def updateStructureCount(self, fortressCount, spireCount, altarCount): self.fortressCount = fortressCount self.spireCount = spireCount self.altarCount = altarCount self.structureCountPanel = pygame.Surface(self.structureCountPanelRect.size) self.structureCountPanel.fill(UNIT_HUD_COLORS[self.team]) self.structureCountPanel.blit(self.fortressIcon, self.fortressIconRect.topleft) self.structureCountPanel.blit(self.spireIcon, self.spireIconRect.topleft) self.structureCountPanel.blit(self.altarIcon, self.altarIconRect.topleft) textRect = Rect((0,0), (100, STRUCTURE_COUNT_FONT.get_height() + 4)) textSurface = textrect.render_textrect(" x" + str(self.fortressCount), STRUCTURE_COUNT_FONT, textRect, ALMOST_BLACK, BLACK, 0, True) textRect.bottomleft = self.fortressIconRect.bottomright self.structureCountPanel.blit(textSurface, textRect.topleft) textSurface = textrect.render_textrect(" x" + str(self.spireCount), STRUCTURE_COUNT_FONT, textRect, ALMOST_BLACK, BLACK, 0, True) textRect.left = self.spireIconRect.right - 3 self.structureCountPanel.blit(textSurface, textRect.topleft) textSurface = textrect.render_textrect(" x" + str(self.altarCount), STRUCTURE_COUNT_FONT, textRect, ALMOST_BLACK, BLACK, 0, True) textRect.left = self.altarIconRect.right - 3 self.structureCountPanel.blit(textSurface, textRect.topleft)
def __init__(self, theMap, isHost): super(Model, self).__init__() self.theMap = theMap self.openEditor = False self.sendNetMessage = False self.starting = False self.bg = pygame.Surface(SCREEN_SIZE) self.bg.fill(CHARACTER_SELECT_BG_COLOR) self.group = CharacterPanelGroup(self.theMap.numOfCharactersPerTeam()) self.currSelected = None x = (CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_PANEL_SIZE[0] y = (CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_PANEL_SIZE[1] self.selectionBorder = pygame.Surface((x, y)) self.selectionBorder.fill(CHARACTER_SELECT_PANEL_SELECTION_BORDER_COLOR) tempRect = Rect((0, 0), CHARACTER_SELECT_PLAYER_SIZE) tempRect.bottom = SCREEN_SIZE[1] - CHARACTER_SELECT_GROUP_FROM_TOP tempRect.centerx = SCREEN_SIZE[0] / 2 self.clientPanel = PlayerPanel(tempRect, "Client", self.group.num) tempRect = Rect((0, 0), CHARACTER_SELECT_PLAYER_SIZE) tempRect.bottom = self.clientPanel.rect.top - CHARACTER_SELECT_GROUP_SPACING tempRect.centerx = SCREEN_SIZE[0] / 2 self.hostPanel = PlayerPanel(tempRect, "Host", self.group.num) if isHost: self.myPanel = self.hostPanel self.theirPanel = self.clientPanel else: self.myPanel = self.clientPanel self.theirPanel = self.hostPanel tempRect = Rect((0, 0), CHARACTER_SELECT_BUTTON_SIZE) tempRect.left = self.myPanel.rect.right + CHARACTER_SELECT_GROUP_SPACING tempRect.top = self.myPanel.rect.top self.readyButton = Button(tempRect, "Ready") if isHost: tempRect = Rect((0, 0), CHARACTER_SELECT_BUTTON_SIZE) tempRect.left = self.theirPanel.rect.right + CHARACTER_SELECT_GROUP_SPACING tempRect.top = self.theirPanel.rect.top self.startButton = Button(tempRect, "Start") else: self.startButton = None x = (CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_BUTTON_SIZE[0] y = (CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_BUTTON_SIZE[1] self.selectionBorderButton = pygame.Surface((x, y)) self.selectionBorderButton.fill(CHARACTER_SELECT_PANEL_SELECTION_BORDER_COLOR) self.loadingImage = INTERFACE_GRAPHICS[9] self.loadingRect = Rect((0, 0), self.loadingImage.get_size()) self.loadingRect.center = (SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2)
