Esempio n. 1
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 def build_gui(self):
     logging.debug(f"Scene<{self.scene_name}> Is Building GUI")
     if self.gui is not None:
         logging.debug(f"Scene<{self.scene_name}> UIManager is present, clearing current values for rebuild")
         self.gui = None
         self.ui_elements.clear()
         self.gui = UIManager(self.display.get_size(), GUI_THEME_FILE)
     else:
         logging.debug(f"Scene<{self.scene_name}> UIManager not present, creating new manager")
         self.gui = UIManager(self.display.get_size(), GUI_THEME_FILE)
Esempio n. 2
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    def __init__(self):
        # Start up Pygame.
        pygame.init()

        # Title the window our game runs in.
        pygame.display.set_caption(config.game_name)
        
        self.options = Options()

        # Define the dimensions of our game's window.
        self.window_surface = pygame.display.set_mode(self.options.resolution)
        self.window_surface.blit(pygame.image.load("media/images/background.png"), (0, 0))

        self.start_up = True
        self.enter_mines = False
        self.enter_busstop = False
        self.enter_uptown = False

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution, PackageResource(package='media.themes', resource='theme.json'))

        self.text_block = None
        self.text_entry = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])
        self.running = True
Esempio n. 3
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/home.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Instruction',
                             manager=self.manager,
                             object_id='#title')

        self.text = UITextBox(
            relative_rect=pygame.Rect(100, 100, 800 - 200, 600 - 100),
            html_text=
            "<body><b>Touche</b><br>Espace -> Tirer<br>Entrer -> Magasin<br>Echap -> Menu de sauvegarde<br>Flèche droite et gauche -> Se déplacer<br><br><b>Système de Niveau</b><br>Niveau 1 -> 0 à 5000 points<br>Niveau 2 -> 5000 à 10000 points<br>Niveau 3 -> 10000 à 15000 points<br>Niveau 4 -> plus de 15000 points<br><br><b>Système du jeu</b><br>Le Joueur commence avec 3 vies, lorsque un monstre touche le joueur celui-ci perd une vie et le monstre meurt.<br>Un monstre rapporte 100 points et 1 credit lorsque le joueur le tue et retire 50 points lorsque le monstre touche le sol<br>Le Joueur a un pourcentage de chance d'obtenir un bonus lorsqu'il tue un monstre<br><br><b>Les Bonus</b><br>Double attaque -> Double les dégats du missile du joueur<br>3 missiles -> Tire 3 missiles au lieu de 1<br>Double score -> Double le score du joueur<br>Temps d'apparition -> Le temps d'apparition est augmenté de 2s</body>",
            manager=self.manager)

        self.buttonReturn = UIButton(relative_rect=pygame.Rect(
            20, 20, 200, 50),
                                     text='Retour',
                                     manager=self.manager)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 4
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/theme.json')

        self.title = UILabel(relative_rect=pygame.Rect(350, 50, 100, 50),
                             text='Connexion',
                             manager=self.manager)

        self.labelPseudo = UILabel(relative_rect=pygame.Rect(
            400 - 210, 142, 100, 50),
                                   text='Pseudo',
                                   manager=self.manager)

        self.pseudo = UITextEntryLine(relative_rect=pygame.Rect(
            400 - 100, 150, 200, 50),
                                      manager=self.manager)

        self.labelPassword = UILabel(relative_rect=pygame.Rect(
            400 - 210, 222, 100, 50),
                                     text='Mot de passe',
                                     manager=self.manager)

        self.password = UITextEntryLine(relative_rect=pygame.Rect(
            400 - 100, 230, 200, 50),
                                        manager=self.manager)

        self.buttonLogin = UIButton(relative_rect=pygame.Rect(
            400 - 100, 320, 200, 50),
                                    text='Se connecter',
                                    manager=self.manager)

        self.buttonSignup = UIButton(relative_rect=pygame.Rect(
            400 - 100, 400, 200, 50),
                                     text='Pas de compte ?',
                                     manager=self.manager)
Esempio n. 5
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    def test_show_hide_rendering(self, _init_pygame, default_ui_manager,
                                 _display_surface_return_none):
        resolution = (400, 400)
        empty_surface = pygame.Surface(resolution)
        empty_surface.fill(pygame.Color(0, 0, 0))

