_size()
        self.pa_x = (self.surf_wid - self.pa_size[0]) // 2
        self.pa_y = self.surf_hgt * 2 // 5

        self.quit = TextDisplay(self.fonts["stencil_30"], "Quit")
        self.q_size = self.quit.get_message().get_size()
        self.q_x = (self.surf_wid - self.q_size[0]) // 2
        self.q_y = self.surf_hgt // 2

        #Determines if a new low score was set
        if self.new_score < self.low_score:
            self.ls_message = TextDisplay(
                self.fonts["stencil_30"],
                "New low score: " + str(self.new_score))
            self.ls_size = self.ls_message.get_message().get_size()
            self.ls_x = (self.surf_wid - self.ls_size[0]) // 2
            self.ls_y = self.surf_hgt * 2 // 3

        else:
            self.ls_message = TextDisplay(self.fonts["stencil_30"],
                                          "Low score: " + str(self.low_score))
            self.ls_size = self.ls_message.get_message().get_size()
            self.ls_x = (self.surf_wid - self.ls_size[0]) // 2
            self.ls_y = self.surf_hgt * 2 // 3

        self.exit = TextDisplay(self.fonts["stencil_20"], "Exit to Main Menu")
        self.exit_size = self.exit.get_message().get_size()
        self.exit_x = (self.surf_wid - self.exit_size[0]) // 2
        self.exit_y = self.surf_hgt * 4 // 5

        self.game_over.display()
        self.play_again.display()
        self.quit.display()
        self.ls_message.display()
        self.exit.display()

        self.set_low_score()
Exemple #6
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class MainMenu(Menu):
    '''
    Main menu class. 
    Will be part of state stack, so needs update, draw, and on_event methods
    
    '''
    def __init__(self, font_dict, surf_wid, surf_hgt):
        Menu.__init__(self, font_dict, surf_wid, surf_hgt)
        
        
        self.title = TextDisplay(self.fonts["stencil_50"], "Pool")
        self.title_size = self.title.get_message().get_size()
        self.title_x = (self.surf_wid - self.title_size[0])//2
        self.title_y = self.surf_hgt // 4
        
        self.play = TextDisplay(self.fonts["stencil_30"], "Play")
        self.play_size = self.play.get_message().get_size()
        self.play_x = (self.surf_wid - self.play_size[0])//2
        self.play_y = self.surf_hgt *2// 5
        
        self.about = TextDisplay(self.fonts["stencil_30"], "About")
        self.about_size = self.about.get_message().get_size()
        self.about_x = (self.surf_wid - self.about_size[0])//2
        self.about_y = self.surf_hgt //2
        
        self.quit = TextDisplay(self.fonts["stencil_30"], "Quit")
        self.quit_size = self.quit.get_message().get_size()
        self.q_x = (self.surf_wid - self.quit_size[0])//2
        self.q_y = self.surf_hgt *3 // 5
        
        self.title.display()
        self.play.display()
        self.about.display()
        self.quit.display()
        
        self.hiscores = font_dict["stencil_30"].render("Hi-Scores", False, (255,0,0))
        
    def update(self,time, event_queue):
        '''
        Update color of menu options
        '''
        mouse_pos = ms.get_pos()
        
        self.update_color(mouse_pos, self.play, self.play_x, self.play_y, self.play_size)
        self.update_color(mouse_pos, self.about, self.about_x, self.about_y, self.about_size)
        self.update_color(mouse_pos,self.quit, self.q_x, self.q_y, self.quit_size)
        
        
        return False
        
    
    
    
    def draw(self, display_surface):
        '''
        
        '''
        self.title.draw(display_surface, (self.title_x,self.title_y))
        self.play.draw(display_surface, (self.play_x,self.play_y))
        self.about.draw(display_surface, (self.about_x,self.about_y))
        self.quit.draw(display_surface, (self.q_x,self.q_y))
        
        
        
        
    
    
    def on_event(self, event, event_queue):
        
        if event.type == MOUSEBUTTONDOWN:
            
            mouse_pos = ms.get_pos()
            
            if self.check_click(mouse_pos, self.play_x, self.play_y, self.play_size):
                event_queue.put("PUSH_TABLE")
            
            if self.check_click(mouse_pos, self.about_x, self.about_y, self.about_size):
                event_queue.put("PUSH_ABOUT")
            
            if self.check_click(mouse_pos, self.q_x, self.q_y, self.quit_size):
                event_queue.put("QUIT")
            
