Esempio n. 1
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 def draw_hand_bets(self, surface):
     for hand in self.hands:
         hand.bet.draw(surface)
         amount = max(hand.bet.get_chip_total(), hand.bet_amount)
         label = Label(self.font, 36, "Bet: ${}".format(amount),
                             "antiquewhite", {"bottomleft": (hand.tl[0], hand.tl[1] - 3)},
                             bg=prepare.FELT_GREEN)
         label.image.set_alpha(160)
         label.draw(surface)
Esempio n. 2
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 def make_labels(self):
     sr = self.screen_rect
     self.labels = []
     self.alpha = 255
     self.big_alpha = 255
     self.animations = pg.sprite.Group()
     text = "Free Ride" if self.game.free_ride else "Ante Up"
     self.big_label = Label(self.font, 320, text, "gold3",
                        {"center": sr.center}, bg=prepare.FELT_GREEN)
     self.big_label.image.set_colorkey(prepare.FELT_GREEN)
     left, top = self.big_label.rect.topleft
     ani = Animation(x=left, y=top-500, duration=2000, round_values=True)
     fade = Animation(alpha=0, duration=2000, round_values=True)
     big_fader = Animation(big_alpha=0, duration=1500, delay=500, round_values=True)
     fade.start(self)
     ani.start(self.big_label.rect)
     big_fader.start(self)
     self.animations.add(ani, fade, big_fader)
     if not self.game.free_ride:
         dest = self.game.pot_label.rect.center
         for p in self.game.players:
             pos = p.name_label.rect.center
             label = Label(self.font, 96, "${}".format(self.game.bet), "darkred",
                                 {"center": pos}, bg=prepare.FELT_GREEN)
             label.image.set_colorkey(prepare.FELT_GREEN)
             left, top = label.rect.topleft
             self.labels.append(label)
             ani = Animation(centerx=dest[0], centery=dest[1], duration=2000, delay=50,
                                     round_values=True, transition="in_quart")
             ani.callback = self.add_bet_to_pot
             ani.start(label.rect)
             self.animations.add(ani)
         fader = Animation(alpha=0, duration=2100, round_values=True)
         fader.start(self)
         self.animations.add(fader)
Esempio n. 3
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 def make_showdown_label(self):
     pos = self.screen_rect.center
     self.label = Label(self.font, self.showdown_font_size, "Showdown!", "gold3",
                             {"center": pos},
                             bg=prepare.FELT_GREEN)
     self.label.image.set_colorkey(prepare.FELT_GREEN)
     self.label.image.set_alpha(self.alpha)
Esempio n. 4
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 def setup_debug_entry(self):
     self.debug_lbl = Label(self.font, self.font_size, '6 6', "gold3", {"center": (750, 950)})
     settings = {
         "command" : self.debug_roll,
         "inactive_on_enter" : False,
         'active': False
     }
     self.widgets.append(TextBox((700,1000,150,30), **settings))
Esempio n. 5
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 def startup(self, current_time, persistent):
     screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
     self.title = Label(self.font, 64, "Statistics", "darkred",
                       {"midtop":(screen_rect.centerx, screen_rect.top+10)})
     self.start_time = current_time
     self.persist = persistent
     self.player = self.persist["casino_player"]
     games = self.collect_games_with_stats()
     self.buttons = self.make_buttons(games, screen_rect, 3)
     self.make_labels()
class HighScores(_State):
    """
    Shown by clicking the high scores button in the lobby page.
    """
    def __init__(self, controller):
        super(HighScores, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        text = "Under Construction"
        self.title = Label(prepare.FONTS["Fixedsys500c"], 72, text,
                           pg.Color("white"),
                           {"center": self.screen_rect.center})

    def startup(self, current_time, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = current_time
        self.persist = persistent

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the highcore screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
Esempio n. 7
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class Scene(_State):
    """
    This State is updated while our game is running.
    The game autodetection requires that the name of this class not be changed.
    """
    def __init__(self, controller):
        super(Scene, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        self.anykey = FlashingText((cent_x, 650), "[Press Any Key]",
                                   "Fixedsys500c", pg.Color("gold"), 30, 350)
        self.title = Label(prepare.FONTS["Fixedsys500c"], 72,
                           "Your game here!", pg.Color("white"),
                           {"center": self.screen_rect.center})

    def startup(self, current_time, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = current_time
        self.persist = persistent

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the game scene screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
Esempio n. 8
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 def update(self, dt, mouse_pos):
     self.advisor_button.update(mouse_pos)
     total_text = "Chip Total:  ${}".format(
         self.player.chip_pile.get_chip_total())
     screen = self.screen_rect
     self.chip_total_label = Label(
         self.font, 48, total_text, "gold3",
         {"bottomleft": (screen.left + 3, screen.bottom - 3)})
     self.chip_rack.update()
     if self.advisor_active:
         self.move_animations.update(dt)
Esempio n. 9
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 def __init__(self):
     super(AdvanceScreen, self).__init__()
     self.make_textbox()
     self.title = Label(
         self.font,
         36,
         "Enter Cash Advance Amount",
         "white",
         {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 300)},
     )
     self.make_enter_button()
Esempio n. 10
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class UI(object):
    def __init__(self, player, level):
        font = prog_constants.FONTS["Fixedsys500c"]
        self.level_label = Label(font, 16, "Level {}".format(level.level_num),
                                 constants.LOW_LIGHT_GREEN,
                                 {"topleft": (0, 0)})
        self.cash_label = Label(font, 16, "${}".format(player.cash),
                                constants.LOW_LIGHT_GREEN,
                                {"topleft": (0, 20)})
        self.ammo_label = Label(font, 16, "Ammo: {}".format(player.ammo),
                                constants.LOW_LIGHT_GREEN,
                                {"topleft": (0, 40)})

    def update(self, player, level):
        self.cash_label.set_text("${}".format(player.cash))
        self.ammo_label.set_text("Ammo: {}".format(player.ammo))

    def draw(self, surface):
        self.level_label.draw(surface)
        self.cash_label.draw(surface)
        self.ammo_label.draw(surface)
Esempio n. 11
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 def make_labels(self):
     self.labels = []
     cash = self.player.cash
     balance = self.player.account_balance
     assets = cash + balance
     starting_cash = prepare.MONEY
     profit = assets - starting_cash
     label_info = [("Cash", cash, 110), ("Account", balance, 150),
                   ("Assets", assets, 198),
                   ("Starting Cash", -starting_cash, 238),
                   ("Profit", profit, 283)]
     left = 500
     right = 900
     for name, value, topy in label_info:
         label1 = Label(self.font, 36, name, "white",
                        {"topleft": (left, topy)})
         color = "darkgreen" if value >= 0 else "darkred"
         label2 = Label(self.font, 36, "{:.2f}".format(value), color,
                        {"topright": (right, topy)})
         self.labels.extend([label1, label2])
     self.lines = [((left, 193), (right, 193)), ((left, 280), (right, 280))]
Esempio n. 12
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 def make_textbox(self):
     rect = (self.screen_rect.centerx - 200, self.screen_rect.top + 600, 400, 200)
     self.textbox = TextBox(
         rect,
         outline_color=pg.Color("white"),
         color=pg.Color("blue2"),
         font=pg.font.Font(self.font, 36),
         font_color=pg.Color("white"),
     )
     self.textbox.accepted = string.digits
     self.dollar_sign = Label(self.font, 36, "$", "white", {"midright": (rect[0] - 5, rect[1] + 100)})
     self.textbox.update()
Esempio n. 13
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class AnyKey(_State):
    """
    A state for the start and death scene.
    """
    def __init__(self, title, controller):
        super(AnyKey, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), prog_consts.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        anykey_args = (prog_consts.FONTS["Fixedsys500c"], 50,
                       "[Press Any Key]", pg.Color("white"), {
                           "center": (cent_x, 625)
                       }, 350)
        self.anykey = FlashingText(*anykey_args)
        self.title = Label(prog_consts.FONTS["Fixedsys500c"], 100, title,
                           pg.Color("white"), {
                               "centerx": cent_x,
                               "y": 50
                           })
        self.screen_copy = None

    def draw(self, surface):
        if self.screen_copy:
            surface.blit(self.screen_copy, (0, 0))
        else:
            surface.fill(prog_consts.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def update(self, surface, keys, current_time, dt, scale):
        self.anykey.update(current_time)
        self.draw(surface)

    def get_event(self, event, scale):
        """
        Switch to game on keydown.
        """
        if event.type == pg.KEYDOWN:
            self.done = True
            self.next = "GAME"
Esempio n. 14
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 def make_labels_rolls(self, font, text_list, y):
     """
     Create each text label and a corresponding roller.  Arguments are
     a font object; a list of strings to make labels from; and the y
     coordinate that the top label starts from.
     """
     labels = []
     rollers = pg.sprite.Group()
     for i, text in enumerate(text_list):
         if not i%2:
             pos = (-self.off, y)
             roll = Roller(pos, random.choice(COLORS), "right", self.speed)
             r = roll.rect
             label = Label(font, self.font_size, text, "goldenrod3",
                           {"midright": (r.left-self.chip_space,r.centery)})
             label.speed = self.speed
         else:
             pos = (SCREEN_WIDTH+self.off, y)
             roll = Roller(pos, random.choice(COLORS), "left", self.speed)
             r = roll.rect
             label = Label(font, self.font_size, text, "goldenrod3",
                           {"midleft": (r.right+self.chip_space,r.centery)})
             label.speed = -self.speed
         label.true_centerx = label.rect.centerx
         label.moving = True
         labels.append(label)
         rollers.add(roll)
         y += self.vert_space
     return labels, rollers
Esempio n. 15
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 def update(self, surface, keys, current, dt, scale, player):
     self.textbox.update()
     if not self.textbox.active:
         self.beep()
         try:
             amount = int(self.textbox.final)
         except ValueError:
             amount = 0
         if player.account.balance >= amount:
             player.account.withdrawal(amount)
             player.cash += amount
             self.leave_message("${:.2f} Withdrawn".format(amount))
         else:
             msg = "Insufficient Funds for Withdrawal"
             self.leave_message(msg)
     self.buttons.update(tools.scaled_mouse_pos(scale))
     text = "You have ${:.2f} available for withdrawal".format(
         player.account.balance)
     self.dyna_label = Label(
         self.font, 36, text, "white",
         {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)})
     self.draw(surface)
Esempio n. 16
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    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        self.buttons.update(tools.scaled_mouse_pos(scale))
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if player.cash >= amount:
                player.cash -= amount
                player.account.deposit(amount)
                msg = "${:.2f} Deposited".format(amount)
                self.leave_message(msg)
            else:
                self.leave_message("Insufficient Funds Deposited")
        text = "You have ${:.2f} available for deposit".format(player.cash)
        self.dyna_label = Label(
            self.font, 36, text, "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)})

        self.draw(surface)
 def make_images(self, game, icon):
     icon = pg.transform.scale(icon, self.ss_size).convert_alpha()
     icon_rect = icon.get_rect()
     label_text = game.replace("_", " ").capitalize()
     label = Label(self.font, 28, label_text, constants.LOW_LIGHT_GREEN,
                   {"center": (0, 0)})
     rect = pg.Rect(0, 0, self.width, self.height + label.rect.h)
     icon_rect.midtop = (rect.centerx, 10)
     label.rect.midtop = icon_rect.midbottom
     frame = label.image.get_rect()
     frame.w = icon_rect.w
     frame.midtop = icon_rect.midbottom
     image = pg.Surface(rect.size).convert_alpha()
     image.fill((0, 0, 0, 0))
     image.blit(icon, icon_rect)
     image.fill(pg.Color("gray10"), frame)
     highlight = image.copy()
     pg.draw.rect(image, constants.LOW_LIGHT_GREEN, icon_rect, 4)
     pg.draw.rect(image, constants.LOW_LIGHT_GREEN, frame, 4)
     highlight.blit(constants.GFX["game_highlight"], (0, 3))
     for surface in (image, highlight):
         label.draw(surface)
     return (image, highlight)
Esempio n. 18
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class MessageScreen(ATMState):
    """
    Displays a message from the previous state to the screen
    and returns to the ATM Menu.
    """
    def __init__(self):
        super(MessageScreen, self).__init__()
        self.buttons = ButtonGroup()
        Button(((1278, 840), (88, 65)), self.buttons, call=self.back_to_menu)

    def startup(self, persistent):
        self.persist = persistent
        msg = self.persist["message"]
        self.label = Label(self.font, 36, msg, "white",
                           {"center": self.screen_rect.center})
        self.exit_label = Label(self.font, 36, "OK", "white",
                                {"midright": (1251, 872)})

    def update(self, surface, keys, current, dt, scale, player):
        self.buttons.update(tools.scaled_mouse_pos(scale))
        self.draw(surface)

    def back_to_menu(self, *args):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.buttons.get_event(event)
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.back_to_menu()

