Esempio n. 1
0
    def draw_pokemon(self, display: pygame.Surface,
                     poke: 'player_pokemon.PlayerPokemon',
                     _x: float, _y: float, poke_y: int,
                     color, text_color
                     ):
        if not poke:
            return
        heal = poke.heal, poke.get_max_heal()
        _x2 = 24
        utils.draw_rond_rectangle(display, _x, _y, SURFACE_SIZE[1] * 0.08, SURFACE_SIZE[0] * 0.2, color)

        utils.draw_progress_bar(display,
                                (_x + _x2, _y + 1060 * 0.02),
                                (600 * 0.28, 5),
                                (52, 56, 61), (45, 181, 4), heal[0] / heal[1])

        display.blit(poke.get_front_image(0.5), (_x - 20, _y + 4 - poke_y))

        # display heal
        display.blit(game.FONT_16.render("{}/{}".format(heal[0], heal[1]), True, text_color), (_x + _x2, _y + SURFACE_SIZE[0] * 0.028))
        # display lvl
        display.blit(game.FONT_24.render("N.{}".format(poke.lvl), True, text_color), (_x + _x2 + SURFACE_SIZE[1] * 0.25, _y + SURFACE_SIZE[0] * 0.025))
        # display name
        display.blit(game.FONT_20.render(poke.get_name(True), True, text_color), (_x + _x2, _y + 2))
        # display pokeball
        display.blit(pygame.transform.scale(poke.poke_ball.image, (16, 16)), (_x + _x2 + SURFACE_SIZE[1] * 0.3, _y + 5))
Esempio n. 2
0
    def render(self, display):
        display.fill((238, 235, 252))
        pygame.draw.polygon(display, (241, 65, 78), StatusMenu.st_poly_1)
        pygame.draw.polygon(display, (206, 51, 65), StatusMenu.st_poly_2)
        pygame.draw.polygon(display, (0, 0, 0), StatusMenu.st_poly_3)
        pygame.draw.polygon(display, (241, 65, 78), StatusMenu.st_arrow_1)
        pygame.draw.polygon(display, (241, 65, 78), StatusMenu.st_arrow_2)

        display.blit(self.display_large, (SURFACE_SIZE[0] * 0.5, SURFACE_SIZE[1] * 0.2))

        display.blit(self.name, (SURFACE_SIZE[0] * 0.6, SURFACE_SIZE[1] * 0.06))
        display.blit(self.lvl, (SURFACE_SIZE[0] * 0.8, SURFACE_SIZE[1] * 0.06))
        display.blit(self.poke_ball, (SURFACE_SIZE[0] * 0.555, SURFACE_SIZE[1] * 0.06 + 1))

        _y = SURFACE_SIZE[1] * 0.1

        for i in range(2):
            pygame.draw.rect(display, (219, 219, 217),
                             pygame.Rect(0, _y, SURFACE_SIZE[0] * 0.25, SURFACE_SIZE[1] * 0.13))
            pygame.draw.rect(display, (255, 255, 255),
                             pygame.Rect(SURFACE_SIZE[0] * 0.25, _y, SURFACE_SIZE[0] * 0.25, SURFACE_SIZE[1] * 0.13))

            pygame.draw.rect(display, (241, 241, 241),
                             pygame.Rect(0, _y + SURFACE_SIZE[1] * 0.06, SURFACE_SIZE[0] * 0.5, SURFACE_SIZE[1] * 0.01))

            a = 0 if i == 0 else 2

            display.blit(self.text[a], (SURFACE_SIZE[0] * 0.125 - self.text_width[a], _y + SURFACE_SIZE[1] * 0.015))
            display.blit(self.text[a + 1],
                         (SURFACE_SIZE[0] * 0.125 - self.text_width[a + 1], _y + SURFACE_SIZE[1] * 0.085))

