Esempio n. 1
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    def buttons(self):
        x = self.x - self.y
        y = self.y

        buttons_setup = button.ButtonSetup(x, y, 7)
        startstop_button = button.Button(buttons_setup.position(2),
                                         self.colour_button, 'Start')
        clear_button = button.Button(buttons_setup.position(3),
                                     self.colour_button, 'Clear')
        turn_button = button.Button(buttons_setup.position(4),
                                    self.colour_button, 'Turn')
        random_button = button.Button(buttons_setup.position(5),
                                      self.colour_button, 'Random')
        menu_button = button.Button(buttons_setup.position(6),
                                    self.colour_button, 'Menu')

        buttons = [
            startstop_button, clear_button, turn_button, random_button,
            menu_button
        ]

        for i in range(len(buttons)):
            buttons[i].x = buttons[i].x + self.y

        return buttons
Esempio n. 2
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    def __init__(self, main):
        self.mode = "test"

        self.main = main
        self.screen = main.screen
        self.nn = main.nn
        #self.batchList = main.batchList

        self.font = pygame.font.SysFont(None, 30)
        #textrect = text.get_rect()
        #textrect.centerx = screen.get_rect().centerx
        #textrect.centery = screen.get_rect().centery

        self.buttonList = [
            button.Button(self.screen, pygame.Rect(720, 400, 100, 30), "testt",
                          40, self.do_test),
            button.Button(self.screen, pygame.Rect(720, 100, 30, 30), ">", 40,
                          self.button_0),
            button.Button(self.screen, pygame.Rect(685, 100, 30, 30), "<", 40,
                          self.button_1),
            button.Button(self.screen, pygame.Rect(685, 250, 100, 30),
                          "Output", 30, self.getDigitOutput)
        ]

        self.digitNum = 0
        self.digitData = None
        self.digitOutput = None

        # used to render
        self.testOutput = ""
Esempio n. 3
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    def __init__(self):
        # background
        self.background = dist.imagedist['screen_game']
        self.rect = self.background.get_rect()
        self.rect.x = 0
        self.rect.y = 0
        # score
        self.scorePlayer = 0
        self.scoreAI = 0

        x = 15
        y = 0.5 * dist.SCREEN_HEIGHT
        delta = dist.BTN_HEIGHT + dist.BTN_GAP_SPACE
        # button
        self.btnMenu = button.Button(dist.imagedist['btnMenu'], x, y)
        self.btnHuongDan = button.Button(dist.imagedist['btnHuongDan'], x,
                                         y + delta)
        self.btnThoat = button.Button(dist.imagedist['btnThoat'], x,
                                      y + 2 * delta)
        # label
        self.lblPlayer = label.Label('PLAYER', dist.FONTSIZE, 200, 330)
        self.lblScorePlayer = label.Label('SCORE', dist.FONTSIZE, 450, 400)
        self.lblValueScorePlayer = label.Label(str(self.scorePlayer),
                                               dist.FONTSIZE, 560, 400)

        self.lblAI = label.Label('COMPUTER', dist.FONTSIZE, 200, 120)
        self.lblScoreAI = label.Label('SCORE', dist.FONTSIZE, 450, 50)
        self.lblValueScoreAI = label.Label(str(self.scorePlayer),
                                           dist.FONTSIZE, 560, 50)
Esempio n. 4
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    def __init__(self):
        # super(Menu, self).__init__()
        self.batDau = False
        self.x = 0
        self.y = 0
        self.image = dist.imagedist['screen_menu']
        self.rect = self.image.get_rect()
        self.rect.x = 0
        self.rect.y = 0

        x = dist.SCREEN_WIDTH / 2 - dist.BTN_WIDTH / 2
        y = dist.SCREEN_HEIGHT / 2
        delta = dist.BTN_HEIGHT + dist.BTN_GAP_SPACE

        self.btnBatDau = button.Button(dist.imagedist['btnBatDau'], x, y)
        # de cuoi cung` se lam
        self.btnHuongDan = button.Button(dist.imagedist['btnHuongDan'], x,
                                         y + delta)
        self.btnThoat = button.Button(dist.imagedist['btnThoat'], x,
                                      y + 2 * delta)