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.label.draw(surface)
        self.exit_label.draw(surface)
Esempio n. 19
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class MessageScreen(ATMState):
    """
    Displays a message from the previous state to the screen
    and returns to the ATM Menu.
    """

    def __init__(self):
        super(MessageScreen, self).__init__()
        self.buttons = ButtonGroup()
        Button(((1278, 840), (88, 65)), self.buttons, call=self.back_to_menu)

    def startup(self, persistent):
        self.persist = persistent
        msg = self.persist["message"]
        self.label = Label(self.font, 36, msg, "white", {"center": self.screen_rect.center})
        self.exit_label = Label(self.font, 36, "OK", "white", {"midright": (1251, 872)})

    def update(self, surface, keys, current, dt, scale, player):
        self.buttons.update(tools.scaled_mouse_pos(scale))
        self.draw(surface)

    def back_to_menu(self, *args):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.buttons.get_event(event)
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_RETURN:
                self.back_to_menu()

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.label.draw(surface)
        self.exit_label.draw(surface)
Esempio n. 20
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 def startup(self, persistent):
     self.persist = persistent
     self.labels = []
     score = self.persist["player"].cash
     current_highs = self.load_high_scores()
     if len(current_highs) < 10:
         current_highs.append(("", score))
     elif current_highs[0][1] < score:
         current_highs[0] = ("", score)
     current_highs = sorted(current_highs, key=lambda x: x[1], reverse=True)
     self.make_high_scores_table(current_highs, score)
     self.labels.append(
         Label(prog_constants.FONTS["Fixedsys500c"], 64, "High Scores",
               constants.LOW_LIGHT_GREEN, {"midtop": (464, 20)}))
     self.buttons = ButtonGroup()
     NeonButton((373, 630), "OK", 32, self.to_title, None, self.buttons)
Esempio n. 21
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 def __init__(self, player, level):
     font = prog_constants.FONTS["Fixedsys500c"]
     self.level_label = Label(font, 16, "Level {}".format(level.level_num),
                              constants.LOW_LIGHT_GREEN,
                              {"topleft": (0, 0)})
     self.cash_label = Label(font, 16, "${}".format(player.cash),
                             constants.LOW_LIGHT_GREEN,
                             {"topleft": (0, 20)})
     self.ammo_label = Label(font, 16, "Ammo: {}".format(player.ammo),
                             constants.LOW_LIGHT_GREEN,
                             {"topleft": (0, 40)})
Esempio n. 22
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 def update(self, surface, keys, current, dt, scale, player):
     self.textbox.update()
     if not self.textbox.active:
         self.beep()
         try:
             amount = int(self.textbox.final)
         except ValueError:
             amount = 0
         if player.account.balance >= amount:
             player.account.withdrawal(amount)
             player.cash += amount
             self.leave_message("${:.2f} Withdrawn".format(amount))
         else:
             msg = "Insufficient Funds for Withdrawal"
             self.leave_message(msg)
     self.buttons.update(tools.scaled_mouse_pos(scale))
     text = "You have ${:.2f} available for withdrawal".format(player.account.balance)
     self.dyna_label = Label(
         self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)}
     )
     self.draw(surface)
Esempio n. 23
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    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        self.buttons.update(tools.scaled_mouse_pos(scale))
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if player.cash >= amount:
                player.cash -= amount
                player.account.deposit(amount)
                msg = "${:.2f} Deposited".format(amount)
                self.leave_message(msg)
            else:
                self.leave_message("Insufficient Funds Deposited")
        text = "You have ${:.2f} available for deposit".format(player.cash)
        self.dyna_label = Label(
            self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)}
        )

        self.draw(surface)
Esempio n. 24
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    def __init__(self, name, orientation, hand_topleft):
        self.name = name
        self.orientation = orientation
        self.cards = []
        self.stayed = False
        self.passed = False
        self.hand_topleft = hand_topleft

        font = prepare.FONTS["Saniretro"]
        slot_rect = pg.Rect(self.hand_topleft, prepare.CARD_SIZE)
        if orientation == "left":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] + 170, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        elif orientation == "right":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] - 120, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        else:
            name_pos = hand_topleft[0] + 90, hand_topleft[1] + 210
            db_pos = hand_topleft[0] + 60, hand_topleft[1] + 285
            self.card_slots = [slot_rect, slot_rect.move(60, 0)]

        self.name_label = Label(font, 48, self.name, "antiquewhite", {"center": name_pos}, bg=prepare.FELT_GREEN)
        self.name_label.image.set_alpha(100)
        center = self.name_label.rect.midbottom
        label_center = center[0], center[1] + 20
        self.stay_label = Label(font, 48, "Stayed in", "gold3", {"center": label_center}, bg=prepare.FELT_GREEN)
        self.stay_label.image.set_alpha(200)
        self.pass_label = Label(font, 48, "Passed", "darkred", {"center": label_center}, bg=prepare.FELT_GREEN)
        self.pass_label.image.set_alpha(200)
        self.label = None
        self.dealer_button_topleft = db_pos
        self.guts = randint(-10, 20)
        self.won = 0
        self.lost = 0
        names = ["cardslide{}".format(x) for x in (2, 3, 4)]
        self.fold_sounds = [prepare.SFX[name] for name in names]
Esempio n. 25
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class AdvanceScreen(ATMState):
    def __init__(self):
        super(AdvanceScreen, self).__init__()
        self.make_textbox()
        self.title = Label(
            self.font,
            36,
            "Enter Cash Advance Amount",
            "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 300)},
        )
        self.make_enter_button()

    def make_dynamic_labels(self, player):
        text = "The maximum advance is ${:.2f}".format(player.account.max_advance)
        dyna1 = Label(self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)})
        fee_text = "A {}% fee will be added to the advance amount".format(player.account.lending_rate * 100)
        dyna2 = Label(self.font, 36, fee_text, "white", {"midtop": (self.screen_rect.centerx, dyna1.rect.bottom + 10)})
        self.dynamic_labels = [dyna1, dyna2]

    def make_enter_button(self):
        self.button_labels = []
        self.buttons = ButtonGroup()
        Button(((1278, 840), (88, 65)), self.buttons, bindings=[pg.K_RETURN])
        rect_pos = {"midright": (1251, 872)}
        label = Label(self.font, 36, "Enter", "white", rect_pos, bg="blue2")
        self.button_labels.append(label)

    def make_textbox(self):
        rect = (self.screen_rect.centerx - 200, self.screen_rect.top + 600, 400, 200)
        self.textbox = TextBox(
            rect,
            outline_color=pg.Color("white"),
            color=pg.Color("blue2"),
            font=pg.font.Font(self.font, 36),
            font_color=pg.Color("white"),
        )
        self.textbox.accepted = string.digits
        self.dollar_sign = Label(self.font, 36, "$", "white", {"midright": (rect[0] - 5, rect[1] + 100)})
        self.textbox.update()

    def leave_message(self, msg):
        self.make_textbox()
        self.beep()
        self.persist["message"] = msg
        self.next = "MESSAGESCREEN"
        self.done = True

    def back_to_menu(self):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.textbox.get_event(event, tools.scaled_mouse_pos(scale))
        self.buttons.get_event(event)
        if event.type == pg.QUIT:
            self.back_to_menu()
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.back_to_menu()

    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if amount > player.account.max_advance:
                amount = 0
                self.leave_message("You are not authorized for this amount")
            else:
                player.account.cash_advance(amount)
                player.cash += amount
                msg = "${:.2f} Dispensed".format(amount)
                self.leave_message(msg)
        self.buttons.update(tools.scaled_mouse_pos(scale))
        self.make_dynamic_labels(player)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.title.draw(surface)
        self.dollar_sign.draw(surface)
        self.textbox.draw(surface)
        for label in self.dynamic_labels:
            label.draw(surface)
        for b_label in self.button_labels:
            b_label.draw(surface)
Esempio n. 26
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 def make_labels(self):
     color = "antiquewhite" if self.pot != 420 else "darkgreen"
     self.pot_label = Label(self.font, 48, "Pot: ${}".format(self.pot),
                            color, {"midleft":
                                    (650, 610)})  #{"center": (700, 610)})
Esempio n. 27
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class GutsGame(object):
    def __init__(self, players, dealer_index, player, casino_player, bet, pot, free_ride):
        self.players = players
        self.dealer_index = dealer_index
        self.current_player_index = 0
        self.dealer = self.players[self.dealer_index]
        self.dealer_button = DealerButton(self.dealer.dealer_button_topleft)
        self.player = player
        self.casino_player = casino_player
        self.bet = bet
        self.pot = pot
        self.deal_queue = self.make_deal_queue()
        self.deck = Deck((640,400))
        self.font = prepare.FONTS["Saniretro"]
        self.make_labels()
        self.free_ride = free_ride
        self.game_over = False

    def update(self):
        self.make_labels()

    def make_deal_queue(self):
        left = self.players[self.dealer_index + 1:]
        right = self.players[:self.dealer_index + 1]
        return left + right

    def make_labels(self):
        color= "antiquewhite" if self.pot != 420 else "darkgreen"
        self.pot_label = Label(self.font, 48, "Pot: ${}".format(self.pot), color,
                                       {"midleft": (650, 610)}) #{"center": (700, 610)})

    def compare_hands(self, player1, player2):
        h1 = []
        h2 = []
        for player, vals in [(player1, h1), (player2, h2)]:
            for card in player.cards:
                val = card.value if card.value != 1 else 14
                vals.append(val)
        h1.sort(reverse=True)
        h2.sort(reverse=True)
        if h1 == h2:
            return [player1, player2]
        elif h2[0] == h2[1]:
            if h1[0] == h1[1] and h1[0] > h2[0]:
                return [player1]
            else:
                return [player2]
        else:
            if h1[0] > h2[0] or h1[0] == h1[1]:
                return [player1]
            elif h1[0] == h2[0]:
                if h1[1] > h2[1]:
                    return [player1]
                else:
                    return [player2]
            else:
                return [player2]

    def get_winners(self):
        stayed = [x for x in self.players if x.stayed]
        best = []
        for stayer in stayed:
            if not best:
                best.append(stayer)
            else:
                new_best = []
                for b in best:
                    new_best.extend(self.compare_hands(b, stayer))
                best = new_best
        return best