            
        
        
        return False
Exemple #7
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    def __init__(self, font_dict):

        #Bumper prototypes, centered on x axis if LR or y axis if TB
        #Coordinates are so the short wall is first
        self.left_bumper = [
            np.array([15, -80]),
            np.array([15, 80]),
            np.array([0, 95]),
            np.array([0, -95])
        ]
        self.right_bumper = [
            np.array([-15, -80]),
            np.array([-15, 80]),
            np.array([0, 95]),
            np.array([0, -95])
        ]
        self.top_bumper = [
            np.array([-80, 15]),
            np.array([80, 15]),
            np.array([95, 0]),
            np.array([-95, 0])
        ]
        self.bottom_bumper = [
            np.array([-80, -15]),
            np.array([80, -15]),
            np.array([95, 0]),
            np.array([-95, 0])
        ]

        self.fonts = font_dict

        self.ball_surf_w = 450
        self.ball_surf_h = 225
        self.ball_surf_origin = self.x_orig, self.y_orig = 95, 80
        self.ball_surf = pygame.surface.Surface(
            [self.ball_surf_w, self.ball_surf_h],
            pygame.SRCALPHA)  #Legal area of ball to roll

        #self.ball_surf_origin = ball_surf_origin

        self.play_surface = self.ball_surf.get_rect()
        #self.play_surface = ball_surf_rect

        self.scratch = TextDisplay(self.fonts["stencil_50"],
                                   "Scratch",
                                   display_time=750)

        self.strokes = 0

        self.score = TextDisplay(self.fonts["century_15"],
                                 "Strokes: " + str(self.strokes))
        self.score_size = self.score.get_message().get_size()
        self.score.display()

        self.bumper_coords = self.generate_bumper_coords(self.play_surface)
        self.pockets = Group(self.__initalize_pockets())
        self.cue_ball = CueBall([375, 100],
                                initial_vel=pm.Vector2(0, 0),
                                friction=0.01)
        self.balls = Group(self.__initialize_balls(), self.cue_ball)  #care
        self.stick = Stick(self.ball_surf_origin)
        self.update_stick = True

        self.sunk_stack = [
            PoolBall([0, 0], num=np.Inf)
        ]  #Contains balls sunk and the order they were sunk in. Dummy ball at bottom
        self.last_sunk = None  #Flag for top of stack before cue_ball was sunk. In case of scratch, pop down
        #sunk stack until this is hit

        self.mouse_pos_on_click = None
        self.play_stick_animation = False
Exemple #8
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class PoolTable():
    '''
    Class that contains the pool table and all things that happen on it (balls, pockets)
    Initialized with the display surface it is drawn to, and the coordinates of the top left
    corner of the surface, relative to the window.
    '''
    image = None

    def __init__(self, font_dict):

        #Bumper prototypes, centered on x axis if LR or y axis if TB
        #Coordinates are so the short wall is first
        self.left_bumper = [
            np.array([15, -80]),
            np.array([15, 80]),
            np.array([0, 95]),
            np.array([0, -95])
        ]
        self.right_bumper = [
            np.array([-15, -80]),
            np.array([-15, 80]),
            np.array([0, 95]),
            np.array([0, -95])
        ]
        self.top_bumper = [
            np.array([-80, 15]),
            np.array([80, 15]),
            np.array([95, 0]),
            np.array([-95, 0])
        ]
        self.bottom_bumper = [
            np.array([-80, -15]),
            np.array([80, -15]),
            np.array([95, 0]),
            np.array([-95, 0])
        ]

        self.fonts = font_dict

        self.ball_surf_w = 450
        self.ball_surf_h = 225
        self.ball_surf_origin = self.x_orig, self.y_orig = 95, 80
        self.ball_surf = pygame.surface.Surface(
            [self.ball_surf_w, self.ball_surf_h],
            pygame.SRCALPHA)  #Legal area of ball to roll