        self.btnCapDo = map(
            lambda i: button.Button(dist.imagedist['btnCapMinimax%s' %
                                                   (i)], x, y +
                                    (i - 1) * delta), range(1, 4, 1))
Esempio n. 5
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 def setup_qwer(self):
     self.buttons = {
         pygame.K_q: button.Button('q', Q_ICON_PATH, Q_LOCATION, pygame.K_q),
         pygame.K_w: button.Button('w', W_ICON_PATH, W_LOCATION, pygame.K_w),
         pygame.K_e: button.Button('e', E_ICON_PATH, E_LOCATION, pygame.K_e),
         pygame.K_r: button.Button('r', R_ICON_PATH, R_LOCATION, pygame.K_r)
         }
Esempio n. 6
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	def __init__(self, screen, rect, title, data, minValue=0, maxValue=0):

		self.screen = screen
		self.rect = rect
		self.colour = (200,200,200)		# Background colour

		self.title = title

		self.font = pygame.font.SysFont(None, 30)


		self.data = data

		self.oldLength = len(self.data)

		# Initialise min/max values for the graph to render with
		self.minValue = minValue
		self.maxValue = maxValue
		for i in self.data:
			if i>self.maxValue:
				self.maxValue = i
			elif i<self.minValue:
				self.minValue = i

		self.scale = 0

		self.buttonList = [
			button.Button(self.screen, pygame.Rect(self.rect.right-40, self.rect.top+10, 30, 30), ">", 40, self.scale_up),
			button.Button(self.screen, pygame.Rect(self.rect.right-75, self.rect.top+10, 30, 30), "<", 40, self.scale_down)
		]
Esempio n. 7
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 def __init__(self):
     self.pygame_init()
     self.keep_looping = True
     self.event_var = None
     # -----------------------
     self.pos = None
     self.current_action = None
     # -----------------------
     self.clear_button = button.Button("clear",
                                       con.ORANGE,
                                       x=10,
                                       y=10,
                                       width=235,
                                       height=50,
                                       text="Clear",
                                       message="clear",
                                       font=self.font)
     self.randomButton = button.Button("random",
                                       con.ORANGE,
                                       x=255,
                                       y=10,
                                       width=235,
                                       height=50,
                                       text="Random",
                                       message="random",
                                       font=self.font)
     self.primary_color_btn = button.Button("primary",
                                            con.BLUE,
                                            x=500,
                                            y=10,
                                            width=90,
                                            height=235,
                                            text="P",
                                            message="primary",
                                            font=self.font)
     self.background_color_btn = button.Button("background",
                                               con.WHITE,
                                               x=500,
                                               y=255,
                                               width=90,
                                               height=235,
                                               text="B",
                                               message="background",
                                               font=self.font)
     self.main_window = button.Button("main",
                                      con.WHITE,
                                      x=10,
                                      y=70,
                                      width=480,
                                      height=420,
                                      text="main window",
                                      message="main window",
                                      font=self.font)
     self.buttons = []
     self.buttons.append(self.clear_button)
     self.buttons.append(self.randomButton)
     self.buttons.append(self.main_window)
     self.buttons.append(self.primary_color_btn)
     self.buttons.append(self.background_color_btn)
     self.main_window.message = "none"
Esempio n. 8
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    def __init__(self):
        Look.screen = pygame.display.set_mode((con.WIDTH, con.HEIGHT),
                                              pygame.RESIZABLE)
        # nazwa gry
        pygame.display.set_caption("szachy stupolowe", "szachy stupolowe")
        # board
        Look.plansza_img = pygame.image.load("assets/board.jpg")
        # gracz
        Look.white_pawn_img = pygame.image.load("assets/white_pawn_32px.png")
        Look.black_pawn_img = pygame.image.load("assets/black_pawn_32px.png")
        Look.white_queen_img = pygame.image.load("assets/white_queen_32px.png")
        Look.black_queen_img = pygame.image.load("assets/black_queen_32px.png")