            _x_ = SURFACE_SIZE[0] * 0.27

            if i == 0:
                display.blit(self.name2, (_x_, _y + SURFACE_SIZE[1] * 0.015))
                for ii in range(len(self._type)):
                    utils.draw_type(display, _x_, _y + SURFACE_SIZE[1] * 0.085, self.poke.poke.types[ii])
                    _x_ += SURFACE_SIZE[0] * 0.11
            else:
                display.blit(self.xp, (_x_, _y + SURFACE_SIZE[1] * 0.015))
                display.blit(self.xp_need, (SURFACE_SIZE[0] * 0.46 - self.xp_need_size, _y + SURFACE_SIZE[1] * 0.078))
                utils.draw_progress_bar(display, (_x_, _y + SURFACE_SIZE[1] * 0.11), (SURFACE_SIZE[0] * 0.19, 4),
                                        (101, 100, 98), (96, 204, 212), self.xp_s[0] / self.xp_s[1])

            _y += SURFACE_SIZE[1] * 0.14

        _x = SURFACE_SIZE[0] * 0.03
        _y = SURFACE_SIZE[1] * 0.5

        for ab in range(4):
            utils.draw_ability(display, (_x, _y), self.poke.get_ability(ab))
            _y += 40
Esempio n. 3
0
    def draw_pokemon(self, display: pygame.Surface, i: int, _x: float,
                     _y: float, poke_y: int):
        color, start = ((0, 0, 0), 1) if self.selected == i else ((255, 255,
                                                                   255), 0)
        utils.draw_rond_rectangle(display, _x, _y, 49, 212, color)
        xp = self.progress[i]
        _x2 = SURFACE_SIZE[1] * 0.04
        text = self.text[i]
        utils.draw_progress_bar(display, (_x + _x2, _y + 21),
                                (SURFACE_SIZE[1] * 0.28, 5), (52, 56, 61),
                                (45, 181, 4), xp[0] / xp[1])

        display.blit(self.display_small[i], (_x - 20, _y + 4 - poke_y))

        # display heal
        display.blit(text[start], (_x + _x2, _y + SURFACE_SIZE[0] * 0.028))
        # display lvl
        display.blit(
            text[start + 2],
            (_x + _x2 + SURFACE_SIZE[1] * 0.24, _y + SURFACE_SIZE[0] * 0.024))
        # display name
        display.blit(text[start + 4], (_x + _x2, _y + 2))
        # display pokeball
        display.blit(self.poke_ball[i],
                     (_x + _x2 + SURFACE_SIZE[1] * 0.3, _y + 5))
        # display status
        poke = self.player.team[i]
        if poke:
            im = poke.combat_status.get_all_image()
            if len(im) > 0:
                current = im[min(
                    utils.current_milli_time() % (len(im) * 2000) // 2000,
                    len(im) - 1)]
                utils.draw_rond_rectangle(display, _x + 105, _y + 31, 12, 50,
                                          current[1])
                display.blit(
                    tx := game.FONT_12.render(current[0], True,
                                              (255, 255, 255)),
                    (_x + 130 - tx.get_size()[0] // 2,
                     _y + 37 - tx.get_size()[1] // 2))

        if self.selected == i:
            display.blit(self.arrow, (_x - 50, _y + 2))
            display.blit(self.display_large[i],
                         (SURFACE_SIZE[0] * 0.5, SURFACE_SIZE[1] * 0.2))
Esempio n. 4
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def draw_xp_pokemon(display: pygame.Surface,
                    progress: Optional[list[tuple[int, bool]]]) -> NoReturn:
    pygame.draw.polygon(display, (255, 255, 255),
                        ((477, 0), (583, 0), (265, 600), (159, 600)))
    pygame.draw.polygon(display, "#f4f4f4",
                        ((0, 0), (477, 0), (159, 600), (0, 600)))
    y = 10
    h = 70
    c = 5
    for i in range(6):
        pygame.draw.polygon(display, "#e0e0e0",
                            ((0, y), (x(y), y), (x(y + h), y + h), (0, y + h)))
        poke = game.game_instance.player.team[i]
        if poke:
            im = poke.get_front_image(0.7)
            delta_x, delta_y = utils.get_first_color(im)
            display.blit(im, (40 - delta_x // 2, y + 60 - delta_y))
            display.blit(
                game.FONT_24.render(poke.get_name(True), True, (0, 0, 0)),
                (80, y + 10))
            display.blit(
                game.FONT_24.render(f'N. {poke.lvl}', True, (0, 0, 0)),
                (80, y + h - 5 - game.FONT_SIZE_24[1]))
            if progress and (xp_p := progress[i][0]) > 0:
                display.blit(
                    tx := game.FONT_24.render(f'+ {(xp_p):,}', True,
                                              (0, 0, 0)),
                    (230 - tx.get_size()[0], y + h - 5 - game.FONT_SIZE_24[1]))
                if progress[i][1]:
                    display.blit(
                        game.FONT_24.render(
                            game.game_instance.get_message("level_up"), True,
                            (227, 25, 45)), (240, y + 10))

