Esempio n. 1
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 def test_vector_add_int(self):
     vec1 = Vector(10, 0)
     res = vec1 + 10
     expected = Vector(20, 10)
     notExpected = Vector(20, 10, 10)
     self.assertEqual(expected, res)
     self.assertNotEqual(notExpected, res)
Esempio n. 2
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 def add_button(self, surface: Surface, row, col):
     coord = Vector(self.min_width + row * (BUTTON_SIZE + DEFAULT_MARGIN),
                    self.min_height + col * (BUTTON_SIZE + DEFAULT_MARGIN))
     size = Vector(BUTTON_SIZE, BUTTON_SIZE)
     floor = compute_floor(row, col)
     button = Button(coord, size, floor)
     self.buttons.append(button)
     return button.display(surface)
Esempio n. 3
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 def __init__(self, sprite_sheet_id, idx=0):
     super().__init__()
     self.sprite_sheet: SpriteSheet = ImagesCache(
     ).sprites_sheets[sprite_sheet_id]
     self.elapsed_time = 0
     self.pos = Vector()
     self.scale = Vector()
     self.sprites = self.sprite_sheet.all_sprites()
     self.idx = idx
Esempio n. 4
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def add_image(surface: Surface,
              image: Surface,
              pos: Vector = Vector(0, 0),
              scale: Vector = None,
              angle=0):
    if angle != 0:
        rotated_img = rot_center(image, angle)
    else:
        rotated_img = image
    if not scale is None:
        rescaled_img = pygame.transform.scale(rotated_img, scale.to_pos())
    else:
        rescaled_img = image
    return functools.partial(surface.blit, rescaled_img, pos.to_pos())
Esempio n. 5
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 def display(self, game_display, dt):
     self.image = ImagesCache().images[self.client_name]
     move = Vector(0, 500)
     if self.accumulated_time < IN_OUT_TIME_SECOND:
         self.accumulated_time += dt / 1000
     else:
         self.finished = True
     per = self.accumulated_time / IN_OUT_TIME_SECOND
     if self.is_in:
         move = move.multiply(1 - per)
     else:
         move = move.multiply(per)
     height = self.image.get_rect().size[1]
     pos = POS_CHARACTER - Vector(0, height) + move
     return functools.partial(game_display.blit, self.image, pos.to_pos())
Esempio n. 6
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 def __init__(self, floor):
     if floor is None:
         self.floor = -1
     else:
         self.floor = floor
     self.size = Vector(dimensions.WINDOW_WIDTH, dimensions.WINDOW_HEIGHT)
     self.persistent_name = 'background'
Esempio n. 7
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def on_click(game_display: Surface, event: EventType, displayables):
    click_coordinate = event.dict['pos']
    pos = Vector(*click_coordinate)
    for button in ButtonBuilder().buttons:
        if button.is_inside(pos):
            return FloorSelected(button.floor)
    return UserKeyAction()
Esempio n. 8
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def display_dialog(surface: Surface, name: str, dialog: str):
    WIDTH = 455
    HEIGHT = 205
    BORDER = 5

    IN_WIDTH = WIDTH - BORDER
    IN_HEIGHT = HEIGHT - BORDER
    canevas = Surface((WIDTH, HEIGHT))
    canevas.fill(color.TEXT_BACKGROUND_COLOR)
    pos = Vector(dimensions.WINDOW_WIDTH - (30 + IN_WIDTH),
                 dimensions.WINDOW_HEIGHT - (30 + IN_HEIGHT))
    sizes = Vector(IN_WIDTH, IN_HEIGHT)
    rect = pygame.Rect(Vector().to_pos(), sizes.to_pos())
    draw.rect(canevas, color.WHITE, rect, 5)

    font_name = ImagesCache().fonts["dialog"].render("{}: ".format(name), True,
                                                     color.TEXT_NAME_COLOR)
    canevas.blit(font_name, (5, 4))
    height = 30
    for line in break_dialog_lines(dialog):
        font_text = ImagesCache().fonts["dialog"].render(
            line, True, color.TEXT_FOREGROUND_COLOR)
        canevas.blit(font_text, (10, height))
        height += 20
    return functools.partial(surface.blit, canevas, pos.to_pos())
Esempio n. 9
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    def construct_background(self, game_display):
        background_sprite_sheet: SpriteSheet = self.image_cache.sprites_sheets['background']
        background_sprite = background_sprite_sheet.get_element(0, 0)
        self.persistent_display['background'] = \
            drawer.add_image(game_display,
                             background_sprite,
                             Vector(),
                             Vector(dimensions.WINDOW_WIDTH, dimensions.WINDOW_HEIGHT),
                             0)
        self.persistent_display['floor-indicator'] = \
            drawer.add_image(game_display,
                             self.image_cache.images['floor-indicator'],
                             DEFAULT_FLOOR_INDICATOR_POS,
                             DEFAULT_FLOOR_INDICATOR_SCALE,
                             89)