        surface = empty_surface.copy()
        manager = UIManager(resolution)

        window = UIWindow(pygame.Rect(100, 100, 400, 400),
                          window_display_title="Test Window",
                          manager=manager,
                          visible=0)
        manager.update(0.01)
        manager.draw_ui(surface)
        assert compare_surfaces(empty_surface, surface)

        surface.fill(pygame.Color(0, 0, 0))
        window.show()
        manager.update(0.01)
        manager.draw_ui(surface)
        assert not compare_surfaces(empty_surface, surface)

        surface.fill(pygame.Color(0, 0, 0))
        window.hide()
        manager.update(0.01)
        manager.draw_ui(surface)
        assert compare_surfaces(empty_surface, surface)
Esempio n. 6
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    def __init__(self, screen_resolution, entity_master, game_clock):
        self.gui_manager = UIManager(screen_resolution, main_theme)

        self.entity_master = entity_master
        self.game_clock = game_clock
        self.main_menu_active = False

        self.main_menu_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 112, screen_resolution[1] - 112),
            (110, 110)),
                                                  text='',
                                                  object_id="button_main_menu",
                                                  manager=self.gui_manager,
                                                  tool_tip_text="Menu")

        self.pause_button = elements.UIButton(relative_rect=Rect(
            (screen_resolution[0] - 200, screen_resolution[1] - 80), (70, 70)),
                                              text="pause",
                                              object_id="sim_button",
                                              manager=self.gui_manager,
                                              tool_tip_text="Pause Sim")

        self.exit_button = elements.UIButton(relative_rect=Rect(
            (10, screen_resolution[1] - 80), (70, 70)),
                                             text="exit",
                                             object_id="sim_button",
                                             manager=self.gui_manager,
                                             tool_tip_text="Exit Sim")
        self.drag_begin = None
        self.info_screen = self.build_info_display(screen_resolution)
        self.info_screen.kill()
Esempio n. 7
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption("MineSweaper")

        self.iconImage = pygame.image.load('data/images/mine.png')
        pygame.display.set_icon(self.iconImage)

        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(self.options.resolution,
                                    'data/theme/mineSweaper_theme.json')

        self.clock = pygame.time.Clock()
        self.running = True
        '''
            Create game Window
        '''
        self.mainMenu = None

        self.recreate_ui()
Esempio n. 8
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    def test_using_theme_prototype(self, _init_pygame,
                                   _display_surface_return_none):
        manager = UIManager((800, 600),
                            os.path.join("tests", "data", "themes",
                                         "ui_window_prototype.json"))
        window = UIWindow(pygame.Rect(0, 0, 200, 200),
                          window_display_title="Test Window",
                          manager=manager)

        button_rect = pygame.Rect(0, 0, 150, 30)
        button_rect.topright = (-10, 10)
        button = UIButton(
            relative_rect=button_rect,
            text="Test Button",
            tool_tip_text=
            "This is a test of the button's tool tip functionality.",
            manager=manager,
            container=window,
            anchors={
                'left': 'right',
                'right': 'right',
                'top': 'top',
                'bottom': 'top'
            })

        assert window.image is not None
        assert window.shadow_width == 1
        assert window.border_width == 2
        assert window.shape_corner_radius == 10
        assert button.shadow_width == 1
        assert button.border_width == 2
        assert button.shape_corner_radius == 4
Esempio n. 9
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/signup.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 50, 200, 50),
                             text='Inscription',
                             manager=self.manager)

        self.labelPseudo = UILabel(relative_rect=pygame.Rect(400 - 210, 142, 100, 50),
                                   text='Pseudo',
                                   manager=self.manager)

        self.pseudo = UITextEntryLine(relative_rect=pygame.Rect(400 - 100, 150, 200, 50),
                                      manager=self.manager)

        self.labelPassword = UILabel(relative_rect=pygame.Rect(400 - 210, 222, 100, 50),
                                     text='Mot de passe',
                                     manager=self.manager)