    def draw(self, surface):
        self.pot_label.draw(surface)
        self.deck.draw(surface)
        self.dealer_button.draw(surface)
Esempio n. 28
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 def update_label(self):
     self.label_name = Label(self.font, self.font_size, self.text, self.lbl_color, {"bottomleft": (20, 918)})
Esempio n. 29
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class Betting(GutsState):
    def __init__(self):
        super(Betting, self).__init__()
        self.buttons = ButtonGroup()
        pos = (self.screen_rect.right-(NeonButton.width+10),
               self.screen_rect.bottom-(NeonButton.height+10))
        lobby_button = NeonButton(pos, "Lobby", self.warn, None, self.buttons, bindings=[pg.K_ESCAPE])

    def add_bet_to_pot(self):
        self.game.pot += self.game.bet

    def make_labels(self):
        sr = self.screen_rect
        self.labels = []
        self.alpha = 255
        self.big_alpha = 255
        self.animations = pg.sprite.Group()
        text = "Free Ride" if self.game.free_ride else "Ante Up"
        self.big_label = Label(self.font, 320, text, "gold3",
                           {"center": sr.center}, bg=prepare.FELT_GREEN)
        self.big_label.image.set_colorkey(prepare.FELT_GREEN)
        left, top = self.big_label.rect.topleft
        ani = Animation(x=left, y=top-500, duration=2000, round_values=True)
        fade = Animation(alpha=0, duration=2000, round_values=True)
        big_fader = Animation(big_alpha=0, duration=1500, delay=500, round_values=True)
        fade.start(self)
        ani.start(self.big_label.rect)
        big_fader.start(self)
        self.animations.add(ani, fade, big_fader)
        if not self.game.free_ride:
            dest = self.game.pot_label.rect.center
            for p in self.game.players:
                pos = p.name_label.rect.center
                label = Label(self.font, 96, "${}".format(self.game.bet), "darkred",
                                    {"center": pos}, bg=prepare.FELT_GREEN)
                label.image.set_colorkey(prepare.FELT_GREEN)
                left, top = label.rect.topleft
                self.labels.append(label)
                ani = Animation(centerx=dest[0], centery=dest[1], duration=2000, delay=50,
                                        round_values=True, transition="in_quart")
                ani.callback = self.add_bet_to_pot
                ani.start(label.rect)
                self.animations.add(ani)
            fader = Animation(alpha=0, duration=2100, round_values=True)
            fader.start(self)
            self.animations.add(fader)


    def startup(self, game):
        self.game = game
        if not self.game.free_ride:
            if self.game.player.cash < self.game.bet:
                self.next = "Bankrupt Screen"
                self.done = True
            else:
                self.game.player.cash -= self.game.bet
                self.game.casino_player.increase("games played")
                self.game.casino_player.increase("total bets", self.game.bet)
        self.game.casino_player.increase("hands played")
        self.make_labels()

    def get_event(self, event):
        if self.window:
            self.window.get_event(event)
        else:
            self.buttons.get_event(event)
            self.advisor_button.get_event(event)

    def update(self, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.general_update(dt, mouse_pos)

        if not self.animations:
            self.done = True
            self.next = "Dealing"
        for label in self.labels:
            label.image.set_alpha(self.alpha)
        self.big_label.image.set_alpha(self.big_alpha)

    def draw(self, surface):
        if not self.done:
            surface.fill(prepare.FELT_GREEN)
            self.game.draw(surface)
            for p in self.game.players:
                p.draw(surface)
            for label in self.labels:
                label.draw(surface)
            self.big_label.draw(surface)
        self.buttons.draw(surface)
        self.money_icon.draw(surface)
        self.draw_advisor(surface)
        if self.window:
            self.window.draw(surface)
Esempio n. 30
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    def startup(self, game):
        self.game = game
        self.game.result_labels = []
        self.fade_labels = []
        self.alpha = 255
        total_ani_time = 2000
        fade_ani = Animation(alpha=0, duration=total_ani_time)
        fade_ani.start(self)
        self.animations.add(fade_ani)
        self.game.tally_hands()
        payout = self.game.pay_out()
        if payout:
            self.coin_sound.play()
        hands = self.game.player.hands
        if len(hands) > 2:
            text_size = 64
        elif len(hands) == 2:
            text_size = 80
        else:
            text_size = 96
        win_piles = []
        loss_piles = []
        self.winnings = []
        self.losses = []
        for hand in hands:
            amount = hand.bet.get_chip_total()
            hand.bet_amount = amount
            bl = hand.bet.stacks[0].rect.bottomleft
            if hand.blackjack:
                text, color = "Blackjack", "gold3"
                text_size -= 8
                chips = cash_to_chips(int(amount * 2.5))
                amount = int(amount * 1.5)
                win_piles.append(BetPile(bl, self.game.chip_size, chips))
            elif hand.winner:
                text, color = "Win", "gold3"
                chips = cash_to_chips(amount * 2)
                win_piles.append(BetPile(bl, self.game.chip_size, chips))
            elif hand.push:
                text, color = "Push", "gold3"
                chips = cash_to_chips(amount)
                win_piles.append(BetPile(bl, self.game.chip_size, chips))
            elif hand.busted:
                text, color = "Bust", "darkred"
                chips = cash_to_chips(amount)
                loss_piles.append(BetPile(bl, self.game.chip_size, chips))
                amount *= -1
            else:
                text, color = "Loss", "darkred"
                chips = cash_to_chips(amount)
                loss_piles.append(BetPile(bl, self.game.chip_size, chips))
                amount *= -1
            centerx = (hand.slots[0].left + hand.slots[-1].right) // 2
            centery = hand.slots[0].centery
            label = Blinker(self.font, text_size, text, color,
                            {"center": (centerx, centery)}, 450)
            self.game.result_labels.append(label)
            amt_color = "darkgreen" if amount >= 0 else "darkred"

            bet_label = Label(self.font,
                              120,
                              "{:+}".format(amount),
                              amt_color, {"bottomleft": bl},
                              bg=prepare.FELT_GREEN)
            move_ani = Animation(bottom=bl[1] - 150,
                                 duration=total_ani_time,
                                 round_values=True)
            move_ani.start(bet_label.rect)
            self.animations.add(move_ani)
            self.fade_labels.append(bet_label)
            hand.bet.chips = []
            hand.bet.stacks = []

        payout_duration = 1000
        center = self.game.player.chip_pile.rect.center
        for pile in win_piles:
            self.winnings.append(pile)
            for stack in pile.stacks:
                ani = Animation(left=center[0],
                                bottom=center[1],
                                duration=payout_duration,
                                round_values=True)
                ani.start(stack.rect)
                self.animations.add(ani)
        center = self.game.chip_rack.rect.center
        for loss_pile in loss_piles:
            self.losses.append(loss_pile)
            for stack in loss_pile.stacks:
                ani = Animation(left=center[0],
                                bottom=center[1],
                                duration=payout_duration,
                                round_values=True)
                ani.start(stack.rect)
                self.animations.add(ani)
        pay_ani = Task(self.game.player.chip_pile.add_chips,
                       payout_duration,
                       args=[payout])
        remove_chips = Task(self.remove_chips, payout_duration)
        end_it = Task(self.end_state, total_ani_time)
        self.animations.add(pay_ani, remove_chips, end_it)
Esempio n. 31
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class Scene(_State):
    """
    This State is updated while our game is running.
    The game autodetection requires that the name of this class not be changed.
    """
    def __init__(self, controller):
        super(Scene, self).__init__(controller)
        self.next = None
        self.screen_rect = pg.Rect((0, 0), constants.RENDER_SIZE)
        cent_x = self.screen_rect.centerx
        anykey_args = (constants.FONTS["Fixedsys500c"], 30, "[Press Any Key]",
                       pg.Color("gold"), {
                           "center": (cent_x, 650)
                       }, 350)
        self.anykey = FlashingText(*anykey_args)
        self.title = Label(constants.FONTS["Fixedsys500c"], 72,
                           "Your game here!", pg.Color("white"),
                           {"center": self.screen_rect.center})

    def startup(self, persistent):
        """
        This method will be called each time the state resumes.
        """
        self.start_time = pg.time.get_ticks()
        self.persist = persistent

    def cleanup(self):
        """
        Add variables that should persist to the self.persist dictionary.
        Then reset State.done to False.
        """
        self.done = False
        return self.persist

    def update(self, surface, keys, current_time, dt, scale):
        """
        Updates the game scene and then draws the screen.
        """
        self.anykey.update(current_time)
        self.draw(surface)

    def draw(self, surface):
        """
        Put all drawing logic here. Called at the end of the update method.
        """
        surface.fill(constants.BACKGROUND_BASE)
        self.title.draw(surface)
        surface.blit(self.anykey.image, self.anykey.rect)

    def get_event(self, event, scale):
        """
        Process all events here. States must not have their own embedded
        event loops as this cuts the rest of the program off from events.
        If you would like to use mouse position events you will need to scale it
        with scaled_mouse_pos found in data.core.tools.py.
        """
        if event.type == pg.QUIT:
            self.done = True
            self.quit = True
        elif event.type == pg.KEYUP:
            self.done = True
            self.next = "lobby"
Esempio n. 32
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class LevelWin(_State):
    def __init__(self, controller):
        super(LevelWin, self).__init__(controller)

    def startup(self, persistent):
        self.persist = persistent
        self.animations = pg.sprite.Group()
        self.buttons = ButtonGroup()
        font = prog_constants.FONTS["Fixedsys500c"]
        color = constants.LOW_LIGHT_GREEN
        sr = constants.SCREEN_RECT
        NeonButton((373, 630), "Next Level", 32, self.next_level,
                    None, self.buttons)
        self.make_city_icons()
        total = sum((icon.current_points for icon in self.city_icons))
        points_text = "${}".format(total)
        self.points_label = Label(font, 32,
                    points_text, color, {"center": (sr.centerx, 200)})
        level_num = self.persist["player"].level_num
        self.title = Label(font, 48, "Level {} Complete".format(level_num),
                    color, {"midtop": (sr.centerx, 5)})

    def make_city_icons(self):
        level = self.persist["level"]
        player = self.persist["player"]
        self.city_icons = []
        for city in player.cities:
            points = 0
            if not city.damaged:
                points = city.population * 100
            cx = city.rect.centerx
            icon = CityIcon((cx, 300), points, city.image)
            self.city_icons.append(icon)
            if points:
                time_scale = points / 1000.
                dur = min(1000 + (points * time_scale), 5000)
                ani = Animation(current_points=points, duration=dur,
                            round_values=True)
                ani.start(icon)
                self.animations.add(ani)

    def next_level(self, *args):
        player = self.persist["player"]
        total = sum((icon.points for icon in self.city_icons))
        player.cash += total
        player.level_num += 1
        for city in player.cities:
            if city.damaged:
                city.kill()
            else:
                city.population += 1
        player.cities = [c for c in player.cities if not c.damaged]

        player.save()
        if player.level_num > 42:
            self.next = "GAME_WIN"
        else:
            self.next = "LEVEL_START"
            level = Level(player)
            self.persist["level"] = level
        self.done = True

    def get_event(self, event, scale):
        self.buttons.get_event(event)

    def update(self, surface, keys, current_time, dt, scale):
        self.animations.update(dt)
        total = sum((icon.current_points for icon in self.city_icons))
        points_text = "${}".format(total)
        if self.points_label.text != points_text:
            self.points_label.set_text(points_text)
        for icon in self.city_icons:
            icon.update()
        self.buttons.update(scaled_mouse_pos(scale))
        self.draw(surface)