        # Tekst ruchu
        Look.font = pygame.font.Font('freesansbold.ttf', 32)
        Look.textX = con.WIDTH / 2 - con.BOARD / 2
        Look.textY = con.HEIGHT / 2 - con.BOARD / 2 - con.FIELD

        #Tworzenie przyciskow
        Look.restart_button \
            = button.Button(con.BUTTON_LIME, (con.BOARD_X + con.BOARD + con.BOARD / con.SIZE + 2,
                                              con.BOARD_Y + 2), con.BUTTON_PROP, "Restart")
        Look.test_hit_button \
            = button.Button(con.BUTTON_LIME, (con.WIDTH/100, con.HEIGHT/100),
                            con.BUTTON_PROP, "Test bicia")
        Look.test_promo_button \
            = button.Button(con.BUTTON_LIME, (con.WIDTH / 100, 2 * con.HEIGHT / 100 + 50),
                            con.BUTTON_PROP, "Test wyniesienia")
        Look.test_win_button \
            = button.Button(con.BUTTON_LIME, (con.WIDTH/100, 3 * con.HEIGHT/100 + 100),
                            con.BUTTON_PROP, "Test wygranej")

        # ikona gry
        icon = pygame.image.load("assets/icon_32px.png")
        pygame.display.set_icon(icon)
    def __init__(self, width=800, height=600):
        """
        Initializes a Controller object

        Args:
            self (Controller): a Controller object
            width (int): the display's width
            height (int): the display's height

        Returns:
            (None): None
        """

        pygame.font.init()
        self.width = width
        self.height = height
        self.windowSurface = pygame.display.set_mode((self.width, self.height))
        pygame.display.set_caption("Skeleton Eats Three Apples Then Dies")
        self.background = pygame.Surface(self.windowSurface.get_size())
        self.running = True
        self.player = character.Character((self.width / 2, self.height / 2),
                                          self.windowSurface)
        self.obstacles = pygame.sprite.Group()
        self.buttons = [
            button.Button("Play Game",
                          (self.width / 2 - 35, self.height / 2 - 15), 70, 30,
                          (0, 0, 0), (0, 255, 0)),
            button.Button("Play Again?",
                          (self.width / 2 - 35, self.height / 2 - 15), 70, 30,
                          (0, 0, 0), (255, 0, 0))
        ]
        self.setGame()
Esempio n. 10
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def show_main_menu(f1, f2, f3):
    global menu_title
    global menu_subti
    global menu_calls
    global menu_items
    global menu_titbg
    global menu_chars
    global menu_visib
    global menu_runan

    menu_runan = 0
    menu_visib = True
    menu_titbg = shape.Shape(PATH_MENU_TIT_BG, "", "", 0, 235, 1, 1)
    menu_title = label.Label("TURTLE RACE", colors.get("title"), 0, 250, 48)
    menu_subti = label.Label("THE BEST BETTING GAME", colors.get("subti"), 150,
                             200, 18)

    menu_calls = [f1, f2, f3]

    menu_items = [
        button.Button(" START ", 0, 30, callback1),
        button.Button(" SETTINGS ", 0, -30, callback2),
        button.Button(" ABOUT ", 0, -90, callback3),
        button.Button(" EXIT ", 0, -150, callback4)
    ]

    menu_chars = [
        shape.Shape(PATH_MENU_CHAR1[0], "", "", 0, 350, 1, 1),
        shape.Shape(PATH_MENU_CHAR2[0], "", "", -400, 200, 1, 1),
        shape.Shape(PATH_MENU_CHAR3[0], "", "", 400, 0, 1, 1),
        shape.Shape(PATH_MENU_CHAR4[0], "", "", -300, -200, 1, 1),
        shape.Shape(PATH_MENU_CHAR5[0], "", "", 300, -200, 1, 1),
    ]