        self.password = UITextEntryLine(relative_rect=pygame.Rect(400 - 100, 230, 200, 50),
                                        manager=self.manager)

        self.buttonSignup = UIButton(relative_rect=pygame.Rect(400 - 100, 320, 200, 50),
                                     text="S'inscrire",
                                     manager=self.manager)

        self.buttonLogin = UIButton(relative_rect=pygame.Rect(400 - 100, 400, 200, 50),
                                    text="Déja un compte ?",
                                    manager=self.manager)
Esempio n. 10
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/loading.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Charger une partie',
                             manager=self.manager,
                             object_id='#title')
        self.scrollingContainer = UIScrollingContainer(
            relative_rect=pygame.Rect(100, 100, 700, 400),
            manager=self.manager)

        self.verticalScrollBar = UIVerticalScrollBar(
            relative_rect=pygame.Rect(680, 0, 20, 400),
            manager=self.manager,
            visible_percentage=0.8,
            container=self.scrollingContainer)

        self.background = UIPanel(relative_rect=pygame.Rect(0, 0, 500, 80),
                                  starting_layer_height=0,
                                  manager=self.manager,
                                  container=self.scrollingContainer)

        self.name = UILabel(relative_rect=pygame.Rect(10, 10, 200, 20),
                            text='Charger une partie',
                            manager=self.manager,
                            object_id='#text-button',
                            container=self.background)

        self.date = UILabel(relative_rect=pygame.Rect(300, 10, 200, 20),
                            text='date de la partie',
                            manager=self.manager,
                            object_id='#text-button',
                            container=self.background)

        self.currentScore = UILabel(relative_rect=pygame.Rect(10, 40, 200, 20),
                                    text='45544',
                                    manager=self.manager,
                                    object_id='#text-button',
                                    container=self.background)

        self.maxScore = UILabel(relative_rect=pygame.Rect(300, 40, 200, 20),
                                text='1255454',
                                manager=self.manager,
                                object_id='#text-button',
                                container=self.background)

        self.buttonCreating = UIButton(relative_rect=pygame.Rect(
            0, 0, 500, 80),
                                       text='',
                                       manager=self.manager,
                                       container=self.scrollingContainer)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 11
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption("Options UI")
        self.options = Options()
        if self.options.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.options.resolution)

        self.background_surface = None

        self.ui_manager = UIManager(
            self.options.resolution,
            PackageResource(package='data.themes', resource='theme_2.json'))
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.test_button = None
        self.test_button_2 = None
        self.test_button_3 = None
        self.test_slider = None
        self.test_text_entry = None
        self.test_drop_down = None
        self.panel = None
        self.fps_counter = None
        self.frame_timer = None

        self.message_window = None

        self.recreate_ui()

        self.clock = pygame.time.Clock()

        self.button_response_timer = pygame.time.Clock()
        self.running = True
        self.debug_mode = False
Esempio n. 12
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    def test_rebuild_from_changed_theme_data_bad_values(
            self, _init_pygame, _display_surface_return_none):
        manager = UIManager((800, 600),
                            os.path.join("tests", "data", "themes",
                                         "ui_window_bad_values.json"))
        window = UIWindow(pygame.Rect(0, 0, 200, 200),
                          window_display_title="Test Window",
                          manager=manager)

        assert window.image is not None
Esempio n. 13
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    def __init__(self):
        pygame.init()
        pygame.display.set_caption('Urizen 0.2.5')
        self.opt = GUIOptions()
        self.gen_state = GeneratorsState()
        if self.opt.fullscreen:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.FULLSCREEN)
        else:
            self.window_surface = pygame.display.set_mode(
                self.opt.resolution, pygame.RESIZABLE)

        self.background_surface = None

        self.ui_manager = UIManager(
            self.opt.resolution,
            PackageResource('urizen.data.themes', 'gui_theme.json'))
        self.ui_manager.preload_fonts([{
            'name': 'fira_code',
            'point_size': 10,
            'style': 'bold'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'regular'
        }, {
            'name': 'fira_code',
            'point_size': 10,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'italic'
        }, {
            'name': 'fira_code',
            'point_size': 14,
            'style': 'bold'
        }])

