Esempio n. 1
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def main():
    drawList = []
    #Realtor Domain title
    titleText = vars.Text('Realtor Domain', None, 120)
    titleText.rect.centerx = vars.WINW * .4
    titleText.rect.top = 100
    drawList.append(titleText)
    #Menu Items
    menuText = []
    menuText.append(vars.Text('New Game', None, 80))
    menuText[0].rect.left = titleText.rect.left + 100
    menuText[0].rect.top = titleText.rect.top + 150
    menuText.append(vars.Text('Developer', None, 80))
    menuText[1].rect.topleft = (menuText[0].rect.left,
                                menuText[0].rect.top + 100)
    drawList.append(menuText[0])
    drawList.append(menuText[1])

    loop = True
    while loop:
        for event in pygame.event.get():
            if event.type == QUIT:
                Terminate()
            if event.type == MOUSEBUTTONDOWN:
                if menuText[1].rect.collidepoint(event.pos):
                    engine.main(True)
        vars.DISP.fill(vars.BLACK)
        for i in range(len(drawList)):
            drawList[i].Draw()
        pygame.display.update()
        vars.FPSCLOCK.tick(vars.FPS)
Esempio n. 2
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 def Update(self):
     if self.dirty:
         self.playerText[0] = (vars.Text(self.name, None, 48))
         self.playerText[1] = (vars.Text('  Debt / Credit ', None, 32))
         self.playerText[2] = (vars.Text(
             ' $ ' + str(self.debt) + ' / ' + str(self.creditLine), None,
             32))
         self.playerText[3] = (vars.Text('  Cash ', None, 32))
         self.playerText[4] = (vars.Text(' $ ' + str(self.cash), None, 32))
         self.playerText[0].rect.topleft = (vars.INFOX + 10,
                                            vars.INFOY + 10)
         for i in range(len(self.playerText)):
             if i != 0:
                 self.playerText[i].rect.topleft = self.playerText[
                     i - 1].rect.bottomleft
         self.dirty = False
Esempio n. 3
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 def Draw(self):
     pygame.draw.rect(vars.DISP, vars.BLACK, (0, 0, 900, 900))
     for i in range(len(self.blocks)):
         self.blocks[i].Draw()
     for i in range(len(self.mapButtons)):
         self.mapButtons[i].Draw()
     temp = vars.Text(str(self.time), None, 24)
     temp.rect.centery = self.mapButtons[3].rect.centery
     temp.rect.left = self.mapButtons[3].rect.right + 10
     temp.Draw()
Esempio n. 4
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 def Starting(self):
     self.debt = 1000
     self.creditLine = 10000
     self.cash = 40000
     self.isPlayer = True
     self.playerText.append(
         vars.Text(self.name, None, 48, vars.WHITE, vars.VDKGREY))
     self.playerText.append(
         vars.Text('  Debt / Credit ', None, 32, vars.WHITE, vars.VDKGREY))
     self.playerText.append(
         vars.Text(' $ ' + str(self.debt) + ' / ' + str(self.creditLine),
                   None, 32, vars.WHITE, vars.VDKGREY))
     self.playerText.append(
         vars.Text('  Cash ', None, 32, vars.WHITE, vars.VDKGREY))
     self.playerText.append(
         vars.Text(' $ ' + str(self.cash), None, 32, vars.WHITE,
                   vars.VDKGREY))
     self.playerText[0].rect.topleft = (vars.INFOX + 10, vars.INFOY + 10)
     for i in range(len(self.playerText)):
         if i != 0:
             self.playerText[i].rect.topleft = self.playerText[
                 i - 1].rect.bottomleft
Esempio n. 5
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def SplashScreen(Surface, FPSClock):
    looper = True
    splashText = vars.Text('blacKnight gaMing', None, 32, vars.WHITE,
                           vars.BLACK)
    splashText.rect.centerx = 200
    splashText.rect.centery = 200
    ticker = 0

    while looper:
        Surface.fill(vars.BLACK)
        splashText.Draw(Surface)
        ticker += 1
        if ticker > 20:
            looper = False

        pygame.display.update()
        FPSClock.tick(vars.FPS)
Esempio n. 6
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    def Update(self):
        if self.selected is not None and self.selected.dirty:
            self.blockInfo = []
            #Update all the selected info text
            self.title = vars.Text(self.selected.name, None, 48, vars.WHITE,
                                   vars.VDKGREY)
            self.address = vars.Text('Feature to be Coded.', None, 32,
                                     vars.WHITE, vars.VDKGREY)
            self.owner = vars.Text('Owner: ' + self.selected.owner, None, 32,
                                   vars.WHITE, vars.VDKGREY)
            if self.selected.owner == player.name:
                adjustVal = .75
            else:
                adjustVal = 1.25
            self.price = vars.Text(
                'Price: ' + str(self.selected.value * adjustVal), None, 32,
                vars.WHITE, vars.VDKGREY)

            #Reset all the rect positioning
            self.title.rect.topleft = [vars.DETAILSX + 10, vars.DETAILSY + 10]
            self.address.rect.topleft = self.title.rect.bottomleft
            self.owner.rect.topleft = self.address.rect.bottomleft
            self.price.rect.topleft = self.owner.rect.bottomleft

            #If this isn't an empty lot we need the building information
            if not self.empty:
                self.type = vars.Text(self.selected.type + ' Building', None,
                                      32, vars.WHITE, vars.VDKGREY)
                self.shape = vars.Text(self.selected.shape, None, 32,
                                       vars.WHITE, vars.VDKGREY)
                temp = str(self.selected.floors) + ' + ' + \
                    str(int(self.selected.additionalFloor))
                self.floors = vars.Text(temp + ' floors', None, 32, vars.WHITE,
                                        vars.VDKGREY)

                self.type.rect.topleft = self.price.rect.bottomleft
                self.shape.rect.topleft = self.type.rect.bottomleft
                self.floors.rect.topleft = self.shape.rect.bottomleft

            #Readjust the button voids
            for i in range(len(self.buttons)):
                self.buttons[i].void = False
            if self.selected.owner == player.name:
                self.buttons[0].void = True
                self.buttons[1].void = False
                if (self.selected.additionalFloor
                        or self.selected.type == 'Empty'):
                    self.buttons[2].void = True
                if (self.selected.type != 'Retail'
                        and self.selected.type != 'Residential'):
                    self.buttons[3].void = True
                if self.empty:
                    self.buttons[4].void = True
                    self.buttons[5].void = False
                else:
                    self.buttons[4].void = False
                    self.buttons[5].void = True
            else:
                self.buttons[0].void = False
                for i in range(len(self.buttons)):
                    if i != 0:
                        self.buttons[i].void = True

            #Ensure the selected building/plot is highlighted
            self.selected.highlight = True
            #Reset the dirty flag
            self.selected.dirty = False