        self.persistent_display['client'] = NoClientAction().display(game_display, 0)
        self.persistent_display['elevator-gate'] = ElevatorGateOpenAction().display(game_display, 0)
Esempio n. 10
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    def display(self, game_display, dt):
        def nop():
            pass

        if self.client_name is None:
            return nop
        image = ImagesCache().images[self.client_name]
        height = image.get_rect().size[1]
        return drawer.add_image(game_display, image,
                                POS_CHARACTER - Vector(0, height))
Esempio n. 11
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    def main(self):

        game_display: Surface = display.set_mode((self.display_width, self.display_height))
        display.set_caption('Natural 20: Challenge Pixel 2017')
        clock: Clock = pygame.time.Clock()

        self.construct_background(game_display)
        self.init_keypad(game_display)

        crashed = False
        _ = BackgroundMusicTrack()
        while not crashed:
            game_display.fill(color.BLACK)
            self.compute_delta_t()

            for displayable in self.persistent_display.values():
                displayable()
            for displayable in self.temporary_display:
                displayable()
            self.temporary_display.clear()

            str_tips = "{:>6.2f}$".format(Blackboard().tips)
            self.temporary_display.append(drawer.add_text(game_display, str_tips, Vector(90, 380), color.MONEY_COLOR))

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    crashed = True
                else:
                    self.actions.append(handler.handle(game_display, event, self.persistent_display))

            self.actions = [action for action in self.actions if action]

            domain_actions = self.state_executor.exec(self.delta_t, self.actions)
            self.actions.clear()
            for domain_action in domain_actions:
                if domain_action.persistent_name:
                    self.persistent_display[domain_action.persistent_name] =\
                        domain_action.display(game_display, self.delta_t)
                else:
                    self.temporary_display.append(domain_action.display(game_display, self.delta_t))

            # TEST

            pygame.display.update()

            clock.tick(FPS)
Esempio n. 12
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    def init_cache(self):
        background_idx, background_path = images.BACKGROUND_IMAGE
        self.image_cache.add_sprites_sheets(background_idx, background_path, Vector(1024, 1024))
        self.image_cache.add_image(*images.FLOOR_INDICATOR)
        self.image_cache.add_image(*images.ELEVATOR_GATE)
        self.image_cache.add_font("dialog", "resource/font/OldNewspaperTypes.ttf", DIALOG_POLICE_SIZE)
        self.image_cache.add_font("tips", "resource/font/OldStandard-Regular.ttf", 20)

        with open('resource/json/clients.json') as json_file:
            json_raw = json.load(json_file)
            for client in json_raw["clients"]:
                ImagesCache().add_image(client["name"], client["ressource"])

        for i in range(10):
            idx, path = images.BUTTON_PATTERN
            idx = idx.format(i)
            path = path.format(i)
            self.image_cache.add_sprites_sheets(idx, path, button.BUTTON_SPRITE_SIZE)
Esempio n. 13
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 def __init__(self):
     super().__init__()
     self.coordinates = DEFAULT_POSITION
     self.size = Vector(OPEN_WIDTH, DEFAULT_HEIGHT)
     self.accumulated_time = 0
     self.persistent_name = 'elevator-gate'
Esempio n. 14
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 def __init__(self, sprite_sheet_path: str, element_dimensions: Vector):
     self.image = pygame.image.load(sprite_sheet_path)
     self.image_size = Vector(*self.image.get_rect().size)
     self.element_dimensions = element_dimensions
Esempio n. 15
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def add_rectangle(surface: Surface, coord: Vector, size: Vector,
                  rect_color: Tuple[int, int, int]):
    rect = pygame.Rect(coord.to_pos(), size.to_pos())
    return functools.partial(draw.rect, surface, rect_color, rect, 0)
Esempio n. 16
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def add_text(surface: Surface,
             text: str,
             pos: Vector,
             text_color=color.TEXT_FOREGROUND_COLOR):
    font_text = ImagesCache().fonts["tips"].render(text, True, text_color)
    return functools.partial(surface.blit, font_text, pos.to_pos())
Esempio n. 17
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import pygame

from display import drawer
from display.action.interface import IDomainAction
from display.cache import ImagesCache
from util.animation import easing
from util.geometry import Vector