        #self.ball_surf_origin = ball_surf_origin

        self.play_surface = self.ball_surf.get_rect()
        #self.play_surface = ball_surf_rect

        self.scratch = TextDisplay(self.fonts["stencil_50"],
                                   "Scratch",
                                   display_time=750)

        self.strokes = 0

        self.score = TextDisplay(self.fonts["century_15"],
                                 "Strokes: " + str(self.strokes))
        self.score_size = self.score.get_message().get_size()
        self.score.display()

        self.bumper_coords = self.generate_bumper_coords(self.play_surface)
        self.pockets = Group(self.__initalize_pockets())
        self.cue_ball = CueBall([375, 100],
                                initial_vel=pm.Vector2(0, 0),
                                friction=0.01)
        self.balls = Group(self.__initialize_balls(), self.cue_ball)  #care
        self.stick = Stick(self.ball_surf_origin)
        self.update_stick = True

        self.sunk_stack = [
            PoolBall([0, 0], num=np.Inf)
        ]  #Contains balls sunk and the order they were sunk in. Dummy ball at bottom
        self.last_sunk = None  #Flag for top of stack before cue_ball was sunk. In case of scratch, pop down
        #sunk stack until this is hit

        self.mouse_pos_on_click = None
        self.play_stick_animation = False

    def __initalize_pockets(self):
        '''
        
        '''
        corner_size = 17  #Corner pocket radius?
        wall_size = 12  #Wall pocket radius?

        corner_positions = [
            ([4, 0], corner_size),
            ([-4 + self.play_surface.width, 0], corner_size),
            ([4, self.play_surface.height], corner_size),
            ([-4 + self.play_surface.width,
              self.play_surface.height], corner_size)
        ]

        wall_positions = [
            ([self.play_surface.width / 2, 0], wall_size),
            ([self.play_surface.width / 2,
              self.play_surface.height], wall_size)
        ]
        positions = corner_positions + wall_positions

        pockets = [Pocket(pos[0], pos[1]) for pos in positions]

        return pockets

    def __initialize_balls(self):
        '''
        Place balls in the starting triangle
        '''
        ball_list = []

        colors = [(218, 135, 32), (0, 0, 255), (255, 0, 0), (218, 112, 114),
                  (255, 165, 0), (34, 139, 34), (178, 34, 34), (160, 32, 240)]

        colors += colors

        for i in range(1, 16):
            ball_list.append(PoolBall([0, 0], num=i, color=colors[i]))

        self.ball_reracker((110, 100), ball_list, 'l')

        return ball_list

    def ball_reracker(self, head, balls, orientation='l'):
        '''
        Return a list of balls in a triangle formation. Used for placing balls on table when a scratch occurs.
        head: point of lead ball
        balls: list of balls to find new positions for 
        orientation: direction from head ball the triangle flows. 'l' = left, 'r' = right
        '''
        if orientation == 'l':
            sign = -1
        elif orientation == 'r':
            sign = 1
        else:
            return

        point = head

        place = 0  #Holds which ball's position is modified next

        if len(balls) > 0:

            for column in range(1, 6):

                if column % 2 != 0:  #How far off from the center ball the furthest ball is in the column
                    offset = column // 2
                else:
                    offset = column // 2 - 0.5
                for j in range(0, column):

                    x = point[0] + sign * (column - 1) * 15
                    y = point[1] + offset * 16 - j * 16

                    balls[place].set_pos(x, y)
                    place += 1
                    #Return if place is out of index
                    if len(balls) == place:
                        return balls

        return balls

    def update(self, time, event_queue):
        '''
        
        '''
        #Remove balls from pockets if cue ball is sunk. Balls_still_moving should only be called if cue_ball is sunk.
        if self.cue_ball.get_sunk() and not self.balls_still_moving():
            self.strokes += 1  #Penalty for sinking cue ball
            self.cue_ball_sunk()
        #Movement of balls
        self.balls.update(self.play_surface, time, self.get_bumper_coords(),
                          self.get_pockets(), self.sunk_stack)

        self.score.set_text("Score: " + str(self.strokes))

        prev_play_stick_animation = self.play_stick_animation

        #Stick does not update position if play_stick_animation is false
        if self.update_stick == True:  #Flag to prevent stick from updating when end game menu is displayed. Crashes otherwise
            self.play_stick_animation = self.stick.update(
                self.play_surface, time, self.play_stick_animation,
                self.cue_ball.get_pos(), self.mouse_pos_on_click)

        self.scratch.update(time)

