Exemple #1
0
def load_interpreter(keyEvent):
    #I really need to figure out a way to turn this code into its own function...
    global loadName
    playerInput = pygame.key.name(keyEvent.key)
    if keyEvent.key in NUMBER_KEYS:
        if len(saveFiles) < 10:
            num = int(playerInput) - 1  
            try:
                loadName = saveFiles[num]
            except IndexError:
                return
            confirm_load()
            return
        else:
            loadName += playerInput
    elif keyEvent.key == K_BACKSPACE:
        if loadName == '':
            returnTo()
            return
        else:
            loadName = loadName[:-1] 
    elif keyEvent.key == K_RETURN:
        try:
            loadName = saveFiles[int(loadName)-1]
        except (ValueError, IndexError):
            return
        confirm_load()
        return
    universal.set_commands([''.join(['(#) Select a file to load:', loadName, '_']), '<==Back'])
    return universal.get_command_view()
Exemple #2
0
def title_screen(episode=None):
    global firstEpisode, loadingGame
    textSurface = None
    titleImage = None
    try:
        titleImage = pygame.image.load(TITLE_IMAGES[0]).convert()
        titleImage = pygame.transform.scale(titleImage, (pygame.display.Info().current_w, pygame.display.Info().current_h))
    except IOError:
        textSurface = textrect.render_textrect(get_title(), #+ (":" if get_subtitle() != "" else ""), 
                universal.font, universal.worldView, LIGHT_GREY, DARK_GREY, 1)
    except IndexError:
        textSurface = textrect.render_textrect(get_title(), #+ (":" if get_subtitle() != "" else ""), 
                universal.font, universal.worldView, LIGHT_GREY, DARK_GREY, 1)
    titleImages = []
    if os.path.exists(os.path.join(os.getcwd(), 'save')) and '.init.sav' in os.listdir(os.path.join(os.getcwd(), 'save')):
        #townmode.clear_rooms()
        townmode.previousMode = None
        townmode.load_game('.init.sav', preserveLoadName=False)
    else:
        townmode.save_game('.init.sav', preserveSaveName=False)
    assert(episode is not None or firstEpisode is not None)
    if episode is not None:
        firstEpisode = episode
    screen = universal.get_screen()
    worldView = universal.get_world_view()
    background = universal.get_background()
    screen.fill(universal.DARK_GREY)
    font = pygame.font.SysFont(universal.FONT_LIST, 50)
    wvMidLeft = worldView.midleft
    if loadingGame:
        for i in range(1, len(TITLE_IMAGES)):
            try:
                titleImages.append(pygame.image.load(TITLE_IMAGES[i]))
                titleImages[-1] = pygame.transform.scale(titleImages[-1], (pygame.display.Info().current_w, pygame.display.Info().current_h))
            except IOError:
                continue
        opening_crawl()
        loadingGame = False
    music.play_music(music.THEME)
    universal.set_commands(['(S)tart', '(L)oad', '(A)cknowledgments', '(Esc)Quit'])
    universal.set_command_interpreter(title_screen_interpreter)
    if not skip:
        pygame.time.delay(125)
        for i in range(0, len(titleImages)):
            screen.blit(titleImages[i], worldView.topleft)
            pygame.time.delay(25)
            pygame.display.flip()
    if titleImage is not None:
        screen.blit(titleImage, worldView.topleft)
    else:
        screen.blit(textSurface, worldView.centerleft)
    pygame.display.flip()
    while 1:
        universal.textToDisplay = ''
        universal.titleText = ''
        for event in pygame.event.get():
            if event.type == KEYUP:
                return [universal.get_command_view()]
Exemple #3
0
def save_interpreter(keyEvent):
    global saveName, saveNum, numLastInput, previousMode
    playerInput = pygame.key.name(keyEvent.key)
    if keyEvent.key == K_BACKSPACE:
        if saveNum == '' and saveName == '':
            if previousMode is not None:
                previousMode()
            else:
                town_mode()
            return
        else:
            saveName = saveName[:-1]
    elif keyEvent.key == K_RETURN:
        if numLastInput:
            try:
                saveName = saveFiles[int(saveNum)-1]
            except (IndexError, ValueError):
                return
        confirm_save(saveName)
        return
    elif keyEvent.key in NUMBER_KEYS and saveName == '':
        if len(saveFiles) < 10 and saveName == '':
            try:
                saveName = saveFiles[int(playerInput)-1]
            except IndexError:
                return
            confirm_save(saveName)
            return
        else:
            if len(saveNum) < MAX_SAVE_NAME_LENGTH:
                saveNum += playerInput
            numLastInput = True
    elif re.match(re.compile(r'^\w$'), playerInput):
        if len(saveName) < MAX_SAVE_NAME_LENGTH:
            if pygame.key.get_pressed()[K_LSHIFT] or pygame.key.get_pressed()[K_RSHIFT]:
                saveName += str.capitalize(playerInput)
            else:
                saveName += playerInput
        numLastInput = False
    universal.set_commands([''.join(['Provide a save name:', saveName, '_']), 
        ''.join(['(#) Select a save file:', saveNum, '_']), '<==Back'])