    menu_char_anim()
Esempio n. 11
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 def __init__(self, title, message):
     title = basic.Label(title)
     main = table.Table()
     import app
     warningIcon = basic.Image(
         app.App.app.theme.get('warningdialog.warning', '', 'image'))
     if type(message) is list:
         if len(message) >= 1:
             main.tr()
             main.td(warningIcon, rowspan=len(message), style={'margin': 5})
             main.td(basic.Label(message[0]), align=-1)
         for aMessage in message[1:]:
             main.tr()
             main.td(basic.Label(aMessage), align=-1, colspan=2)
     else:
         main.tr()
         main.td(warningIcon)
         main.td(basic.Label(message), align=-1, colspan=2)
     main.tr()
     self.okayButton = button.Button("Okay")
     self.okayButton.connect(CLICK, self.okayClicked)
     self.cancelButton = button.Button("Cancel")
     self.cancelButton.connect(CLICK, self.close)
     main.td(basic.Spacer(1, 1))
     main.td(self.okayButton, align=1, style={'margin': 10})
     main.td(self.cancelButton, align=-1, style={'margin': 10})
     Dialog.__init__(self, title, main)
Esempio n. 12
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    def __init__(self, value=None, **params):
        params.setdefault('cls', 'select')
        table.Table.__init__(self, **params)

        self.top_selected = button.Button(cls=self.cls + ".selected")
        table.Table.add(self, self.top_selected)  #,hexpand=1,vexpand=1)#,0,0)
        self.top_selected.value = basic.Label(" ",
                                              cls=self.cls + ".option.label")

        self.top_arrow = button.Button(basic.Image(self.style.arrow),
                                       cls=self.cls + ".arrow")
        table.Table.add(self, self.top_arrow)  #,hexpand=1,vexpand=1) #,1,0)

        self.options = table.Table()  #style={'border':3})
        self.options_first = None

        self.options.tr()
        self.spacer_top = basic.Spacer(0, 0)
        self.options.add(self.spacer_top)

        self.options.tr()
        self._options = table.Table(cls=self.cls + ".options")
        self.options.add(self._options)

        self.options.tr()
        self.spacer_bottom = basic.Spacer(0, 0)
        self.options.add(self.spacer_bottom)

        self.options.connect(BLUR, self._close, None)
        self.spacer_top.connect(CLICK, self._close, None)
        self.spacer_bottom.connect(CLICK, self._close, None)

        self.values = []
        self.value = value
Esempio n. 13
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    def end_game():
        # Labels and buttons.
        end_gamex = end_game_label.get_width() // 2
        end_gamey = end_game_label.get_height() // 2

        # Exit button.
        exitx = windowWidth // 2 + 80
        exity = end_gamey + 180
        exitWidth = 100
        exitHeight = 50
        exit_button = button.Button(exitx, exity, exitWidth, exitHeight, EXITB,
                                    surface, "Exit!")

        # Replay button.
        replayx = windowWidth // 2 - 190
        replayy = exity
        replayWidth = 180
        replayHeight = 50
        replay_button = button.Button(replayx, replayy, replayWidth,
                                      replayHeight, EXITB, surface,
                                      "Play again!")

        run = True
        while run:
            quit_event()
            surface.blit(
                end_game_label,
                (windowWidth // 2 - end_gamex, windowHeigth // 2 - end_gamey))
            exit_button.draw_button()
            if mouse_over(exitx, exity, exitWidth, exitHeight):
                pygame.quit()
                sys.exit()
            pygame.display.update()
Esempio n. 14
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 def __init__(self):
     self.list = area.List(width=350, height=150)
     okButton = button.Button("Okay",
                              style={
                                  'width': 80,
                                  'height': 28,
                                  'margin': 8
                              })
     okButton.connect(CLICK, self.okayClicked)
     cancelButton = button.Button("Cancel",
                                  style={
                                      'width': 80,
                                      'height': 28,
                                      'margin': 8
                                  })
     cancelButton.connect(CLICK, self.close)
     body = table.Table()
     body.tr()
     body.td(basic.Label("Select your teacher"), colspan=2)
     body.tr()
     body.td(self.list, colspan=2)
     body.tr()
     body.td(okButton)
     body.td(cancelButton)
     Dialog.__init__(self, basic.Label("Teachers"), body)
Esempio n. 15
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    def CheckContinueGame(self, score, time, screen):
        myFont = pygame.font.SysFont(None, 16)
        textSurface = myFont.render(
            "TIME: " + str(round(time, 1)) + " seconds", True, BLACK)
        start_img = pygame.image.load(
            'assets/play_again_btn.png').convert_alpha()
        score_btn = button.Button(screen_width / 3, screen_height / 3, score,
                                  1)
        start_button = button.Button(screen_width / 3, screen_height / 3 + 60,
                                     start_img, 1)