        self.panel = None

        self.message_window = None

        self.active_panel = None
        self.recreate_ui()

        self.clock = pygame.time.Clock()
        self.time_delta_stack = deque([])

        self.button_response_timer = pygame.time.Clock()
        self.running = True
Esempio n. 14
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/createParty.json')

        self.labelParty = UILabel(relative_rect=pygame.Rect(10, 92, 150, 50),
                                  text='Nom de la partie',
                                  manager=self.manager)

        self.party = UITextEntryLine(relative_rect=pygame.Rect(
            330, 100, 150, 50),
                                     manager=self.manager)

        self.buttonCreate = UIButton(relative_rect=pygame.Rect(
            330, 200, 150, 50),
                                     text='Creer une partie',
                                     manager=self.manager)
Esempio n. 15
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 def __init__(self, parse, name=""):
     init()
     display.init()
     self.DIMS = (display.Info().current_w, display.Info().current_h)
     self.BG = Surface(self.DIMS)
     self.SCREEN = display.set_mode(self.DIMS, -2147483648)
     self.MANAGER = UIManager(self.DIMS)
     set_visible(True)
     update()
     Exit((0, 0), self.MANAGER)
     clear = Clear((0, 30), self.MANAGER)
     Spawn((0, 60), self.MANAGER, clear, self.DIMS, parse, name)
     Killer((0, 90), self.MANAGER, clear)
     Paint((0, 120), self.MANAGER)
     self.clock = Clock()
     while True:
         self.process_events()
Esempio n. 16
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def main_menu_loop(screen, game_clock, settings):
    frame_resolution = settings.frame_resolution
    game_frame_rate = settings.frame_rate

    gui_manager = UIManager(frame_resolution, main_theme)
    menu_graphics = retrieve('main_menu_graphics')

    start_button = elements.UIButton(
        relative_rect=Rect((frame_resolution[0] / 2 + 150, frame_resolution[1] / 2 + 50),
                           (400, 80)),
        text="Start Simulation",
        object_id="start_sim_button",
        manager=gui_manager)

    settings_button = elements.UIButton(
        relative_rect=Rect((frame_resolution[0] / 2 + 150, frame_resolution[1] / 2 + 130),
                           (400, 80)),
        text="Settings",
        object_id="settings_button",
        manager=gui_manager)

    screen.fill((179, 147, 0))  # This is the initial draw, we don't need to re render the menu graphics later
    screen.blit(menu_graphics, (0, 0))  # This ensures a decent fps

    # Main Game Loop
    while True:

        time_delta = game_clock.tick(game_frame_rate) / 1000.0
        gui_manager.update(time_delta)
        gui_manager.draw_ui(screen)

        display.update()
        for e in event.get():
            if e.type == QUIT:
                quit()
                exit()

            if e.type == USEREVENT:
                if e.user_type == 'ui_button_pressed':
                    if e.ui_element == start_button:
                        return 1
                    if e.ui_element == settings_button:
                        return 2

            gui_manager.process_events(e)
Esempio n. 17
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    def __init__(self):

        self.manager = UIManager((800, 600), 'themes/home.json')

        self.title = UILabel(relative_rect=pygame.Rect(400 - 100, 20, 200, 50),
                             text='Accueil',
                             manager=self.manager,
                             object_id='#title')

        self.buttonCreating = UIButton(relative_rect=pygame.Rect(
            400 - 100, 100, 200, 50),
                                       text='Creer partie',
                                       manager=self.manager)

        self.buttonLoading = UIButton(relative_rect=pygame.Rect(
            400 - 100, 180, 200, 50),
                                      text='Charger une partie',
                                      manager=self.manager)

        self.buttonInstruction = UIButton(relative_rect=pygame.Rect(
            400 - 100, 260, 200, 50),
                                          text='Instruction',
                                          manager=self.manager)

        # self.buttonShop = UIButton(relative_rect=pygame.Rect(400 - 100, 340, 200, 50),
        #                            text='Magasin',
        #                            manager=self.manager)

