Esempio n. 1
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 def __init__(self, position, data):
     """
         create tooltip window. data must be list of pairs ["label", "value"]
     """
     Window.__init__(self, (0, 0), position)
     self.data = data
     self.alphavalue = 200
     #
     self.crete_widgets()
Esempio n. 2
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 def __init__(self, position, data):
     """create tooltip window.
     data must be list of pairs ["label", "value"]
     """
     Window.__init__(self, 0, 0, position)
     self.data = data
     self.alphavalue = 200
     #
     self.create_widgets()
Esempio n. 3
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    def __init__(self, size):
        Window.__init__(self, size, (150, 40))
        # set window alpha
        self.alphavalue = 250 * 0.95
        # Create gui
        self.create_gui()

        # hide market at load
        self.hide()
    def __init__(self, width, height):
        Window.__init__(self, width, height, (150, 40))
        # set window alpha
        self.alphavalue = 250 * 0.95
        # Create gui
        self.create_gui()

        # hide market at load
        self.hide()
Esempio n. 5
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    def update(self):
        """Update farm"""
        Window.update(self)
        self.eventstimer.tick()
        self.updatetimer.tick()

        # update inventory
        self.inventorywindow.update()

        # Update game 20 times per second
        if self.updatetimer.tickpassed(20):
            self.gamemanager.update()

            # update inventory when changed
            self.update_current_money()
            if self.inventorywindow.ismodified():
                self.recreate_inventory()
Esempio n. 6
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    def update(self):
        """Update farm"""
        Window.update(self)
        self.eventstimer.tick()
        self.updatetimer.tick()

        # update inventory
        self.inventorywindow.update()

        # Update game 20 times per second
        if self.updatetimer.tickpassed(20):
            self.gamemanager.update()

            # update inventory when changed
            self.update_current_money()
            if self.inventorywindow.ismodified():
                self.recreate_inventory()
Esempio n. 7
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    def __init__(self):
        Window.__init__(self, (800, 600), (0, 0))

        self.lazyscreen = None

        # Create gamemanager
        self.gamemanager = GameManager()
        # timers
        self.eventstimer = Timer()
        self.updatetimer = Timer()

        self.images = ImageLoader(imagesdata)
        self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12)
        self.font2 = pygame.font.Font("dejavusansmono.ttf", 18)

        # Install plugins
        self.coreplugin = PluginSystem.installPlugin(CorePlugin)
        self.coreplugin.gamewindow = self

        # background image
        bgimg = Image(self.images['background'], (0, 0))
        self.addwidget(bgimg)

        # Create inventory window
        player = self.gamemanager.getplayer()
        self.inventorywindow = InventoryWindow(self.images, player)
        self.inventorywindow.hide()

        # create market window
        self.sellwindow = MarketWindow((400, 400), self.images, player,
                                       self.gamemanager)
        self.sellwindow.gamewindow = self

        # Market button
        marketbutton = Button("", (800 - 42, 10),
                              bgimage=self.images['marketbutton'])
        marketbutton.connect("clicked", self.toggle_market)
        self.addwidget(marketbutton)

        # Inventory button
        inventorybutton = Button("", (800 - 42, 52),
                                 bgimage=self.images['inventorybutton'])
        inventorybutton.connect("clicked", self.toggle_inventory)
        self.addwidget(inventorybutton)

        # Create help window
        self.helpwindow = HelpWindow((500, 300))

        # Create expbar
        self.expbar = ExpBar(player)
        self.addwidget(self.expbar)

        # labels
        self.moneylabel = Label("", (400, 5), align="center")
        self.addwidget(self.moneylabel)

        # Label for version
        versionlabel = Label("v. " + __VERSION__ + " (H for help)",
                             (5, 580))
        self.addwidget(versionlabel)

        # Is game running?
        self.running = False

        # Farm position offset (to center map)
        self.farmoffset = (212, 50)

        # Temp image for farmfield redraw if not modified
        self.tempfarmimage = None
Esempio n. 8
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    def redraw(self, screen):
        """Redraw screen"""
        Window.draw(self, screen)

        # Draw gamewindow
        self.draw(screen)

        farm = self.gamemanager.getfarm()
        player = self.gamemanager.getplayer()

        # avoid temp farm image to be None
        if not self.tempfarmimage or farm.ismodified():
            # Draw farmfield
            self.tempfarmimage = render_field(screen, self.images,
                                              farm, self.farmoffset)
        # Blit farmfield
        screen.blit(self.tempfarmimage, (0, 0))

        # draw rain
        if farm.raining and self.updatetimer.tickpassed(2):
            render_rain(screen)
            x = random.randint(0, 12)
            y = random.randint(0, 12)
            farm.water(x, y)

        drawnearcursor = not self.sellwindow.visible
        # Draw tools and selected tool rectangle
        draw_tools(screen,
                   player.selectedtool,
                   player.selecteditem,
                   self.images,
                   drawnearcursor=drawnearcursor)