    def draw(self, surface):
        surface.fill(constants.BACKGROUND_BASE)
        for icon in self.city_icons:
            icon.draw(surface)
        self.buttons.draw(surface)
        self.points_label.draw(surface)
        self.title.draw(surface)
Esempio n. 33
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 def make_labels(self):
     color= "antiquewhite" if self.pot != 420 else "darkgreen"
     self.pot_label = Label(self.font, 48, "Pot: ${}".format(self.pot), color,
                                    {"midleft": (650, 610)}) #{"center": (700, 610)})
Esempio n. 34
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class StatsMenu(data.state.State):
    """
    This state allows the player to choose which game's stats they
    want to view or return to the lobby.
    """
    name = "stats_menu"

    def __init__(self):
        super(StatsMenu, self).__init__()
        self.font = prepare.FONTS["Saniretro"]
        self.title = None
        self.buttons = ButtonGroup()
        self.labels = []
        self.lines = []
        self.use_music_handler = False

    def collect_games_with_stats(self):
        for name, scene in self.controller.query_all_states().items():
            if hasattr(scene, 'initialize_stats'):
                yield name

    def make_labels(self):
        self.labels = []
        cash = self.player.cash
        balance = self.player.account_balance
        assets = cash + balance
        starting_cash = prepare.MONEY
        profit = assets - starting_cash
        label_info = [("Cash", cash, 110), ("Account", balance, 150),
                      ("Assets", assets, 198),
                      ("Starting Cash", -starting_cash, 238),
                      ("Profit", profit, 283)]
        left = 500
        right = 900
        for name, value, topy in label_info:
            label1 = Label(self.font, 36, name, "white",
                           {"topleft": (left, topy)})
            color = "darkgreen" if value >= 0 else "darkred"
            label2 = Label(self.font, 36, "{:.2f}".format(value), color,
                           {"topright": (right, topy)})
            self.labels.extend([label1, label2])
        self.lines = [((left, 193), (right, 193)), ((left, 280), (right, 280))]

    def make_buttons(self, games, screen_rect, col=2):
        spacer_x = 20
        spacer_y = 20
        start_y = 410
        start_x = (screen_rect.w - NeonButton.width * col - spacer_x *
                   (col - 1)) // 2
        buttons = ButtonGroup()
        for i, game in enumerate(games):
            y, x = divmod(i, col)
            pos = (start_x + x * (NeonButton.width + spacer_x),
                   start_y + y * (NeonButton.height + spacer_y))
            button = NeonButton(pos, game, self.view_game_stats, game, buttons)
        pos = (screen_rect.centerx - (NeonButton.width // 2),
               screen_rect.bottom - (NeonButton.height + 10))
        NeonButton(pos,
                   "Lobby",
                   self.back_to_lobby,
                   None,
                   buttons,
                   bindings=[pg.K_ESCAPE])
        return buttons

    def back_to_lobby(self, *args):
        self.done = True
        self.next = "lobby"

    def view_game_stats(self, game):
        self.persist["current_game_stats"] = game
        self.next = "stats_screen"
        self.done = True

    def startup(self, current_time, persistent):
        screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.title = Label(
            self.font, 64, "Statistics", "darkred",
            {"midtop": (screen_rect.centerx, screen_rect.top + 10)})
        self.start_time = current_time
        self.persist = persistent
        self.player = self.persist["casino_player"]
        games = self.collect_games_with_stats()
        self.buttons = self.make_buttons(games, screen_rect, 3)
        self.make_labels()

    def get_event(self, event, scale=(1, 1)):
        if event.type == pg.QUIT:
            self.done = True
            self.next = "lobby"
        self.buttons.get_event(event)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        self.buttons.draw(surface)
        for label in self.labels:
            label.draw(surface)
        for line in self.lines:
            pg.draw.line(surface, pg.Color("white"), *line)

    def update(self, surface, keys, current_time, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.buttons.update(mouse_pos)
        self.draw(surface)
Esempio n. 35
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class ShowCards(GutsState):
    def __init__(self):
        super(ShowCards, self).__init__()
        self.next = "Show Results"
        for button in self.buttons:
            button.active = False

    def startup(self, game):
        self.game = game
        self.alpha = 255
        self.showdown_alpha = 255

        self.showdown_font_size = 64
        self.make_showdown_label()

        fader = Animation(alpha=0, duration=2500, delay=500, round_values=True)
        sizer = Animation(showdown_font_size=320,
                          duration=500,
                          round_values=True)
        fader.start(self)
        sizer.start(self)
        quitter = Task(self.end_state, 3000)
        flipper = Task(self.flip_cards, 1000)
        self.animations.add(fader, sizer, quitter, flipper)

    def flip_cards(self):
        for p in self.game.players:
            if p.stayed:
                for card in p.cards:
                    card.face_up = True
                self.play_flip_sound()

    def end_state(self):
        self.done = True

    def make_showdown_label(self):
        pos = self.screen_rect.center
        self.label = Label(self.font,
                           self.showdown_font_size,
                           "Showdown!",
                           "gold3", {"center": pos},
                           bg=prepare.FELT_GREEN)
        self.label.image.set_colorkey(prepare.FELT_GREEN)
        self.label.image.set_alpha(self.alpha)

    def get_event(self, event):
        if self.window:
            self.window.get_event(event)
        else:
            self.advisor_button.get_event(event)

    def update(self, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.general_update(dt, mouse_pos)
        self.make_showdown_label()

    def draw(self, surface):
        surface.fill(prepare.FELT_GREEN)
        self.game.draw(surface)
        for player in self.game.players:
            player.draw(surface)
        self.buttons.draw(surface)
        self.money_icon.draw(surface)
        self.label.draw(surface)
        self.draw_advisor(surface)
        if self.window:
            self.window.draw(surface)
Esempio n. 36
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class Bet:
    def __init__(self, size, topleft, bettable, name, mult_dict, triangles=None, pos=None, size2=None):
        self.name = name
        self.multiplier_dict = mult_dict
        self.triangles = triangles
        self.alpha = 128
        self.bettable_color = (0, 180, 0)
        self.unbettable_color = (180, 0, 0)
        self.color = self.bettable_color
        self.extra_filler_pos = pos
        self.size2 = size2

        self.fillers = []
        if self.triangles:
            for triangle in self.triangles:
                self.fillers.append(self.setup_fillers(triangle))

        self.setup_highlighter(size, topleft)
        self.text = ""
        self.setup_label(name, mult_dict)
        self.bettable = bettable

    def setup_label(self, text, mult_dict):
        self.font = prepare.FONTS["Saniretro"]
        self.font_size = 30
        self.bettable_lbl_color = "white"
        self.unbettable_lbl_color = "red"
        self.lbl_color = self.bettable_lbl_color
        spacer = 5
        self.text += "{}Payoff: {}".format(" " * spacer, mult_dict)
        self.update_label()

    def update_label(self):
        self.label_name = Label(self.font, self.font_size, self.text, self.lbl_color, {"bottomleft": (20, 918)})

    def setup_highlighter(self, size, topleft):
        self.highlighter = pg.Surface(size).convert()
        self.highlighter.set_alpha(self.alpha)
        self.highlighter.fill(self.color)
        self.highlighter_rect = self.highlighter.get_rect(topleft=topleft)
        self.is_draw = False

    def setup_fillers(self, points):
        image = pg.Surface(self.size2)
        if not prepare.DEBUG:
            image.set_colorkey((0, 0, 0))
        image.set_alpha(128)
        pg.draw.polygon(image, self.color, points, 0)
        return image

    def update_highlight_color(self, point):
        if self.bettable == "always":
            self.color = self.bettable_color
            self.lbl_color = self.bettable_lbl_color
        elif self.bettable == "on_point":
            if point:
                self.color = self.bettable_color
                self.lbl_color = self.bettable_lbl_color
            else:
                self.color = self.unbettable_color
                self.lbl_color = self.unbettable_lbl_color
        elif self.bettable == "off_point":
            if not point:
                self.color = self.bettable_color
                self.lbl_color = self.bettable_lbl_color
            else:
                self.color = self.unbettable_color
                self.lbl_color = self.unbettable_lbl_color
        self.highlighter.fill(self.color)
        self.update_label()

    def update(self, mouse_pos, point):
        if self.highlighter_rect.collidepoint(mouse_pos):
            self.is_draw = True
        else:
            self.is_draw = False
        self.update_highlight_color(point)

    def draw(self, surface):
        if self.is_draw:
            surface.blit(self.highlighter, self.highlighter_rect)
            self.label_name.draw(surface)
            if self.triangles and self.extra_filler_pos:
                for filler in self.fillers:
                    surface.blit(filler, self.extra_filler_pos)
Esempio n. 37
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 def update_total_label(self):
     self.dice_total_label = Label(self.font, self.font_size, str(self.dice_total), "gold3", {"center": (1165, 245)})
Esempio n. 38
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class WithdrawalScreen(ATMState):
    def __init__(self):
        super(WithdrawalScreen, self).__init__()
        self.title = Label(
            self.font, 36, "Enter Withdrawal Amount", "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 300)})

        self.make_textbox()
        self.make_enter_button()

    def make_enter_button(self):
        self.buttons = ButtonGroup()
        self.labels = []
        Button(((1278, 840), (88, 65)), self.buttons, bindings=[pg.K_RETURN])
        rect_pos = {"midright": (1251, 872)}
        label = Label(self.font, 36, "Enter", "white", rect_pos, bg="blue2")
        self.labels.append(label)

    def make_textbox(self):
        rect = (self.screen_rect.centerx - 200, self.screen_rect.top + 600,
                400, 200)
        self.textbox = TextBox(rect,
                               outline_color=pg.Color("white"),
                               color=pg.Color("blue2"),
                               font=pg.font.Font(self.font, 36),
                               font_color=pg.Color("white"))
        self.textbox.accepted = string.digits
        self.dollar_sign = Label(self.font, 36, "$", "white",
                                 {"midright": (rect[0] - 5, rect[1] + 100)})
        #update needed to set textbox.render_area
        self.textbox.update()

    def leave_message(self, msg):
        self.make_textbox()
        self.persist["message"] = msg
        self.next = "MESSAGESCREEN"
        self.done = True

    def back_to_menu(self):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.textbox.get_event(event, tools.scaled_mouse_pos(scale))
        self.buttons.get_event(event)
        if event.type == pg.QUIT:
            self.back_to_menu()
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.back_to_menu()

    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if player.account.balance >= amount:
                player.account.withdrawal(amount)
                player.cash += amount
                self.leave_message("${:.2f} Withdrawn".format(amount))
            else:
                msg = "Insufficient Funds for Withdrawal"
                self.leave_message(msg)
        self.buttons.update(tools.scaled_mouse_pos(scale))
        text = "You have ${:.2f} available for withdrawal".format(
            player.account.balance)
        self.dyna_label = Label(
            self.font, 36, text, "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)})
        self.draw(surface)