        # self.buttonRanking = UIButton(relative_rect=pygame.Rect(400 - 100, 420, 200, 50),
        #                               text='Classement',
        #                               manager=self.manager)

        self.buttonLogout = UIButton(relative_rect=pygame.Rect(
            800 - 220, 20, 200, 50),
                                     text='Déconnexion',
                                     manager=self.manager,
                                     object_id='#button-logout')
Esempio n. 18
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def main():
    pygame.init()
    os.environ['SDL_VIDEO_CENTERED'] = '1'
    pygame.key.set_repeat()
    x_screen_size = 1024
    y_screen_size = 600
    pygame.display.set_caption('Turret Warfare')
    screen = pygame.display.set_mode((x_screen_size, y_screen_size))

    screen_data = ScreenData([x_screen_size, 128], [x_screen_size, 184], [x_screen_size, y_screen_size])

    ui_manager = UIManager(screen.get_size(), "data/ui_theme.json")
    ui_manager.preload_fonts([{'name': 'fira_code', 'point_size': 10, 'style': 'bold'},
                              {'name': 'fira_code', 'point_size': 10, 'style': 'regular'},
                              {'name': 'fira_code', 'point_size': 14, 'style': 'bold'}])

    app_state_manager = AppStateManager()
    MainMenu(ui_manager, app_state_manager)
    SelectLevelMenu(ui_manager, app_state_manager)
    GameState(ui_manager, screen, screen_data, app_state_manager)
    EditorState(ui_manager, screen, screen_data, app_state_manager)
    QuitState(app_state_manager)
    app_state_manager.set_initial_state('main_menu')

    clock = pygame.time.Clock()
    running = True

    while running:
        frame_time = clock.tick(60)
        time_delta = min(frame_time/1000.0, 0.1)

        running = app_state_manager.run(screen, time_delta)

        pygame.display.flip()  # flip all our drawn stuff onto the screen

    pygame.quit()  # exited game loop so quit pygame
Esempio n. 19
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def settings_loop(screen, game_clock, settings):
    def update_settings():
        data = {
            'map_size': int(map_size_dropdown.selected_option),
            'resolution':
            ast.literal_eval(resolution_dropdown.selected_option),
            'initial_hives': int(bee_hive_dropdown.selected_option),
            'initial_bees': int(bees_dropdown.selected_option),
            'flower_strat': flower_spawn_strat_dropdown.selected_option,
            'hive_strat': hive_spawn_strat_dropdown.selected_option,
            'music': music_dropdown.selected_option == 'True',
            'flower_num': int(flower_num_dropdown.selected_option)
        }
        new_settings = Settings(data)
        new_screen = display.set_mode(new_settings.frame_resolution, DOUBLEBUF)
        return 0, new_screen, new_settings

    frame_resolution = settings.frame_resolution
    game_frame_rate = settings.frame_rate

    gui_manager = UIManager(frame_resolution, main_theme)

    element_size = (150, 50)
    element_size_l = (250, 50)

    tooltip_size = (150, 25)
    tooltip_size_l = (250, 25)

    back_button = elements.UIButton(relative_rect=Rect((30, 30), (50, 50)),
                                    text='',
                                    object_id="back_button",
                                    manager=gui_manager)

    save_settings_button = elements.UIButton(relative_rect=Rect((30, 100),
                                                                (125, 50)),
                                             text="Save Settings",
                                             object_id="save_settings_button",
                                             manager=gui_manager)

    resolution_dropdown = elements.UIDropDownMenu(
        options_list=[
            '1920, 1080',
            '1536, 864',
            '1360, 768',
            '1280, 1024',
            '640, 360',
        ],
        starting_option=str(
            settings.frame_resolution)[1:len(str(settings.frame_resolution)) -
                                       1],
        relative_rect=Rect((200, 100), element_size),
        manager=gui_manager)
    resolution_tooltip = elements.UILabel(relative_rect=Rect((200, 75),
                                                             tooltip_size),
                                          text="Window Resolution",
                                          manager=gui_manager)