def setCharacter(self, c): self.character = c self.panel = pygame.Surface(CHARACTER_SELECT_PANEL_SIZE) self.panel.blit(self.backPanel, (0, 0)) if not self.character is None: font = CHARACTER_SELECTION_FONT msg = self.character.name textHeight = font.get_linesize() + 2 tempRect = Rect((0, 0), (CHARACTER_SELECT_PANEL_SIZE[0], textHeight)) text = textrect.render_textrect(msg, font, tempRect, CHARACTER_SELECTION_FONT_COLOR, ALMOST_BLACK, 1, True) tempRect = Rect((0, 0), text.get_size()) tempRect.left = (CHARACTER_SELECT_PANEL_SIZE[0] / 2) - (tempRect.width / 2) tempRect.top = (CHARACTER_SELECT_PANEL_SIZE[1] / 2) - (tempRect.height / 2) self.panel.blit(text, tempRect.topleft)
def setCharacter(self, c): self.character = c self.panel = pygame.Surface(CHARACTER_SELECT_PANEL_SIZE) self.panel.blit(self.backPanel, (0, 0)) if not self.character is None: font = CHARACTER_SELECTION_FONT msg = self.character.name textHeight = font.get_linesize() + 2 tempRect = Rect((0, 0), (CHARACTER_SELECT_PANEL_SIZE[0], textHeight)) text = textrect.render_textrect(msg, font, tempRect, CHARACTER_SELECTION_FONT_COLOR, ALMOST_BLACK, 1, True) tempRect = Rect((0, 0), text.get_size()) tempRect.left = ((CHARACTER_SELECT_PANEL_SIZE[0] / 2) - (tempRect.width / 2)) tempRect.top = ((CHARACTER_SELECT_PANEL_SIZE[1] / 2) - (tempRect.height / 2)) self.panel.blit(text, tempRect.topleft)
def __init__(self, inChars, terrainLeft, terrainRight): super(Model, self).__init__() self.rect = Rect((0, 0), BATTLE_ARENA_SIZE) self.testBool = False self.testBool2 = False self.players = inChars for p in self.players: p.beginBattle() pos = (self.rect.centerx, self.rect.height - BATTLE_AREA_FLOOR_HEIGHT) self.players[0].setLoc(add_points(pos, ((-BATTLE_PLAYER_START_DISTANCE / 2), 0))) self.players[0].facingRight = True self.players[1].setLoc(add_points(pos, ((BATTLE_PLAYER_START_DISTANCE / 2), 0))) self.players[1].facingRight = False self.keys = [[False, False, False, False, False, False, False, False, False], [False, False, False, False, False, False, False, False, False]] self.keysNow = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]] self.frameByFrame = [0, 0] self.returnCode = [0, 0] self.projectiles = [] self.retreatProhibitTime = boundint.BoundInt(0, RETREAT_PROHIBIT_TIME, RETREAT_PROHIBIT_TIME) self.retreatPhase = 0 self.cameraPlayer = 0 self.netPlayer = 0 self.catBar = None self.createBars() self.resetHitMemory() self.endingVal = -1 self.endingValTick = 0 self.fx = [] self.platforms = getPlatforms(terrainLeft, terrainRight) self.countdown = countdown.Countdown(BATTLE_COUNTDOWN_LENGTH) self.createEndingText() self.damageTagRects = [] self.damagePercentRects = [] for i in range(2): rect = Rect((0, 0), (80, 100)) if (i == 0): rect.left = 0 else: rect.right = SCREEN_SIZE[0] rect.top = SCREEN_SIZE[1] - 55 self.damageTagRects.append(rect) rect2 = Rect((0, 0), (80, 100)) if (i == 0): rect2.left = 0 else: rect2.right = SCREEN_SIZE[0] rect2.top = rect.top + 18 self.damagePercentRects.append(rect2) self.damageTag = textrect.render_textrect("Strength", STRUCTURE_COUNT_FONT, self.damageTagRects[0], ALMOST_BLACK, BLACK, 1, True)
