Esempio n. 1
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 def resize(cls, resolution):
     """Redraw the window with a new resolution.
     width - the new window width
     height - the new window height
     """
     Resolution.set_primary(resolution)
     # Clear the cached surfaces, which will need to be
     # recreated for the new window size.
     cls.clear_cache()
     cls.draw()
Esempio n. 2
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    def update(self, location):
        # TODO other arguments for animation, setting correct image etc
        # TODO scaling ???
        scale = (
            Resolution.get_primary().block_height
        )  # TODO only valid while display is square

        self.rect.x = (
            location.col % Resolution.get_primary().blocks_across
        ) * scale
        self.rect.y = (
            location.row % Resolution.get_primary().blocks_across
        ) * scale  # XXX should be height
Esempio n. 3
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 def _create_view(cls, view):
     """Creates and returns an appropriately sized surface for a view.
     view - the purpose of the surface
     """
     if view == ModeType.MAP:
         width, height, x, y = Resolution.get_primary().map_area
     elif view == ModeType.PUZZLE:
         width, height, x, y = Resolution.get_primary().puzzle_area
     elif view == ModeType.JOURNAL:
         width, height, x, y = Resolution.get_primary().journal_area
     elif view == ModeType.MENU:
         width, height, x, y = Resolution.get_primary().menu_area
     return View(view, pygame.Surface((width, height)), (x, y))
Esempio n. 4
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    def load_texture(cls, block, variant=0):
        """Load a surface containing the texture for a block, scaled to window.
        block - the BlockType or Decoration
        variant - the optional variant of the BlockType, default 0
        """
        try:
            return cls.cache[(block, variant)]
        except KeyError:
            blockset = loader.load_texture("blockset")

            texture = pygame.Surface((TEXTURE_RES, TEXTURE_RES),
                                     pygame.SRCALPHA)
            if block == BlockType.AIR and variant == BlockType.AIR:
                texture.fill(Color.SKY)
            else:
                texture.blit(
                    blockset,
                    (0, 0),
                    BlockTexture.texture_location(block, variant),
                )

            bh = Resolution.get_primary().block_height
            texture = pygame.transform.scale(texture, (bh, bh))

            cls.cache[(block, variant)] = texture
            return texture
Esempio n. 5
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    def _draw_text(cls, row, text, text_attributes):
        style = text_attributes.style
        align = text_attributes.align
        color = text_attributes.color
        font = text_attributes._font
        antialias = True

        text_surface = font.render(text, antialias, color)

        item_width, item_height = Resolution.get_primary().menu_item_dim
        if align == FontAlign.LEFT:
            x = cls.horizontal_margin
        elif align == FontAlign.RIGHT:
            text_width, text_height = text_surface.get_size()
            x = item_width - 2 * cls.horizontal_margin - text_width
        elif align == FontAlign.CENTER:
            text_width, text_height = text_surface.get_size()
            x = (item_width - text_width) // 2
        else:
            raise ValueError(f"Unknown font align: {align}")
        y = row * item_height

        # Draw text

        cls.view.surface.blit(text_surface, dest=(x, y))
Esempio n. 6
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 def _draw_shadow(cls):
     """Return a shadowed version of whole window."""
     if cls.shadow is None:
         width, height, x, y = Resolution.get_primary().map_area
         tint = pygame.Surface((width, height))
         tint.fill(Color.BLACK)
         tint.set_alpha(200)
         cls.shadow = pygame.display.get_surface().copy()
         cls.shadow.blit(tint, (x, y))
Esempio n. 7
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    def _draw_item_background(cls, row, color=Color.WOOD_LIGHT):
        item_width, item_height = Resolution.get_primary().menu_item_dim

        left = cls.horizontal_margin
        top = row * item_height + cls.vertical_margin
        width = item_width - 2 * cls.horizontal_margin
        height = item_height - cls.vertical_margin

        bg_rect = pygame.Rect(left, top, width, height)
        pygame.draw.rect(cls.view.surface, color, bg_rect)
Esempio n. 8
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    def _draw_highlight(cls, row):
        item_width, item_height = Resolution.get_primary().menu_item_dim

        top = row * item_height + cls.vertical_margin
        width = cls.horizontal_margin
        height = item_height - cls.vertical_margin