    map_size_dropdown = elements.UIDropDownMenu(
        options_list=['2000', '1000', '500'],
        starting_option=str(settings.map_size),
        relative_rect=Rect((200, 250), element_size),
        manager=gui_manager)
    map_size_tooltip = elements.UILabel(relative_rect=Rect((200, 225),
                                                           tooltip_size),
                                        text="Map Size",
                                        manager=gui_manager)

    music_dropdown = elements.UIDropDownMenu(
        options_list=["True", "False"],
        starting_option=str(settings.play_music),
        relative_rect=Rect((200, 400), element_size),
        manager=gui_manager)
    music_tooltip = elements.UILabel(relative_rect=Rect((200, 375),
                                                        tooltip_size),
                                     text="Play Music",
                                     manager=gui_manager)

    bee_hive_dropdown = elements.UIDropDownMenu(
        options_list=['2', '5', '10', '12', '20'],
        starting_option=str(settings.initial_hives),
        relative_rect=Rect((375, 100), element_size),
        manager=gui_manager)
    bee_hive_tooltip = elements.UILabel(relative_rect=Rect((375, 75),
                                                           tooltip_size),
                                        text="Number of Hives",
                                        manager=gui_manager)

    bees_dropdown = elements.UIDropDownMenu(
        options_list=['6', '8', '10', '12', '16', '20'],
        starting_option=str(settings.initial_bees_per_hive),
        relative_rect=Rect((375, 250), element_size),
        manager=gui_manager)
    bees_tooltip = elements.UILabel(relative_rect=Rect((375, 225),
                                                       tooltip_size),
                                    text="Initial Bees",
                                    manager=gui_manager)

    flower_spawn_strat_dropdown = elements.UIDropDownMenu(
        options_list=['normal distribution'],
        starting_option=settings.flower_spawn_strategy,
        relative_rect=Rect((550, 100), element_size_l),
        manager=gui_manager)
    flower_spawn_strat_tooltip = elements.UILabel(relative_rect=Rect(
        (550, 75), tooltip_size_l),
                                                  text="Flower Spawn Strategy",
                                                  manager=gui_manager)

    hive_spawn_strat_dropdown = elements.UIDropDownMenu(
        options_list=['default'],
        starting_option=settings.hive_spawn_strategy,
        relative_rect=Rect((550, 250), element_size_l),
        manager=gui_manager)
    hive_spawn_strat_tooltip = elements.UILabel(relative_rect=Rect(
        (550, 225), tooltip_size_l),
                                                text="Hive Spawn Strategy",
                                                manager=gui_manager)

    flower_num_dropdown = elements.UIDropDownMenu(
        options_list=['200', '300', '400', '500', '600', '700'],
        starting_option=str(settings.flower_num),
        relative_rect=Rect((550, 400), element_size_l),
        manager=gui_manager)

    music_tooltip = elements.UILabel(relative_rect=Rect((550, 375),
                                                        tooltip_size_l),
                                     text="Number of Flowers",
                                     manager=gui_manager)

    while True:
        screen.fill((219, 173, 92))
        time_delta = game_clock.tick(game_frame_rate) / 1000.0
        gui_manager.update(time_delta)
        gui_manager.draw_ui(screen)

        display.update()
        for e in event.get():
            if e.type == QUIT:
                quit()
                exit()

            if e.type == USEREVENT:
                if e.user_type == 'ui_button_pressed':
                    if e.ui_element == back_button:
                        return 0, screen, settings  # Returns back to main menu
                    elif e.ui_element == save_settings_button:
                        return update_settings()

            gui_manager.process_events(e)
Esempio n. 20
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from pygame_gui import UIManager
from pygame import Color

WINDOW_WIDTH = 800
WINDOW_HEIGHT = 800
SQUARE_WIDTH = 100
SQUARE_HEIGHT = 100
MANAGER = UIManager((WINDOW_WIDTH, WINDOW_HEIGHT))
WHITE = Color(255, 255, 255)
BLACK = Color(0, 0, 0)
GREY = Color(128, 128, 128)
RED = Color(255, 0, 0)
Esempio n. 21
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    def __init__(self, session):
        self.manager = UIManager((800, 600), 'themes/game.json')
        image = pygame.image.load('assets/background.png')

        self.background = UIImage(relative_rect=pygame.Rect(0, 0, 800, 600),
                                  manager=self.manager,
                                  image_surface=image)