        # draw watercanuses
        uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240))
        uses.settext(str(player.watercanuses))
        uses.repaint()
        uses.draw(screen)

        if not self.sellwindow.visible and \
                not self.inventorywindow.visible:

            mx, my = pygame.mouse.get_pos()

            # Draw help window
            self.helpwindow.draw(screen)

            # draw notify window if mouse under seed
            pos = self.get_farmtile_pos_under_mouse()
            if pos:
                farmtile = farm.get_farmtile(pos[0], pos[1])
                farmobject = farmtile['object']
                render_seed_notify(screen, self.notifyfont,
                                   mx + 5, my + 5,
                                   farmobject, farmtile, self.images
                                   )
        # draw selected seed
        if player.selecteditem != None:
            draw_selected_seed(screen, player.selecteditem, self.images)

        # draw inventory
        self.inventorywindow.draw(screen)
        # redraw sell window
        self.sellwindow.draw(screen)
Esempio n. 9
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    def __init__(self):
        Window.__init__(self, (800, 600), (0, 0))

        self.lazyscreen = None

        # Create gamemanager
        self.gamemanager = GameManager()
        # timers
        self.eventstimer = Timer()
        self.updatetimer = Timer()

        self.images = ImageLoader(imagesdata)
        self.notifyfont = pygame.font.Font("dejavusansmono.ttf", 12)
        self.font2 = pygame.font.Font("dejavusansmono.ttf", 18)

        # Install plugins
        self.coreplugin = PluginSystem.installPlugin(CorePlugin)
        self.coreplugin.gamewindow = self

        # background image
        bgimg = Image(self.images['background'], (0, 0))
        self.addwidget(bgimg)

        # Create inventory window
        player = self.gamemanager.getplayer()
        self.inventorywindow = InventoryWindow(self.images, player)
        self.inventorywindow.hide()

        # create market window
        self.sellwindow = MarketWindow((400, 400), self.images, player,
                                       self.gamemanager)
        self.sellwindow.gamewindow = self

        # Market button
        marketbutton = Button("", (800 - 42, 10),
                              bgimage=self.images['marketbutton'])
        marketbutton.connect("clicked", self.toggle_market)
        self.addwidget(marketbutton)

        # Inventory button
        inventorybutton = Button("", (800 - 42, 52),
                                 bgimage=self.images['inventorybutton'])
        inventorybutton.connect("clicked", self.toggle_inventory)
        self.addwidget(inventorybutton)

        # Create help window
        self.helpwindow = HelpWindow((500, 300))

        # Create expbar
        self.expbar = ExpBar(player)
        self.addwidget(self.expbar)

        # labels
        self.moneylabel = Label("", (400, 5), align="center")
        self.addwidget(self.moneylabel)

        # Label for version
        versionlabel = Label("v. " + __VERSION__ + " (H for help)", (5, 580))
        self.addwidget(versionlabel)

        # Is game running?
        self.running = False

        # Farm position offset (to center map)
        self.farmoffset = (212, 50)

        # Temp image for farmfield redraw if not modified
        self.tempfarmimage = None
Esempio n. 10
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    def redraw(self, screen):
        """Redraw screen"""
        Window.draw(self, screen)

        # Draw gamewindow
        self.draw(screen)

        farm = self.gamemanager.getfarm()
        player = self.gamemanager.getplayer()

        # avoid temp farm image to be None
        if not self.tempfarmimage or farm.ismodified():
            # Draw farmfield
            self.tempfarmimage = render_field(screen, self.images, farm,
                                              self.farmoffset)
        # Blit farmfield
        screen.blit(self.tempfarmimage, (0, 0))

        # draw rain
        if farm.raining and self.updatetimer.tickpassed(2):
            render_rain(screen)
            x = random.randint(0, 12)
            y = random.randint(0, 12)
            farm.water(x, y)

        drawnearcursor = not self.sellwindow.visible
        # Draw tools and selected tool rectangle
        draw_tools(screen,
                   player.selectedtool,
                   player.selecteditem,
                   self.images,
                   drawnearcursor=drawnearcursor)

        # draw watercanuses
        uses = Label("", (110 + 2, 10 + 2), color=(255, 240, 240))
        uses.settext(str(player.watercanuses))
        uses.repaint()
        uses.draw(screen)

        if not self.sellwindow.visible and \
                not self.inventorywindow.visible:

            mx, my = pygame.mouse.get_pos()

            # Draw help window
            self.helpwindow.draw(screen)

            # draw notify window if mouse under seed
            pos = self.get_farmtile_pos_under_mouse()
            if pos:
                farmtile = farm.get_farmtile(pos[0], pos[1])
                farmobject = farmtile['object']
                render_seed_notify(screen, self.notifyfont, mx + 5, my + 5,
                                   farmobject, farmtile, self.images)
        # draw selected seed
        if player.selecteditem != None:
            draw_selected_seed(screen, player.selecteditem, self.images)

        # draw inventory
        self.inventorywindow.draw(screen)
        # redraw sell window
        self.sellwindow.draw(screen)