        # Draw background
        for left in [0, item_width - cls.horizontal_margin]:
            bg_rect = pygame.Rect(left, top, width, height)
            pygame.draw.rect(cls.view.surface, (255, 215, 0), bg_rect)
Esempio n. 9
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    def draw(cls):
        """Draw the screen from scratch."""
        screen = pygame.display.set_mode(Resolution.get_primary().resolution)

        # Write the caption to the screen.
        pygame.display.set_caption(constants.TITLE)

        # Fill the screen with the frame color.
        screen.fill(Color.WOOD)

        # Render to the screen.
        cls.update()
Esempio n. 10
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 def _load_sprite(self, index):
     row, col = index
     # TODO issue with sprite sheet? these should probably be the same as TEXTURE_RES?
     sprite_width = TEXTURE_RES_SPRITE
     sprite_height = TEXTURE_RES_SPRITE
     rect = pygame.Rect(
         col * sprite_width, row * sprite_height, sprite_width, sprite_height
     )
     image = pygame.Surface(rect.size, pygame.SRCALPHA)
     image.blit(self.sheet, (0, 0), rect)
     bh = Resolution.get_primary().block_height
     image = pygame.transform.scale(image, (bh, bh))
     return image
Esempio n. 11
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    def load_texture(cls, texture):
        """Load a sprite
        Utilizes map blocks's height and width (16x16)"""
        try:
            return cls.cache[texture]
        except KeyError:
            spritesheet = loader.load_texture("sprite")

            miner = pygame.Surface(
                (TEXTURE_RES, TEXTURE_RES), pygame.SRCALPHA
            )
            miner.blit(
                spritesheet,
                (0, 0),
                SpriteTexture.texture_location(texture),
            )

            bh = Resolution.get_primary().block_height
            miner = pygame.transform.scale(miner, (bh, bh))

            cls.cache[(texture, variant)] = miner
            return miner
Esempio n. 12
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    def draw(cls, fullscreen=False):
        """Draw the screen from scratch."""
        # From https://www.pygame.org/docs/ref/display.html#pygame.display.set_mode
        # pygame.FULLSCREEN    create a fullscreen display
        # pygame.DOUBLEBUF     recommended for HWSURFACE or OPENGL
        # pygame.HWSURFACE     hardware accelerated, only in FULLSCREEN
        # pygame.OPENGL        create an OpenGL-renderable display
        # pygame.RESIZABLE     display window should be sizeable
        # pygame.NOFRAME       display window will have no border or controls
        # pygame.SCALED        resolution depends on desktop size and scale graphics
        flags = pygame.DOUBLEBUF | pygame.SCALED
        if fullscreen:
            flags |= pygame.FULLSCREEN
        screen = pygame.display.set_mode(Resolution.get_primary().resolution,
                                         flags)

        # Write the caption to the screen.
        pygame.display.set_caption(constants.TITLE)

        # Fill the screen with the frame color.
        screen.fill(Color.WOOD)

        # Render to the screen.
        cls.update_view()
Esempio n. 13
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 def of(cls, col, resolution=None):
     if resolution is None:
         resolution = Resolution.get_primary()
     return Section(math.ceil(col / resolution.blocks_across), resolution)
Esempio n. 14
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    def __init__(self, section, resolution=None):
        if resolution is None:
            resolution = Resolution.get_primary()

        self.res = resolution
        self.start_row = (section - 1) * self.res.blocks_across
Esempio n. 15
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class FontAttributeDefaults:
    menu_item_width, menu_item_height = Resolution.get_primary().menu_item_dim
    MENU = FontAttributes(
        fontface=Fontfaces.DECORATIVE,
        size=menu_item_height,
    )