        self.session = session
        self.allPlayers = pygame.sprite.Group()
        self.player = Perso(self, self.session)
        self.allPlayers.add(self.player)
        self.pressed = {}
        self.allEnemy = pygame.sprite.Group()
        self.addScore = 100
        self.score = 0
        self.level = Niveau(self, self.score)

        self.panelTop = UIPanel(relative_rect=pygame.Rect(0, 0, 800, 20),
                                starting_layer_height=2,
                                manager=self.manager,
                                object_id="#panel-top")

        self.labelHealthTitle = UILabel(relative_rect=pygame.Rect(
            0, 0, 50, 20),
                                        text="Vie :",
                                        manager=self.manager,
                                        object_id="#label-score",
                                        container=self.panelTop)

        self.labelHealth = UILabel(relative_rect=pygame.Rect(30, 0, 50, 20),
                                   text=str(self.player.health),
                                   manager=self.manager,
                                   object_id="#label-score",
                                   container=self.panelTop)

        self.labelAsset = UILabel(relative_rect=pygame.Rect(
            800 - 100, 0, 50, 20),
                                  text=str(self.level.assetIsActive[2]),
                                  manager=self.manager,
                                  object_id="#label-score",
                                  container=self.panelTop)

        self.labelScore = UILabel(relative_rect=pygame.Rect(
            0, 600 - 50, 200, 50),
                                  text=str(self.score),
                                  manager=self.manager,
                                  object_id="#label-score")

        self.playerImage = UIImage(relative_rect=pygame.Rect(
            (self.player.rect.x, self.player.rect.y), (50, 50)),
                                   manager=self.manager,
                                   image_surface=self.player.image)

        self.panel = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                             starting_layer_height=3,
                             manager=self.manager,
                             object_id="#panel-game-over")

        self.labelGameOver = UILabel(relative_rect=pygame.Rect(
            400 - 100, 300 - 50, 200, 50),
                                     text="Game Over",
                                     manager=self.manager,
                                     object_id="#label-game-over",
                                     container=self.panel)

        self.buttonMenu = UIButton(relative_rect=pygame.Rect(
            400 - 100, 300 + 50, 200, 50),
                                   text='Quitter',
                                   manager=self.manager,
                                   container=self.panel)

        self.buttonParty = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 300 + 50 + 80), (200, 50)),
                                    text='Recommencer',
                                    manager=self.manager,
                                    container=self.panel)

        self.panelPause = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                                  starting_layer_height=3,
                                  manager=self.manager,
                                  object_id="#panel-game-over")

        self.labelPause = UILabel(relative_rect=pygame.Rect(
            400 - 100, 300 - 50, 200, 50),
                                  text="Pause",
                                  manager=self.manager,
                                  object_id="#label-game-over",
                                  container=self.panelPause)

        self.buttonSave = UIButton(relative_rect=pygame.Rect(
            400 - 100, 300 + 50, 200, 50),
                                   text='Sauvegarder et quitter',
                                   manager=self.manager,
                                   container=self.panelPause)

        self.buttonQuit = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 300 + 50 + 80), (200, 50)),
                                   text='Quitter',
                                   manager=self.manager,
                                   container=self.panelPause)

        self.panelAsset = UIPanel(relative_rect=pygame.Rect((0, 0), (0, 0)),
                                  starting_layer_height=3,
                                  manager=self.manager,
                                  object_id="#panel-game-over")

        self.labelEquipment = UILabel(relative_rect=pygame.Rect(
            400 - 100, 50, 200, 50),
                                      text="Pause",
                                      manager=self.manager,
                                      object_id="#label-game-over",
                                      container=self.panelAsset)

        self.button1 = UIButton(relative_rect=pygame.Rect(
            400 - 100, 50 + 50, 200, 50),
                                text="Double l'attaque 10C",
                                manager=self.manager,
                                container=self.panelAsset)

        self.button2 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 120 + 50), (200, 50)),
                                text='3 Missiles 100C',
                                manager=self.manager,
                                container=self.panelAsset)