        while True:
            screen = pygame.display.set_mode(size)
            screen.fill(WHITE)
            isClicked = start_button.draw(screen)
            screen.blit(textSurface,
                        (screen_width / 3, screen_height / 3 + 120))
            score_btn.draw(screen)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    sys.exit()
                if (event.type == pygame.MOUSEBUTTONDOWN and isClicked):
                    print("clicked")
                    screen.fill(WHITE)
                    return True
            pygame.display.update()
Esempio n. 16
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    def __init__(self, title, width, height):
        self.Title = title
        self.Height = height
        self.Width = width
        self.Screen = pygame.display.set_mode((self.Width, self.Height))

        #This is to initialize the framerate (fps)
        self.Clock = pygame.time.Clock()

        #This color is a refrence to the color object, in there all different colors are defined
        self.Color = clr.Color()
        self.DefaultFont = pygame.font.SysFont(None, 30)

        #Initialize text messages
        self.StartText = Text.Text(self.Color.Black, self.DefaultFont,
                                   "Welcom to my pygame template!!!")

        #Initialize the soundprovider
        self.BackgroundMusic = sp.SoundProvider(
            "9th_Symphony_Finale_by_Beethoven.mp3")
        #Set the background music to play
        self.BackgroundMusic.Play(5)

        #Create all game characters here
        self.Player1 = c.Component(c.Position(400, 100), "enemy.png")

        #Create a button
        self.ExitButton = button.Button(
            300, 250, 50, 200, self.Color.Red,
            Text.Text(self.Color.Black, self.DefaultFont, "Exit"),
            lambda: sys.exit())
        self.StartButton = button.Button(
            600, 250, 50, 200, self.Color.Green,
            Text.Text(self.Color.Black, self.DefaultFont, "Start"))
Esempio n. 17
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    def start(self):
        self.background_group = pygame.sprite.LayeredDirty()
        self.game_group = pygame.sprite.LayeredDirty()
        self.ui_group = pygame.sprite.LayeredDirty()

        self.game.player_inputs = []
        
        self.player_index = 0

        res = self.game.game_resolution
        self.instructions = text.Text(
            "Click or press START to join the battle!",
            "small",
            V2(res.x/2, 40),
            multiline_width=400,
        )
        self.instructions.offset = (0.5, 0)

        self.ui_group.add(self.instructions)

        self.back = button.Button(V2(10,10), "[*circle*] Back", "big", self.on_back)
        self.ui_group.add(self.back)

        self.start_btn = button.Button(V2(res.x/2,res.y - 40), "[*x*] Ready", "big", None)
        self.start_btn.disabled = True
        self.start_btn.offset = (0.5, 0)
        self.start_btn.visible = False
        self.ui_group.add(self.start_btn)

        self.sm = states.Machine(MultiplayerUIState(self))
        self.game.input_mode = game.Game.INPUT_MULTIPLAYER
        self.player_panels = []
        self.mode = "add_players"
Esempio n. 18
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    def init_content(self):
        info_box = TextBox(200, 400, bgcolor=colors['white'], alpha=150)
        info_box.set_position([self.terrain.pixel_size[0] + 25, 250])
        info_box.add_default_text("Tower Defence\n\nPlace turrets on the map to protect your base from enemies. You gain money by winning rounds and killing enemies.", align="center")
        self.box_group = pygame.sprite.Group(info_box)

        cannon_button = button.TowerButton(CannonTower, self.terrain, info_box)
        artillery_button = button.TowerButton(ArtilleryTower, self.terrain, info_box)


        self.tower_buttons = GridGroup(pos=[self.terrain.pixel_size[0] + 25, 15], cols=3, rows=3, margin=10)
        self.tower_buttons.add(cannon_button, artillery_button)