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.title.draw(surface)
        self.dollar_sign.draw(surface)
        self.textbox.draw(surface)
        for label in self.labels:
            label.draw(surface)
        self.dyna_label.draw(surface)
Esempio n. 39
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class Betting(GutsState):
    def __init__(self):
        super(Betting, self).__init__()
        self.buttons = ButtonGroup()
        pos = (self.screen_rect.right - (NeonButton.width + 10),
               self.screen_rect.bottom - (NeonButton.height + 10))
        lobby_button = NeonButton(pos,
                                  "Lobby",
                                  self.warn,
                                  None,
                                  self.buttons,
                                  bindings=[pg.K_ESCAPE])

    def add_bet_to_pot(self):
        self.game.pot += self.game.bet

    def make_labels(self):
        sr = self.screen_rect
        self.labels = []
        self.alpha = 255
        self.big_alpha = 255
        self.animations = pg.sprite.Group()
        text = "Free Ride" if self.game.free_ride else "Ante Up"
        self.big_label = Label(self.font,
                               320,
                               text,
                               "gold3", {"center": sr.center},
                               bg=prepare.FELT_GREEN)
        self.big_label.image.set_colorkey(prepare.FELT_GREEN)
        left, top = self.big_label.rect.topleft
        ani = Animation(x=left, y=top - 500, duration=2000, round_values=True)
        fade = Animation(alpha=0, duration=2000, round_values=True)
        big_fader = Animation(big_alpha=0,
                              duration=1500,
                              delay=500,
                              round_values=True)
        fade.start(self)
        ani.start(self.big_label.rect)
        big_fader.start(self)
        self.animations.add(ani, fade, big_fader)
        if not self.game.free_ride:
            dest = self.game.pot_label.rect.center
            for p in self.game.players:
                pos = p.name_label.rect.center
                label = Label(self.font,
                              96,
                              "${}".format(self.game.bet),
                              "darkred", {"center": pos},
                              bg=prepare.FELT_GREEN)
                label.image.set_colorkey(prepare.FELT_GREEN)
                left, top = label.rect.topleft
                self.labels.append(label)
                ani = Animation(centerx=dest[0],
                                centery=dest[1],
                                duration=2000,
                                delay=50,
                                round_values=True,
                                transition="in_quart")
                ani.callback = self.add_bet_to_pot
                ani.start(label.rect)
                self.animations.add(ani)
            fader = Animation(alpha=0, duration=2100, round_values=True)
            fader.start(self)
            self.animations.add(fader)

    def startup(self, game):
        self.game = game
        if not self.game.free_ride:
            if self.game.player.cash < self.game.bet:
                self.next = "Bankrupt Screen"
                self.done = True
            else:
                self.game.player.cash -= self.game.bet
                self.game.casino_player.increase("games played")
                self.game.casino_player.increase("total bets", self.game.bet)
        self.game.casino_player.increase("hands played")
        self.make_labels()

    def get_event(self, event):
        if self.window:
            self.window.get_event(event)
        else:
            self.buttons.get_event(event)
            self.advisor_button.get_event(event)

    def update(self, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.general_update(dt, mouse_pos)

        if not self.animations:
            self.done = True
            self.next = "Dealing"
        for label in self.labels:
            label.image.set_alpha(self.alpha)
        self.big_label.image.set_alpha(self.big_alpha)

    def draw(self, surface):
        if not self.done:
            surface.fill(prepare.FELT_GREEN)
            self.game.draw(surface)
            for p in self.game.players:
                p.draw(surface)
            for label in self.labels:
                label.draw(surface)
            self.big_label.draw(surface)
        self.buttons.draw(surface)
        self.money_icon.draw(surface)
        self.draw_advisor(surface)
        if self.window:
            self.window.draw(surface)
Esempio n. 40
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class AIPlayer(object):
    fold_sounds = [
        prepare.SFX[x]
        for x in ["cardslide{}".format(num) for num in (2, 3, 4)]
    ]
    stay_sounds = [
        prepare.SFX[x] for x in ["knock{}".format(num) for num in range(1, 7)]
    ]

    def __init__(self, name, orientation, hand_topleft):
        self.name = name
        self.orientation = orientation
        self.cards = []
        self.stayed = False
        self.passed = False
        self.hand_topleft = hand_topleft

        font = prepare.FONTS["Saniretro"]
        slot_rect = pg.Rect(self.hand_topleft, prepare.CARD_SIZE)
        if orientation == "left":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] + 170, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        elif orientation == "right":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] - 120, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        else:
            name_pos = hand_topleft[0] + 90, hand_topleft[1] + 210
            db_pos = hand_topleft[0] + 60, hand_topleft[1] + 285
            self.card_slots = [slot_rect, slot_rect.move(60, 0)]

        self.name_label = Label(font,
                                48,
                                self.name,
                                "antiquewhite", {"center": name_pos},
                                bg=prepare.FELT_GREEN)
        self.name_label.image.set_alpha(100)
        center = self.name_label.rect.midbottom
        label_center = center[0], center[1] + 20
        self.stay_label = Label(font,
                                48,
                                "Stayed in",
                                "gold3", {"center": label_center},
                                bg=prepare.FELT_GREEN)
        self.stay_label.image.set_alpha(200)
        self.pass_label = Label(font,
                                48,
                                "Passed",
                                "darkred", {"center": label_center},
                                bg=prepare.FELT_GREEN)
        self.pass_label.image.set_alpha(200)
        self.label = None
        self.dealer_button_topleft = db_pos
        self.guts = randint(-10, 20)
        self.won = 0
        self.lost = 0
        names = ["cardslide{}".format(x) for x in (2, 3, 4)]
        self.fold_sounds = [prepare.SFX[name] for name in names]

    def stay(self, game):
        choice(self.stay_sounds).play()
        self.stayed = True
        self.label = self.stay_label
        game.current_player_index += 1

    def stay_out(self, game):
        choice(self.fold_sounds).play()
        self.passed = True
        self.label = self.pass_label
        self.fold()
        game.current_player_index += 1

    def fold(self):
        choice(self.fold_sounds).play()
        for card in self.cards:
            center = card.rect.center
            card.face_up = False
            card.image = pg.transform.rotate(card.image, -90)
            card.back_image = pg.transform.rotate(card.back_image, -90)
            card.rect = card.image.get_rect(center=center)
        self.cards[1].rect = self.cards[0].rect

    def play_hand(self, game):
        others = [x for x in game.players if x is not self]
        stays = len([x for x in others if x.stayed])
        if game.dealer is self and stays < 1:
            self.stay(game)
            return
        card_vals = [card.value for card in self.cards]
        card_vals.sort(reverse=True)
        vals = "{},{}".format(*card_vals)

        if vals in STAY_PERCENTS:
            percent = STAY_PERCENTS[vals]
            percent += self.guts
            percent -= stays * 5
            risk_it = randint(1, 100)
            if risk_it < percent:
                self.stay(game)
            else:
                if randint(1, 100) < self.guts:
                    self.stay(game)
                else:
                    self.stay_out(game)
        else:
            risk_it = self.guts
            if stays < 1:
                if randint(1, 100) < risk_it:
                    self.stay(game)
                else:
                    self.stay_out(game)
            else:
                self.stay_out(game)

    def draw(self, surface):
        self.name_label.draw(surface)
        for card in self.cards[::-1]:
            card.draw(surface)
        if self.label:
            self.label.draw(surface)

    def draw_from_deck(self, deck):
        card = deck.draw_card()
        x, y = deck.rect.center
        card.rect.center = (x + 16, y - 10)
        self.cards.append(card)
        return card

    def align_cards(self):
        for card in self.cards:
            center = card.rect.center
            if self.orientation == "left":
                card.rect = pg.Rect(0, 0, card.rect.height, card.rect.width)
                card.image = pg.transform.rotate(card.image, -90)
                card.back_image = pg.transform.rotate(card.back_image, -90)
            elif self.orientation == "right":
                card.rect = pg.Rect(0, 0, card.rect.height, card.rect.width)
                card.image = pg.transform.rotate(card.image, 90)
                card.back_image = pg.transform.rotate(card.back_image, 90)
            card.rect.center = center
Esempio n. 41
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class AIPlayer(object):
    fold_sounds = [prepare.SFX[x] for x in ["cardslide{}".format(num) for num in (2, 3, 4)]]
    stay_sounds = [prepare.SFX[x] for x in ["knock{}".format(num) for num in range(1, 7)]]
    def __init__(self, name, orientation, hand_topleft):
        self.name = name
        self.orientation = orientation
        self.cards = []
        self.stayed = False
        self.passed = False
        self.hand_topleft = hand_topleft

        font = prepare.FONTS["Saniretro"]
        slot_rect = pg.Rect(self.hand_topleft, prepare.CARD_SIZE)
        if orientation == "left":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] + 170, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        elif orientation == "right":
            name_pos = hand_topleft[0] + 60, hand_topleft[1] + 240
            db_pos = hand_topleft[0] - 120, hand_topleft[1] + 80
            self.card_slots = [slot_rect, slot_rect.move(0, 60)]
        else:
            name_pos = hand_topleft[0] + 90, hand_topleft[1] + 210
            db_pos = hand_topleft[0] + 60, hand_topleft[1] + 285
            self.card_slots = [slot_rect, slot_rect.move(60, 0)]

        self.name_label = Label(font, 48, self.name, "antiquewhite", {"center": name_pos}, bg=prepare.FELT_GREEN)
        self.name_label.image.set_alpha(100)
        center = self.name_label.rect.midbottom
        label_center = center[0], center[1] + 20
        self.stay_label = Label(font, 48, "Stayed in", "gold3", {"center": label_center}, bg=prepare.FELT_GREEN)
        self.stay_label.image.set_alpha(200)
        self.pass_label = Label(font, 48, "Passed", "darkred", {"center": label_center}, bg=prepare.FELT_GREEN)
        self.pass_label.image.set_alpha(200)
        self.label = None
        self.dealer_button_topleft = db_pos
        self.guts = randint(-10, 20)
        self.won = 0
        self.lost = 0
        names = ["cardslide{}".format(x) for x in (2, 3, 4)]
        self.fold_sounds = [prepare.SFX[name] for name in names]


    def stay(self, game):
        choice(self.stay_sounds).play()
        self.stayed = True
        self.label = self.stay_label
        game.current_player_index += 1

    def stay_out(self, game):
        choice(self.fold_sounds).play()
        self.passed = True
        self.label = self.pass_label
        self.fold()
        game.current_player_index += 1

    def fold(self):
        choice(self.fold_sounds).play()
        for card in self.cards:
            center = card.rect.center
            card.face_up = False
            card.image = pg.transform.rotate(card.image, -90)
            card.back_image = pg.transform.rotate(card.back_image, -90)
            card.rect = card.image.get_rect(center=center)
        self.cards[1].rect = self.cards[0].rect

    def play_hand(self, game):
        others = [x for x in game.players if x is not self]
        stays = len([x for x in others if x.stayed])
        if game.dealer is self and stays < 1:
            self.stay(game)
            return
        card_vals = [card.value for card in self.cards]
        card_vals.sort(reverse=True)
        vals = "{},{}".format(*card_vals)

        if vals in STAY_PERCENTS:
            percent = STAY_PERCENTS[vals]
            percent += self.guts
            percent -= stays * 5
            risk_it = randint(1, 100)
            if risk_it < percent:
                self.stay(game)
            else:
                if randint(1, 100) < self.guts:
                    self.stay(game)
                else:
                    self.stay_out(game)
        else:
            risk_it = self.guts
            if stays < 1:
                if randint(1, 100) < risk_it:
                    self.stay(game)
                else:
                    self.stay_out(game)
            else:
                self.stay_out(game)

    def draw(self, surface):
        self.name_label.draw(surface)
        for card in self.cards[::-1]:
            card.draw(surface)
        if self.label:
            self.label.draw(surface)

    def draw_from_deck(self, deck):
        card = deck.draw_card()
        x, y = deck.rect.center
        card.rect.center = (x + 16, y - 10)
        self.cards.append(card)
        return card