        #If the stick animation was playing when update was called, but set to false after stick.update,
        #the cue ball has been struck, so update its velocity.
        if prev_play_stick_animation == True and self.play_stick_animation == False:

            vel = self.stick.new_cb_vel(self.cue_ball.get_pos(),
                                        self.mouse_pos_on_click)
            self.cue_ball.set_velocity(
                vel)  #Velocity needs to be set after stick animation is over

        if not self.cue_ball.get_sunk() and len(self.sunk_stack) > 15:
            event_queue.put("PUSH_END_MENU")
            self.update_stick = False

        return False

    def draw(self, __display_surface):
        '''
        Draws table, balls, pockets
        '''
        __display_surface.fill(pygame.Color("black"))

        self.ball_surf.fill((0, 220, 100))

        coordinates = self.generate_bumper_coords(
            self.play_surface
        )  #Generate new coordinates in case window resized (Resize not implemented)

        for key, item in coordinates.items():

            drw.polygon(self.ball_surf, cl.Color('black'), item, 1)

        self.pockets.draw(self.ball_surf)
        self.balls.draw(self.ball_surf)
        __display_surface.blit(self.ball_surf, self.ball_surf_origin)
        #__display_surface.blit(self.scratch, (220,170))

        self.score.draw(__display_surface,
                        (__display_surface.get_width() -
                         2 * self.score_size[0], self.score_size[1]))
        self.scratch.draw(__display_surface, (220, 170))

        #Draw stick last so it is drawn above the ball surface
        if not self.balls_still_moving():
            self.stick.draw(__display_surface, self.play_stick_animation,
                            self.cue_ball.get_pos())

    def generate_bumper_coords(self, surface_rect):

        coord_dict = {}

        coord_dict['l'] = [
            coord + np.array([0, round(surface_rect.height / 2)])
            for coord in self.left_bumper
        ]

        coord_dict['r'] = [
            coord +
            np.array([surface_rect.width - 1,
                      round(surface_rect.height / 2)])
            for coord in self.right_bumper
        ]

        coord_dict['t1'] = [
            coord + np.array([round(surface_rect.width * 0.26), 0])
            for coord in self.top_bumper
        ]
        coord_dict['t2'] = [
            coord + np.array([round(surface_rect.width * 0.74), 0])
            for coord in self.top_bumper
        ]

        coord_dict['b1'] = [
            coord + np.array(
                [round(surface_rect.width * 0.26), surface_rect.height - 1])
            for coord in self.bottom_bumper
        ]
        coord_dict['b2'] = [
            coord + np.array(
                [round(surface_rect.width * 0.74), surface_rect.height - 1])
            for coord in self.bottom_bumper
        ]

        return coord_dict

    def balls_still_moving(self):
        '''
        Return true if a pool ball is still moving
        '''

        for ball in self.balls.sprites():
            if ball.get_vel_mag() != 0:
                return True

        return False

    def get_bumper_coords(self):
        return self.bumper_coords

    def get_pockets(self):
        return self.pockets

    def get_balls(self):
        return self.balls

    def get_sunk(self):
        return self.sunk_stack

    def __get_all_sunk(self):
        '''
        Return all balls on sunk stack, except  for dummy at the bortom.
        Testing purposes only.
        '''
        popped_list = []

        for i in range(1, len(self.sunk_stack)):
            popped_list.append(self.sunk_stack.pop())

        return popped_list

    def get_sunk_on_turn(self):
        '''
        Returns all balls sunk on a given turn
        '''
        popped_list = []
        while self.sunk_stack[-1].get_num() is not self.last_sunk:
            popped_list.append(self.sunk_stack.pop())

        return popped_list

    def ball_overlap(self, popped_list):
        '''
        Check if any balls replaced on table overlap balls already on table
        Goes through all the balls and checks if they overlap. Not very efficient.
        
        Not fully Tested. Works in trivial cases.
        '''
        add_to_rerack = []

        for new_ball in popped_list:
            ball_center = pm.Vector2(new_ball.x + new_ball.radius,
                                     new_ball.y + new_ball.radius)

            for existing_ball in self.balls:
                existing_center = pm.Vector2(
                    existing_ball.x + existing_ball.radius,
                    existing_ball.y + existing_ball.radius)

                collision_vector = ball_center - existing_center

                #If the balls are pretty close, add the existing ball to the list to be reracked
                if collision_vector.length() < 2 * new_ball.radius:
                    self.balls.remove(existing_ball)
                    existing_ball.vel = pm.Vector2(0, 0)
                    add_to_rerack.append(existing_ball)
                #If the balls are still overlapped but not by a lot, simply move the existing one out of the way.
                #Will cause a mess if many balls in same place, but that generally will not happen.
                #elif collision_vector.length() < 2 * new_ball.radius:
                #   collision_vector.scale_to_length(2 * new_ball.radius)
                #   existing_ball.x = new_ball.x - collision_vector.x
                #   existing_ball.y = new_ball.y - collision_vector.y

        return add_to_rerack

    def cue_ball_sunk(self):
        '''
        Sequence of events that happens when the cue ball is sunk
        '''
        self.scratch.display()
        #popped_list = self.__get_all_sunk()
        popped_list = self.get_sunk_on_turn()

        for ball in popped_list:
            ball.ball_unsunk()

        popped_list.remove(self.cue_ball)