        for _ in range(7):
            empty = button.Button(colors['white'], 60, 60)
            self.tower_buttons.add(empty)
            empty.lock()

        start_button = button.Button(colors['green'], 200, 90)
        start_button.set_position((self.terrain.pixel_size[0] + 25, 670))
        start_button.set_icon_text("Start", font_size=50)
        start_button.set_description("Start round 1", info_box)
        start_button.function = self.start_round

        self.description = info_box
        self.start_button = start_button
        self.buttons = pygame.sprite.Group(start_button)
Esempio n. 19
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 def __init__(self, surface):
     self.surface = surface
     self.iso = isoboard.IsoBoard.createBaseBoard()
     self.is_main = True
     self.moving = False
     self.addColButton = button.Button(self.makeText("Add Column"),
                                       self.addCol,
                                       rect=pygame.Rect(0, 0, 100, 50))
     self.addRowButton = button.Button(self.makeText("Add Row"),
                                       self.addRow,
                                       rect=pygame.Rect(105, 0, 100, 50))
     self.selectedTile = None
     self.heightChanging = False
     self.images = []
     self.spritesRect = pygame.Rect(105,
                                    self.surface.get_rect().height - 100,
                                    self.surface.get_rect().width - 110,
                                    100)
     self.imageRects = []
     self.spritePaths = []
     self.imageLabels = []
     self.changingSprite = False
     self.saveMapButton = button.Button(
         self.makeText("Save"),
         self.exportToJSON,
         rect=pygame.Rect(0,
                          self.surface.get_rect().height - 50, 100, 50))
     self.loadMapButton = button.Button(
         self.makeText("Open"),
         self.openMapFile,
         rect=pygame.Rect(0,
                          self.surface.get_rect().height - 100, 100, 50))
     self.main_loop()
Esempio n. 20
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    def __init__(self, window, root, title="File Chooser"):
        self.__window = window
        self.__size_y, self.__size_x = self.__window.getmaxyx()
        self.__root = os.path.expanduser(root)
        self.__cwd = self.__root
        self.__title = title
        self.__action = FILE_CHOOSER_ACTION_OPEN

        self.__show_hidden = False

        self.__cursor_idx = 0

        listgen = os.walk(self.__cwd)
        [root, dirs, files] = listgen.next()
        dirs.sort()
        filelist = []
        for entry in dirs:
            if not entry.startswith('.'):
                filelist.append(entry)

        print(filelist)

        self.refresh()

        # dialog items
        self.__diredit = editbox.EditBox(self.__window, self.__size_x-4, 3, 2, self.__cwd)
        self.__filelist = listbox.ListBox(self.__window, self.__size_y-10, self.__size_x-4, 5, 2, files)
        self.__ok_button = button.Button(self.__window, self.__size_y-3, 15, "OK")
        self.__cancel_button = button.Button(self.__window, self.__size_y-3, 3, "Cancel")
Esempio n. 21
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    def buttons(self):
        button_setup = b.ButtonSetup(int(self.x / 2), self.y, 5)
        back_button_setup = b.ButtonSetup(self.x, self.y, 5)

        buttons = []

        for i in range(int(len(self.cell_size_options) / 2)):
            size = button_setup.position(i + 1)
            buttons.append(
                b.Button(size, self.colour_button,
                         str(self.cell_size_options[i])))

        for j in range(int(len(self.cell_size_options) / 2)):
            size = button_setup.position(j + 1)
            size[0] = int(size[0] + self.x / 2)
            buttons.append(
                b.Button(
                    size, self.colour_button,
                    str(self.cell_size_options[
                        j + int(len(self.cell_size_options) / 2)])))

        back_button = b.Button(back_button_setup.position(5),
                               self.colour_button, 'back')

        for k in range(len(self.cell_size_options)):
            if self.settings[1] == self.cell_size_options[k]:
                buttons[k].colour = self.colour_button_chosen
        buttons.append(back_button)