    def align_cards(self):
        for card in self.cards:
            center = card.rect.center
            if self.orientation == "left":
                card.rect = pg.Rect(0,0,card.rect.height, card.rect.width)
                card.image = pg.transform.rotate(card.image, -90)
                card.back_image = pg.transform.rotate(card.back_image, -90)
            elif self.orientation == "right":
                card.rect = pg.Rect(0,0,card.rect.height, card.rect.width)
                card.image = pg.transform.rotate(card.image, 90)
                card.back_image = pg.transform.rotate(card.back_image, 90)
            card.rect.center = center
Esempio n. 42
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class ShowCards(GutsState):
    def __init__(self):
        super(ShowCards, self).__init__()
        self.next = "Show Results"
        for button in self.buttons:
            button.active = False

    def startup(self, game):
        self.game = game
        self.alpha = 255
        self.showdown_alpha = 255

        self.showdown_font_size = 64
        self.make_showdown_label()


        fader = Animation(alpha=0, duration=2500, delay=500, round_values=True)
        sizer = Animation(showdown_font_size=320, duration=500, round_values=True)
        fader.start(self)
        sizer.start(self)
        quitter = Task(self.end_state, 3000)
        flipper = Task(self.flip_cards, 1000)
        self.animations.add(fader, sizer, quitter, flipper)

    def flip_cards(self):
        for p in self.game.players:
            if p.stayed:
                for card in p.cards:
                    card.face_up = True
                self.play_flip_sound()

    def end_state(self):
        self.done = True

    def make_showdown_label(self):
        pos = self.screen_rect.center
        self.label = Label(self.font, self.showdown_font_size, "Showdown!", "gold3",
                                {"center": pos},
                                bg=prepare.FELT_GREEN)
        self.label.image.set_colorkey(prepare.FELT_GREEN)
        self.label.image.set_alpha(self.alpha)

    def get_event(self, event):
        if self.window:
            self.window.get_event(event)
        else:
            self.advisor_button.get_event(event)

    def update(self, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.general_update(dt, mouse_pos)
        self.make_showdown_label()

    def draw(self, surface):
        surface.fill(prepare.FELT_GREEN)
        self.game.draw(surface)
        for player in self.game.players:
            player.draw(surface)
        self.buttons.draw(surface)
        self.money_icon.draw(surface)
        self.label.draw(surface)
        self.draw_advisor(surface)
        if self.window:
            self.window.draw(surface)
Esempio n. 43
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class Craps(data.state.State):
    show_in_lobby = True
    name = 'craps'

    def __init__(self):
        super(Craps, self).__init__()
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.font = prepare.FONTS["Saniretro"]
        self.font_size = 64
        self.buttons = self.make_buttons(self.screen_rect)
        self.table_orig = prepare.GFX['craps_table']
        self.table_color = (0, 153, 51)
        self.set_table()
        self.bets = craps_data.BETS

        self.dice = [dice.Die(self.screen_rect), dice.Die(self.screen_rect, 50)]
        self.dice_total = 0
        self.update_total_label()
        self.history = [] #[(1,1),(5,4)]
        self.dice_sounds = [
            prepare.SFX['dice_sound1'],
            prepare.SFX['dice_sound2'],
            prepare.SFX['dice_sound3'],
            prepare.SFX['dice_sound4'],
        ]

        self.pointchip = point_chip.PointChip()
        self.points = [4,5,6,8,9,10]
        self.point = 0 #off position

        self.widgets = []
        if prepare.DEBUG:
            self.setup_debug_entry()
            self.debug_die1 = None
            self.debug_die2 = None
            self.debug_dice_total = None

    @staticmethod
    def initialize_stats():
        """Return OrderedDict suitable for use in game stats

        :return: collections.OrderedDict
        """
        stats = OrderedDict([('times as shooter', 0),
                             ('bets placed', 0),
                             ('bets won', 0),
                             ('bets lost', 0),
                             ('total bets', 0),
                             ('total winnings', 0)])
        return stats

    def setup_debug_entry(self):
        self.debug_lbl = Label(self.font, self.font_size, '6 6', "gold3", {"center": (750, 950)})
        settings = {
            "command" : self.debug_roll,
            "inactive_on_enter" : False,
            'active': False
        }
        self.widgets.append(TextBox((700,1000,150,30), **settings))

    def make_buttons(self, screen_rect):
        buttons = ButtonGroup()
        y = screen_rect.bottom-NeonButton.height-10
        lobby = NeonButton((20,y), "Lobby", self.back_to_lobby, None, buttons)
        NeonButton((lobby.rect.right+20,y), "Roll", self.roll, None, buttons)
        return buttons

    def back_to_lobby(self, *args):
        self.game_started = False
        self.next = "lobby"
        self.done = True

    def debug_roll(self, id, text):
        self.roll()
        try:
            die1 = int(text.split()[0]) -1
            die2 = int(text.split()[1]) -1
            accepted = range(0,6)
            if die1 in accepted and die2 in accepted:
                self.dice[0].roll_value = die1
                self.dice[1].roll_value = die2
            else:
                print('Input needs to be of values 1-6')
        except IndexError: #user didnt input correct format "VALUE VALUE"
            print('Input needs to be "VALUE VALUE"')

    def roll(self, *args):
        if not self.dice[0].rolling:
            self.update_history()
            for die in self.dice:
                die.reset()
            if prepare.DEBUG:
                print(self.history)
            random.choice(self.dice_sounds).play()

    def set_table(self):
        self.table_y = (self.screen_rect.height // 4)*3
        self.table_x = self.screen_rect.width
        self.table = pg.transform.scale(self.table_orig, (self.table_x, self.table_y))
        self.table_rect = self.table.get_rect()

    def startup(self, current_time, persistent):
        self.persist = persistent
        #This is the object that represents the user.
        self.casino_player = self.persist["casino_player"]
        self.casino_player.current_game = self.name
        for die in self.dice:
            die.draw_dice = False
        self.history = []

    def get_event(self, event, scale=(1,1)):
        if event.type == pg.QUIT:
            #self.cash_out_player()
            self.done = True
            self.next = "lobby"
        elif event.type == pg.VIDEORESIZE:
            self.set_table()
        self.buttons.get_event(event)
        for widget in self.widgets:
            widget.get_event(event, tools.scaled_mouse_pos(scale))

    def cash_out_player(self):
        self.casino_player.stats["cash"] = self.player.get_chip_total()

    def update_total_label(self):
        self.dice_total_label = Label(self.font, self.font_size, str(self.dice_total), "gold3", {"center": (1165, 245)})

    def update_history(self):
        dice = []
        for die in self.dice:
            dice.append(die.value())
        if dice[0]:
            self.history.append(dice)
        if len(self.history) > 10:
            self.history.pop(0)

    def set_point(self):
        if not self.point:
            if self.dice_total in self.points:
                self.point = self.dice_total
        if self.dice_total == 7:
            self.point = 0

    def get_dice_total(self, current_time):
        self.dice_total = 0
        for die in self.dice:
            die.update(current_time)
            v = die.value()
            if v:
                self.dice_total += v

    def draw(self, surface):
        surface.fill(self.table_color)
        surface.blit(self.table, self.table_rect)
        self.buttons.draw(surface)
        for h in self.bets.keys():
            self.bets[h].draw(surface)

        for die in self.dice:
            die.draw(surface)
        if not self.dice[0].rolling and self.dice[0].draw_dice:
            self.dice_total_label.draw(surface)
        self.pointchip.draw(surface)
        for widget in self.widgets:
            widget.draw(surface)
        if prepare.DEBUG:
            self.debug_lbl.draw(surface)

    def update(self, surface, keys, current_time, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.buttons.update(mouse_pos)
        self.draw(surface)
        self.get_dice_total(current_time)
        self.set_point()

        for h in self.bets.keys():
            self.bets[h].update(mouse_pos, self.point)
        self.pointchip.update(current_time, self.dice_total, self.dice[0])
        self.update_total_label()
        for widget in self.widgets:
            widget.update()
Esempio n. 44
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class AdvanceScreen(ATMState):
    def __init__(self):
        super(AdvanceScreen, self).__init__()
        self.make_textbox()
        self.title = Label(
            self.font, 36, "Enter Cash Advance Amount", "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 300)})
        self.make_enter_button()

    def make_dynamic_labels(self, player):
        text = "The maximum advance is ${:.2f}".format(
            player.account.max_advance)
        dyna1 = Label(
            self.font, 36, text, "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)})
        fee_text = "A {}% fee will be added to the advance amount".format(
            player.account.lending_rate * 100)
        dyna2 = Label(
            self.font, 36, fee_text, "white",
            {"midtop": (self.screen_rect.centerx, dyna1.rect.bottom + 10)})
        self.dynamic_labels = [dyna1, dyna2]

    def make_enter_button(self):
        self.button_labels = []
        self.buttons = ButtonGroup()
        Button(((1278, 840), (88, 65)), self.buttons, bindings=[pg.K_RETURN])
        rect_pos = {"midright": (1251, 872)}
        label = Label(self.font, 36, "Enter", "white", rect_pos, bg="blue2")
        self.button_labels.append(label)

    def make_textbox(self):
        rect = (self.screen_rect.centerx - 200, self.screen_rect.top + 600,
                400, 200)
        self.textbox = TextBox(rect,
                               outline_color=pg.Color("white"),
                               color=pg.Color("blue2"),
                               font=pg.font.Font(self.font, 36),
                               font_color=pg.Color("white"))
        self.textbox.accepted = string.digits
        self.dollar_sign = Label(self.font, 36, "$", "white",
                                 {"midright": (rect[0] - 5, rect[1] + 100)})
        self.textbox.update()

    def leave_message(self, msg):
        self.make_textbox()
        self.beep()
        self.persist["message"] = msg
        self.next = "MESSAGESCREEN"
        self.done = True

    def back_to_menu(self):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.textbox.get_event(event, tools.scaled_mouse_pos(scale))
        self.buttons.get_event(event)
        if event.type == pg.QUIT:
            self.back_to_menu()
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.back_to_menu()

    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if amount > player.account.max_advance:
                amount = 0
                self.leave_message("You are not authorized for this amount")
            else:
                player.account.cash_advance(amount)
                player.cash += amount
                msg = "${:.2f} Dispensed".format(amount)
                self.leave_message(msg)
        self.buttons.update(tools.scaled_mouse_pos(scale))
        self.make_dynamic_labels(player)
        self.draw(surface)