        #If a cue ball overlaps  if should be taken care of in pool_ball update
        self.cue_ball.set_pos(300, 110)

        popped_list = self.ball_reracker([100, 110], popped_list, 'l')

        #continue reracking until its nothing overlaps.
        #Add to rerack is a list that is added to if two balls occupy the same location
        #Otherwise, balls are simply scooted apart
        while True:
            add_to_rerack = self.ball_overlap(popped_list)
            if len(add_to_rerack) == 0:
                break

            popped_list += add_to_rerack

            popped_list = self.ball_reracker([100, 110], popped_list, 'l')

        self.balls.add(popped_list, self.cue_ball)

    def get_score(self):
        return self.strokes

    def on_event(self, event, event_queue):

        #HIt ball with stick
        if event.type == pygame.MOUSEBUTTONDOWN and not self.balls_still_moving(
        ):
            self.last_sunk = self.sunk_stack[-1].get_num()
            self.mouse_pos_on_click = ms.get_pos()
            self.play_stick_animation = True
            self.strokes += 1

        return False
Exemple #9
0
class AboutScreen(Menu):
    '''
    About screen
    Class that contains information about the game
    '''
    def __init__(self, font_dict, surf_wid, surf_hgt):
        Menu.__init__(self, font_dict, surf_wid, surf_hgt)

        self.game_rules = self.initialize_instructions(
            "resources/how_to_play.txt")

        self.about = TextDisplay(self.fonts["stencil_30"], "About")
        self.about_size = self.about.get_message().get_size()
        self.about_x = (self.surf_wid - self.about_size[0]) // 2
        self.about_y = self.surf_hgt // 6

        self.author = TextDisplay(
            self.fonts["century_15"],
            "Pool is a game by Alex Tuck, made with Python and the pygame module"
        )
        self.author_size = self.author.get_message().get_size()
        self.author_x = (self.surf_wid - self.author_size[0]) // 2
        self.author_y = self.surf_hgt // 4

        self.how_to_play = TextDisplay(self.fonts["stencil_30"], "How to Play")
        self.htp_size = self.how_to_play.get_message().get_size()
        self.htp_x = (self.surf_wid - self.htp_size[0]) // 2
        self.htp_y = self.surf_hgt // 3

        self.exit = TextDisplay(self.fonts["stencil_20"], "Exit to Main Menu")
        self.exit_size = self.exit.get_message().get_size()
        self.exit_x = (self.surf_wid - self.exit_size[0]) // 2
        self.exit_y = self.surf_hgt * 3 // 5

        self.about.display()
        self.author.display()
        self.how_to_play.display()
        self.exit.display()

    def initialize_instructions(self, file_name):
        '''
        Create texDisplay objects for the games instructions
        '''
        instructions = open(file_name, 'r')

        game_rules = []

        for line in instructions:
            if line == "###\n":  #Denotes end of instructions
                break
            line = line.rstrip()
            text = TextDisplay(self.fonts["century_15"], line)
            text.display()
            game_rules.append(text)

        instructions.close()

        return game_rules

    def draw(self, display_surface):

        display_surface.fill(pygame.Color("black"))

        self.about.draw(display_surface, (self.about_x, self.about_y))
        self.author.draw(display_surface, (self.author_x, self.author_y))
        self.how_to_play.draw(display_surface, (self.htp_x, self.htp_y))

        game_rule_size = self.game_rules[0].get_message().get_size()

        game_rule_x = self.surf_wid // 10
        game_rule_y = self.htp_y + (3 * game_rule_size[1]) // 2

        for rule in self.game_rules:
            rule.draw(display_surface, (game_rule_x, game_rule_y))
            game_rule_y += game_rule_size[1]

        self.exit.draw(display_surface, (self.exit_x, self.exit_y))

    def update(self, time, event_queue):
        '''
        Update color of menu options
        '''
        mouse_pos = ms.get_pos()

        self.update_color(mouse_pos, self.exit, self.exit_x, self.exit_y,
                          self.exit_size)

        return False

    def on_event(self, event, event_queue):

        if event.type == MOUSEBUTTONDOWN:

            mouse_pos = ms.get_pos()

            if self.check_click(mouse_pos, self.exit_x, self.exit_y,
                                self.exit_size):
                event_queue.put("POP")

        return False