        return buttons
Esempio n. 22
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def initialize_buttons(GAME):
    button_width, button_height = 400, 60
    button_x, button_y = GAME.screen_x-button_width, GAME.screen_y-button_height

    resolution_button = button.Button(button_x*0.5, button_y*0.5, button_width, button_height, (0, 255, 0), 0)
    button_outline = button.Button(button_x*0.5, button_y*0.5, button_width, button_height, (0, 0, 0), 3)
    return resolution_button, button_outline
Esempio n. 23
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    def make_descriptions(self):
        self.tiber = button.Button(image=IMAGES["tiber"], x=25, y=450)
        self.tiber.scale = 4.0
        self.tiber_descript = text.TextBox(x=100,
                                           y=550,
                                           font_name=config.FONT_TYPE,
                                           font_size=self.font_size,
                                           color=(0, 0, 0, 255),
                                           text="""
A greedy elf warrior, in spite
of Tiberius's Christmas spirit
he was doomed to a life of
no presents. Now he returns
for his rightful tribute.""")

        self.gwen = button.Button(image=IMAGES["gwen"], x=25, y=175)
        self.gwen.scale = 4.0
        self.gwen_descript = text.TextBox(x=100,
                                          y=300,
                                          font_name=config.FONT_TYPE,
                                          font_size=self.font_size,
                                          color=(0, 0, 0, 255),
                                          text="""
Gwendayln was once
a promissing young
snowmancer until
she turned rotten
with greed.""")
Esempio n. 24
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    def buttons(self):
        button_setup = b.ButtonSetup(self.x,
                                     self.y,
                                     rows=5,
                                     columns=9,
                                     x_margin=0)
        survive_text = b.Button(
            button_setup.position(row=1, column=1, column_size=9),
            self.screen_fill, 'When cell survive')

        survive_buttons = []
        for i in range(9):
            survive_buttons.append(
                b.Button(button_setup.position(row=2, column=i + 1),
                         self.colour_button, '{}'.format(i)))

        alive_text = b.Button(
            button_setup.position(row=3, column=1, column_size=9),
            self.screen_fill, 'When cell is born')

        alive_buttons = []
        for j in range(9):
            alive_buttons.append(
                b.Button(button_setup.position(row=4, column=j + 1),
                         self.colour_button, '{}'.format(j)))

        back_button = b.Button(
            button_setup.position(row=5, column=1, column_size=9),
            self.colour_button, 'back')

        buttons = [
            survive_text, survive_buttons, alive_text, alive_buttons,
            back_button
        ]
        return buttons
Esempio n. 25
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    def menu(self):
        newgame = button.Button(black, 170, 40, 10, 150, "NEW GAME", 20)
        options_button = button.Button(black, 170, 40, 10, 200, "OPTIONS", 20)
        score_button = button.Button(black, 170, 40, 10, 250, "SCOREBOARD", 20)
        quitbutton = button.Button(black, 170, 40, 10, 360, "QUIT", 20)
        options_ok = button.Button(black, 170, 40, 370, 400, "OK", 20, 255, True)
        music_button = button.Button(black, 170, 40, 370, 200, "Music", 20, 255, True)
        sound_button = button.Button(black, 170, 40, 370, 300, "Sounds", 20, 255, True)
        name_button = button.Button(black, 150, 40, 470, 0, str(self.name), 20, 150)
        options_box = button.Button(white, 300, 400, 320 + 50, 240, "", 20, 150, True)
        score_box = button.Button(white, 300, 400, 320 + 50, 240, "", 20, 150, True)
        self.button_group.add(newgame, options_button, quitbutton, score_button, name_button)

        music_button.active(self.settings[0])
        sound_button.active(self.settings[1])

        while True:
            mouse = pygame.mouse.get_pos()
            for event in pygame.event.get():
                if event.type == QUIT:
                    quit()
                if event.type == MOUSEBUTTONUP:
                    for pressed_button in self.button_group:
                        pressed_button.active(0)
                    if quitbutton.rect.collidepoint(mouse):
                        return

                if event.type == pygame.MOUSEBUTTONDOWN:
                    for pressed_button in self.button_group:
                        if pressed_button.rect.collidepoint(pygame.mouse.get_pos()):
                            pressed_button.active()