DEFAULT_FLOOR_INDICATOR_IMAGE_PATH = 'resource/img/level_counter.png'
DEFAULT_FLOOR_INDICATOR_POS = Vector(135-108, 105-106)
DEFAULT_FLOOR_INDICATOR_SCALE = Vector(210, 210)
DEFAULT_TIME_TO_CLIMB_A_FLOOR = 4


floor_to_angle = {0: 89,
                  1: 75,
                  2: 60,
                  3: 35,
                  4: 10,
                  5: -10,
                  6: -35,
                  7: -60,
                  8: -75,
                  9: -89}


class FloorIndicatorAction(IDomainAction):
    def __init__(self, actual_floor, target_floor):
        super().__init__()
        self.angle = floor_to_angle[actual_floor]
        self.initial_angle = floor_to_angle[actual_floor]
Esempio n. 18
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from display import drawer
from display.action.interface import IDomainAction
from display.cache import ImagesCache
from util.animation import easing
from util.geometry import Vector

DEFAULT_POSITION = Vector(275, 0)
OPEN_WIDTH = 125
CLOSED_WIDTH = 520
DEFAULT_HEIGHT = 600

DEFAULT_TIME_DOOR = 2


class ElevatorGateOpenAction(IDomainAction):
    def __init__(self):
        super().__init__()
        self.coordinates = DEFAULT_POSITION
        self.size = Vector(CLOSED_WIDTH, DEFAULT_HEIGHT)
        self.accumulated_time = 0
        self.persistent_name = 'elevator-gate'

    def display(self, game_display, dt):
        self.accumulated_time += (dt / 1000)
        image = ImagesCache().images['elevator-gate']
        self.start_sound_effect("resource/sounds/Porte-ouvre-ferme-2s.wav")
        if self.accumulated_time < DEFAULT_TIME_DOOR:
            delta_x = OPEN_WIDTH - CLOSED_WIDTH
            width = CLOSED_WIDTH + easing(self.accumulated_time, 0, delta_x,
                                          DEFAULT_TIME_DOOR)
            self.size.x = int(width)
Esempio n. 19
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 def display(self, game_display, dt):
     self.finished = True
     sprite_sheet: SpriteSheet = ImagesCache().sprites_sheets['background']
     sprite = sprite_sheet.get_element(0, self.floor + 1)
     return drawer.add_image(game_display, sprite, Vector(), self.size)
Esempio n. 20
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from display import drawer
from display.action.interface import IDomainAction
from display.cache import ImagesCache
from util.geometry import Vector

POS_CHARACTER = Vector(418, 770)


class ClientAction(IDomainAction):
    def __init__(self, client_name: str):
        super().__init__()
        self.client_name = client_name
        self.persistent_name = 'client'

    def display(self, game_display, dt):
        def nop():
            pass

        if self.client_name is None:
            return nop
        image = ImagesCache().images[self.client_name]
        height = image.get_rect().size[1]
        return drawer.add_image(game_display, image,
                                POS_CHARACTER - Vector(0, height))


class NoClientAction(ClientAction):
    def __init__(self):
        super().__init__(None)
Esempio n. 21
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 def test_vector_add_vector(self):
     vec1 = Vector(10, 10, 0)
     vec2 = Vector(10, 20, 0)
     res = vec1 + vec2
     expected = Vector(20, 30, 0)
     self.assertEqual(expected, res)
Esempio n. 22
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 def test_given_button_when_pos_is_inside_return_true(self):
     button = Button(Vector(100, 100), Vector(25, 25), None)
     pos = Vector(105, 105)
     self.assertTrue(button.is_inside(pos))
Esempio n. 23
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import functools

import pygame
from pygame import draw
from pygame.surface import Surface

from display import color, drawer
from display.cache import ImagesCache
from display.spritesheet import SpriteSheet
from util.geometry import Vector
from util.singleton import Singleton
from domain import images

BUTTON_SIZE = 26
BUTTON_SPRITE_SIZE = Vector(107, 107)
DEFAULT_MIN_WIDTH = 107
DEFAULT_MIN_HEIGHT = 175
DEFAULT_MARGIN = 2
NUMBER_OF_BUTTONS_ROWS = 5
NUMBER_OF_BUTTONS_COLS = 2


class Button:
    def __init__(self, coordinates: Vector, size: Vector, floor: int):
        idx, _ = images.BUTTON_PATTERN
        self.idx = idx.format(floor)
        self.coordinates = coordinates
        self.size = size
        self.floor = floor

    def display(self, surface: Surface):