def __init__(self, theMap, isHost): super(Model, self).__init__() self.theMap = theMap self.openEditor = False self.sendNetMessage = False self.starting = False self.bg = pygame.Surface(SCREEN_SIZE) self.bg.fill(CHARACTER_SELECT_BG_COLOR) self.group = CharacterPanelGroup(self.theMap.numOfCharactersPerTeam()) self.currSelected = None x = ((CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_PANEL_SIZE[0]) y = ((CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_PANEL_SIZE[1]) self.selectionBorder = pygame.Surface((x, y)) self.selectionBorder.fill( CHARACTER_SELECT_PANEL_SELECTION_BORDER_COLOR) tempRect = Rect((0, 0), CHARACTER_SELECT_PLAYER_SIZE) tempRect.bottom = SCREEN_SIZE[1] - CHARACTER_SELECT_GROUP_FROM_TOP tempRect.centerx = SCREEN_SIZE[0] / 2 self.clientPanel = PlayerPanel(tempRect, "Client", self.group.num) tempRect = Rect((0, 0), CHARACTER_SELECT_PLAYER_SIZE) tempRect.bottom = (self.clientPanel.rect.top - CHARACTER_SELECT_GROUP_SPACING) tempRect.centerx = SCREEN_SIZE[0] / 2 self.hostPanel = PlayerPanel(tempRect, "Host", self.group.num) if isHost: self.myPanel = self.hostPanel self.theirPanel = self.clientPanel else: self.myPanel = self.clientPanel self.theirPanel = self.hostPanel tempRect = Rect((0, 0), CHARACTER_SELECT_BUTTON_SIZE) tempRect.left = self.myPanel.rect.right + CHARACTER_SELECT_GROUP_SPACING tempRect.top = self.myPanel.rect.top self.readyButton = Button(tempRect, "Ready") if isHost: tempRect = Rect((0, 0), CHARACTER_SELECT_BUTTON_SIZE) tempRect.left = (self.theirPanel.rect.right + CHARACTER_SELECT_GROUP_SPACING) tempRect.top = self.theirPanel.rect.top self.startButton = Button(tempRect, "Start") else: self.startButton = None x = ((CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_BUTTON_SIZE[0]) y = ((CHARACTER_SELECT_PANEL_SELECTION_BORDER_WIDTH * 2) + CHARACTER_SELECT_BUTTON_SIZE[1]) self.selectionBorderButton = pygame.Surface((x, y)) self.selectionBorderButton.fill( CHARACTER_SELECT_PANEL_SELECTION_BORDER_COLOR) self.loadingImage = INTERFACE_GRAPHICS[9] self.loadingRect = Rect((0, 0), self.loadingImage.get_size()) self.loadingRect.center = (SCREEN_SIZE[0] / 2, SCREEN_SIZE[1] / 2)
def __init__(self, inChars, terrainLeft, terrainRight): super(Model, self).__init__() self.rect = Rect((0, 0), BATTLE_ARENA_SIZE) self.testBool = False self.testBool2 = False self.players = inChars for p in self.players: p.beginBattle() pos = (self.rect.centerx, self.rect.height - BATTLE_AREA_FLOOR_HEIGHT) self.players[0].setLoc( add_points(pos, ((-BATTLE_PLAYER_START_DISTANCE / 2), 0))) self.players[0].facingRight = True self.players[1].setLoc( add_points(pos, ((BATTLE_PLAYER_START_DISTANCE / 2), 0))) self.players[1].facingRight = False self.keys = [[ False, False, False, False, False, False, False, False, False ], [False, False, False, False, False, False, False, False, False]] self.keysNow = [[0, 0, 0, 0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0, 0, 0, 0]] self.frameByFrame = [0, 0] self.returnCode = [0, 0] self.projectiles = [] self.retreatProhibitTime = boundint.BoundInt(0, RETREAT_PROHIBIT_TIME, RETREAT_PROHIBIT_TIME) self.retreatPhase = 0 self.cameraPlayer = 0 self.netPlayer = 0 self.catBar = None self.createBars() self.resetHitMemory() self.endingVal = -1 self.endingValTick = 0 self.fx = [] self.platforms = getPlatforms(terrainLeft, terrainRight) self.countdown = countdown.Countdown(BATTLE_COUNTDOWN_LENGTH) self.createEndingText() self.damageTagRects = [] self.damagePercentRects = [] for i in range(2): rect = Rect((0, 0), (80, 100)) if (i == 0): rect.left = 0 else: rect.right = SCREEN_SIZE[0] rect.top = SCREEN_SIZE[1] - 55 self.damageTagRects.append(rect) rect2 = Rect((0, 0), (80, 100)) if (i == 0): rect2.left = 0 else: rect2.right = SCREEN_SIZE[0] rect2.top = rect.top + 18 self.damagePercentRects.append(rect2) self.damageTag = textrect.render_textrect("Strength", STRUCTURE_COUNT_FONT, self.damageTagRects[0], ALMOST_BLACK, BLACK, 1, True)