            self.window.blit(self.background, (0, 0))
            self.button_group.draw(self.window)
            pygame.display.update()
Esempio n. 26
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    def __init__(self, score, width=640, height=480):
        self.game = bem.Game(width, height, "burn1.jpg")
        # 20pixels from the edge (640,480)
        self.newgame = button.Button(black, 230, 70, 20, 390, "NEW GAME")
        self.menubutton = button.Button(black, 130, 70, 300, 390, "MENU")
        self.quitbutton = button.Button(black, 130, 70, 490, 390, "QUIT")
        self.button_group = pygame.sprite.Group()
        self.button_group.add(self.quitbutton, self.newgame, self.menubutton)

        self.checked_score_values = self.game.check_score()[1]
        self.checked_settings = self.game.check_settings()
        self.game.update_score(self.checked_settings['name'], score)

        clock = pygame.time.Clock()
        fps = 120

        while True:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    quit()

                if event.type == pygame.MOUSEBUTTONUP:
                    self.quitbutton.active(0)
                    self.newgame.active(0)
                    self.menubutton.active(0)

                    if self.quitbutton.rect.collidepoint(
                            pygame.mouse.get_pos()):
                        quit()
                    if self.newgame.rect.collidepoint(pygame.mouse.get_pos()):
                        return
                    if self.menubutton.rect.collidepoint(
                            pygame.mouse.get_pos()):
                        menu.Menu()
                        return

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if self.quitbutton.rect.collidepoint(
                            pygame.mouse.get_pos()):
                        self.quitbutton.active()
                    if self.newgame.rect.collidepoint(pygame.mouse.get_pos()):
                        self.newgame.active()
                    if self.menubutton.rect.collidepoint(
                            pygame.mouse.get_pos()):
                        self.menubutton.active()

            self.game.window.blit(self.game.background, (0, 0))
            self.button_group.draw(self.game.window)

            if score > self.checked_score_values[0]:
                self.game.write("  NEW HIGH SCORE!  ", 50,
                                [640 / 2, 480 / 2 - 100], red,
                                self.game.window, white, 'center', 200)

            self.game.write("  Score: " + str(score) + "  ", 40, [320, 20],
                            black, self.game.window, white, 'center')

            clock.tick(fps)
            pygame.display.update()
Esempio n. 27
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def menu(g_settings, screen, text):
    start(g_settings, screen, text)
    b1 = btt.Button(screen, g_settings.button1_position, "Show rules", g_settings)
    b2 = btt.Button(screen, g_settings.button2_position, "Start a new game", g_settings)
    check_buttons(b1, b2, text, g_settings)

    if g_settings.show_rules == True:
        text.show_rules()
Esempio n. 28
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def create_buttons():
    global menu_button, user_info_button, records_button, exit_button
    menu_button = button.Button(menu_display, 90, 50, 210, 50, "Menu", False)
    user_info_button = button.Button(menu_display, 90, 133, 210, 50,
                                     "Fill your info", False)
    records_button = button.Button(menu_display, 90, 216, 210, 50, "Records",
                                   False)
    exit_button = button.Button(menu_display, 90, 299, 210, 50, "Exit", True)
Esempio n. 29
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 def loadButtons(self):
     self.boardButtons.append(
         button.Button(20, 40, 120, 40, "Quit Game", self.quitGame))
     self.boardButtons.append(
         button.Button(240, 40, 120, 40, "Play Again", self.playAgain))
     self.boardButtons.append(
         button.Button(460, 40, 120, 40, "Show Solution",
                       self.showSolution))
Esempio n. 30
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def init():
    for i in range(10):
        sprite_box = pygame.Rect(830, 30 * (i + 1) + 30, 25, 25)
        info_box = pygame.Rect(1110, 30 * (i + 1) + 20, 50, 30)

        sprite_button = button_class.Button(sprite_box, use_button, i)
        text_button = button_class.Button(info_box, info_button, i)
        settings.buttons.append(sprite_button)
        settings.buttons.append(text_button)