        self.button3 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 190 + 50), (200, 50)),
                                text='Double Score 20C',
                                manager=self.manager,
                                container=self.panelAsset)

        self.button4 = UIButton(relative_rect=pygame.Rect(
            (400 - 100, 260 + 50), (200, 50)),
                                text="Temps d'apparition 50C",
                                manager=self.manager,
                                container=self.panelAsset)

        self.labelCredit = UILabel(relative_rect=pygame.Rect(
            400 - 100, 330 + 50, 200, 50),
                                   text=str(self.player.credit),
                                   manager=self.manager,
                                   object_id="#label-game-over",
                                   container=self.panelAsset)

        self.pause = True
Esempio n. 22
0
def gameloop(
    playerOrder: bool,
    p1Char: str,
    nick1: str,
    p2Char: str,
    nick2: str,
    udp: UDP_P2P,
) -> str:
    # region DocString
    """
    Function that starts the loop for pygame

    ### Arguments
        `playerOrder {bool}`:
            `summary`: true if this host is the first player, false otherwise
        `p1Char {str}`:
            `summary`: the character chosen by this host
        `nick1 {str}`:
            `summary`: the username of this host
        `p2Char {str}`:
            `summary`: the character chosen by the remote player
        `nick2 {str}`:
            `summary`: the username of the remote player
        `udp {UDP_P2P}`:
            `summary`: the udp object

    ### Returns
        `str`: the exit status. It can be 'Lost' if this host lose, 'Quit' if this host closed the window,\n
        'Win' if the remote host lose, 'Quitted' if the remote host closed the window
    """
    # endregion

    global gamestate
    clock = Clock()
    COORDSYNC = USEREVENT + 1
    set_timer(COORDSYNC, 1000)

    # region Screen setup

    screen = set_mode((Game.SIZE[0] + 400, Game.SIZE[1]))
    set_caption(Game.TITLE)
    set_icon(load(Game.ICON_PATH))
    bg = load(Game.BG_PATH).convert_alpha()
    bg = scale(bg, Game.SIZE)

    manager = UIManager((Game.SIZE[0] + 400, Game.SIZE[1]))
    chat = Chat((400, Game.SIZE[1]), manager, udp, nick1)

    # endregion

    all_sprites = Group()

    # region Players setup

    if p1Char == "Ichigo":
        pl = Ichigo(playerOrder, nick1, all_sprites)
    elif p1Char == "Vegeth":
        pl = Vegeth(playerOrder, nick1, all_sprites)

    if p2Char == "Ichigo":
        pl2 = Ichigo(not playerOrder, nick2, all_sprites)
    elif p2Char == "Vegeth":
        pl2 = Vegeth(not playerOrder, nick2, all_sprites)

    # endregion

    rcvT = udp.receptionThread(
        lambda data, addr, time: rcv(pl2, data, addr, time, chat), rcvErr)
    rcvT.start()

    while True:

        dt = clock.tick(Game.FPS) / 1000

        # region Handle window close

        pressed_keys = get_pressed()

        for event in get():
            if event.type == QUIT:
                snd(nick1, "Quit", udp)
                gamestate = "Quit"

            if event.type == COORDSYNC:
                sndCoords(nick1, (pl.rect.x, pl.rect.y), udp)

            manager.process_events(event)

        # endregion

        manager.update(dt)

        # region Handle key press and update sprites

        all_sprites.update(pressed_keys)
        sndKeys(
            nick1,
            (
                pressed_keys[K_LEFT],
                pressed_keys[K_RIGHT],
                pressed_keys[K_UP],
                pressed_keys[K_z],
            ),
            udp,
        )
        if pl.update(pressed_keys):
            snd(nick1, "Lost", udp)
            gamestate = "Lost"

        # endregion

        # region Sprite drawing

        screen.fill(Color.WHITE)
        screen.blit(bg, (0, 0))
        all_sprites.draw(screen)
        pl.draw(screen)
        pl2.draw(screen)
        pl.health.draw(screen)
        pl2.health.draw(screen)

        # endregion

        manager.draw_ui(screen)
        flip()

        if gamestate:
            udp.stopThread()
            quit()
            return gamestate