Esempio n. 1
0
    def paint(self, x, y, width, height):
        screen = pygame.display.get_surface()
        grass = singleton_image_cache.get("grass.png")

        screen.blit(grass, (x, y))
        if self.get_img_name() is not None:
            image = singleton_image_cache.get(self.get_img_name())
            leftPadding = (width - image.get_width()) / 2
            topPadding = (height - image.get_height()) / 2
            screen.blit(image, (x + leftPadding, y + topPadding))

        # if the square is workable, display the number of workers on it.
        if self.workable() and self.num_workers > 0:
            worker_text = self.font.render(str(self.num_workers), True, (0, 0, 0))
            screen.blit(worker_text, (x, y))
Esempio n. 2
0
def show_main_menu(paused = False):
    '''shows main menue. Allows options to be actuated'''
    screen = pygame.display.get_surface()
    splashImage = singleton_image_cache.get("splash.png")
    screen.blit(splashImage, (0,0))

    # Update the display
    pygame.display.flip()
    # Freeze until a key is pressed
    proceed = False
    while not proceed:
        # If the user hit one of the inputs, proceed
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                key = event.unicode
                if key == 'i':
                    draw_instructions(paused)
                elif key == 's':
                    from level import goto_level
                    goto_level(0)
                    proceed = True
                elif key == 'q':
                    pygame.quit()
                    sys.exit()
                
                
        time.sleep(0.02) # avoid hogging the CPU
Esempio n. 3
0
def draw_instructions(paused = False):

    '''draws a visual guide to the game'''
    width_msg_offset = width_msg * 3 / 4
    PAD = 30
    screen = pygame.display.get_surface()
    image_farm = singleton_image_cache.get("farm.png")
    image_house = singleton_image_cache.get("house.png")
    house_msg = "This is a house. You need houses for workers"
    house_msg += " to live in or else no one will come to"
    house_msg += " your city. 10 workers can live in each house."
    farm_msg = "This is a farm. Farms grow food for your workers"
    farm_msg += " to eat. Assign workers here to gather food."
    lines = word_wrap(farm_msg, width_msg_offset, font_msg)
    farm_height = font_msg.get_height() * len(lines)
    lines.append("")
    lines.extend(word_wrap(house_msg, width_msg_offset, font_msg))
    house_height = font_msg.get_height() * len(lines)
    lines.append("")
    lines.extend(word_wrap("Press any key to continue", width_msg_offset, font_msg))

    # Render each line with a dark gray color
    lines = [font_msg.render(l, True, (50, 50, 50)) for l in lines]
    
    # The height of the message is the sum of the heights of each line
    tot_height = sum([l.get_height() for l in lines])

    x1 = screen.get_width()/2 - width_msg/2 # left edge of the box
    y1 = screen.get_height()/2 - tot_height/2   # starting y coord
    x2 = screen.get_width()/2 - width_msg_offset/2 + PAD
    PAD = 30
    # Draw background box
    pygame.draw.rect(screen, (240, 240, 240), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD))
    pygame.draw.rect(screen, (50, 50, 50), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD), 4)
    
    y = y1
    for line in lines:
        screen.blit(line, (x2, y))
        y += line.get_height()

    screen.blit(image_farm, (x1, y1 + (farm_height - image_farm.get_height())/2))
    height_diff = house_height - farm_height
    screen.blit(image_house, (x1, y1 + farm_height + (height_diff - image_house.get_height())/2))

    # Update the displayi
    pygame.display.flip()

    # Freeze until a key is pressed
    proceed = False
    while not proceed:
        # If the user hit any key, proceed
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                proceed = True
        time.sleep(0.01) # avoid hogging the CPU
    if not paused:
        splashImage = singleton_image_cache.get("splash.png")
        screen.blit(splashImage, (0,0))
    else:
        new_render()
    proceed = False
    ## The second screen starts here
    image_mine = singleton_image_cache.get("mine.png")  
    image_stream = singleton_image_cache.get("stream.png")
    image_tree = singleton_image_cache.get("tree.png")    
    
    mine_msg = "This is a mine. Assign workers here to gather gold."
    stream_msg = "This is a stream. Workers can gather gold from here too, but not quite as quickly."
    tree_msg = "This is a forest. Workers can gather wood here."
    lines = word_wrap(mine_msg, width_msg_offset, font_msg)
    mine_height = font_msg.get_height() * len(lines)
    lines.append("")
    lines.extend(word_wrap(stream_msg, width_msg_offset, font_msg))
    stream_height = font_msg.get_height() * len(lines)
    lines.append("")
    lines.extend(word_wrap(tree_msg, width_msg_offset, font_msg))
    tree_height = font_msg.get_height() * len(lines)
    lines.append("")
    lines.extend(word_wrap("Press any key to continue", width_msg_offset, font_msg))
    lines = [font_msg.render(l, True, (50, 50, 50)) for l in lines]
    
    # The height of the message is the sum of the heights of each line
    tot_height = sum([l.get_height() for l in lines])
    y1 = screen.get_height()/2 - tot_height/2   # starting y coord

    # Draw background box
    pygame.draw.rect(screen, (240, 240, 240), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD))
    pygame.draw.rect(screen, (50, 50, 50), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD), 4)
    
    y = y1
    for line in lines:
        screen.blit(line, (x2, y))
        y += line.get_height()
        
    screen.blit(image_mine, (x1, y1 + (mine_height - image_mine.get_height())/2) )
    height_diff = stream_height - mine_height
    screen.blit(image_stream, (x1, y1 + mine_height + (height_diff - image_stream.get_height())/2))
    height_diff = tree_height - stream_height
    screen.blit(image_tree, (x1, y1 + stream_height + (height_diff - image_tree.get_height())/2))
    pygame.display.flip()

    while not proceed:
        # If the user hit any key, proceed
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                proceed = True
        time.sleep(0.01) # avoid hogging the CPU
    if not paused:
        screen.blit(splashImage, (0,0))
    else:
        new_render()
            
    # The third Screen starts here
    proceed = False
    image_grave = singleton_image_cache.get("grave.png") 
    grave_msg = "This is a cemetery. If your workers die then these will start popping up. They can't"
    grave_msg += " be destroyed and take up valuable real estate, so be careful!"
    lines = word_wrap(grave_msg, width_msg_offset, font_msg)
    lines.append("")
    lines.extend(word_wrap("Press any key to continue", width_msg_offset, font_msg))
    lines = [font_msg.render(l, True, (50, 50, 50)) for l in lines]
    tot_height = sum([l.get_height() for l in lines])
    y1 = screen.get_height()/2 - tot_height/2   # starting y coord
    pygame.draw.rect(screen, (240, 240, 240), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD))
    pygame.draw.rect(screen, (50, 50, 50), (x1 - PAD, y1 - PAD, width_msg + 2*PAD, tot_height + 2*PAD), 4)
    y = y1
    for line in lines:
        screen.blit(line, (x2, y))
        y += line.get_height()
    screen.blit(image_grave, (x1, y1 + tot_height/2 - (image_mine.get_height())/2))
    pygame.display.flip()
    while not proceed:
        # If the user hit any key, proceed
        for event in pygame.event.get():
            if event.type == KEYDOWN:
                proceed = True
        time.sleep(0.01) # avoid hogging the CPU
    if not paused:
        show_main_menu() 
    else:
        new_render()
        show_pause_menu()