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.title.draw(surface)
        self.dollar_sign.draw(surface)
        self.textbox.draw(surface)
        for label in self.dynamic_labels:
            label.draw(surface)
        for b_label in self.button_labels:
            b_label.draw(surface)
Esempio n. 45
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 def startup(self, persistent):
     self.persist = persistent
     msg = self.persist["message"]
     self.label = Label(self.font, 36, msg, "white", {"center": self.screen_rect.center})
     self.exit_label = Label(self.font, 36, "OK", "white", {"midright": (1251, 872)})
Esempio n. 46
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class GutsGame(object):
    def __init__(self, players, dealer_index, player, casino_player, bet, pot,
                 free_ride):
        self.players = players
        self.dealer_index = dealer_index
        self.current_player_index = 0
        self.dealer = self.players[self.dealer_index]
        self.dealer_button = DealerButton(self.dealer.dealer_button_topleft)
        self.player = player
        self.casino_player = casino_player
        self.bet = bet
        self.pot = pot
        self.deal_queue = self.make_deal_queue()
        self.deck = Deck((640, 400))
        self.font = prepare.FONTS["Saniretro"]
        self.make_labels()
        self.free_ride = free_ride
        self.game_over = False

    def update(self):
        self.make_labels()

    def make_deal_queue(self):
        left = self.players[self.dealer_index + 1:]
        right = self.players[:self.dealer_index + 1]
        return left + right

    def make_labels(self):
        color = "antiquewhite" if self.pot != 420 else "darkgreen"
        self.pot_label = Label(self.font, 48, "Pot: ${}".format(self.pot),
                               color, {"midleft":
                                       (650, 610)})  #{"center": (700, 610)})

    def compare_hands(self, player1, player2):
        h1 = []
        h2 = []
        for player, vals in [(player1, h1), (player2, h2)]:
            for card in player.cards:
                val = card.value if card.value != 1 else 14
                vals.append(val)
        h1.sort(reverse=True)
        h2.sort(reverse=True)
        if h1 == h2:
            return [player1, player2]
        elif h2[0] == h2[1]:
            if h1[0] == h1[1] and h1[0] > h2[0]:
                return [player1]
            else:
                return [player2]
        else:
            if h1[0] > h2[0] or h1[0] == h1[1]:
                return [player1]
            elif h1[0] == h2[0]:
                if h1[1] > h2[1]:
                    return [player1]
                else:
                    return [player2]
            else:
                return [player2]

    def get_winners(self):
        stayed = [x for x in self.players if x.stayed]
        best = []
        for stayer in stayed:
            if not best:
                best.append(stayer)
            else:
                new_best = []
                for b in best:
                    new_best.extend(self.compare_hands(b, stayer))
                best = new_best
        return best

    def draw(self, surface):
        self.pot_label.draw(surface)
        self.deck.draw(surface)
        self.dealer_button.draw(surface)
Esempio n. 47
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class StatsMenu(data.state.State):
    """
    This state allows the player to choose which game's stats they
    want to view or return to the lobby.
    """
    name = "stats_menu"

    def __init__(self):
        super(StatsMenu, self).__init__()
        self.font = prepare.FONTS["Saniretro"]
        self.title = None
        self.buttons = ButtonGroup()
        self.labels = []
        self.lines = []
        self.use_music_handler = False

    def collect_games_with_stats(self):
        for name, scene in self.controller.query_all_states().items():
            if hasattr(scene, 'initialize_stats'):
                yield name

    def make_labels(self):
        self.labels = []
        cash = self.player.cash
        balance = self.player.account_balance
        assets = cash + balance
        starting_cash = prepare.MONEY
        profit = assets - starting_cash
        label_info = [("Cash", cash, 110),
                      ("Account", balance, 150),
                      ("Assets", assets, 198),
                      ("Starting Cash", -starting_cash, 238),
                      ("Profit", profit, 283)]
        left = 500
        right = 900
        for name, value, topy in label_info:
            label1 = Label(self.font, 36, name, "white",
                                  {"topleft": (left, topy)})
            color = "darkgreen" if value >= 0 else "darkred"
            label2 = Label(self.font, 36, "{:.2f}".format(value),
                                  color, {"topright": (right, topy)})
            self.labels.extend([label1, label2])
        self.lines = [((left, 193), (right, 193)),
                          ((left, 280), (right, 280))]

    def make_buttons(self, games, screen_rect, col=2):
        spacer_x = 20
        spacer_y = 20
        start_y = 410
        start_x = (screen_rect.w-NeonButton.width*col-spacer_x*(col-1))//2
        buttons = ButtonGroup()
        for i,game in enumerate(games):
            y,x = divmod(i, col)
            pos = (start_x+x*(NeonButton.width+spacer_x),
                   start_y+y*(NeonButton.height+spacer_y))
            button = NeonButton(pos, game, self.view_game_stats, game, buttons)
        pos = (screen_rect.centerx-(NeonButton.width//2),
               screen_rect.bottom-(NeonButton.height+10))
        NeonButton(pos, "Lobby", self.back_to_lobby, None, buttons,
                   bindings=[pg.K_ESCAPE])
        return buttons

    def back_to_lobby(self, *args):
        self.done = True
        self.next = "lobby"

    def view_game_stats(self, game):
        self.persist["current_game_stats"] = game
        self.next = "stats_screen"
        self.done = True

    def startup(self, current_time, persistent):
        screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.title = Label(self.font, 64, "Statistics", "darkred",
                          {"midtop":(screen_rect.centerx, screen_rect.top+10)})
        self.start_time = current_time
        self.persist = persistent
        self.player = self.persist["casino_player"]
        games = self.collect_games_with_stats()
        self.buttons = self.make_buttons(games, screen_rect, 3)
        self.make_labels()

    def get_event(self, event, scale=(1,1)):
        if event.type == pg.QUIT:
            self.done = True
            self.next = "lobby"
        self.buttons.get_event(event)

    def draw(self, surface):
        surface.fill(prepare.BACKGROUND_BASE)
        self.title.draw(surface)
        self.buttons.draw(surface)
        for label in self.labels:
            label.draw(surface)
        for line in self.lines:
            pg.draw.line(surface, pg.Color("white"), *line)

    def update(self, surface, keys, current_time, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.buttons.update(mouse_pos)
        self.draw(surface)
Esempio n. 48
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class WithdrawalScreen(ATMState):
    def __init__(self):
        super(WithdrawalScreen, self).__init__()
        self.title = Label(
            self.font,
            36,
            "Enter Withdrawal Amount",
            "white",
            {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 300)},
        )

        self.make_textbox()
        self.make_enter_button()

    def make_enter_button(self):
        self.buttons = ButtonGroup()
        self.labels = []
        Button(((1278, 840), (88, 65)), self.buttons, bindings=[pg.K_RETURN])
        rect_pos = {"midright": (1251, 872)}
        label = Label(self.font, 36, "Enter", "white", rect_pos, bg="blue2")
        self.labels.append(label)

    def make_textbox(self):
        rect = (self.screen_rect.centerx - 200, self.screen_rect.top + 600, 400, 200)
        self.textbox = TextBox(
            rect,
            outline_color=pg.Color("white"),
            color=pg.Color("blue2"),
            font=pg.font.Font(self.font, 36),
            font_color=pg.Color("white"),
        )
        self.textbox.accepted = string.digits
        self.dollar_sign = Label(self.font, 36, "$", "white", {"midright": (rect[0] - 5, rect[1] + 100)})
        # update needed to set textbox.render_area
        self.textbox.update()

    def leave_message(self, msg):
        self.make_textbox()
        self.persist["message"] = msg
        self.next = "MESSAGESCREEN"
        self.done = True

    def back_to_menu(self):
        self.beep()
        self.next = "MAINMENU"
        self.done = True

    def get_event(self, event, scale):
        self.textbox.get_event(event, tools.scaled_mouse_pos(scale))
        self.buttons.get_event(event)
        if event.type == pg.QUIT:
            self.back_to_menu()
        elif event.type == pg.KEYUP:
            if event.key == pg.K_ESCAPE:
                self.back_to_menu()

    def update(self, surface, keys, current, dt, scale, player):
        self.textbox.update()
        if not self.textbox.active:
            self.beep()
            try:
                amount = int(self.textbox.final)
            except ValueError:
                amount = 0
            if player.account.balance >= amount:
                player.account.withdrawal(amount)
                player.cash += amount
                self.leave_message("${:.2f} Withdrawn".format(amount))
            else:
                msg = "Insufficient Funds for Withdrawal"
                self.leave_message(msg)
        self.buttons.update(tools.scaled_mouse_pos(scale))
        text = "You have ${:.2f} available for withdrawal".format(player.account.balance)
        self.dyna_label = Label(
            self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)}
        )
        self.draw(surface)

    def draw(self, surface):
        surface.fill(pg.Color("blue2"))
        self.title.draw(surface)
        self.dollar_sign.draw(surface)
        self.textbox.draw(surface)
        for label in self.labels:
            label.draw(surface)
        self.dyna_label.draw(surface)
Esempio n. 49
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class Craps(data.state.State):
    show_in_lobby = True
    name = 'craps'

    def __init__(self):
        super(Craps, self).__init__()
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.font = prepare.FONTS["Saniretro"]
        self.font_size = 64
        self.buttons = self.make_buttons(self.screen_rect)
        self.table_orig = prepare.GFX['craps_table']
        self.table_color = (0, 153, 51)
        self.set_table()
        self.bets = craps_data.BETS

        self.dice = [
            dice.Die(self.screen_rect),
            dice.Die(self.screen_rect, 50)
        ]
        self.dice_total = 0
        self.update_total_label()
        self.history = []  #[(1,1),(5,4)]
        self.dice_sounds = [
            prepare.SFX['dice_sound1'],
            prepare.SFX['dice_sound2'],
            prepare.SFX['dice_sound3'],
            prepare.SFX['dice_sound4'],
        ]

        self.pointchip = point_chip.PointChip()
        self.points = [4, 5, 6, 8, 9, 10]
        self.point = 0  #off position

        self.widgets = []
        if prepare.DEBUG:
            self.setup_debug_entry()
            self.debug_die1 = None
            self.debug_die2 = None
            self.debug_dice_total = None

    @staticmethod
    def initialize_stats():
        """Return OrderedDict suitable for use in game stats

        :return: collections.OrderedDict
        """
        stats = OrderedDict([('times as shooter', 0), ('bets placed', 0),
                             ('bets won', 0), ('bets lost', 0),
                             ('total bets', 0), ('total winnings', 0)])
        return stats

    def setup_debug_entry(self):
        self.debug_lbl = Label(self.font, self.font_size, '6 6', "gold3",
                               {"center": (750, 950)})
        settings = {
            "command": self.debug_roll,
            "inactive_on_enter": False,
            'active': False
        }
        self.widgets.append(TextBox((700, 1000, 150, 30), **settings))

    def make_buttons(self, screen_rect):
        buttons = ButtonGroup()
        y = screen_rect.bottom - NeonButton.height - 10
        lobby = NeonButton((20, y), "Lobby", self.back_to_lobby, None, buttons)
        NeonButton((lobby.rect.right + 20, y), "Roll", self.roll, None,
                   buttons)
        return buttons

    def back_to_lobby(self, *args):
        self.game_started = False
        self.next = "lobby"
        self.done = True

    def debug_roll(self, id, text):
        self.roll()
        try:
            die1 = int(text.split()[0]) - 1
            die2 = int(text.split()[1]) - 1
            accepted = range(0, 6)
            if die1 in accepted and die2 in accepted:
                self.dice[0].roll_value = die1
                self.dice[1].roll_value = die2
            else:
                print('Input needs to be of values 1-6')
        except IndexError:  #user didnt input correct format "VALUE VALUE"
            print('Input needs to be "VALUE VALUE"')

    def roll(self, *args):
        if not self.dice[0].rolling:
            self.update_history()
            for die in self.dice:
                die.reset()
            if prepare.DEBUG:
                print(self.history)
            random.choice(self.dice_sounds).play()

    def set_table(self):
        self.table_y = (self.screen_rect.height // 4) * 3
        self.table_x = self.screen_rect.width
        self.table = pg.transform.scale(self.table_orig,
                                        (self.table_x, self.table_y))
        self.table_rect = self.table.get_rect()

    def startup(self, current_time, persistent):
        self.persist = persistent
        #This is the object that represents the user.
        self.casino_player = self.persist["casino_player"]
        self.casino_player.current_game = self.name
        for die in self.dice:
            die.draw_dice = False
        self.history = []