    return universal.get_command_view()
def begin_game(episode):
    global displayedText
    global commands
    global screen
    global font
    import os
    if '.init.sav' in os.listdir('save'):
        os.remove(os.path.join('save', '.init.sav'))
# Initialise screen
    #commandText = textrect.render_textrect(' '.join(commands), font, commandView, LIGHT_GREY, DARK_GREY, 1)
    #commandTextPos = commandText.get_rect()
    #commandTextPos.centerx, commandTextPos.centery = commandView.center;
    # Blit everything to the screen
    defaultFont = pygame.font.SysFont(universal.FONT_LIST, universal.DEFAULT_SIZE)
    titleFont = pygame.font.SysFont(universal.FONT_LIST_TITLE, universal.TITLE_SIZE)
    universal.init_game()
    background = universal.get_background()
    screen = universal.get_screen()
    screen.blit(background, (0, 0))
    commandView = universal.get_command_view()
    worldView = universal.get_world_view()
    #commandSurface = pygame.Surface((commandView.width, commandView.height))
    #commandSurface.fill((255, 0, 0))
    #commandSurface.fill(DARK_GREY)
    #commandSurface.fill(LIGHT_GREY)
    #pygame.display.flip()
    leftCommandView = universal.get_left_command_view()
    rightCommandView = universal.get_right_command_view()
    middleCommandView = universal.get_middle_command_view()
    dirtyRects = titleScreen.title_screen(episode)
    #screen.blit(commandSurface, commandView.topleft)
    #screen.blit(background, (0,))
    # Event loop
    #fps = 30
    #clock = pygame.time.Clock()
    while True:
        #screen.blit(commandSurface, commandView.topleft)
        #pygame.draw.rect(commandSurface, LIGHT_GREY, commandView, 5)
        #Technically, this for loop is silly now, because I'm only allowing one event in
        #queue at a time. (Search for CLEAR) 
        for event in pygame.event.get():
            if event.type == KEYUP:
                if event.key == K_LSUPER or event.key == K_RSUPER: 
                    pygame.display.iconify()
                else:
                    #CLEAR
                    #This will have to be changed if I ever implement something that requires rapid key combinations.
                    pygame.event.clear()
                    newDirtyRects = universal.get_command_interpreter()(event)
                    try:
                        dirtyRects.extend(newDirtyRects)
                    except TypeError:
                        pass
            elif event.type == QUIT:
                music.close_music_files()
                import os
                if '.init.sav' in os.listdir('save'):
                    os.remove(os.path.join('save', '.init.sav'))
                music.clean_up_music()
                return
            if universal.get_text_to_display() != '':
                if universal.get_title_text() != '':
                    position = (worldView.topleft[0], worldView.topleft[1] + titleFont.get_linesize())
                    textRect = worldView.copy()
                    textRect.height = textRect.height - titleFont.get_linesize()
                    universal.display_text(universal.get_title_text(), worldView, position, isTitle=True)
                displayPosition = (worldView.topleft[0], worldView.topleft[1] + 2 * titleFont.get_linesize())
                textRect = worldView.copy()
                dirtyRects.append(textRect)
                textRect.height = textRect.height - 2 * titleFont.get_linesize()
                universal.display_text(universal.get_text_to_display(), textRect, displayPosition, isTitle=False)
                universal.clear_text_to_display()
        #The following is a bit of command position fiddling to make everything look nice and balanced.
        universal.display_commands()
        pygame.draw.rect(screen, universal.LIGHT_GREY, pygame.Rect(commandView.topleft, commandView.size), universal.COMMAND_VIEW_LINE_WIDTH)
        #pygame.display.flip()
        #clock.tick_busy_loop(fps)
        newDirtyRects = []
        #Bonemouth was having a strange error where the game would crash when trying to save, apparently because the game only takes one list of dirty rects? Not sure, and couldn't replicate it,
        #and of course the error message doesn't actually print the value of dirty rects :-/, so I can't figure out what dirty rects look like when the bug is thrown. So I'm assuming for some
        #strange reason I'm ending up with a nested list. So I flatten it first. Note that since every atomic element is a rectangle, and those aren't iterable, we don't need to worry about 
        #accidentally flattening tuples or strings.
        for maybeList in dirtyRects:
            if isinstance(maybeList, pygame.Rect):
                newDirtyRects.append(maybeList)
            else:
                newDirtyRects.extend(maybeList)
        newDirtyRects.append(get_command_view())
        #Wine doesn't play nice with the dirty rects approach, so if we are running under Wine, then we update everything forever.
        if universal.playOnMac:
            pygame.display.flip()
        elif dirtyRects:
            pygame.display.update(newDirtyRects)
        dirtyRects = []