コード例 #1
0
class SellGoodUILine:
    def __init__(self, good_and_quantity, sell_goods_and_prices, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good_and_quantity = good_and_quantity
        self.good_text = good_and_quantity[0].name

        self.good_value = 0
        for good in sell_goods_and_prices:
            if good[0].name == good_and_quantity[0].name:
                self.good_value = good[1]
        self.test_slider = UISlider([self.position[0] + 80, self.position[1], 150, 20],
                                    [0, self.good_and_quantity[1]], 0, self.fonts, 0)
        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button = UTTextButton([self.position[0] + 240, self.position[1], 80, 20],
                                        self.sell_string, self.fonts, 0)

        self.text_colour = pygame.Color("#FFFFFF")
        
        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True, self.text_colour)

    def redraw(self):
        self.should_redraw_all_lines = False
        self.test_slider.set_max(self.good_and_quantity[1])
        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button.set_text(self.sell_string)

    def handle_input_event(self, event):
        self.test_slider.handle_input_event(event)
        self.sell_button.handle_input_event(event)

    def update(self):
        self.test_slider.update()
        self.sell_button.update()

        self.sell_string = "Sell: +" + str(self.good_value * self.test_slider.get_value())
        self.sell_button.set_text(self.sell_string)
        
        if self.sell_button.was_pressed():
            self.player.gold = self.player.gold + (self.good_value * self.test_slider.get_value())
            self.should_redraw_all_lines = True
            self.player.remove_goods([self.good_and_quantity[0], self.test_slider.get_value()])

    def draw(self, screen):
        self.test_slider.draw(screen)
        self.sell_button.draw(screen)

        screen.blit(self.good_text_render, self.good_text_render.get_rect(centerx=self.position[0],
                                                                          centery=self.position[1] + 10))
コード例 #2
0
class BuyGoodUILine:
    def __init__(self, good, position, fonts, player):
        self.fonts = fonts
        self.player = player
        self.position = position
        self.good = good[0]
        self.good_text = self.good.name
        self.good_value = good[1]
        affordable_max = int(self.player.gold / self.good_value)
        cargo_space_max = self.player.space_in_hold
        slider_max = min(affordable_max, cargo_space_max)
        self.test_slider = UISlider(
            [self.position[0] + 80, self.position[1], 150, 20],
            [0, slider_max], 0, self.fonts, 0)
        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button = UTTextButton(
            [self.position[0] + 240, self.position[1], 80, 20],
            self.buy_string, self.fonts, 0)

        self.text_colour = pygame.Color(255, 255, 255)

        self.should_redraw_all_lines = False

        self.good_text_render = self.fonts[0].render(self.good_text, True,
                                                     self.text_colour)

    def redraw(self):
        self.should_redraw_all_lines = False
        affordable_max = int(self.player.gold / self.good_value)
        cargo_space_max = self.player.space_in_hold
        slider_max = min(affordable_max, cargo_space_max)
        self.test_slider.set_max(slider_max)
        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button.set_text(self.buy_string)

    def handle_input_event(self, event):
        self.test_slider.handle_input_event(event)
        self.buy_button.handle_input_event(event)

    def update(self):
        self.test_slider.update()
        self.buy_button.update()

        self.buy_string = "Buy: " + str(
            self.good_value * self.test_slider.get_value() * -1)
        self.buy_button.set_text(self.buy_string)
        if (self.good_value * self.test_slider.get_value()) > self.player.gold:
            self.buy_button.disable()

        if self.buy_button.was_pressed():
            self.player.gold = self.player.gold - (
                self.good_value * self.test_slider.get_value())
            self.should_redraw_all_lines = True
            self.player.add_goods([self.good, self.test_slider.get_value()])

    def draw(self, screen):
        self.test_slider.draw(screen)
        self.buy_button.draw(screen)

        screen.blit(
            self.good_text_render,
            self.good_text_render.get_rect(centerx=self.position[0],
                                           centery=self.position[1] + 10))
コード例 #3
0
class PortUIWindow:
    def __init__(self, window_rect, fonts, port, player):
        self.window_rect = window_rect
        self.fonts = fonts
        self.background_colour = pygame.Color("#1A1A1A")
        self.text_colour = pygame.Color("#FFFFFF")
        self.port = port
        self.player = player

        self.window_title_str = self.port.name

        self.should_exit = False
        self.should_open_buy_goods_window = False
        self.should_open_sell_goods_window = False

        self.repair_cost = (self.player.max_health - self.player.health) * -2

        self.title_text_render = self.fonts[1].render(self.window_title_str,
                                                      True, self.text_colour)
        self.export_text_render = self.fonts[0].render(
            "Exports: " + self.port.export, True, self.text_colour)

        self.buy_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 80, 70, 20],
            "Buy Goods", fonts, 0)
        self.sell_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 110, 70, 20],
            "Sell Goods", fonts, 0)
        self.repair_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 140, 70, 20],
            "Repair: " + str(self.repair_cost), fonts, 0)
        if abs(self.repair_cost) > self.player.gold:
            self.repair_button.disable()
        self.done_button = UTTextButton(
            [self.window_rect[0] + 40, self.window_rect[1] + 180, 70, 20],
            "Done", fonts, 0)

    def handle_input_event(self, event):
        self.buy_button.handle_input_event(event)
        self.sell_button.handle_input_event(event)
        self.repair_button.handle_input_event(event)
        self.done_button.handle_input_event(event)

    def update(self):
        self.buy_button.update()
        self.sell_button.update()
        self.repair_button.update()
        self.done_button.update()

        if self.done_button.was_pressed():
            self.should_exit = True

        if self.buy_button.was_pressed():
            self.should_open_buy_goods_window = True

        if self.sell_button.was_pressed():
            self.should_open_sell_goods_window = True

        if self.repair_button.was_pressed():
            self.player.gold = self.player.gold + self.repair_cost
            self.player.health = self.player.max_health
            self.repair_cost = (self.player.max_health -
                                self.player.health) * -2
            self.repair_button.set_text("Repair: " + str(self.repair_cost))

    def is_inside(self, screen_pos):
        is_inside = False
        if self.window_rect[0] <= screen_pos[
                0] <= self.window_rect[0] + self.window_rect[2]:
            if self.window_rect[1] <= screen_pos[
                    1] <= self.window_rect[1] + self.window_rect[3]:
                is_inside = True
        return is_inside

    def draw(self, screen):
        pygame.draw.rect(
            screen, self.background_colour,
            pygame.Rect(self.window_rect[0], self.window_rect[1],
                        self.window_rect[2], self.window_rect[3]), 0)

        screen.blit(
            self.title_text_render,
            self.title_text_render.get_rect(centerx=self.window_rect[0] +
                                            self.window_rect[2] * 0.5,
                                            centery=self.window_rect[1] + 24))

        screen.blit(
            self.export_text_render,
            self.export_text_render.get_rect(centerx=self.window_rect[0] +
                                             self.window_rect[2] * 0.5,
                                             centery=self.window_rect[1] + 50))

        self.buy_button.draw(screen)
        self.sell_button.draw(screen)
        self.repair_button.draw(screen)
        self.done_button.draw(screen)