    def get_event(self, event, scale=(1, 1)):
        if event.type == pg.QUIT:
            #self.cash_out_player()
            self.done = True
            self.next = "lobby"
        elif event.type == pg.VIDEORESIZE:
            self.set_table()
        self.buttons.get_event(event)
        for widget in self.widgets:
            widget.get_event(event, tools.scaled_mouse_pos(scale))

    def cash_out_player(self):
        self.casino_player.stats["cash"] = self.player.get_chip_total()

    def update_total_label(self):
        self.dice_total_label = Label(self.font, self.font_size,
                                      str(self.dice_total), "gold3",
                                      {"center": (1165, 245)})

    def update_history(self):
        dice = []
        for die in self.dice:
            dice.append(die.value())
        if dice[0]:
            self.history.append(dice)
        if len(self.history) > 10:
            self.history.pop(0)

    def set_point(self):
        if not self.point:
            if self.dice_total in self.points:
                self.point = self.dice_total
        if self.dice_total == 7:
            self.point = 0

    def get_dice_total(self, current_time):
        self.dice_total = 0
        for die in self.dice:
            die.update(current_time)
            v = die.value()
            if v:
                self.dice_total += v

    def draw(self, surface):
        surface.fill(self.table_color)
        surface.blit(self.table, self.table_rect)
        self.buttons.draw(surface)
        for h in self.bets.keys():
            self.bets[h].draw(surface)

        for die in self.dice:
            die.draw(surface)
        if not self.dice[0].rolling and self.dice[0].draw_dice:
            self.dice_total_label.draw(surface)
        self.pointchip.draw(surface)
        for widget in self.widgets:
            widget.draw(surface)
        if prepare.DEBUG:
            self.debug_lbl.draw(surface)

    def update(self, surface, keys, current_time, dt, scale):
        mouse_pos = tools.scaled_mouse_pos(scale)
        self.buttons.update(mouse_pos)
        self.draw(surface)
        self.get_dice_total(current_time)
        self.set_point()

        for h in self.bets.keys():
            self.bets[h].update(mouse_pos, self.point)
        self.pointchip.update(current_time, self.dice_total, self.dice[0])
        self.update_total_label()
        for widget in self.widgets:
            widget.update()
Esempio n. 50
0
    def startup(self, game):
        self.game = game
        self.lobby_button.call = self.warn
        self.toggled = False
        self.alpha = 255
        self.labels = []
        self.blinkers = []
        self.calculated = False
        self.animations = pg.sprite.Group()

        stayers = [x for x in self.game.players if x.stayed]
        winners = self.game.get_winners()
        share = self.game.pot // len(winners)

        ani_duration = 2000
        self.free_ride = False

        for stayer in stayers:
            pos = stayer.name_label.rect.center
            dest = pos[0], pos[1] - 120
            cards_center = stayer.cards[0].rect.union(
                stayer.cards[1].rect).center
            if stayer not in winners:
                text = "${}".format(self.game.pot)
                color = "darkred"
                stayer.lost = self.game.pot
                self.free_ride = True
                dest = self.game.pot_label.rect.center
                if stayer is self.game.player:
                    pos = self.money_icon.rect.center
                    if self.game.player.cash < stayer.lost:
                        amount = stayer.lost - self.game.player.cash
                        self.cash_advance(amount)
                        msg = "You were forced to take a cash advance to cover your loss. Visit the ATM to view your account."
                        self.notice(msg)
                    self.add_player_cash(-stayer.lost)
                task = Task(self.add_to_pot, ani_duration, args=[stayer.lost])
                self.animations.add(task)
                lose_label = Blinker(self.font, 96, "Loser", color,
                                     {"center": cards_center}, 500)
                self.animations.add(
                    Task(self.blinkers.append, ani_duration,
                         args=[lose_label]))
            else:
                text = "${}".format(share)
                color = "darkgreen"
                stayer.won = share
                pos = self.game.pot_label.rect.center
                if stayer is self.game.player:
                    self.cha_ching.play()
                    dest = self.money_icon.rect.center
                    task = Task(self.add_player_cash,
                                ani_duration,
                                args=[share])
                    self.animations.add(task)
                win_label = Blinker(self.font, 96, "Winner", color,
                                    {"center": cards_center}, 500)
                self.animations.add(
                    Task(self.blinkers.append, ani_duration, args=[win_label]))
            label = Label(self.font,
                          128,
                          text,
                          color, {"center": pos},
                          bg=prepare.FELT_GREEN)
            label.image.set_colorkey(prepare.FELT_GREEN)
            self.labels.append(label)
            move = Animation(centerx=dest[0],
                             centery=dest[1],
                             duration=ani_duration,
                             round_values=True,
                             transition="in_quart")
            move.start(label.rect)
            self.animations.add(move)

        fader = Animation(alpha=0,
                          duration=ani_duration + 200,
                          round_values=True)
        fader.start(self)
        self.animations.add(fader)
        self.game.pot = 0

        self.make_player_buttons(self.free_ride)
        self.toggle_buttons(False)
        if self.free_ride:
            self.advice_texts = ["Press OK to play the next round"]
        else:
            self.advice_texts = [
                "Ante Up ${} to play again".format(self.game.bet)
            ]
        self.advice_texts.append("Press the Lobby button to exit")
Esempio n. 51
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 def update_label(self):
     self.label_name = Label(self.font, self.font_size, self.text,
                             self.lbl_color, {"bottomleft": (20, 918)})
Esempio n. 52
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 def update_total_label(self):
     self.dice_total_label = Label(self.font, self.font_size,
                                   str(self.dice_total), "gold3",
                                   {"center": (1165, 245)})
Esempio n. 53
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    def __init__(self):
        super(Keno, self).__init__()
        self.screen_rect = pg.Rect((0, 0), prepare.RENDER_SIZE)
        self.game_started = False
        self.font = prepare.FONTS["Saniretro"]
        self.advisor = KenoAdvisor()
        self.mock_label = Label(self.font, 64, 'KENO [WIP]', 'gold3',
                                {'center': (672, 102)})

        b_width = 360
        b_height = 90
        side_margin = 10
        w = self.screen_rect.right - (b_width + side_margin)
        h = self.screen_rect.bottom - (b_height + 15)
        self.buttons = ButtonGroup()
        NeonButton((w, h), "Lobby", self.back_to_lobby, None, self.buttons)

        self.turns = 16
        self.play_max_active = False

        ball_path = os.path.join('resources', 'keno', 'balls', '64x64',
                                 'sheet.png')
        ball_sheet = pg.image.load(ball_path).convert_alpha()
        self.balls = tools.strip_from_sheet(ball_sheet, (0, 0), (64, 64), 10,
                                            8)

        self.keno_card = KenoCard(self.balls)
        #self.keno_card = KenoCard() -- no ball graphics

        self.prev_spot_count = 0

        self.pay_table = PayTable(self.keno_card)
        self.pay_table.update(0)

        self.round_history = RoundHistory(self.keno_card)

        self.alert = None

        self.quick_picking = Action(
            pg.Rect(370, 760, 150, 75),
            Label(self.font, 32, 'QUICK PICK', 'gold3', {'center': (0, 0)}),
            self.activate_quick_pick)

        self.betting = Action(
            pg.Rect(682, 760, 150, 75),
            Label(self.font, 32, 'BET 1', 'gold3', {'center': (0, 0)}),
            self.activate_bet)

        self.clearing = Action(
            pg.Rect(526, 760, 150, 75),
            Label(self.font, 32, 'CLEAR', 'gold3', {'center': (0, 0)}),
            self.activate_clear)

        self.playing = Action(
            pg.Rect(838, 760, 156, 75),
            Label(self.font, 32, 'PLAY', 'gold3', {'center': (0, 0)}),
            self.activate_play)

        self.playing_max = Action(
            pg.Rect(838, 840, 156, 75),
            Label(self.font, 32, 'PLAY MAX', 'gold3', {'center': (0, 0)}),
            self.activate_playmax)

        self.actions = {
            'quick pick': self.quick_picking,
            'betting': self.betting,
            'clearing': self.clearing,
            'playing': self.playing,
            'playing max': self.playing_max,
        }

        self.gui_widgets = {
            'title': self.mock_label,
            'card': self.keno_card,
            'quick_pick': self.quick_picking,
            'play': self.playing,
            'play_max': self.playing_max,
            'pay_table': self.pay_table,
            'round_history': self.round_history,
            'balance': None,
            'bet_action': None,
            'clear': None,
            'bet': None,
            'won': None,
            'spot': None,
        }
Esempio n. 54
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class Bet:
    def __init__(self,
                 size,
                 topleft,
                 bettable,
                 name,
                 mult_dict,
                 triangles=None,
                 pos=None,
                 size2=None):
        self.name = name
        self.multiplier_dict = mult_dict
        self.triangles = triangles
        self.alpha = 128
        self.bettable_color = (0, 180, 0)
        self.unbettable_color = (180, 0, 0)
        self.color = self.bettable_color
        self.extra_filler_pos = pos
        self.size2 = size2

        self.fillers = []
        if self.triangles:
            for triangle in self.triangles:
                self.fillers.append(self.setup_fillers(triangle))

        self.setup_highlighter(size, topleft)
        self.text = ''
        self.setup_label(name, mult_dict)
        self.bettable = bettable

    def setup_label(self, text, mult_dict):
        self.font = prepare.FONTS["Saniretro"]
        self.font_size = 30
        self.bettable_lbl_color = 'white'
        self.unbettable_lbl_color = 'red'
        self.lbl_color = self.bettable_lbl_color
        spacer = 5
        self.text += '{}Payoff: {}'.format(' ' * spacer, mult_dict)
        self.update_label()

    def update_label(self):
        self.label_name = Label(self.font, self.font_size, self.text,
                                self.lbl_color, {"bottomleft": (20, 918)})

    def setup_highlighter(self, size, topleft):
        self.highlighter = pg.Surface(size).convert()
        self.highlighter.set_alpha(self.alpha)
        self.highlighter.fill(self.color)
        self.highlighter_rect = self.highlighter.get_rect(topleft=topleft)
        self.is_draw = False

    def setup_fillers(self, points):
        image = pg.Surface(self.size2)
        if not prepare.DEBUG:
            image.set_colorkey((0, 0, 0))
        image.set_alpha(128)
        pg.draw.polygon(image, self.color, points, 0)
        return image

    def update_highlight_color(self, point):
        if self.bettable == 'always':
            self.color = self.bettable_color
            self.lbl_color = self.bettable_lbl_color
        elif self.bettable == 'on_point':
            if point:
                self.color = self.bettable_color
                self.lbl_color = self.bettable_lbl_color
            else:
                self.color = self.unbettable_color
                self.lbl_color = self.unbettable_lbl_color
        elif self.bettable == 'off_point':
            if not point:
                self.color = self.bettable_color
                self.lbl_color = self.bettable_lbl_color
            else:
                self.color = self.unbettable_color
                self.lbl_color = self.unbettable_lbl_color
        self.highlighter.fill(self.color)
        self.update_label()

    def update(self, mouse_pos, point):
        if self.highlighter_rect.collidepoint(mouse_pos):
            self.is_draw = True
        else:
            self.is_draw = False
        self.update_highlight_color(point)

    def draw(self, surface):
        if self.is_draw:
            surface.blit(self.highlighter, self.highlighter_rect)
            self.label_name.draw(surface)
            if self.triangles and self.extra_filler_pos:
                for filler in self.fillers:
                    surface.blit(filler, self.extra_filler_pos)