            xp = poke.current_xp_status()
            utils.draw_progress_bar(display, (80, y + h - 4), (150, 4),
                                    "#5a5a5a", "#45c1fd", xp[0] / xp[1])

        y += h + c
Esempio n. 5
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    def get_compilation(self):
        duration = self.duration
        clips = []

        # Cut randomized clips from random videos in chronological order

        section_index = 0
        subsection_index = 0
        sections = self.bmcfg.sections if self.bmcfg else []
        current_time = 0.0
        frame_time = 1.0 / self.fps
        while duration - current_time > frame_time:
            # Select random clip length that is a whole multiple of beats long
            if self.bmcfg and len(sections) >= 1:
                # Use beatmeter generator config: time cuts to beats perfectly
                if subsection_index == 0:
                    # compute number of subsections in this pattern and length
                    section = sections[section_index]
                    next_section_start = (sections[section_index +
                                                   1].start if section_index +
                                          1 < len(sections) else section.stop)
                    section_length = next_section_start - section.start
                    subsection_length = section.pattern_duration or (
                        4 * 60 / (section.bpm or self.bpm))
                    subsection_length *= 2**(3 - self.speed)
                    if subsection_length >= section_length:
                        subsection_length = section_length
                    num_subsections = round(section_length / subsection_length)
                elif subsection_index == num_subsections:
                    # Go to next beat pattern section
                    subsection_index = 0
                    section_index += 1
                    continue

                length = subsection_length
                if section_index == 0 and subsection_index == 0:
                    # First cut in round is longer, since beat hasn't started
                    length += sections[0].start
                elif (section_index == len(sections) - 1
                      and subsection_index == num_subsections - 1):
                    # Last cut in round extended to match Base track length
                    length = duration - current_time
                elif subsection_index == num_subsections - 1:
                    # Last cut per section is adjusted to account for drift
                    # due to imperfect beat timings given in beatmeter config
                    length = sections[section_index + 1].start - current_time
                subsection_index += 1
            else:
                # Simple accelerating cuts if beatmeter config is not provided
                seconds_per_beat = 60 / self.bpm
                current_multiple = 4 * 2**(5 - self.speed)
                current_progress = current_time / duration
                for step in (0.25, 0.5, 0.75):
                    if current_progress > step:
                        current_multiple /= 2
                length = seconds_per_beat * max(1, current_multiple)

            # Cut multiple clips from various sources
            out_clips = []
            for _ in range(self.versions):
                # Advance all clips by simlar percentage of total duration
                self.advance_sources(length, current_time)

                # Get the next clip source
                i = self.get_source_clip_index(length)
                out_clip = self.sources[i].clip
                start = self.sources[i].start

                # Cut a subclip
                out_clip = out_clip.subclip(start, start + length)
                out_clip = resize(out_clip, self.dims)
                out_clips.append(out_clip)

            self.choose_version(out_clips)
            clips.append(out_clips[self._chosen or 0])

            current_time += length

            # TODO: move progress into GUI
            if self.versions > 1:
                draw_progress_bar(min(1, current_time / duration), 80)
        if self.versions > 1:
            print("\nDone!")

        return clips